Gnoll UncommonGnollHumanoid Hit Points 8 Size Medium Speed 25 feet Ability Boosts Strength, Intelligence, Free Ability Flaw Wisdom Languages Common, Gnoll. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Draconic, Elven, Iruxi, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region). Bite Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group. Low-Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light. LO: TME
Cook You grew up in the kitchens of a tavern or other dining establishment and excelled there, becoming an exceptional cook. Baking, cooking, a little brewing on the side—you’ve spent lots of time out of sight. It’s about time you went out into the world to catch some sights for yourself. Choose two attribute boosts. One must be to Constitution or Intelligence, and one is a free attribute boost. You’re trained in the Survival skill, and the Cooking Lore skill. You gain the Seasoned skill feat. PC1
Dromaar Dromaar Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry. PC1
Wizard Remastered You are an eternal student of the arcane secrets of the universe, using your mastery of magic to cast powerful and devastating spells. You treat magic like a science, cross-referencing the latest texts on practical spellcraft with ancient esoteric tomes to discover and understand how magic works. Yet magical theory is vast, and there's no way you can study it all. You either specialize in one of the eight schools of magic, gaining deeper understanding of the nuances of those spells above all others, or favor a broader approach that emphasizes the way all magic comes together at the expense of depth. KEY ABILITY Intelligence HIT POINTS 6 plus your Constitution modifier PERCEPTION Trained in Perception SAVING THROWS Trained in Fortitude Trained in Reflex Expert in Will SKILLS Trained in Arcana Trained in a number of additional skills equal to 2 plus your Intelligence modifier ATTACKS Trained in simple weapons Trained in unarmed attacks DEFENSES Untrained in all armor Trained in unarmored defense CLASS DC Trained in wizard class DC SPELLS Trained in spell attack modifier Trained in spell DC PC1
Orc Ferocity 1 Orc Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed. Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1. PC1
School of Civic Wizardry You've learned that the fruits of arcane studies—like any other field—should ultimately help the common citizen. You’ve learned the humble art of construction, of finding lost people and things, of moving speedily among buildings and moats—yet these same arts can be turned to demolition, and the constructs you animate to build bridges can just as easily tear them down. Curriculum cantrips: prestidigitation, read aura; 1st: hydraulic push, pummeling rubble, summon construct; 2nd: revealing light, water walk; 3rd: cozy cabin, safe passage; 4th: creation, unfettered movement; 5th: control water, wall of stone; 6th: disintegrate, wall of force; 7th: planar palace, retrocognition; 8th: earthquake, pinpoint (U); 9th: foresight School Spells initial: earthworks; advanced: community restoration Initial School Spell: Earthworks Range 60 feet; Area 5-foot burst or more Duration 1 minute With a ripple of earth, you raise small barriers from the ground. The ground in the area becomes difficult terrain. The spell's area is a 5-foot burst if you spent 1 action to cast it, a 10-foot burst if you spent 2 actions, or a 15-foot burst if you spent 3 actions. A creature can Interact to clear the barriers from one 5-foot square adjacent to it. Heightened (4th) You pull the barriers to float in the air, causing the spell to function as difficult terrain for flying creatures. PC1
Staff Nexus Your thesis maintains that early and intense adoption of staves from the first days of study can create a symbiotic bond between spellcaster and staff, allowing them to create remarkable magic together. You’ve formed such a connection with a makeshift staff you built, and you are ready to infuse any staff you encounter with greater power. You begin play with a makeshift staff of your own invention. It has the magical trait and contains one cantrip and one 1st-rank spell, both from your spellbook. During your daily preparations, you can expend one spell to grant the staff a number of charges equal to that spell’s rank, which dissipate after 24 hours. While you are holding the staff, you can Cast the Spells it contains. The 1st-rank spell consumes 1 charge but the cantrip doesn’t require charges. You can Craft your makeshift staff into any other type of magical staff for the new staff’s usual cost, adding the two spells you originally chose to the staff you Craft. This staff gains charges from preparing it along with expended spells. At 8th level, you can expend two spells instead of one when preparing any staff, adding additional charges equal to the combined ranks of the expended spells. At 16th level, you can expend up to a total of three spells to add charges to the staff, adding additional charges equal to the combined ranks of all three spells. PC1 Accept Cancel PRD
Wizard Spellcasting Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life. At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Heightening Spells When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. Cantrips Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up— this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.
Bite (Gnoll) Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group.
Low-Light Vision You can see in dim light as though it were bright light, and you ignore the concealed condition due to dim light.
Spellbook Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook’s form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Elemental Theory. The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school). Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school’s curriculum (unless it’s the school of unified magical theory).
Drain Bonded Item ArcaneWizard Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Drain Bonded Item ArcaneWizard Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane Bond You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Free Feat: Seasoned GeneralSkill Prerequisites trained in Alcohol Lore, Cooking Lore, or Crafting You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2.
SIZE Medium SPEED 25ft. STR +0 DEX +2 CON +2 INT +4 WIS +1 CHA +0
+5 Fortitude +5 Reflex +6 Will
AC: 15 no shield HP: 16 max
17 Class DC +4 Perception +0 Initiative
+2 Acrobatics +7 Arcana +0 Athletics +7 Crafting +0 Deception +3 Diplomacy +0 Intimidation +7 Lore: Cooking +4 Medicine +1 Nature +7 Occultism +0 Performance +1 Religion +7 Society +5 Stealth +4 Survival +2 Thievery
Defence: Unarmored Base 10 Item +0 Dex +2 Proficiency +3
Administer First Aid (Medicine) Skill (Medicine) Affix a Talisman Exploration Avoid Notice Exploration Balance (Acrobatics) Skill (Acrobatics) Borrow an Arcane Spell (Arcana) Skill (Arcana) Climb (Athletics) Skill (Athletics) Coerce (Intimidation) Skill (Intimidation) Command an Animal (Nature) Skill (Nature) Conceal an Object (Stealth) Skill (Stealth) Cover Tracks (Survival) Skill (Survival) Craft (Crafting) Skill (Crafting) Crafting Goods for the Market (Crafting) Skill (Crafting) Create Forgery (Society) Skill (Society) Create a Diversion (Deception) Skill (Deception) Decipher Writing (Arcana) Skill (Arcana) Decipher Writing (Occultism) Skill (Occultism) Decipher Writing (Religion) Skill (Religion) Decipher Writing (Society) Skill (Society) Defend Exploration Demoralize (Intimidation) Skill (Intimidation) Detect Magic Exploration Disable a Device (Thievery) Skill (Thievery) Disarm (Athletics) Skill (Athletics) Earn Income (Crafting) Skill (Crafting) Feint (Deception) Skill (Deception) Follow the Expert Exploration Force Open (Athletics) Skill (Athletics) Gather Information (Diplomacy) Skill (Diplomacy) Grapple (Athletics) Skill (Athletics) Hide (Stealth) Skill (Stealth) High Jump (Athletics) Skill (Athletics) Hustle Exploration Identify Alchemy (Crafting) Skill (Crafting) Identify Magic (Arcana) Skill (Arcana) Identify Magic (Nature) Skill (Nature) Identify Magic (Occultism) Skill (Occultism) Identify Magic (Religion) Skill (Religion) Impersonate (Deception) Skill (Deception) Investigate Exploration Learn a Spell (Arcana) Skill (Arcana) Learn a Spell (Nature) Skill (Nature) Learn a Spell (Occultism) Skill (Occultism) Learn a Spell (Religion) Skill (Religion) Lie (Deception) Skill (Deception) Long Jump (Athletics) Skill (Athletics) Make an Impression (Diplomacy) Skill (Diplomacy) Maneuver in Flight (Acrobatics) Skill (Acrobatics) Palm an Object (Thievery) Skill (Thievery) Perform (Performance) Skill (Performance) Pick a Lock (Thievery) Skill (Thievery) Practicing a Trade (Lore) Skill (Lore) Recall Knowledge (Arcana) Skill (Arcana) Recall Knowledge (Crafting) Skill (Crafting) Recall Knowledge (Lore) Skill (Lore) Recall Knowledge (Nature) Skill (Nature) Recall Knowledge (Occultism) Skill (Occultism) Recall Knowledge (Religion) Skill (Religion) Recall Knowledge (Society) Skill (Society) Refocus Exploration Repair (Crafting) Skill (Crafting) Repeat a Spell Exploration Reposition (Athletics) Skill (Athletics) Request (Diplomacy) Skill (Diplomacy) Scout Exploration Search Exploration Sense Direction (Survival) Skill (Survival) Shove (Athletics) Skill (Athletics) Sneak (Stealth) Skill (Stealth) Squeeze (Acrobatics) Skill (Acrobatics) Staging a Performance (Performance) Skill (Performance) Steal (Thievery) Skill (Thievery) Subsist (Society) Skill (Society) Subsist (Survival) Skill (Survival) Swim (Athletics) Skill (Athletics) Track (Survival) Skill (Survival) Treat Disease (Medicine) Skill (Medicine) Treat Poison (Medicine) Skill (Medicine) Treat Wounds (Medicine) Skill (Medicine) Trip (Athletics) Skill (Athletics) Tumble Through (Acrobatics) Skill (Acrobatics)
CURRICULUM: Prestidigitation 1 CantripConcentrateManipulate Range 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options. • Cook Cool, warm, or flavor 1 pound of nonliving material. • Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile - it can't be used as a tool, weapon, or locus or cost for a spell. • Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell. PC1
Shield 1 CantripConcentrateForce Duration until the start of your next turn You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Heightened (+2) The shield's Hardness increases by 5. PC1 1 ACTION
Light 1 CantripConcentrateLightManipulate Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20- foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end. Heightened (4th) The orb sheds light in a 60-foot radius (and dim light for the next 60 feet). PC1
Message 1 AuditoryCantripConcentrateIllusionLinguisticMentalSubtle Range 120 feet; Targets 1 creature Duration see below You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message. Heightened (3rd) The spell's range increases to 500 feet. PC1 1 ACTION
Tangle Vine 1 AttackCantripConcentrateManipulatePlantWood Range 30 feet; Targets 1 creature Defense AC A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target. Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. Failure The target is unaffected. Heightened (2nd) The effects last for 2 rounds. Heightened (4th) The effects last for 1 minute. PC1
Tangle Vine 1 AttackCantripConcentrateManipulatePlantWood Range 30 feet; Targets 1 creature Defense AC A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target. Critical Success The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition. Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty. Failure The target is unaffected. Heightened (2nd) The effects last for 2 rounds. Heightened (4th) The effects last for 1 minute. PC1
Daze 1 CantripConcentrateManipulateMentalNonlethal Range 60 feet; Targets 1 creature Defense Will; Duration 1 round You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1. Heightened (+2) The damage increases by 1d6. PC1
Infectious Enthusiasm 1 CantripEmotionEnchantmentMental Cast somatic, verbal Duration 1 round With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn. Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell. SoM
Ignition 1 AttackCantripConcentrateFireManipulate Range 30 feet; Targets 1 creature Defense AC You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s. Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage. Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4. PC1
Gale Blast 1 AirCantripEvocation Cast somatic, verbal Saving Throw Fortitude Wind flows from your outstretched hands and whirls around you in a 5-foot emanation. Each creature in the area takes 1d6 bludgeoning damage, with a Fortitude save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed 5 feet away from you. Critical Failure The creature takes double damage and is pushed 10 feet away from you. Heightened (+2) The damage increases by 1d6. SoM
Electric Arc 1 CantripConcentrateElectricityManipulate Range 30 feet; Targets 1 or 2 creatures Defense basic Reflex An arc of lightning leaps from one target to another. Each target takes 2d4 electricity damage with a basic Reflex save. Heightened (+1) The damage increases by 1d4. PC1
Frostbite 1 CantripColdConcentrateManipulate Range 60 feet; Targets 1 creature Defense Fortitude An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn. Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1. PC1
CURRICULUM: Pummeling Rubble 1 ConcentrateEarthManipulate Area 15-foot cone Defense Reflex A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is pushed 5 feet away from you. Critical Failure The creature takes double damage and is pushed 10 feet away from you. Heightened (+1) The damage increases by 2d4. PC1
Force Barrage 1 ConcentrateForceManipulate Range 120 feet; Targets 1 creature You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage (total 1d4+1. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth. Heightened (+2) You fire one additional shard with each action you spend. PC1
Mystic Armor 1 ConcentrateManipulate Duration until your next daily preparations You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC. Heightened (4th) You gain a +1 item bonus to saving throws. Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws. Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws. Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws. PC1
Thunderstrike 1 ConcentrateElectricityManipulateSonic Range 120 feet; Targets 1 creature Defense basic Reflex You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round. Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic. PC1
Wall of Shrubs 1 ConcentrateManipulatePlantWood Range 120 feet Duration 1 minute You call forth a line of bushes native to the region to spring from the ground. The wall of shrubs stands in a line 60 feet long, is less than 5 feet tall, and is a foot thick, providing lesser cover. Heightened (3rd) The shrubs are now 10 feet tall and 5 feet thick and provide standard cover. The duration of the spell increases to 10 minutes. Heightened (5th) Instead of a line, the shrubs can be made in a ring with a diameter of up to 30 feet that's 10 feet tall and 5 feet thick. The shrubs provide greater cover. The duration of the spell increases to 1 hour. RoE
Flashy Disappearance 1 UncommonIllusion Cast verbal You create a puff of colorful smoke that quickly disperses while you become temporarily invisible. You become undetected to all creatures unless they can see invisible creatures. You Stride. At the end of your movement, if you have cover, greater cover, or concealment, attempt a Stealth check to Hide. You gain a +2 status bonus to this Stealth check. The invisibility then ends, and you either become observed or hidden to creatures as determined by your check to Hide, if you made one. LO: F
Dehydrate 1 ConcentrateFireManipulate Range 30 feet; Area 5-foot burst Defense Fortitude (see text); Duration 1 minute You stir the inner fire of all things within the area, driving out moisture. All creatures in the area take 1d6 persistent fire damage with a basic Fortitude save; creatures with the water or plant traits get a result one degree of success worse than they rolled. The spell ends for a creature when its persistent damage ends. A creature affected by dehydrate attempts an additional Fortitude save at the end of each of its turns, before rolling to recover from the persistent damage. It can forgo this additional save if it consumed water or a similar hydrating liquid within the last round (drinking typically requires a single action). Success The creature takes no additional effect. Failure The creature is enfeebled 1 until the end of its next turn. Critical Failure The creature is enfeebled 2 until the end of its next turn. Heightened (+2) The range increases by 10 feet, the burst increases by 5 feet, and the persistent fire damage increases by 3d6. RoE
Flense 1 UncommonNecromancy Cast somatc, verbal Range touch; Targets 1 creature or corpse With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell. Inanimate Corpse The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind. Living Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell's damage kills the target, the corpse is only bones. Undead Creature Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes enfeebled 1 for 1 minute. If this spell's damage destroys the target, only its bare bones remain behind. Heightened (+1) The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4. AP 186
Flourishing Flora 1 ConcentrateManipulatePlantWood Range 30 feet; Targets 5-foot burst Defense basic Reflex Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell. • Cacti: Piercing damage, and 1 persistent bleed damage on a critical failure. • Flowers: Poison damage, and dazzled for 2 rounds on a critical failure. • Fruits: Bludgeoning damage, and clumsy 1 for 2 rounds on a critical failure. • Roots: Bludgeoning damage, and the affected creatures fall prone on a critical failure. Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1. RoE
Friendfetch 1 UncommonEvocationForce Cast somatic, verbal Range 30 feet; Targets 1 or 2 willing creatures You shoot out ephemeral, telekinetic strands that drag each target directly toward you, stopping in the closest unoccupied space to you in this path. This is forced movement. AP 169
Grease 1 ConcentrateManipulate Range 30 feet; Area 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less Duration 1 minute You conjure grease, choosing an area or target. • Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. • Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them. PC1
Interposing Earth 1 EarthManipulate Trigger You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration 3 rounds You raise a flimsy barrier of earth to shield you from harm. This barrier is 1 inch thick, 5 feet long, 5 feet high, and must be placed on the border between two squares. This barrier appears between you and the source of the triggering effect and grants you standard cover against the triggering effect. If you would be damaged by the triggering effect despite this barrier, the barrier is destroyed, and the damage dealt to you is reduced by 2. The barrier remains in place for 3 rounds (or until destroyed). It has AC 5, 2 Hardness, and 5 Hit Points. Heightened (4th) The damage reduced increases to 8, the barrier's hardness increases to 8, and the barrier's Hit Points increases to 20. RoE