Abilities
All 478 discipline abilities across the twelve disciplines. Search by name or effect, or filter by discipline, tier and type.
478 abilities
Shape Water
Hydromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesYou create and shape a mass of water with a maximum volume of as many cubic meters as your Arcana stat. You may move and shape the mass at will and through the air and you must be able to see the water to move it. Losing line of sight or dispelling the control will cause the water to fall directly downward from where it is in space.
In combat: Once per turn · Out of combat: At will
Freeze Liquid
Hydromancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a surface of non-flowing liquid, you may freeze an area of the liquid up to as many square meters as your Arcana stat. Liquids such as dew on a patch of grass, sap within a tree or water soaked over a creature can all be frozen.
In combat: Once per turn · Out of combat: At will
Fog Bank
Hydromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a tile within range, you create a fog bank with a radius of up to 5 tiles on that spot. Any creature inside the fog will be impossible to see or target and has disadvantage on attacks. The fog will dissipate after 3 turns.
In combat: Once per turn · Out of combat: At will
Imbue Ice
Hydromancer · Arcana
SimpleActiveCost 2 APRange 3 tiles · SelfYou imbue a weapon of a creature within range with the power of ice. Any attack that is landed with the weapon will deal as many extra damage dice as your Hydromancer level as water damage and consume one charge. The imbuement lasts for as many charges as your Hydromancer level.
In combat: Once per turn · Out of combat: At will
Water Whip
Hydromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesSelect a target within range, you form a stream of water and whip your target with it many times. The target takes as many d6s of water damage as your Arcana stat.
Scaling: d6 water per Arcana
In combat: Once per turn · Out of combat: At will
Ice Shard
Hydromancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a creature within range. You hurl a shard of ice at the target. It deals as many d6s of water damage as your Hydromancer level to the target creature. The creature must pass a resistance check against you or be slowed at the severity level of your Hydromancer level for 1 turn.
Scaling: d6 water per Hydromancer level
In combat: Once per turn · Out of combat: At will
Ebbing Tide
Hydromancer · Arcana
SimpleActiveCost 2 APRange SelfCreate a receding tide in the shape of a cone up to as many tiles in size as your Hydromancer level. All creatures caught in the cone must pass a Resistance check against you or be slowed at the severity level of your Hydromancer level for 2 turns as they move against the tide.
In combat: Once per turn · Out of combat: At will
Dry
Hydromancer · Arcana
SimpleActiveCost 2 APRange SelfRemove the water from an object no larger than 1 cubic meter that is wet or contains water.
In combat: Once per turn · Out of combat: At will
Walk Upon Water
Hydromancer · Arcana
SimplePassiveYou may choose to walk on top of water or other water based liquids instead of sink or wade through them.
In combat: Once per turn · Out of combat: At will
Phase Shifting
Hydromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesTransform water up to your Arcana stat in cubic meters between solid, liquid, or gas states. Lasts for your Hydromancer level in hours. Can condense vapor into water or shape ice during transformation.
In combat: Once per turn · Out of combat: At will
Thermoregulation
Hydromancer · Arcana
SimplePassiveResist extreme temperatures and gain advantage on checks against temperature hazards. At Hydromancer level 3, extend protection to allies within 2 tiles.
In combat: Once per turn · Out of combat: At will
Whirlpool
Hydromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesSelect a target within range, you summon water around them that spins with horrifying force. You deal as many d8s of water damage as your Arcana stat and the target must pass a resistance check against you or be moved up to 5 tiles in a direction of your choice and knocked down.
Scaling: d8 water per Arcana
In combat: Once per combat · Out of combat: Once per hour
Freezing
Hydromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou attempt to freeze a target within range. They must make a resistance check against you or become frozen for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
Water Rune
Hydromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou create a rune on an unoccupied tile within range. Your opponents cannot see the rune and if they step on it, it will explode upwards into a spire of jagged ice. The creature takes as many d8s of water damage as your Hydromancer level + 2 and is frozen for a turn.
Scaling: d8 water per Hydromancer level
In combat: Once per combat · Out of combat: Once per hour
Hydrorespiration
Hydromancer · Arcana
InvolvedPassiveYou can breathe underwater for as many hours as your Hydromancer level at a time. You will require at least an hour to recover your breath properly before you can breathe underwater again if you were underwater for 30 minutes or longer.
In combat: Once per combat · Out of combat: Once per hour
Frosted Armour
Hydromancer · Arcana
InvolvedActiveCost 3 APRange SelfYou form a protective shell of hardened ice around you. Your armor rating multiplier increases by your hydromancer level. If you are not wearing armour or your arcana stat is greater than your base armour rating, your base armor rating is your arcana stat. This armor lasts for 3 turns and while you have it donned you gain a level of resistance to water damage.
In combat: Once per combat · Out of combat: Once per hour
Rain
Hydromancer · Arcana
InvolvedActiveCost 3 APRange SelfYou summon rain clouds above you and cause it to rain upon an area of up to as many tiles as your Hydromancer level + Arcana stat for 3 turns.
In combat: Once per combat · Out of combat: Once per hour
Find Water
Hydromancer · Arcana
InvolvedActiveCost 3 APRange SelfFocus and attempt to detect a source of water within as many tiles as your Arcana stat. If you find a source of water you will know what is required to get to it and extract the water from it.
In combat: Once per combat · Out of combat: Once per hour
Create Spring
Hydromancer · Arcana
InvolvedActiveCost 3 APRange SelfCreate a water spring in the ground that will bubble and flow for as many days as your Hydromancer level.
In combat: Once per combat · Out of combat: Once per hour
Water Memory
Hydromancer · Arcana
InvolvedActiveCost 3 APRange 5 tilesExtract recent memories from a water source, revealing events from the past hours equal to your Hydromancer level. Detail clarity scales with your Arcana stat. Works best on undisturbed water.
In combat: Once per combat · Out of combat: Once per hour
Ice Glide
Hydromancer · Arcana
InvolvedActiveCost 3 APRange SelfCreate an ice path extending up to your Arcana stat + Hydromancer level in tiles. You and allies move at double speed on this path without movement checks. Lasts your Hydromancer level in minutes. Can cross gaps if anchored to ground.
In combat: Once per combat · Out of combat: Once per hour
Underwater Acoustics
Hydromancer · Arcana
InvolvedPassiveEnhance hearing underwater or through water-based media. Understand speech and detect sounds up to your Hydromancer level × 5 tiles away when submerged or in contact with the same body of water. Can hear through walls or barriers if water connects both sides. At level 3, filter specific sounds from background noise.
In combat: Once per combat · Out of combat: Once per hour
Steam Cloud
Hydromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range, you create a cloud of steam with a radius of up to 5 tiles on that spot. Any creature inside the steam will be impossible to see or target and has disadvantage on attacks. All creatures who enter the cloud or start their turn in the cloud will take 2d8 damage. The fog will dissipate after 3 turns.
In combat: Once per rest · Out of combat: Once per rest
Summon Water Elemental
Hydromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesSummon a water elemental at an unoccupied tile within range. The elemental will follow your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Ice Wall
Hydromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesCreate a wall of ice as many tiles in length as your Arcana plus hydromancer level starting at a tile within range. Every creature the wall covers will be frozen
In combat: Once per rest · Out of combat: Once per rest
Maelstrom
Hydromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range, you summon a mass of violently churning water with a radius of up to as many tiles as your Arcana stat. You deal as many d10s of water damage as your Arcana stat + your Hydromancer level and all creatures within the area must pass a resistance check against you or be moved up to 10 tiles in a direction of your choice and knocked down. If their path is obstructed before all 10 tiles can be travelled, they take an additional die of force damage for each tile remaining.
Scaling: d10 water per Arcana
In combat: Once per rest · Out of combat: Once per rest
Flood
Hydromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range. You flood an area with a radius of up to as many tiles as your Arcana stat around the targeted tile. The flood will come rushing in and can be up to 2 meters deep. All creatures within the flooded area must succeed a Resistance check against you or be swept up to as many tiles as your Arcana stat in a single direction. The flooded area will remain so for up to as many hours as your Hydromancer level.
In combat: Once per rest · Out of combat: Once per rest
Extract Water
Hydromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget an area within range up to as many tiles in radius as your Hydromancer level. You totally extract the water held within as many non-living-creature objects inside that area as your choose. You collect the extracted water into a sphere at a tile within range. The size of the sphere is up to the discretion of the GM.
In combat: Once per rest · Out of combat: Once per rest
Current Manipulation
Hydromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesControl direction and speed of water up to 5 × your Arcana stat in cubic meters. Redirect rivers, still rapids, or create currents in still water. Lasts your Hydromancer level in minutes. Creatures carried by the water must pass a resistance check or be moved in your chosen direction.
In combat: Once per rest · Out of combat: Once per rest
Blizzard
Hydromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a tile within range. You summon a devastating snow storm that affects all creatures within a 4 tile radius of the targeted tile. All affected creatures take as many d12s as your Arcana + your hydromancer level + 4 as water damage. All creatures must make a resilience saving throw, upon failing the saving throw creatures are frozen for a turn. All creatures are slowed.
In combat: Once per month · Out of combat: Once per month
Create River
Hydromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget two tiles within range. Use a tile scale of up to your Hydromancer level. A rush of water will begin to flow between the two tiles chosen on a path of your choice as long as it is flowing downhill. The river you create is 1 tile wide at the tile scale used.
In combat: Once per month · Out of combat: Once per month
Tsunami
Hydromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a tile within range. You summon a massive wave before you that is 5 tiles wide and travels in a straight line towards the target tile, demolishing all that lies in its wake. All creatures in the affected area take as many d12s of water damage as your Arcana + your Hydromancer level + 2 and are moved up to 5 tiles in the direction of the wave. They must succeed a resilience saving throw or be knocked down for 2 turns.
In combat: Once per month · Out of combat: Once per month
Tide Control
Hydromancer · Arcana
ArcaneActiveCost 5 APRange Selremofe fControl tides in coastal regions up to (Arcana × 15) kilometers from your position for (Hydromancer level) days. Manipulate water levels up to 1 meter per minute to reveal underwater locations or extend high tides inland. Ship navigation checks in the area have advantage or disadvantage (your choice). Requires a check every (Hydromancer level) hours to maintain abnormal patterns.
In combat: Once per month · Out of combat: Once per month
Aquifer Command
Hydromancer · Arcana
ArcaneActiveCost 5 APRange SelfPermanently alter underground water within (Arcana + Hydromancer level) kilometers. Create up to (Hydromancer level) new water sources, redirect underground rivers, or seal contaminated sources. New springs produce fresh water at (Arcana) liters per minute. Can alternatively contaminate or dry up sources. Changes are permanent unless countered by another Arcane Hydromancer. Aeromancers command the invisible forces of the sky, manipulating the very essence of air and storm. Masters of electricity, wind, and atmospheric phenomena, they harness lightning to strike down foes, conjure tornadoes to tear through battlefields, and ride upon self-created air currents with graceful precision. Beyond raw destructive power, Aeromancers possess unparalleled mobility and communication skills. They can transmit messages across vast distances through whispering winds, render themselves or others invisible by bending light, and create protective bubbles of breathable atmosphere in the most hostile environments. Their connection to air grants them acute hearing and weather prediction, while their mastery of pressure and temperature allows them to manipulate environments in subtle yet powerful ways. Whether soaring through the sky, teleporting with thunderous speed, or creating storms that shake the earth beneath, Aeromancers embody freedom and adaptability while wielding devastation from above. In their hands, a gentle breeze can become a howling gale, and a spark can blossom into a web of chain lightning that leaves enemies stunned and defeated.
In combat: Once per month · Out of combat: Once per month
Booming Thunder
Aeromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget a creature within range, you cause a crash of thunder to boom on that tile and hit all creatures in a radius of up to 3 tiles. All creatures in the area take as many d6s of air damage as your Aeromancer stat.
In combat: Once per turn · Out of combat: At will
Imbue Lightning
Aeromancer · Arcana
SimpleActiveCost 2 APRange 3 tilesYou imbue a weapon of your own or an ally with the power of lightning. Any attack made with the weapon will deal as many extra damage dice as your Aeromancer level as air damage. The imbuement lasts for as many charges as your Aeromancer level.
In combat: Once per turn · Out of combat: At will
Windblade
Aeromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesYou form a blade of enchanted air that travels in a cone up to 10 tiles long in the direction of your choosing. All creatures in the affected area take as many d6s of air damage as your Aeromancer stat and must succeed a resilience saving throw or be pushed back 5 tiles.
In combat: Once per turn · Out of combat: At will
Thunderjump
Aeromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesYou flash with lightning speed between two targets within range. Each target takes as many d6s of air damage as your aeromancer level and must succeed a resilience saving throw or be stunned for a turn. You end your attack adjacent to one of your targets.
Scaling: d6 air per Aeromancer level
In combat: Once per turn · Out of combat: At will
Static Charge
Aeromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesCharge an area around you of up to 5 tiles in radius with electricity. For the next two turns, gain 1 degree of advantage on all checks for every creature within the area.
In combat: Once per turn · Out of combat: At will
Blur
Aeromancer · Arcana
SimpleActiveCost 2 APRange SelfBecome hastened at the degree of your Aeromancer level for 2 turns.
In combat: Once per turn · Out of combat: At will
Move Object
Aeromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesUse the wind to move an object weighing up to as many kilograms as your Aeromancer stat and no larger than 1 cubic meter. The object may be moved anywhere within a 10 tile radius of yourself. If the object is caught, hit or otherwise obstructed it will fall out of your control.
In combat: Once per turn · Out of combat: At will
Hear the Unheard
Aeromancer · Arcana
SimplePassiveYou are able to hear sounds at further distances and lower volumes. You can hear and understand sounds clearly within 5 tiles and muffled within up to 15 tiles.
In combat: Once per turn · Out of combat: At will
Glide
Aeromancer · Arcana
SimpleActiveCost 2 APRange SelfReduce falling damage and move horizontally while falling at a rate equal to your Aeromancer level in tiles. This ability lasts until you land or for up to 5 turns.
In combat: Once per turn · Out of combat: At will
Thermostatic Shift
Aeromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesAdjust the ambient temperature of the surrounding air in a radius of up to 10 tiles. You may adjust the temperature up or down by up to 5 degrees Celsius (9 degrees Fahrenheit). The temperature change may last for up to as many hours as your Arcana stat.
In combat: Once per turn · Out of combat: At will
Air Whisper
Aeromancer · Arcana
SimpleActiveCost 2 APRange 15 tilesSend a short spoken message that travels on the wind to a target within range. The message can only be heard by the intended recipient and cannot be intercepted by normal means.
In combat: Once per turn · Out of combat: At will
Pressure Wave
Aeromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesCreate a focused burst of air that can extinguish flames, clear small debris, or apply force to mechanisms from a distance. The wave affects a 2-tile radius around your target point.
In combat: Once per turn · Out of combat: At will
Lightning Bolt
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesSelect a target within range, you channel lightning through yourself into the target. They take as many d8s as your Arcana stat and must succeed a resilience saving throw or be stunned for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
Faraday Cage
Aeromancer · Arcana
InvolvedActiveCost 2 APRange 15 tilesSelect a target within range. Form a cage of electricity around them that will stay around them for as many turns as your Aeromancer level. Each turn it will deal as many d6s of air damage as your Aeromancer level to the target. While the cage is active the target cannot cast offensive abilities without having half of their damage reflected back at them.
Scaling: d6 air per Aeromancer level
In combat: Once per combat · Out of combat: Once per hour
Anaerobic
Aeromancer · Arcana
InvolvedPassiveYou can hold your breath for up to as many hours as your Aeromancer level. You will require at least an hour to recover your breath properly before you can hold your breath again if you held your breath for 30 minutes or longer.
In combat: Once per combat · Out of combat: Once per hour
Air Rune
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou create a rune on an unoccupied tile within range. Your opponents cannot see the rune and if they step on it, it will explode upwards into a column of lightning. The creature takes as many d8s as 2 + your aeromancer level as air damage and is stunned for a turn.
In combat: Once per combat · Out of combat: Once per hour
Winds of Change
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget up to as many creatures as your Aeromancer level within range. Targeted creatures are granted as many degrees of haste as half your Arcana stat for 2 turns and 2 degrees of advantage on their next check.
In combat: Once per combat · Out of combat: Once per hour
Voltage Overload
Aeromancer · Arcana
InvolvedActiveCost 3 APRange SelfYou charge yourself with an immense amount of electricity. The next time you land a melee attack or are hit by a melee attack you will discharge all of the electricity in your body at an explosive rate. All creatures within 1 tile of you takes as many d8s of air damage as your Arcana stat. The electricity will naturally discharge itself after 2 turns or if you are hit by a ranged attack.
Scaling: d8 air per Arcana
In combat: Once per combat · Out of combat: Once per hour
Teleportation
Aeromancer · Arcana
InvolvedActiveCost 2 APRange 15 tilesTarget a creature of object within range, you can teleport them to a position up to 15 tiles from their initial position. If the target is unwilling they take as many d6s as your Aeromancer level as force damage when they fall. The same damage applies if you teleport an inanimate object above an enemy.
Scaling: d6 force per Aeromancer level
In combat: Once per combat · Out of combat: Once per hour
Weather Sense
Aeromancer · Arcana
InvolvedPassiveAccurately predict weather conditions for the next 24 hours and detect any unnatural weather phenomena within 1 kilometer. You can also determine if any weather events in the area are magically influenced.
In combat: Once per combat · Out of combat: Once per hour
Levitate
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 5 tilesTarget 1 creature within range who gently rises and hovers up to 30 centimeters above the ground for up to 10 minutes. While levitating, the target moves at normal speed but doesn't trigger ground-based traps, leaves no footprints, makes no noise when moving, and isn't affected by difficult terrain. The target can't rise higher than 30 centimeters and will maintain that exact height even when crossing gaps or descending stairs.
In combat: Once per combat · Out of combat: Once per hour
Tornado
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesSelect two tiles within range. You summon a tornado that travels from one point to the other in a straight line. The tornado affects an area within a tile of it’s path. Any creatures within the affected area take as many d8s of air damage as your Aeromancer level. The tornado will disperse any flames or clouds in the area it passes through.
Scaling: d8 air per Aeromancer level
In combat: Once per combat · Out of combat: Once per hour
Sound Manipulation
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesAmplify, dampen, or redirect sounds within a 15-tile radius for stealth, eavesdropping, or creating distractions. You can make whispers clearly audible or loud crashes nearly silent for up to 5 minutes.
In combat: Once per combat · Out of combat: Once per hour
Updraft
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 5 tilesCreate a controlled column of rising air that launches yourself or a willing ally up to 10 tiles vertically and 5 tiles horizontally. During the course of the launch, creatures using the updraft may take one action before landing on the ground. The target lands safely without taking falling damage.
In combat: Once per combat · Out of combat: Once per hour
Wind Shaping
Aeromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesRedirect existing air currents within a 15-tile radius to flow in patterns of your choosing. You can create localized areas of still air amidst strong winds, redirect smoke or fog, guide scents in specific directions, or change wind direction to benefit sailing vessels. The effect lasts for up to 30 minutes and can be subtly adjusted throughout its duration without requiring additional AP.
In combat: Once per combat · Out of combat: Once per hour
Chain Lightning
Aeromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesSelect a target within range, you hit them with a bolt of lightning which then arcs out and through up to another three enemies within range. All creatures who were hit take as many d10s of air damage as your Arcana stat and must succeed a resilience saving throw or be stunned for two turns.
Scaling: d10 air per Arcana
In combat: Once per rest · Out of combat: Once per rest
Electric Lance
Aeromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesSelect a target within range, you strike them in the face with bolts of electricity. They take as many d10s as your Aeromancer level and must succeed a resilience saving throw or be blinded for 3 turns.
In combat: Once per rest · Out of combat: Once per rest
Tempest
Aeromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range. You summon a powerful storm that affects all tiles within a 4 tile radius of that space. All creatures within the affected area take as many d10s of air damage as your Arcana stat and must succeed a resilience saving throw or be slowed for 2 turns.
Scaling: d10 air per Arcana
In combat: Once per rest · Out of combat: Once per rest
Summon Air Elemental
Aeromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesSummon an air elemental at an unoccupied tile within range. The elemental will follow your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Invisibility
Aeromancer · Arcana
ComplexActiveCost 4 APRange SelfYou make yourself invisible for 3 turns. You lose the invisibility effect if you cast another ability or make an attack
In combat: Once per rest · Out of combat: Once per rest
Wind Walk
Aeromancer · Arcana
ComplexActiveCost 4 APRange TouchTransform yourself and up to 3 willing allies into wisps of cloud that can travel at high speed and pass through small openings for up to an hour. While in this form, you move at double speed and can squeeze through any opening large enough for air to pass through.
In combat: Once per rest · Out of combat: Once per rest
Atmosphere Bubble
Aeromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesCreate a sphere of breathable air around yourself or a target that can sustain breathing underwater or in toxic environments for as many hours as your Aeromancer level. The bubble moves with the target and can withstand pressure up to deep ocean depths.
In combat: Once per rest · Out of combat: Once per rest
Voice Projection
Aeromancer · Arcana
ComplexActiveCost 4 APRange 1 kmAmplify your voice to be heard clearly by everyone within a radius of up to 1 kilometer, or focus it to be heard only by specific individuals. You can disguise your voice or mimic other voices with a successful Aeromancer check.
In combat: Once per rest · Out of combat: Once per rest
Whisperwind Network
Aeromancer · Arcana
ComplexPassiveCreate connected air currents that allow allies within 100 kilometers to communicate telepathically with each other. The network persists for up to an hour and works even through solid barriers as long as air can pass between locations.
In combat: Once per rest · Out of combat: Once per rest
Vacuum
Aeromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesCreate a sphere of vacuum by removing air from a targeted area. You may choose one of the following applications:
In combat: Once per rest · Out of combat: Once per rest
Fly
Aeromancer · Arcana
ComplexActiveCost 4 APRange SelfGrant yourself the ability to fly at twice your normal movement speed for up to 30 minutes, with a maximum height of 100 meters from the ground. While flying, you can hover, change direction freely, and are unaffected by difficult terrain and ground-based hazards or traps.
In combat: Once per rest · Out of combat: Once per rest
Amplify
Aeromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesEnhance the effectiveness of the next air spell cast by yourself or an ally within range, increasing its damage, duration, or area of effect by 50%. This bonus applies to any Aeromancer ability used before the end of your next turn.
In combat: Once per rest · Out of combat: Once per rest
Lightning Storm
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a tile within range. You summon a barrage of lightning to strike down within a 4 tile radius of the selected tile. All creatures within the affected area takes air damage equivalent to as many d12s as your Arcana stat and must succeed a resilience saving throw or be stunned for 3 turns.
Scaling: d12 air per Arcana
In combat: Once per month · Out of combat: Once per month
Typhoon
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 5 tilesChoose a direction, you summon a whirling storm before you that affects an area in a cone up to 5 tiles long. All creatures caught within the affected area takes as many d12s as your Aeromancer level + 2 of air damage and must succeed a resilience saving throw or be knocked down for 1 turn and crippled for 3.
Scaling: d12 air per Aeromancer level
In combat: Once per month · Out of combat: Once per month
Eye of the Storm
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 10 tilesCreate a 10-tile radius zone of perfect calm within even the most violent natural or magical storms, allowing safe travel and rest. The protected area lasts for up to 8 hours and can be moved at your will at a speed of 1 tile per turn.
In combat: Once per month · Out of combat: Once per month
Weather Sculptor
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 1 kmManipulate local weather patterns to create fog, light rain, or clear skies in a 1-kilometer radius for up to 24 hours. The weather changes gradually over 10 minutes and appears natural to observers.
In combat: Once per month · Out of combat: Once per month
Vortex Imprisonment
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesCreate a self-sustaining tornado around a target that completely immobilizes them and prevents any magic from entering or leaving the vortex. The prison lasts for up to 5 turns or until you dismiss it.
In combat: Once per month · Out of combat: Once per month
Thunderclap Teleport
Aeromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesInstantly transport yourself and up to 5 willing creatures to any location you've previously visited within range. The teleportation is accompanied by a deafening thunderclap at both origin and destination that can stun nearby creatures who must succeed a resistance check or be stunned for 1 turn.
In combat: Once per month · Out of combat: Once per month
Stratospheric Ascent
Aeromancer · Arcana
ArcaneActiveCost 5 APRange SelfCreate a column of rapidly rising air that can launch you and up to as many creatures as your Arcana stat to extraordinary heights, allowing rapid travel across vast distances. You can control your landing point with perfect accuracy anywhere within visual range of your maximum height, and the entire journey takes only 10 minutes to travel up to 15 kilometers. Terramancers are masters of earth and stone, commanding the solid foundations upon which all life stands. They manipulate soil, rock, metal, and mineral with practiced precision, reshaping the very landscape to their will. With a gesture, they can harden mud into impenetrable barriers, soften stone into malleable clay, or transmute base metals into precious alloys. Terramancers are unparalleled craftsmen and architects, able to sculpt stone structures in moments that would take others years to build. They can extract rare metals from ore with a touch, repair damaged equipment with a swipe of their hand, and create pathways through impassable terrain. At the height of their power, Terramancers can transform entire landscapes—reshaping mountains, creating valleys, redirecting rivers, or even changing complete biomes across vast territories. In battle, Terramancers are formidable opponents who control the field through strategic terrain manipulation. They can create quicksand to slow enemies, raise allies to advantageous positions, summon crushing boulders from above, or erupt deadly stalagmites from below. Their connection to earth some to sense vibrations through the ground, detecting movement and hidden passages that others would miss. Whether reinforcing allies with stone-hard defenses, trapping enemies in engulfing caverns, or commanding the very bedrock itself to rise and fall at their command, Terramancers embody stability and transformation while wielding the ancient power of earth. In their hands, the ground becomes both weapon and shield, both prison and sanctuary, both destroyer and creator.
In combat: Once per month · Out of combat: Once per month
Quicksand
Terramancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a tile within range. Create an affected area of up to 5 tiles in radius around the selected tile. The affected area becomes a bed of quicksand. A creature moving across the affected area must expend double the AP to cross it. Creatures who end or start their turn in the quicksand must succeed a resilience saving throw or have their AP halved for their turn.
In combat: Once per turn · Out of combat: At will
Low Ground
Terramancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a creature within range. You cause the ground below them to open up and cause them to fall. They must spend one turn to get out of the hole and cannot defend until they do so.
In combat: Once per turn · Out of combat: At will
Oil Slick
Terramancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a tile within range, you create a patch of oil up to 5 tiles in radius from that spot. If a creature stands in the oil they become slowed and are slowed until 2 turns after they leave the oil. If the oil is ignited all creatures within take 3d6 damage and must succeed a resilience saving throw or be burning at the severity of the terramancer level of the player who created the oil slick.
In combat: Once per turn · Out of combat: At will
Shattering Boulder
Terramancer · Arcana
SimpleActiveCost 2 APRange 15 tilesTarget a creature within range. You summon a boulder above them to drop upon them. The boulder deals as many d6s as your Arcana stat and half that amount to all creatures in an up to 3 tile radius of the target.
In combat: Once per turn · Out of combat: At will
Stone Shield
Terramancer · Arcana
SimpleActiveCost 2 APRange SelfConjure a shield of stone. It's threshold is 5 times your terramancer level. When conjured you gain a level of resistance to poison damage. The shield lasts for 3 turns.
In combat: Once per turn · Out of combat: At will
Stonefist
Terramancer · Arcana
SimpleActiveCost 2 APRange 1 tileTarget a creature within range. You turn your fist to stone as you hurl it at your target. The target takes as many d6s of force damage as your Terramancer level and must succeed a resilience saving throw or be knocked down for 2 turns.
Scaling: d6 force per Terramancer level
In combat: Once per turn · Out of combat: At will
Malleable Earth
Terramancer · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget an area of earth or stone up to 5 tiles in radius. You alter the consistency of earth materials, hardening soft substances like mud or sand into solid stone, or softening stone into a clay-like substance. The effect can also create paths through difficult terrain, reinforce structures, or shape earth for practical purposes. The effect covers up to as many cubic meters as your Terramancer level and lasts for 1 hour.
In combat: Once per turn · Out of combat: At will
Tremorsense
Terramancer · Arcana
SimplePassiveRange 15 tilesYou are constantly attuned to vibrations moving through the earth. You can detect the presence, location, and approximate size of any creature or object in contact with the ground within range. This ability allows you to find buried objects, detect hidden passages, identify structural weaknesses, and track movement across the area without visual contact.
In combat: Once per turn · Out of combat: At will
Whetstone
Terramancer · Arcana
SimpleActiveCost 2 APRange 1 tileYou run your hand over a bladed weapon, coating it with a layer of razor-sharp stone particles. The weapon deals as many additional d6s of earth damage as your Terramancer level for its next 3 attacks. If the weapon is broken or damaged, it is also repaired to full functionality.
In combat: Once per turn · Out of combat: At will
Stoneskin
Terramancer · Arcana
InvolvedActiveCost 3 APRange SelfYou make your skin as hard as stone. Your armor rating becomes your Arcana stat multiplied by your Terramancer level. This lasts up to as many turns as your Terramancer level.
In combat: Once per combat · Out of combat: Once per hour
Stone Rune
Terramancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou create a rune on an unoccupied tile within range. Your opponents cannot see the rune and if they step on it, it will explode upwards in a column of stone. The creature takes as many d8s as 2 + your terramancer level as force damage, they are thrown 2 tiles in a random direction and are knocked down for a turn.
In combat: Once per combat · Out of combat: Once per hour
High Ground
Terramancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a creature within range, you raise them and the ground beneath them up to as many meters high as your Arcana. They now have advantage on ranged attacks and enemies have disadvantage when targeting them. They cannot be hit by melee attacks.
In combat: Once per combat · Out of combat: Once per hour
Rock Shard
Terramancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou hurl a chunk of stone at a target within range. It deals as many d8s of earth damage as your Arcana level. The target must succeed a resistance check or have their armor reduced by your Terramancer level. If they have no armor they take an additioal 2d8 earth damage.
In combat: Once per combat · Out of combat: Once per hour
Transmute
Terramancer · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou alter the fundamental properties of earth and stone in a 5-tile radius. You may choose one of the following applications:
In combat: Once per combat · Out of combat: Once per hour
Absorb Material
Terramancer · Arcana
InvolvedActiveCost 3 APRange 1 tileYou absorb material into your body and toke on its properties. You are unable to cast any abilities while this is active. The transformation lasts for up to 3 turns in combat or up to 1 hour outside of combat. Additionally, you create a sudden terrain change by removing up to a 3-tile radius of material from your surroundings.
In combat: Once per combat · Out of combat: Once per hour
Sandstorm
Terramancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou conjure a swirling storm of sand covering a radius of up to 7 tiles from a point within range. The area becomes difficult terrain, and creatures inside have 2 degrees of disadvantage on perception and attack rolls. Creatures that start their turn in the sandstorm take as many d8s of earth damage as your Terramancer level. The storm can also gradually wear away at surfaces or structures and provide concealment for movement. The storm lasts for 3 turns r .
In combat: Once per combat · Out of combat: Once per hour
Alloy
Terramancer · Arcana
InvolvedActiveCost 3 APRange 1 tileYou manipulate the metallic composition of an object, creating or modifying alloys. You may choose one of the following applications:
In combat: Once per combat · Out of combat: Once per hour
Minor Sculpt
Terramancer · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou reshape stone into forms of your choosing, affecting a volume up to 3 cubic meters. You can create barriers providing half cover, shape tools or simple weapons, repair damaged stonework, or craft detailed decorative elements. Combat barriers have HP equal to 5 times your Terramancer level. Created items last indefinitely while barriers last until destroyed.
In combat: Once per combat · Out of combat: Once per hour
Magnetic North
Terramancer · Arcana
InvolvedPassiveRange SelfYour deep connection to the earth's magnetic field gives you an innate sense of direction. You cannot become lost or disoriented, even in complex cave systems, dense forests, featureless deserts, or when affected by illusions or magic that would normally cause confusion. You always know which direction is north and can retrace your steps with perfect accuracy. This ability also grants 2 degrees of advantage on any checks related to navigation or orientation.
In combat: Once per combat · Out of combat: Once per hour
Tremor
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesSelect three tiles within range, you fracture the ground through the three points and cause a tremor to travel its length. All creatures within 3 tiles of the fracture must succeed a resilience saving throw or be knocked down for a turn. All creatures within the affected area additionally take as many d10s of force damage as your Terramancer level.
Scaling: d10 force per Terramancer level
In combat: Once per rest · Out of combat: Once per rest
Summon Earth Elemental
Terramancer · Arcana
ComplexActiveCost 4 APRange !0 TilesSummon an earth elemental at an unoccupied tile within range. The elemental will follow your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Rock Wall
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesCreate a wall of stone as many tiles in length as your Arcana plus terramancer level starting at a tile within range. Every creature the wall covers will be knocked down. The wall will remain for as many turns as your Terramancer level.
In combat: Once per rest · Out of combat: Once per rest
Stalagmites
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget up to 3 enemies within range. You cause sharp stalagmites will erupt from underneath each enemy and each one takes as many d10s of piercing damage as your terrmancer skill,
In combat: Once per rest · Out of combat: Once per rest
Stoneswarm
Terramancer · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget a creature within range. You hurl a stream of rapidly projected stones at the creature. The stones will hit the creature and all creatures in a 5 tile cone behind the target. All affected creatures take as many d8s as your Arcana stat as force damage and succeed a resilience saving throw or be blinded for a turn.
Scaling: d8 force per Arcana
In combat: Once per rest · Out of combat: Once per rest
Dustcloud
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesYou generate a massive cloud of fine mineral particles covering a 10-tile radius. Creatures inside cannot see beyond 1 tile and have disadvantage 3 on all attacks. Creatures that breathe must succeed a resistance check at the start of their turn or take as many d10s of earth damage as your Terramancer level and be unable to speak until the end of their next turn. The cloud lasts for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Shape Metal
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesYou manipulate metal with the ease others might shape clay. You may choose one of the following applications:
In combat: Once per rest · Out of combat: Once per rest
Greater Sculpt
Terramancer · Arcana
ComplexActiveCost 4 APRange 15 tilesYou exert masterful control over stone, affecting a volume up to 10 cubic meters. You can create complex terrain modifications like walls, pits, or platforms that provide full cover with HP equal to 10 times your Terramancer level. Permanent structures can include details like doors, windows, and basic furnishings. You can also precisely excavate passages or chambers within stone or earth.
In combat: Once per rest · Out of combat: Once per rest
Landslide
Terramancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesCreate an affected area of a cone beginning at a tile within range and up to 10 tiles in a direction of your choosing. You cause the ground to heave up and rush through the affected area. All creatures within the affected area take as many d12s of force damage as your Arcana stat + 2 and must succeed a resilience saving throw or be knocked down for a turn.
Scaling: d12 force per Arcana
In combat: Once per month · Out of combat: Once per month
Metallurgist
Terramancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou demonstrate supreme mastery over metal. You may choose one of the following applications:
In combat: Once per month · Out of combat: Once per month
Petrify
Terramancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. If they are under 25% health, they are instantly turned to stone and effectively killed. Otherwise they take as many d12s of earth damage as your Arcana stat + 2 and must succeed a resolve saving throw or be cursed until the end of combat.
In combat: Once per month · Out of combat: Once per month
Engulfing Cavern
Terramancer · Arcana
ArcaneActiveCost 5 APRange 10 tilesTarget a tile within range. You cause a hole to open up on that tile and up to 2 tiles in radius from that point. If any creatures within the affected area has a constitution lower than your arcana level they are fully engulfed by the earth and killed. Otherwise they are crushed for as many d12s of force damage as your terramancer level. They will remain stuck within the earth until they succeed a resilience saving throw on the start of their turn and break free.
Scaling: d12 force per Terramancer level
In combat: Once per month · Out of combat: Once per month
Grand Sculpt
Terramancer · Arcana
ArcaneActiveCost 5 APRange SelfYou reshape the very landscape according to your will, affecting an area up to 1 square kilometer centered on yourself. You can raise or lower terrain by up to 5 meters, create chasms, or completely reshape the battlefield to your advantage. You can also build complete stone structures up to 15 cubic meters in size with multiple rooms and details, create tunnels up to 20 meters long, redirect small water flows, or restore damaged landscapes. All terrain changes and created structures are permanent.
In combat: Once per month · Out of combat: Once per month
Terraform
Terramancer · Arcana
ArcaneActiveCost 5 APRange SelfYou fundamentally alter the very nature of the land in a massive area up to 10 square kilometers, transforming one terrestrial biome entirely into another. You can convert desert to grassland, forest to rocky mountains, swamp to plains, or any other transformation between terrestrial biomes. The transformation includes altering soil composition, ground elevation, rock formations, and general landscape features to match the target biome. The transformation is permanent and gradually stabilizes over the course of a week, during which local plants and geological features fully adapt to match the new environment. Fire calls to something ancient within us—primal, transformative, alive. Pyromancers answer this call, not merely conjuring flames but communing with them. Their blood pulses with heat, their eyes spark with inner light, and their very presence seems to warm the air around them. Some are born with this gift, others earn it through tireless study, but all share an intimate bond with fire's dual nature. In combat, pyromancers are forces of terrifying power, capable of reducing enemies to ash or engulfing battlefields in walls of flame. Yet their true mastery extends beyond destruction—they forge the finest metals, preserve foods through perfect smoking, create beacons that guide travelers through darkness, and even cleanse wounds with purifying fire. They understand that the flame that consumes can also create, protect, and transform. Societies view these fire-wielders with reactions ranging from reverence to fear. Some cultures celebrate them as living embodiments of the sun's power, while others drive them into isolation where their abilities often grow dangerous without guidance. The wisest communities recognize that pyromancers, like the element they command, are defined not by inherent nature but by purpose and control. Whatever path they walk, all pyromancers share one truth: their flame is not merely a tool but an extension of their soul—passionate, powerful, and capable of both nurturing life and reducing the world to cinders. In their hands, fire becomes art, language, protection, and power—a reflection of the oldest and most transformative relationship within the natural world.
In combat: Once per month · Out of combat: Once per month
Flaming Fist
Pyromancer · Arcana
SimpleActiveCost 2 APRange 1 tileTarget a creature adjacent to you, you ignite your fist and strike your opponent with it. Your opponent takes as many d6s as your arcana stat as fire damage.
Scaling: d6 fire per Arcana
In combat: Once per turn · Out of combat: At will
Spark
Pyromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range. You hurl a glowing spark at your target and they take as many d6s of fire damage as your arcana stat and must succeed a resilience saving throw or be burning at the severity level of your pyromancer level.
Scaling: d6 fire per Arcana
In combat: Once per turn · Out of combat: At will
Imbue Burning
Pyromancer · Arcana
SimpleActiveCost 2 APRange 3 tilesYou imbue a weapon of your own or an ally with the power of fire. Any attack made with the weapon will deal as many extra damage dice as your Pyromancer level as fire damage. The imbuement lasts for as many charges as your arcana stat.
In combat: Once per turn · Out of combat: At will
Burning Fury
Pyromancer · Arcana
SimpleActiveCost 2 APRange SelfYou unleash a burst of fury, warming the area in your immediate vicinity. For the next 3 turns you gain up to as many degrees of Haste as your Pyromancer level.
In combat: Once per turn · Out of combat: At will
Heat Metal
Pyromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesYou target an object within range. If it is a weapon held by a creature, they take as many d6s of fire damage as your pyromancer level and they must succeed a resistance check or drop their weapon which will take their turn to reclaim once cooled. If the targeted object is being worn by a creature, the creature takes as many d6s as your pyromancer level and must succeed a Resistance check or become weakened.
Scaling: d6 fire per Pyromancer level
In combat: Once per turn · Out of combat: At will
Fire Shield
Pyromancer · Arcana
SimpleActiveCost 2 APRange 3 tilesYou forn a shield of fire energy about you 3 tiles in radius that lasts for 3 turns. While your shield is active you take half damage from fire and ranged attacks. Enemies who enter into your shield’s aura must succeed a resilience saving throw or be burning at the severity of your pyromancer level.
In combat: Once per turn · Out of combat: At will
Liquid Fire
Pyromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesYou summon and splash a wave of liquid fire in a cone of up to 10 tiles in length in a direction of your choice. All creatures within the affected area will take as many d6s of fire damage as your arcana and must succeed a resilience saving throw or be burning at the severity level of your pyromancer level for 2 turns.
In combat: Once per turn · Out of combat: At will
Warm Touch
Pyromancer · Arcana
SimpleActiveCost 2 APRange TouchYou can warm an object or person safely, preventing hypothermia, thawing frozen items, or providing comfort in cold environments.
In combat: Once per turn · Out of combat: At will
Fire Light
Pyromancer · Arcana
SimpleActiveCost 2 APRange SelfYou summon a floating orb of gentle flame that provides light equivalent to a torch for up to an hour without burning anything.
In combat: Once per turn · Out of combat: At will
Smoke Signal
Pyromancer · Arcana
SimpleActiveCost 2 APRange SelfYou create a column of colored smoke that rises 30 meters into the air and can be seen from great distances, with the color of your choosing.
In combat: Once per turn · Out of combat: At will
Snuff
Pyromancer · Arcana
SimpleActiveCost 2 APRange 10 tilesYou instantly extinguish all non-magical flames in a 3-tile radius, useful for preventing fire spread or creating darkness.
In combat: Once per turn · Out of combat: At will
Bonfire
Pyromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesYou create a controlled bonfire that lasts for 8 hours without fuel, providing warmth, light, and the ability to cook food or signal others.
In combat: Once per turn · Out of combat: At will
Pyrolysis
Pyromancer · Arcana
SimpleActiveCost 2 APRange TouchYou carefully decompose organic material with heat without producing flames, creating charcoal, purifying water, or extracting essential oils from plants.
In combat: Once per turn · Out of combat: At will
Smoke Preservation
Pyromancer · Arcana
SimpleActiveCost 2 APRange 5 tilesYou generate perfectly controlled smoke with specific properties that can cure and preserve food for months, infusing it with flavors of your choice and protecting it from spoilage.
In combat: Once per turn · Out of combat: At will
Fireball
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou hurl a large ball of fire at a tile within range. You create an affected area up to 5 tiles in radius. All creatures within range take as many d8s of fire damage as your pyromancer level and must succeed a resilience saving throw or be burning at the severity level of your pyromancer level.
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Cleansing Flames
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a creature within range. You summon enchanted flames to fly about them and cleanse the target. The target is alleviated of all conditions except knocked down or crippled. The target additionally gains a level of fire resistance for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
Fire Rune
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou create a rune on an unoccupied tile within range. Your opponents cannot see the rune and if they step on it, it will explode upwards into a column of fire. The creature takes as many d8s as 2 + your pyromancer level as fire damage and is burning for a turn.
In combat: Once per combat · Out of combat: Once per hour
Undying Flame
Pyromancer · Arcana
InvolvedActiveCost 3 APRange TouchYou create a magical flame that burns without fuel for a week and can be commanded to change color, intensity, or temporarily extinguish and reignite with a gesture.
In combat: Once per combat · Out of combat: Once per hour
Path of Burning
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 15 tilesCreate a path originating from a tile adjacent to you and covers up to as many tiles as your arcana stat + your pyromancer level. The path will light the ground below it upon fire. Any creatures who are standing on the flames or entered the affected area will take as many d8s of fire damage as your Pyromancer level and must succeed a resilience saving throw or be burning at the severity level of your pyromancer level for 2 turns. The path lasts for a turn.
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Self Immolation
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 5 tilesYou focus and concentrate an immense amount of energy into yourself and at the same moment you release it all in a 5 tile radius. All creatures in the affected area, including yourself, takes fire damage equivalent to as many d8s as your pyromancer level and must succeed a resilience saving throw or be burning at the severity of your pyromancer level.
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Avatar of Fire
Pyromancer · Arcana
InvolvedActiveCost 3 APRange SelfYou take on the aspect of fire as your eyes begin to glow as flames and your body begins to glow a bright orange. You gain immunity to fire damage, +1 to speed and your melee attacks deal extra fire damage equivalent to as many d8s as your pyromancer level.
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Warp Metal
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 5 tilesYou precisely heat metal to bend and reshape it without melting, allowing for lockpicking, repairing armor, or creating simple tools from metal objects.
In combat: Once per combat · Out of combat: Once per hour
Flame Aura
Pyromancer · Arcana
InvolvedActiveCost 3 APRange SelfYou enrobe yourself in an aura of flames that reaches out from you in a 3 tile radius. Any creature that starts their turn within your aura or moves into your aura must succeed a resilience saving throw or be burning at the severity of your pyromancer level. Additionally your melee attacks will deal extra fire damage equivalent to as many d8s as your pyromancer level.
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Dragon's Breath
Pyromancer · Arcana
InvolvedActiveCost 3 APRange 7 tilesYou exhale a cone of dragon-like flame that can be controlled to either deal damage or produce non-harmful, colorful flames useful for performances, ceremonies, or distractions. If dealing damage, deal as many d8s of fire damage as your Pyromancer level to all creatures in the cone. All creatures must succeed a resistance check or be burning at the severity level
Scaling: d8 fire per Pyromancer level
In combat: Once per combat · Out of combat: Once per hour
Unscorched
Pyromancer · Arcana
InvolvedPassiveYour mastery of fire grants you immunity to environmental heat effects, preventing heat exhaustion, sunburn, and discomfort from high temperatures, even allowing you to endure extreme environments like deserts or volcanic areas.
In combat: Once per combat · Out of combat: Once per hour
Seeking Flames
Pyromancer · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a creature within range. You summon an enchanted flame around that creature. The target takes as many d10s of fire damage as your pyromancer level and does so for the next 2 turns as well, regardless of where they move.
Scaling: d10 fire per Pyromancer level
In combat: Once per rest · Out of combat: Once per rest
Summon Fire Elemental
Pyromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesSummon a fire elemental at an unoccupied tile within range. The elemental will follow your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Wall of Fire
Pyromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget one tile within range and another tile within 5 tiles of it. You create a wall of blazing fire between the two tiles. Creatures who attempt to move through it will take as many d10s of fire damage as your arcana stat and must succeed a resilience saving throw or be burning at the severity of your pyromancer level.
Scaling: d10 fire per Arcana
In combat: Once per rest · Out of combat: Once per rest
Hypnotic Flame
Pyromancer · Arcana
ComplexActiveCost 4 APRange 5 tilesTarget a creature within range. You summon small enchanted flames of varying colours about your target. They must succeed a resolve saving throw or be hypontized by the flames and incapacitated for as many turns as your pyromancer level.
In combat: Once per rest · Out of combat: Once per rest
Infernal Bonds
Pyromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget a creature within range. Encircle your target with chains of flame and lock them in place, they take as many d10s of fire damage as your pyromancer level. They must succeed a resilience saving throw or be incapacitated for as many turns as your pyromancer level. They may attempt a resilience saving throw on each of their turns to break free. For subsequent turns in which the target is locked within the chains, they take fire damage equivalent to as many d10s as your pyromancer level. If a creature manages to break free of the bonds, the fire explodes and engulfs them, dealing as many d10s of fire damage as your arcana stat.
Scaling: d10 fire per Pyromancer level
In combat: Once per rest · Out of combat: Once per rest
Melt Metal
Pyromancer · Arcana
ComplexActiveCost 4 APRange 5 tilesYou can rapidly melt metal objects up to the size of a sword, either destroying weapons/armor or creating molten metal that you can mentally shape into simple forms before it cools.
In combat: Once per rest · Out of combat: Once per rest
Charcoal
Pyromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesYou instantly transform plant matter into perfect charcoal that can be used for art, alchemy, or purification, or can create clouds of black powder for concealment.
In combat: Once per rest · Out of combat: Once per rest
Extinguish
Pyromancer · Arcana
ComplexActiveCost 4 APRange 10 tilesYou can instantly extinguish both magical and non-magical flames in a 5-tile radius, ending any burning conditions on creatures and dispelling fire-based magical effects up to your pyromancer level.
In combat: Once per rest · Out of combat: Once per rest
Flame Shepherd
Pyromancer · Arcana
ComplexActiveCost 4 APRange 20 tilesYou can control existing flames in a 20-tile radius, redirecting wildfire, drawing flames away from structures, or containing blazes within barriers of your choosing for up to 10 minutes.
In combat: Once per rest · Out of combat: Once per rest
Eternal Hearth
Pyromancer · Arcana
ComplexActiveCost 4 APRange TouchYou imbue an object with stable heat that radiates at precisely controlled temperatures for 24 hours, perfect for heating homes, cooking, smithing, or industrial processes without requiring fuel or maintenance.
In combat: Once per rest · Out of combat: Once per rest
Signal Beacon
Pyromancer · Arcana
ComplexActiveCost 4 APRange SelfYou create a pillar of colored flame that rises up to 150 meters in the air and can be seen from kilometers away, with patterns and colors that can convey complex messages to those who know your code system.
In combat: Once per rest · Out of combat: Once per rest
Meteor Storm
Pyromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a tile within range. You summon a storm of meteors to bombard a 5 tile radius around the targeted space. All creatures within the affected area take as many d12s of fire damage as your 2 + your pyromancer level and must succeed a resilience saving throw or be burning at the severity of your pyromancer level for 3 turns.
In combat: Once per month · Out of combat: Once per month
Burning Angel
Pyromancer · Arcana
ArcaneActiveCost 5 APRange SelfYou surround yourself in cosmic flames and become an avatar of an infernal angel. You grow wings of flame and glow with the intensity of a thousand suns. You gain full immunity to fire and radiant damage and resistance to sharp and force damage. Any spell attacks made deal an extra 3 damage dice. This transformation lasts for 3 turns and when it ends you dispel all the energy in a 5 tile radius as fire damage. All creatures in the affected area, excluding yourself, take 3d12 fire damage and you half your remaining health.
In combat: Once per month · Out of combat: Once per month
Firestorm
Pyromancer · Arcana
ArcaneActiveCost 5 APRange 10 tilesChoose a direction, you create a storm of swirling flames in a cone between 5 and 10 tiles in length. All creatures in the affected area take as many d12s of fire damage as your arcana stat and must make a resilience saving throw. Failing the saving throw will result in a creature being thrown backwards 5 tiles, or until obstructed, and knocked down for a turn. If a creature succeeds the saving throw they are still moved but not knocked down.
Scaling: d12 fire per Arcana
In combat: Once per month · Out of combat: Once per month
Phoenix
Pyromancer · Arcana
ArcanePassiveYour connection to primal fire essence grants you a form of immortality. If you would die, you instead burst into flames and are reborn with half health and your physical age is halved. This ability can only trigger once per month.
In combat: Once per month · Out of combat: Once per month
Flame Domain
Pyromancer · Arcana
ArcaneActiveCost 5 APRange SelfYou gain complete dominion over all flames in a 10 square kilometer area centered on yourself for up to an hour, able to instantly create, extinguish, redirect, or control the intensity of any fire regardless of its magical nature or size.
In combat: Once per month · Out of combat: Once per month
Miniature Sun
Pyromancer · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou create a miniature sun that hovers in place for up to 8 hours, providing perfect heating for an entire village, capable of powering industry, agriculture, or magical processes that require extreme but precisely controlled temperatures.
In combat: Once per month · Out of combat: Once per month
Eternal Lighthouse
Pyromancer · Arcana
ArcaneActiveCost 5 APRange TouchYou create a permanent magical beacon that projects a beam of fire-light visible for up to 160 kilometers, which can change colors on command, penetrate any weather condition, and burn for 100 years without maintenance. Light exists at the boundary between the physical and the divine—both seen and unseen. Phosmagi stand at this threshold, channeling celestial radiance that flows through their bodies as conduits of divine will. Their eyes gleam with inner luminescence, their gestures trail faint auroras, and hidden truths from reveal themselves in their presence. Some are chosen from birth, marked by strange phenomena during celestial events, while others undergo rigorous devotion that gradually attunes their souls to the sacred frequencies of light. All share an unbreakable connection to both the illuminating and obscuring properties of divine radiance. In conflict, the Phosmagus wields devastating power, unleashing novas of purifying energy, striking foes with smiting blows of celestial judgment, or even disintegrating those who stand in their way. Yet their most profound abilities lie beyond destruction—they heal grievous wounds with a touch, reveal lies in moments of confusion, create illusions that inspire or decieve, and forge binding oaths that even kings must honor. The most adept practitioners may even call upon divine intervention in moments of greatest need or anchor reality itself against chaotic forces that threaten to unravel the world's foundations. They understand that light which reveals can also obscure, that which heals can also blind, and that illumination carries both knowledge and responsibility. Communities regard these light-workers with reactions spanning from devout reverence to suspicious caution. Temple hierarchies often seek to control their talents, while secular authorities value their truth-revealing abilities while fearing their insight. Many Phosmagi walk solitary paths as wandering oracles or truth-seekers, while others form sanctuaries where their healing gifts serve all who come with genuine need. Whether standing as guardians of sacred knowledge, healers of both body and spirit, or architects of illusions that challenge perception, all Phosmagi eventually learn that their power exists not merely as a weapon or tool, but as a reflection of the cosmos itself—capable of revealing deception, forging connections between separate souls, and momentarily bridging the gap between mortal understanding and divine truth.
In combat: Once per month · Out of combat: Once per month
Nova
Phosmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range. You cause a brilliant orb of energy to explode out from them in a radius of up to 3 tiles. All creatures within the affected area take as many d6s of radiant damage as your arcana stat.
Scaling: d6 radiant per Arcana
In combat: Once per turn · Out of combat: At will
Imbue Radiance
Phosmagus · Arcana
SimpleActiveCost 2 APRange 3 tilesYou imbue a weapon of your own or an ally with the power of light. Any attack made with the weapon will deal as many extra damage dice of radiant damage as your Phosmagus level. The imbuement lasts for as many charges as your arcana stat.
In combat: Once per turn · Out of combat: At will
Sacred Spark
Phosmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range. You hurl a bright spark of energy at them and as it collides it explodes into an energy of your choosing (force, fire, air, water, earth, radiant). The target takes as may d6s of the selected damage type as your Phosmagus level.
In combat: Once per turn · Out of combat: At will
Eyes of Truth
Phosmagus · Arcana
SimplePassiveYou have advantage on perception checks to detect illusions and can see invisible creatures as faintly outlined shapes. This ability is always active but requires you to actively focus your attention on an area or object to gain its benefits.
In combat: Once per turn · Out of combat: At will
Minor Illusion
Phosmagus · Arcana
SimpleActiveCost 2 APRange 15 tilesYou conjure an illusion of a sound, object and/or small creature at a space within range. A sound can range between a whisper and a scream in any voice or language you know. The object can be anything you imagine it to as long as it is stationary and no larger than 2 square meters in size. When creating the visage of a creature they must be medium or smaller in size. The illusion is not capable of moving while conjured and may be dispelled at any time. Creatures within the vicinity of the illusion will be unable to tell if the illusion is real or not unless they succeed a perception check or their perception or arcana stats are higher than your arcana stat.
In combat: Once per turn · Out of combat: At will
Consecrate Meal
Phosmagus · Arcana
SimpleActiveCost 2 APRange 5 tilesYou channel divine energy into food and water within range, purifying it of any poison or disease. The consecrated meal provides enhanced benefits when consumed, granting the consumer additional health equal to your Arcana stat and 2 degrees of advantage on resistance checks against poison or disease for the next 2 hours. This effect can be applied to enough food and water to sustain as many creatures as your Phosmagus level for a day.
In combat: Once per turn · Out of combat: At will
Light Script
Phosmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesYou create glowing text or symbols on a surface within range. The script can be up to 100 words and remains visible for as many hours as your Phosmagus level. When casting, you designate which creatures can see and read the script; to all others, it remains invisible. The script can be written in any language you know and can be dismissed at will.
In combat: Once per turn · Out of combat: At will
Shared Vision
Phosmagus · Arcana
SimpleActiveCost 2 APRange 15 tilesYou create a telepathic connection between yourself and as many willing creatures as your arcana stat within range. For as many minutes as your Phosmagus level, connected creatures can see through your eyes or experience illusions you mentally create. You can terminate this connection at any time, and targets can choose to end their connection at will.
In combat: Once per turn · Out of combat: At will
Bless
Phosmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range. You grant them with a simple blessing as they gain 1 degree of the blessed condition (+1 to Might, Finesse & Arcana).
In combat: Once per turn · Out of combat: At will
Calming
Phosmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesYou bathe an area of up to 5 tiles in radius with gentle, soothing light for as many minutes as your Phosmagus level. Creatures within the area have 2 degrees of advantage on resistance checks against fear. Hostile creatures entering the area must succeed a resistance check or have their aggression dampened, imposing 2 degrees of disadvantage on their first attack and reducing their damage dice by 2 if they land their first attack.
In combat: Once per turn · Out of combat: At will
Identify Enchantment
Phosmagus · Arcana
SimpleActiveCost 2 APRange TouchYou touch an object, person or central object in an area and divine its magical properties. You learn if it is blessed, cursed, or enchanted, as well as the general nature of any divine or unholy energies attached to it. When used on a location, you can determine if the area is consecrated or desecrated and the general strength of the enchantment. This does not reveal specific details about how to activate or dispel enchantments.
In combat: Once per turn · Out of combat: At will
Divine Awareness
Phosmagus · Arcana
SimplePassiveYou can sense the presence of divine or unholy energy within 15 tiles. You cannot determine the exact nature or source of the energy, but you know its general direction and approximate strength. This sense is always active but can be temporarily overwhelmed in areas saturated with magical energy.
In combat: Once per turn · Out of combat: At will
Healing Hands
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesTarget a creature within range. You channel healing force through your palms and into the nearby creature. They regain as many d8s of health as your Arcana stat. If the target is undead they take damage instead of healing.
In combat: Once per combat · Out of combat: Once per hour
Regeneration
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a creature within range, you summon a bolt of radiant energy upon them and bestow them with regenerative energies. Now and on the start of your next turn, the target creature will regain as many d8s of life as your Phosmagus level. If the target is undead they take damage instead of healing.
In combat: Once per combat · Out of combat: Once per hour
Prophetic Vision
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a creature within range. You implant a vision of a single scene into their mind alongside a few short sentences in a prophetic voice. The creature will react to it accordingly. An intelligent creature can see through the vision if they succeed an arcana check.
In combat: Once per combat · Out of combat: Once per hour
Aura of Blessing
Phosmagus · Arcana
InvolvedPassiveYou constantly emit a subtle aura of divine energy that extends to adjacent tiles. Allies who end their turn within this aura regain as many hit points as your Phosmagus level. Additionally, food and water that remains within this aura for at least an hour becomes purified of disease and poison.
In combat: Once per combat · Out of combat: Once per hour
Mirror Image
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 15 tilesCreate up to as many copies of yourself as your Phosmagus level. They move up to as many tiles as your Arcana stat each turn and each has 1 hitpoint. The copies will remain for as many turns as your phosmagus level or until they are all destroyed. For the duration of the spell you will not take damage until there is only one instance of you remaining. Each turn choose one copy to act as and only that one may take actions. Any status or transformation effects active on you are also active on your copies.
In combat: Once per combat · Out of combat: Once per hour
Major Illusion
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou conjure an illusion of a sound, object and/or creature at a space within range. A sound can range between a whisper and a scream in any voice or language you know or any noise that you have previously heard. The object can be anything you imagine it to as long as it is stationary and no larger than 5 square meters in size. When creating the visage of a creature they must be large or smaller in size. The illusion is capable of moving while conjured and may be dispelled at any time. Creatures within the vicinity of the illusion will be unable to tell if the illusion is real or not unless they succeed a Perception check.
In combat: Once per combat · Out of combat: Once per hour
Purify
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou channel divine light into a creature, object, or area of up to 5 tiles in radius, cleansing it of corruption, poison, or unholy influence. This neutralizes non-magical poisons, purifies contaminated food and water, and suppresses curses for as many hours as your Phosmagus level. When used on a creature, they may immediately make a resistance check with as many degrees of advantage as your Phosmagus level to end one negative status effect affecting them.
In combat: Once per combat · Out of combat: Once per hour
Smite
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a creature within range, a bolt of divine energy from above strikes your target. Your target takes as many d8s of radiant damage as your Phosmagus stat and must succeed a resistance check or suffer 1 degree of the crippled condition (-1 to Might, Finesse & Speed) for 1 turn.
In combat: Once per combat · Out of combat: Once per hour
Hidden Message
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou encode a message of up to 25 words within light patterns on an object or surface within range. The message remains dormant until specific conditions you set are met (such as a time of day, a specific phrase spoken, or being viewed by a specific type of creature). When the conditions are met, the message becomes visible for 1 minute before fading. The message lasts for as many days as your Phosmagus level.
In combat: Once per combat · Out of combat: Once per hour
Divine Mark
Phosmagus · Arcana
InvolvedActiveCost 3 APRange TouchYou place an invisible mark of divine protection on a willing creature or object. The mark lasts for as many days as your Phosmagus level and you may have as many active Divine Marks as your Phosmagus level. You may choose one of the following effects when placing the mark:
In combat: Once per combat · Out of combat: Once per hour
False Memory
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesTarget a creature within range. You weave an illusion directly into their mind, implanting a brief false memory of your design. The memory cannot be longer than a few minutes and must be plausible. The target must succeed an arcana check; on a failure, they believe the memory is real until presented with clear evidence to the contrary. Creatures with an arcana stat higher than your Phosmagus level have advantage on this check.
In combat: Once per combat · Out of combat: Once per hour
Blinding Strike
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 1 tileTarget a creature within range. You imbue your fist with radiant energy as you punch your enemy. As your fist connects with them you transfer the radiant energy within with a bright flash. Your target takes as many d8s of radiant damage as your Arcana stat and must succeed a resistance check or be blinded for 1 turn.
Scaling: d8 radiant per Arcana
In combat: Once per combat · Out of combat: Once per hour
Aura of Truth
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesYou create an aura of divine light around yourself with a radius of 5 tiles that lasts for as many minutes as your Phosmagus level. Creatures within this aura must succeed an Arcana check when they attempt to speak a deliberate lie or else be unable to speak that falsehood. Creatures that succeed this check feel a momentary discomfort but can speak as they wish. You know when a creature has resisted this effect, but not what truth they are concealing.
In combat: Once per combat · Out of combat: Once per hour
Persistent Blessing
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou infuse an area of up to 5 tiles in radius with divine light that persists for as many hours as your Arcana level. Allies who rest within this area regain a d8 of health per hour of rest. Additionally, creatures gain 1 degree of advantage on resistance checks while in the area. This blessing cannot be dispelled by normal means and remains until its duration expires.
In combat: Once per combat · Out of combat: Once per hour
Transfer Life
Phosmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesYou create a channel of divine energy between two willing creatures within range. The donor creature takes as many d8s of damage as half your Phosmagus level (minimum 1), and the recipient heals for twice that amount. The donor cannot be reduced below 1 hit point by this ability.
In combat: Once per combat · Out of combat: Once per hour
Mass Healing
Phosmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesSelect as many willing creatures within range as you like. You explode out in a burst of healing energy. All targets you selected regain as many d10s of health as your Phosmagus level.
In combat: Once per rest · Out of combat: Once per rest
Cleansing Aura
Phosmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a creature within range. You bathe them in celestial light to relieve them of all negative status effects and suppress any curses for as many hours as your Arcana stat.
In combat: Once per rest · Out of combat: Once per rest
Soul Pact
Phosmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget two creatures within range. You tie their souls together and may choose an effect: Amplify, Rectify or Modify. This tie between the creatures lasts for as many turns as your Phosmagus level.
In combat: Once per rest · Out of combat: Once per rest
Summon Plane Wanderer
Phosmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesSummon a Plane Wanderer at an unoccupied tile within range. The Wanderer will follow your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Supernova
Phosmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range. You cause an explosion of searing heat and light on that tile and it expands to up to 5 tiles in radius. All creatures within the affected area takes as many d10s of radiant damage as your arcana stat and must succeed a resilience saving throw or be blinded for a turn.
Scaling: d10 radiant per Arcana
In combat: Once per rest · Out of combat: Once per rest
Grant Immunity
Phosmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget a creature within range. You channel divine energy into the target and bestow them mmunity to either elemental or physical gamage. They retain the immunity for up to as many turns as your Phosmagus level.
In combat: Once per rest · Out of combat: Once per rest
Greater Apparition
Phosmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesYou conjure forth a large apparition of any object or creature of a size up to 30 meters in any direction. The apparation may be static or mobile and may emitt any sound you wish. The apparition will be lifelike and creatures must succeed a perception check to realise that the apparition is not truly there. If you wish the apparition to be mobile it will be able to move as many tiles as your arcana stat per turn.
In combat: Once per rest · Out of combat: Once per rest
Binding Words
Phosmagus · Arcana
ComplexPassiveWhen a creature makes a verbal promise directly to you, a subtle divine mark forms on them that only you can perceive. If they break their promise, you immediately know, and they suffer disadvantage on the next check they make against you. If the creature has an Arcana higher than yours, this ability cannot take effect.
In combat: Once per rest · Out of combat: Once per rest
Reveal Truth
Phosmagus · Arcana
ComplexActiveCost 4 APRange SelfYou channel light that reveals true forms and dispels falsehoods in an area of up to 15 tiles in radius. All illusions, invisibility, and magical disguises within the affected area are temporarily suppressed for up to as many hours as your arcana stat. Objects and beings are shown in their true state, and hidden doors or compartments within the area glow with a faint outline.
In combat: Once per rest · Out of combat: Once per rest
Oath Binding
Phosmagus · Arcana
ComplexActiveCost 4 APRange 5 tilesYou create a ceremonial bond between up to as many willing participants as your Arcana stat who must all be present within range. All participants speak an oath aloud, and you bind them to it with divine light. If any participant willingly breaks the oath, you are immediately aware of who broke it and how. The oath binding lasts until fulfilled or for as many months as your Phosmagus level.
In combat: Once per rest · Out of combat: Once per rest
Treat Curse
Phosmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesYou channel intense divine light into a creature or object within range, specifically targeting malevolent curses or hexes. The light penetrates deeply, illuminating the metaphysical threads of the curse before methodically unraveling them. This ability can suppress any curse of moderate power for as many days as your Phosmagus level, giving temporary relief from its effects. For minor curses, this ability has a 50% chance of breaking the curse entirely. If the curse is particularly ancient or powerful, this ability at least reveals the nature of the curse and hints at what might be required to break it permanently. When used on a creature suffering from multiple curses, you must choose which single curse to target.
In combat: Once per rest · Out of combat: Once per rest
Phantom Pain
Phosmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a creature within range. You warp their perception of reality to show them taking damage in a classicaly fear inducing way. Be it: a drop down a cliff, engulfed in flames or overrun by vermin, they will see and believe that is happening to themself. The targeted creature takes as many d10s of damage as your Phosmagus level and must succeed a resistance check or be feared on you & suffer 2 degrees of the crippled condition (-2 Might, Finesse & Speed) for as many turns as your Phosmagus level.
In combat: Once per rest · Out of combat: Once per rest
Peaceful Aura
Phosmagus · Arcana
ComplexActiveCost 4 APRange SelfYou emanate an aura of calming divine energy in a 5-tile radius around you for as many minutes as your Phosmagus level. Any creature that attempts to make an attack while within this aura must first succeed an arcana check. On a failure, they find themselves unable to complete the attack action and gains a level of Exhaustion. Creatures that have already failed this check once have 1 degree of advantage on subsequent attempts within the same casting. This aura moves with you and can be dismissed at will.
In combat: Once per rest · Out of combat: Once per rest
Sanctuary
Phosmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesYou create a dome of translucent divine light centered on a point within range. The dome can be up to 10 tiles in radius and lasts for as many hours as your Phosmagus level. Creatures inside the dome cannot be detected by divination magic or remote sensing abilities. Additionally, those seeking to harm occupants of the sanctuary must succeed an arcana check to enter the dome or target those inside with abilities. The dome is stationary once created and can be entered and exited freely by those not intending harm.
In combat: Once per rest · Out of combat: Once per rest
Full Restore
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. You summon forth as much divine power as you can muster and send it all directly into your target, bringing them back to full health. For the next 2 turns they regain 2d12 health at the start of their turns.
In combat: Once per month · Out of combat: Once per month
Disintegrate
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. You blast them with an immense amount of radiant energy. If they are below half health they are immediately burnt to dust. Otherwise they take as many d12s of damage as 2 + your arcana stat as radiant damage.
In combat: Once per month · Out of combat: Once per month
Ascend
Phosmagus · Arcana
ArcaneActiveCost 5 APRange SelfYou tap into the cosmic energies and temporarily ascend into an angel. You sprout great white wings and a bright halo sits above your head. You glow with divine energy in a 5 tile radius, all allied creatures within your aura are healed by as many d12s as your Phosmagus level at the end of each of your turns. You become immune to Radiant damage and resistant to sharp and force damage. Any attacks you do will deal as many additional damage dice as your Phosmagus level. This transformation lasts for 3 turns and when it finishes, the divine energy stored in your body will explode out of it in a 5 tile radius. All creatures in the affected area, except for you, will take as many d12s of radiant damage as your Phosmagus level and you will be reduced to 1 hitpoint.
Scaling: d12 radiant per Phosmagus level
In combat: Once per month · Out of combat: Once per month
Divine Contract
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 10 tilesYou create a binding contract between up to as many willing participants as your arcana stat within range. All terms must be clearly stated and agreed upon by all parties. The contract is sealed with divine power and if broken, the violator suffers consequences determined at the time of casting (such as a curse, mark of shame visible to all, or taking damage up to 2d12 per Arcana level). You will know who broke the contract and how. The contract lasts until its terms are fulfilled or for as many years as your Phosmagus level. The terms cannot be dispelled by normal means but can be broken by abilities of equal power.
In combat: Once per month · Out of combat: Once per month
Beacon of Truth
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 20 tilesYou create a massive pillar of divine light at a point within range that extends up to 10 tiles in radius and 20 tiles upward. Within this area, all illusions are instantly dispelled, invisibility is negated, and shapeshifters are forced back to their true forms. Additionally, creatures within the beacon must succeed an arcana check or be compelled to speak only truth for the duration. The beacon lasts for as many minutes as your Phosmagus level and cannot be dispelled by lesser abilities.
In combat: Once per month · Out of combat: Once per month
Deus Ex Machina
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 20 tilesYou call upon divine forces to dramatically resolve an impossible situation. The manifestation is spectacular and appropriate to the crisis - a bridge might appear over an impassable chasm, a divine messenger could deliver critical information, or a shield of pure light might descend to protect from an otherwise unsurvivable threat. This ability can solve one specific, immediate problem but cannot be used to achieve long-term goals or permanently alter the campaign's direction. The exact effects are determined by the Gamemaster.
In combat: Once per month · Out of combat: Once per month
Materialise
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou channel divine creation energy to transform an illusion into physical reality. You can materialize an object, creature, or structure of up to 10 tiles in any dimension that you've previously visualized using Greater Apparition or another illusion ability. The materialized creation becomes permanently real, though living creatures materialized this way have only basic intelligence and abilities appropriate to their form, with stats determined by the Gamemaster. Creating complex magical items or specific unique beings is beyond this ability's scope. Once used, this ability cannot be cast again for a full week of game time.
In combat: Once per month · Out of combat: Once per month
Remove Curse
Phosmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou invoke the highest divine powers to sever the metaphysical bonds of curses. Brilliant white light erupts from your hands and engulfs the target. Any curses placed by a caster with an arcana stat lower than yours are immediately broken with no check required. For curses from casters with equal or higher arcana, you must make an arcana check against the curse. On an overwhelming success, the curse is completely broken. On a success, the curse's effects are lessened by half for as many days as your Phosmagus level, and you learn what would be required to break it permanently. On a pass, you don't weaken the curse but learn what would be required to break it. This ability can only be used once per week of game time, as the divine energies required are immense and must be replenished through meditation and devotion.RetryClaude can make mistakes. Please double-check responses. Melasmagi walk the boundary between life and death, commanding the primal forces of darkness, decay, and the void. They weave shadows into protective shrouds, drain life essence from their enemies, and harness necrotic energies to decay and corrupt those who stand against them. Through their profound connection to darkness, they can vanish into shadows, bend light around their forms, or project their consciousness through the void to observe distant places. Beyond mere combat prowess, Melasmagi possess an intimate knowledge of mortality itself. They commune with the dead to uncover hidden truths, read the threads of life force that connect all beings, and place curses that manifest over days or activate upon specific triggering events. Their presence alone unsettles the living, as the chill of the void follows in their wake, while the dead recognize them as intermediaries between realms, often offering guidance or service. Whether suspending decay to preserve knowledge, summoning spirits to serve as guardians, striking bargains with entities beyond life, or manifesting ancient curses from forgotten lore, Melasmagi embody the balance between life and void. In their hands, darkness becomes a tool rather than something to be feared, and death itself is merely another state of being—one they can manipulate, harness, and sometimes even temporarily overcome through their mastery of the shadows that bind all existence.
In combat: Once per month · Out of combat: Once per month
Shrouding Darkness
Melasmagus · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget a creature within range. You summon enchanted shadows to break forth from the ground round them and envelop the target. They are closed in with nothing but darkness and void staring back at them. They must succeed a resistance check or be driven mad for the next 2 turns. For the duration of the madness the target now sees their allies as enemies and has -1 to constitution and perception.
In combat: Once per turn · Out of combat: At will
Become Shadow
Melasmagus · Arcana
SimpleActiveCost 2 APRange SelfYou temporarily rid yourself of your corporeal form and simply blend into the shadows, effectively becoming invisible. The invisibility lasts for as many turns as your Melasmagus level and for the duration you also gain +1 to your movement speed.
In combat: Once per turn · Out of combat: At will
Imbue Decay
Melasmagus · Arcana
SimpleActiveCost 2 APRange 3 tilesYou imbue a weapon of your own or an ally with the power of decay. Any attack made with the weapon will deal as many extra damage dice as your Melasmagus level as necrotic damage. The imbuement lasts for as many charges as your arcana stat.
In combat: Once per turn · Out of combat: At will
Death Sense
Melasmagus · Arcana
SimplePassiveYou can feel the proximity of death around you, allowing you to sense when creatures within 20 tiles are close to dying (below 25% of their maximum hit points). You can also sense when a creature has died recently in your vicinity (within the last hour per Melasmagus level).
In combat: Once per turn · Out of combat: At will
Darkness
Melasmagus · Arcana
SimpleActiveCost 2 APRange 15 tilesYou summon a consuming darkness within a radius of up to 15 tiles. All lights magical or otherwise are extinguished and blotted out by the encroaching void, plunging the are into total darkness through which only you can see. All creatures within the area of darkness will act as if they were blinded until they reach the light. The darkness remains for as many turns as your Melasmagus level and upon dispelling all lights will immediately return.
In combat: Once per turn · Out of combat: At will
Speak with Dead
Melasmagus · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget a corpse within range. You temporarily animate the corpse's spirit, allowing it to answer up to as many questions as your Melasmagus level. The spirit knows only what it knew in life and answers truthfully but briefly. The spirit cannot be forced to answer and will speak in whispers that only you can hear.
In combat: Once per turn · Out of combat: At will
Chaos Bolt
Melasmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesYou hurl a bolt of dark energy at a target within range. Your target takes as many d6s as your Melasmagus level as necrotic damage.
Scaling: d6 necrotic per Melasmagus level
In combat: Once per turn · Out of combat: At will
Corpse Puppet
Melasmagus · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget a corpse within range. You briefly animate a small part of the corpse, such as a hand, arm, or head, allowing it to perform a simple task such as grabbing an object, pointing in a direction, or nodding/shaking to answer yes/no questions. The animation lasts for up to 1 minute and the corpse part has the might or finesse of your Arcana stat.
In combat: Once per turn · Out of combat: At will
Preserve Dead
Melasmagus · Arcana
SimpleActiveCost 2 APRange TouchYou infuse a corpse with void energy, preventing it from decaying for as many days as your Arcana stat. The body remains in its current state of preservation, neither decomposing nor reviving. If resurrection is attempted on this body, the resurrection cannot fail. The body cannot be successfully targeted by any abilities that would revive it or access its spirit.
In combat: Once per turn · Out of combat: At will
Death's Warning
Melasmagus · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range. You surround them with subtle omens of death—whispers only they can hear, flickering shadows in their peripheral vision, or the faint scent of decay. They must succeed a resistance check or gain 2 degrees of the unnerved condition, giving them 2 degrees of disadvantage on social and attack checks for the next hour.
In combat: Once per turn · Out of combat: At will
Shadow Whispering
Melasmagus · Arcana
SimpleActiveCost 2 APRange 30 tilesYou project your voice through shadows to deliver messages to people in darkened areas. Your whispers travel from shadow to shadow, seeking out your intended recipient. You must have met the recipient before or have a clear mental image of them. The message can be up to 25 words long and is delivered in your voice, though it sounds like it's coming from the nearest shadow to the recipient.
In combat: Once per turn · Out of combat: At will
Dominate
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 3 tilesTarget a lesser creature within range. A creature is deemed lesser than you if their arcana stat is lower than yours. You reach out into your target's mind and grasp hold of their will and exert your own will upon it to dominate the very being of the creature. The creature is now dominated with a severity of your Melasmagus level, the dominated creature will follow as many direct commands as your Melasmagus level. The target will be released of domination upon fulfilling their final command or 1 hour passes.
In combat: Once per combat · Out of combat: Once per hour
Decaying Shroud
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesSelect a direction, launch a burst of corrupting fog out in a cone of up to 5 tiles in length. All creatures caught within the shroud takes as many d8s of necrotic damage as your Melasmagus level and must succeed a resistance check or be decaying at the severity of your Melasmagus level for the next 2 turns.
Scaling: d8 necrotic per Melasmagus level
In combat: Once per combat · Out of combat: Once per hour
Summon Undead Thrall
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou summon an undead thrall onto an unoccupied space within range. The thrall heeds your commands and stays for 3 turns.
In combat: Once per combat · Out of combat: Once per hour
Shadowstep
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget an unoccupied tile within range. You vanish into nought but a shadow and re-materialize upon the targeted tile.
In combat: Once per combat · Out of combat: Once per hour
Aura of Nullification
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 5 tilesYou create a zone of antimagic around you with a range of up to 5 tiles. While the aura is active all creatures within the affected area, except yourself, will be unable to cast simple or involved level abilities or use staffs and wands. The aura remains for as many turns as your Melasmagus level.
In combat: Once per combat · Out of combat: Once per hour
Grave Sense
Melasmagus · Arcana
InvolvedPassiveYou attune yourself to the energies of death and undeath. Within a radius of 30 meters, you can sense the presence and approximate number of undead, detect hidden graves or corpses, and determine how long ago a creature died (accurate to within a day for recent deaths, and within years for older remains). You can also sense when necromantic magic has been used in an area within up to as many days as your Melasmagus level.
In combat: Once per combat · Out of combat: Once per hour
Sap Life
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 1 tileTarget a creature within range. You grab upon them and sap away some of their life. They take as many d8s of necrotic damage as your Arcana stat and you gain that much health, even past your maximum health. Hit points above your maximum health will disappear after 1 turn.
Scaling: d8 necrotic per Arcana
In combat: Once per combat · Out of combat: Once per hour
Drain Magic
Melasmagus · Arcana
InvolvedActiveCost 2 APRange 3 tilesTarget a creature within range. You reach out your hand towards them begin to drain them of their magic. The target loses up to as many points of Arcana as your Melasmagus level and you gain them for the next 2 turns. When the effect ends the target regains their stolen arcana points.
In combat: Once per combat · Out of combat: Once per hour
Soul Reading
Melasmagus · Arcana
InvolvedPassiveYou are able to reach out with your senses and read the status of a creature's life force. You learn their current and maximum hit points, any life-threatening conditions affecting them, and glimpses of any near-death experiences they've had. If used on an undead or construct, you learn how they were created and what anchors their animation.
In combat: Once per combat · Out of combat: Once per hour
Death Ward
Melasmagus · Arcana
InvolvedActiveCost 3 APRange TouchYou place a ward against death on a creature or object. The ward lasts for as many hours as your Melasmagus level. If the target would drop to 0 hit points while the ward is active, they instead drop to 1 hit point and the ward dissipates. If used on an object, it prevents decay or damage for the duration. The ward appears as a faint shadowy mark visible only to you. You may have as many active Death Wards as your Melasmagus level.
In combat: Once per combat · Out of combat: Once per hour
Whispers of the Damned
Melasmagus · Arcana
InvolvedPassiveYou may open your mind to the whispers of those trapped between life and death for up to as many minutes as your Melasmagus level at a time. This allows you to gain insights about your current location, nearby dangers, or recent significant events. The whispers are cryptic and fragmented but truthful, drawing from the collective knowledge of all spirits that have passed through the area.
In combat: Once per combat · Out of combat: Once per hour
Shadow Cache
Melasmagus · Arcana
InvolvedActiveCost 3 APRange TouchYou create a small pocket of shadow that serves as a personal storage space. You can store or retrieve items weighing up to 10 kilograms total. The cache is accessible only to you and remains available until you create a new one. Items stored in the cache are preserved in their current state and don't experience the passage of time. The entrance to your cache appears as a small shadow only you can manipulate.
In combat: Once per combat · Out of combat: Once per hour
Haunting Presence
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a location within range. You leave a fragment of void energy that will unsettle those who enter it. The haunting lasts for as many days as your Melasmagus level. Creatures entering the affected area feel a sense of dread and hear faint whispers or see fleeting shadows. Anyone attempting to rest in the area must succeed a resistance check or be unable to gain the benefits of a proper rest and gain a level of exhaustion.
In combat: Once per combat · Out of combat: Once per hour
Decay Suspension
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget an area with a radius of up to 5 tiles. Within this area, you temporarily halt all forms of entropy and deterioration—including food spoilage, rusting, aging, and biological processes. The area becomes a zone where time's destructive effects are neutralized for as many hours as your Arcana stat. This affects both organic and inorganic materials but does not reverse existing decay.
In combat: Once per combat · Out of combat: Once per hour
Curse
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a creature within range. They must succeed a resistance check or be afflicted with one of the following curses for as many turns as your Melasmagus level:
In combat: Once per combat · Out of combat: Once per hour
Dark Omen
Melasmagus · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a creature within range. You create a prophetic dark omen tied to the target that manifests when certain conditions are met. The omen can take the form of a blessing or curse that activates automatically when the specified trigger occurs. For example, "If this person betrays an ally, they will suffer a bleeding wound" or "Should this warrior show mercy in battle, they will find their strength doubled in their moment of greatest need."
In combat: Once per combat · Out of combat: Once per hour
Life Threads
Melasmagus · Arcana
InvolvedPassiveYou can perceive the invisible connections between living beings, revealing relationships and emotional bonds. When focused, you see glowing threads connecting creatures that share strong emotional ties—brighter threads indicate stronger connections. You can identify the nature of relationships (familial, romantic, hateful, etc.) and detect when someone is lying about their feelings toward another. This perception lasts for up to as many minutes as your Melasmagus level and you require at least an hour for your eyes to recover before you can focus on life threads once more.
In combat: Once per combat · Out of combat: Once per hour
Resurrect
Melasmagus · Arcana
ComplexActiveCost 4 APRange 5 tilesYou attempt to resurrect a fallen creature within range. Make an arcana check against a difficulty set by the GM based on the body's condition, time since death, and circumstances of demise. The outcome depends on your check result:
In combat: Once per rest · Out of combat: Once per rest
Necrotic Bolts
Melasmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget up to 3 creatures within range. You launch many bolts of darkened energy at each of them. Your targets take as many d10s of necrotic damage as your Melasmagus level and must succeed a resistance check or be imposed with as many degrees of the crippled condition as your Melasmagus level for 2 turn.
Scaling: d10 necrotic per Melasmagus level
In combat: Once per rest · Out of combat: Once per rest
Summon Flesh Golem
Melasmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesYou summon a flesh golem on an unoccupied space within range. The Golem heeds your commands and stays for 4 turns.
In combat: Once per rest · Out of combat: Once per rest
Dark Scrying
Melasmagus · Arcana
ComplexPassiveOnce per rest, you may peer through the shadows to observe a location you have visited before or a person you have met. The scrying lasts for up to as many minutes as your Melasmagus level. The target may sense a presence watching them if they succeed on a perception or arcana check.
In combat: Once per rest · Out of combat: Once per rest
Memento Mori
Melasmagus · Arcana
ComplexActiveCost 4 APRange 5 tilesTarget up to as many creatures as your Melasmagus level within range. You cause each to experience a brief vision of their own mortality. Hostile creatures must succeed a resistance check or be shaken for 2 turns, suffering 2 degrees of disadvantage on attacks and ability checks. Allied creatures who fail the save gain insight into their greatest vulnerabilities, granting them a +1 to their weakest stat for 1 hour as they consciously guard against those weaknesses.
In combat: Once per rest · Out of combat: Once per rest
Negation
Melasmagus · Arcana
ComplexActiveCost 3 APRange 15 tilesYou draw upon the powers of the void and may shatter a Complex or lower levelled ability that is being cast. If the caster of the spell has an Arcana higher than you, make an Arcana check against them. If you succeed their spell is broken.
In combat: Once per rest · Out of combat: Once per rest
Dark Bargain
Melasmagus · Arcana
ComplexActiveCost 4 APRange SelfYou reach into the void to make a pact with entities beyond life. State a specific piece of information or a task you seek. The void entities will perform the task or provide the information within 24 hours, but at a cost. The GM determines an appropriate price based on the request's magnitude, which may involve sacrifices of life force, personal memories, or future obligations. These bargains are binding and cannot be broken once accepted.
In combat: Once per rest · Out of combat: Once per rest
Death Echo
Melasmagus · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget a location where a death has occurred within as many days as your Melasmagus level. You recreate the final moments of the deceased as a visible illusion that can be witnessed by anyone present. The echo reveals the exact circumstances of death, the identity of the killer (if applicable), and any final words or thoughts of the deceased. The recreation lasts for one minute and cannot be manipulated or altered—it always shows the truth of what occurred.
In combat: Once per rest · Out of combat: Once per rest
Doom
Melasmagus · Arcana
ComplexActiveCost 4 APRange TouchYou mark a creature for inevitable doom and misfortune with a vague threat and calamity will find the target through seemingly natural means. The doom manifests within a month's time and cannot be directly traced back to you. The exact nature of the doom is determined by the GM but should be proportionate or align to the threat they were given.
In combat: Once per rest · Out of combat: Once per rest
Greater Curse
Melasmagus · Arcana
ComplexActiveCost 4 APRange 15 tilesPlace a powerful curse on a creature within range. The target must succeed a resistance check or be afflicted with one of the following long-lasting curses:
In combat: Once per rest · Out of combat: Once per rest
Spectral Diplomat
Melasmagus · Arcana
ComplexPassiveYou gain the ability to see and communicate with spirits, ghosts, and other non-corporeal entities that normally remain invisible. You can attempt to bargain with these entities for information or minor services. Hostile spirits may still attack, but neutral spirits become more willing to interact with you. Additionally, you understand the languages of the dead, regardless of what tongues they spoke in life. This ability remains active for 1 hour per Melasmagus level and can be activated once per day.
In combat: Once per rest · Out of combat: Once per rest
Spirit Guardian
Melasmagus · Arcana
ComplexPassiveYou have summoned a protective spirit that bonds with your shadow. This guardian warns you of impending danger, giving you as many degrees of advantage as your Melasmagus level on checks related to ambushes or traps. Once per day, the guardian can intercept an attack meant for you, negating the damage. The spirit remains with you indefinitely but requires an offering to be awakened after a rest. If you die, the guardian will attempt to deliver a final message of your choosing to an ally before dispersing.
In combat: Once per rest · Out of combat: Once per rest
Gravewalker
Melasmagus · Arcana
ComplexActiveCost 4 APRange SelfIf you take damage that would reduce you to 0 hit points or below you may invoke this ability. Upon invocation you will not go down as you cast away your corporeal flesh for the time being. In doing so you become undead with 1 hitpoint and you may choose to take your turn now. You remain a skeleton for 1 turn and after that time is up you will reintegrate with your body and go down to 0 hit points.
In combat: Once per rest · Out of combat: Once per rest
Summon Void Strider
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 10 tilesYou summon a Void Strider on an unoccupied space within range. The Void Strider heeds your commands and stays for 4 turns.
In combat: Once per month · Out of combat: Once per month
Senescence
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. You accelerate the decay of their body and deal as many d12s of necrotic damage as your arcana stat + 2 to them. They must succeed a resistance check or permanently be imposed with as many degrees of the crippled condition as your Melasmagus level.
Scaling: d12 necrotic per Melasmagus level
In combat: Once per month · Out of combat: Once per month
Shadowmeld
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 10 tilesTarget a tile within range. You create a corrupting shadow in a radius of up to 5 tiles. All creatures within the affected area will have a stat of your choosing drained as they are slowly corrupted by the void. Each creature loses as many points in a stat as your Melasmagus level and takes as many d12s of necrotic damage as your Melasmagus level. You gain temporary points to a single stat of your choice equivalent to as many creatures inside the affected area. The creatures must succeed a resistance check or be afflicted with as many degrees of the madness condition as your Melasmagus level for 1 day.
Scaling: d12 necrotic per Melasmagus level
In combat: Once per month · Out of combat: Once per month
Soul Anchor
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 10 tilesYou create a temporary anchor for your soul at the targeted location. The anchor lasts for as many hours as your Melasmagus level. If you die while the anchor exists, your soul returns to the anchor instead of passing on, and you reform there with 1 hit point after 1d4 turns. The anchor appears as a small, shadowy obelisk visible only to you and can be created no more than once per day and triggered no more than once per month.
In combat: Once per month · Out of combat: Once per month
Veil Between Worlds
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou thin the boundary between the world of the living and the dead in an area up to 10 tiles in radius for up to as many hours as your Melasmagus level. Within this area, the dead can be spoken to freely by anyone, invisible spirits become faintly visible to all, and the flow of life energy slows. This can reveal hidden truths about an area's past or uncover secrets known only to the departed. The ability cannot be used to raise the dead, only to communicate with them.
In combat: Once per month · Out of combat: Once per month
Nullify
Melasmagus · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. You imbue them with the nature of the void and cut them off from the magic of the world. This lasts for as many turns as your Melasmagus level and during that time the creature will be unable to cast magic, this includes using abilities, staffs and wands.
In combat: Once per month · Out of combat: Once per month
Ancient Curse
Melasmagus · Arcana
ArcaneActiveCost 5 APRange TouchYou call upon forbidden knowledge to place an ancient and powerful curse upon a creature within range. The curse remains until you release it, the target receives powerful restoration magic, or they complete a specific task you designate when casting (such as "return what you've stolen" or "confess your crimes"). Choose one of the following curses to afflict your target:
In combat: Once per month · Out of combat: Once per month
Pause
Spatial Mage · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range, They are now stopped in time for the next turn. The effect lasts until the end of your next turn. When the effect ends the creature will continue whichever action they were in the midst of when frozen.
In combat: Once per turn · Out of combat: At will
Scry
Spatial Mage · Arcana
SimpleActiveCost 2 APRange SelfMake one roll with your Spatial Mage skill. Record the outcome, you may replace any roll with this one at any time within as many turns as your Spatial Mage level.
In combat: Once per turn · Out of combat: At will
Blink
Spatial Mage · Arcana
SimpleActiveCost 2 APRange SelfYou teleport up to as many tiles as your Arcana + Spatial Mage level in any direction to an unoccupied space you can see.
In combat: Once per turn · Out of combat: At will
Spatial Storage
Spatial Mage · Arcana
SimplePassiveYou maintain a personal pocket dimension that can store up to 100kg of items. This extradimensional space has no air or environmental conditions, which means items are neither preserved nor damaged while inside. The space does not age items, but perishables will continue their natural decay once removed. You can access your spatial storage mentally at will, retrieving or storing items with a thought. The storage space is uniquely keyed to you and cannot be accessed by others.
In combat: Once per turn · Out of combat: At will
Temporal Glimpse
Spatial Mage · Arcana
SimplePassiveYour connection to the timestream allows you to constantly perceive brief flashes of the immediate future. You cannot be surprised, and you gain 2 degrees of advantage on all initiative rolls as you've already glimpsed the beginning of combat before it occurs.
In combat: Once per turn · Out of combat: At will
Gravity Shift
Spatial Mage · Arcana
SimpleActiveCost 2 APRange 10 tilesTarget a creature or object within range. You manipulate the local gravity field affecting the target until the end of your next turn. Choose one of the following effects:
In combat: Once per turn · Out of combat: At will
Spatial Compression
Spatial Mage · Arcana
SimpleActiveCost 2 APRange TouchTarget a non-living, non-magical object you touch to temporarily compress its spatial dimensions. The object shrinks to a percentage of its original size based on your Spatial Mage level: 50% at level 1, 40% at level 2, 30% at level 3, 20% at level 4, and 10% at level 5. The object's weight is reduced proportionally to its volume change. The compression lasts for as many hours as your Spatial Mage level. This ability cannot affect living creatures or magical artifacts.
In combat: Once per turn · Out of combat: At will
Time Slip
Spatial Mage · Arcana
SimpleActiveCost 2 APRange SelfYou shift your temporal existence slightly out of sync with normal time, causing your form to flicker and blur as you simultaneously exist in multiple adjacent moments. Until the start of your next turn, you gain 2 degrees of advantage on Dodge actions and resistance checks against status effects. Additionally, you take half damage from all harmful area effects as portions of the damage occur in moments where you are not fully present.
In combat: Once per turn · Out of combat: At will
Spatial Anchor
Spatial Mage · Arcana
SimpleActiveCost 1 APRange SelfCreate an invisible anchor point at your current location that lasts for up to an hour. As an action or reaction costing 1 AP, you can instantly return to this anchor point from anywhere within 50 meters, regardless of barriers or obstacles between you and the anchor.
In combat: Once per turn · Out of combat: At will
Distort Distance
Spatial Mage · Arcana
SimpleActiveCost 2 APRange 15 tilesManipulate the space between two points within range. Until the end of your next turn, you can either double or halve the effective distance between these points for all creatures, affecting movement costs and ranged attacks.
In combat: Once per turn · Out of combat: At will
Gravitational Crush
Spatial Mage · Arcana
SimpleActiveCost 2 APRange 10 tilesYou dramatically increase the gravitational force on a single target within range, violently pulling them to the ground. The target takes as many d6s of crushing damage as your Spatial Mage level and must succeed on a Might check or be knocked down. If already knocked down, they are pinned to the ground and must use 1 additional AP to stand up on their next turn.
In combat: Once per turn · Out of combat: At will
Mass Manipulation
Spatial Mage · Arcana
SimpleActiveCost 2 APRange TouchYou alter the perceived weight of a non-living object you touch without changing its actual mass. You can either reduce its weight by up to 90% or increase it by up to 500%. This effect lasts for as many hours as your Spatial Mage level and affects objects up to 50kg per Spatial Mage level.
In combat: Once per turn · Out of combat: At will
Premeditation
Spatial Mage · Arcana
SimpleActiveCost 2 APRange SelfYou briefly perceive potential futures, granting you insight into upcoming decisions. Choose one specific task or challenge you expect to face within the next hour. When you attempt that task, you gain 2 degrees of advantage on your first roll related to it as your premeditated knowledge guides your actions.
In combat: Once per turn · Out of combat: At will
Fast Forward
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a tile within range. All inhabitants of that tile, creature or otherwise, are moved 1 turn into the future. They dissapear and will reappear at the end of your next turn. They must succeed a resistance check or gain a level of exhaustion. When you reach level 4 in Spatial Mage, you may move the targeted tile up to 2 turns into the future.
In combat: Once per combat · Out of combat: Once per hour
Time Stop
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a tile within range. Create an area with a radius of up to as many tiles as your Spatial Mage level. All inhabitants of that area are stopped in time for the next turn. Any creatures or objects that pass through that tile will be frozen in time as well. The effect lasts until the end of your next turn. When the effect of this spell ends all objects in motion will continue their predetermined movement and all creatures will continue whichever actions they were in the midst of when frozen.
In combat: Once per combat · Out of combat: Once per hour
Dimensional Storage
Spatial Mage · Arcana
InvolvedPassiveYou maintain an extradimensional space with a fixed volume of 50 cubic meters (roughly equivalent to a small room 5m × 4m × 2.5m). Objects up to 3 meters in any dimension can be stored inside. The space has no breathable air but maintains a constant temperature that preserves perishable items indefinitely. You can access this space by spending 3 AP to create a portal that lasts for 1 minute.
In combat: Once per combat · Out of combat: Once per hour
Temporal Immunity
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 5 tilesTarget a creature within range, you grant them immunity to the effects of time for as many turns as your Spatial Mage level. Whilst immune to time a creature cannot be affected by spells that bend or modify time as well as the natural passage of time.
In combat: Once per combat · Out of combat: Once per hour
Tetherswap
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget two creatures or moveable objects with range. You tether the two together for the remainder of combat and swap their positions. Every other turn after this you may swap their positions again.
In combat: Once per combat · Out of combat: Once per hour
Teleportation Circle
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 20 tilesCreate a circle with a radius of up to as many tiles as your Spatial Mage level. You can teleport any willing creatures standing within the circle to another location you've visited within as many kilometers as your Spatial Mage level.
In combat: Once per combat · Out of combat: Once per hour
Deja Vu
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a creature within range. You force them to repeat a single action they have performed within the past hour that you have personally witnessed. The target must follow the same targeting and parameters as the original action. This ability can force the repetition of any action, even those that are normally limited (such as once-per-rest abilities or expenditures of resources) without consuming additional resources.
In combat: Once per combat · Out of combat: Once per hour
Planar Fold
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 20 tilesCreate a temporary fold in space between two points you can see within range. This creates a one-way passage that allows you or allies to step from one point to the other as if they were adjacent. The fold lasts until the end of your next turn.
In combat: Once per combat · Out of combat: Once per hour
Gravity Well
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 15 tilesCreate a localized gravity well centered on a point within range. The well has a radius of 3 tiles. Creatures in the area must succeed a resistance check or be pulled 2 tiles toward the center. Objects weighing less than 10kg are automatically pulled to the center. Additionally, all creatures within the area take as many d8s of crushing damage as your Spatial Mage level as intense gravitational forces compress their bodies. The well lasts until the end of your next turn.
In combat: Once per combat · Out of combat: Once per hour
Time Acceleration
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange TouchTarget a non-living object you touch that is no larger than 2 meters in any single dimension. You accelerate its timeline by up to 1 year in a matter of seconds, causing it to rapidly experience the effects of time. This can age wine, rust metal, grow plants, decay organic matter, or complete other time-dependent processes. The caster chooses exactly how much time passes for the object, up to the maximum of 1 year. Cannot be used on living creatures or magical artifacts.
In combat: Once per combat · Out of combat: Once per hour
Dimensional Shunt
Spatial Mage · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou briefly shift a target creature partially into another dimension. The target becomes incorporeal for one round, able to pass through solid objects but unable to physically interact with the material world. They can still be affected by magical attacks and effects. If the target ends their turn inside a solid object, they are violently ejected to the nearest open space and take 3d8 force damage.
In combat: Once per combat · Out of combat: Once per hour
Rewind
Spatial Mage · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a creature within range. You focus on them and grasp upon their spirit and rip it from the timeline as you reverse all the effects of its previous turn. The target must then succeed a resolve saving throw or be discouraged for 2 turns.
In combat: Once per rest · Out of combat: Once per rest
Probability Shift
Spatial Mage · Arcana
ComplexActiveCost 4 APRange 15 tilesBy manipulating the threads of probability, you alter the outcome of dice rolls. Choose one of the following effects when casting:
In combat: Once per rest · Out of combat: Once per rest
Timeline Shift
Spatial Mage · Arcana
ComplexActiveCost 4 APRange SelfYou reach into the multiverse and pull a timeline branch where a specific event occurred differently. Target a single action or event that you witnessed within the past 5 minutes. You can alter how this event transpired, changing a single detail of what occurred (such as a different attack target, a different choice made, an object being in a different location, etc.). Reality adjusts around this change as if it had always happened that way. You retain memories of both the original and new timeline. This cannot undo death or other major narrative events at the GM's discretion.
In combat: Once per rest · Out of combat: Once per rest
Shelter Plane
Spatial Mage · Arcana
ComplexPassiveYou maintain a permanent extradimensional space that exists as your personal demiplane. This realm contains up to as many different biomes as your Spatial Mage level (forests, mountains, deserts, etc.), each fully functioning with its own ecosystem. The total habitable area of the plane expands based on your Arcana and Spatial Mage level, growing at a rate of one square kilometer per combined level. The plane is fully habitable with breathable air, natural water sources, and sustainable ecosystems. You can open a portal to this plane by spending 4 AP, creating a gateway that remains open for up to an hour or until you choose to close it. While the portal is open, you can allow or prevent specific individuals from passing through at will.
In combat: Once per rest · Out of combat: Once per rest
Overclock
Spatial Mage · Arcana
ComplexActiveCost 4 APRange SelfYou experience a dramatic acceleration of your personal timeflow. Choose one of the following applications when casting:
In combat: Once per rest · Out of combat: Once per rest
Mirror Dimension
Spatial Mage · Arcana
ComplexActiveCost 4 APRange 20 tilesYou create a parallel dimensional overlay of the current area within range that mirrors the physical environment but exists separately from the original reality. You and up to as many allies as your Spatial Mage level can enter this mirror realm, becoming invisible, inaudible, and intangible to creatures in the original dimension. From this space, you can observe the original dimension while remaining undetectable, partially manifest to interact with objects or communicate briefly, and move freely through the mirror dimension ignoring physical barriers in the original dimension (though magical barriers may still block passage). The mirror dimension persists for as many minutes as your Arcana + Spatial Mage level. You can return all participants to the original dimension at will.
In combat: Once per rest · Out of combat: Once per rest
Teleportation Nexus
Spatial Mage · Arcana
ComplexPassiveYou maintain a network of interconnected teleportation circles across different locations. Each circle has a radius of up to as many meters as your Arcana stat. You can create a new circle by spending 4 AP while touching the location where you want it to manifest. You can maintain circles equal to your Arcana level and can destroy any existing circle in your nexus at will. Teleporting between any two points in your network costs 4 AP for you and any creature you designate as authorized to use the nexus.
In combat: Once per rest · Out of combat: Once per rest
Time Loop
Spatial Mage · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget a creature within range, forcing them into a temporal loop. If the target's Arcana is lower than yours, the effect takes hold automatically. Otherwise, you must succeed on an Arcana check against the target's Arcana. While looped, the target repeats the same action they just performed two additional times. In combat, this means repeating their previous turn's actions for two more consecutive turns. Outside of combat, they repeat a one-minute sequence of actions twice. The target is aware of the repetition but cannot choose different actions unless they succeed on a resolve check.
In combat: Once per rest · Out of combat: Once per rest
Tether
Spatial Mage · Arcana
ComplexActiveCost 4 APRange 15 tilesLink two willing creatures within range. They remain connected for the duration of combat. While tethered, they share a mental and sensory link (experiencing what the other sees, hears, etc.), may swap locations for 1 AP, share damage (both taking half damage instead of full when either is harmed), and may freely help each other with checks regardless of the distance between them.
In combat: Once per rest · Out of combat: Once per rest
Time Bubble
Spatial Mage · Arcana
ComplexActiveCost 4 APRange SelfYou create a 5-tile radius sphere centered on yourself where time flows differently. For you and up to five willing creatures you designate within the bubble, 10 seconds of outside time stretches into 10 minutes of subjective time. From the perspective of those outside the bubble, your movements appear as blurs of incredible speed. This effect is perfect for planning, having conversations, or performing quick tasks while the world around you moves in extreme slow motion. The bubble lasts for 10 seconds of real time.
In combat: Once per rest · Out of combat: Once per rest
Chrono Blast
Spatial Mage · Arcana
ArcaneActiveCost 5 APRange 15 tilesTarget a creature within range. You blast them with an immense amount of energy, accelerating their biological clock. The creature must succeed a resolve saving throw or disintegrate into dust. Succeeding the saving throw the creature will instead take as many d12s of radiant damage as 2 + your Spatial Mage level.
In combat: Once per month · Out of combat: Once per month
Planar Rift
Spatial Mage · Arcana
ArcaneActiveCost 5 APRange 10 tilesTarget a tile within range. You tear a hole in the fabric of space leading to a random dimension of the GM’s choosing. You may specify if you wish to use the tear as one of four general types: Summon, Shift, Hazard or other.
In combat: Once per month · Out of combat: Once per month
Temporal Echo
Spatial Mage · Arcana
ArcaneActiveCost 5 APRange SelfSummon a copy of yourself with half your maximum health. It acts immediately after your turn with the same abilities. Persists for rounds equal to half your Spatial Mage level (rounded up).
In combat: Once per month · Out of combat: Once per month
Reality Anchor
Spatial Mage · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou create a zone of fixed reality centered on a point within range and extending 10 tiles in radius. Within this area, reality is stabilized against manipulation - teleportation into, out of, or within the zone fails automatically, planar travel is blocked, and abilities that alter probability or reality (including time manipulation) are suppressed. The anchor lasts for as many minutes as your Spatial Mage level and can be dispelled only by abilities of equal power. You can maintain the anchor and move it up to 5 tiles per turn by spending 1 AP.
In combat: Once per month · Out of combat: Once per month
Checkpoint
Spatial Mage · Arcana
ArcanePassiveYou can create temporal anchors that allow you to return to specific points in your timeline. Creating an anchor costs 5 AP and can be done once per month. The anchor persists for 24 hours after creation. Traveling back to a checkpoint costs 5 AP and can be done up to as many times as your Spatial Mage level per month. When you return to an anchor point, you physically reappear at the location with the exact health, status effects, and resources you had when you created it. You retain all memories of what occurred between setting the checkpoint and returning to it, allowing you to make different choices with foreknowledge of potential outcomes.
In combat: Once per month · Out of combat: Once per month
Reality Distortion
Spatial Mage · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou warp reality in an area with radius up to your Spatial Mage level. Choose one of the following physical laws to alter in this area. The distortion lasts for rounds equal to half your Spatial Mage level (rounded up).
In combat: Once per month · Out of combat: Once per month
Vine Whip
Therotheurge · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget a creature within range, you create a whip of enchanted vines and lash out at the creature. As your whip connects with the creature they are dealt as many d6s of force damage as your arcana stat and must succeed a resilience saving throw or be restrained by the vines and thrown 3 tiles in a direction of your choosing.
Scaling: d6 force per Arcana
In combat: Once per turn · Out of combat: At will
Tame Animal
Therotheurge · Arcana
SimpleActiveCost 2 APRange 3 tilesYou approach an animal within range and reach out to their spirit to prove that you are of no threat to it. The animal is now tamed by you and will remain by your side for 1 day. It will act of its own volition though it may take suggestions of helpful courses of action from the caster.
In combat: Once per turn · Out of combat: At will
Nature's Whisper
Therotheurge · Arcana
SimplePassiveYou can communicate with plants and small animals, gaining information about recent events. Plants can tell you about weather patterns, disturbances, or creatures that have passed through the area. Animals can provide more detailed information about specific creatures or events they witnessed. The information gathered is limited to the last 24 hours and to events that the plants or animals could reasonably have perceived. This ability requires you to spend 5 minutes communing with the local flora and fauna.
In combat: Once per turn · Out of combat: At will
Toxin Analysis
Therotheurge · Arcana
SimpleActiveCost 2 APRange TouchYou analyze toxins, poisons, or venoms on a target or substance you touch. You identify the type of toxin, its potency, its source, and potential antidotes. If analyzing a poisoned creature, you also learn how long until the poison takes full effect and what symptoms to expect. For particularly rare or complex toxins, you gain as many degrees of advantage as your Therotheurge level on any checks to create an antidote.
In combat: Once per turn · Out of combat: At will
Bark Skin
Therotheurge · Arcana
SimpleActiveCost 2 APRange TouchYou or a willing target's skin hardens into bark-like armor for as many turns as your Therotheurge level. While active, the target's armor is increased by your Arcana stat plus your Therotheurge level. This effect stacks with existing armor, providing additional protection to the target.
In combat: Once per turn · Out of combat: At will
Pheromone Cloud
Therotheurge · Arcana
SimpleActiveCost 2 APRange 5 Tile radiusYou release a cloud of pheromones that affects the behavior of nearby creatures. Choose one effect:
In combat: Once per turn · Out of combat: At will
Control Plant
Therotheurge · Arcana
SimpleActiveCost 2 APRange 5 tilesYou manipulate and direct the movement of plants within range. You can cause vines to move objects weighing up to 25 kilograms per Therotheurge level, make plants bend to create pathways, or shape branches and leaves into simple structures. The manipulation lasts for as many minutes as your Arcana stat or until you dismiss it.
In combat: Once per turn · Out of combat: At will
Natural Affinity
Therotheurge · Arcana
SimplePassiveAnimals are naturally less hostile toward you, granting as many degrees of advantage on animal handling checks as your Therotheurge level and causing wild animals to be less likely to attack you unprovoked. Plants slightly bend toward you when you're near, and you can identify common plant species and their basic properties with a simple glance. Additionally, when foraging for food or herbs in the wild, you find twice the normal amount.
In combat: Once per turn · Out of combat: At will
Entangling Vines
Therotheurge · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a tile within range. You create a mass of writhing vines within a radius of up to 5 tiles from the targeted tile. All creatures of your choice will be attacked by said vines and must succeed a resilience saving throw or be restrained for as many turns as your Therotheurge level.
In combat: Once per combat · Out of combat: Once per hour
Toxic Cloud
Therotheurge · Arcana
InvolvedActiveCost 3 APRange 15 tilesTarget a tile within range, you create a cloud of toxins of up to 5 tiles in radius there. Creatures who are in the cloud must succeed a resilience saving throw or be poisoned at the severity of your terramancer level until 2 turns after they leave the cloud.
In combat: Once per combat · Out of combat: Once per hour
Venomous Strike
Therotheurge · Arcana
InvolvedActiveCost 3 APRange 5 tilesTarget a creature within range and a tile adjacent to them. You lunge forth to the tile next to them and strike them with a venomous stinger. They take as many d8s of sharp damage as your Therotheruge level and must succeed a resilience saving throw or be poisoned at the severity of your Therotheruge level for 3 turns.
In combat: Once per combat · Out of combat: Once per hour
Plant Growth
Therotheurge · Arcana
InvolvedActiveCost 2 APRange 15 tilesTarget a tile within range. You cause plants to grow within an up to 5 tile radius of the target. You may use the plants in any way you desire, and they ara capable of growing up to 30 feet high in a shape of your choosing.
In combat: Once per combat · Out of combat: Once per hour
Ecological Attunement
Therotheurge · Arcana
InvolvedActiveCost 3 APRange SelfYou attune yourself to the current natural environment, gaining benefits based on the terrain for as many hours as your Therotheurge level. Choose one of the following benefits based on your surroundings:
In combat: Once per combat · Out of combat: Once per hour
Accelerated Growth
Therotheurge · Arcana
InvolvedActiveCost 3 APRange 10 tilesTarget a seed, plant, or small tree within range. You accelerate its growth dramatically. The plant can grow to full maturity in minutes, creating a 3-tile radius of plant life that can serve multiple purposes. The growth can create difficult terrain, provide cover, or create a traversable path over gaps up to 3 tiles wide. When used on food-bearing plants, this ability can yield as many days worth of food as your Arcana stat. The growth is permanent and follows natural patterns for the plant type.
In combat: Once per combat · Out of combat: Once per hour
Toxin Resistance
Therotheurge · Arcana
InvolvedPassiveYour body has adapted to naturally resist toxins. You gain as many levels of resistance to poison damage as your Therotheurge level, and gain as many degrees of advantage to succeed resistance checks against being poisoned as your Therotheurge level. Additionally, the duration of any poison effect on you is halved, and you can identify whether food or drink is poisoned by smell alone.
In combat: Once per combat · Out of combat: Once per hour
Natural Camouflage
Therotheurge · Arcana
InvolvedActiveCost 3 APRange TouchYou or a willing target's appearance shifts to match the surrounding environment for as many hours as your Therotheurge level. While in natural environments, you gain 2 degrees of advantage on stealth checks, and attackers have 1 degree of disadvantage when targeting you as long as you remain relatively still (moving no more than 1 tile per turn). If you take an aggressive action or move more than 1 tile in a turn, the camouflage benefit is temporarily negated until the start of your next turn.
In combat: Once per combat · Out of combat: Once per hour
Command Animal
Therotheurge · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou establish a telepathic link with an animal within range, allowing you to direct it to perform specific actions for as many minutes as your Arcana stat. The animal will follow commands to the best of its ability but will not perform actions that would cause it obvious harm. Issuing new commands costs 1 AP during the duration. The animal gains a bonus to all checks equal to your Therotheurge level while under your command. In combat, the animal acts on your initiative.
In combat: Once per combat · Out of combat: Once per hour
Prepare Poison
Therotheurge · Arcana
InvolvedActiveCost 3 APRange SelfYou create a vial of specialized poison that lasts for 24 hours before degrading. The poison can be applied to a weapon, injected directly, or added to food or drink. When a creature is exposed to the poison, they must succeed a resistance check or suffer the poison's effect for as many turns as your Therotheurge level. Choose one of the following poison types when you create it:
In combat: Once per combat · Out of combat: Once per hour
Wilderness Stride
Therotheurge · Arcana
ComplexPassiveYou can move through any natural terrain without hindrance. Dense forests, thorny undergrowth, mud, snow, or difficult natural ground does not slow your movement or cause damage to you. Additionally, plants bend to avoid impeding your path, and you leave no tracks unless you choose to. You can extend this benefit to as many allies as your Therotheurge level who are following directly behind you. When traveling as a group through wilderness, your party's travel speed is increased by 2.
In combat: Once per rest · Out of combat: Once per rest
Season's Shift
Therotheurge · Arcana
ComplexActiveCost 4 APRange SelfYou alter the season in a radius of up to as many kilometers as your Therotheurge level centered on yourself. The effect lasts for as many hours as your Therotheurge level. Choose one seasonal effect:
In combat: Once per rest · Out of combat: Once per rest
Chimeric Adaptation
Therotheurge · Arcana
ComplexActiveCost 4 APRange SelfYou transform parts of your body to gain specific animal traits beyond the basic aspects for as many hours as your Arcana stat. Choose 2 adaptations from:
In combat: Once per rest · Out of combat: Once per rest
Toxin Mastery
Therotheurge · Arcana
ComplexPassiveYou gain complete control over toxins in your environment. You can neutralize any poison you touch, create antidotes from natural materials with a simple check, extract venom safely from creatures, and identify any toxin by scent. Additionally, when crafting poisons, you can create them at 2 levels higher potency than normal and in half the usual time.
In combat: Once per rest · Out of combat: Once per rest
Echolocation
Therotheurge · Arcana
ComplexPassiveYou can emit specialized sound waves that bounce off objects and return to you, allowing you to "see" without light. You are immune to the blinded condition and can perceive your surroundings in complete darkness up to 20 meters away. You can detect invisible creatures and objects within this range, though you cannot discern colors. Underwater, this range is extended to 40 meters. Additionally, you can use this ability to detect hollow spaces, secret doors, or hidden compartments within 5 meters with 2 degrees of advantage on perception checks for these purposes.
In combat: Once per rest · Out of combat: Once per rest
Mycelium Construct
Therotheurge · Arcana
ComplexActiveCost 4 APRange 10 tilesYou create a servant or guardian composed of living fungal material on a tile within range. The construct shares your senses when you concentrate and can communicate information telepathically to you. It lasts for as many hours as your Arcana stat or until destroyed.
In combat: Once per rest · Out of combat: Once per rest
Parasitic Spore Control
Therotheurge · Arcana
ComplexActiveCost 4 APRange 10 tilesYou release a specialized parasitic fungal spore that targets a single humanoid creature within range. If the target's Resistance is higher than your Therotheurge level, they must succeed a resistance check or be influenced by your spore. If their Resistance is equal to or lower than your Therotheurge level, they are automatically influenced. The control lasts for as many turns as your Therotheurge level. An affected target suffers 2 degrees each of Domination and Charm. Domination makes the creature follow 1 command per domination level, while Charm makes the creature consider 1 suggestion per charm level. When the effect ends, the target is aware they were influenced and may be hostile.
In combat: Once per rest · Out of combat: Once per rest
Living Thorn Prison
Therotheurge · Arcana
ComplexActiveCost 4 APRange 10 tilesYou create a cage of living, poisonous thorns that grows around and imprisons a target within range. The imprisoned creature is restrained and takes as many d10s of poison damage as your Arcana stat at the start of each of their turns. Additionally, they must succeed a resistance check or gain poison with a severity level equal to your Therotheurge level for 2 turns. At the end of their turn, an imprisoned creature may attempt to break free with a Might or Finesse check. The prison lasts for as many turns as your Therotheurge level.
Scaling: d10 poison per Therotheurge level
In combat: Once per rest · Out of combat: Once per rest
Adaptive Metabolism
Therotheurge · Arcana
ComplexPassiveYour body can temporarily alter itself to consume and process unusual substances without harm. You are immune to ingested poisons and can derive nutrition from almost any organic matter, including substances that would be toxic to others. You can breathe in environments with toxic air for as many hours as your Therotheurge level before needing to refresh this ability. Additionally, you can analyze substances by taste without risking harm and can identify beneficial or harmful properties of plants, fungi, and other natural materials.
In combat: Once per rest · Out of combat: Once per rest
Plant Telekinesis
Therotheurge · Arcana
ComplexActiveCost 4 APRange 15 tilesYou manipulate plants with your mind to perform fine motor tasks at a distance for as many turns as your Arcana stat. You can use plants to lift and manipulate objects weighing up to 200 kilograms, pick locks, retrieve items, or even wield weapons (attacking with your Arcana stat). You can perform up to as many simultaneous tasks as your Therotheurge level without penalty. In areas with few plants, you can rapidly grow small vines or sprouts to use with this ability.
In combat: Once per rest · Out of combat: Once per rest
Debilitating Poison
Therotheurge · Arcana
ComplexActiveCost 4 APRange SelfYou create a vial of potent, multi-effect poison that lasts for 24 hours before degrading. The poison can be applied to a weapon, injected directly, or added to food or drink. When a creature is exposed to the poison, they must succeed a resistance check or suffer the poison's effects for as many turns as your Therotheurge level. When creating the poison, choose two of the following effects:
In combat: Once per rest · Out of combat: Once per rest
Polymorph
Therotheurge · Arcana
ArcaneActiveCost 5 APRange 10 tilesTarget a creature within range. You transform the target into a beast of your choosing of a level up to double your Therotheurge level. If your target is willing they will be transformed for as many turns as your Therotheurge level and may dispel the effect at will. If the target is unwilling, they must make a resilience saving throw, upon succeeding the transformation will only last for a single turn, otherwise it will last for the full amount of turns.
In combat: Once per month · Out of combat: Once per month
Toxic Spores
Therotheurge · Arcana
ArcaneActiveCost 5 APRange 15 tilesSelect 3 targets within range. You hurl deadly spores at each target who will take as many d12s of poison damage as your terramancer level must succeed a resilience saving throw or be poisoned at the severity level of your terramancer level for 3 turns.
Scaling: d12 poison per Terramancer level
In combat: Once per month · Out of combat: Once per month
Mind-Control Spores
Therotheurge · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou release a cloud of highly potent fungal spores that target up to as many humanoid creatures as your Therotheurge level within range. If a target's Resistance is higher than your Therotheurge level, they must succeed a resistance check or be influenced by your spores. If their Resistance is equal to or lower than your Therotheurge level, they are automatically influenced. The control lasts for as many turns as your Therotheurge level. Affected targets suffer 2 degrees each of Domination and Charm. Domination makes the creature follow 1 command per domination level, while Charm makes the creature consider 1 suggestion per charm level. Even after the effect ends, targets remain unaware they were influenced unless told or given reason to suspect.
In combat: Once per month · Out of combat: Once per month
Primordial Form
Therotheurge · Arcana
ArcaneActiveCost 5 APRange SelfYou transform into a primordial nature entity, taking on aspects of multiple beasts and plants simultaneously for as many minutes as your Arcana stat. Choose 2 of the following benefits:
In combat: Once per month · Out of combat: Once per month
Verdant Dominion
Therotheurge · Arcana
ArcaneActiveCost 5 APRange SelfYou establish complete dominion over the natural environment in a radius of up to as many kilometers as your Therotheurge level centered on yourself. The effect lasts for as many hours as your Therotheurge level. Within this area, you can manipulate all plant life at will, alter terrain features, control water flow, influence weather patterns, and communicate with any animal. The environment becomes supernaturally responsive to your desires, allowing you to reshape it without further ability costs during the duration. You can create difficult terrain, barriers, bridges, shelter, or other structures from the available natural materials. After the effect ends, major changes to the environment remain, creating a permanent sanctuary attuned to nature.
In combat: Once per month · Out of combat: Once per month
Evolutionary Leap
Therotheurge · Arcana
ArcaneActiveCost 5 APRange TouchYou permanently alter the evolutionary path of a willing creature (including yourself). Choose one permanent enhancement:
In combat: Once per month · Out of combat: Once per month
Charge
Warrior · Might
SimpleActiveCost 2 APRange 10 tilesCharge head on at a target within range. All enemies in your way take as many d6s of force damage as your warrior level and must succeed a resistance check or be knocked down for 1 turn.
Scaling: d6 force per Warrior level
In combat: Once per turn · Out of combat: At will
Opportunistic
Warrior · Might
SimplePassiveYou can make an opportunity attack when an enemy moves out of your immediate vicinity for 2 AP.
In combat: Once per turn · Out of combat: At will
Taunt
Warrior · Might
SimpleActiveCost 2 APRange 15 tilesYou taunt your enemies, all enemies within range must succeed a resistance check or be taunted for 2 turns.
In combat: Once per turn · Out of combat: At will
Riposte
Warrior · Might
SimpleActiveCost 2 APRange 1 tileIf an enemy has successfully landed a melee attack on you, you may react to riposte and land a normal attack with your main hand weapon on them before they move away.
In combat: Once per turn · Out of combat: At will
Offensive Stance
Warrior · Might
SimpleActiveCost 0 APRange SelfYou adopt a stance conducive to offence, you gain 2 additional damage dice and +1 movement speed but have disadvantage on attack rolls. You remain in this stance until you decide to cancel it or adopt another stance.
In combat: Once per turn · Out of combat: At will
Intimidate
Warrior · Might
SimpleActiveCost 2 APRange 15 tilesYou let off a bloodcurdling war cry, all enemies within range must succeed a resolve saving throw or become feared of you.
In combat: Once per turn · Out of combat: At will
Duelist
Warrior · Might
SimplePassiveYou deal an additional 2 damage dice when engaging a single enemy in melee range. This does not apply to magical damage.
In combat: Once per turn · Out of combat: At will
Protective Barrier
Warrior · Might
SimpleActiveCost 2 APRange 3 tilesCreate a barrier around yourself or an ally within range. The barrier negates the next hit of damage taken, regardless of damage amount. The barrier lasts until broken or until the end of combat.
In combat: Once per turn · Out of combat: At will
Reactive Guard
Warrior · Might
SimpleActiveCost 2 APRange SelfWhen an attack successfully hits you, you may react by quickly forming a barrier around yourself, negating the damage from that attack.
In combat: Once per turn · Out of combat: At will
Barrier Stance
Warrior · Might
SimpleActiveCost 0 APRange SelfYou adopt a protective stance, generating one barrier charge on yourself at the start of each of your turns. While in this stance, your movement speed is reduced by 1, and you cannot use offensive abilities that cost more than 2 AP. You remain in this stance until you decide to cancel it or adopt another stance.
In combat: Once per turn · Out of combat: At will
Precision Cut
Warrior · Might
SimpleActiveCost 2 APRange 1 tileYou target a specific body part on an enemy within range. Deal your weapon's normal damage plus as many d6s as your Warrior level and an additional effect based on the targeted area:
In combat: Once per turn · Out of combat: At will
Momentum Strike
Warrior · Might
SimplePassiveYour attacks become more powerful as you move across the battlefield. For each tile you move during your turn, your next weapon attack before the end of your turn deals an additional die of damage, up to a maximum of as many dice as your Warrior level.
In combat: Once per turn · Out of combat: At will
Guardian's Challenge
Warrior · Might
SimpleActiveCost 2 APRange 10 tilesYou issue a direct challenge to an enemy within range. The target must succeed a resistance check or be compelled to attack only you for the next 2 turns. While challenged, the target deals reduced damage to all other creatures (subtract your Warrior level from damage rolls) but has 2 degrees of advantage on attacks against you.
In combat: Once per turn · Out of combat: At will
Power From Pain
Warrior · Might
SimplePassiveCost 2 APRange 10 tilesYou channel the pain of your afflictions into combat prowess. For each negative status effect or debuff currently affecting you, add 1 damage die of your weapon's type to all your weapon attacks. These bonus dice stack with other damage bonuses.
In combat: Once per turn · Out of combat: At will
Cure Wounds
Warrior · Might
InvolvedActiveCost 3 APRange 3 tilesHeal a target within range by as many d6s as your warrior level.
In combat: Once per combat · Out of combat: Once per hour
Shield Throw
Warrior · Might
InvolvedActiveCost 3 APRange 5 tilesYou throw your shield at a target within range, it can bounce from them to up to 2 other targets within range. Each enemy takes damage equivalent to as many d8s as your warrior level. Your shield is now where the last target you hit with it is.
In combat: Once per combat · Out of combat: Once per hour
Aura of Intent
Warrior · Might
InvolvedActiveCost 3 APRange 10 tilesYou focus your entire self into the moment at hand, radiating an intense aura of purpose. All allies within range of your aura gain +2 to Might and Finesse checks and 2 degrees of advantage on resistance checks.
In combat: Once per combat · Out of combat: Once per hour
Battle Meditation
Warrior · Might
InvolvedPassiveRange 3 tilesAll allies within 3 tiles of you gain 1 degree of advantage on attack rolls.
In combat: Once per combat · Out of combat: Once per hour
Barrier Field
Warrior · Might
InvolvedActiveCost 3 APRange 5 tilesCreate barriers around up to three allies within range. Each barrier negates the next hit of damage taken. The barriers last until broken or until the end of combat.
In combat: Once per combat · Out of combat: Once per hour
Fortified Barrier
Warrior · Might
InvolvedActiveCost 3 APRange 3 tilesChannel your defensive expertise through your shield to create an enhanced barrier around yourself or an ally within range. This barrier negates the next 2 hits of damage taken. The barrier lasts until broken or until the end of combat.
In combat: Once per combat · Out of combat: Once per hour
Energy Channeling
Warrior · Might
InvolvedActiveCost 3 APRange SelfConsume one active barrier on yourself to add as many extra damage dice to your next attack as your warrior level. This effect lasts until your next attack or until the end of your next turn.
In combat: Once per combat · Out of combat: Once per hour
Explosive Release
Warrior · Might
InvolvedActiveCost 3 APRange 5 tilesConsume all active barriers on yourself and release their energy in an explosive wave. Deal force damage to all enemies within range equal to the number of barriers consumed multiplied by your warrior level. Enemies hit must succeed a resistance check or be knocked back 1 tile.
In combat: Once per combat · Out of combat: Once per hour
Ground Slam
Warrior · Might
InvolvedActiveCost 3 APRange SelfYou slam your weapon into the ground with tremendous force, creating a shockwave. All enemies within 2 tiles take as many d8s of force damage as your might stat and must succeed a resistance check or have their movement speed reduced by 1 for 2 turns.
Scaling: d8 force per Might
In combat: Once per combat · Out of combat: Once per hour
Intercept
Warrior · Might
InvolvedActiveCost 3 APRange 2 tilesWhen an ally within range is targeted by an attack, you may react to quickly move to an empty tile adjacent to them and become the target of the attack instead. You take the damage from the attack but gain 2 degrees of advantage on your next attack against the attacker.
In combat: Once per combat · Out of combat: Once per hour
Steadfast
Warrior · Might
InvolvedPassiveYour exceptional combat training grants you stability in battle. You have 3 degrees of advantage on resistance checks against effects that would knock you down, push you back, or forcibly move you.
In combat: Once per combat · Out of combat: Once per hour
Barrier Transfer
Warrior · Might
InvolvedPassiveYou can transfer barriers between creatures within 5 tiles of you. During your turn, you can transfer one barrier charge from any creature to another for 1 AP, and may do this multiple times per turn as long as you have AP available. As a reaction, you can transfer a barrier immediately before an attack hits its intended target, but you may only use this reaction a number of times per combat equal to your Warrior level. Each reactive transfer costs 2 AP.
In combat: Once per combat · Out of combat: Once per hour
Thick Skin
Warrior · Might
ComplexPassiveAdd your might stat to your armor rating.
In combat: Once per rest · Out of combat: Once per rest
Shield Breaker
Warrior · Might
ComplexActiveCost 4 APRange 1 tileTarget a creature within range that is wielding a shield. You initiate an attack upon their shield and shield arm. You deal the normal damage of your weapon + as many extra damage dice as your Warrior level and utterly demolish their shield and shield arm, removing their ability to attempt to block attacks.
In combat: Once per rest · Out of combat: Once per rest
Return To Sender
Warrior · Might
ComplexActiveCost 4 APRange 10 tilesIf an enemy successfully lands a non-magical ranged attack on you, you may react to instead swing at the incoming projectile and redirect it at a creature of your choice within range. The creature will take the normal damage of the projectile + as many extra damage dice as your might stat.
In combat: Once per rest · Out of combat: Once per rest
Five Finger Death Strike
Warrior · Might
ComplexActiveCost 4 APRange 10 tilesTarget a creature within range, you charge at them with immense speed with your weapon raised high. Deal your weapon's normal damage + as many extra damage dice as tiles travelled to target. After landing your attack, you now occupy an open tile adjascent to your target.
In combat: Once per rest · Out of combat: Once per rest
Mobile Fortress
Warrior · Might
ComplexActiveCost 4 APRange SelfCreate a powerful stack of barriers around yourself. You have 3 barrier charges. Additionally, allies adjacent to you gain a standard barrier that negates 1 hit. All barriers last until broken or until the end of combat.
In combat: Once per rest · Out of combat: Once per rest
Barrier Overload
Warrior · Might
ComplexActiveCost 4 APRange SelfSurround yourself with an unstable barrier. When any barrier on you is broken by an attack, release a shockwave dealing as many d8s of force damage as your warrior level to all enemies within 2 tiles. Enemies hit must succeed a resistance check or be knocked down for 1 turn.
Scaling: d8 force per Warrior level
In combat: Once per rest · Out of combat: Once per rest
Shield of Sacrifice
Warrior · Might
ComplexPassiveWhen a barrier on you is broken by an enemy attack, all allies within range gain a bonus to their next attack and damage rolls equal to the number of your barriers that have been broken this combat. This effect stacks each time one of your barriers is broken and lasts until the end of combat.
In combat: Once per rest · Out of combat: Once per rest
Barrier Conversion
Warrior · Might
ComplexActiveCost 4 APRange SelfConsume up to three of your active barriers to heal yourself for as many d8s of health as barriers consumed. If you consume all three barriers, you also remove one negative status effect from yourself.
In combat: Once per rest · Out of combat: Once per rest
Devastating Blow
Warrior · Might
ComplexActiveCost 4 APRange 1 tileChannel all your might into a single, armor-piercing attack. Target a creature within range and deal your weapon's normal damage plus as many d10s as your Warrior level. This attack ignores the armor of the target.
In combat: Once per rest · Out of combat: Once per rest
Seeing Red
Warrior · Might
ComplexPassiveAs your wounds grow, so does your fury in battle. Deal an extra damage die of damage on weapon attacks for every 10 health you are missing up to a maximum of as many extra dice as your Might stat.
In combat: Once per rest · Out of combat: Once per rest
Barrier Cataclysm
Warrior · Might
ArcaneActiveCost 5 APRange 10 tilesConsume all active barrier charges on yourself and all allies within range. Unleash a devastating shockwave dealing as many d12s of force damage as barriers consumed multiplied by the number of creatures from which you consumed barriers. Enemies hit must make a resistance check or be knocked down for 2 turns and weakened for 3 turns.
In combat: Once per month · Out of combat: Once per month
Earthquake Strike
Warrior · Might
ArcaneActiveCost 5 APRange SelfSlam your weapon into the ground with earth-shattering force. All enemies within 4 tiles take as many d12s of force damage as your Warrior level + might stat and must succeed a resistance check or be knocked down for 2 turns. The ground in the affected area becomes difficult terrain for 3 turns.
Scaling: d12 force per Warrior level
In combat: Once per month · Out of combat: Once per month
Ultimate Sacrifice
Warrior · Might
ArcaneActiveCost 5 APRange 5 tilesDraw upon your own life force to unleash an attack of unmatched ferocity. Target an enemy within range. Deal force damage equal to as many d12s as your Warrior level plus and additional d12 for every 10 health you are missing. You take damage equal to half the number of additional dice used. This ability cannot reduce you below 1 health.
Scaling: d12 force per Warrior level
In combat: Once per month · Out of combat: Once per month
Bastion of Sacrifice
Warrior · Might
ArcaneActiveCost 5 APRange 5 tilesFor 2 turns, any damage that would be dealt to allies within range is redirected to you instead. Each time you absorb damage this way, gain 1 stacking damage die for your next attack. These dice match your weapon's damage type. You may end this effect early by making an attack that consumes all accumulated damage dice.
In combat: Once per month · Out of combat: Once per month
Indomitable Will
Warrior · Might
ArcaneActiveCost 5 APRange SelfYou enter a transcendent state of determination for 3 turns. While in this state, you cannot be reduced below 1 health and cannot be affected by any negative status effects. When this effect ends, you suffer a lasting injury that cannot be removed by normal means and requires special healing.
In combat: Once per month · Out of combat: Once per month
Avatar of War
Warrior · Might
ArcaneActiveCost 5 APRange SelfYou transform into a living embodiment of combat prowess for 3 turns. Your size increases by one category, your weapon attacks deal an additional d12 of damage per Warrior level, you gain additional AP equal to your Warrior level (this AP can exceed your normal maximum), and enemies that start their turn within 3 tiles of you must succeed a resistance check or be feared for 1 turn. When the transformation ends, you suffer 1 level of exhaustion.
In combat: Once per month · Out of combat: Once per month
Eternal Guardian
Warrior · Might
ArcaneActiveCost 5 APRange SelfOnce per long rest, when you would be reduced to 0 health, you can instead remain at 1 health and enter a state of undying determination for 3 turns. While in this state, you generate 3 barrier charges at the start of each turn, all your attacks ignore armor, and you gain 2 degrees of advantage on all rolls. When this effect ends, you become crippled for 2 turns.
In combat: Once per month · Out of combat: Once per month
Shadow Stalk
Rogue · Finesse
SimpleActiveCost 2 APRange SelfYou become invisible for the next two turns. You become visible again if you attack, cast an ability, take damage or choose to stop being invisible
In combat: Once per turn · Out of combat: At will
Tripwire
Rogue · Finesse
SimpleActiveCost 2 APRange 3 tilesTrip a target within range. They must make a resilience saving throw. On failing the saving throw they are knocked down for the next two turns.
In combat: Once per turn · Out of combat: At will
Smokescreen
Rogue · Finesse
SimpleActiveCost 2 APRange 5 tilesTarget a tile within range, you create a smoke cloud with a 3 tile radius centering on that space. Any creature inside the smoke cloud will be impossible to see or target and has disadvantage on attacks. The cloud will dissipate after 2 turns.
In combat: Once per turn · Out of combat: At will
Pressure Point Strike
Rogue · Finesse
SimpleActiveCost 2 APRange 1 tileTarget a creature within range. On a successful hit they take the normal damage of your main hand weapon + as many extra damage dice as your Rogue level. Choose one pressure point to target:
In combat: Once per turn · Out of combat: At will
Hustle
Rogue · Finesse
SimpleActiveCost 2 APRange SelfYou hasten yourself for 3 turns. If you are slowed, haste will cancel it out and you lose both effects.
In combat: Once per turn · Out of combat: At will
Disguise Self
Rogue · Finesse
SimpleActiveCost 2 APRange SelfYou disguise yourself as a humanoid that you have seen and studied within the past week. Your disguise is foolproof, though creatures may notice if you act erratically or out of character. Your deceptive guise lasts until you dispel it, make an attack or up to 1 day.
In combat: Once per turn · Out of combat: At will
Magic Rope
Rogue · Finesse
SimpleActiveCost 2 APRange 15 tilesTarget a length of rope within range. You animate it into a shape of your choice. It will hold fast to where it is for as many turns as your Rogue level.
In combat: Once per turn · Out of combat: At will
Sneak Attack
Rogue · Finesse
SimplePassiveMelee attacks against creatures from behind deal 2 addtional damage dice.
In combat: Once per turn · Out of combat: At will
Slide
Rogue · Finesse
SimpleActiveCost 2 APRange SelfSlide up to as many tiles as your Finesse. Whilst sliding you are able to traverse through tiles populated by other creatures as long as they are standing with space beneath them. During the course of the slide, you may take one action before reaching you targeted tile.
In combat: Once per turn · Out of combat: At will
Keen Senses
Rogue · Finesse
SimplePassiveYou have heightened awareness of your surroundings at all times. You gain 1 degree of advantage on all perception checks to detect traps, hidden doors, secret compartments, ambushes, and concealed creatures. Additionally, you can sense the presence (but not exact location) of invisible or hidden creatures within 3 tiles of you.
In combat: Once per turn · Out of combat: At will
Sleight of Hand
Rogue · Finesse
SimpleActiveCost 2 APRange 1 tileYou perform subtle manipulation of small objects without being noticed. You can pickpocket a target, disarm simple mechanisms, plant small objects on a person, or perform lock picking on basic locks. The difficulty of the task is determined by your Rogue level vs the target's perception or the complexity of the mechanism.
In combat: Once per turn · Out of combat: At will
Eye Gouge
Rogue · Finesse
InvolvedActiveCost 3 APRange 1 tileTarget a creature within range. Take the normal damage of your main hand weapon, plus as many extra damage dice as your rogue level. The target must succeed a resilience saving throw or be blinded for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
Mutilation
Rogue · Finesse
InvolvedActiveCost 3 APRange 1 tileTarget a creature within range. On a successful hit they take the normal damage of your main hand weapon plus as many extra damage dice as your rogue level. The target must succeed a resilience saving throw or be crippled. All enemy creatures within 5 tiles must succeed a resolve saving throw or be feared of you.
In combat: Once per combat · Out of combat: Once per hour
Evasive Action
Rogue · Finesse
InvolvedActiveCost 3 APRange SelfWhen you are targeted by an attack and wish to dodge, you may instead opt to take evasive action. Your attacker must now roll above 5 times your Finesse + Rogue level to successfully land their attack on you. If you successfully evade the attack you may move up to as many tiles as your speed in a straight line.
In combat: Once per combat · Out of combat: Once per hour
Phantom Blade
Rogue · Finesse
InvolvedActiveCost 3 APRange 3 tilesTarget a creature within range. You swipe your hand around in the air in a star shape, the targeted creature takes as many d8s as your rogue level plus your finesse as sharp damage (ignoring armor) as an invisible blade slashes through them.
Scaling: d8 sharp per Rogue level
In combat: Once per combat · Out of combat: Once per hour
Wall Run
Rogue · Finesse
InvolvedPassiveYou are capable of running along walls. If your turn ends whilst running on a wall, you will land on the floor.
In combat: Once per combat · Out of combat: Once per hour
Envenomed Strike
Rogue · Finesse
InvolvedActiveCost 2 APRange 1 tileTarget a creature within range. On a successful hit they take the normal damage of your main hand weapon + as many extra damage dice as your Rogue level and an additional effect based on the venom used:
In combat: Once per combat · Out of combat: Once per hour
Urban Navigator
Rogue · Finesse
InvolvedPassiveYour intimate knowledge of urban environments allows you to always know your way in any settlement you have spent more than 1 day in. You find hidden shortcuts, back alleys, and points of interest. You are also able to traverse urban environments at a faster rate, and you cannot get lost.
In combat: Once per combat · Out of combat: Once per hour
Fence Connection
Rogue · Finesse
InvolvedPassiveYou maintain a network of black market contacts in every settlement you visit for more than 1 day. You permanently gain a 15% discount on equipment purchases and can sell stolen or illicit goods at a more favourable price. If entering a new settlement for a short time, you can identify one such dealer within 3 hours of searching.
In combat: Once per combat · Out of combat: Once per hour
Information Broker
Rogue · Finesse
InvolvedPassiveYour reputation and connections provide you with constant access to valuable intelligence. Once per day, you can learn critical information about a specific target, location, or event without spending AP. For creatures, you learn one vulnerability or resistance; for locations, you learn about one hazard or valuable feature.
In combat: Once per combat · Out of combat: Once per hour
Cloud of Daggers
Rogue · Finesse
ComplexActiveCost 4 APRange 3 tilesTarget a creature within range, you summon a cloud of daggers that all strike into your target. They take as many d10s of sharp damage as your Rogue level + your Finesse stat.
Scaling: d10 sharp per Rogue level
In combat: Once per rest · Out of combat: Once per rest
Become Ethereal
Rogue · Finesse
ComplexActiveCost 4 APRange SelfYou transform your body into an ethereal form. You become see through and take half damage from all sources for the next 2 turns.
In combat: Once per rest · Out of combat: Once per rest
Shadow Network
Rogue · Finesse
ComplexPassiveYou automatically establish a network of informants and lookouts in any area you spend at least 4 hours exploring. Your network provides you with passive intelligence on enemy movements, patrol patterns, and activities within a half-mile radius. You gain 1 degree of advantage on checks to avoid ambushes or surprise, and are automatically alerted of any significant changes to the area's security or power structure.
In combat: Once per rest · Out of combat: Once per rest
Forgery
Rogue · Finesse
ComplexPassiveYou can create convincing documentation, seals, or identification given appropriate tools and 1 hour of work without spending AP. Your forgeries remain convincing for a number of days equal to your Rogue level. The complexity of documents you can forge scales with your Rogue level, from basic passes at level 1 to royal decrees at level 10.
In combat: Once per rest · Out of combat: Once per rest
Safe House
Rogue · Finesse
ComplexActiveCost 4 APRange SpecialYou establish a temporary secure location with supplies and equipment that lasts for 24 hours. While staying in the safe house, creatures may recover an additional number of d10s of health as your Rogue level and are protected from detection. The safe house can accommodate a number of creatures equal to your Rogue level and can only be found by those you choose to inform of its location.
In combat: Once per rest · Out of combat: Once per rest
Hijack
Rogue · Finesse
ComplexActiveCost 4 APRange 2 tilesTarget a creature within range. On a successful hit, deal as many d12s of psychic damage as your Rogue level and choose one of the following effects:
Scaling: d12 psychic per Rogue level
In combat: Once per rest · Out of combat: Once per rest
Assassination
Rogue · Finesse
ArcaneActiveCost 5 APRange 1 tileTarget a creature within range. If their health is below half, you instantly kill them. Otherwise you deal the normal damage of your main hand weapon + as many extra damage dice as your Finesse stat.
In combat: Once per month · Out of combat: Once per month
Nerve Agent
Rogue · Finesse
ArcaneActiveCost 5 APRange 10 tilesTarget a tile within range. You throw a canister of potent nerve agent onto that tile. It releases its contents into a cloud with a radius of 2 tiles about the target tile. Targets who are in or enter the cloud must succeed a resistance check. Upon succeeding the saving throw they are poisoned at the severity of half your Rogue level for 2 turns. Otherwise they are poisoned at the severity of your Rogue level for 4 turns.
In combat: Once per month · Out of combat: Once per month
Infiltrator
Rogue · Finesse
ArcanePassiveYou can seamlessly blend into any organization or social structure by spending at least 1 hour observing them. Members of the organization naturally believe you belong there unless you act suspiciously or directly threaten them. You intuitively understand hierarchies, customs, and jargon of any group, allowing you to navigate complex social situations without raising alarm. This effect ends immediately if you engage in combat with any member of the organization.
In combat: Once per month · Out of combat: Once per month
Shadow Economy
Rogue · Finesse
ArcanePassiveYour economic influence extends wherever you travel. In any settlement you visit for at least 3 days, you can cause one type of item to become more available (25% price reduction) or less available (25% price increase). Additionally, you can identify and access black market goods that would normally be impossible to find in that location.
In combat: Once per month · Out of combat: Once per month
The Perfect Crime
Rogue · Finesse
ArcaneActiveCost 5 APRange 15 tilesYou remove all evidence of your team's actions in an area with a radius of 100 tiles, making detection nearly impossible. This erases tracks, alters witnesses' memories, and eliminates other proof of your presence. Investigative checks to discover your team's activities suffer 3 degrees of disadvantage, and magical attempts to scry or divine information about your actions automatically fail.
In combat: Once per month · Out of combat: Once per month
Ghost Protocol
Rogue · Finesse
ArcanePassiveYou maintain a collection of false identities with supporting documentation, contacts, and histories that you can adopt at will. Switching to a different identity takes 10 minutes of preparation. Each identity includes a full background, professional credentials, and social connections that persist in records and memories even when you're not actively using them. Even magical truth detection has difficulty penetrating this deception, requiring 2 degrees of advantage on insight checks.
In combat: Once per month · Out of combat: Once per month
Ricochet
Ranger · Finesse
SimpleActiveCost 2 APRange 15 tilesTarget an enemy within range, you fire an arrow that deals normal damage to the enemy before forking off to the next target. It hits a unique target within an 8 tile radius of the target up to 4 times.
In combat: Once per turn · Out of combat: At will
Hunter's Luck
Ranger · Finesse
SimpleActiveCost 2 APRange 5 tilesBestow a boon of luck upon an ally in range. They gain 2 degrees of advantage on attacks for as many turns as your Ranger level.
In combat: Once per turn · Out of combat: At will
Identify
Ranger · Finesse
SimpleActiveCost 2 APRange 10 tilesTarget a creature within range, you may choose to identify one of their properties from the following list: current/total health, damage resistance or vulnerability, skill level, stat or feat. If a certain property is not applicable you may rechoose.
In combat: Once per turn · Out of combat: At will
Hide
Ranger · Finesse
SimpleActiveCost 2 APRange 3 tilesTarget a creature within range. You hide that creature from all creatures except your self. That creature cannot be found or targeted by spells unless caught in an area of effect.
In combat: Once per turn · Out of combat: At will
Watch
Ranger · Finesse
SimpleActiveCost 2 APRange 15 tilesTarget a creature within range. You study their movements and behavior, allowing you to discern their immediate intentions and likely next actions. You learn whether they are preparing to attack, flee, cast a spell, or have other significant intentions.
In combat: Once per turn · Out of combat: At will
Scout Terrain
Ranger · Finesse
SimpleActiveCost 2 APRange 50 tilesYou survey the surrounding terrain, identifying difficult terrain, elevation changes, natural hazards, and potential cover within range. You and your allies gain 1 degree of advantage on survival checks in this area for the next 10 turns.
In combat: Once per turn · Out of combat: At will
Detect Life
Ranger · Finesse
SimpleActiveCost 2 APRange 30 tilesYou attune your senses to detect the presence of living creatures within range. You gain awareness of their approximate location, size, and number for 10 minutes. This ability cannot identify specific creatures but can distinguish between natural beasts and other types of creatures.
In combat: Once per turn · Out of combat: At will
Ensnare
Ranger · Finesse
SimpleActiveCost 2 APRange 15 tilesTarget a creature within range. The target must succeed a dexterity check. On a failure, the target is immobilized by a quickly deployed net or snare, preventing movement, attacks, and defensive actions until they break free. They may attempt to break free with a Might check at the start of each of their turns.
In combat: Once per turn · Out of combat: At will
Salvo
Ranger · Finesse
InvolvedActiveCost 3 APRange 15 tilesUnleash a salvo of as many arrows as your weapon's primary stat at up to as many targets as your Ranger level. Each arrow will deal 2d8 sharp damage.
In combat: Once per combat · Out of combat: Once per hour
Track
Ranger · Finesse
InvolvedActiveCost 3 APRange 15 tilesSelect an enemy within range, they are now marked to you and you can track where they go regardless of any magical effects.
In combat: Once per combat · Out of combat: Once per hour
Hunter's Mark
Ranger · Finesse
InvolvedActiveCost 3 APRange 15 tilesSelect an enemy within range, they are now marked by you. All allies now have advantage when targeting the marked creature and the marked creature has disadvantage on resilience saving throws.
In combat: Once per combat · Out of combat: Once per hour
Identify Weakness
Ranger · Finesse
InvolvedActiveCost 3 APRange 10 tilesYou study an enemy and look for a weakness to exploit. For the rest of the combat you have as many degrees of advantage as your Ranger level on attacks against that creature.
In combat: Once per combat · Out of combat: Once per hour
Expedited Retreat
Ranger · Finesse
InvolvedActiveCost 3 APRange 10 tilesYou instantly move from your current location to a location within a 2 tile vicinity of an ally within range.
In combat: Once per combat · Out of combat: Once per hour
Death from Above
Ranger · Finesse
InvolvedPassiveWhen making a ranged attack, deal an additional damage die for every 5 meters above the target that you are.
In combat: Once per combat · Out of combat: Once per hour
Arrow Ace
Ranger · Finesse
InvolvedPassiveYou can cast special arrow abilities for 1 less AP.
In combat: Once per combat · Out of combat: Once per hour
Vault
Ranger · Finesse
InvolvedActiveCost 3 APRange SelfTarget a tile within as many tiles as your Ranger level. You jump to that tile and up to as many meters as your Ranger level upwards. You will remain airborne for one action, yours or anyone elses excluding reactions, after which you will land on the targeted tile.
In combat: Once per combat · Out of combat: Once per hour
Lay Traps
Ranger · Finesse
InvolvedActiveCost 3 APRange 15 tilesYou lay a trap in a target tile within range. The trap is hidden and requires a perception check against you to detect. You may choose one of the following trap types. Traps remain active for 1 hour or until triggered.
In combat: Once per combat · Out of combat: Once per hour
Cover Fire
Ranger · Finesse
InvolvedReactionCost 3 APRange 15 tilesWhen an ally approaches a creature, you can fire a distracting shot that draws the creature's attention. Your ally gains 1 degree of advantage on their next check or attack roll against that creature. You may choose to have this shot deal your weapon's normal damage.
In combat: Once per combat · Out of combat: Once per hour
Natural Navigation
Ranger · Finesse
InvolvedActiveCost 3 APRange SelfFor the next 8 hours, you cannot get lost, always know which direction is north, and can find the most direct route to a destination you've visited before. You can navigate through difficult terrain at normal speed and identify safe paths for your party to follow.
In combat: Once per combat · Out of combat: Once per hour
Shelter
Ranger · Finesse
InvolvedActiveCost 3 APRange 7 tilesYou quickly establish a simple but effective camp that enhances rest benefits. For the next 8 hours, creatures who rest within the sheltered area regain an additional 1d8 hit points during a short rest, and gain 1 degree of advantage on saving throws against extreme weather conditions.
In combat: Once per combat · Out of combat: Once per hour
Field Medic
Ranger · Finesse
ComplexActiveCost 4 APRange 5 tilesTarget a creature within range. You heal your target for as many d10s as your ranger level as well as give them advantage on resilience saving throws for 2 turns.
In combat: Once per rest · Out of combat: Once per rest
Safe Passage
Ranger · Finesse
ComplexActiveCost 4 APRange 5 tilesTarget a creature within range, for up to as many turns as your Ranger level the target creature cannot be directly targeted by attacks or abilities. Attacking or casting an offensive ability will end the effect on the target.
In combat: Once per rest · Out of combat: Once per rest
Seeker's Sense
Ranger · Finesse
ComplexPassiveYou gain 2 degrees of advantage when searching or tracking any creature you have seen the face of.
In combat: Once per rest · Out of combat: Once per rest
Doctor
Ranger · Finesse
ComplexActiveCost 4 APRange 5 tilesYou apply advanced field medicine to alleviate the effects of non-permanent injuries. Target a creature within range and cure one of the following conditions: bleeding, poisoned, or a physical debuff. The target also regains 2d10 hit points.
In combat: Once per rest · Out of combat: Once per rest
Perfect Shot
Ranger · Finesse
ComplexActiveCost 4 APRange 20 tilesYou take careful aim at a target's vulnerability. The target takes double the normal damage of your weapon and must succeed a resilience check. On a failure, the target is either blinded for 1 turn, knocked prone, or disarmed (your choice).
In combat: Once per rest · Out of combat: Once per rest
Silent Movement
Ranger · Finesse
ComplexActiveCost 4 APRange 10 tilesYou guide up to 5 allies in the art of silent movement. For 1 hour, affected creatures make no sound when moving at normal speed through natural environments, leave no tracks, and gain 2 degrees of advantage on stealth checks.
In combat: Once per rest · Out of combat: Once per rest
Vital Strike
Ranger · Finesse
ComplexActiveCost 4 APRange 15 tilesYou target a vital point on an enemy. The target takes your weapon's normal damage plus an additional 2d10 damage and begins bleeding (at the severity of your Ranger level) for the next two turns. Additionally, the target's maximum hit points are reduced by 1d10 per Ranger level until they receive magical healing or complete a long rest.
In combat: Once per rest · Out of combat: Once per rest
Wilderness Shelter
Ranger · Finesse
ComplexActiveCost 4 APRange 10 tilesYou create a well-hidden, weatherproof shelter large enough to accommodate your party. The shelter blends with the natural environment, requiring a perception check against your Ranger level to detect. Creatures resting inside recover an additional 1d10 hit points during a short rest and are protected from extreme weather and mundane detection.
In combat: Once per rest · Out of combat: Once per rest
Natural Veil
Ranger · Finesse
ArcaneActiveCost 5 APRange 15 tilesYou create a natural camouflage that renders your party nearly invisible. Up to 6 creatures of your choice within range gain superior invisibility while in natural terrain and remaining relatively still. This effect lasts for 1 hour or until a concealed creature attacks. Even when moving, affected creatures gain 3 degrees of advantage on stealth checks.
In combat: Once per month · Out of combat: Once per month
Arrow Storm
Ranger · Finesse
ArcaneActiveCost 5 APRange 20 tilesYou fire a single enchanted arrow skyward that multiplies into dozens of arrows. Target a 5-tile radius area within range. Each enemy in the area takes your weapon's normal damage + 4d12 piercing damage and begins bleeding (at the severity of your Ranger level) for 2 turns. A successful dexterity check halves the damage and prevents the bleeding effect. These arrows ignore cover less than total cover.
In combat: Once per month · Out of combat: Once per month
Phantom Archer
Ranger · Finesse
ArcaneActiveCost 5 APRange 30 tilesYou summon spectral archers that fire incorporeal arrows at your enemies. For the next 3 turns, at the start of your turn, all enemies within your line of sight take 3d12 force damage and must succeed a resilience check. On a failure, they are weakened until the start of your next turn, reducing their damage output by half. This damage bypasses physical armor but not magical protections. Words have power—to inspire armies, to break hearts, to rewrite history. The Muse has mastered this power, wielding language as others wield blades or spells. Their voice carries magic in its cadence, their stories reshape reality, and the names they speak hold true power over those who bear them. From whispered truths that extract buried memories to thunderous declarations that manifest as physical force, the Muse's command of words transcends mere communication. On the battlefield, allies find themselves emboldened by the Muse's encouragement, moving with newfound confidence and striking with deadly precision as melodic guidance directs their actions. Enemies cower as mockery isn't just humiliating—it manifests as tangible pain, insults burning like acid and accusations leaving foes disoriented and vulnerable. A well-placed command or a perfectly timed joke can turn the tide of combat as surely as any fireball or sword thrust, while knowledge of true names allows the Muse to fundamentally alter the essence of those around them. Beyond combat, the Muse's talents shine in courts and taverns alike, where a silver tongue can extract secrets, forge alliances, and manipulate memories. Their understanding of language's true nature grants insight into ancient texts and forgotten tongues, while the ability to weave compelling narratives can transport listeners into shared illusions or implant false recollections. Those who underestimate Muses as mere entertainers quickly learn that words, in the right mouth, are the most powerful tools of all—capable of changing not just minds, but reality itself.
In combat: Once per month · Out of combat: Once per month
Encourage
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesYou encourage a single ally with positive affirmation and a touch of magic. Target ally gains levels of the Inspired status effect (+1 Degree of advantage on social & attack checks per level) equal to half your Muse level (rounded up) for 2 turns.
In combat: Once per turn · Out of combat: At will
Scathing Remarks
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesYou yell insults at a single target. The target gains 2 levels of the Unnerved status effect (+2 Degrees of disadvantage on social & attack checks) for 2 turns.
In combat: Once per turn · Out of combat: At will
Voice of Force
Muse · Arcana
SimpleActiveCost 2 APRange 5 tilesYou shout directly at a creature within range. You deal as many d6s of sonic damage as your Muse level and the creature is moved up to as many tiles away from you as your Muse level.
In combat: Once per turn · Out of combat: At will
Double Speak
Muse · Arcana
SimpleActiveCost 2 APRange 5 tilesTarget as many creatures in range as your Arcana stat. All chosen creatures will sound incomprehensible to other creatures when speaking to another creature under the effect of this spell. This effect lasts for as many minutes as your Arcana stat.
In combat: Once per turn · Out of combat: At will
Verbal Ricochet
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesYour words bounce between targets in a chain reaction. Target a creature within range to take as many d6s of sonic damage as half your Muse level (rounded up). The effect then jumps to another enemy within 5 tiles of the first, dealing the same damage plus an additional d6. Each subsequent target takes one additional d6 damage. You can affect up to Muse level targets with a single casting.
In combat: Once per turn · Out of combat: At will
Name Shield
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesBy invoking a fragment of a target's true name, you create a protective ward. Target ally's armor rating is increased by your Arcana stat for 2 turns. While the ward is active, the first time they would fail a resistance check, they may reroll it once.
In combat: Once per turn · Out of combat: At will
Comprehend Language
Muse · Arcana
SimpleActiveCost 2 APRange SelfYou temporarily attune your mind to understand and speak any language you hear. For the next Muse level hours, you can comprehend and communicate in any language spoken to you. This ability doesn't grant literacy in those languages, only verbal comprehension.
In combat: Once per turn · Out of combat: At will
Serpent's Tongue
Muse · Arcana
SimplePassiveYour words are naturally deceptive and persuasive, twisting truth in ways that seem believable. You gain as many degrees of advantage on deceptive social checks as your Muse level. Targets find your lies particularly compelling and are more likely to believe at least part of what you're saying, even when they would normally be suspicious.
In combat: Once per turn · Out of combat: At will
Demand
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesYou issue a forceful one-word command that compels action. Target creature must succeed a resistance check or comply with the command (such as "stop," "drop," "leave," etc.) as long as it doesn't cause them harm. The effect ends after the creature has performed the command once or after 2 rounds, whichever comes first. A creature can only be affected by one Command per day.
In combat: Once per turn · Out of combat: At will
Read Memory
Muse · Arcana
SimpleActiveCost 2 APRange TouchYou touch a willing creature and extract a specific recent memory (within the last 24 hours). The extracted memory is experienced by you exactly as the target experienced it.
In combat: Once per turn · Out of combat: At will
Regale
Muse · Arcana
SimpleActiveCost 2 APRange 15 tilesYou tell a story with such vivid detail that listeners experience it in their minds exactly as you intend. All creatures who can hear you experience the story as a shared illusion, seeing and feeling what you describe. The experience is known to be illusory and lasts for as many minutes as your Arcana stat while you continue narrating.
In combat: Once per turn · Out of combat: At will
Captivating Performance
Muse · Arcana
SimpleActiveCost 2 APRange 10 tilesYour performance captivates your audience, distracting them from their surroundings. All creatures within range who can see or hear your performance must succeed a resistance check or gain your choice of either: 1 degree of disadvantage on perception checks OR 1 degree of disadvantage on defense checks. The disadvantage lasts for 2 turns.
In combat: Once per turn · Out of combat: At will
Perfect Pitch
Muse · Arcana
SimplePassiveYou can perfectly reproduce any sound you've heard within the last day, mimicking voices, animal noises, musical notes, or environmental sounds with uncanny accuracy. This gives you 2 degrees of advantage on checks involving sound reproduction and when imitating another creature's voice.
In combat: Once per turn · Out of combat: At will
Charming Allure
Muse · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou focus on a single target within range and attempt to charm them. If the target's Arcana is lower than yours, they are automatically charmed; otherwise, they must succeed a resistance check or be charmed. The target gains 2 levels of the Charmed status effect for 1 hour. While charmed, they consider 1 suggestion from you per level of charm, as long as the suggestions don't obviously harm them.
In combat: Once per combat · Out of combat: Once per hour
Inspire
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou inspire multiple allies with a short, uplifting speech. Choose up to 3 allies within range. Each target gains levels of the Inspired status effect (+1 Degree of advantage on social & attack checks per level) equal to your Muse level for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
Harmonize
Muse · Arcana
InvolvedActiveCost 3 APRange 15 tilesWhen an ally within range deals damage, you synchronize your voice with their action, creating a harmonic resonance. Add as many d8s of the same damage type as your Muse level to the damage dealt.
In combat: Once per combat · Out of combat: Once per hour
Ballad of Recovery
Muse · Arcana
InvolvedActiveCost 3 APRange 5 tilesYour soothing melody washes away negative effects plaguing your allies. Choose up to 3 allies within range. Each chosen ally can remove one negative status effect of their choice. For each effect removed this way, you gain 1 temporary AP that must be used before the end of your next turn.
In combat: Once per combat · Out of combat: Once per hour
Haunting Refrain
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYour melody lingers in the minds of your enemies, unsettling their thoughts. Target up to 3 enemies within range. If a target's Arcana is lower than yours, they are automatically affected; otherwise, they must succeed a resistance check or be affected. Affected creatures gain 2 levels of the Unnerved status effect (+2 Degrees of disadvantage on social & attack checks) for 2 turns.
In combat: Once per combat · Out of combat: Once per hour
True Name Revelation
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou speak a fragment of an enemy's true name, exposing a vulnerability in their essence. For the next 3 turns, that enemy has 2 degrees of disadvantage on resistance checks against you. Additionally, they take as many d8s of additional damage from your abilities as your Muse level as the sound of their true name resonates painfully within them.
In combat: Once per combat · Out of combat: Once per hour
Chorus of Possibility
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYour music opens pathways of potential for your allies. Choose up to Muse level allies within range. Each chosen ally may reroll one failed check during the next 2 turns, taking the higher result. You must declare this ability is being used before the reroll.
In combat: Once per combat · Out of combat: Once per hour
Mediation
Muse · Arcana
InvolvedActiveCost 3 APRange 15 tilesYour calming words ease tensions between opposing parties. Choose two hostile groups within range. For the next Muse level minutes, creatures from these groups have 2 degrees of disadvantage on attack rolls against each other, and 2 degrees of advantage on diplomacy checks with each other. This effect ends if a creature deals damage to a creature from the other group.
In combat: Once per combat · Out of combat: Once per hour
Concussion
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYour voice creates a concussive blast of sound at a target point. All creatures in a 3-tile radius take as many d8s of sonic damage as your Arcana stat and must succeed a resistance check or gain 2 levels of the Disoriented status effect (+2 Degrees of disadvantage on attack rolls and ability checks) for 1 turn.
In combat: Once per combat · Out of combat: Once per hour
Mirror's Face
Muse · Arcana
InvolvedActiveCost 3 APRange SelfYou temporarily copy another creature's appearance and voice. For up to 1 hour, you assume the visual appearance and vocal characteristics of a creature you've seen and heard speak within the last day. This disguise holds up to physical inspection but doesn't change your abilities or stats.
In combat: Once per combat · Out of combat: Once per hour
Terrifying Verse
Muse · Arcana
InvolvedActiveCost 3 APRange 10 tilesYou recite haunting poetry that taps into primal fears. Target creature is affected by this ability. If the target's Arcana is lower than yours, they are automatically afflicted with the Fear status effect; otherwise, they must succeed a resistance check or be afflicted. While under the Fear status effect for 2 turns, they become scared of you specifically, cannot move closer to you, and will move 1 tile away from you each turn.
In combat: Once per combat · Out of combat: Once per hour
Standing Ovation
Muse · Arcana
InvolvedActiveCost 3 APRange 5 tilesYour performance builds to a crescendo that manifests as magical applause. Choose one effect:
In combat: Once per combat · Out of combat: Once per hour
Guide
Muse · Arcana
InvolvedActiveCost 3 APRange 15 tilesYou issue a precise tactical direction to an ally, guiding their action with supernatural insight. Choose one ally within range and give them a specific directive (such as "attack the leader," "defend the wizard," "retrieve that artifact," etc.). If they perform that specific action within 1 minute, they gain 2 degrees of advantage on their first check related to that action.
In combat: Once per combat · Out of combat: Once per hour
Invigorate
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesTarget an ally within range. You speak words of encouragement that energize your target. The target gains levels of the Invigorated status effect (+1 AP per level) equal to half your Muse level (rounded up). AP gained from the Invigorated status effect can exceed the target's maximum AP and lasts until the end of the encounter or until spent.
In combat: Once per rest · Out of combat: Once per rest
Echo Chamber
Muse · Arcana
ComplexActiveCost 4 APRange -Select a simple, involved, or complex level ability you have and cast it up to as many times as your Muse level. All castings occur as part of a single action. You can target different creatures with each casting.
In combat: Once per rest · Out of combat: Once per rest
Song of Rest
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesYour song imbues the party with the feeling of rest and rejuvenation. All allies within range may select one ability they have already used this encounter: either an Involved ability or a Complex ability. The chosen ability can be used one additional time within its normal usage timeframe.
In combat: Once per rest · Out of combat: Once per rest
Cacophony
Muse · Arcana
ComplexActiveCost 4 APRange 15 tilesTarget a tile within range. You create a painful wave of dissonant sound centered on that point. All creatures in a 5-tile radius take as many d10s of sonic damage as your Arcana stat and must succeed a resistance check or gain levels of the Disoriented status effect (+1 Degree of disadvantage on attack rolls and ability checks per level) equal to your Muse level for 1 turn.
In combat: Once per rest · Out of combat: Once per rest
Command
Muse · Arcana
ComplexActiveCost 4 APRange 15 tilesYou speak a command phrase of up to five words imbued with magical authority. Target up to Muse level creatures within range. If a target's Arcana is lower than yours, they automatically follow your command; otherwise, they must succeed a resistance check or follow your command. The effect ends after the creature has performed the command once or after 1 minute, whichever comes first. The command must be completable within this time (such as "Attack the wizard with everything," "Tell me your deepest secrets," etc.). Targets interpret the command in the most direct way possible. A creature can only be affected by one Command per day.
In combat: Once per rest · Out of combat: Once per rest
Punchline
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesYou deliver a joke with such magical force that it affects those who hear it. Target creature that can understand your language is affected. If the target's Arcana is lower than yours, they are automatically stunned for 1 turn; otherwise, they must succeed a resistance check or be stunned for 1 turn as they struggle to comprehend the metaphysical humor. If they succeed the check, they are instead compelled to laugh for 1 turn, giving them 2 degrees of disadvantage on all checks due to uncontrollable laughter.
In combat: Once per rest · Out of combat: Once per rest
Writing on the Wall
Muse · Arcana
ComplexActiveCost 4 APRange 15 tilesYou create glowing magical text on any surface within range. The text can be up to 20 words long and appears in any language you know. Any creature who reads the text is affected. If a reader's Arcana is lower than yours, they are automatically affected; otherwise, they must succeed a resistance check or be affected. Choose one effect when you cast this ability:
In combat: Once per rest · Out of combat: Once per rest
Confusion
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesYour words twist perception and scramble a creature's sense of friend and foe. Target creature is affected by this ability. If the target's Arcana is lower than yours, they are automatically affected; otherwise, they must succeed a resistance check or be affected. Affected creatures gain levels of the Madness status effect (sees allies as enemies, -1 Vitality, -1 Perception per level) equal to your Muse level for 2 turns. At the start of each of their turns, roll a d6: on 1-3, they attack the nearest creature regardless of allegiance; on 4-6, they do nothing.
In combat: Once per rest · Out of combat: Once per rest
Accumulate
Muse · Arcana
ComplexActiveCost 4 APRange 15 tilesYou magically transfer negative effects between creatures. Choose up to Muse level creatures with negative status effects within range (these creatures are the sources). Select a single target creature within range to receive the effects (the recipient). If the recipient's Arcana is lower than yours, they automatically receive the transferred effects; otherwise, they must fail a resistance check to be affected. You may transfer any or all negative status effects from the source creatures to the recipient, who receives those effects at their current severity and duration. Source creatures lose any effects that are successfully transferred.
In combat: Once per rest · Out of combat: Once per rest
Ruination
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesYou prophesy a target's downfall, cursing them with increasingly bad fortune. Target creature is affected by this ability. If the target's Arcana is lower than yours, they are automatically affected; otherwise, they must succeed a resistance check or be affected. The target suffers escalating misfortune over 3 days:
In combat: Once per rest · Out of combat: Once per rest
Memory Manipulation
Muse · Arcana
ComplexActiveCost 4 APRange TouchYou alter, remove, or implant complex memories in a target's mind. The target must be willing or restrained. If unwilling, their resistance to this effect depends on their Arcana: if their Arcana is lower than yours, they are automatically affected; otherwise, they must fail a resistance check to be affected. You can modify up to Muse level minutes of memories, either erasing them, changing their content, or creating new ones. These changes persist until dispelled by magical means.
In combat: Once per rest · Out of combat: Once per rest
Word of Pain
Muse · Arcana
ComplexActiveCost 4 APRange 10 tilesYou focus destructive verbal energy on a single target, dealing as many d10s of psychic damage as your Arcana + Muse level. The target is affected by additional effects based on their Arcana: if their Arcana is lower than yours, they are automatically stunned; otherwise, they must succeed a resistance check or be stunned. The stun lasts for as many turns as your Muse level, with the target allowed to make a resistance check at the end of each of their turns to end the effect early. On a successful initial resistance check, they are instead dazed, having 2 degrees of disadvantage on their next action.
Scaling: d10 psychic per Muse level
In combat: Once per rest · Out of combat: Once per rest
Amnesia
Muse · Arcana
ComplexActiveCost 4 APRange TouchYou erase specific memories from a target's mind. The target's resistance to this effect depends on their Arcana: if their Arcana is lower than yours, they are automatically affected; otherwise, they must succeed a resistance check or be affected. You can choose to have them forget a specific person, event, or skill. For skills or abilities, the target loses access to one ability of your choice for 1d4 turns. For people or events, the amnesia lasts until the target next sleeps, after which memories gradually return.
In combat: Once per rest · Out of combat: Once per rest
Chain Cast
Muse · Arcana
ArcaneActiveCost 5 APRange -Select a simple, involved, or complex level ability you have and cast it up to as many times as your Muse level. All castings occur as part of a single action. You can target different creatures with each casting.
In combat: Once per month · Out of combat: Once per month
Voice of Power
Muse · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou speak a short phrase (up to 5 words) that magically manifests as reality. The phrase must describe a relatively simple change to the environment or situation that affects the entire area within range. The effect lasts for as many minutes as your Arcana stat.
In combat: Once per month · Out of combat: Once per month
Poet's Ritual
Muse · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou perform a complex ceremony using rhythmic verse that channels immense magical power. The ritual creates one of the following effects that lasts for 1 hour:
In combat: Once per month · Out of combat: Once per month
Epic Recitation
Muse · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou recite a legendary tale that momentarily rewrites local reality. Choose one effect that lasts for 3 turns:
In combat: Once per month · Out of combat: Once per month
Memory Convergence
Muse · Arcana
ArcaneActiveCost 5 APRange 15 tilesYou draw forth collective memories from all creatures in the area, creating a shared vision. All creatures within range experience a combined memory related to a topic you choose. This reveals hidden truths, common experiences, or shared knowledge about that topic. For unwilling creatures, their resistance to contributing memories depends on their Arcana: if their Arcana is lower than yours, they automatically contribute; otherwise, they must succeed a resistance check to avoid contributing. All creatures, whether they contribute or not, still experience the collective vision. The vision lasts for as many minutes as your Muse level.
In combat: Once per month · Out of combat: Once per month
Nomenclature Mastery
Muse · Arcana
ArcaneActiveCost 5 APRange 10 tilesYou fundamentally alter a creature's identity by manipulating their true name. Choose one effect that lasts for as many hours as your Arcana stat:
In combat: Once per month · Out of combat: Once per month
Vicious Mockery
Muse · Arcana
ArcaneActiveCost 5 APRange 10 tilesYou unleash devastating insults at a single target. The target takes as many d12s of psychological damage as your Arcana + your Muse level. Additionally, if the target's Arcana is lower than yours, they are automatically affected by status effects; otherwise, they must succeed a resistance check or be affected. Affected targets gain Muse level levels of the Unnerved status effect (+1 Degree of disadvantage on social & attack checks per level) for 3 turns.
In combat: Once per month · Out of combat: Once per month