Kinetics¶
Tier I
Offensive
Kinetic Bolt I
TIER I
Stone
Water
Offensive
Range: 20m
UPCAST 3
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
A bolt of stone or water mana.
Cost: 1/2/3 MP
A bolt of stone or water mana.
EFFECT:
1d8 Blunt / Sharp
1d8 Blunt / Sharp
Pebble Shot
TIER I
Stone
Offensive
Range: 20m
UPCAST 3
Stone
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
Hurls a small stone (or similar projectile) at the target. If the object in question is not ethereal, the projectile damage is added to the base damage.
Cost: 1/2/3 MP
Hurls a small stone (or similar projectile) at the target. If the object in question is not ethereal, the projectile damage is added to the base damage.
EFFECT:
1d8 Blunt
(+projectile damage)
1d8 Blunt
(+projectile damage)
Defensive
Kinetic Barrier I
TIER I
Stone
Water
Reaction
UPCAST 3
Stone
Water
Reaction
UPCAST 3
SD INT+PER
Cost: 1/2/3 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Cost: 1/2/3 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Tensile Shield I
TIER I
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
SURECAST
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
Grants a liquid, tensioned shield that absorbs incoming damage.
Matrix Crystal: May target up to [Water] creatures at a fixed cost of 1 MP per additional creature.
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
Grants a liquid, tensioned shield that absorbs incoming damage.
Matrix Crystal: May target up to [Water] creatures at a fixed cost of 1 MP per additional creature.
Water Veil
TIER I
Water
Defensive
Range: 20m
CONCENTRATION
SUPPORT
Water
Defensive
Range: 20m
CONCENTRATION
SUPPORT
SURECAST
Material:
Matrix Crystal (optional)
Cost: 2 MP
A veil of sluggish water absorbs the force of incoming blows.
Matrix Crystal: May target up to [Water] creatures at a fixed cost of 1 MP per additional creature.
Material:
Matrix Crystal (optional)
Cost: 2 MP
A veil of sluggish water absorbs the force of incoming blows.
Matrix Crystal: May target up to [Water] creatures at a fixed cost of 1 MP per additional creature.
EFFECT:
Incoming Physical damage is reduced by [Water].
Incoming Physical damage is reduced by [Water].
Utility
Stone Shackles
TIER I
Stone
Utility
Range: 20m
AFFLICTION
CONCENTRATION
CONTROL
Stone
Utility
Range: 20m
AFFLICTION
CONCENTRATION
CONTROL
DC INT vs DEX
Cost: 2 MP
Stone fetters close around the target’s legs.
Cost: 2 MP
Stone fetters close around the target’s legs.
Water Jet I
TIER I
Water
Utility
Range: 12m
UPCAST 3
CONTROL
Water
Utility
Range: 12m
UPCAST 3
CONTROL
DC INT vs STR
Cost: 1/2/3 MP
Shoot a jet of water to shove a target away.
Cost: 1/2/3 MP
Shoot a jet of water to shove a target away.
Water Walk
TIER I
Water
Utility
Range: 20m
CONCENTRATION
SUPPORT
Water
Utility
Range: 20m
CONCENTRATION
SUPPORT
SURECAST
Cost: 1 MP per target
Allows walking atop water.
Cost: 1 MP per target
Allows walking atop water.
EFFECT:
Up to INT-MOD targets can move on water surfaces as if on solid ground while concentration is kept.
Up to INT-MOD targets can move on water surfaces as if on solid ground while concentration is kept.
Ritual
Kinetic Manipulation
TIER I
Stone
Water
Out of Combat
Stone
Water
Out of Combat
RITUAL
Material:
—
Cast Time: Variable
Manipulate kinetic mana (e.g., shape a stone object, purify liquids, create ethereal water…).
Material:
—
Cast Time: Variable
Manipulate kinetic mana (e.g., shape a stone object, purify liquids, create ethereal water…).
Tier II
Offensive
Kinetic Bolt II
TIER II
Stone
Water
Offensive
Range: 20m
UPCAST 3
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
A bolt of stone or water mana.
Cost: 2/4/6 MP
A bolt of stone or water mana.
EFFECT:
2d8 Blunt / Sharp
2d8 Blunt / Sharp
Satellites
TIER II
Stone
Offensive
Range: 20m
CONCENTRATION
Stone
Offensive
Range: 20m
CONCENTRATION
PA INT
Cost: 4 MP
Up to INT-MOD stones (or similar objects) orbit the caster. Each can be flung as a reaction at any time. If the object in question is not ethereal, the projectile damage is added to the base damage.
Cost: 4 MP
Up to INT-MOD stones (or similar objects) orbit the caster. Each can be flung as a reaction at any time. If the object in question is not ethereal, the projectile damage is added to the base damage.
EFFECT:
1d8 Blunt per stone
(+ projectile damage)
1d8 Blunt per stone
(+ projectile damage)
Stone Hail
TIER II
Stone
Offensive
Range: 20m
Stone
Offensive
Range: 20m
PA INT
Cost: 2 MP per stone
Hurl a stone at the target. For every additional 2 MP, fire up to INT-MOD more projectiles at any targets. If the object in question is not ethereal, the projectile damage is added to the base damage.
Cost: 2 MP per stone
Hurl a stone at the target. For every additional 2 MP, fire up to INT-MOD more projectiles at any targets. If the object in question is not ethereal, the projectile damage is added to the base damage.
EFFECT:
2d8 Blunt per stone
(+ projectile damage)
2d8 Blunt per stone
(+ projectile damage)
Defensive
Kinetic Barrier II
TIER II
Stone
Water
Reaction
UPCAST 3
Stone
Water
Reaction
UPCAST 3
SD INT+PER
Cost: 2/4/6 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Cost: 2/4/6 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Tensile Shield II
TIER II
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
SURECAST
Cost: 2/4/6 MP
Grant an ally a liquid, tensioned shield that absorbs incoming damage.
Cost: 2/4/6 MP
Grant an ally a liquid, tensioned shield that absorbs incoming damage.
Wave Dome
TIER II
Water
Utility
Radius: 4m
UPCAST 3
CONCENTRATION
SUPPORT
ZONE
MATERIAL:
Matrix Crystal
Water
Utility
Radius: 4m
UPCAST 3
CONCENTRATION
SUPPORT
ZONE
MATERIAL:
Matrix Crystal
SURECAST
Cost: 2/4/6 MP
A hemispherical dome of water mana that intercepts projectiles. Spells cast into the dome have Disadvantage 1. A creature must spend any action to pass through against the Wizard’s will. The Wizard may, as a reaction, freely let projectiles and creatures pass for the rest of this turn. The dome moves with the Wizard at its center.
Cost: 2/4/6 MP
A hemispherical dome of water mana that intercepts projectiles. Spells cast into the dome have Disadvantage 1. A creature must spend any action to pass through against the Wizard’s will. The Wizard may, as a reaction, freely let projectiles and creatures pass for the rest of this turn. The dome moves with the Wizard at its center.
EFFECT:
2d6 Protection
2d6 Protection
Utility
Earthquake
TIER II
Stone
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
Stone
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
DC INT vs DEX
Cost: 4 MP
Creates a localized tremor in the target area.
Cost: 4 MP
Creates a localized tremor in the target area.
Fog Cloud
TIER II
Air
Water
Utility
Range: 20m
UPCAST 3
CONTROL
CONCENTRATION
ZONE
Air
Water
Utility
Range: 20m
UPCAST 3
CONTROL
CONCENTRATION
ZONE
SURECAST
Cost: 2/4/6 MP
Create fog at the target position; it spreads 2/4/6m in all directions.
Cost: 2/4/6 MP
Create fog at the target position; it spreads 2/4/6m in all directions.
EFFECT:
Creatures in the fog are Blinded.
To attack a target inside the cloud from outside (or the other way around) with ranged attacks or projectile spells, first pass a PER check against the caster’s DC INT.
Creatures in the fog are Blinded.
To attack a target inside the cloud from outside (or the other way around) with ranged attacks or projectile spells, first pass a PER check against the caster’s DC INT.
Lower/Raise
TIER II
Stone
Utility
Range: 20m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
Stone
Utility
Range: 20m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
DC INT vs DEX
Cost: 1 MP per tile
Raise or lower up to INT-MOD tiles (1 m² each) by 2 meters. Requires earth/stone ground or similar substrate.
Cost: 1 MP per tile
Raise or lower up to INT-MOD tiles (1 m² each) by 2 meters. Requires earth/stone ground or similar substrate.
EFFECT:
Alters terrain.
SAVED:
Affected creatures may leave the area as a reaction.
Alters terrain.
SAVED:
Affected creatures may leave the area as a reaction.
Quagmire
TIER II
Stone
Water
Utility
Range: 20m
Radius: 4m
AFFLICTION
CONTROL
TERRAIN
CONCENTRATION
Stone
Water
Utility
Range: 20m
Radius: 4m
AFFLICTION
CONTROL
TERRAIN
CONCENTRATION
DC INT vs DEX
Cost: 3 MP
Pull groundwater to the surface to create a localized bog.
Cost: 3 MP
Pull groundwater to the surface to create a localized bog.
EFFECT:
Creatures in the area are Slowed.
Disadvantage 1 on dodge, parry, and block for all creatures in the area.
SAVED:
Target may perform a jump as a reaction.
Creatures in the area are Slowed.
Disadvantage 1 on dodge, parry, and block for all creatures in the area.
SAVED:
Target may perform a jump as a reaction.
Sinkhole
TIER II
Stone
Utility
Range: 20m
Radius: 2m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
Stone
Utility
Range: 20m
Radius: 2m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
DC INT vs DEX
Cost: 4 MP
The ground suddenly drops by 2 meters within the area. Requires earth/stone ground or similar substrate.
Cost: 4 MP
The ground suddenly drops by 2 meters within the area. Requires earth/stone ground or similar substrate.
Water Jet II
TIER II
Water
Utility
Range: 12m
UPCAST 3
CONTROL
Water
Utility
Range: 12m
UPCAST 3
CONTROL
DC INT vs STR
Cost: 2/4/6 MP
Shoot a jet of water to shove a target away.
Cost: 2/4/6 MP
Shoot a jet of water to shove a target away.
Ritual
Well
TIER II
Stone
Water
Out of Combat
Stone
Water
Out of Combat
RITUAL
Material:
Matrix Crystal
Cast Time: 1 Phase
Create a shaft up to 20 m deep and bring groundwater up, if present. Requires stone/earth ground.
Material:
Matrix Crystal
Cast Time: 1 Phase
Create a shaft up to 20 m deep and bring groundwater up, if present. Requires stone/earth ground.
EFFECT:
A vertical well shaft is formed.
A vertical well shaft is formed.
Tier III
Offensive
Kinetic Bolt III
TIER III
Stone
Water
Offensive
Range: 20m
UPCAST 3
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
A bolt of stone or water mana.
Cost: 3/6/9 MP
A bolt of stone or water mana.
EFFECT:
2d12 Blunt / Sharp
2d12 Blunt / Sharp
Stone Spears
TIER III
Stone
Offensive
Range: 20m
Radius: 2m
UPCAST 3
Stone
Offensive
Range: 20m
Radius: 2m
UPCAST 3
SA INT vs DEX
Cost: 3/6/9 MP
Jagged stone spears erupt from the ground in the target area. The area is transformed into difficult terrain.
Cost: 3/6/9 MP
Jagged stone spears erupt from the ground in the target area. The area is transformed into difficult terrain.
EFFECT:
2d8 Sharp to each target.
Hit zone: Legs
SAVED:
Damage halved.
SAVED+10:
No effect.
2d8 Sharp to each target.
Hit zone: Legs
SAVED:
Damage halved.
SAVED+10:
No effect.
Defensive
Kinetic Barrier III
TIER III
Stone
Water
Reaction
UPCAST 3
Stone
Water
Reaction
UPCAST 3
SD INT+PER
Cost: 3/6/9 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Cost: 3/6/9 MP
Erects a barrier around the Wizard that neutralizes incoming damage. Breaks at its maximum; excess damage carries over.
Tensile Shield III
TIER III
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
Water
Defensive
Range: 20m
UPCAST 3
CONCENTRATION
SUPPORT
SURECAST
Cost: 3/6/9 MP
Grant an ally a liquid, tensioned shield that absorbs incoming damage.
Cost: 3/6/9 MP
Grant an ally a liquid, tensioned shield that absorbs incoming damage.
Utility
Spiked Pit
TIER III
Stone
Utility
Range: 20m
Radius: 2m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
Stone
Utility
Range: 20m
Radius: 2m
CONTROL
TERRAIN
MATERIAL:
Matrix Crystal
DC INT vs DEX
Cost: 4 MP
Drops the ground by [Stone] meters and lines it with stone spikes.
Cost: 4 MP
Drops the ground by [Stone] meters and lines it with stone spikes.
EFFECT:
Lowers terrain.
Creatures that fall in (or were in the area on cast) take 3d6 Sharp in addition to fall damage.
SAVED:
May jump out of the area, but becomes Off-Balance.
SAVED+10:
No effect.
Lowers terrain.
Creatures that fall in (or were in the area on cast) take 3d6 Sharp in addition to fall damage.
SAVED:
May jump out of the area, but becomes Off-Balance.
SAVED+10:
No effect.
Ritual
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