Themes
Feats
Combat Styles
Spells

Spells

Conjure Fire
At-Will
8
Conjuration ● Gesture, Implement, Incantation ● Fire
As you tap into the power from the elemental plane of fire, an intense blaze of flames grows between your hands.
You conjure fire. With a Cast Roll of 10, you can conjure a simple, 10cm diameter ball of fire which you can sustain for 10 seconds. You can create hotter, larger fires which can be sustained longer with higher Cast Rolls.
You can also create a stream of fire, usually emitted from an implement or hand, which deals your Ability Modifier Fire damage to an adjacent enemy who doesn’t evade your attack. This is a ranged attack with Range(0/1/1) which costs 2 Energy and 1 Stamina.
You can’t manipulate the fire in complex ways, such as making it form a star or juggling fireballs. You would need a spell like Manipulate Element to do that.
Gesture, Implement, Incantation: 2 Energy and 1 Stamina. Range: 1m.
Hurl Fire
At-Will
12
Combat ● Gesture, Implement, Incantation ● Fire
You launch a clump of fire towards your unfortunate foe.
This spell does not create fire, so you must have an adequate amount of fire nearby, within 3m, that you can hurl at your target. Most torches have just enough fire for you to use, but may be extinguished after you use their fire for this spell. Candle flames are not large or hot enough to do much damage, but can still be used.
Hit: 1d8 + Halved Ability Modifier Fire damage. This damage ignores half the AR of the target (rounding ignored AR up).
Implement, Incantation: 2 Energy, Range: 4/12/48m.
Gesture: 1 Energy, Range: 1/4/12m. When cast with two free hands, Range: 4/12/48m.
Conjure Ice
At-Will
8
Conjuration ● Gesture, Implement, Incantation ● Ice(Water)
The air around you chills as a sphere of ice forms above your outstretched hand.
You conjure ice. With a Cast Roll of 10, you can conjure a simple, 10cm diameter sphere of ice which you can sustain for 10 seconds. You can create larger, colder clumps of ice which can be sustained longer with higher Cast Rolls.
You can also create a stream of frost, usually emitted from an implement or hand, which deals your Ability Modifier Ice damage to an adjacent enemy who doesn’t evade your attack. This is a ranged attack with Range(0/1/1) which costs 2 Energy and 1 Stamina.
You can’t manipulate the ice in complex ways, such as making it form a tool or multiple ice-pebbles. You would need a spell like Manipulate Element to do that.
Gesture, Implement, Incantation: 2 Energy and 1 Stamina. Range: 1m.
Frost Lance
At-Will
12
Combat ● Gesture, Implement, Incantation ● Ice(Water)
You shape ice into a frosty spike and hurl it at your target.
This spell does not create ice, so you must have an adequate amount of ice nearby, within 3m, that you can launch at your target. You require at least the amount of ice created by the Conjure Ice spell (a 10cm diameter sphere). The ice need not be loose, and you can break off bits of ice from a larger mass of ice with this spell.
Hit: 1d4 + Halved Ability Modifier Cold damage and the target must succeed on a Fortitude roll or lose 1 Stamina. This damage ignores half the AR of the target (rounding ignored AR up).
Implement, Incantation: 3 Energy, Range: 4/12/48m.
Gesture: 2 Energy, Range: 1/4/12m. When cast with two free hands, Range: 4/12/48m.
Electric Bolt
At-Will
16
Combat, Conjuration ● Gesture, Implement, Incantation ● Electricity
There is a crackle of heat as you shoot forth an arcing bolt of electricity.
You create a bolt of lighting-like electricity which makes a soft electric/thunder noise.
Hit: 1d10 + Halved Ability Modifier Electric damage. This damage ignores the AR of the target.
Effect: If you rolled a natural 18, 19, or 20 on the Cast Roll, the electricity arcs to a random enemy creature within 2m of the target and your spell targets both creatures.
If you roll a natural 1, 2, or 3 on the Cast Roll, uncontrolled electricity strikes at a random ally within 2m of your target or within 2m of you, and if no allies are within this range, the electricity strikes at you, and your spell targets both creatures.
Implement, Incantation: 2 Energy and 1 Stamina, Range: 1/9/36m.
Gesture: 1 Energy and 1 Stamina, Range: 1/3/9m. When cast with two free hands, Range: 1/9/36m.
Air Strike
At-Will
12
Combat ● Gesture, Implement, Incantation ● Air
A gathered mass of air strikes your opponent with extraordinary force.
You must have a direct path of air between you and the target for the barrage of air you shoot to hit them. You are not creating air, but using the air around you.
Hit: Halved Ability Modifier Air damage and you may push the target up to a number of meters equal to your Halved Ability Modifier. This distance is decreased by 2m for every size category the target is above Medium and increased by 2m for every size category the target is below Medium. If the target is pushed over bumpy, slippery, or otherwise difficult terrain, they must make a Fortitude roll or Evasion roll without weapon or shield bonuses to not fall Prone. If they are pushed into another creature, both creatures must make a Fortitude roll or Evasion roll without weapon or shield bonuses to not fall Prone.
Effect: If you cast this spell using 2 free hands, you may push an additional target, as long as the targets are adjacent to each other. You may also push the target(s) 2m further.
Implement, Incantation: 3 Energy, Range 5/15/60m.
Gesture: 2 Energy. Range 1/5/15m. When cast with two free hands, Range: 5/15/60m.