Shaman Spells

Tier I

Offensive

Summon: Lesser Elemental

TIER I
Summoning
Offensive
Range: 12m
CONCENTRATION
SURECAST
Cost: 6/4/2 MP
The shaman summons a lesser elemental and directly controls it.
EFFECT:
A Lesser Elemental manifests at the elemental source.

Elemental Wrath

TIER I
Summoning
Offensive
Range: 16m
SA WIL vs DEX
Cost: 3/2/1 MP
The shaman calls a weak fragment of a local elemental to strike a foe.
EFFECT:
2d6 Air, Fire, Blunt, or Sharp.

Defensive

Low Stonewall

TIER I
Summoning
Stone
Defensive
Range: 12m
CONTROL
SURECAST
Cost: 3/2/1 MP
Summons a weak stone elemental to raise a low wall from the ground. Only usable on earth/stone surfaces.
EFFECT:
Stone wall rises. Length 4m, height 1m, width 0.2m. Provides half cover. Permanent.

Lesser Wind Ward

TIER I
Summoning
Air
Defensive
Range: 8m
Radius: 4m
FIELD
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
Summons a weak air elemental to deflect projectiles entering from outside the ritual’s area.
EFFECT:
Projectile attack rolls: -2.

Utility

Lesser Cleansing Flame

TIER I
Binding
Fire
Utility
Range: 12m
CONCENTRATION
SUPPORT
DC+ WIL vs DC Status Effect
Cost: 3/2/1 MP
The shaman calls upon elemental fire to remove one status effect from the target.
EFFECT:
Status effect is removed.

Lesser Elemental Favor

TIER I
Binding
Utility
Range: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
Channels the essence of a lesser elemental into an ally. Effect depends on element.
EFFECT:
Fire: STR-MOD +1
Air: PER-MOD +1
Stone: CON-MOD +1
Water: DEX-MOD +1

Lesser Elemental Guidance

TIER I
Binding
Reaction
Range: 12m
SURECAST
Cost: 3/2/1 MP
The shaman briefly channels elemental power through a target to grant it element-specifc effects.
Effects only last for a single turn.
EFFECT:
Water: Healing Bonus 2
Stone: Defense Bonus 2
Fire: Save Bonus 2
Air: Attack Bonus 2

Lesser Elemental Mana

TIER I
Binding
Utility
Range: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
Channels the mana of a lesser elemental into an ally to mitigate the cost of that element’s spells and rituals.
EFFECT:
MP cost reduced by 1 for that element’s casts.

Lesser Elemental Call

TIER I
Summoning
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 2 MP
Calls an elemental spirit to boost an elemental source’s presence in the area.
EFFECT:
Raises one source from weak to normal presence.

Lesser Flame of Defiance

TIER I
Binding
Fire
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
The shaman becomes a spiritual beacon of fiery resolve, inspiring nearby allies.
EFFECT:
All Saves +2.

Lesser Tailwind

TIER I
Binding
Air
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
Increases the movement speed of nearby allies.
EFFECT:
MS +2.

Lesser Wave of Healing

TIER I
Binding
Water
Utility
Range: 12m
HEAL
SURECAST
Cost: 3/2/1 MP
Channels a weak water elemental’s power to heal allies. May splash to nearby allies (max 6m).
EFFECT:
Target regains 2d4 HP.
Explosion: Regeneration 1.

Lesser Wind Tunnel

TIER I
Summoning
Air
Utility
Range: 8m
Radius: 4m
FIELD
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/2/1 MP
Summons a weak air elemental to accelerate projectiles fired from within the ritual.
EFFECT:
Outgoing projectiles deal 1d4 additional damage. Damage type matches the projectile.

Ritual

Elemental Manipulation

TIER I
Summoning
Out of Combat
RITUAL
Cast Time: Variable
Gently manipulate local elements: rekindle embers, calm wind, ripple a pond, shape a small stone statue, etc.
EFFECT:
Effect, duration, and any costs are negotiated. Enables Freecasting.

Tier II

Offensive

Summon: Elemental

TIER II
Summoning
Offensive
Range: 12m
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Summons an elemental under direct control.
EFFECT:
An Elemental manifests at the elemental source.

Elemental Rage

TIER II
Summoning
Offensive
Range: 16m
SA WIL vs DEX
Cost: 6/4/2 MP
Calls a fragment of a local elemental to batter a foe.
EFFECT:
4d6 Air, Fire, Blunt, or Sharp.

Defensive

Stonewall

TIER II
Summoning
Stone
Defensive
Range: 12m
CONTROL
SURECAST
Cost: 6/4/2 MP
Summons a stone elemental to raise a wall. Only usable on earth/stone surfaces.
EFFECT:
Stone wall rises. Length 6m, height 2m, width 0.2m. Provides full cover. Permanent.

Wind Ward

TIER II
Summoning
Air
Defensive
Range: 8m
Radius: 4m
FIELD
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Summons an air elemental to deflect incoming projectiles from outside the field.
EFFECT:
Projectile attack rolls: -4.

Utility

Cleansing Flame

TIER II
Binding
Fire
Utility
Range: 12m
CONCENTRATION
SUPPORT
DC+ WIL vs DC Status Effects
Cost: 6/4/2 MP
The shaman calls upon elemental fire to remove two status effects from the target.
EFFECT:
Status effects are removed.

Elemental Favor

TIER II
Binding
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Channels an elemental’s essence into an ally. Effect depends on element.
EFFECT:
Fire: STR-MOD +2
Air: PER-MOD +2
Stone: CON-MOD +2
Water: DEX-MOD +2

Elemental Guidance

TIER II
Binding
Reaction
Range: 12m
SURECAST
Cost: 6/4/2 MP
The shaman briefly channels elemental power through a target to grant it element-specifc effects.
Effects only last for a single turn.
EFFECT:
Water: Healing Bonus 4
Stone: Defense Bonus 4
Fire: Save Bonus 4
Air: Attack Bonus 4

Elemental Mana

TIER II
Binding
Utility
Range: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Channels elemental mana into an ally to reduce the cost of that element’s casts.
EFFECT:
MP cost reduced by 2 for that element’s casts.

Elemental Call

TIER II
Summoning
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 4 MP
Calls two elemental spirits to strengthen local sources.
EFFECT:
Raise two sources from weak to normal presence.

Flame of Defiance

TIER II
Binding
Fire
Utility
Radius: 12m
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Becomes a blazing spiritual beacon that stiffens allies’ resolve.
EFFECT:
All Saves +4.

Tailwind

TIER II
Binding
Air
Utility
Radius: 16m
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Speeds up nearby allies.
EFFECT:
MS +4.

Wave of Healing

TIER II
Binding
Water
Utility
Range: 12m
HEAL
SURECAST
Cost: 6/4/2 MP
Channels a water elemental’s power to heal; may splash to nearby allies (max 6m).
EFFECT:
Target regains 4d4 HP.
Explosion: Regeneration 2.

Wind Tunnel

TIER II
Summoning
Air
Utility
Range: 8m
Radius: 4m
FIELD
CONCENTRATION
SUPPORT
SURECAST
Cost: 6/4/2 MP
Summons an air elemental to amplify projectiles fired from within the ritual.
EFFECT:
Outgoing projectiles deal 1d8 additional damage. Damage type matches the projectile.

Ritual

Tier III

Offensive

Summon: Greater Elemental

TIER III
Summoning
Offensive
Range: 12m
CONCENTRATION
SURECAST
Cost: 12/8/4 MP
Summons a powerful elemental under direct control.
EFFECT:
A Greater Elemental manifests at the elemental source.

Elemental Fury

TIER III
Summoning
Offensive
Range: 16m
SA WIL vs DEX
Cost: 9/6/3 MP
Calls a strong fragment of a local elemental to assail a foe.
EFFECT:
6d6 Air, Fire, Blunt, or Sharp.

Defensive

High Stonewall

TIER III
Summoning
Stone
Defensive
Range: 12m
CONTROL
SURECAST
Cost: 9/6/3 MP
Summons a stone elemental to raise a high wall. Only usable on earth/stone surfaces.
EFFECT:
Stone wall rises. Length 8m, height 3m, width 0.2m. Provides full cover. Permanent.

Greater Wind Ward

TIER III
Summoning
Air
Defensive
Range: 8m
Radius: 4m
FIELD
CONCENTRATION
SUPPORT
SURECAST
Cost: 9/6/3 MP
Summons a strong air elemental to deflect incoming projectiles from outside the field.
EFFECT:
Projectile attack rolls: -6.

Utility

Greater Cleansing Flame

TIER III
Binding
Fire
Utility
Range: 12m
CONCENTRATION
SUPPORT
DC+ WIL vs DC Status Effects
Cost: 9/6/3 MP
The shaman calls upon elemental fire to remove three status effects from the target.
EFFECT:
Status effects are removed.

Greater Elemental Favor

TIER III
Binding
Utility
Radius: 12m
SUPPORT
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Channel the essence of a strong elemental into an ally; the effect depends on the element.
EFFECT:
Fire: STR-MOD +3
Air: DEX-MOD +3
Stone: CON-MOD +3
Water: DEX-MOD +3

Greater Elemental Guidance

TIER III
Binding
Reaction
Range: 12m
SURECAST
Cost: 9/6/3 MP
The shaman briefly channels elemental power through a target to grant it element-specifc effects.
Effects only last for a single turn.
EFFECT:
Water: Healing Bonus 6
Stone: Defense Bonus 6
Fire: Save Bonus 6
Air: Attack Bonus 6

Greater Elemental Mana

TIER III
Binding
Utility
Range: 12m
SUPPORT
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Channel an elemental’s mana into an ally to reduce the MP cost of their spells/rituals of that element.
EFFECT:
Reduces MP costs by 3.

Greater Elemental Call

TIER III
Summoning
Utility
Radius: 12m
SUPPORT
CONCENTRATION
SURECAST
Cost: 6 MP
Call elemental spirits to strengthen nearby sources.
EFFECT:
Raise the presence of up to 3 elemental sources in the area from weak to normal.

Greater Flame of Defiance

TIER III
Binding
Fire
Utility
Radius: 12m
SUPPORT
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Become a spiritual beacon that inspires nearby allies.
EFFECT:
Allies gain Saves +6.

Greater Tailwind

TIER III
Binding
Air
Utility
Radius: 20m
SUPPORT
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Bolster the movement speed of nearby allies.
EFFECT:
MS +6.

Greater Wave of Healing

TIER III
Binding
Water
Utility
Range: 12m
HEAL
SURECAST
Cost: 9/6/3 MP
Channel a strong water elemental’s power to heal allies. May spill over to nearby allies (max. 6m).
EFFECT:
Target regains 4d6 HP.
Explosion: Regeneration 3.

Greater Wind Tunnel

TIER III
Summoning
Air
Utility
Range: 8m
Radius: 4m
SUPPORT
FIELD
CONCENTRATION
SURECAST
Cost: 9/6/3 MP
Summon a strong air elemental to amplify shots fired from within the area.
EFFECT:
Outgoing projectiles deal +1d12 damage (type depends on the projectile).

Ritual

Tier X

Elementalist

Elemental Catastrophe

TIER X
Elementalist
Summoning
Offensive
Range: 20m
Radius: 2m
SP Cost: 20
SA WIL vs DEX
Cost: 9/6/3 MP
The Elementalist channels elemental energy to attack multiple targets at once. The shape of this attack differs depending on the element used.
Water:
A torrent of pressurized water slices through all creatures in the radius, always targeting the hit zone with the lowest AV and causing Bleeding 2 on hit.
Stone:
Stone spikes erupt from the earth, impaling all creatures in the radius and permanently turning the area into difficult terrain. This attack additionally counts as Arrow damage.
Fire:
Infernal flames scorch all creatures in the radius, causing Burning 3 on hit.
Air:
Erratic winds sweep through the area, causing all Concentration saves caused by the attack to be hindered by [Summoning].
EFFECT:
4d6 Element

Monk

Inner World

TIER X
Monk
Binding
Utility
CONCENTRATION
SP Cost: 10
SURECAST
Cost: 3/2/1 MP
The Monk channels an elemental's energy into their own body. The effect depends on the chosen element.
Bonus damage applies only to unarmed attacks. Bonus Fire damage is resolved separately against Magic Defense.
EFFECT:
Water:
Advantage 1 on Parry rolls.
Stone:
[Binding] bonus damage.
Fire:
[Binding] × 1d4 bonus Fire damage.
Air:
Advantage 1 on Dodge rolls.

Wayfarer

Manifest

TIER X
Wayfarer
Binding
Reaction
SP Cost: 20
SURECAST
Cost: 3/2/1 MP
The Wayfarer imbues their next unarmed melee attack in this turn with elemental mana, granting it a bonus effect depending on the used element.
EFFECT:
Water:
The attack ignores up to [Binding] AV.
Stone:
The attack causes Knockback [Binding] on hit.
Fire:
The damage type of the attack changes to Fire.
Air:
The attack roll is eased by [Binding].