Meteorics

Tier I

Offensive

Meteoric Bolt I

TIER I
Air
Lightning
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
A bolt of air or lightning mana.
EFFECT:
1d8 Air / Lightning

Shocking Touch

TIER I
Lightning
Offensive
UPCAST 3
SA INT vs CON
Cost: 1/2/3 MP
The Wizard channels electricity through their hand and touches the target.
EFFECT:
1d10 Lightning
Shocked [Lightning]
SAVED:
Not shocked, damage halved.
SAVED+10:
No effect.

Zap I

TIER I
Lightning
Offensive
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
The Wizard shoots an arc of electricity out of their fingertip.
Matrix Crystal: May target up to [Lightning] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
1d6 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Meteoric Barrier I

TIER I
Air
Lightning
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 Air/Lightning

Utility

Air Burst

TIER I
Air
Utility
UPCAST 3
CONTROL
DC INT vs STR
Cost: 1/2/3 MP
The Wizard compresses the air between them and a target in melee range, then releases it explosively to shove both in opposite directions.
EFFECT:
Knockback 1/2/3.
SAVED:
Off-Balance.
SAVED+10:
No effect.

Air Cushion

TIER I
Air
Reaction
Range: 20m
Radius: 6m
CONTROL
SUPPORT
CONCENTRATION
SURECAST
Cost: 2 MP
Create a cushion of air that catches falling creatures and objects.
EFFECT:
Prevents fall damage.

Discharge

TIER I
Lightning
Utility
Range: 20m
AFFLICTION
DC INT vs CON
Cost: 2 MP
The Wizard disturbs the target's nervous system with an electric impulse.
EFFECT:
Shocked [Lightning]
SAVED:
No effect.

Lightning Step

TIER I
Lightning
Utility
MOVEMENT
SURECAST
Cost: 1 MP
The Wizard catapults themselves up to INT meters in a straight, unobstructed line.
EFFECT:
Attacks granted by the Opportunist perk have disadvantage 1 against this movement.

Neuroshock

TIER I
Lightning
Utility
Range: 20m
DC INT vs INT
Cost: 2 MP
An electrical pulse disrupts the target’s cerebral cortex to temporarily restrict brain function.
EFFECT:
Target becomes confused.
SAVED:
No effect.

Ritual

Meteoric Manipulation

TIER I
Lightning
Air
Out of Combat
RITUAL
Material:

Cast Time: Variable
Manipulate meteoric mana (e.g., generate static electricity, conjure a gentle breeze, levitate an object…).
EFFECT:
Effect, duration, and any costs are negotiable.
Enables Freecasting.

Tier II

Offensive

Lightning Blast I

TIER II
Lightning
Offensive
Range: 20m
Width: 1m
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
A bright lightning that hits all targets in a straight line from the Wizard.
Matrix Crystal: The spell does not damage allies.
EFFECT:
2d6 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Meteoric Bolt II

TIER II
Air
Lightning
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
A bolt of air or lightning mana.
EFFECT:
2d8 Air / Lightning

Thunder I

TIER II
Air
Lightning
Offensive
Range: 20m
UPCAST 3
SA INT vs DEX
Cost: 2/4/6 MP
The Wizard strikes a target with focused thunder.
EFFECT:
1d6 Absolute
SAVED:
Damage halved.
SAVED+10:
No effect.

Zap II

TIER II
Lightning
Offensive
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 2/4/6 MP
The Wizard shoots an arc of electricity out of their fingertip.
Matrix Crystal: May target up to [Lightning] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d6 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Meteoric Barrier II

TIER II
Air
Lightning
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 Air/Lightning

Static Mantle

TIER II
Lightning
Defensive
Radius: 2m
CONCENTRATION
ZONE
DC INT vs CON
Cost: 2 MP
Create a static field around yourself that shocks and confuses nearby creatures.
EFFECT:
Shocked [Lightning] and Confused.
SAVED:
Not Confused.
SAVED+10:
No effect.

Utility

Ball Lightning

TIER II
Lightning
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONCENTRATION
ZONE
DC INT vs CON
Cost: 3 MP
Place a ball of lightning that attacks nearby hostiles with non-damaging, but severely impairing arcs of electricity.
EFFECT:
Shocked [Lightning].
SAVED:
Shocked [Lightning/2].
SAVED+10:
No effect.

Field of Silence

TIER II
Air
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
CONCENTRATION
ZONE
SURECAST
Cost: 2 MP
Prevent sound from propagating in the target area.
EFFECT:
Creatures in the area are Silenced.

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.

Gust

TIER II
Air
Utility
Radius: 4m
UPCAST 3
CONTROL
SA INT vs STR
Cost: 2/4/6 MP
Throw all creatures within 4 m of you in a chosen direction.
EFFECT:
Knockback 2/4/6
SAVED:
Off-Balance.
SAVED+10:
No effect.

Levitation

TIER II
Air
Utility
MOVEMENT
CONCENTRATION
SURECAST
Cost: 2/4/6 MP
Let the air carry you so you hover above the ground.
EFFECT:
Levitating 1/2/3 (MS = INT + Air).

Ritual

Tier III

Offensive

Chain Lightning

TIER III
Lightning
Offensive
Range: 20m
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
Hurls a bolt that leaps to the nearest new target within [Lightning] meters until no new targets remain. If two targets are equally distant, the Wizard may decide.
Matrix Crystal: The spell does not target allies.
EFFECT:
2d8 Lightning.
SAVED:
Damage halved.
SAVED+10:
No effect.

Lightning Blast II

TIER III
Lightning
Offensive
Range: 20m
Width: 1m
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 4/8/12 MP
A bright lightning that hits all targets in a straight line from the Wizard.
Creatures with the status effect Shocked have Disadvantage 1 on the save.
Matrix Crystal: The spell does not damage allies.
EFFECT:
2d8 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Lightning Strike

TIER III
Lightning
Offensive
Range: 20m
Radius: 2m
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 4/8/12 MP
An intense lightning strike hits the area from above.
Matrix Crystal: Previously shocked creatures are stunned on hit.
EFFECT:
3d6 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Meteoric Bolt III

TIER III
Air
Lightning
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
A bolt of air or lightning mana.
EFFECT:
2d12 Air / Lightning

Shockwave

TIER III
Lightning
Air
Offensive
Radius: 4m
UPCAST 3
SA INT vs DEX
Cost: 3/6/9 MP
The Wizard becomes the epicenter of a thunderous pressure wave.
EFFECT:
1d6 Absolute
SAVED:
Damage halved.
SAVED+10:
No effect.

Thunder II

TIER II
Air
Lightning
Offensive
Range: 20m
UPCAST 3
SA INT vs DEX
Cost: 4/8/12 MP
The Wizard strikes a target with focused thunder.
EFFECT:
2d6 Absolute
SAVED:
Damage halved.
SAVED+10:
No effect.

Zap III

TIER III
Lightning
Offensive
UPCAST 3
SA INT vs CON
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
The Wizard shoots an arc of electricity out of their fingertip.
Creatures with the status effect Shocked have Disadvantage 1 on the save.
Matrix Crystal: May target up to [Lightning] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d8 Lightning
SAVED:
Damage halved.
SAVED+10:
No effect.

Defensive

Meteoric Barrier III

TIER III
Air
Lightning
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 Air/Lightning

Utility

Flight

TIER III
Air
Utility
MOVEMENT
SURECAST
Cost: 2 MP
While the spell Levitation is active, accelerate horizontally with a burst of air mana.
EFFECT:
Movement from Levitation is doubled for this action.

Static Field

TIER III
Lightning
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
CONCENTRATION
DC INT vs CON
Cost: 6 MP
A field of static electricity overwhelms the nervous systems of all creatures in the area.
EFFECT:
Creatures in the area are Stunned and Shocked [Lightning].
Stunned ends immediately upon leaving the zone.
SAVED:
Prevents Stun.
SAVED+10:
No effect.

Suspend

TIER III
Air
Utility
Range: 20m
CONCENTRATION
CONTROL
DC INT vs DEX
Cost: 3/6/9 MP
The Wizard forcibly lifts a creature into the air, rendering it incapable of walking.
If the spell is forcibly interrupted, the target falls to the ground. If the Wizard chooses to end the spell, they may let the target float down gently instead.
No effect on flying creatures. The save is eased by 10/20 for large/huge creatures.
EFFECT:
Levitating 1/2/3 with MS 0.
SAVED:
MS is equal to DEX-MOD.
SAVED+10:
No effect.

Vacuum

TIER III
Air
Utility
Range: 20m
Radius: 2m
AFFLICTION
CONTROL
DC INT vs CON/WIL
Cost: 4 MP
The Wizard creates a short-lived vacuum, making breathing impossible.
Only affects creatures with lungs.
EFFECT:
Creatures in the area lose Concentration.
SAVED:
Creatures may make a regular Concentration save against the DC instead.
SAVED+10:
No effect.

Ritual

Flashstorm

TIER III
Lightning
Out of Combat
Range: 1km
RITUAL
Material:
Matrix Crystal, any
Cost: 12 MP
Cast Time: 2 Phases
The Wizard conjures bristling bolts of magical lightning that strike all creatures in the area from above.
The radius of the target area depends on the Wizard's Lightning PV and the Matrix Crystal used:
Normal: [Lightning] meters
Greater: [Lightning * 10] meters
This ritual is neither subtle nor concealable. All mana-sensitive creatures in range can sense it.
EFFECT:
All creatures without cover suffer [Lightning] * 2d12 Lightning damage.