1 Action
Concentrate
Primal
Focus
Duration: 1 minute
You gain one of the following abilities:
- Low-light vision
- Scent (imprecise 30 feet)
- +5 status bonus to speed
Heightened (4th):
You gain 2 of the above abilities, or one of the following:
- Darkvision
- Swim speed equal to your land speed
- Fly speed equal to your land speed
Primal Resistance
Focus 1
2 Actions
Concentrate
Primal
Focus
Target: 1 willing creature within 30 feet
Duration: 1 minute
The target gains poison resistance 5, and +1 status bonus to saves vs poison.
Heightened (4th): The resistance increases to 10; The status bonus also applies to diseases.
Heightened (7th): The resistance increases to 15; The status bonus vs poison increases to +2.
Elements
Focus
Choose one of the following when you first acquire this ability:
Dehydrate,
Hydraulic Push,
Gentle Landing,
or
Shattering Gem
Harness Elements gains the traits and effects (including casting time, range, etc.) of that spell.
Shroud of Elements
Focus 1
2 Actions
Concentrate
Elements
Focus
Target: 1 willing creature within 30 feet
Duration: 1 minute
Choose acid, cold, electricity, or fire.
The target gains resistance 5 vs that damage type,
and creatures which hit the target with a melee attack or unarmed strike take 1d4 damage of that type (basic Reflex for half damage).
Heightened (4th): The resistance increases to 10, and the damage increases to 2d4.
Heightened (7th): The resistance increases to 15, and the damage increases to 3d4.
Token of the First World
Focus 1
2 Actions
Concentrate
First World
Focus
Duration: 1 minute
You conjure a charm or bauble infused with a bit of Fey magic, which persists for the spell's duration.
As part of casting this spell, you may Interact to pass the token to an ally within your reach.
The token grants its bearer a +1 status bonus to Performance checks and Will saves.
Heightened (4th):
The bearer may use a reaction to
Counteract a single Enchantment spell cast on them.
The Counteract Rank of this token is 1/2 your level (rounded up).
This destroys the token instead of consuming a spell slot, and you cannot conjure another token until your next daily preparations.
Heightened (7th):
The status bonuses increase to +2
Mischievous Magic
Focus 1
1 Action
Concentrate
First World
Auditory
Visual
Focus
Range / Area: 30 feet; 5-foot burst
Duration: Sustained up to 1 minute
Upon casting and when you
Sustain the spell, choose a square within range.
You create a cacaphony of sound and colorful flashes in a bid to distract creatures in the area.
Creatures in the targeted area must attempt a basic Will save or become Off-Guard until the end of your next turn.
Affected creatures gain a +2 circumstance bonus vs this effect for 1 minute afterward.
Heightened (4th):
Increase the range to 60 feet,
and the first time a creature fails their save, they are also Dazzled until the end of their next turn.
Heightened (7th):
The area affected can now be up to a 10-foot burst.
1 Action
Concentrate
Spirit
Emotion
Fear
Mental
Focus
Area: 30-foot emanation
Duration: 1 minute
Creatures within the emanation which you damage with a spell or attack must make a basic Will save or become Frightened 1 (Frightened 2 on a critical failure).
Frightened creatures cannot reduce their condition below 1 if they start or end their turn within the emanation.
Special: On subsequent turns, you may use a
Sustain action to increase the emanation by 10 feet.
2 Actions
Concentrate
Spirit
Focus
Target: 1 willing creature within 30 feet
Duration: 1 minute
The target gains 5 temporary hit points, and a +1 status bonus to saves vs Fear.
Heightened (4th): The temporary hit points increase to 10; The status bonus also applies vs effects with either the Void or Spirit trait.
Heightened (7th): The temporary hit points increase to 15; The status bonus vs Fear increases to +2.
Elemental Assault
Focus 4
Elements
Focus
Choose one of the following spells when you first acquire this ability:
Acid Grip,
Blazing Dive,
Thunderstrike,
or
Crashing Wave
Elemental Assault gains the traits and effects (including casting time, range, etc.) of that spell.
Reaction
Elements
Focus
Trigger: You or an ally within 60 feet is targeted by a Strike or spell attack with an elemental trait
The target of the triggering Strike or spell attack gains a +2 circumstance bonus to their AC vs the triggering attack.
If the attack misses, you redirect the attack back at the attacker, using their attack roll against their AC.
The target becomes immune to this spell for 10 minutes.
Invisibility Cloak
Focus 4
2 Actions
Concentrate
First World
Illusion
Focus
Duration: 1 minute
You become invisible, as per the 2nd-rank
Invisibility spell.
Heightened (6th): The duration increases to 10 minutes.
Heightened (8th): The duration increases to 1 hour.
Ephemeral Hazards
Focus 4
3 Actions
Concentrate
First World
Illusion
Mental
Focus
Range: 60 feet
Duration: 1 minute
You create illusory hazards, such as spinning blades or a puddle of acid, in four 10-foot-by-10-foot spaces within range.
Each creature receives a Will save each time it touches a hazard or is occupying one’s space at the start of its turn.
Depending on the result, the creature takes 4d6 mental damage and might have difficulty moving through the area.
A creature can take this damage only once per turn, even if it moves through several hazards.
Choose bludgeoning, slashing, piercing, acid, cold, electricity, fire, or sonic damage when you cast this spell;
resistances and weaknesses to those damage types apply if the target thinks they do, as judged by the GM.
You can freely choose the appearance and damage type of each hazard as long as its appearance reflects the type of damage it deals
(for instance, a hazard that deals piercing damage might take the form of sharpened spikes).
-
Critical Success:
The creature is unaffected and no longer needs to attempt Will saves against the hazards.
-
Success:
The creature takes half damage from the hazards, and future Will saves vs these hazards cannot fail or critically fail.
-
Failure:
The target takes full damage and treats the square as difficult terrain.
-
Critical Failure:
The target takes double damage and cannot pass through a square containing a hazard.
Heightened +1: The damage increases by 1d6.
2 Actions
Concentrate
Spirit
Focus
Target: 1 creature within 120 feet
Duration: Sustained up to 1 minute
You unleash a swarm of tiny bat-like spirits from your reliquary, harrying the target for the duration.
Upon activating and when you
Sustain this ability,
your current target must succeed on a basic Reflex save, or become
Harried until the start of your next turn.
A
Harried creature is Off-Guard,
and cannot use abilities with the
Concentrate trait unless they succeed on a basic Will save at the start of their turn.
2 Actions
Concentrate
Spirit
Focus
Target: 1 creature within 60 feet
You deal 8d6 Spirit damage to the target (half damage with Fortitude save).
If they fail the Fortitide save, they also become Drained 1 (Drained 2 on a critical failure).
Heightened +1: The spell deals an additional 2d6 damage.
2 Actions
Concentrate
Primal
Focus
Duration: 1 minute
You take on the form of a beast or animal that you have encountered before, gaining the following traits for the duration:
- Scent 30 feet (imprecise) and low-light vision; If the creature selected has Darkvision, you gain that instead.
- You gain the creature's movement types and speeds, and 15 temporary hitpoints.
- You gain the creature's unarmed attacks and damage types
- +2 status bonus to AC, unarmed attacks, and Athletics checks.
- Your unarmed attacks deal 3 dice of damage, with a +4 status bonus to damage.
You do not gain any of that creature's other features (skills, AC, resistances, special attacks, etc.).
You may only use the creature's unarmed strikes in this form, and cannot cast spells (though you can use Sustain actions).
Heightened (10th):
You gain 5 additional temporary hitpoints, your unarmed attacks deal 4 dice of damage, and have a +6 status bonus to damage.
Elemental Ascendant
Focus 7
1 Action
Concentrate
Elements
Focus
Duration: 1 minute
For the duration, your spells and attacks which match the elemental type of your current
Elemental Attunement
gain a +1 circumstance bonus to their spell attacks and DCs, and deal 1 bonus damage per die of damage.
Inexplicable Luck
Focus 7
Reaction
First World
Fortune
Focus
Trigger: A creature within 60 feet fails or critically fails a check.
If the triggering creature failed or critically failed a check, reroll that check. The reroll cannot be a critical failure.
If they would be reduced to 0 hitpoints from a failed check, they are reduced to 1 hitpoint instead.
Heightened +1:
This spell can affect one additional creature in range (such as if multiple allies are hit by the same spell or effect).
2 Actions
Concentrate
Spirit
Focus
Duration: 1 minute
You take on a spirit form, gaining the
Incorporeal and Spirit traits.
You gain Darkvision and a Fly speed of 30 feet.
You gain damage resistance vs all damage types equal to 5 + half your level, except vs force, ghost touch, and effects with the Spirit trait.
This resistance is doubled vs non-magical damage.
Healing effects on you are halved while in this form.