Spell List

A complete and total list of all known spells.  

Atomic

 
Aura of Radiance
Atomics (Light)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 3
Reagent: 1 Charge, Glass Bulb
Spell Complexity: 3
Duration: 1 Minute
Range: Self
You create a source of light centered at yourself that reaches outwards to 30ft of Bright Light and another 30ft of dim light. This aura lasts for one minute. At the start of your turn, and when you first cast this spell, you may spend (1) Action Point to cause a spear of light to strike a single target within the source of Bright Light. They make an Immunity Resistance Check. On a fail, they take 1d6 Radiant damage and gain the Atomic Burn Condition. On a succes they take half damage instead. You can use this ability up to three times per round.  
Atom Bomb
Atomics (Radiant)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 40
Reagent: 9 Charges, Sulfur Cell
Spell Complexity: 12
Duration: Instant
Range: 1 Mile.
Select a point within range that you can see. Mimicing the ancients of old, you cast an atomic blast. All targets within a 25ft Radius of that point are instantly vaporized and die. All creatures within a 100ft Radius must make an Immunity Resistance Check. On a failed check, they take 10d6 Radiant damage or half as much on a successful check. For every 5 points of damage they take, they also gain a random Radiant Wound on both Successful checks and Failed checks. After casting this spell, you take 4d6 Radiant Damage and gain a random Radiant Wound.
I am become death, the destroyer of worlds.  
Atomic Charge
Atomics (Radiant)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: Touch
Select a Sulfer Cell of your choice within reach. It gains 1 charge. If you cast this spell in a highly radioactive area, you gain twice as many charges.  
Blinding Light
Atomic (Light)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Reagent: 1 Charge, Glass Bulb
Spell Complexity: 3
Duration: Instant
Range: Self
You cause blinding light to erupt from your hand in a 25ft cone in front of you. All targets within the cone that rely on vision to see must make an Evasion Resistance Check. On a failed check, they’re blinded until the end of their next turn.
Alternate Cast: As an alternate cast, you can expend a charge from a Glass Bulb, if you do, you can increase or reduce the aura of this spell by 10ft.  
Chain Lightning
Atomics (Eletric)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Charge, Iron Ring
Spell Complexity: 5
Duration: Instant
Range: 30ft
Select a target you can see within range. Make a ranged attack roll against them. On a hit, they take 3d6 Lightning Damage or half as much on a miss. In addition you can attack a second target after the first as long as they’re within 30ft of the previous target. You can attack up to six different targets this way. For every prowess die used on the initial attack, you also add that many prowess dice to the following attacks.  
Chromatic Lights
Atomics (Light)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: 120ft
Select a light source you can see within range. The light creates colorful abstract images within its aura. The images don’t appear real, but can strike a target with awe as they watch the beautiful lights. Any creature that directly watches the light must make a Resolve Resistance Check. On a failed check, they’re enthralled by the light. However, this effect ends early if they hear any loud noises, feel threatened or uneasy, if they're shaken, or if someone attempts to communicate with them. Targets who are enraged or under similar effects, are immune to this spell.
Alternate Cast: As an alternate cast, you can expend a charge from a Glass Bulb, if you do, you can increase or reduce the aura of this spell by 10ft.  
Counter Spell
Atomics (Electric)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 4 Mana
Spell Complexity: 3
Duration: Instant
Range: 30ft
Select a spell being cast within range of 30ft. You attempt to force the spellcaster to fail casting the spell. Make a spellcheck DC 10 + Twice the mana cost of the spell being cast. On a sucessful roll, the spell that was being cast fails. In addition, for the next 1d4 rounds, the caster who attempted to cast that spell, cannot cast spells of the same Type.
Alternate Cast: When you cast this spell, you can expend a Single Charge from an Iron Ring in your inventory, if you do, if you successfully counter their spell, they cannot cast spells of that Type for the next minute instead of 1d4 rounds.  
Dampen
Atomics (Radiant)
Casting Time: 1 Action Points (2 Hands)
Mana Cost: 2
Reagent: 1 Charge, Sulfur Cell
Spell Complexity: 3
Duration: 1 Round
Range: Touch
Select a willing target. You cause the object to supress all charge from electrons and protons. The target takes no damage, cannot deal damage, and can pass through objects as if they weren't there. In addition, at the start of their turn, and when it's first cast, they take (1d6 radiant damage). As an action (1 action point), The caster can extend the spells duration by a single round, up to 1 minute.  
Darkness
Atomics (Light)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 3
Reagent: 1 Charge, Glass Bulb
Spell Complexity: 3
Duration: 10 Minutes
Range: 60ft
Select a point you can see within range. You create a 20ft radius of pure darkness, sucking out all the light. Anyone inside the radius is blinded. While outside the aura, you cannot see anything behind it.  
Dark Sphere
Atomics (Gravitas)
Casting Time: 6 Action Points (2 Hands, Channeling)
Mana Cost: 12
Reagent: 1 Charge, Lanthanum Orb
Spell Complexity: 8
Duration: 1 Minute
Range: 60ft
Select a point you can see within range. You create a minature black hole at that point, All creatures that enter or start their turn within 30ft from the point must make a Strength Resistance check. On a failed check, they're moved 15ft toward the point. While within the point, Taking the movement action costs tripple the amount of action points it normally would. If a creature would be forced to move directly into the black hole or start their turn there, they take 4d8 Bludgeoning damage. Any target that is reduced to 0 hit points this way is instantly crushed and killed by the force of the object.  
Eletric Bolt
Atomic (Electric)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 120ft
Select a target you can see within range. You make a ranged attack roll against them. On a hit, you deal 1d12 Lightning Damage. In addition, a single adjacent target within 5ft must make an Evasion Resistance Check. On a failed check, they take 1d8 Lightning Damage
Alternate Cast: You cmay expend a single charge from an Iron Ring, if you do, on an attack roll hit, all adjacent targets must make an Evasion Resistance Check instead of one.  
Electric Blade
Atomic (Electric)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 4
Spell Complexity: 3
Duration: 1 Minute
Range: Touch
You imbue a weapon of your choice with lightning that you're touching. The weapon deals an additional 1d4 lightning damage. This spell lasts for one minute. You can only imbue one weapon with an enchantment spell at a time.
As an additional use, you can make a ranged attack roll up to three times the normal reach of the weapon away with this weapon. Use the regular attributes and abilities for the weapon this way. Your damage dealt is instead 2d6 lightning damage when you make an attack roll this way.
Alternate Cast: As an alternate cast, you can expend a single charge from an Iron Ring, if you do, you increase the reach of the ranged attack by up to six times instead of three times.  
Electromagnetic Blast
Atomic (Eletric)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4 Mana
Reagent: 1 Charge, Iron Ring
Spell Complexity: 5
Duration: Instant
Range: 60ft
Select a target within range. You make a ranged attack roll against them. On a hit, you deal 4d6 lightning damage Or half as much on a miss.  
Electro Absorption
Atomic (Eletric)
Casting Time: 2 Action Points, Reaction (1 Hand)
Mana Cost: 4
Spell Complexity: 3
Duration: Instant
Range: Self
The next time you would be targeted with a spell, you can cast this spell. Make a Spellcheck (DC 10 + Twice the mana cost of the spell being cast) On a success, you avoid all damage from that spell and gain mana equal to half the cost of the spell cast.
Alternate Cast: You can expend a single charge from an Iron Ring in your inventory, if you do, you, if you successfully gain mana from the spell cast, you instead gain all the mana back instead of just half.  
Glamour
Atomic (Light)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 3
Duration: 8 Hour
Range: Touch
Select a target you can touch. Until this spell ends, you change the apperance of their face and body to look like anyone else. Including a different race or species as long as they're of similiar height and shape. If someone were to physically inspect you, they would be aware of the illusion.  
Gravitational Sling
Atomic (Gravitas)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 3
Spell Complexity: 3
Duration: Instant
Range: 60ft
Select a point you can see up to 60ft away. You are pulled towards that point at rapid speeds, moving up to 60ft in a single turn. You can travel over cliffs and drop off as well as through the air without being affected by gravity. You cannot be targeted by attacks of opportunity and any prepared attacks against you are made at -4 to hit. Once you reach the point, the spell ends. If you are traveling through any obstacles while moving this way, you must make an Evasion Resistance Check, DC 20 (This DC isn’t affected by your Spell PRF or Hit bonus). On a failed check, you take 2d6 bludgeoning damage or half as much on a successful one.  
Greater Telekinesis
Atomic (Gravitas)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 1
Reagent: 1 Charge, Enchanted Geode
Spell Complexity: 5
Duration: 1 minute
Range: 120ft
Select an object you can see within range that weighs no more than 1000 pounds. You cause the object to ignore the laws of gravitation as it levitates up to 10ft off the ground. While this spell is active you can spend (2) action points to move the object up to 15ft in any direction. If you have multiple objects under Greater Telekinesis, you can move them all at the same time with this action.  
Hardlight
School (Light)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 4
Reagent: 1 Charge, Glass Bulb
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select a ray of light being cast from an object within range such as a torch, lantern, or fireplace. You are able to bend the light in such a way as for it to materialize into a specific shape of your choice, (at GM discression). Within the ray of the light, you can create any object such as a wall, bridge, or trap. As a basic design you can create the following different kinds of structures and objects listed below. You can only make one type of object at a time. Any type of object created this way has a total Hit point of 40 and required an Attack Roll of 15 or Higher to hit. In addition, when you create an object of light this way, the rays of light also dissipate and any light is gone.
  • Wall/Floor. You materialize the light into floors, walls, stairs, or a similiar structure. You can also use this to create cover from projectiles or surround yourself in a shield.
  • Trap. You create a blade swinging from a chain, cause arrows of light to rain, cover the ground in spikes, or another form of trap of your choice. Whenever a target would enter the range of the trap, or start their turn there, they must make an Evasion Resistance check. On a failed check they take 2d8 Slash/Pierce damage, or half as much on a successful one. Depending on the type of Trap, The GM can rule that walking at half speed or moving prone may prevent the need to make an Evasion Resistance Check. Some traps created this way will only have a single use, such as a falling blade, but others such as a field of barbed light can last the full minute that the spell is cast for, but may be more easy to move through if done slowly.
  • Chains. You create a length of chain that can be attatched between two points or used to bind an object or target. The Chain is able to support a weight of no more than 10,000lbs. If a target is bound by the chain this way, they must make a Strength (Brawn) check to attempt to escape.
  • Armor. Select any number of targets within the aura of light, They all gain +3 to DR as hardlight armor invelopes them.
  • Weapon. Select any number of targets within the aura of light, You can grant them weapons created from light that appear in their hands or on their person (No Josh, you cannot make Hardlight Guns this way, I know you're thinking about it). These have all the normal stats as regular weapons. However, dealing bludgeoning damage with any weapons created this way will cause them to shatter on use.
 
Invisibility
Atomics (Light)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: 1 Hour
Range: Touch
Select one creature you can touch or an object no larger than 5ft in any direct. You shape light around them, consealing their form. Until the spell ends, the creature is invisible. The spell ends early if they attack or cast a spell.  
Irradiate
Atomics (Radiant)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 15ft
Select a target you can see within range. They must make an Immunity Resistance check. On a failed check, they take 1d10 Radiant damage and gain the Atomic Burn Condition, or half as much on a successful check.
Alternate Cast: As an alternate Cast, you can expend a single charge from a Sulfur Cell, if you do, you increase the Range of Irradiate by +15ft when you cast it.  
Light
Atomics (Light)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: 10 minutes
Range: Touch
Select an object that you are touching. You cause it to glimmer with radiant light. It shines bright light in a 25ft radius and dim light up to an additional 25ft.  
Lightning Elemental
Physical (Lightning, Necrotic)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 8
Reagent: 1 Charge, Iron Ring
Spell Complexity: 8
Duration: 24 hours
Range: 30ft
You conjure a Lightning Elemental under your control for the duration of the spell. In order to cast this spell, you must sacrifice a humanoid target and kill them by lightning damage. The electrified corpse of the humanoid will become the Lightning Elemental.  
Lightning Step
Atomics (Electric)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: Touch
Select a single target you can touch. As a Free Action during their turn, they can move up to 30ft in any direction without provoking opportunity attacks. They can use this ability once per turn.  
Lightning Tendrils
Atomics (Eletric)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 4
Reagent: 1 Charge, Iron Ring
Spell Complexity: 5
Duration: 1 Mintue
Range: Self
All creatures within 20ft of you must make an Evasion Resistance check. On a failed check, targets take 2d6 Lightning Damage, gain a Random Lightning Wound, and are grappled. At the start of their turn, if they're grappled, they take an additional 2d6 Lightning Damage.  
Mini Meteor
Atomics (Gravitas)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: 60ft
Select an object that’s under the effects of Telekinesis, loosing hanging in the air, or at GM discession. You cause it to be struck with an immense gravitational pull, falling at rapid speeds and ending the telekinesis on it. Anything under the object that’s brittle or delicate is likely broken. Make a single attack roll against all targets stand under the object. On a hit, you deal 3d8 bludgeon damage, or half as much on a successful check. You may also deal Slash or Piercing instead of applicable. If the object weighs more than 100 pounds, the target takes an additional 1d8 bludgeon damage. For every additional 100 pounds, it deals an additional 1d8 bludgeon damage.  
Mana Drain
Atomics (Electric)
Casting Time: 3 Action Points (2 Hands, Channel)
Mana Cost: 4
Reagent: 1 Charge, Iron Ring
Spell Complexity: 3
Duration: 3 Rounds
Range: 60ft
Select a target you can see within Range. They must make an Immunity Resistance Check. On a failed save, they loose 1d6 mana. And you gain mana equal to the mana they lost. They must repeat this check at the start of your turn until the spell ends.  
Mana Zap
Atomics (Electric)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 1
Duration: Instant
Range: 60ft
Make a Ranged Attack Roll against a target within range. On a successful hit, you deal 2d4 Lightning Damage and the target must make an Immunity Resistance Check. On a failed check, they loose 1d4 Mana.  
Minor Illusion
Atomics (Light)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
You create an image out of light no larger than 10ft in any direction. Using (3 Action Points) you can move that image in any direction or make it perform any action you want it to. Such as a dancing bear, three reeklings in a trench coat, a falling rock, or a wall.  
Opening
Atomics (Radiant)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: Touch
Select a non living object you can Touch. As long as that object is not thicker than six inches, you create a portal that's no larger than 1ft in diameter that allows objects to pass through that portal.  
Opposite Reaction
Atomics (Gravitas)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: Instant
Range: 60ft
Select an object or target you can see within range. You create an opposite force equal to the strongest force of gravity currently against the target. They’re moved 30ft away from the source. If the source is magical or has a stated force, (such as spells like Dark Sphere or Slam) The target is moved an additional amount of feet equal to whatever the spell would specify.  
Quantum Step
Atomics (Radiant)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: 60ft
You instantly teleport to a single point you can see within range. If you cast this spell an additional time during the same round, you take 1d6 radiant damage.  
Radiant Blade*
Atomics (Radiant)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 4
Reagent: N/A
Spell Complexity: 3
Duration: 1 minute
Range: Self
You create a magical melee weapon of your choice made from radiant energy. The weapon appears in a free hand of your choice. The weapon deals the same damage as the base weapon, except as radiant damage.  
Radiation Beam
School (Type)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 2
Reagent: 1 Charge, Sulfur Cell
Spell Complexity: 8
Duration: Instant
Range: 60ft
Select a single target within range. You may expend an additional 2 mana to select another target, up to six targets. For each target selected this way, they're blasted with a pillar of radiant energy. All targets must make an Immunity Resistance check or take 2d10 Radiant damage and gain a Radiant Wound. Or half as much damage on a successful check.  
Radiant Eyes
Atomic (Radiant)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 5
Duration: 1 Hour
Range: Self
You give yourself the ability to see beyond the physical world. Until the spell ends, you're able to see through spells like Fog and Darkness and even able to see through walls no thicker than 1ft. Although you cannot see through lead. You also see invisible objects.  
Radiation Wave
Atomics (Radiant)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Reagent: 1 Charge, Sulfur Cell
Spell Complexity: 5
Duration: Instant
Range: Self
You cause a surge of radiation to develope in a 25ft cone in front of you. Targets within the cone must make an Immunity Resistance check. On a failed check, targets take 3d4 Radiant damage and gain the Atomic Burn Condition. On a successful check, they take half damage.  
Rogue's Light
Atomics (Light)
Casting Time: 3 Action Points (2 Hands, Channeling)
Mana Cost: 3
Spell Complexity: 3
Duration: 10 minutes
Range: Touch
Select an object that you are touching. You cause it to shine with a pale grey light. It shines bright light in a 10ft radius. However, the light does not reflect off of surfaces and while standing outside of the aura of light, the light appears to be invisible.  
Rosen Bridge
Atomics (Gravitas)
Casting Time: 10 Minutes (2 Hands)
Mana Cost: 10
Reagent: 1 Charge, Lanthium Orb
Spell Complexity: 8
Duration: 1 Minute
Range: 100 Miles
You attempt to Teleport to a location within range. Make a spellcheck and attempt to beat a DC 30. On a successful check, you, and any willing creatures and objects of your choice within a 10ft radius are teleported to the location of your choice. This effect takes one minute while all teleporting characters enter a dark and foggy realm. On a failed check, you arrive off location. The lower the roll, the further away you arrive from your location. Depending on the location you choose to teleport you to, this way Lower the required DC to beat.
  • +5 DC. Place you've only heard of.
  • +0 DC.Place you've been to, but only once or twice.
  • -5 DC. Place you've visited several times and spent many days there.
  • -10 DC. Place you've lived for several years.
 
Rune Light
Atomics (Light)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 24 hours
Range: Touch
Select an object you can touch. You create a sigil, message, or rune, up to 5ft in any direction. This text can produce dim light up to 10ft away.  
Slam
Atomics (Gravitas)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: Instant
Range: 60ft
Select a point you can see within Range. Within a 20ft radius, the force of Gravity suddenly grows beyond normal. Any loose objects and flimsy structures quickly fall, anything brittle will shatter when it hits the ground. All targets within the radius must make a Strength Resistance Check. On a failed check, they take 2d6 bludgeoning damage and fall prone, or half as much damage on a successful check. If a creature was elevated for any reason and suddenly falls because of this effect, they take twice as much from fall damage.  
Slithering Shadows
Atomics (Light)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 2
Reagent: 1 Charge, Glass Bulb
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select a source of light within range. You cause the light to bend and contort with shadows, making it look alive. All Creatures within the Radius of the light source who start their turn there or enter for the first time, must make a Resolve Resistance Check. On a failed check, targets are frightened of the light until the start of their next turn.  
Shock
School (Electric)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: 15ft
Select a target you can see within range. You make a ranged attack roll against that target. On a hit, the target takes 2d6 Lightning and gains the Aftershock Condition.  
Storm Surge
Atomic (Electric)
Casting Time: 6 Action Points (2 Hands, Channeling)
Mana Cost: 10 Mana
Reagent: 1 Charge, Iron Ring
Spell Complexity: 5
Duration: 1 Minute
Range: 120ft
You may only cast this spell while outside in the open air. Select a point you can see within range. You cause a sudden storm cloud to form within a 25ft radius of that point. All creatures within that radius who start their turn there or enter for the first time must make an Evasion Resistance Check. On a failed check, targets take 2d6 lightning damage or half as much on a successful one. While channeling this spell, during your turn, you can expend (2) mana point and (2) action points to force any target within the radius to repeat the Evasion Check.  
Telekinesis
Atomics (Gravitas)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 120ft
Select an object you can see within range that weighs no more than 20 pounds. You cause the object to ignore the laws of gravitation as it levitates 10ft off the ground. While this spell is active you can spend (2) action points to move the object up to 30ft in any direction. If you have multiple objects under Telekinesis, you can move them all at the same time with this action. This spell lasts up to 10 minutes.
Alternate Cast: You can expend a charge from an Enchanted Geode in your inventory, if you do, you can target two additional objects with this spell.  
Zone of Disruption
Atomics (Electric)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Reagent: 1 Charge, Iron Ring
Spell Complexity: 5
Duration: 1 Minute
Range: 60ft
Select a point you can see within range. You create a 30ft radius of negative energy that drains magic. Whenever a target would cast a spell within the Aura, the spell automatically fails. If a spell would be cast that passes though the zone, the spell fizzels. A spell that would create an aura or zone of effect that would overlap with the zone fails within the zone.  

Biological

 
Acid Spit
Biological (Chemical)
Casting Time: 3 Action Points (0 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 15ft
You hurl toxic acid from your mouth. Select a target you can see within range and make a ranged attack roll against them. On a hit, they take 2d6 Acid Damage and a pool of Acid forms below them. For the next minute until the pool dissolves, any target that enters or starts their turn in the same location of the Pool of Acid, must make an Evasion Resistance Check. On a failed check, they take 1d8 Acid Damage or half as much on a successful one.  
Adrenaline Rush
Biological (Restoration)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 3
Spell Complexity: 3
Duration: 3 Rounds
Range: 15ft
Select a target you can see within 15ft. Whenever they Reroll Prowess Dice, they regain an additional +1.  
Animated Corpse
Biological (Necrotic)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 6
Reagent: 1 Charged Soul Stone
Spell Complexity: 5
Duration: 24 Hours
Range: 30ft
You select a corpse you can see within range and pour necrotic energies into it, forcing it to live again. You create a Zombie under your control that obeys you to the best of it's ability. The Zombie lasts 24 hours before it breaks free from your control and will act hostile to any and all creatures it comes across.  
Aura of Restoration
Biological (Restoration)
Casting Time: 3 Action Points (2 Hands, Channeling)
Mana Cost: 8
Reagent: 1 Pale Oil
Spell Complexity: 5
Duration: 3 Rounds
Range: Self
You cause an aura of healing to flow out from yourself. Select any number of targets you can see within 30ft. When you first cast this spell, and at the start of their turn, they regain 1d6 hit points.  
Bane of Woe
Biological (Neuromantic)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 3
Reagent: 1 Syntheitc Brain Charge
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select up to three targets you can see within range of you. They must make Resolve Resistance Checks. On a fail, targets have -1d6 on all checks.
Alternate Cast: When you cast this spell, you can expend an additional Synthetic Brain Charge, if you do, you can select an additional 2 more targets.  
Bestial Sense
Biological (Chemical)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Hour
Range: Self
For the next Hour you can the following traits.
  • You gain nightvision up to 120ft
  • You gain Natural Talent with all Smell, Sight, and Hearing Checks.
  • If there is fresh food and water within 120ft, you know where to find it.
 
Bleed
Biological (Necrotic)
Casting Time: 1 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 30ft
Select a target you can see within range. You cause a sudden tear in their flesh that causes dramatic bleeding. They must make an Immunity Resistance Check. On a failed check, they gain 2 levels of bleed or 1 level on a successful check.  
Blood Mana
Biological (Necrotic)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 0
Spell Complexity: 1
Duration: Instant
Range: Self
When you cast this spell, you expend 2 points of health and regain 1d4 points of mana. You must also make an Immunity Resistance Check, DC 15, against Bleed 1. If you cast this spell more than once within the same minute, you automatically gain Bleed 1. After you cast this spell, you cannot regain hit points from magical sources for the next 24 hours.  
Blood Shield
Biological (Reaction)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: Self
When you cast this spell, you take 1d6 points of damage, this damage cannot be prevented. After taking damage this way, you gain +4 Damage Reduction until the start of your next turn.  
Charm
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
You target a single creature you can see within range. That creature must make a Resolve Resistance Check. On a failed check, the target is Charmed.
Alternate Cast: When you cast this spell, you can expend a Single Charge from a Synthetic Brain in your inventory, if you do, you can select an additional target when you cast this spell.  
Control Undead
Biological (Necrotic)
Casting Time: 12 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: 24 Hours
Range: 60ft
Select an undead creature you can see within 60ft. The target must make a Resolve Check. On a failed check, the target undead is under your control for the next 24 hours. If the target has an Intelligence of 0 or higher, they may repeat this check every hour.  
Corpse Puppet
Biological (Necrotic)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 2
Spell Complexity: 1
Duration: 1 Minute
Range: 30ft
Select a corpse you can see within range. You cause the corpse to rise up as a zombie under your control for the next minute. Afterwards, the corpse falls back down rotten and destroyed.  
Death Blast
Biological (Necrotic)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 2
Reagent: 1 Charged Soul Stone
Spell Complexity: 3
Duration: Instant
Range: 60ft
Select a target you can see within range. You hurl a ray of necrotic energy towards them. They must make an Immunity Check. On a failed check, they take 2d8 Necrotic damage and for the next minute cannot regain hit points from healing.  
Detect Living & Dead
Biological (Chemical)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: Self
You detect all living and dead things within 120ft of you. You known the total numbers of creatures, their size, creature type, and their rough location down to 30ft.  
Drain Soul
Biological (Necrotic)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 2
Reagent: Uncharged Soul Stone
Spell Complexity: 3
Duration: 3 Rounds
Range: 60ft
Select a target you can see within range. The target makes an Immunity Resistance Check. On a failed check, the target takes 1d8 necrotic damage. For each round after the first, the target takes an additional 1d8 necrotic damage. If the target would be killed while Drain Soul is active and the Spellcaster has an empty Soul Stone, the Soul Stone is filled with the soul of the target and becomes a charged Soul Stone.  
Draining Fatigue
Biological (Necrotic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 3
Spell Complexity: 3
Duration: 15ft
Range: Self
Select a target you can see within range. They must make an Immunity Resistance Check. On a failed check, they gain the Fatigue Condition for 3 rounds. They cannot make Immunity Resistance Checks to end this Condition early.  
Enrage
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
You target a single creature you can see within range. That creature must make a Resolve Resistance Check. On a failed check, the target is Enranged.
Alternate Cast: When you cast this spell, you can expend a Single Charge from a Synthetic Brain in your inventory, if you do, you can select an additional target when you cast this spell.  
Evolution
Biological (Chemical)
Casting Time: 10 Minutes (2 Hands)
Mana Cost: 2
Reagent: 1 Charged Wyr Root
Spell Complexity: 3
Duration: Instant
Range: Touch
Select one of the following options below and a target you can touch. Their body slowly grows to the new body part. Listen below. This however will take time to fully grow and you must cast this spell ten times before the limb is fully grown. You can only cast this spell once per day unless you risk growing the body part too quickly and damaging it. If you go a day without casting this spell, the time moves back by one day as the body part starts to shrink. You can only have up to three different body parts from this spell at any time. You can cast this spell targeting a created body part to slowly unmake it. The process to unmake a body part is the same as creating it.
  • Gills. You gain gills that allow you to breathe underwater.
  • Tail. You gain a tail that can be used for Balance. You have Natural Talent towards Acrobatics and Evasion Resistance checks where the tail would be applicable for balance, such as tight rope walking.
  • Claws. Unarmed strikes deal a bonus damage of +2.
  • Strong Hide. Your skin becomes tough and leathery, you gain +1 to Damage Reduction.
  • Resistance. You gain Natural Talent towards Immunity (Stamina) checks against disease.
  • Night Eyes. You learn to see in the dark. You can see in darkness up to 120ft away. (You cannot see in complete pitch black darkness)
 
Fear
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
You target a single creature you can see within range. That creature must make a Resolve Resistance Check. On a failed check, the target is frightened.
Alternate Cast: When you cast this spell, you can expend a Single Charge from a Synthetic Brain in your inventory, if you do, you can select an additional target when you cast this spell.  
Festering Wound
Biological (Necrotic)
Casting Time: 3 Action Points (1 Hands)
Mana Cost: 2
Spell Complexity: 1
Duration: Instant
Range: 15ft
Select a target you can see within range of you that's lost hit points within at least an hour. The must make an Immunity Resistance Check. On a failed check, they take 2d8 Necrotic Damage or half as much on a succesful check.  
Flash Heal
Biological (Restoration)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Reagent: 1 Pale Oil
Spell Complexity: 1
Duration: Instant
Range: 30ft
Select a target you can see within 30ft of you. You restore 1d6 hit points and they loose a single level of bleed.  
Haste
Biological (Restoration)
Casting Time: 4 Action Points (2 Hands, Channeling)
Mana Cost: 1
Spell Complexity: 5
Duration: 1 Minute
Range: Touch
Select a target you can touch. Until the spell ends, they gain an additional number of action points equal to half their total action points round down. So if they have six, they gain an additional three action points. Once this spell ends, They're Instantly stunned until the end of their next turn as they become overwhelmingly exhausted.  
Heal
Biological (Restoration)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Reagent: 1 Pale Oil
Spell Complexity: 3
Duration: Instant
Range: Touch
Select a target you can touch. You restore 2d8 hit points and they loose all levels of bleed. If you cast this spell on a creature that lost a limb within 1 minute and you're holding the limb in your hand, you can reattatch the limb and they loose all levels of bleed related to the lost limb. The Limb is considered broken however, but will heal naturally over time.  
Rejuvinating Surge
Biological (Restoration)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Pale Oil
Spell Complexity: 3
Duration: Instant
Range: 30ft
You amit a sudden flash of healing and energy. Select up to four creatures you can see within range. Each target regains 1d10 hitpoints gains +1 Prowess die.  
Listen
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 120ft
Select a target you can see within 120ft of you. You attempt to learn a single instant thought of the target. The target must make a Resolve Resistance Check. On a failed check, you learn a single thought of the character.  
Mind Tearing
Biological (Neuromantic)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 5
Duration: 24 Hours
Range: 15ft
Select a target you can see within range. You poison their mind. They must make a Resolve Resistance Check. On a failed check, their Intelligence is reduced by 1d4 for the next 24 hours.  
Mumble Tongues
Biological (Neuromantic)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: 3 Rounds
Range: 60ft
You target a single creature you can see within range. That creature must make a Resolve Resistance Check. On a failed check, until the spell ends. Whenever someone near them would speak, you can alter their voice to make it sound like they said something else to the target.
 
Oaken Flesh
Biological (Chemical)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: 10 Minutes
Range: Touch
Select a target you can touch. Their skin becomes wood-like. They gain +2 to Damage Reduction.  
Oaken Thrall
Biological (Chemical)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select a target tree or similar plant creature, no larger than Huge size, you can see within 60ft. For the next minute its roots and branches become under your control. When you cast this spell, select one of the options below.
  • Entangle. The roots and branches reach out towards any targets within a radius of reach for the tree. (Generally 15ft). All creatures within the radius must make either an Strength or Evasion Resistance Check. On a failed save, the target is grappled by the tree and cannot move. It can repeat the check at the end of its turn.
  • Lash. As a Free Action, you can make a single Attack Roll using your Spell Hit Modifier to any targets within the reach of the Tree. (Generally 15ft). You cannot add prowess dice to these attack rolls. The attack deals 2d6 Slash damage on a successful hit. You can use this ability twice per turn.
  • Shapen. You shape the branches into an object of your choice, such as walls, a bridge or stairs.
Alternate Cast: As an alternate cast you can expend a single charge from a Wyr Root, if you do, when you cast this spell, you can choose two different options.  
Pocket Thoughts
Biological (Neuromantic)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: Self
You can cast this spell after you spend time studying an intense subject, having a long discussion, or an important meeting. Select the thoughts of the information you learned, after casting this spell, those thoughts are instead stored away for another time and you forget the information you just learned. You can cast this spell again to recall those memories perfectly. You gain Natural Talent towards any Intelligence check that would revolve around those memories. You can only recall a single memory at a time this way.  
Poison Breath
Biological (Chemical)
Casting Time: 4 Action Points (0 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: Instant
Range: Self
In a 20ft cone starting from you, you suddenly spew poison breath from your lungs. All targets within the cone must make an Immunity Resistance Check. On a failed check, targets take 1d6 poison damage and gain the Nausia Condition.  
Psychic Strike
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: 3 Rounds
Range: 60ft
Select a target you can see within range. You inflict their mind with terrible stress. They must make a Resolve Resistance Check. On a failed check, They're staggered for the next three rounds. They may repat the check at the end of their turn.  
Read Object
Biological (Neuromantic)
Casting Time: 6 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 3
Duration: Instant
Range: Touch
Select an object or target that you are touching that is no larger than 5ft in any direction. You learn the following information about the object.
  • The material composition.
  • The weight and density.
  • If it’s living, dead, or non-organic.
  • If it’s magical or not.
  • Has any sort of electrical, or chemical charge.
 
Regrow
Biological (Restoration, Chemical)
Casting Time: 10 Minutes (2 Hands)
Mana Cost: 4
Spell Complexity: 5
Duration: Instant
Range: Touch
Select a target you can touch who is missing a limb. You spend the duration of the spellcasting time mending that wound. This however will take time to fully grow and you must cast this spell ten times before the limb is fully grown. You can only cast this spell once per day unless you risk growing the body part too quickly and damaging it. If you go a day without casting this spell, the time moves back by one day as the body part starts to shrink.  
Restoring Meal
Biological (Restoration, Chemical)
Casting Time: 10 Minutes (2 Hands)
Mana Cost: 6 Mana
Spell Complexity: 1
Duration: Instant
Range: Touch
You select up to four pieces of fresh food, (such as berries, apples, bread, etc). These pieces of food are enchanted for up to the next ten minutes. Whenever a target would consume this piece of food for the next ten minutes, they begin to heal. Over the next minute, they regain 1d6 hit points.  
Rot
Biological (Necrotic)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 1
Reagent: N/A
Spell Complexity: 1
Duration: Instant
Range: 30ft
Select a target you can see within range. You cause a sudden growth of fungus and bacteria onto the target. They make make an Immunity Resistance check. On a failed check, they take 1d8 necrotic damage and gain the Rot Condition.  
Sangromance
Biological (Necrotic)
Casting Time:4 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 5
Duration: 1 Minute
Range: Self
When you cast this spell, for the next minute, All bleed damage you deal is increased by +1. In addition, whenever a creature would be dealt damage from a bleed effect from you, you regain half that many hit points back as health.  
Sellum's Pandemonium
Biological (Neuromantic)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 5
Duration: 1 Round
Range: Self
When you cast this spell, you emit a ray of psychotic wave, all creatures within 25ft of you must make a Resolve Resistance Check. On a fail, all creatures gain a random psychic effect until the end of their next turn. Roll 1d6 for the Random effect.
  • Target is Blinded.
  • Target is Charmed by the spellcaster.
  • Target is Enraged.
  • Target is Frightened by the spellcaster.
  • Target is Staggered.
  • Target is Stunned.
 
Sew
Biological (Restoration)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 30ft
Select a target you can see within range. You cause their flesh to restore from bleeding. They loose two levels of bleed.  
Shape Memory
Biological (Neuromantic)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 1
Duration: 60ft
Range: Self
Select a target you an see within range. You attempt to implant a target with a single fabricated memory. The target must make a Resolve Resistace Check. On a failed check, they gain the memory. The memory lasts for the next ten minutes. You cannot cast this spell again on the same target for the next 24 hours.  
Spark of Undeath
Biological (Necrotic)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 6
Reagent: Charged Soul Stone
Spell Complexity: 8
Duration: 1 Minute
Range: 30ft
Select up to four corpses you can see within range. You reanimate them all as zombies under your control for the duration of the spell. Once the spell ends, all zombies created this way wither and die.  
Spores
Biological (Chemical)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: 10 minutes
Range: 60ft
Select one of the following options below. You create a type of spore from the ones listed below. These spores emit outward from your body towards a point you can see within range and remain in a radius of 10ft. These spores remain there for the next ten minutes. As an action (2 Action Points) You can move the Spore Could in any direction up to 10ft.
  • Luminescence Spores. The Spore cloud creates Bright light in the radius and Dim light within another 10ft outwards.
  • Toxic Spores. Creatures who start their turn within the cloud or enter for the first time must make an Immunity Resistance Check. On a failed check, they take 1d4 poison damage and gain the Nausia Condition.
  • Rejuvenating Spores. Creatures who start their turn within the cloud or enter for the first time lose a single level of Bleed and have +4 to Immunity checks.
 
Tendrils
Biological (Chemical)
Casting Time: 3 Action Points (0 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: 1 Minute
Range: Self
You suddenly sprout two squid-like tentacles from your body. Using these Tendrils, you have any of the following actions below which can be used once per turn as a Free Action. These Tendrils last for one minute.
  • Attack. Using the Tendrils, you can make two single Unarmed Strikes or Grapple checks with an additional reach of +10ft.
  • Carry. You can combine your tendrils strength to increase your Carrying Capacity by twice and gain +4 to any Strength (Brawn) checks.
  • Hasten. You use your Tendrils to force yourself off the ground and move faster, increasing your movement speed by +5ft for every Movement Action.
  • Other. You use your Tendrils in a way not listed here, depending on how they’re used, your GM may or may not allow it or require you to spend Action points and or make a Skill check to do so.
 
Undying Boon
Biological (Necrotic, Restoration)
Casting Time: 1 Minute (2 Hands)
Mana Cost: 6
Reagent: 1 Charged Soul Stone
Spell Complexity: 5
Duration: 24 Hours
Range: Touch
You bless a single target you are touching with undeath. They instantly regain 2d6 hit points and for the next 24 hours they are considered undead and gain the following traits.
  • You are immune to Bleed.
  • The penality caused from Wounds from Broken Bones are ignored.
  • If you enter the Dying State, you remain concious and can continue to make actions like normal.
 
Whispers
Biological (Neuromantic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 120ft
Select a target you can see within range of you. You send a single psychic message only they can hear that consists of no more than ten or fewer words.  

Physical

 
Armament of Ice
Physical (Cryo)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 3
Spell Complexity: 10
Duration: Instant
Range: Self
You conjure a weapon made of pure ice in your hand. The weapon has the attributes of a normal weapon of your choice but deals Cold damage instead. Whenever you would make a successful attack roll, all Targets, except yourself, within 5ft of the target you hit, must make a Strength Resistance check. On a fail, they are all Staggered by chilling winds until the end of their next turn.  
Aura of Force
Physical (Kinetic)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Charge, Tuning Fork
Spell Complexity: 5
Duration: Instant
Range: Self
All targets within a 30ft radius of this spell must make a Strength Resistance Check. On a failed save, they take 2d6 bludgeoning damage and are either pushed or pulled 15ft away or towards you.  
Burning Blade
Physical (Thermal)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 4
Spell Complexity: 5
Duration: 1 Minute
Range: Touch
You imbue a melee weapon of your choice with fire that you're touching. The weapon deals an additional 1d6 fire damage. This spell lasts for one minute. You can only imbue one weapon with an enchantment spell at a time.  
Brand
Physical (Thermal)
Casting Time: 6 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: Touch
Select a single object you can touch. You burn that object leaving a permant branding scar. That scar can be made into the shape or pattern of anything you desire such as words, a shape or sigil.  
Chill Touch
Physical (Cryo)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: Touch
Select an object you can touch. If the object is no larger than 15ft in any direction, it starts to slowly freeze. The object remains frozen. If it’s a source of water, it freezes into a block of ice.  
Chill Winds
Physical (Cryo)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 3
Spell Complexity: 1
Duration: Instant
Range: Self
You create a 15ft cone of cold air that freezes everything it touches. All targets within the aura must make a Strength Resistance check, on a failed check they take 2d8 cold damage and until the end of their next turn, all movement actions cost one additional point. Or they take as much damage on a successful check.
Alternate Cast: As an alternate cast, you can expend one charge from a Frozen Coil in your inventory, if you do, you can increase or decrease the size of the aura by 10ft.  
Combustion
Physical (Thermal)
Casting Time: 4 Action Points (2 Hand)
Mana Cost: 3
Spell Complexity: 3
Duration: Instant
Range: Self
You select all objects on fire Including targets that are ignited within a 20ft radius of yourself. Targets must make an Evasion Resistance Check. On a failed check, they take 1d8 fire damage plus an additional 1d8 fire damage for each level of ignited they have. Or half as much on a failed check.  
Cryogenic Ward
Physical (Cryo)
Casting Time: 3 Action Points, Reaction (2 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: 1 Minute
Range: Self
You incase yourself in ice, make you invunerable while doing so, but unable to act. While incase this way, you cannot be targeted by attack rolls or spells. However, the Ice Ward you're inside of can be targeted. It has 30 Hit Points, DR 2, and must be hit on a 10 or higher. You can end this effect early as a free action.  
Crystal Spikes
Physical (Geode)
Casting Time: 1 Action Points (1 Hand)
Mana Cost: 1
Reagent: N/A
Spell Complexity: 1
Duration: 1 Round
Range: 60ft
You select a source of dirt, stone, sand, or similar non-metallic, inorganic material that you can see within 60ft. From that source, crystal spears suddenly grow out of the ground to attack a target of your choice within 5ft of that source. Make an Attack roll against the target, on a hit you deal 2d6 piercing damage. Until the start of your next turn, the area within the Crystal Spike counts as a part of your Aura of Reach and you can make reaction attacks with the crystal spike as if it was a normal weapon.
Alternate Cast: As an alternate cast, you can expend a single charge from an Enchanted Geode, if you do, you extend the weapon reach of this spell by +5ft  
Dust Storm
Physical (Kinetic)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select a point you can see within range. Dirt, dust, and sand starts to pick up in a wild gust of wind within 25ft of the source. All targets within the Dust Storm that rely on sight are Blinded. Targets who started their turn within the Dust Storm or enter it for the first time, must make a Strength Resistance Check. On a failed check, targets are staggered until the end of their next turn.  
Earthen Growth
School (Type)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 3
Reagent: 1 Charge, Enchanted Geode
Spell Complexity: 3
Duration: 10 Minutes
Range: 60ft
You select a source of dirt, stone, sand, or similar non-metallic, inorganic material that you can see within range. You cause a crystalline structure to slowly grow outward from the source. Once the spell ends, the structure returns to its original form and falls apart. Choose one type of structure to make from the list below. The total size of any structure, despite the size of the source stone cannot exceed 20ft in radius.
  • Crystalline Structure. You create a basic structure that can reach out 20ft from the source such as a bridge, wall, or platform. Any structure made this way has a total Hit Points of 40.
  • Crystal Spears. You create a field or area of crystal spikes dangerous to the touch. Any creature that starts its turn or enters the area for the first time must make an Evasion Resistance Check. On a failed save, they take 2d6 piercing damage. If the target would move only at half their speed, they can ignore the Evasion Check.
 
Fiery Expulsion
Physical (Thermal)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Reagent: 1 Charge, Fire Glass
Spell Complexity: 5
Duration: Instant
Range: Self
All targets within a 20ft radius of you must make an Evasion Resistance check. On a failed check, they take 3d6 Fire Damage or half as much on a successful one. In addition, If you were under the Ignited condition, you loose all levels of Ignited. For every level of Ignited you loose, you deal an additional +1 damage.  
Fire Elemental
Physical (Thermal, Necrotic)
Casting Time: 1 Action Points (2 Hands)
Mana Cost: 8
Reagent: 1 Charge, Fire Glass
Spell Complexity: 8
Duration: 24
Range: 30ft
You conjure a Fire Elemental under your control for the duration of the spell. In order to cast this spell, you must sacrifice a humanoid target and kill them by fire damage. The burnt corpse of the humanoid will become the Fire Elemental. The target must be alive while the spell is first being cast and can only die until the last minute of the spell.  
Fireball
Physical (Thermal)
Casting Time: 12 Action Points (2 Hands)
Mana Cost: 10
Reagent: 1 Charge, Fire Glass
Spell Complexity: 8
Duration: Instant
Range: 60ft
Select a point you can see within range. You make an Area Attack Roll against all targets within 25ft of that point. All creatures within that point must make an Evasion Check. On a failed save they take 6d6 Fire damage or half as much on a successful one.  
Firebolt
Physical (Thermal)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 120ft
You cause a sudden mass of heat and energy towards a target. Make a ranged attack roll against the target. On a hit they take 2d8 fire damage.  
Firecrackers
Physical (Thermal)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: Self
In a 20ft cone from you, you cause motes of fire to pop and crack rapidly, dazing anyone in the radius. All targets within the radius must make an Evasion Resistance Check. On a failed check, targets are staggered until the end of their next turn.  
Flame Toss
Physical (Thermal)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 3
Duration: Instant
Range: 30ft
Select a source of flame you can see within range at least 5ft in diameter such as a strong campfire. You cause that flame to suddenly leap to a single target of your choice within 30ft of the flame. If the flame is small enough, it then fades. You make a ranged attack roll against them. On a hit, they take 2d6 fire damage.  
Fog
Physical (Cryo)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
Select a point you can see within range. You create a cloud of fog with a radius of 15ft from the source. The fog is thick and blinds all creatures within the fog. All creatures outside of the fog cannot see past it.  
Force
Physical (Kinetic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: 30ft
Select a target you can see within range. You cause a sudden force of energy acting upon them. They must make a Strength Resistance Check. On a failed check, they take 2d10 bludgeoning damage and are either pushed or pulled in a 15ft line towards or away from you. On a successful save, they take half damage.  
Freezing Ray
Physical (Cryo)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 60ft
Select a target you can see within range. You cause a sudden mass of cold and lack of energy towards a target. They must make a Strength Resistance Check. On a fail they take 2d6 cold damage and all movement actions cost one additional action point until the start of their next turn. On a successful check, they take half damage.  
Frost Bane
Physical (Cryo)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 3
Reagent: 1 Charge, Frozen Coil
Spell Complexity: 3
Duration: Instant
Range: 15ft
Select a target you can see within range. You blast them with frozen energy. They must make a Strength Resistance Check, on a failed check, they take 3d8 cold damage or half as much on a successful check.  
Frost Elemental
Physical (Cryo, Necrotic)
Casting Time: 1 Action Points (2 Hands)
Mana Cost: 8
Reagent: 1 Charge, Frozen Coil
Spell Complexity: 8
Duration: 24
Range: 30ft
You conjure a Frost Elemental under your control for the duration of the spell. In order to cast this spell, you must sacrifice a humanoid target and kill them by cold damage. The ice corpse of the humanoid will become the Frost Elemental.  
Frost Walk
Physical (Cryo)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 1
Duration: 1 Minute
Range: Self
Until the spell ends, while walking on water and other low freezing objects, those objects freeze in a 10ft radius around you, allow you to walk over them with no penalities to movement.  
Glintstone Skin
Physical (Geode)
Casting Time: 4 Action Points (1 Hand)
Mana Cost: 1
Reagent: 1 Charge, Enchanted Geode
Spell Complexity: 3
Duration: 10 Minutes
Range: Touch
Target a creature you can touch. Their skin is transformed into a glimmering stone that reflects light in interesting and chaotic ways that creates a shimmering illusion around them, making it appear as if multiple forms of the same person were next to each other. Whenever the target would be targeted with an attack roll, roll 1d6. On a 3-6, the attack automatically misses as they strike one of the illusions instead. If the target would take any damage at any point, the spell ends early.  
Ice Armor
Physical (Cryo)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Charge, Frozen Coil
Spell Complexity: 3
Duration: 10 Minutes
Range: Touch
Select a target you can touch. The target gains the following benefits.
  • Their Damage Reduction is increased by +2.
  • Creatures who enter or start their turn within 5ft of the target must make an Strength Resistance Check. On a fail, they take 1d10 Cold Damage, or half as much on a successful check.
 
Ice Coat
Physical (Cryo)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: 10 Minutes
Range: 60ft
Select a point you can see within Range. Within a 25ft radius, all objects are stuck in place. Anyone standing in the area when the spell is cast must make an Evasion Resistance Check. On a failed check, they get Frozen Wound until the start of their next turn and take 1d10 cold damage. If a creature tries to move within the ice, they must make an Evasion Check. On a failed check, they fall prone. They have +4 on the check if they move at half speed.  
Ice Shard
Physical (Cryo)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: Instant
Range: 40ft
You make a Ranged Attack Roll against a target within range. This attack also has 4 PR if you make an Armor Piercing attack. On a hit, you deal 2d8 Piercing Damage. In addition, all targets within a 5ft radius must make a Strength Resistance Check. On a failed check, they take 1d10 Cold Damage or half as much on a successful check.  
Immolate
Physical (Thermal)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 3
Duration: Instant
Range: 30ft
Select a target you can see within 20ft of you. You cause a sudden heat to envelope the target. The target must make an Evasion Resistance Check. On a failed check, the target gains Ignite 2. In addition, this spell can be used to target flamable objects. On a succesful cast, any flameable objects targeted by this spell automatically ignite. Alternate Cast: When you cast this spell, you can expend an additional charge from a Fire Glass in your inventory, if you do, you deal an additional 1d4 fire damage to the target if they fail their Evasion Resistance check.  
Kinetic Barrier
Physical (Kinetic)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Charge, Tuning Fork
Spell Complexity: 5
Duration: 10 Minutes
Range: Touch
You create a barrier of kinetic energy that surrounds everything inside of it, protecting it from attacks. Select a point you can touch. For the next 10 minutes, a barrier is created around that point at a 25ft radius. Anything that tries to pass through the barrier must make a Strength Resistance Check. On a failed check, the target takes 1d6 Bludgeoning damage and is moved 15ft away, on a success, they enter the barrier. Projectiles such as arrows automatically miss.  
Kinetic Bolt
Physical (Kinetic)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 60ft
Make a ranged attack roll against a target within range. On a hit, You deal 1d10 Bludgeoning damage. When you cast this spell, you may spend an additional 1 Mana and 1 Action point. If you do, you may make an additional attack roll against a different target.  
Pyroblast
School (Thermal)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 6
Reagent: 1 Charge, Fire Glass
Spell Complexity: 5
Duration: Instant
Range: 30ft
Select a target you can see within range. You charge a massive burst of fire in their direction. Make a ranged attack roll against the target. On a hit, they take 4d6 fire damage, in addition, using the original attack roll, you make an Area Attack against all other targets within 5ft of the original target. On a successful hit, targets take 2d6 fire damage or half as much on a successful check.
Alternate Cast: When you cast this spell, you can expend an additional charge from a Fire Glass in your inventory, if you do, the casting time is reduced to 4 action points insteading of requiring 6 action points.  
Pyroboon
Physical (Thermal)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: 10 Minutes
Range: Touch
Select a target you can touch. For the next minute, that creature gains the following benefits.
  • Whenever the target would deal fire damage, that damage is increased by +1 for each damage die rolled this way.
  • They have resistance to all fire damage.
  • You can expend (2) mana to create a ward of fire around the target. This ward lasts until the start of your next turn. they have +2 to DR and whenever a creature would attack the target, they must make an Evasion Resistance Check. On a failed check, the attacker gains Ignite 1.
 
Shape Ice
Physical (Cryo)
Casting Time: 6 Action Points (2 Hands)
Mana Cost: 3
Spell Complexity: 3
Duration: 1 Hour
Range: 60ft
Select an object made from ice or body of water. You can shape upto 15 square feet of that object into any object you desire. Such as a wall, staircase, decoration, etc. Any object you create has a hit points of 30, Damage Reduction of 2, and requires a 10 or higher to hit. This object lasts up to 1 Hour or until it's melted if it's particularly warm.  
Silence
Physical (Kinetic)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 3
Duration: 10 Minutes
Range: 60ft
Select a point you can see within range. You create a 20ft aura of complete silence. All sound within that aura is nullified as well as Sound cannot travel through the aura, preventing noise from entering past it.  
Shatter
Physical (Geode)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 3
Duration: Instant
Range: 60ft
You target a dense stone object no larger than 5ft (such as a pebble or statue) in any direction and cause it to violently shatter. You make an Area Attack Roll against all creatures within a 15ft radius of the point. On a hit, all targets take 2d6 slashing damage or half as much on a miss.  
Smoke Cloud
Physical (Thermal)
Casting Time: 3 Action Points (2 Hands)
Mana Cost: 1
Spell Complexity: 1
Duration: 1 Minute
Range: 60ft
Select a point you can see within range. You create a cloud of smoke with a radius of 15ft from the source. The smoke is thick and blinds all creatures within the fog. All creatures outside of the smoke cannot see past it.  
Snap
Physical (Kinetic)
Casting Time: 2 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 60ft
Select a target that is being acted upon with a large amount of force. Such as a flimsy rope holding a heavy crate or a cup leaning on the edge of a table. You're able to force enough energy so that any potential energy is converted into kinetic energy. Such as snapping the rope or knocking the ball of the ledge. (You cannot apply more than 10lb pounds of force this way)  
Snow Storm
School (Cryo)
Casting Time: 4 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 3
Duration: 1 Minute
Range: 60ft
Select a point within range. You create a howling snow storm. All creatures in a 20ft radius who start their turn there or enter for the first time must make a Strength Resistance Check. On a failed check, targets become staggered until the start of their next turn.  
Spell Reflection
Physical (Geode)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 4
Spell Complexity: 5
Duration: Instant
Range: Self
The next time a spell would target you or any target within 5ft of you, you can cast this spell. When you do, Make a spellcheck DC equal to 10 + Twice the mana cost of the spell being cast. On a success, using their roll for the spell, you redirect the target of the spell against the caster or any target within 5ft of them.
Alternate Cast: You can expend a single charge from an Enchanted Geode in your inventory, if you do, if you successfully redirect the spell, you can choose any new target as if you were the spellcaster.  
Thunder Strike
Physical (Kinetic)
Casting Time: 2 Action Points (2 Hands)
Mana Cost: 2
Spell Complexity: 3
Duration: 1 Minute
Range: Touch
You imbue a weapon you’re holding with powerful kinetic energy. For the next minute, the next time you or the target holding the weapon would make a successful attack roll, you deal an additional 1d12 Bludgeon Damage and in addition, the target must make a Strength Resistance check, on a failed check, the target is moved up to 15ft away. Once you hit with an attack roll this way, the spell ends.  
Winds of Winter
Physical (Cryo)
Casting Time: 6 Action Points (2 Hands, Channeling)
Mana Cost: 10
Reagent: 1 Charge, Frozen Coil
Spell Complexity: 8
Duration: 1 Minute
Range: 120ft
Select a point you can see within range. The area is suddenly struck with frozen winds, freezing everything. Within a 30ft radius of that point, all targets who start their turn or enter the aura for the first time must make a Strength Resistance Check. On a fail check, they take 1d6 cold damage or half as much on a successful check. Every round the spell remains active, this damage increases by 1d6 to a maximum of 4d6. Targets inside of the aura are also blinded and movement actions cost an additional point.  
Words of Wind
Physical (Kinetic)
Casting Time: 3 Action Points (1 Hand)
Mana Cost: 1
Spell Complexity: 1
Duration: Instant
Range: 60ft
Select a point you can see up to 60ft away. You create a single noise, such as “hello,” a bear growling, or a door opening. This noise can last no longer than a single round.

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