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Enigmatic-Vale

Enigmatic-Vale

Spells

 

Cantrips

Telekinetic Projectile Cantrip 1

Attack Cantrip Evocation 
Source Core Rulebook pg. 377 4.0
Traditions arcane, occult
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Gouging Claw Cantrip 1

Attack Cantrip Morph Transmutation 
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.


Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.

 

Acid Splash Cantrip 1

Acid Attack Cantrip Evocation 
Source Core Rulebook pg. 316 4.0
Traditions arcane, primal
Bloodline demonic
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.


Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

 

Ray of Frost Cantrip 1

Attack Cantrip Cold Evocation 
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range 120 feet; Targets 1 creature


You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.


Heightened (+1) The damage increases by 1d4.

 

Detect Magic Cantrip 1

Cantrip Detection Divination 
Source Core Rulebook pg. 328 4.0
Traditions arcane, divine, occult, primal
Spell List elemental
Bloodlines imperial, genie, phoenix
Cast  somatic, verbal
Area 30-foot emanation


You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.


Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

 

Conflux Spells

Thunderous Strike Focus 1

Uncommon Evocation Magus Sonic 
Source Secrets of Magic pg. 144 1.1
Cast  verbal; Requirements You're wielding a melee weapon in two hands.


You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails.


Heightened (+1) The damage increases by 1.

 

Level 1 Spells

 

Shocking Grasp Spell 1

Attack Electricity Evocation 
Source Core Rulebook pg. 369 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.


Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

 

Ray of Enfeeblement Spell 1

Attack Necromancy 
Source Core Rulebook pg. 362 4.0
Traditions arcane, divine, occult
Patron Theme curse
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute


A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.

 

Grim Tendrils Spell 1

Necromancy Negative 
Source Core Rulebook pg. 342 4.0
Traditions arcane, occult
Bloodline shadow
Deities Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer
Cast  somatic, verbal
Area 30-foot line
Saving Throw Fortitude


Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half the negative damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double negative damage and double persistent bleed damage.


Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.

 

Enigmatic-Vale

Enigmatic-Vale

Spells

 

Cantrips

Telekinetic Projectile Cantrip 1

Attack Cantrip Evocation 
Source Core Rulebook pg. 377 4.0
Traditions arcane, occult
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Gouging Claw Cantrip 1

Attack Cantrip Morph Transmutation 
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.


Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.

 

Acid Splash Cantrip 1

Acid Attack Cantrip Evocation 
Source Core Rulebook pg. 316 4.0
Traditions arcane, primal
Bloodline demonic
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.


Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

 

Ray of Frost Cantrip 1

Attack Cantrip Cold Evocation 
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range 120 feet; Targets 1 creature


You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.


Heightened (+1) The damage increases by 1d4.

 

Detect Magic Cantrip 1

Cantrip Detection Divination 
Source Core Rulebook pg. 328 4.0
Traditions arcane, divine, occult, primal
Spell List elemental
Bloodlines imperial, genie, phoenix
Cast  somatic, verbal
Area 30-foot emanation


You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.


Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

 

 

Level 1 Spells

 

Shocking Grasp Spell 1

Attack Electricity Evocation 
Source Core Rulebook pg. 369 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.


Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

 

Ray of Enfeeblement Spell 1

Attack Necromancy 
Source Core Rulebook pg. 362 4.0
Traditions arcane, divine, occult
Patron Theme curse
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute


A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.

 

Grim Tendrils Spell 1

Necromancy Negative 
Source Core Rulebook pg. 342 4.0
Traditions arcane, occult
Bloodline shadow
Deities Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer
Cast  somatic, verbal
Area 30-foot line
Saving Throw Fortitude


Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half the negative damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double negative damage and double persistent bleed damage.


Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.

 

Enigmatic-Vale

Enigmatic-Vale

Spells

 

Cantrips

Telekinetic Projectile Cantrip 1

Attack Cantrip Evocation 
Source Core Rulebook pg. 377 4.0
Traditions arcane, occult
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Gouging Claw Cantrip 1

Attack Cantrip Morph Transmutation 
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.


Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.

 

Acid Splash Cantrip 1

Acid Attack Cantrip Evocation 
Source Core Rulebook pg. 316 4.0
Traditions arcane, primal
Bloodline demonic
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.


Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

 

Ray of Frost Cantrip 1

Attack Cantrip Cold Evocation 
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range 120 feet; Targets 1 creature


You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.


Heightened (+1) The damage increases by 1d4.

 

Detect Magic Cantrip 1

Cantrip Detection Divination 
Source Core Rulebook pg. 328 4.0
Traditions arcane, divine, occult, primal
Spell List elemental
Bloodlines imperial, genie, phoenix
Cast  somatic, verbal
Area 30-foot emanation


You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.


Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

 

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