Kinetics

Tier I

Offensive

Kinetic Bolt I

TIER I
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
A bolt of stone or water mana.
EFFECT:
1d8 Blunt / Sharp

Pebble Shot

TIER I
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.
EFFECT:
1d8 Blunt
(+projectile damage)

Defensive

Kinetic Barrier I

TIER I
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.
EFFECT:
1d4 Protection
Barrier is resistant against Blunt / Sharp

Tensile Shield I

TIER I
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.
EFFECT:
1d6 Protection
Shield is resistant against Physical

Water Veil

TIER I
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.
EFFECT:
Incoming Physical damage is reduced by [Water].

Utility

Stone Shackles

TIER I
Stone
Utility
Range: 20m
AFFLICTION
CONCENTRATION
CONTROL
DC INT vs DEX
Cost: 2 MP
Stone fetters close around the target’s legs.
EFFECT:
Target is restrained.
SAVED:
Slowed.
SAVED+10:
No effect.

Water Jet I

TIER I
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.
EFFECT:
Knockback 1/2/3.
SAVED:
Off-Balance.
SAVED+10:
No effect.

Water Walk

TIER I
Water
Utility
Range: 20m
CONCENTRATION
SUPPORT
SURECAST
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.

Ritual

Kinetic Manipulation

TIER I
Stone
Water
Out of Combat
RITUAL
Material:

Cast Time: Variable
Manipulate kinetic mana (e.g., shape a stone object, purify liquids, create ethereal water…).
EFFECT:
Effect, duration, and any costs are negotiable.
Enables Freecasting.

Tier II

Offensive

Kinetic Bolt II

TIER II
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
A bolt of stone or water mana.
EFFECT:
2d8 Blunt / Sharp

Satellites

TIER II
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.
EFFECT:
1d8 Blunt per stone
(+ projectile damage)

Stone Hail

TIER II
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.
EFFECT:
2d8 Blunt per stone
(+ projectile damage)

Defensive

Kinetic Barrier II

TIER II
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.
EFFECT:
1d8 Protection
Barrier is resistant against Blunt / Sharp

Tensile Shield II

TIER II
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.
EFFECT:
1d8 Protection
Shield is resistant against Physical

Wave Dome

TIER II
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.
EFFECT:
2d6 Protection

Utility

Earthquake

TIER II
Stone
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
DC INT vs DEX
Cost: 4 MP
Creates a localized tremor in the target area.
EFFECT:
Creatures in the area fall prone.
SAVED:
Creature loses balance.
SAVED+10:
No effect.

Fog Cloud

TIER II
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.
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.

Lower/Raise

TIER II
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.
EFFECT:
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
DC INT vs DEX
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.

Sinkhole

TIER II
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.
EFFECT:
Lowers terrain. Creatures in the radius become Off-Balance.
SAVED:
Off-Balance prevented.

Water Jet II

TIER II
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.
EFFECT:
Knockback 2/4/6.
SAVED:
Off-Balance.
SAVED+10:
No effect.

Ritual

Well

TIER II
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.
EFFECT:
A vertical well shaft is formed.

Tier III

Offensive

Kinetic Bolt III

TIER III
Stone
Water
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
A bolt of stone or water mana.
EFFECT:
2d12 Blunt / Sharp

Stone Spears

TIER III
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.
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
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.
EFFECT:
1d12 Protection
Barrier is resistant against Blunt / Sharp

Tensile Shield III

TIER III
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.
EFFECT:
1d10 Protection
Shield is resistant against Physical

Utility

Spiked Pit

TIER III
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.
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