Ray of Frost
NotesRay of Frost (2 Actions)
Attack, Cantrip, Cold, Evocation
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 plus 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.
[b]Ray of Frost[/b] (2 Actions)
[i]Attack, Cantrip, Cold, Evocation[/i]
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 plus 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.
Electric Arc
NotesElectric Arc (2 Actions)
Cantrip, Electric, Evocation
Cast somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
[b]Electric Arc[/b] (2 Actions)
[i]Cantrip, Electric, Evocation[/i]
Cast somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4.
Telekinetic Projectile
NotesTelekinetic Projectile (2 Actions)
Attack, Cantrip, Evocation
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.
Heightened (+1) The damage increases by 1d6.
[b]Telekinetic Projectile[/b] (2 Actions)
[i]Attack, Cantrip, Evocation[/i]
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.
Heightened (+1) The damage increases by 1d6.
Ghost Sound
NotesGhost Sound
Auditory, Cantrip, Illusion
Cast somatic, verbal
Range 30 feet;
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
[b]Ghost Sound[/b]
[i]Auditory, Cantrip, Illusion [/i]
Cast somatic, verbal
Range 30 feet;
Duration sustained
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Shield
NotesShield (1 Action) [R]
Abjuration, Cantrip, Force
Cast verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
[b]Shield[/b] (1 Action) [R]
[i]Abjuration, Cantrip, Force[/i]
Cast verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Detect Magic
NotesDetect Magic (2 Actions)
Cantrip, Detection, Divination
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).
[b]Detect Magic[/b] (2 Actions)
[i]Cantrip, Detection, Divination[/i]
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).