Thermics

Tier I

Offensive

Thermal Beam I

TIER I
Fire
Ice
Offensive
Range: 20m
UPCAST 5
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 1/2/3 MP
The Wizard lashes the target with a beam of fire or ice.
Matrix Crystal: May target up to [Fire / Ice] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
1d6 Fire / Ice
SAVED:
Damage halved.
SAVED+10:
No effect.

Ice Shrapnel

TIER I
Ice
Offensive
Range: 6m
UPCAST 3
SA INT vs DEX
Cost: 1/2/3 MP
The Wizard hurls shards of ice at the target. Targets further than 2m away have Advantage 1 on the save.
EFFECT:
2d4 Ice
SAVED:
Damage halved.
SAVED+10:
No effect.

Thermal Bolt I

TIER I
Fire
Ice
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 1/2/3 MP
A bolt of fire or ice mana.
EFFECT:
1d8 Fire / Ice

Defensive

Thermal Barrier I

TIER I
Fire
Ice
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 Fire / Ice

Utility

Frost Breath

TIER I
Ice
Utility
Range: 20m
AFFLICTION
CONCENTRATION
DC INT vs CON
Cost: 2 MP
The Wizard lowers the target’s body temperature to slow it.
EFFECT:
Slowed.
SAVED:
No effect.

Sparkstream I

TIER I
Fire
Utility
Range: 20m
AFFLICTION
DC INT vs DEX
Cost: 2 MP
The Wizard sends a stream of sparks at a target, setting it aflame.
EFFECT:
Burning 1.
SAVED:
No effect.

Ritual

Thermal Manipulation

TIER I
Ice
Fire
Out of Combat
RITUAL
Material:

Cast Time: Variable
Manipulate thermal mana (e.g., create a flame, chill a drink, heat a room…).
EFFECT:
Effect, duration, and any costs are negotiable.
Enables Freecasting.

Tier II

Offensive

Fireball I

TIER II
Fire
Offensive
Range: 20m
Radius: 2m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
The Wizard conjures an exploding ball of fire that damages all creatures in the radius.
Matrix Crystal: The radius is increased by 1.
EFFECT:
2d6 Fire
SAVED:
Damage halved.
SAVED+10:
No effect.

Frost Lance I

TIER II
Ice
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
The Wizard hurls an icy lance at the target. If the target is chilled or frozen, the spell deals bonus ice damage (not affected by upcast).
EFFECT:
2d8 Ice
+1d8 if chilled/frozen.

Thermal Beam II

TIER II
Fire
Ice
Offensive
Range: 30m
UPCAST 5
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 2/4/6 MP
The Wizard lashes the target with a beam of fire or ice.
Matrix Crystal: May target up to [Fire / Ice] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d6 Fire / Ice
SAVED:
Damage halved.
SAVED+10:
No effect.

Thermal Bolt II

TIER II
Fire
Ice
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 2/4/6 MP
A bolt of fire or ice mana.
EFFECT:
2d8 Fire / Ice

Defensive

Flame Mantle I

TIER II
Fire
Utility
Radius: 2m
CONCENTRATION
ZONE
DC INT vs DEX
Cost: 2 MP
The Wizard conjures a mantle of flames that burns nearby creatures.
EFFECT:
Burning 2.
SAVED:
Burning 1.
SAVED+10:
No effect.

Frost Mantle I

TIER II
Ice
Utility
Radius: 2m
CONCENTRATION
ZONE
DC INT vs CON
Cost: 2 MP
The Wizard conjures a mantle of frost that chills nearby creatures.
EFFECT:
Nearby creatures are Chilled.
SAVED:
Slowed.
SAVED+10:
No effect.

Thermal Barrier II

TIER II
Fire
Ice
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 Fire / Ice

Utility

Sparkstream II

TIER II
Fire
Utility
Range: 20m
AFFLICTION
DC INT vs DEX
Cost: 2 MP
The Wizard sends a stream of sparks at a target, setting it aflame.
EFFECT:
Burning 2.
SAVED:
Burning 1.
SAVED+10:
No effect.

Wall of Fire

TIER II
Fire
Utility
Range: 20m
CONTROL
CONCENTRATION
DC INT vs DEX
Cost: 4 MP
Create a wall of fire up to 6 m long, 1 m wide, 2 m high that harms creatures touching it. The wall can be freely shaped as long as any wall square touches no more than two other wall squares.
EFFECT:
3d4 Fire
Per explosion: Burning 1.
Creatures standing in the area when cast may leave it as a reaction.
SAVED:
Prevents damage.

Ritual

Tier III

Offensive

Explosion

TIER III
Fire
Offensive
Range: 20m
DC INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 4 MP
The Wizard targets a creature with at least one stack of Burning and causes it to violently explode, dealing severe damage to the target and adjacent creatures.
Matrix Crystal: For an additional 2 MP per target, targets up to [Fire] burning creatures in range.
EFFECT:
4d8 Fire
+1d8 per stack of Burning
SAVED:
Damage halved.
SAVED+10:
No effect.

Fireball II

TIER III
Fire
Offensive
Range: 20m
Radius: 2m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 4/8/12 MP
The Wizard conjures an exploding ball of fire that damages all creatures in the radius.
Creatures with the status effect Burning have Disadvantage 1 on the save.
Matrix Crystal: The radius is increased by 1.
EFFECT:
2d8 Fire
SAVED:
Damage halved.
SAVED+10:
No effect.

Frost Lance II

TIER III
Ice
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
The Wizard hurls an icy lance at the target. If the target is chilled or frozen, the spell deals bonus ice damage (not affected by upcast).
EFFECT:
2d12 Ice
+1d12 if chilled/frozen.

Thermal Beam III

TIER III
Fire
Ice
Offensive
Range: 30m
UPCAST 3
SA INT vs DEX
Material:
Matrix Crystal (optional)
Cost: 3/6/9 MP
The Wizard lashes the target with a beam of fire or ice.
Creatures with the status effect Burning/Chilled have Disadvantage 1 on the save.
Matrix Crystal: May target up to [Fire / Ice] different creatures. The total MP cost is multiplied by the number of targets.
EFFECT:
2d8 Fire / Ice
SAVED:
Damage halved.
SAVED+10:
No effect.

Thermal Bolt III

TIER III
Fire
Ice
Offensive
Range: 20m
UPCAST 3
PA INT
Cost: 3/6/9 MP
A bolt of fire or ice mana.
EFFECT:
2d12 Fire / Ice

Defensive

Flame Mantle II

TIER III
Fire
Utility
Radius: 2m
CONCENTRATION
ZONE
DC INT vs DEX
Cost: 4 MP
The Wizard conjures a mantle of flames that burns nearby creatures and greatly reduces incoming Fire and Ice damage.
EFFECT:
Wizard gets Resistant Fire/Ice. Nearby creatures get Burning 2.
SAVED:
Burning 1.
SAVED+10:
No effect.

Frost Mantle II

TIER III
Ice
Utility
Radius: 2m
CONCENTRATION
ZONE
DC INT vs CON
Cost: 4 MP
The Wizard conjures a mantle of frost that chills nearby creatures and greatly reduces incoming Fire and Ice damage.
EFFECT:
Wizard gets Resistant Fire/Ice. Nearby creatures are Chilled.
SAVED:
Slowed.
SAVED+10:
No effect.

Thermal Barrier III

TIER III
Fire
Ice
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 Fire / Ice

Utility

Flash Freeze

TIER III
Ice
Utility
Range: 20m
AFFLICTION
CONTROL
DC INT vs CON
Material:
Matrix Crystal (optional)
Cost: 4 MP
The Wizard rapidly cools down the body temperature of a target that is already Chilled, freezing it in place.
Matrix Crystal: For an additional 2 MP per target, targets up to [Ice] chilled creatures in range.
EFFECT:
Frozen.
SAVED:
No effect.

Sparkstream III

TIER III
Fire
Utility
Range: 20m
AFFLICTION
DC INT vs DEX
Cost: 2 MP
The Wizard sends a stream of sparks at a target, setting it aflame.
EFFECT:
Burning 3.
SAVED:
Burning 2.
SAVED+10:
Burning 1.

Ritual

Meteor Shower

TIER III
Fire
Out of Combat
Range: 1km
RITUAL
Material:
Matrix Crystal, any
Cost: 12 MP
Cast Time: 2 Phases
The Wizard conjures a large number of meteors to devastate an area.
The radius of the target area depends on the Wizard's Fire PV and the Matrix Crystal used:
Normal: [Fire] meters
Greater: [Fire * 10] meters
This ritual is neither subtle nor concealable. All mana-sensitive creatures in range can sense it.
EFFECT:
All creatures and structures in the area suffer [Fire] * 2d12 Fire damage.