Flare
Signature Cantrip
Full Action, 10 ft. radius
Summoning forth a violent burst of flames, you deal 1d8 fire damage to a target within range.
Signature Options
Level 2
Bolt: The range of Flare is increased to 30 ft.
Blast: Other creatures within 5 ft. of your target take 1d4 fire damage.
Singe: The target must make a Body saving throw or be Burned for 2 turns, forcing them to take an additional 1d6 fire damage at the start of your turn.
Lightning Lash
Signature Cantrip
Full Action, 10 ft. radius
A whip of lightning thrusts from your hand, dealing 1d6 lightning damage to a target within range, and forcing them to make a Body save or be moved 5 feet in any direction of your choice.
Signature Options
Level 2
Shock: You may use a free action to deal an additional 1d4 lightning damage.
Slam: You may move the target 10 feet if they fail the Body save, and if the target is moved into a wall or object, they take an additional 1d4 blunt damage. If they are moved into another creature, they both take that same blunt damage.
Reach: The range of Lightning Lash increases to 20 feet.
Thunder Palm
Signature Cantrip
Full Action, Touch
You make an attack with the force of storms behind your hands. You attack a creature within 5 feet of you and deal 1d8 thunder damage. The target must make a Body save and on a fail they are moved 10 feet directly away from you.
Signature Options
Level 2
Reverberate: The power of the spell intensifies, increasing the damage die one size.
Clap: You clap both hands together when casting, sending out a brief shockwave and targeting all creatures within 5 feet of you.
Project: You thrust your palm forward and project the attack out from it, increasing the range to 15 feet.
Sickening Bolt
Signature Cantrip
Full Action, 30 ft. radius
You fire off a bolt of blackened green energy at a target within range, dealing 1d6 necrotic damage and forcing them to make a Soul save or have their next saving throw before your next turn reduced by your Tier.
Signature Options
Level 2
Weighted: If the Soul save is failed, the target has their movement reduced by 5 feet until the start of your next turn.
Infection: If the Soul save is failed, the target takes an additional damage die.
Disgust: The Soul save is made at disadvantage.
Corrosion
Signature Cantrip
Full Action, 15 ft. radius
Acid spews forth from your fingertips, targeting a creature within range. This spell deals 1d6 Poison damage and reduces their next Defensive Action by an amount equal to half of the roll until the start of your next turn.
Signature Options
Level 2
Spray: The range of the spell becomes a 15 foot cone.
Seep: The reduction remains until the end of your next turn instead of the start of it.
Bite: The damage die increases by one size.
Vine Snare
Cantrip
Full Action, 25 ft. radius
You call forth roots and underbrush from the earth to reach out at a target creature within range, who must make a Body or Mind save or have their movement reduced by 5 feet on their following turn.
Alight
Cantrip
Full Action, Touch
You imbue an object with light for the next hour. This object sheds light for 30 feet.
Prestidigitation
Cantrip
Full Action, 30 ft. radius
You create a minor magical effect of your choice within range. Gently warming or cooling an object, lifting an object of 5 pounds or less gently into the air by about a foot, tidying up an area, or making a flash of noise are all examples.
Assurance
Cantrip
Full Action, 30 ft. radius
You target a friendly creature within range. If they successfully deal damage to a creature on their next turn, they gain your Tier to their next Defensive Action.
Mage Hand
Cantrip
Full Action, 30 ft. radius
You conjure a see-through, yet tangible, hand within range. You may only have 1 hand out at a time, and can control it with an action to move it about as long as it stays within 30 feet of you.
Repair
Cantrip
Half Action, Touch
You may use this cantrip to repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Blinding Brilliance
Cantrip
Half Action, 10 ft. radius
You unleash a flash of light, causing your next weapon attack against a target within range to have any Defensive Action they make be reduced by your Tier.
Frozen Grasp
Cantrip
Full Action, 30 ft. radius
You reach forward and project a phantom hand of ice toward a creature within range dealing 1d8 ice damage, disallowing the target to gain health, normal or temporary, until the start of your next turn. Until then, the hand clings to the target.
Aether Darts
Level 1
Full Action, 30 ft. radius
You summon forth three darts of pure aether. You may have each dart target a creature within 30 feet of you. Each dart deals 1d4 + half of your spellcasting stat in Aetheric damage.
Aetheric Armor
Level 1
Full Action, Self
You wreathe yourself in lightweight, plated aether armor. You gain 2d6 + your Tier temporary (Short Rest) health.
Ascent
Level 1
Full Action, Touch, Concentration (up to 1 minute)
You touch a creature and slowly begin to ascend them, having them lift up 10 feet every round as long as you retain concentration.
Aura Shrapnel
Level 1
Full Action, 30 ft. radius, Concentration (up to 1 minute)
You target an ally and increase their next Block by 1 die. The next time they are dealt damage within the next minute, this armor explodes into shards of magic, and you may direct them to the attacker, dealing 2d4 piercing damage.
Barrier
Level 1
Reaction, Self (When attacked)
When you are attacked, you quickly form a barrier, attempting to Block the attack. Your next Block roll for this attack is made with 2 additional dice, and is rolled at advantage.
Churning Elements
Level 1
Power Action, 60 ft. radius
You target a creature within range and beckon forth the chaotic powers of the earth which heed your call. A twisting mass of power forms within your hand and you launch it at the targeted creature, dealing 3d8 damage of a type determined by a d6 and referencing below 1. Fire 2. Ice 3. Blunt 4. Thunder 5. Lightning 6. Aetheric
Roll Damage Type
1 Fire
2 Ice
3 Blunt
4 Thunder
5 Lightning
6 Aetheric
Degradation Spear
Level 1
Power Action, 60 ft. radius
A spear of dripping corrosive energy explodes forth, launching at a target within range, dealing 3d6 void damage and dealing an additional d8 each time they would make a Defensive Action before your next turn.
Earthen Orbit
Level 1
Full Action, 15 ft. radius, Concentration (up to 1 minute)
You target a friendly creature within range and send forth 3 orbs of stone to spin around them for the duration. When that ally deals damage to a creature, you may attack with one of the orbs, shattering it against the same target, dealing 1d6 blunt damage.
Healing Grasp
Level 1
Full Action, Touch
You touch an ally and recover their wounds, healing them for 1d10 + your spellcasting modifier.
Ocean's Calm
Level 1
Full Action, 15 ft. radius
You target a creature within range and a gentle ocean wave washes over them, healing them for 1d4 instantly, and another 1d4 at the start of their turn. Each time this lands on a 4, they are healed for another turn.
Slow Fall
Level 1
Reaction, 60 ft. radius
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Surge
Level 1
Full Action, 30 ft. radius
You choose two points in range and phantasmal waves appear at the first point and flood toward the second. All targets along that line are overwhelmed by the waves and are forced to make a Body save. On a failed save the waves shove them backwards up to 10 feet toward the second point and are dealt 2d6 blunt damage. On a success they are not moved and take half damage.
Quicksand
Level 1
Half Action, 10 ft. radius
You choose a spot within range, and with a stomp to the earth, the ground around that spot in a 5 ft. radius becomes significantly less solid. Until the start of your next turn, for the first creature that moves into that area, it becomes difficult terrain.
Assure
Level 1
Half Action, 30 ft. radius
Calling upon the aether to center the target's resolve, they gain +1 to any roll of their choice within the next minute.
Frozen Shield
Level 1
Half Action, 10 ft. radius
A target within range gains a frosty coating over their skin, giving them 2d4 temporary (round) health.
Writhing Tentacles
Level 1
Full Action, 30 ft. radius
You envision tears in reality, and writhing masses of tentacles reach through, grasping and battering any in range. You pick up to three spots within range, and until the end of your next turn, any creature who starts their turn within 5 ft. of these tentacles must make a Body saving throw or have their movement set to 0 for the turn. In addition these tentacles deal 2d6 blunt damage to all creatures that start their turn, or move within 5 ft. of them during this time.
Rippling Defense
Level 1
Half Action, Self
You prepare yourself for attack, altering the air around you subtly to form ripples and waves to allow you to feel and react to attack. The next Defensive Action you take until the start of your next turn may be increased by +2.
Unseen Crash
Level 1
Power Action, 20 ft. radius
You forge a large, invisible force of energy and crash it down into a target creature dealing 3d6 blunt damage. That creature gets disadvantage on any Defensive action taken against this spell.
Distortion
Level 1
Reaction, 15 ft. radius
As soon as a target walks within range, you may react and twist the laws of reality for just a moment, forcing the target to make a Body saving throw as parts of them are warped and they fight against the effect. On a failure the target takes 2d8 blunt damage, and half as much on a success.
Intoxicating Rejuvenation
Level 1
Full Action, 40 ft. radius
Blossoming flowers rise from the earth in a 10 ft. radius from a target spot within range. The flowers release pollen that allows all creatures in the radius to recover 1d4 health. Targeted creatures within it recover an additional 1d4 and untargeted creatures must make a Presence saving throw or have disadvantage on any action made against you or your allies until the end of your next turn.
Grasping Vines
Level 1
Full Action, 50 ft. radius
Vines suddenly weave out from the earth around a number of creatures within range equal to your proficiency bonus. These creatures must make a Body saving throw or be restrained until the end of your next turn. While restrained this way, you may use a Half Action to move them 5 feet in any direction.
Bladed Petals
Level 1
Power Action, 25 ft. cone
Flowers begin to blossom forth, decaying swiftly after, but their metallic petals pull away and billow in a swirling wind around you just before you blast them forward in a cone. All creatures within that cone must make a Body saving throw or take 3d6 slashing damage. On a success that creature takes half damage. For each damage die that lands on a 6, all creatures within take a single bleed.
Elemental Attunement
Level 2
Full Action, Self, Concentration (up to 1 minute)
Concentrating on the flow of the earth, of the powers of the elements that persist around you, you attune yourself to them, coalescing them into swirling gouts of stone, water, fire and air.
Element Effect
Blink
Level 2
Half Action, 30 ft. radius
Choosing a point up to 30 feet away, you teleport to an unoccupied space that you can see.
Aberrant Bolt
Level 2
Power Action, 60 ft. radius
Terrible power from depths unknown begins to coalesce around you, forming into a reddened spike that targets a creature of your choosing within range that you can see. The spike slams into the target, dealing 4d8 necrotic damage.
Acid Shower
Level 2
Power Action, 30 ft. radius
Green clouds muster around a point of your choosing within range. The clouds grow to cover a 5 ft. radius around the point. All creatures in that space must make a Body saving throw. On a failure, the creature takes 2d6 acid damage and their physical armor is reduced by half. On a success the creature takes half damage and takes no armor reduction.
Mantle of the Earth
Level 2
Full Action, Self, Concentration (up to 1 minute)
The earth folds along you, enhancing your motions and providing you protection. While the spell is active you gain 1 physical and magical armor, 5 movement, each defensive action is improved by half your proficiency, and your weapon attacks deal an additional 2 damage.
Branding Spears
Level 2
Full Action, 60 ft. radius
Aethereal flames forge into 6 spears flowing around you. You may set a target for each one and they launch simultaneously, each one dealing 1d6 fire damage.
Breath of Blades
Level 2
Full Action, 20 ft. cone
You unleash a roar from the depths of your body, sparking it with Aether and unleashing blade after blade. Each creature in a 20 foot cone must make a Body saving throw. A creature takes 3d6 slashing damage on a failed save, and must make a Bleed check, or half as much damage and make no check on a successful one.
Sway
Level 2
Full Action, 30 ft. radius
You speak a one-word command to a creature you can see within range. The target must succeed on a Mind saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Whirling Blade
Level 2
Power Action, 30 ft. radius
You form a spinning blade in a 5 foot space of your choosing within the radius. If you form it in the same space as a creature, that creature immediately takes 3d8 slashing damage. You then send it in a direction for 20 ft. and all creatures in that line must make a Body (Dexterity) saving throw or take 3d8 slashing damage.
Crushing Zone
Level 2
Power Action, 50 ft. radius
By choosing a spot within range, a sudden field warps in a 15 ft. radius that suddenly and painfully contorts gravity. Creatures within the field must make a Soul (Resolve) save or take 4d8 Bludgeoning damage and have their movement speed halved on their next turn. On a success they take half damage.
Slowing Field
Level 2
Full Action, 60 ft. radius, Concentration (up to 1 minute)
You choose a spot within range and quickly form a 10 ft. radius field that looks no different than before. This zone becomes magically difficult terrain for the duration.
Burning Touch
Level 2
Half Action, self
The glow of intense fires rises from you momentarily and you feel yourself begin to warm up. Whenever you are dealt damage in melee, you may instantly deal 1d4 fire damage in retaliation by gripping their armor or weapon for just a moment. This effect lasts for one minute or can be ended instantly with either a free action, or by using a Power Action for the following effect.
Twisting Winds
Level 2
Reaction, 30 ft. radius
You may use this spell if a non magical projectile is targeting you. You create a powerful and instant fluctuation in the wind, forcing the projectile off course and to miss you completely.
Frozen Fractures
Level 2
Half Action, 40 ft. radius
You form 3 bladed chunks of ice around you and fire them off at any target within range. Each chunk deals 1d6 cold damage, and can be sent to different targets. On a 6, the bladed chunk causes a bleed.
Visions of Other
Level 2
Full Action, 50 ft. radius
A world entirely unlike your own is reachable through certain lines of aether, and you have connected to it, but only to fill others’ minds with its incomprehensibility. Your target takes 2d8 psychic damage and must make a Mind saving throw. On a fail, their next Defensive Action before your next turn takes an additional SP.
Blistering Needles
Level 2
Power Action, 80 ft. radius
An array of needles that appear around a number of targets in range and pierce them when they make an action you decide upon, they are aware of this as well. Each set does like 2d8 damage and reduces something from that action.
Twisting Decay
Level 2
Full Action, 60 ft. radius
A hot fetid air pulses from you as you call upon the very essence of decay and focus it toward a single target creature within range who must make a body saving throw or take 2d10 necrotic damage and have their defense lowered by 1 for the next minute. On a success they only take half as much damage.
Root Mines
Level 2
Full Action, 50 ft. radius
You call forth 3d4 roots that stretch out from the earth in various areas in range and grab at enemies that are, or that come, within 5 ft. of them. The creatures that are grabbed must make a Body saving throw or take 1d8 piercing damage as the root suddenly explodes into shards.
Ephemeral Strikers
Level 2
Power Action, 30 ft. radius
By reaching out into a world so close to your own, you manage to rally help. 2d4 spirit warriors suddenly appear within range and immediately make a single melee attack each. No more than 3 may be placed near 1 creature, and all of these warriors have 3 health for purposes such as parrying. They deal 1d10 on each successful hit, and dissipate back into their world at the end of your turn.
Acid Bloom
Level 2
Power Action, 40 ft. radius
You point, and a singular flower with thin petals pokes through the earth and blossoms, releasing a toxic, acidic gas that begins to grow. The area begins as a 5 ft. radius that grows an additional 5 ft. in radius for 2 turns each on the start of your turns before it fully dissipates at the start of your 3rd turn after casting this spell. All creatures that start their turn in this area, or move into this area are dealt 2d10 poison damage. You yourself are immune to this damage and can only perceive a pleasant scent.
Auric Barrier
Level 3
Reaction, 10 ft. radius
In reaction to a spell being cast, you thrust forward your hand and form a barrier centered on you and covering the full range of the spell. For each ally that would be hit by this spell they may add your spellcasting modifier to the Block Defensive Action against the spell.
Stone Serpents
Level 3
Power Action, 60 ft. radius
You call forth two Large stone serpents to burst from the ground from different spots within range, forcing all targets that were dealt damage to make a Body save. On a failed save the targets take 3d8 blunt damage each, and are tossed backward 10 feet. On a successful save, they take half damage and are not moved. This same effect occurs again as the serpents then crash back down into the earth at different spots within range
Illusory Self
Level 3
Full Action, Self, Concentration (up to up to 1 minute)
A second you forms right beside you, mimicking your actions and confusing your enemies. All targeted attacks against you deal damage at disadvantage while this spell is active.
Fire Crash
Level 3
Power Action, 60 ft. radius
You choose a point within the radius, and summon forth a crashing wave of fire. All creatures within a 20 ft. radius from that point must make a Body (Dexterity) saving throw. On a failure a creature takes 6d8 fire damage. On a success a creature takes half as much.
Lightning Wave
Level 3
Power Action, 20 ft. cone
You call forth a rolling wave of lightning that pushes forward in a 20 ft. cone. All creatures within that cone must make a Body (Dexterity) and on a failure, they take 8d8 lightning damage. On a success a creature in the cone takes half damage.
Storm of Ice
Level 3
Power Action, 80 ft. radius, Concentration (up to up to one minute)
You summon a storm of bladed ice at a point within range. The storm grows to a 15 ft. radius from that point. All creatures within that area take 2d8 ice damage as you summon it. Whenever a creature enters or starts their turn in the area they take the same damage.
Infusion of Wind
Level 3
Full Action, 60 ft. radius, Concentration (up to up to one minute)
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains advantage on Dexterity saving throws, and it gains 3 additional action points on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Vitality Pulse
Level 3
Full Action, 30 ft. radius
A pulse of healing energies emits from you to the edge of the radius. All allied targets within the area are healed by 2d8.
Tidal Pierce
Level 3
Half Action, 20 ft. radius
A spear of water shoots from you towards the target, dealing 2d8 damage piercing damage. At the same time, the water wraps a wound on you and recovers 1d8 health.
Corrode
Level 3
Half Action, 40 ft. radius
You unleash a mist of sickly energy and it rushes the target. The target becomes briefly sluggish, and their next defensive action this round is reduced by 3. No defensive action may be taken against this spell other than one that specifically targets spell effects.
Tundra Lance
Level 3
Full Action, 30 ft. radius
The moisture in the air is sucked away as it forms into a large ball of water which you fire off at incredible speed. Right before it hits the target, it freezes into a lance and pierces through them dealing 3d6 cold damage and 3d6 piercing damage. The lance extends an additional 15 feet beyond the initial target, hitting anyone along that line and dealing 2d6 piercing damage, and 2d6 cold damage.
Hands of the Earth
Level 4
Full Action, 60 ft. radius
Massive fists of stone break free from the earth as you enact this spell. Three sets of hands come crashing down, each set effecting a 10x10 area within range, instantly dealing 4d8 blunt damage to all creatures in the area.
Elemental Unity
Level 4
Full Action, Self, Concentration (up to up to 1 minute)
Unity of the world around you, of the elements in their entirety, and the very essence of you brings you power that manifests in powerfully sparking manners of your choosing. Once per turn as a Free Action as part of an attack, or using your Reaction, which can be used alongside a normal Defensive Action, you can call forth the powers of one of the elements, creating the following effects Air Attack - The winds press around your attack, ensuring success and gifting you with movement. This strike is taken at advantage, and you may move up to 10 ft. Reaction - Your movement blends together as the winds guide your actions, increasing your Dodge or Parry roll for this attack by your Tier Water Attack - Water swirls around and then launches from your weapon as you attack, shoving the target in a direction of your choosing by 5 ft., and increasing your reach for the attack by 10 ft. Reaction - Water spews forth, attempting to shove back your assailant, inflicting disadvantage on their attack, and reducing their movement speed by 10 for their next turn. Earth Attack - Orbs of stone assail your target as you strike them, dealing 2d6 blunt damage and reducing any defensive action of theirs by the result of the highest die. Reaction - The earth quickly acts to protect you, decreasing the damage you take from the attack by 2d6. Fire Attack - Fire wreathes your weapon and increases your damage by 2d8 fire damage, also ignoring 1d4 armor. Reaction - As you are struck, flames launch themselves up the attackers weapon, dealing 2d10 fire damage.
Crackling Arcs
Level 4
Free Action, 20 ft. Cone, Concentration (up to up to 1 minute)
Electricity arcs across your being, sparking to anything within reach. While you maintain concentration on this spell, you may use a Full Action to send out a powerful blast of electricity in a 20 ft. cone in any direction from you. Creatures within that cone that are not behind cover must take 4d8 lightning damage. If the creatures are behind half cover they may make a Body saving throw to avoid it, and if they are behind full cover they automatically avoid it.
Dismantling Touch
Level 4
Power Action, Touch
A miasma begins to emanate from your hand, and as you touch another creature with it, you funnel an overwhelming essence of decay into them. Make an attack action against this creature, and upon landing, you deal 8d12 necrotic damage.
Aether’s Respite
Level 4
Half Action, 20 ft. radius from self
You breathe in, then out, releasing a wave of restorative aether to all targets within range. All targets recover 4d6 health.
Spiked Chains
Level 4
Full Action, 30 ft. radius
Burning, lacerating chains, spear up from below to wrap around up to 4 creatures of your choice within range. Each target must make a Body saving throw or be connected to these chains which cut their movement by half, but each creature can choose to instead take 6d6 piercing damage to remove them as the spikes dig deeper before releasing entirely.
Begone
Level 4
Power Action, Touch, Concentration (up to up to 1 minute)
You reach out and touch a creature, willing them out of this realm, forcing them to make a Soul saving throw. On a fail, the target becomes transparent and cannot be touched, attacked, or harmed in any way. While the target is in this state, they can still see, still hear, and still think, but they cannot move in any manner.
Dreaming Lily
Level 4
Full Action, 40 ft. radius
You select a spot within range, where a transparent visage of a pond that reaches out to 10 ft., with a lily resting in the center, begins to form. At the end of your turn, it seemingly settles, almost solidifying, and releases a pulse of golden green energy. All enemies within the area immediately begin to sink in it, cutting their movement speed in half for their following turn, and healing all allies in the area by 2d8. The lily and this ethereal pond stay for 3 rounds. At the end of each of your turns, while it is still in place, this effect occurs again.
Juggernaut
Level 4
Half Action, 30 ft. radius
You target a creature within range and funnel magic into them, emboldening and strengthening their body, providing them with an amount of temporary (round) health equal to 4d8, and increasing their Body stat by 2 until the end of your next turn.
Beheld by the Serpent
Level 4
Power Action, Self
With an intake of breath, you feel out for that which lies far below, the serpent that writhes within the depths. You bring it forth, sharp within your mind, and hold fast to it, ready to unleash its ferocious image when needed. You may do so when you are attacked, using your Reaction, increasing your Defensive Action against the attack by 2 as they are taken aback by the sudden phantasm and welling of fear. When you make an attack, you may spend a Simple Action to reduce their next Defensive Action this turn by 2. This spell fades after 1 minute, or until you activate it 4 times.
Instill Vigor
Level 4
Simple Action, Touch
You focus, providing the essence of endurance to a creature that you touch. You restore 1d4 SP to the target.
Currents
Level 4
Full Action, 50 ft. radius, Concentration (up to up to 1 minute)
You feel and sense the currents of the world, of the oceans and sky. While you maintain concentration, you may use a Free Action on your turn to create a powerful current of water and air, starting at any point within range, and going up to 15 ft. in any direction from there. Each target within the current may choose to take 2d8 damage and have their movement speed reduced by 10 or be moved to the end of the current.
Pillars of Ven
Level 5
Power Action, 70 ft. radius
You call forth 4 cylindrical pillars of fire within range that are 40 ft. tall with a 10 ft. radius. All creatures within range of the pillars must make a Body saving throw. On a failure, they take 6d10 fire damage. A fifth pillar explodes in an area within 20 ft. of you with the same radius, but twice as tall. Each creature that was in range of the other pillars, as well as this one, must make a Soul saving throw as all pillars go out, and the final one explodes into several spears of solidified flame that split forth, seeking the targets. On a failure they take an additional 3d10 fire damage, and half as much on a success.
Blaze of the Wyrm
Level 5
Full Action, 30 ft. radius
A resounding roar is unleashed as the earth splinters in a 30 ft. line in any direction, starting from a spot of your choosing within range. The crack glows red hot before exploding into flames. All targets within 5 ft. of the line must make a Body saving throw, taking 4d8 fire damage on a fail, and half as much on a save. If they are on the line, they have disadvantage on the save. The fires whip and burn until the start of your next turn, dealing 4d8 damage to any creature that passes through them. Additionally, you may use your Reaction before your next turn to create another line 10 ft. long with the same effect.
Maw of the Leviathan
Level 5
Power Action, 15 ft. cone
A shadow appears beneath you, as though something were rising from the depths of the ocean, and with a flash, teeth slam together, forcing all targets in range to take 8d8 piercing damage. This damage can be Dodged. Any creatures that were at the edge of the cone, even if they Dodged, immediately gain 1d4 instances of bleed.
Hoof of the Earth Cracker
Level 5
Power Action, 40 ft. radius
For but a moment, a deep, rumbling trump resounds out from high above, just before a massive hoof slams down into the earth, centered at a 5 ft. spot within range of your choosing, with a radius of 10 ft. All creatures in the space take 4d8 bludgeoning damage, and all creatures that are within 20 ft. from the space selected must make a Body saving throw or take 4d6 bludgeoning damage and be knocked prone. As the hoof rises, you may choose up to 2 spots within a 30 ft. radius of the original location, where debris falls and creates half cover.
Wings of the Shattering Skies
Level 5
Full Action, Self
Spectral golden wings manifest in a flash of light upon you. You beat them once, buffeting forth a violent, lacerating wind in any direction. This blast of air is 15 ft. wide, and 100 ft. long. Every creature within that line must make a Body saving throw or take 4d8 slashing damage, and get pushed back 15 ft. while being knocked prone. Additionally, once, until the end of your next turn, you may use a Free Action or Reaction to beat the wings again and move anywhere within 30 ft.
Bolts of the Thunder Weaver
Level 5
Power Action, 50 ft. radius
With a crash of thunder, you begin to weave bolts of lightning across the battlefield. You create a number of lines of lightning equal to your spellcasting stat. Each line is 20 ft. long, and must either intersect with, or start from a point along, another. The lines cannot directly continue any other, and all of them must start within the radius. All creatures that are touching the lightning must make a Body saving throw, or take 4d8 lightning damage. Then, all intersecting points explode, dealing 6d8 lightning damage to all creatures within 5 ft. of the points. A creature can only take damage from one explosion.
Spines of the Arctic Terror
Level 5
Full Action, 40 ft. radius
Phantasmal, dangerously sharp fins broach the surface, three in total. Each one encompasses a 10 ft. by 10 ft. space of your choosing within range. These areas cannot be directly beside one another. At the start of each enemy’s turn, if they are in the same area as the fins, which are invisible to all other creatures besides you, they instantly take 2d4 damage, and gain 1 instance of bleed. At the start of your next turn, you may use a Half Action to send the Terrors after each creature they dealt damage to. The targets must make a Mind saving throw at disadvantage, or take 6d10 piercing damage as the ethereal creatures rip and bite at them before fading.
Light Deviation
Level 5
Full Action, Self, Concentration (up to up to 1 minute)
Your form ripples as though it were water, another you forming in a spot within 5 ft. of you with the same ripple effect. You may freely be in either spot, and when you move, you must also move the other you along the same path. If either version of you would be further than 5 ft. apart, the false one flickers out. If the false one would take damage, you must make a Concentration check, and on a fail, it flickers and fades. You may also spend an SP when attacked, to launch the fake you up to 15 ft. away, and then take its place.
Shadowed Lances
Level 5
Power Action, 40 ft. radius
You choose a number of targets, up to your spellcasting stat, within range, and their shadows suddenly writhe, launching up and piercing through them, dealing 4d8 piercing damage. The targets must make an attack against the manifestations to dispel them, otherwise their movement is reduced to 0. However, when they do make the attack, the shadow attempts to Parry, using half your spellcasting stat as a bonus to the roll. If it succeeds, it deals 4d8 piercing damage again before leaving.
Impending Compression
Level 5
Power Action, 30 ft. radius
A 15 ft. radius area, the center of which must be within range, begins to visually distort. All objects within that space begin to get sucked into the center, and all creatures in the area must spend double the movement to move away from it. If there are several objects that may crash into creatures as they try to escape, they must also make a Body saving throw or spend an SP to leave the area. All creatures that are still in the area at the start of your next turn are instantly sucked into the center and dealt 10d12 bludgeoning damage. Creatures that are killed by this damage are compressed along with all of the other objects.
Gaithic Bulwark
Level 5
Reaction, range is equal to your movement + 10
When an allied creature within range is attacked, you may use your Reaction to bolt toward them and cast this spell, creating a massive wall of earth to protect them, and any other targeted creatures within 15 ft. of your new position, from the attack. You roll 8d12, and reduce the incoming attacks damage by the result. If the attack was in an entire area, your roll focuses on a single instance of the damage. Additionally, if the attack was fully blocked, then all shielded allies gain 3d4 temporary (combat) health.
Astral Undulation
Level 6
Power Action, 25 ft. radius
You harness the stars in your very hands, constellations and nebulae forming in the power that thrums before you. You shoot it forward at blinding pace, making a spell attack at a target within range. The target can only make the Dodge Defensive Action against this spell, and upon only a full success, do they manage to take half damage. Once the rippling power connects, it spreads across them, painting their form with the images of the heavens. Several constellations alight in a flash of searing heat, dealing 5d12 fire damage, before it pulls back across the target, ripping free and attempting to tear them apart as it does so, dealing an additional 5d12 radiant damage.
Elemental Ascension
Level 6
Power Action, Self
You beckon forth nigh manifestations of the world's elemental extremes, and they answer your call. For the next three rounds, you may activate each of the following spells a single time for no resource cost: Blaze of the Wyrm Maw of the Leviathan Hoof of the Earth Cracker Wings of the Shattering Skies Bolts of the Thunder Weaver Spines of the Arctic Terror
Ever Reaching Darkness
Level 6
Full Action, Self
Inky, rippling, shadow spreads out to 60 ft. from your current spot, and lasts there until the end of your next turn. With a Simple Action, you may fade into the darkness and appear anywhere within 20 ft. of your current position. Additionally, whenever you make a weapon or spell attack, a darkened serpent-like head rears up from the mire and unleashes a torrent at your target alongside you, dealing 4d6 aetheric damage. This damage is unaffected by any Defensive Action other than Blocking.
Gravitational Collapse
Level 6
Full Action, 40 ft.
You pick a spot within range, and in a 40 ft. radius from that spot, gravity intensifies instantly. All creatures within the zone have their movement reduced by 10. At any point during your following turn, you may use a Free Action to collapse the zone, pulling all targets that reside in it 30 ft. toward the center unless they succeed a Body saving throw at which is reduced by 1 for every 5 ft. they are away from the center. Everything that is pulled to the center of the zone as it collapses must take 8d12 blunt damage, increasing by an additional d6 for every other creature that was pulled in. All target creatures that are not in the center take 4d12 blunt damage as the gravity intensifies multiple times over, attempting to crush them before sucking everything in.
Enthrian Spears
Level 6
Free Action, Self
You summon forth 6 spears that float around you, each emblazoned with a particular intent, allowing you to use each one in a unique way. When attacking with, or consuming, a spear, it requires a Half Action. Each spear may only be used once. Freedom Attack - The spear launches forth, creating a powerful burst of wind as it does so. It deals 6d6 piercing damage to all creatures in a 5 ft. wide, 40 ft. long, line. You may move along the line in which it traveled without spending movement as you ride the winds. Consume - You may consume the Spear of Freedom to rid yourself of any negative effects until the end of your turn, or to gain 1 Stamina. Adaptation Attack - You point the weapon toward a target within 30 ft. and after a brief moment, it fires off. If the spear hits, it deals 4d8 piercing damage, and whether or not the attack lands, the next time they make a Defensive Action against you, it has no positive modifiers added. Consume - When you make the Parry Defensive Action. you may consume the Spear of Adaptation to automatically succeed. Protection Attack - You send forth the spear to a particular spot within 30 ft. and all allies within 10 ft. of it gain 2d4 temporary (round) health at the start of their turns. The spear lasts for 3 rounds. Consume - Upon consuming the Spear of Protection, you immediately gain 6d4 temporary (round) health, and gain it again at the start of your next turn. Determination Attack - The spear darts ahead toward a target within 40 ft. at a speed that sets the air around it aflame. If it meets its destination, the target takes 4d10 + your Soul piercing damage, and all damage dealt by you until the end of your next turn to the target adds half of your Soul. Consume - When you make a Soul check, you may consume the Spear of Determination to increase the roll by your Tier. Precision Attack - You may shatter the spear into 6 individual, smaller spears, and send them out to their own targets, or the same one within 40 ft. of you. Upon hitting, they deal 1d6 damage, critting on a 4 or higher, with every crit adding half of your spellcasting modifier to the damage. Consume - When you consume the Spear of Precision, all of your weapon attacks are considered crits until the end of your next turn, and when making spell attacks, you may reroll 3 dice and take the higher. Power Attack - When you make an attack, you may have the spear strengthen it for a Free Action, increasing the size of the damage die by 1, up to d12, or providing an additional damage die if it is already a d12. Consume - You thrum with raw, emboldening, strength, for the turn, when you consume the Spear of Power. Each instance of damage you deal during this turn deals additional damage, beginning at 1d4, and increasing one size for each additional instance, capping at d12.
Twilight Oblivion
Level 6
Full Action, 30 ft. radius
By the light of the heavens, and the shadows beyond the depths, you merge these two contradicting yet inextricably bound concepts together, and it roils in protest. You must quickly decide how to unleash this power as you clash it together, forcing it to meld. You may choose to send it at a target creature, or unleash it in a 15 ft. wide, 50 ft. long beam. If sent at a singular target, their Defensive Action may only be Dodge, and even on a partial success, they must take 6d12 radiant damage, and 6d12 void damage. If you form the attack into a beam, each creature within range may choose to make the Dodge Defensive Action or take 4d12 radiant, and 4d12 void damage.