Gravity Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You focus an intense gravitational pull on one creature you can see within range. The target must make a Body (Strength) defense roll or take 1d6 damage, and its speed is reduced by 1 until the end of the round as immense weight presses down upon it.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Entropy Cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Instantaneous
You fling a glob of potent acid at a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Mobility (Agility) defense roll against your Spell defense or take 1d6 acid damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Cantrip
Casting Time: 4 Action Points, that you take when you take damage
Range: Self
Components: G
Duration: Instantaneous
You pull the power of the world into you, reducing the effect of damage. When you do, you reduce the damage you take by 1 per dice of damage you take.
Fire Cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Concentration
You create a Burst of fire on the ground that you can see within range. Until the spell ends, the flame fills a 5-foot area. Any creature in the fire's space, when you cast the spell, may take the dodge action against your Spell defense, to move out of the way. Any creature within the area of the bonfire takes 1d8 fire damage.
The flame ignites flammable objects in its area that aren't being worn or carried.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and again at 17th (4d8).
Beast Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: 1 round
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. You summon an Infestation swarm to a location you see in range. The swarm immediately makes an attack and any further actions or movement it takes uses up your remaining AP. After the duration ends the swarm dissipates back into the environment and is no longer in play.
The summoned creatures increase by your Spell skill when you reach 5th level, 11th level, and again at 17th level. (Armor, Vitality/Health, attack bonus, damage)
This spell's duration increases by 1 when you reach 11th level (2 rounds).
Small swarm of Tiny Beasts
Armor: 0 Passive Armor: 4 Armor Reduction: 2
Health: 3 (3-4) Vitality: 0 (1d6-1)
Movement: 3, fly 6
Damage Resistances: piercing, slashing
Status Immunities: charm, fear, stun, grappled, prone, restrained
Skills: Unarmed - Trained
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm adds its Agility to its Armor Reduction. The swarm can't regain Health or gain temporary Health or Vitality.
Actions
Bites. Melee Weapon Attack: 3 Action Points, +0 to hit, reach: one target in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its Health or fewer.
Earth Cantrip
Casting Time: 3 Action Points
Range: Touch
Components: G, M
Duration: 1 hour
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 40 feet. On a hit, the target takes bludgeoning damage equal to 1d6 +2. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
This spell's damage increases by 2 when you reach 5th level (+4) and 17th level (+6).
This spell's damage dice increases by 1d6 when you reach 11th level (2d6).
Beast Cantrip
Casting Time: 6 Action Points
Range: Self
Components: G
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your Strength as acid damage. After you make the attack, your teeth or fingernails return to normal.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP).
During the attack, your Strength increases by +1 when you reach 11th level (+1) and again at 17th (+2).
Ice Cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Concentration
You create a slick patch of ice on the ground that you can see within range. Until the spell ends, the magic ice layers a 5-foot area making it difficult terrain. Any creature in the space, when you cast the spell, must make a Mobility (Agility) defense roll against your Spell defense or take 1d6 bludgeoning damage and fall prone.
The number of patches of ice that you can concentrate on for this spell increases by 1 when you reach 5th level (2), 11th level (3), and again at 17th (4).
Plant Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: 1 round
Grasping roots sprout in each unoccupied space on the ground surrounding a target within range. Until the start of your next turn, if a creature other than you willingly moves into one of the spaces, the creature must succeed on a Body (Strength) defense or take 1d4 piercing damage and have its movement reduced by half until the start of its next turn.
This spell's duration increases by 1 when you reach 5th level (2 rounds).
The spell reduces movement to 0 when you reach 11th level.
The time to cast this spell decreases by 1 Action Point when you reach 17th level (5 AP).
Cantrip
Casting Time: 5 Action Points
Range: Touch
Components: G, M
Duration: 1 hour
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, the weapon's damage die becomes a d8 and does damage based on the land or spirits you are currently bound to as energy swirls around the weapon. The spell ends if you cast it again or if you let go of the weapon.
The weapon’s damage die changes when you reach 5th level (d10), 11th level (d12), and 17th level (2d8).
Shillelagh Damage Types
Arctic Terrain or Ice Spirits Cold Damage
Coast Terrain or Water Spirits Slashing Damage
Desert Terrain or Fire Spirits Fire Damage
Forest Terrain or Nature Spirits One Poison Damage every dice change
Grassland Terrain or Air Spirits Piercing Damage
Mountain Terrain or Earth Spirits Bludgeoning Damage
Swamp Terrain or Entropy Spirits Acid Damage
Underdark Terrain or Void Spirits Necrotic Damage
Urban Terrain or Gravity Spirits Primal Damage
Plant Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Void Cantrip
Casting Time: One Weapon Strike
Range: Self
Components: G, M (a melee weapon)
Duration: 1 round
Using a weapon, you make a melee attack against a creature within range of the weapon. On a hit, the target suffers the weapons attack's normal effects and becomes suffused with void energy until the end of the round. If the target willingly moves from that location, then the target takes 1d8 necrotic damage, and the spell ends.
This damage the target takes for moving increases by 1d8 when you reach 5th level (2d8) and again at 17th (3d8).
The melee attack deals an extra 1d6 necrotic damage on a hit when you reach 11th level.
Water Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You send a concentrated wave of water at one target you can see within range. Make a melee attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and the target must make a Body (Endurance) defense roll. On a failed roll, the creature becomes Unbalanced.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Air Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You target one creature you can see within range with a sudden, concentrated blast of wind. The target must make a Body (Strength) defense roll. On a failed roll, the creature takes 1d4 piercing damage and is pushed 10 feet directly away from you.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d4 when you reach 11th level (2d4).
1st-Circle Beast spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: 1 day
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is -2 or higher, the spell fails. Otherwise, the beast must succeed on a Mental (Cunning) defense roll or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
When you cast the spell at a higher circle, you can affect one additional beast for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: 10 minutes
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance. The target adds 2 to its Armor. Each time the target takes damage, reduce the armor by 1, when the armor reaches 0, the spell ends.
When you cast the spell at a higher circle, the Armor increases by 1 for each circle above the first.
1st-Circle Beast spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Concentration
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is -2 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages and can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
1st-Circle Entropy spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 minute
You channel the power of corrosion and acid to eat away at your enemies defenses. Make an unarmed attack against a creature dealing unarmed damage plus 2d6 acid damage. If the target is wearing armor, the armor takes a cumulative -1 penalty to it's armor. If the target is a construct or otherwise made of non-living materials, it has disadvantage on its next attack roll as well.
When you cast the spell at a higher circle, the acid damage increases by 2d6 for each circle above the first. At every odd spell circle, the spell also decreases the armor penalty by an additional -1.
1st-Circle Water spell
Casting Time: 1 minute
Range: 30 feet
Components: G, M
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot column within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot sphere within range.
When you cast the spell at a higher circle, number of gallons that can be affected increase by 10. The area that can be affect by this spell also increases by 5 feet for each spell circle used.
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1st-Circle Earth spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 10 feet
Components: G, M
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Mobility (Agility) defense roll. On a failure, a creature takes 1d6 bludgeoning damage and is knocked prone. Unless magical or protected, the ground becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
When you cast the spell at a higher circle, the damage increases by 1d6, and the range increases by 5 for each circle above the first.
1st-Circle Plant spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 90 feet
Components: G, M
Duration: Concentration
Grasping weeds and vines sprout from the ground in a 10-foot radius starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area, when you cast the spell, must succeed on a Body (Strength) defense roll or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength roll against your Spell defense. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
Each object in a 20-foot sphere within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Mobility (Agility) defense roll. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
1st-Circle Air spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 120 feet
Components: G, M
Duration: Concentration
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When you cast the spell at a higher circle, the radius of the fog increases by 20 feet for each circle above the first.
1st-Circle Entropy spell
Casting Time: 1 minute
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Instantaneous
You touch one non-magical object no larger than a 3-foot sphere and begin a deep, resonant chant, magically destroying the physical bonds that hold it together. The magic takes hold at the end of the casting, but the effect manifests slowly.
Over the course of 1 hour, the object succumbs to this entropic decay. Metal becomes intensely brittle and fractured, stone turns cracked and crumbly, wood rots to punk, and cloth or leather frays and weakens.
At the end of the duration, the object is completely destroyed, falling apart, rusting, or becoming generally unusable. If the object has a function (like a lock, a bridge support, or a weapon), it ceases to function and breaks upon the next significant use or impact that occurs after the decay has completed.
When you cast the spell at a higher circle, the time it takes for the decay to take hold is reduced. At every the 2nd circle, the decay takes 30 minutes, at the 3rd circle, it takes 10 minutes, at the 4th, it takes 1 minute, and at the 5th circle the casting time is reduced to 10 Action Points and the effect happens instantaneously.
1st-Circle Ice spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: 60 feet
Components: G, M
Duration: 1 minute
You conjure a path of supernaturally smooth, slick ice on a solid surface you can see within range. You can make the path up to 30 feet long and 5 feet wide. You can shape the path in a straight line, or you can have it bend on its course as long as it forms a continuous line.
For the duration, the icy surface is considered difficult terrain. When a creature enters the spell's area for the first time or starts its turn there, it must make a Mobility (Agility) defense roll or fall prone.
When the spell ends, the magical ice instantly melts into harmless water and evaporates.
When you cast the spell at a higher circle, the length of the path is increased by 5 feet.
1st-Circle Plant spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Instantaneous
Up to four berries appear in your hand and are infused with magic for the duration. A creature can spend 4 Action Points to eat one berry. Eating a berry restores 1 Health, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
When you cast the spell at a higher circle, the number of berries increases by 4 per spell circle.
1st-Circle Plant spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 10-foot radius
Components: G, M
Duration: Instantaneous
Thick vines and branches erupt from around you and batter all creatures within 10 feet of you. Each creature in that area must make a Body (Strength) defense roll. On a failure, a target takes 2d6 bludgeoning damage and can't make counterattacks until its next turn. On a success, the creature takes half damage, but suffers no other effect.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the first.
1st-Circle Air spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G
Duration: Instantaneous
You strike a creature you can reach with an open palm, releasing a localized blast of howling, explosive air. The target must make a Body (Strength) defense roll.
The target takes 2d8 bludgeoning damage, and you choose one of the following additional effects:
Upward Blast. The target is flung 10 feet straight up into the air. It immediately falls back into its space, taking an additional 1d6 bludgeoning damage from the impact and landing prone.
Horizontal Blast. The target is pushed 5 feet horizontally in a straight line directly away from you. It lands prone at the end of this movement.
When you cast the spell at a higher circle, the initial bludgeoning damage increases by 1d8 and the distance the target is moved increases by 5 feet for each circle above the first. The damage from the fall increases based on the fall distance.
1st-Circle Ice spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. As part of the casting of this spell, make a thrown weapon attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Mobility (Agility) defense roll or take 2d6 cold damage.
When you cast the spell at a higher circle, the cold damage increases by 2d6 for each circle above the first.
1st-Circle Gravity spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: Concentration
You focus the pull of gravity on a single creature you can see within range. The target must make a Body (Endurance) defense roll. The target takes 1d6 damage as it is burdened by an immense weight. It also has disadvantage on skill rolls and it's speed is reduced by 1.
When you cast the spell at a higher circle, the damage increases by 2d6 and the movement speed reduction is increased by 1 feet for each circle above the first.
1st-Circle Fire spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G
Duration: Concentration
Your hand crackles with powerful energy. Make an unarmed attack against a creature. On a hit, the target takes 2d8 lightning damage, and on each of your turns for the duration, you can spend 5 Action Points to deal 2d4 lightning damage to the target automatically. The spell ends if the target is ever 45 feet from you or if it has total cover from you.
When you cast the spell at a higher circle, the damage for each part of the spell increases by 2d8 and 2d4 respectively, and the range increases by 10 feet for each circle above the first.
1st-Circle Void spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G
Duration: Concentration
You wave your hand over an object, causing a small tear in the void to open. The rift pulls the object into the void beyond before snapping shut with a faint, final hum. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. While the object is sealed in this void, it is weightless, has no physical presence, and cannot be detected by non-magical means.
Until the spell ends, you can spend 3 Action Points to summon the object to your free hand, as similar rift opens above it, noiselessly depositing the object into your palm before vanishing. As long as you maintain Concentration, you can spend 3 Action Points to return the object to the extradimensional space. If your concentration is broken, the object reappears in front of you and harmlessly falls to the ground at your feet.
If you cast the spell at the 3rd circle, it no longer requires Concentration and has a duration of 8 hours. At the 5th circle, it has a duration of 24 hours.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: 1 hour
You touch a creature. The target's movement increases by 2 and the creature’s jump distance is tripled until the spell ends. While the spell is in effect, fall damage up to 20 feet deals no damage to this creature.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-Circle spell
Casting Time: 7 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 round
Until the end of the round, you have resistance to one damage type of your choice: acid, cold, fire, or lightning.
When you cast the spell at a higher circle, you reduce the action Point cost of the spell for each two circles above the first.
1st-Circle Void spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: Instantaneous
You create a shard of solidified void and hurl it at a target or unoccupied space within range. Make a ranged attack with the shard, doing 2d8 necrotic damage as the shard embeds itself in the target.
Immediately after the shard strikes its target or embeds itself in a space (whether your attack on a creature hit or missed), you can choose to teleport. If you do, you vanish and reappear in the closest unoccupied space of the rift shard's location. This teleportation does not provoke counterattacks.
The rift dagger dissipates into nothingness immediately after you make your choice to teleport or not.
When you cast the spell at a higher circle, the necrotic damage increases by 1d8 and the range increases by 5 feet for each circle above the first.
1st-Circle Gravity spell
Casting Time: 9 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: 1 hour
You touch an object weighing 5 pounds or less, such as a torch, a lantern, your spellcasting focus, or a waterskin. The object lifts into the air and begins to slowly orbit your head at a distance of 2 feet.
For the duration, the object orbits you, moving with you as you walk and matching your elevation if you climb or fall. This leaves your hands completely free while still giving you immediate access to the orbiting object.
For 3 Action Points, you can command the object to detach from its orbit and move to an unoccupied space you can see within 20 feet of you, where it hovers in place. You can then spend another 3 Action Points to command it back into orbit around you, or to move it to a new unoccupied space.
You can retrieve the object from its orbit or its hovering position at any time by using a free hand to simply grab it, which ends the spell.
When you cast the spell at a higher circle, the weight of the object you can cause to orbit increases by 10 pounds per spell circle.
1st-Circle Fire spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You create a magical, smokeless flame at the tip of your magical focus. This flame cannot be extinguished by non-magical means. For the duration, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This is no ordinary light, as its magical illumination reveals hidden truths. Within the spell's dim light, but not its bright light, the faint shimmering outlines of any invisible creatures and objects become visible, and magical illusions appear as translucent, wavering images, revealing their false nature. You can extinguish the flame at any time.
1st-Circle Plant spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M (25 feet of vines, consumed)
Duration: 8 hours
As you cast this spell, you use vines to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the vines disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Awareness (Intelligence) – Investigation roll against your spell defense to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Mobility (Agility) defense roll or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Strength roll at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use a standard action to make a Will roll against your Spell defense. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
1st-Circle Beast spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 hour
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the Narrator's discretion.
1st-Circle Earth spell
Casting Time: 12 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You place a hand flat against a stone or earth surface and close your eyes, attuning your senses to the vibrations within it. For the duration, you gain Tremorsense with a radius of 30 feet.
This allows you to detect and pinpoint the exact location of anything that is moving and in contact with the same contiguous body of earth or stone as you. You can discern the approximate size of the moving source (Tiny, Small, Medium, Large, etc.), but not its identity.
Additionally, this sense is keen enough to detect large voids or flowing water within the stone, allowing you to get a general sense of nearby tunnels, chambers, or underground rivers within the spell's radius. You must maintain physical contact with the surface to use this sense.
When you cast the spell at a higher circle, the radius of your Tremorsense increases by 10 feet for each circle of spell used.
1st-Circle Water spell
Casting Time: 4 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You conjure a swirling ward of protective water that surrounds you. For the duration of the spell, you gain a +3 bonus to your Armor.
The ward is a volatile defense. The first time a creature hits you with a melee attack while this spell is active, the ward violently explodes outwards. The creature that hit you must make a Body (strength) defense roll. The creature takes 2d8 bludgeoning damage and is pushed 10 feet directly away from you, and the spell immediately ends.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first. At every odd spell circle, the spell also increases the armor by an additional +1.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.