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Part 4: Classes   ☰

Aetherian

Becoming an Aetherian

How exactly Sentients become Aetherians varies from world to world, and at the end of the day, it is up to your GM to decide. In the world of Aethra for example, the primary method of becoming an Aetherian is to ingest or inject Aether, and after suffering through the ensuing Aether Sickness, there is a chance the sufferer will come out of it an Aetherian. Other methods include being born on the appropriate plane, finding a relic that grants you Aetherian powers, being blessed with powers by one of the gods, or simply being born one. No one method of becoming an Aetherian is incorrect, unless it runs directly contradictory to the rules of the world that your GM has established; if your GM says that in their world, Aetherians are born with their powers, then you cannot make an Aetherian that learns their spells through tireless study (unless they allow it).

Control Over the Elements

The Aetherian is a special class: it does not have any class feats, but instead there are 6 different sub-types of the overarching class, referred to here as the Elemental Domains. It is also the only class with access to spells, and because of this has access to some of the most unique, powerful, and useful abilities in the game. An Aetherian can only ever have control over one Elemental Domain, unless they gain access to another through an external source such as an enchant.

The Power of Aether

Like the substance Aetherians' get their abilities from, the term Aether also refers to the spells they cast, the mystical abilities that they wield, the powers at their command, and more. Each Aetherian’s Aether is tied to a specific Elemental Domain, which they gain control over at the time of their transformation into an Aetherian, described in the “Becoming an Aetherian” section above. Each Elemental Domain is mostly restricted to its own abilities and powers due to their inherent differences, however there are some common spells, called such and detailed inside the class description.

The Aetherian

Level Aether
Proficiency
Features Mana
0th 1 Aether, Elemancy, Elemental Domain -
1st 2 Common Spells, Mana 5
2nd 2 -- 10
3rd 2 -- 15
4th 2 Feat and Ability Score Improvement 20
5th 3 Elemental Domain Feature 25
6th 3 First Pseudo-Element 30
7th 3 -- 35
8th 3 Feat and Ability Score Improvement 40
9th 4 -- 45
10th 4 Elemental Domain Feature 50
11th 4 -- 55
12th 4 Feat and Ability Score Improvement,
Second Pseudo-Element
60
13th 5 -- 65
14th 5 Elemental Tongue 70
15th 5 Elemental Domain Feature 75
16th 5 Feat and Ability Score Improvement 80
17th 6 -- 85
18th 6 Favored Spell 90
19th 6 Feat and Ability Score Improvement 95
20th 6 One with the Element 100

Class Features

As an Aetherian you gain the following class features.

Health

Health at 1st Level: 6 + your CON score

Health Beyond 1st Level: 1d6 (or 3.5) + your CON score per Aetherian level after 1st

Proficiencies

Skills at 0th/1st Level:

Skills Beyond 1st Level: You gain 1 SP every time you level up.


Zeroeth Level

When a Sentient becomes an Aetherian, they do not immediately gain the ability to sling spells and hurl their element at-will. Rather, they start with a very basic and unrefined capacity to exert a modicum of control over their powers - like an athlete who has only just started practicing at a sport they want to one day become a world champion in. If a character has started the process of becoming a full-fledged Aetherian but has not yet put in the time and training to become Level 1, they start here. It is important to note that becoming a 0th Level Aetherian can occur at any time and is meant as an in-between while that character progresses toward their next proper level-up, at which point they become a 1st Level Aetherian.

Aether

At 0th level, you have begun to command one of the 6 elements, and will learn to use that power to cast spells and create arcane effects at your will. These abilities are collectively referred to as Aether, named after the mystical substance from which you have gained your powers.

The damage dealt by your spells is determined by your proficiency with Aether, which can be considered an Exotic weapon that you start with 1 proficiency in; you will gain more proficiency in Aether as you gain levels in this class, as shown in the Aetherian class table. Aether's base damage die is a d8, so when a spell or effect says it uses your Aether proficiency for damage, you will roll as many d8s as your Aether proficiency and add either your INT, WIS, or CHA score (e.g. 2d8 + INT/WIS/CHA at levels 1-4).

Lastly, casting spells and using Aether usually requires gesticulations and fine movements, meaning that you cannot cast spells or use class features while wearing Medium or Heavy armor or Medium or Large shields.

Aether Save DR (ASDR)

Several spells and other features cause the target(s) to make a save against them or be effected by one or more conditions, such as getting pushed, keeping their thoughts shielded, retaining control of their body, or something else entirely. The DR for these saves is referred to as your Aether Save DR (ASDR), and is determined as follows:

Aether Save DR: 5 + your INT, WIS, or CHA score + your Aether proficiency + your Aetherian level. The threshold for getting a Partial Success against your ASDR is just it minus your Aether proficiency, so for example if your ASDR at Level 1 is 12, the threshold for getting a Partial Success against it would be 10.

Elemental Domain

Also at 0th level, you have discovered your inherent control over one of the 6 elements: Dark, Light, Magic, Soul, Space, or Time. These Domains have different abilities, spells, and roles both in and out of combat; additionally, each Domain gets additional features at levels 5, 10, and 15. Whichever Domain your character controls is up to you, but you should also consider how this effects their personality, their background, how they came across their powers, their struggle to control the Aether they now command. Perhaps your Luxomancer is hot-headed and quick to anger, or your Magician is coy and mischievous. Whatever the case may be, be sure to put some thought into how discovering, gaining, struggling with, and controlling their Domain has influenced your Aetherian’s life, background, and personality.

Elemancy

A core ability of Aetherians' is their ability to do an incalculable number of simple effects relating to their element without expending any Mana, such as creating puffs of air, minor sensory effects, or dousing Tiny fires. Any elemancy effect can only deal up to 1d6 damage.

Common Spells

Every Domain, for all their differences, has access to a handful of common spells, which you start to gain access to at 1st level. The flavoring of these spells may differ between domains, but mechanically these spells all function the same; they can be found at the bottom of the class description, before the Elemental Domain descriptions.

Mana

Mana is a numeric representation of an Aetherian’s mental fortitude, of their remaining strength and will to wield the Aether at their disposal. It determines how much you can use your Aether before needing to rest and what spells you are able to cast, as you can only cast spells with a Mana Cost < your maximum Mana. If the Mana Cost of a spell that you are normally able to cast is > your remaining Mana, you can still cast it, however your Mana will be reduced to 0 and your current Health will be reduced by 5 times the remaining difference.

Your primary method of regaining Mana is resting: a night's or day's rest will restore your Mana to full, while during a quick rest, you can roll a number of d6s up to half your Aetherian level (rounded up) and have your Mana replenished by the total amount. Alternatively, Mana Potions restore Mana similar to how Health Potions restore Health. You also regain 5 Mana whenever you ingest ½ a pound of Aether of your domain’s type, and can gain up to 10 temporary Mana this way if your Mana was already at full. If eating it, it takes 5 seconds (independent of your DEX) to eat ½ a pound.

Feat and Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores by 1 or two of them by .5, as well as take a classless feat. You cannot increase an ability score beyond 5 via this feature.

First Pseudo-Element

At 6th level, as your powers and abilities grow ever stronger, you can select one pseudo-element to gain control over. At 12th level, you will gain whichever pseudo-element you didn't choose at this level. The pseudo-elements available to each domain are as follows:

Second Pseudo-Element

When you reach 12th level you gain control over whichever pseudo-element you did not select at 6th level.

Elemental Tongue

At 14th level you learn and are able to speak and write the language of your element: Dark learns Tenebric, Light learns Luxan, Magic learns Faen, Soul learns Animan, and Space learns Spacic. Since Time elementals do not have a language of their own, Tempomancers instead gain the ability to telepathically communicate with any one creature at a time that is within 15 meters of them.

Favored Spell

Upon reaching 18th level, choose a single spell that costs <2 Mana and does not deal damage directly or via its Notable Effects; from this point on, that spell is permanently embedded in your mind and you can cast it (without modifications) without expending Mana. Alternatively, you can permanently make Elemental Strike d8-based instead of d6-based.

One With the Element

When you reach 20th level, you are truly a master of your element, nearly a demigod with nigh-unmatched arcane power. From now on, whenever you are in an area heavily saturated with your element or on your domain’s plane, you regain 1 Health and 1 Mana per minute. An example for a suitable environment for each domain is given here:

Common Spells

Mana Cost: --
Casting Time: 2s
Range: 30m
Damage: Varies
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You summon a fragment of your element and launch it at the target, causing the following effects:
  • The damage type of this spell is dependant on your domain;
  • You can use this spell in melee range without issue;
  • Unlike all other damaging spells, the damage for this spell is d6-based instead of d8-based, though you can spend 1 Mana to make it d8-based instead.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You cover your body in a chassis comprised of your element, causing the following effect:
  • Your Armor or Dodge score increases by double your Aether proficiency.
Mana Cost: 1
Casting Time: 1 reaction
Range: Self
Damage: --
Save: --
Duration: 1 round
Area of Effect: Single Target
Notable Effects: You use your Aether to deflect incoming danger, causing the following effects:
  • Your Armor score increases by your Aether proficiency until the start of your next turn.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You create a single weapon composed entirely of your element, causing the following effects:
  • The weapon functions exactly the same as its natural counterpart and its damage scales with your proficiency in the appropriate Weapon Skill;
  • it can only be wielded by you and dissipates as soon as you let go of it or at the end of the spell;
  • it cannot be a weapon that requires ammunition.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (20m)
Notable Effects: You attune to the Aether that has bonded with your body and soul and extend it to your senses, causing the following effects:
  • You sense the location and number of anything arcane (enchants, concoctions, other Aetherians, etc.) within the AoE;
  • the diameter of the AoE increases by 10m for every 1 Mana spent.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (20m)
Notable Effects: You attune to the nature of your element and extend that attunement to your senses, causing the following effects:
  • You sense the location and number of any elementals of your domain within the AoE;
  • The diameter of the AoE increases by 10m for every 1 Mana spent.
Mana Cost: 50
Casting Time: 15s
Range: 5m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: --
Notable Effects: Using the power of your element, you create a portal linking two different places on your current plane, causing the following effects:
  • This portal is an opening in a 2-dimensional shape of your choice 1-3 meters wide, oriented in a direction of your choice;
  • it has a front and a back, with the edges of both ends comprised of your element (e.g. flames, light, rock, etc.);
  • creatures on each end of the gate can see through it to the other location;
  • the portal opens to a place of your choosing on this plane, if you are familiar with the desired location;
  • the less familiar you are with the location, the lower the chance of the gate opening there, as shown in the table below;
  • if the portal does not open on target, then it opens in a random spot within the allowed distance from the target - if the GM does not have a spot in mind, they can roll for its distance from the target and the direction it went in error using 1d8 and assigning each value to a cardinal direction (1 for North, 2 for Northeast, and so on);
  • the portal only allows creatures (and their equipment) and objects through, not allowing liquids or gases to pass through unaccompanied (e.g. opening a portal on the bottom of the ocean will not cause water to come rushing through).
Familiarity On Target Distance From Target
Very familiar 01-100 --
Casually familiar 01-75 2d10 km
Somewhat familiar 01-50 4d10 km
Hardly familiar 01-25 8d10 km
Not familiar 01-05 15d10 km

Mana Cost: 60
Casting Time: 30s
Range: 5m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: --
Notable Effects: Using the power of your element, you create a portal linking the plane you are currently on and the plane of your domain, or the plane of your domain and the Central Plane, causing the following effects:
  • This portal is an opening in a 2-dimensional shape of your choice 1-3 meters wide, oriented in a direction of your choice;
  • it has a front and a back, with the edges of both ends comprised of your element (e.g. flames, light, rock, etc.);
  • creatures on each end of the gate can see through it to the other plane;
  • the portal opens to a place of your choosing on the plane of your element, if you are familiar with the desired location;
  • the less familiar you are with the location, the lower the chance of the gate opening there, as shown in the table below;
  • if the gate does not open on target, then it opens in a random spot within the allowed distance from the target - if the GM does not have a spot in mind, they can roll for its distance from the target and the direction it went in error using 1d8 and assigning each value to a cardinal direction (1 for North, 2 for Northeast, and so on);
  • the portal only allows creatures (and their equipment) and objects through, not allowing liquids or gases to pass through unaccompanied (e.g. opening a portal on the bottom of the ocean will not cause water to come rushing through).
Familiarity On Target Distance From Target
Very familiar 01-100 --
Casually familiar 01-75 2d10 km
Somewhat familiar 01-50 4d10 km
Hardly familiar 01-25 8d10 km
Not familiar 01-05 15d10 km

Mana Cost: 70
Casting Time: 30s
Range: 5m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: --
Notable Effects: Using the power of your element, you create a portal linking this plane and one of the planes adjacent to your element, causing the following effects:
  • This portal is an opening in a 2-dimensional shape of your choice 1-3 meters wide, oriented in a direction of your choice;
  • it has a front and a back, with the edges of both ends comprised of your element (e.g. flames, light, rock, etc.);
  • creatures on each end of the gate can see through it to the other plane;
  • the portal opens to a place of your choosing on the plane you chose, if you are familiar with the desired location;
  • the less familiar you are with the location, the lower the chance of the gate opening there, as shown in the table below;
  • if the gate does not open on target, then it opens in a random spot within the allowed distance from the target - if the GM does not have a spot in mind, they can roll for its distance from the target and the direction it went in error using 1d8 and assigning each value to a cardinal direction (1 for North, 2 for Northeast, and so on);
  • the portal only allows creatures (and their equipment) and objects through, not allowing liquids or gases to pass through unaccompanied (e.g. opening a portal on the bottom of the ocean will not cause water to come rushing through).
Familiarity On Target Distance From Target
Very familiar 01-100 --
Casually familiar 01-75 2d10 km
Somewhat familiar 01-50 4d10 km
Hardly familiar 01-25 8d10 km
Not familiar 01-05 15d10 km

Mana Cost: 80
Casting Time: 60s
Range: 5m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: --
Notable Effects: Using the power of your element, you create a portal linking this plane and any of the other planes (except the Unknown Plane), causing the following effects:
  • This portal is an opening in a 2-dimensional shape of your choice 1-3 meters wide, oriented in a direction of your choice;
  • it has a front and a back, with the edges of both ends comprised of your element (e.g. flames, light, rock, etc.);
  • creatures on each end of the gate can see through it to the other plane;
  • the portal opens to a place of your choosing on the plane you chose, if you are familiar with the desired location;
  • the less familiar you are with the location, the lower the chance of the gate opening there, as shown in the table below;
  • if the gate does not open on target, then it opens in a random spot within the allowed distance from the target - if the GM does not have a spot in mind, they can roll for its distance from the target and the direction it went in error using 1d8 and assigning each value to a cardinal direction (1 for North, 2 for Northeast, and so on);
  • the portal only allows creatures (and their equipment) and objects through, not allowing liquids or gases to pass through unaccompanied (e.g. opening a portal on the bottom of the ocean will not cause water to come rushing through).
Familiarity On Target Distance From Target
Very familiar 01-100 --
Casually familiar 01-75 2d10 km
Somewhat familiar 01-50 4d10 km
Hardly familiar 01-25 8d10 km
Not familiar 01-05 15d10 km

Elemental Domains

Every Aetherian discovers that they have control over a single natural element: Dark, Light, Magic, Soul, Space, or Time. Each element, with a couple of exceptions, has its own powers, abilities, and spells.


Dark

Umbramancers command and bend the element of Dark, the element of silence, secrets, chaos, and freedom. They can block out the light of the sun in the middle of the day or silence the din of battle to a dead quiet, and this has led to many fearing and mistrusting them, and not always without reason, though Dark is no more inherently evil than any other element. More powerful Umbramancers learn to control Twilight and Decay as well.

Umbramancy

Umbramancy refers to the ability to control both the pure darkness of Void and the freezing cold of Frost.

Umbramancy Features

At levels 5, 10, and 15, your powers in Umbramancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


Prerequisites: Avatar of Void and Twilight Pseudo-Element

You can now teleport up to 10m if you and/or your destination are in bright light, or 20m if both you and your destination are in dim light or darkness; you do not have to be able to see your target but you must have line of sight on it.


You can now use 3 seconds (independent of your DEX) to teleport up to 20m so long as both you and your destination are in complete darkness, or only 10m if you or your destination is in dim light and neither are in bright light; you do not have to be able to see your target but you must have line of sight on it.


The darkness that courses through your veins manifests itself around you when danger is present, making you harder to hit and increasing your base Armor or Dodge by an amount equal to your Aether proficiency.


It is the very nature of the dark to hide things, and as a being of darkness, you are no exception. Your Stealth proficiency increases by 1, up to 6, or to an amount equal to your Aether proficiency, whichever is greater. Additionally, you gain arcane darkvision out to 20m if you did not already have it; if you did already have it, you gain another 20m of it.


The cold that you control wraps around you like a cloak, shielding you from the thermal dangers of the world. From now on, you are resistant to burn and freeze damage.


Your affinity to Frost allows you to tread over snow and ice with ease; with this feat, snow and ice are no longer considered difficult terrain for you, snow storms do not hamper your Perception checks or attacks if they otherwise would, and you automatically succeed on saves to maintain your footing on ice.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Frost and Void spells.

Decay. When you gain control over Decay, in addition to being able to cast Decay spells, you also gain the ability to alter the damage type of your Frost spells to rot.

Twilight. Gaining control over Twilight allows you to alter the damage type of your Void spells to burn, as well as granting you Twilight spells.

Frost Spells

Mana Cost: 1
Casting Time: 1.5s
Range: Touch
Damage: Freeze
Save: --
Duration: Instant
Area of Effect: Cube (2m)
Notable Effects: You touch a body of water and freeze an amount of it up to the volume of the AoE, causing the following effect:
  • Damage is only taken if a creature/object is in the water being frozen - this spell cannot be cast on a creature.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: Frz./Phys.
Save: --
Duration: Instant
Area of Effect: Line (10m)
Notable Effects : You create a sharp blade of ice and send it down the AoE, damaging all creatures therein.

Mana Cost: 1
Casting Time: 3.5s
Range: 100m
Damage: Frz./Phys.
Save: Fortitude
Duration: Instant
Area of Effect: Single Target
Notable Effects : You create a hefty bolt of solid ice and launch it at the target, causing the following effect:
  • The projectile created by this spell deals double damage to objects and structures;
  • the save only needs to be made if final damage was dealt;
  • Save Failure: The target is pushed 1d3 meters back and knocked prone;
  • Save Partial Success: The target is either pushed 1d3 meters back OR knocked prone, but not both.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: Frz./Phys.
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You launch a sharp but frail chunk of ice, poised to explode, at the target, causing the following effect:
  • If the target takes final damage, creatures in a 2-meter radius around them take freeze/physical damage scaled to half your Aether proficiency, rounded up (e.g. 2d8 + your INT/WIS/CHA at 5th Level).
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: 1d8 Freeze
Save: --
Duration: 1 minute (C)
Area of Effect: Cube (5m)
Notable Effects: You supercool the air in the given area, causing the following effects:
  • Damage is final;
  • damage occurs on entering the AoE and at the start of affected creatures’ turns.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: Freeze
Save: --
Duration: Instant
Area of Effect: Cone (5m)
Notable Effects: You create a conical burst of chilling winds and ice in the AoE, freezing everything therein.

Mana Cost: 3
Casting Time: 12.5s
Range: 1km
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Line (H & L: 20m)
Notable Effects: Snow falls from the AoE.

Mana Cost: 4
Casting Time: 3.5s
Range: 20m
Damage: Freeze
Save: Reflex
Duration: 8 hours
Area of Effect: Cube (2m)
Notable Effects: You create a cage with bars of freezing ice, causing the following effects:
  • The cage is large enough to fit a single Big or Medium creature, two Small creatures, or several Tiny creatures;
  • Save Failure: The target is trapped;
  • Save Partial Success: The target has a 50% chance of being trapped;
  • touching the “bars” causes a creature to take 1d8 damage reduced only by their natural Armor;
  • each side of the cage has 10 Armor and 20 Health - at the cost of 1 more Mana, the cage's Armor can be increased to 15 and its Health increased to 30;
  • for every 2 Mana spent, the size of the cage increases to fit the next biggest Size of creature.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: Freeze
Save: Fortitude
Duration: Instant
Area of Effect: Cone (10m)
Notable Effects: You summon powerful glacial winds and ice out of your fingers, freezing creatures and objects in the AoE and causing the following effects:
  • Save Failure: Creatures are slowed until the end of their second next turn;
  • Save Partial Success: Creatures are slowed until the end of their next turn.
Mana Cost: 4
Casting Time: 6.5s
Range: 10m
Damage: --
Save: --
Duration: 8 hours
Area of Effect: Semi-Sphere (3m)
Notable Effects: You create a solid dome out of ice, causing the following effects:
  • You can create/destroy a passage in and out of the dome at will;
  • the dome has 15 Armor and 30 Health;
  • the dome does not have a floor, though one can be added for 1 Mana;
  • the dome can comfortably fit up to 4 Big, 6 Medium, or 8 Small creatures.
Mana Cost: 4
Casting Time: 5s
Range: 20m
Damage: Frz./Phys.
Save: Fort./Ref.
Duration: Instant
Area of Effect: Cylinder (D: 4m, L: 20m)
Notable Effects: You create and push a rolling snowball, causing the following effects:
  • Save Failure: Creatures are knocked prone;
  • Save Partial Success: Creatures have a 50% chance of being knocked prone;
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Frz./Phys.
Save: Reflex
Duration: 1 hour
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of ice, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures in the wall’s path at the time it was created take the damage and make the save;
  • Save Failure: Creatures are forced to a random side of the wall;
  • Save Partial Success: Creatures have a 50% chance of picking which side of the wall they emerge on;
  • Save Success: Creatures can pick which side they emerge on;
  • the wall has 10 Armor and is divided into 3 3.3-meter-long sections that each have 20 Health.
Mana Cost: 5
Casting Time: 6.5s
Range: 1km
Damage: Frz./Phys.
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You cause sharp and jagged shards of ice to rain down from above, causing the following effects:
  • Icicles rain down from the AoE, damaging everything within 30m directly beneath;
  • damage is taken on entering the specified area and at the start of each affected creatures' turns thereafter.
Mana Cost: 10
Casting Time: 6.5s
Range: 4m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You create a Small spider of living ice, causing the following effects:
  • The spider’s stats are as follows:
    • STR 2 CON 2 AGI 3 DEX 2 INT 1 WIS 2 CHA 1
    • Ra/DEF 7/11 (Armor 4, Dodge 3)
    • 1d8 +2 Health scaled to your Aether proficiency (e.g. 2d8 +4 at 4th level)
    • Fort 2 (+2), Ref. 2.5 (+3), Will. 1.5 (+2)
    • A speed of 3m/sec;
    • Bite: melee attack, 1 target, 1.5s, 1d6 +2 freeze/physical base damage that scales with your Aether proficiency
  • the spider is fully under your control and entirely loyal to you;
  • you can take 1 second (independent of your DEX) to verbally command it to perform up to 6 seconds' worth of actions (or more if commanding it to move).

Void Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You steal the target's senses, causing the following effects:
  • Save Failure: The target is either blinded or deafened (you decide);
  • Save Partial Success: The target has a 50% chance of being either blinded or deafened (you decide);
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early;
  • at the cost of 1 additional Mana at the time the spell is cast, the target is both blinded and deafened.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You bless the target with arcane sight, causing the following effect:
  • The target gains arcane darkvision out to 20m if they did not have it - if they did already have it, they gain another 20m of it.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Sphere (10m)
Notable Effects: You drop a thick sphere of pure Void at a point of your choosing, causing the following effects:
  • All creatures in the AoE are blinded;
  • because this darkness is arcane, it can only be seen through via arcane darkvision.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You fill the target's body with the power of Dark, causing the following effects:
  • While in darkness, the target’s speed is doubled and they can run up walls and across water;
  • if they stop moving while doing either, they fall;
  • in dim light, their speed increases by 50% and they cannot run across water or up walls.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Fire
Notable Effects: You draw all the heat and light out of a fire, killing it and causing the following effects:
  • You extinguish 1 Small, Medium, or Big fire (Tiny fires cost no Mana or time to extinguish);
  • at the cost of 1/2/3/4 additional Mana, you extinguish 1 Large/Huge/Massive/Colossal fire, or 2 fires of the next lowest size.
Mana Cost: 1
Casting Time: 2s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You use your Aether to render the target unconscious, causing the following effects:
  • Save Failure: The target falls unconscious;
  • Save Partial Success: The target has a 50% chance of falling unconscious;
  • they awaken early if they take damage or if 3 seconds are taken to wake them.
Mana Cost: 2
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You fill the target's mind with frightening imagery and an overall sense of dread, causing the following effects:
  • Save Failure: The target is frightened of you, another creature, or an object that you and they can see within range;
  • Save Partial Success: The target has a 50% chance of being frightened of you, another creature, or an object that you and they can see within range;
  • except for their next turn (unless they got a Partial Success), the target can repeat the save at the end of their turns to end the effect early.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Frz./Phys.
Save: --
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create a burst of pure Void, chilling and blasting all creatures and objects in the area and causing the following effect:
  • Extinguishes flames consumed by the AoE.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Sphere (6m)
Notable Effects: You bend light and shadow around yourself, causing the following effects:
  • The Stealth proficiency of all creatures inside the AoE increases by 1, up to 6 - this bonus increases by 1 for every extra Mana spent;
  • if the Stealth proficiency of a creature in the AoE is already 6, they gain a bonus to their Stealth checks equal to your Aether proficiency, with another + 1 for every extra Mana spent on this spell.
Mana Cost: 2
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You render the target completely silent, causing the following effects:
  • The target is completely unable to make noise using their own body;
  • their Stealth proficiency increases by 1, up to 6;
  • if the target's Stealth proficiency is already 6, they gain a bonus to their Stealth checks equal to your Aether proficiency.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of pure inky blackness, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • the wall completely prevents all light from getting through and breaks line of sight (however, it is still permeable, so attacks can still get through, they just have disadvantage to do so);
  • creatures standing in the wall are blinded.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You call all the creatures in the AoE to unconsciousness, causing the following effect:
  • Save Failure: Creatures fall unconscious;
  • Save Partial Success: Creatures have a 50% chance of falling unconscious.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Cone (10m)
Notable Effects: You project a frightening image of yourself in front of you, causing the following effects:
  • Save Failure: Creatures are frightened of you, even if they leave the AoE;
  • Save Partial Success: Creatures are frightened of you until they leave the AoE;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You use the power of Dark to eliminate all sound from the AoE, causing the following efects:
  • The AoE is rendered utterly silent regardless of whatever is occurring inside and all creatures inside are deafened;
  • Stealth checks inside the AoE may have advantage depending on the circumstances of the check.
Mana Cost: 4
Casting Time: 3.5s
Range: 30m
Damage: Freeze
Save: --
Duration: 1 minute (C)
Area of Effect: Sphere (3m)
Notable Effects: You create a freezing black sphere of utter darkness, causing the following effects:
  • You can move the sphere in any direction at a rate of 5m/sec so long as it stays within range;
  • the damage is taken whenever a creature touches the sphere or starts its turn in contact with it;
  • creatures inside the sphere are blinded;
  • it extinguishes flames that it consumes.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You bend incoming light around the target, causing the following effects:
  • The target becomes invisible in the visible light spectrum - making them invisible in the infrared spectrum costs 1 additional Mana;
  • this invisibility is broken if they attack, cast a spell, or take non-fatigue final damage.
Mana Cost: 20
Casting Time: 6.5s
Range: 100m
Damage: 1d8 Frz./Phys.
Save: Fortitude
Duration: 1 minute (C)
Area of Effect: Sphere (20m)
Notable Effects: You create a sphere of pure Void power, one which sucks those nearby into its freezing maw and causes the following effects:
  • Save Failure: Creatures are pulled into the center of the AoE and placed in a pocket dimension where they are blinded and restrained;
  • Save Partial Success: Creatures are grappled as they struggle against the pull of the hole;
  • Save Success: Creatures are slowed;
  • they take the damage as final damage at the start of each of their turns while trapped in the hole's pocket dimension;
  • all affected creatures must repeat the save at the start of each of their turns while in the AoE;
  • creatures that succeed on the save after being trapped in the hole's pocket dimension are ejected in the manner described below;
  • when the spell ends everything sucked into the hole is ejected 3 + 2d6m, + 1d6 for every size beneath Huge (Small/Medium/Big can all be considered one size for this purpose), in a random direction, taking 1d8 damage (reduced by their DEF) for every 3m they flew.
Mana Cost: 20
Casting Time: 3.5s
Range: 10m
Damage: Psychic
Save: Willpower
Duration: 24 hours
Area of Effect: Single Target
Notable Effects: You fill the target's consciousness with an unending stream of nightmares, causing the following effects:
  • Save Failure: The target is instantly knocked unconscious and, while unconscious in this way, is plagued by a non-stop flood of nightmares;
  • the target cannot be awoken by any means except the caster choosing to end the duration early;
  • the target takes the damage upon waking up at the end of the duration;
  • at the end of the duration, the target, adversely affected by their nightmares, gains a new madness that lasts 2d6 days;
  • at the cost of 30 more Mana (spent when the spell is cast), the duration can be made permanent.
Mana Cost: 50
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: Using great amounts of Void-borne power, you hide the target from this layer of reality, causing the following effects:
  • The target becomes invisible;
  • this invisibility cannot be broken or seen through except by arcane means, meaning the target can make attacks, cast spells, and take damage without becoming visible.

Decay Spells

Mana Cost: --
Casting Time: 2.5s
Range: 20m
Damage: Psychic
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: The target hears a dolorous bell, reminding them of their fragile mortality.

Mana Cost: 1
Casting Time: 1.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You take on the appearance of having died, causing the following effects:
  • Your Health is reduced to 0 and you appear dead for all intents and purposes, though you can still perceive through your senses and your soul does not leave your body;
  • at any time you can decide to revive yourself with the same amount of Health you had at the time of casting;
  • if you take damage prior to reviving yourself, your Health when you revive yourself is reduced by an amount equal to the damage you took.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You force the target to believe they have been inflicted with a horrible disease, causing the following effects:
  • Save Failure: The target is sickened;
  • Save Partial Success: The target has a 50% chance of being sickened;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Fortitude
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, reeking, opaque cloud that covers the AoE and smells horrendously, causing the following effects:
  • Save Failure: Creatures are sickened while inside the AoE;
  • Save Partial Success: Creatures have a 50% chance of being sickened while inside the AoE;
  • all creatures must repeat the save when entering the AoE or starting their turns in it, even if they succeed;
  • creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Rot
Save: Fort./Ref.
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You burst a cloud of vile necrotic energy in the AoE, causing the following effects:
  • Save Failure: Creatures are sickened until the end of their second next turn;
  • Save Partial Success: Creatures are sickened until the end of their next turn.
Mana Cost: 3
Casting Time: 3.5s
Range: Self
Damage: Rot
Save: --
Duration: 1 minute
Area of Effect: Line (10m)
Notable Effects: You draw a line of powerful necrotic energy along the ground, causing the following effects:
  • The line can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures take damage on entering the AoE and at the start of each of their turns while in it;
  • all Big or smaller plants caught in the AoE rot and die immediately.

Twilight Spells

Mana Cost: --
Casting Time: --
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Tiny Object
Notable Effects: The target begins to glow brightly, causing the following effects:
  • The target gives off 10m of bright light and 5m of dim light.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: The target feels the power and majesty of radiant light flow through them, causing the following effects:
  • While in bright light, the target’s speed is doubled and they can run up walls and across water - if they stop moving while doing either, they fall;
  • in dim light, their speed is increased by 50% and they cannot run across water or up walls.
Mana Cost: 1
Casting Time: 2s
Range: 30m
Damage: --
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You create a bright flash of light in the AoE, causing the following effects:
  • Save Failure: Creatures are blinded until the end of your next turn;
  • Save Partial Success: Creatures have a 50% chance of being blinded until the end of your next turn.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: The target begins to glow, causing the following effects:
  • The target gives off 5m of bright and dim light;
  • the target automatically fails Stealth checks.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You create a burning burst of light in the AoE, causing the following effect:
  • Save Failure: Creatures are blinded until the end of your next turn;
  • Save Partial Success: Creatures have a 50% chance of being blinded until the end of your next turn.

Light

Light is the element of knowledge, security, order, and hope. It guides Sentients in their times of need and gives them the hope to succeed where others may have failed. Many associate Light with goodness and honesty, and for this reason are typically quite trusting of Luxomancers, though Light is no more inherently good than any other element. Since Light is adjacent to Magic and Dark, more powerful Luxomancers are able to control Lightning and Twilight as well.

Luxomancy

Luxomancy pertains to the control over both the pure light of Radiance and the scalding heat of Fire.

Luxomancy Features

At levels 5, 10, and 15, your powers in Luxomancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


You can now use 3 seconds (independent of your DEX) to teleport to anywhere within 20m so long as both you and your destination are in bright light, or only 10m if you or your destination is in dim light and neither are in darkness; you do not have to be able to see your target but you must have line of sight on it.


Prerequisites: Avatar of Radiance and Twilight Pseudo-Element

You can now teleport up to 10m if you and/or your destination are in darkness, or 20m if both you and your destination are in dim or bright light; you do not have to be able to see your target but you must have line of sight on it.


It is the very nature of the light to reveal things, and as a being of light, you are no exception. Your Perception proficiency increases by 1, up to 6, or to an amount equal to your Aether proficiency, whichever is greater. Additionally, you gain arcane darkvision out to a range of 20m if you did not already have it; if you did already have it, you gain another 20m of it.


The light that courses through your veins manifests itself around you when danger is present, blinding your enemies slightly, making you harder to hit and increasing your base Armor or Dodge by an amount equal to your Aether proficiency.


You have learned to wear the flames that you control like a shield, making you resistant to both burn and freeze damage.


Like the Scorched you share your element with, you feel the scalding fires of unending rage burning in your soul. Over the course of 3 seconds (independent of your DEX), you can enter a state of fiery rage that lasts for the next minute. During this time, your speed increases by an amount (in meters/sec) equal to half your Aether proficiency, your spells deal an extra 1d8 damage, and any creature that strikes you with a melee attack takes 1d8 burn base damage scaled to your Aether proficiency. However, these boons come at a cost: firstly, if there are no creatures hostile to you near you that you are aware of, you attack the nearest creature that you are aware of, regardless of who they are; secondly, when you exit this state, you take 1d8 base fatigue damage, scaled to your Aether proficiency. Between night's or day's rests, you can enter this state a number of times equal to your Aether proficiency.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Fire and Radiance spells.

Lightning. The power of Lightning grants you both new spells and the ability to alter the damage type of your Fire spells to electric.

Twilight. Gaining control over Twilight grants you access to both Twilight spells and the ability to change the damage type of your Radiance spells to freeze.

Fire Spells

Mana Cost: 1
Casting Time: 2.5s
Range: 4m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Tiny Flammable Object
Notable Effects: You imbue the target with arcane fuel, causing the following effects:
  • The flame can now burn forever without running out of fuel, unless doused by arcane means such as another casting of this spell or another spell that douses flames.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Single Point
Notable Effects: You use your connection to Fire to spontaneously create a flame, causing the following effects:
  • You create 1 Small, Medium, Big fire (Tiny fires cost no Mana to create);
  • at the cost of 1/2/3/4 additional Mana, you create 1 Large/Huge/Massive/Colossal fire, or 2 fires of the next lowest size.
Mana Cost: 1
Casting Time: 2.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: The target becomes wreathed in heatless flame, causing the following effects:
  • The target gives off 10m of bright and dim light.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You shoot dense, high-powered flames out of your hands and feet, causing the following effect:
  • You gain a flying speed of 3m/sec.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: --
Duration: 1 round
Area of Effect: Sphere (4m)
Notable Effects: You place a bead of flame, poised to explode, at a single point within range, causing the following effects:
  • At the start of your next turn, that bead explodes and functions as the origin point for the AoE;
  • additional “grenades” can be placed at the cost of 1 Mana per grenade.
Mana Cost: 1
Casting Time: 1.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Weapon
Notable Effects: You light the target up in flames, causing the following effects:
  • The target deals an additional 1d8 burn damage;
  • if the target is a bladed weapon, it deals 1 less damage die of damage.
Mana Cost: 1
Casting Time: 1 reaction
Range: 20m
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Creature that has just targeted you with a damage-dealing effect
Notable Effects: You make a singular burning revenge strike against the target.

Mana Cost: 1
Casting Time: 2s
Range: 3m
Damage: Burn
Save: Reflex
Duration: Instant
Area of Effect: Single Target
Notable Effects: You summon a quagmire of blinding sparks, hucking them at the target's eyes and causing the following effect:
  • Save Failure: The target is blinded until the end of their second next turn;
  • Save Partial Success: The target is blinded until the end of their next turn.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: 1d8 Burn
Save: --
Duration: 1 minute (C)
Area of Effect: Cube (5m)
Notable Effects: You superheat the air in the AoE, causing the following effects:
  • Damage is final;
  • damage occurs on entering the AoE and at the start of affected creatures’ turns.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Cone (5m)
Notable Effects: You create a conical burst of flame in the AoE, roasting everything therein.

Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: Fort./Ref.
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create an intense fiery explosion, causing the following effects:
  • Save Failure: Creatures are knocked prone;
  • Save Partial Success: Creatures have a 50% chance of being knocked prone.
Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create a burst of multicolored dazzling sparks, causing the following effects:
  • The sparks create a visual display with a pattern and design of your choosing;
  • more bursts, each half the size and damage of the original, can be created in the same casting at the cost of 1 extra Mana per 3 bursts.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Line (20m)
Notable Effects: You shoot a powerful bolt of flame through the AoE, burning everything therein.

Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: Burn (See Effects)
Save: --
Duration: 1 minute
Area of Effect: Single Big or Smaller Object
Notable Effects: You heat the target up considerably, causing the following effects:
  • If the target is being carried or touched, the creature touching it takes 1d8 damage reduced only by their natural Armor when the spell is cast and at the start of each of its turns thereafter until it uses its reaction to drop the object;
  • if the target is being worn, the creature wearing it takes 2d8 damage reduced only by their natural Armor when the spell is cast and at the start of each of its turns thereafter until it spends 6.5 seconds taking the target off;
  • if the target is made of glass, it explodes at the start of your next turn, dealing 1d8 burn/physical damage to all creatures within 2 meters - if the exploding object was being worn, this damage is doubled, reduced only by the wearer's natural Armor, and dealt with advantage to the wearer.
  • if the target is a bladed weapon, its damage is reduced by 1d8;
  • if it is a blunt weapon, it deals 1d8 additional damage.
Mana Cost: 3
Casting Time: 3.5s
Range: Self
Damage: Burn, half proficiency
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You cover your body in a fiery aegis, causing the following effects:
  • Your Armor increases by 1d8;
  • any creature who gets within 1m of you takes the damage at the time they get near you and at the start of their turns while in the affected area;
  • any creature that directly touches you takes final damage.
Mana Cost: 3
Casting Time: 2s
Range: 30m
Damage: Burn, half proficiency
Save: Fortitude
Duration: Instant
Area of Effect: Cube (5m)
Notable Effects: You cause a quick series of flashing bursts in the AoE, causing the following effects:
  • Save Failure: Creatures are stunned and blinded until the end of your next turn;
  • Save Partial Success: Creatures are blinded until the end of your next turn.
Mana Cost: 4
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: --
Duration: 1 minute
Area of Effect: Sphere (2m)
Notable Effects: You create a sphere of pure flame that is fully under your control, causing the following effects:
  • You can move the sphere at a rate of 5m/sec so long as it stays within range;
  • the damage is taken whenever a creature touches the sphere or starts its turn in contact with it;
  • the sphere gives off 20m of bright and dim light.
Mana Cost: 5
Casting Time: 3.5s
Range: 10m
Damage: Burn
Save: Reflex
Duration: 1 minute
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of dancing flames, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • the wall functions as partial cover;
  • creatures in the wall’s path take the damage at the time they make contact with it (including when it was created) and at the start of their turns;
  • creatures in the wall's path at the time it was created make the save;
  • Save Failure: Creatures are pushed to a random side of the wall;
  • Save Partial Success: Creatures have a 50% chance of picking which side of the wall they emerge on;
  • Save Success: Creatures can choose which side of the wall they emerge on.
Mana Cost: 5
Casting Time: 3.5s
Range: Km equal to your Aether proficiency
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Single S/M/B Fire
Notable Effects: You use your connection to flames to preternaturally gaze through them, causing the following effects:
  • For the duration, you can gaze through the target and perceive through any other Small, Medium, or Big flame within range as though you were standing in its place;
  • any creatures around the fire that you are perceiving through are unaware of what you are doing unless they cast this spell on that specific flame.
Mana Cost: 6
Casting Time: 6.5s
Range: 100m
Damage: Burn
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: Creating a truly apocalyptic image, you cause fire to rain from above, causing the following effects:
  • Droplets of liquid flame rain down from the AoE, damaging everything up to 30m directly beneath;
  • damage is taken on entering the specified area and at the start of each affected creature’s turns thereafter.
Mana Cost: 7
Casting Time: 3.5s
Range: 10m
Damage: Burn
Save: Reflex
Duration: 8 hours
Area of Effect: Cube (2m)
Notable Effects: You create a cage with bars of searing flame, causing the following effects:
  • The cage is large enough to fit a single Big or Medium creature, two Small creatures, or several Tiny creatures;
  • Save Failure: The target is trapped;
  • Save Partial Success: The target has a 50% chance of being trapped;
  • touching the “bars” causes a creature to take 1d8 final damage;
  • for every 2 Mana spent, the Size of creature that can be trapped increases to the next highest size.
Mana Cost: 12
Casting Time: 3.5s
Range: 20m
Damage: Burn
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You light the target on fire, causing the following effects:
  • The damage is reduced only by the target's Armor score;
  • the target takes damage when the spell is cast and at the start of each of their turns thereafter until the flame is doused;
  • at the cost of 13 more Mana, you can make the flame only extinguishable via arcane means, by being completely submerged in water, or by the spell ending.
Mana Cost: 15
Casting Time: 1 minute
Range: 1.5km
Damage: Burn, double proficiency
Save: --
Duration: 1 minute
Area of Effect: Cylinder (D: 10m, L: 50m)
Notable Effects: You create a column of writhing, scorching flames, causing the following effects:
  • One face of the AoE must be on the ground;
  • you can move the column in any direction at a rate of 3m/sec, including into the air;
  • additional columns can be made at the cost of 15 Mana per column, and you can move all the columns at once if you so desire.

Radiance Spells

Mana Cost: --
Casting Time: --
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Tiny Object
Notable Effects: The target begins to glow brightly, causing the following effects:
  • The target gives off 10m of bright light and 5m of dim light.
Mana Cost: 1
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: The target feels the power and majesty of radiant light flow through them, causing the following effects:
  • While in bright light, the target’s speed is doubled and they can run up walls and across water - if they stop moving while doing either, they fall;
  • in dim light, their speed is increased by 50% and they cannot run across water or up walls.
Mana Cost: 1
Casting Time: 3.5s
Range: 10m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You dispel all fears from the target's mind, causing the following effects:
  • The target has advantage on saves against being frightened;
  • at the cost of 1 more Mana, the target automatically succeeds on saves against being frightened.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You bless the target with arcane sight, causing the following effect:
  • The target gains arcane darkvision out to 20m if they did not have it - if they did already have it, they gain another 20m of it.
Mana Cost: 1
Casting Time: 2.5s
Range: 10m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Four Points
Notable Effects: You create four motes of light, causing the following effects:
  • Each mote gives off 5m of bright and dim light;
  • you can move any or all of these lights at a rate of 5m/sec, so long as they stay within 30m of you.
Mana Cost: 1
Casting Time: 2s
Range: 30m
Damage: --
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You create a bright flash of light in the AoE, causing the following effects:
  • Save Failure: Creatures are blinded until the end of your next turn;
  • Save Partial Success: Creatures have a 50% chance of being blinded until the end of your next turn.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: The target begins to glow, causing the following effects:
  • The target gives off 5m of bright and dim light;
  • the target automatically fails Stealth checks.
Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Big or Smaller Object
Notable Effects: You enlighten yourself as to the true nature of the target, causing the following effect:
  • You immediately learn everything about the target, including any arcane properties, its (al)chemical composition, and its physical makeup.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You create a burning burst of light in the AoE, causing the following effect:
  • Save Failure: Creatures are blinded until the end of your next turn;
  • Save Partial Success: Creatures have a 50% chance of being blinded until the end of your next turn.
Mana Cost: 3
Casting Time: 3.5s
Range: 10m
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create wall of pure radiant light, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • it gives off 20m of bright and dim light;
  • it breaks line of sight in both the visible and infrared spectrums (however, it is still permeable, so attacks can still get through, they just have disadvantage to do so)
  • creatures seeing in the visible light spectrum, standing within 4m of the wall, and facing it are blinded, as well as all creatures standing inside it.
Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target/Object/Location
Notable Effects: You create an arcane link between yourself and the target, causing the following effects:
  • If you are personally familiar with the target (using the same guidelines as the Portal spell), a thin beam of light, perceptible only to you, shines down on them/it from above - nothing except arcane darkness can block your perception of this light;
  • if you have an object that belongs to/is part of/originated from the target, then you do not need to be personally familiar with them/it.
Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant the target insight as to the true nature of the world, causing the following effects:
  • The target gains 1 proficiency in Insight, up to 6, can see through illusions, and can see invisible creatures and objects (including those using True Invisibility);
  • if the target's Insight proficiency is already 6, they instead gain a bonus to their Insight checks equal to your Aether proficiency.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant yourself knowledge of the true nature of communication, causing the following effect:
  • Creatures within the AoE that can hear you can understand you, and you can understand them.
Mana Cost: 7
Casting Time: 3.5s
Range: 10m
Damage: --
Save: --
Duration: 1 hour (C)
Area of Effect: Single Point
Notable Effects: You create a floating invisible arcane eye under your control, causing the following effects:
  • You can see and hear through the eye as though you were standing in its place;
  • the eye has arcane darkvision out to 20m;
  • you can move the eye in any direction at a rate of 5m/sec, but you cannot move it into another plane;
  • the eye cannot penetrate barriers, but can go through any opening >3cm in diameter.
Mana Cost: 8
Casting Time: 3.5s
Range: Self
Damage: Burn
Save: Fortitude
Duration: 1 minute (C)
Area of Effect: Sphere (5m)
Notable Effects: You create a blazing corona of light for yourself, causing the following effects:
  • Save Failure: Creatures are blinded while within the AoE;
  • Save Partial Success: Creatures have a 50% chance of being blinded while within the AoE;
  • Save Success: Creatures must repeat the save at the start of each of their turns while within the AoE;
  • damage is reduced only by the target's Armor and occurs on entering the AoE and at the start of affected creature’s turns;
  • the AoE moves with you;
  • you give off 20m of bright light with equal dim light beyond that.
Mana Cost: 12
Casting Time: 1 minute
Range: Everywhere
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target/Object/Location
Notable Effects: You use the guidance of Light to peer through the fabric of reality onto your target, causing the following effects:
  • If you are personally familiar with the target (using the same guidelines as the Portal spell), they are on the same plane as you, and they fail the save, you perceive everything within 5m of them for the duration, including hearing sounds that they would be able to hear;
  • if you have an object that belongs to/is part of/originated from the target, then you do not need to be personally familiar with them/it.
Mana Cost: 15
Casting Time: 6.5s
Range: 100m
Damage: Burn
Save: --
Duration: 1 minute (C)
Area of Effect: Cylinder (D: 10m, L: 20m)
Notable Effects: You create a blazing column of pure radiant light, causing the following effects:
  • One face of the AoE is on the ground;
  • damage is reduced only by affected creatures' Armor scores and is taken upon entering the AoE and at the start of affected creature’s turns;
  • the AoE gives off 100m of bright and dim light;
  • creatures inside the AoE other than you are blinded.
Mana Cost: 15
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You fill the target's mind with a purifying light, causing the following effects:
  • The target is cured of any madnesses, mental illnesses, and the following conditions: charmed, frightened, and stunned;
  • depending on the severity, multiple applications of this spell may be required to cure depression or other severe mental illnesses.

Lightning Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 1m
Damage: --
Save: --
Duration: Instant
Area of Effect: Creature that is Enduring or died <2 minutes ago and still has all of its vital organs
Notable Effects: You electrically shock the target back to life and consciousness, causing the following effects:
  • The target immediately regains 1d8 Health.
Mana Cost: 1
Casting Time: 1.5s
Range: 10m
Damage: Electric
Save: Fortitude
Duration: Instant
Area of Effect: Single Target
Notable Effects: You zap the target with a shock of electricity, causing the following effects:
  • Save Failure: The target is stunned until the end of their second next turn;
  • Save Partial Success: The target is stunned until the end of their next turn.
Mana Cost: 2
Casting Time: 3.5s
Range: 100m
Damage: Electric
Save: --
Duration: Instant
Area of Effect: Up to 3 Targets
Notable Effects: You gather (and contribute to) the ionized particles in the air around the target(s), causing the following effects:
  • Lightning strikes the target(s) from above;
  • scales to double your Aether proficiency if in a storm or if the sky is overcast.
Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: Electric
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You shoot an array of sustained lightning bolts out of one or both of your hands, causing the following effects:
  • The damage rolls is made with advantage against metal targets or targets wearing metal armor;
  • if the initial damage roll deals final damage, then the target is slowed, and at the start of each of your turns thereafter, the target takes electric damage reduced only by their natural Armor scaled to half your Aether proficiency (rounded down) until your concentration is broken, the target moves out of range, or the spell ends;
  • at least one hand must be used to sustain the spell.
Mana Cost: 3
Casting Time: 5.5s
Range: Self
Damage: Electric
Save: --
Duration: Instant
Area of Effect: Cylinder (D: 6m, L: 20m)
Notable Effects: You summon a volatile ball of lightning and hurl it down the length of the AoE, where arcs of electricity reach out and strike any creatures or objects that come within a few meters of it.

Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Electric, double proficiency
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You zap the target with a bolt of electric energy that then bounces to nearby creatures, causing the following effects:
  • After striking the target, the bolt bounces to the closest creature within 4 meters of them, dealing 1d8 less damage;
  • the bolt repeats this process, dealing 1d8 less damage each time it jumps, until either there are no new targets or the next target would receive no damage;
  • if two prospective targets are equidistant from the current target, the bolt randomly picks which one it jumps to;
  • the bolt will not jump to a creature that it has already hit.

Twilight Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You steal target's senses, causing the following effects:
  • Save Failure: The target is either blinded or deafened (you decide);
  • Save Partial Success: The target has a 50% chance of being either blinded or deafened (you decide);
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early;
  • at the cost of 1 additional Mana at the time the spell is cast, the target is both blinded and deafened.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You fill the target's body with the power of Dark, causing the following effects:
  • While in darkness, the target’s speed is doubled and they can run up walls and across water;
  • if they stop moving while doing either, they fall;
  • in dim light, their speed increases by 50% and they cannot run across water or up walls.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Fire
Notable Effects: You draw all the heat and light out of a fire, killing it and causing the following effects:
  • You extinguish 1 Small, Medium, or Big fire (Tiny fires cost no Mana or time to extinguish);
  • at the cost of 1/2/3/4 additional Mana, you extinguish 1 Large/Huge/Massive/Colossal fire, or 2 fires of the next lowest size.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Sphere (10m)
Notable Effects: You drop a thick sphere of pure Void at a point of your choosing, causing the following effects:
  • All creatures in the AoE are blinded;
  • because this darkness is arcane, it can only be seen through via arcane darkvision.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Frz./Phys.
Save: --
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create a burst of pure Void, chilling and blasting all creatures and objects in the area and causing the following effect:
  • Extinguishes flames consumed by the AoE.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Sphere (6m)
Notable Effects: You bend light and shadow around yourself, causing the following effects:
  • The Stealth proficiency of all creatures inside the AoE increases by 1, up to 6 - this bonus increases by 1 for every extra Mana spent;
  • if the Stealth proficiency of a creature in the AoE is already 6, they gain a bonus to their Stealth checks equal to your Aether proficiency, with another + 1 for every extra Mana spent on this spell.

Magic

When Sentients think of Magic, they also think of mysticism, Illusion, imagination, and the Fae, with their mysterious tricks and troublesome pranks, as well as the Dynami, with their powerful Force thaumaturgy and electrifying Lightning powers. Because of this mysticism, Magic, more than any other element, is associated with lies and deceit, and Magimancers – also known as Magicians – are no strangers to embracing that reputation. More powerful Magicians learn to bend Lightning and form Prophecy.

Magimancy

Magic is the element of Illusion and Force, and its adjacency to Time and Light allowing for the manipulation of Prophecy and Lightning.

Magimancy Features

At levels 5, 10, and 15, your powers in Magimancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


From now on, you can take 3 seconds (independent of you DEX) to create a perfect illusory duplicate of yourself (including your equipment) in an unoccupied space that you can see within a number of meters equal to half your Aetherian level rounded up, lasting for 1 minute, until you dismiss it, or until you lose Concentration. You can create it a number of times between night's or day's rests equal to your Aether proficiency. A creature can see through this illusion by taking 3 seconds (independent of their DEX) to make a Perception check against your ASDR; if they attempt to interact with it physically (such as by trying to touch it) they will immediately notice that it is illusory when this fails.

On your turn, you can take 1 second (independent of your DEX) to mentally command the duplicate to perform up to 6 seconds' worth of actions (or more if commanding it to move); should you command it to “perform” an action other than movement, the action will not actually be performed (you can, however, command the illusion to speak with your voice). You could, for instance, tell the illusion to move 5m and “attack” a creature, however the illusion will not do any damage, and the illusion may be revealed for what it is. Also, until an attacker learns of the illusory nature of your duplicate, they count as an extra creature for the purposes of flanking.


You can use either the illusory or forceful nature of your element to increase either your Dodge or your base Armor by an amount equal to your Aether proficiency.


Using the power of pure Force, you are able to permanently grant yourself a total flying speed equal to your Aetherian level.


You have learned to use your control of Force to prevent the forces of the world from moving you against your will. You can no longer be manipulated by any natural non-arcane force (such as rushing water or powerful winds) unless you allow it. Additionally, creatures now have disadvantage to move you against your will.


Your affinity with Illusion and the ways of the Fae clue you in to the true nature of things. You automatically see through illusions (you are still aware of their presence), and your Beguilement and Insight proficiencies increase by 1, both of which can now be increased to 6.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Force and Illusion spells.

Lightning. The power of Lightning grants you both new spells and the ability to alter the damage type of your Force spells to electric.

Prophecy. Prophecy grants you Prophecy spells, makes you unable to be surprised, and grants you advantage on Reflex saves against traps.

Force Spells

Mana Cost: Target Weight/100, rounded appropriately
Casting Time: 2s
Range: 30m
Damage: Varies
Save: --
Duration: 1 minute (C)
Area of Effect: Single Object
Notable Effects: You lift the target telekinetically, causing the following effects:
  • You can move it at a rate of 3m/sec so long as it stays within range;
  • you can take 2s to throw the target, dealing 1d8 base damage (scaled to your Aether proficiency) of the appropriate type if you spent >1 Mana on this spell and ending it early - if you spent 0 Mana on this spell, it deals 1d6 base damage;
  • if the target is being worn or carried, the creature possessing it must make a STR check against a check using your Aether proficiency (e.g. 2d10 + your INT/WIS/CHA at 1st Level) to resist your attempt to take it away from them.
Mana Cost: 1
Casting Time: 3.5s
Range: 100m
Damage: Physical, half proficiency rounded up
Save: Fort./Ref.
Duration: Instant
Area of Effect: Two Small or Smaller Objects
Notable Effects: You create an attracting force between two objects, causing the following effects:
  • One or both of the targets is pulled towards the other in a straight line - which target is pulled and which is stationary is up to you, or both targets can be pulled to each other;
  • the pulled target(s) can be held back with a successful STR check against your ASDR;
  • a creature hit by a pulled target takes the damage and must make the save;
  • Save Failure: The creature is knocked prone;
  • Save Partial Success: The creature has a 50% chance of being knocked prone;
  • additional objects can be pulled to each other at the cost of 1 Mana per object;
  • objects larger than Small can be affected at the cost of 1 Mana per Size above Small per object, e.g. attracting a Small object to a Medium one costs 2 Mana, and attracting two Medium objects to each other costs 3.
Mana Cost: 1
Casting Time: 2s
Range: 100m
Damage: Varies
Save: Fort./Ref.
Duration: Instant
Area of Effect: Single Target
Notable Effects: You launch a single Small or smaller object in your possession at the target with incredible force, causing the following effects:
  • Save Failure: The target is knocked prone;
  • Save Partial Success: The target has a 50% chance of being knocked prone.
Mana Cost: 1
Casting Time: 1.5s
Range: 10m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You imbue the target with a hint of anti-gravitational power, causing the following effect:
  • The height and distance of the target's next jump is tripled.
Mana Cost: 1+
Casting Time: 2.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Object
Notable Effects: You use your command over the forces of gravity to increase or decrease the target's weight, causing the following effects:
  • Target becomes 20 pounds lighter or heavier per 1 Mana spent;
  • objects that weigh nothing act as though in zero-gravity.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: 1d8 True
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You take a chance on the power of your Aether, causing the following effect:
  • If the total damage is odd, you take it, while if it is even, the target takes it - if the bonus to your damage roll is non-whole, round it down.
Mana Cost: 1
Casting Time: 2s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Small Object
Notable Effects: You pull or repel the target to or from you, causing the following effects:
  • The target is pulled or repelled 10 meters to/from you as long as it is not being worn;
  • if the target is being carried, the creature carrying it must make a STR check against your ASDR to hold onto it;
  • Tiny objects cost no Mana to pull/repel;
  • larger objects can be pulled to/repelled from you at the cost of 1 additional Mana per size category above Small (e.g. a Big object would cost 3 total Mana), however anything the objects collide with in their path (including you) take 1d8 physical damage for each size category above Small (e.g. a Big object would collide with you for 2d8 physical damage);
  • to pull/repel a creature requires twice as much Mana (1 Mana for Tiny creatures) and requires them to fail a Fortitude save against your ASDR.
Mana Cost: 1
Casting Time: 2s
Range: Self
Damage: --
Save: Fortitude
Duration: Instant
Area of Effect: Cone (5m)
Notable Effects: You create a burst of kinetic energy away from you in the AoE, causing the following effects:
  • Save Failure: Creatures are pushed 3m back and knocked prone;
  • Save Partial Success: Creatures are either pushed 3m back OR knocked prone, but not both.
Mana Cost: 1
Casting Time: 1 reaction
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Up to 3 Falling Creatures
Notable Effects: You slow the fall of the target(s), causing the following effects:
  • Targets fall 3m/sec, allowing them to land safely;
  • each Mana spent on this spell allows another 3 targets to be selected.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Physical
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create a powerful burst of kinetic energy, causing the following effects:
  • Save Failure: Creatures are pushed 3m back and knocked prone;
  • Save Partial Success: Creatures are either pushed 3m back OR knocked prone, but not both.
Mana Cost: 2
Casting Time: 2s
Range: 30m
Damage: --
Save: Fortitude
Duration: Instant
Area of Effect: Single Big or Smaller Airborne Creature/Object
Notable Effects: You force the target to the ground, causing the following effects:
  • Save Failure: The target immediately falls;
  • Save Partial Success: The target has a 50% chance of falling;
  • if the target takes falling damage, it uses the next highest magnitude of dice for the damage (e.g. a Small/Medium/Big creature would take 1d6 per 3m fallen instead of 1d4);
  • larger targets can be affected at the cost of 1 Mana per size category above Big;
  • if the target has a flying speed, it cannot fly again until the start of its second next turn, or its next turn if it got a Partial Success.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You reverse gravity in the AoE, causing the following effect:
  • Creatures and objects caught in the AoE fall upwards.
Mana Cost: 2
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Fortitude
Duration: Instant
Area of Effect: Line (10m)
Notable Effects: You create a line of kinetic energy that bursts powerfully, causing the following effects:
  • Save Failure: Creatures are pushed 3m back and knocked prone;
  • Save Partial Success: Creatures are either pushed 3m back OR knocked prone, but not both.
Mana Cost: 3
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Small or Smaller Object
Notable Effects: You fix the target in a specific point in space, causing the following effects:
  • If the target is not being worn or carried, it becomes fixed in place and can only be moved with a successful STR check against your ASDR;
  • objects larger than Small can be fixed at the cost of 2 Mana per Size category above Small.
Mana Cost: 3
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You grant the target the ability to fly, causing the following effect:
  • The target gains a total flying speed of 20m.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Reflex
Duration: 8 hours
Area of Effect: Cube (2m)
Notable Effects: You create a cage of pure kinetic energy, causing the following effects:
  • The cage is large enough to fit a single Big or Medium creature, two Small creatures, or several Tiny creatures;
  • Save Failure: A creature in the AoE is trapped by the cage;
  • Save Partial Success: A creature in the AoE has a 50% chance of being trapped by the cage;
  • a creature can attempt to escape the cage by taking 6.5 seconds to make a STR check against your ASDR;
  • for every 2 Mana spent, the size of the cage increases to fit the next biggest Size of creature, or 2 of the next smallest size.
Mana Cost: 4
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Fortitude
Duration: 1 minute
Area of Effect: Cube (5m)
Notable Effects: You create a crushing field of gravity in the AoE, causing the following effects:
  • Creatures that fail the save are restrained, grappled if they get a Partial Success, or slowed if they succeed;
  • creatures take damage on entering the AoE and at the start of each of their turns while in it.
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Fort./Ref.
Duration: 1 minute
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of shimmering kinetic energy, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures targeted by attacks originating from the other side of the wall have their RaDEF increased by an amount equal to your ASDR;
  • creatures in the wall’s path at the time it was created take the damage and make the save: those who fail are pushed to a random side of it, creatures who get a Partial Success have a 50% chance of picking which side they emerge on, and creatures who succeed can choose which side of the wall they emerge on;
  • to get through the wall, a creature must take 3.5 seconds to succeed on a STR check against your ASDR.
Mana Cost: 10
Casting Time: 6.5s
Range: 30m
Damage: --
Save: Fortitude
Duration: 1 minute
Area of Effect: Cone (10m)
Notable Effects: You create a 3-meter tall circular aperture that sucks in creatures and objects on one side and violently ejects them out the other end, causing the following effects:
  • The vacuum has a front that sucks in Huge or smaller creatures and a back that shoots them out, and how the vacuum is oriented is up to you;
  • Save Failure: Huge or smaller creatures within the AoE of the front are pulled through the vacuum and shot violently out the back 3 + 2d6m away, + 1d6 for every size beneath Huge (Small/Medium/Big can all be considered one size for this purpose), taking 1d8 damage (reduced by their DEF) for every 3m they fly;
  • Save Partial Success: Huge or smaller creatures within the AoE of the front are restrained as they struggle against the pull of the vacuum;
  • Save Success: Huge or smaller creatures within the AoE of the front are slowed;
  • while within the AoE of the front, Huge or smaller creatures must repeat the save at the start of each of their turns.
Mana Cost: 20
Casting Time: 6.5s
Range: 1.5km
Damage: Physical, see Effects
Save: Fortitude
Duration: Instant
Area of Effect: Sphere (20m)
Notable Effects: You create an black hole-like field of powerful gravitational forces in the center of the AoE, causing the following effects:
  • Save Failure: Creatures are instantly pulled 10m closer to the origin point and are slowed, unless they are within 2m of the origin point in which case they are restrained;
  • Save Partial Success: Renders a creature restrained;
  • Save Success: Renders a creature slowed;
  • creatures must repeat the save at the start of each of their turns while inside the AoE;
  • at the start of your next turn, any creatures within 7m of the origin point take damage scaled to double your Aether proficiency, scaled to your Aether proficiency if they are within 8-13m, or scaled to half your Aether proficiency (rounded up) if they are within 14-20m.

Illusion Spells

Mana Cost: --
Casting Time: 1s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Point
Notable Effects: You use your Aether to "throw" your voice, causing the following effect:
  • For the next few seconds, anything you say is heard coming out of the AoE as though you were standing at that point.
Mana Cost: --
Casting Time: 1s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Palm-Size Object that Weighs <10 Pounds
Notable Effects: The target vanishes into a miniscule pocket dimension of yours, causing the following effects:
  • The target is placed in a pocket dimension that can only be accessed by you, and can be pulled back out with another casting of this spell;
  • up to two objects can be placed in this dimension at any given time.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, opaque cloud that covers the AoE, causing the following effects:
  • Creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 8 hours
Area of Effect: Single Target
Notable Effects: You use your powers of mysticism to alter the appearance of your clothing, causing the following effects:
  • The appearance of your clothing is altered to your desire;
  • these changes are illusory and can be see through with a successful Perception check against your ASDR, or by attempting to physically interact with the illusion.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: The target becomes wreathed in heatless flame, causing the following effects:
  • The target gives off 10m of bright and dim light.
Mana Cost: 1
Casting Time: 3.5s
Range: 10m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Four Points
Notable Effects: You create four motes of light, causing the following effects:
  • Each mote gives off 5m of bright and dim light;
  • you can move any or all of these lights at a rate of 5m/sec, so long as they stay within 30m of you.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: 10 minutes (C)
Area of Effect: Cube (2m)
Notable Effects: You use your illusory powers to create an illusion of a creature, object, or other effect of your design, causing the following effects:
  • the mirage is complete with all the sights, smells, sounds, and other sensory effects needed to make it seem real, but cannot cause damage;
  • you can take 1.5 seconds to alter the illusion, such as making an image of a creature walk or an image of a door swing open;
  • the illusion can be seen through with a successful Perception check against your ASDR, or by attempting to physically interact with it.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You create an illusory copy of the target to distract those who would wish them harm, causing the following effects:
  • The copy appears within 2m of them;
  • every time an attack targets them, there is a 1 in 2 chance that the attack targets the copy (which has an Armor score of 0 and a Dodge equal to the target's) instead;
  • once the copy has final damage "dealt" to it, it disappears;
  • up to 5 additional copies can be created during the casting at the cost of 1 Mana per copy.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You force the target to believe they have been inflicted with a horrible disease, causing the following effects:
  • Save Failure: The target is sickened;
  • Save Partial Success: The target has a 50% chance of being sickened;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 2
Casting Time: 2.5s
Range: Touch
Damage: --
Save: --
Duration: 8 hours
Area of Effect: Single Target
Notable Effects: You use your Aether to alter the target's complete physical appearance, causing the following effects:
  • The target’s physical appearance is altered, including making them up to one foot taller or shorter and/or changing their heritage;
  • these changes are illusory and can be see through with a successful Perception check against your ASDR, or by attempting to physically interact with the illusion.
Mana Cost: 2
Casting Time: 2.5s
Range: 10m
Damage: --
Save: Willpower
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You muddy the target's ability to form coherent speech, causing the following effect:
  • Save Failure: Whenever the target attempts to speak, they instead babble incoherently;
  • Save Partial Success: the effect lasts only 30 minutes.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Fortitude
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, reeking, opaque cloud that covers the AoE and smells horrendously, causing the following effects:
  • Save Failure: Creatures are sickened while inside the AoE;
  • Save Partial Success: Creatures have a 50% chance of being sickened while inside the AoE;
  • all creatures must repeat the save when entering the AoE or starting their turns in it, even if they succeed;
  • creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 2
Casting Time: 2s
Range: Self
Damage: --
Save: Will./Fort.
Duration: 1 minute
Area of Effect: Cone (5m)
Notable Effects: You hurl a blinding array of multicolored lights in front of you, causing the following effects:
  • Save Failure: Creatures are blinded;
  • Save Partial Success: Creatures have a 50% chance of being blinded;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 2
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: In the target's mind, they hear a delightfully melodious tune, causing the following effects:
  • Save Failure: The target hears music that compels them to dance, leaving them unable to take any actions except to dance;
  • Save Partial Success: The target hears music that has a 50% chance of compelling them to dance;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant the target the ability to better deceive the world, causing the following effects:
  • The target gains 2 proficiency in Beguilement and Disguise Kits, up to 6;
  • if the target's Beguilement or Disguise Kits proficiency is already 6, they instead gain a bonus to checks with those skills equal to your Aether proficiency.
Mana Cost: 2
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You fill the target's mind with frightening imagery and an overall sense of dread, causing the following effects:
  • Save Failure: The target is frightened of you, another creature, or an object that you and they can see within range;
  • Save Partial Success: The target has a 50% chance of being frightened of you, another creature, or an object that you and they can see within range;
  • except for their next turn (unless they got a Partial Success), the target can repeat the save at the end of their turns to end the effect early.
Mana Cost: 2
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You render the target completely silent, causing the following effects:
  • The target is completely unable to make noise using their own body;
  • their Stealth proficiency increases by 1, up to 6;
  • if the target's Stealth proficiency is already 6, they gain a bonus to their Stealth checks equal to your Aether proficiency.
Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: --
Save: Willpower
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You force the target to speak only the truth, causing the following effects:
  • Save Failure: The target cannot knowingly lie, however they can speak in half-truths and say things that are not untrue;
  • you are aware of whether the target failed or succeeded on the save.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Sphere (10m)
Notable Effects: You conjure a collection of beautiful, dazzling, hypnotizing lights that entrance creatures caught in the AoE, causing the following effects:
  • Save Failure: Creatures are stunned;
  • Save Partial Success: Creatures are slowed;
  • except for their next turn (unless they got a Partial Success) and each time they take damage, affected creatures can repeat this save at the end of each of their turns to end the effect early.
Mana Cost: 3
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Willpower
Duration: 8 hours
Area of Effect: Single Target
Notable Effects: You cause the target to hallucinate that they are in some way trapped, causing the following effects:
  • Save Failure: The target believes they are trapped in their immediate environment by some hallucinatory means (such as a cage entrapping them or a chain tying them to an object) and will not let themself move more than 2m from their current position;
  • in combat, they can repeat the save at the end of every other round, or every round if they get a Partial Success;
  • out of combat, they can repeat the save at the end of each hour to end the effect early, or every 30 minutes if they get a Partial Success.
Mana Cost: 4
Casting Time: 3.5s
Range: 10m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You befuddle the target's grip on reality, causing the following effects:
  • Save Failure: The target loses their grip on reality, and spends each of their turns randomly performing one of the following actions until the spell ends:
    d6 Action
    1 Stands still (they still defend themselves)
    2 Moves in a random direction at full speed for 3 seconds
    3 Drops prone
    4 Attacks the nearest creature using all of its actions
    5 Drops whatever is in its hands
    6 Acts normally
  • Save Partial Success: As above, but options 4 & 5 are replaced with "Acts normally";
  • except for their next turn (unless they got a Partial Success), the target can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Cone (10m)
Notable Effects: You project a frightening image of yourself in front of you, causing the following effects:
  • Save Failure: Creatures are frightened of you, even if they leave the AoE;
  • Save Partial Success: Creatures are frightened of you until they leave the AoE;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: 20m
Damage: 1d8 fatigue
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You cause the target an overwhelming feeling of hilarity, forcing them to laugh uncontrollably and causing the following effects:
  • Save Failure: The target begins laughing maniacally, falling prone and becoming stunned;
  • Save Partial Success: The target begins laughing intensely, becoming slowed;
  • whether they got a failure or a Partial Success, the target takes the damage at the start of each of their turns;
  • they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You use the power of Illusion to eliminate all sound from the AoE, causing the following efects:
  • The AoE is rendered utterly silent regardless of whatever is occurring inside and all creatures inside are deafened;
  • Stealth checks inside the AoE may have advantage depending on the circumstances of the check.
Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant the target insight as to the true nature of the world, causing the following effects:
  • The target gains 1 proficiency in Insight, up to 6, can see through illusions, and can see invisible creatures and objects (including those using True Invisibility);
  • if the target's Insight proficiency is already 6, they instead gain a bonus to their Insight checks equal to your Aether proficiency.
Mana Cost: 5
Casting Time: 6.5s
Range: 10m
Damage: --
Save: Willpower
Duration: 8 hours
Area of Effect: Single Large or smaller Surface
Notable Effects: You create an image of a passage or tunnel on the target that lasts for the duration, causing the following effects:
  • The next time a creature touches the image, it disappears and they must make the save;
  • Save Failure: The creature falls unconscious for 8 hours or until 3 seconds are spent to wake them;
  • Save Partial Success: The creature has a 50% chance of falling unconscious for 4 hours or until 2 seconds are used to wake them.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You bend incoming light around the target, causing the following effects:
  • The target becomes invisible in the visible light spectrum - making them invisible in the infrared spectrum costs 1 additional Mana;
  • this invisibility is broken if they attack, cast a spell, or take non-fatigue final damage.
Mana Cost: 6
Casting Time: 3.5s
Range: 20m
Damage: Psychic
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: In the target's mind, you conjure the specter of a threat that immediately start to harry them, causing the following effects:
  • Save Failure: The following occurs:
    • In the target's mind you create an image of an object or creature, complete with all associated sensory perceptions except touch;
    • the target believes the phantasm is real and treats it as such, and rationalizes away any illogical outcomes from interacting with it, such as believing that a phantasm that it cannot hit with its weapon is dodging all of its attacks;
    • the target takes the damage any time the phantasm appears to strike it, as it believes the phantasm has injured it.
  • except for its next turn (unless it got a Partial Success), the target can repeat the save at the end of each of its turns to end the effect early.
Mana Cost: 20
Casting Time: 1 minute
Range: 5m
Damage: --
Save: --
Duration: Instant
Area of Effect: Cube (5m)
Notable Effects: You create a sensory perception, such as an image, smell, feeling, repeating sound, etc., that fits within the AoE and does not disappear after any length of time, causing the following effects:
  • The illusion lasts indefinitely unless dispelled with another casting of this spell;
  • a successful Perception check against your ASDR at the time you cast this spell reveals the illusory nature of the effect;
  • to change or dispel the effect requires another casting of this spell.
Mana Cost: 20
Casting Time: 6.5s
Range: 3m
Damage: --
Save: Willpower
Duration: Instant
Area of Effect: Single Target
Notable Effects: You reach deep into the target's mind and manipulate their very memories, causing the following effects:
  • Save Failure: You can select any 10 minutes of the target's memory and modify it as you see fit, inserting or removing aspects at your discretion;
  • Save Partial Success: As above, but only up to 1 minute;
  • Save Success: The target can choose to let you in or keep you out, and can prevent you from modifying any memories they don't want you to alter;
  • to reverse the modifications, you must cast this spell again.
Mana Cost: 20
Casting Time: 3.5s
Range: 10m
Damage: Psychic
Save: Willpower
Duration: 24 hours
Area of Effect: Single Target
Notable Effects: You fill the target's consciousness with an unending stream of nightmares, causing the following effects:
  • Save Failure: The target is instantly knocked unconscious and, while unconscious in this way, is plagued by a non-stop flood of nightmares;
  • the target cannot be awoken by any means except the caster choosing to end the duration early;
  • the target takes the damage upon waking up at the end of the duration;
  • at the end of the duration, the target, adversely affected by their nightmares, gains a new madness that lasts 2d6 days;
  • at the cost of 30 more Mana (spent when the spell is cast), the duration can be made permanent.
Mana Cost: 50
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: Using great amounts of illusory power, you hide the target from this layer of reality, causing the following effects:
  • The target becomes invisible;
  • this invisibility cannot be broken or seen through except by arcane means, meaning the target can make attacks, cast spells, and take damage without becoming visible.

Lightning Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 1m
Damage: --
Save: --
Duration: Instant
Area of Effect: Creature that is Enduring or died <2 minutes ago and still has all of its vital organs
Notable Effects: You electrically shock the target back to life and consciousness, causing the following effects:
  • The target immediately regains 1d8 Health.
Mana Cost: 1
Casting Time: 1.5s
Range: 10m
Damage: Electric
Save: Fortitude
Duration: Instant
Area of Effect: Single Target
Notable Effects: You zap the target with a shock of electricity, causing the following effects:
  • Save Failure: The target is stunned until the end of their second next turn;
  • Save Partial Success: The target is stunned until the end of their next turn.
Mana Cost: 2
Casting Time: 3.5s
Range: 100m
Damage: Electric
Save: --
Duration: Instant
Area of Effect: Up to 3 Targets
Notable Effects: You gather (and contribute to) the ionized particles in the air around the target(s), causing the following effects:
  • Lightning strikes the target(s) from above;
  • scales to double your Aether proficiency if in a storm or if the sky is overcast.
Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: Electric
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You shoot an array of sustained lightning bolts out of one or both of your hands, causing the following effects:
  • The damage rolls is made with advantage against metal targets or targets wearing metal armor;
  • if the initial damage roll deals final damage, then the target is slowed, and at the start of each of your turns thereafter, the target takes electric damage reduced only by their natural Armor scaled to half your Aether proficiency (rounded down) until your concentration is broken, the target moves out of range, or the spell ends;
  • at least one hand must be used to sustain the spell.
Mana Cost: 3
Casting Time: 5.5s
Range: Self
Damage: Electric
Save: --
Duration: Instant
Area of Effect: Cylinder (D: 6m, L: 20m)
Notable Effects: You summon a volatile ball of lightning and hurl it down the length of the AoE, where arcs of electricity reach out and strike any creatures or objects that come within a few meters of it.

Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Electric, double proficiency
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You zap the target with a bolt of electric energy that then bounces to nearby creatures, causing the following effects:
  • After striking the target, the bolt bounces to the closest creature within 4 meters of them, dealing 1d8 less damage;
  • the bolt repeats this process, dealing 1d8 less damage each time it jumps, until either there are no new targets or the next target would receive no damage;
  • if two prospective targets are equidistant from the current target, the bolt randomly picks which one it jumps to;
  • the bolt will not jump to a creature that it has already hit.

Prophecy Spells

Mana Cost: --
Casting Time: 2.5s
Range: 20m
Damage: Psychic
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: The target is forcefully reminded of their mortality and the certainty of their eventual death.

Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant the target a bit of knowledge from the future, causing the following effect:
  • For the duration, the target can grant themselves advantage on a number of attacks, checks, or saves equal to your Aether proficiency.
Mana Cost: 5
Casting Time: 2.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You grant the target knowledge of the combat prowess they will one day have, causing the following effect:
  • The target has the proficiency of their chosen Weapon Skill(s) increased by 1, up to 6 - if the target's chosen Weapon Skill(s) are already at 6, they instead gain a bonus to their attacks equal to your Aether proficiency.
Mana Cost: 6
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You bless the target with knowledge of the immediate future, causing the following effect:
  • The target gains a bonus to all of their attacks, saves, and their Dodge equal to your Aether proficiency, they act first in combat, and are immune to being surprised.

Soul

Animancers are able to tap into the very life force of their targets and use their own energies to hurt or heal them. More powerful Animancers are able to bend the pseudo-elements of Decay and Water to their will as well.

Animancy

The element of Soul is split between the forces of Death, which allows Animancers to harm their foes, and Life, which grants them healing abilities.

Animancy Features

At levels 5, 10, and 15, your powers in Animancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


When you cast Cure, it now scales to your full Aether Proficiency instead of just half. It still fails if you cast it with 0 Mana remaining.


Your closeness with death clues you into when those near you get close to crossing into the great beyond; whenever a creature dies or starts Enduring within a distance equal to 10 times your Aetherian level in meters, you automatically know about it and where it is. You do not know how they died, but you do know if they were a Sentient or not.


You gain resistance to rot and poison damage, and you now have advantage on saves against poisons, diseases, and being sickened.


You can now take 3.5 seconds to cure yourself or a creature that you can touch of a single non-permanent condition (e.g. blinded, sickened, etc.) or short-term (<6 days) madness. Between night's or day's rests, you can do this a number of times equal to your Aether proficiency.


The raw strength of the life energy flowing through you makes you nigh-impossible to kill. Twice between night's or day's rests, whenever an attack brings you down to 0 Health but not does kill you outright, you instead regain 1d8 Health. This benefit stacks with other features that give similar benefits, and it is your choice which is used each time.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Death and Life spells.

Decay. The power of Decay grants you both new spells and the ability to alter the damage type of your Death spells to freeze.

Water. Water enables you to both cast Water spells and to breathe underwater.

Death Spells

Mana Cost: --
Casting Time: 2.5s
Range: 20m
Damage: Psychic
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: Target hears a dolorous bell, reminding them of their fragile mortality.

Mana Cost: 1
Casting Time: 1.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You take on the appearance of having died, causing the following effects:
  • Your Health is reduced to 0 and you appear dead for all intents and purposes, though you can still perceive through your senses and your soul does not leave your body;
  • at any time you can decide to revive yourself with the same amount of Health you had at the time of casting;
  • if you take damage prior to reviving yourself, your Health when you revive yourself is reduced by an amount equal to the damage you took.
Mana Cost: 1
Casting Time: 2s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You use your Aether to render the target unconscious, causing the following effects:
  • Save Failure: The target falls unconscious;
  • Save Partial Success: The target has a 50% chance of falling unconscious;
  • they awaken early if they take damage or if 3 seconds are used to wake them.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You force the target to believe they have been inflicted with a horrible disease, causing the following effects:
  • Save Failure: The target is sickened;
  • Save Partial Success: The target has a 50% chance of being sickened;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 1
Casting Time: 3.5s
Range: 10m
Damage: Rot
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You draw the life force out of the target, causing the following effects:
  • You or another creature within range that you can see heals for half the final damage dealt.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Fortitude
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, reeking, opaque cloud that covers the AoE and smells horrendously, causing the following effects:
  • Save Failure: Creatures are sickened while inside the AoE;
  • Save Partial Success: Creatures have a 50% chance of being sickened while inside the AoE;
  • all creatures must repeat the save when entering the AoE or starting their turns in it, even if they succeed;
  • creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 2
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You fill the target's mind with frightening imagery and an overall sense of dread, causing the following effects:
  • Save Failure: The target is frightened of you, another creature, or an object that you and they can see within range;
  • Save Partial Success: The target has a 50% chance of being frightened of you, another creature, or an object that you and they can see within range;
  • except for their next turn (unless they got a Partial Success), the target can repeat the save at the end of their turns to end the effect early.
Mana Cost: 2
Casting Time: 3.5s
Range: 5m
Damage: --
Save: --
Duration: 24 hours
Area of Effect: Single Corpse or Pile of Bones
Notable Effects: You use your necrotic powers to infect the target with false life, causing the following effects:
  • You raise the target as either a Zombie (corpse) or Skeleton (pile of bones) that is fully under your control and will follow your commands to the best of its ability;
  • it acts on its own turn in combat, and you must take 1.5s on your turn to mentally command it to perform a task, which it carries out to the best of its ability;
  • its Health and attacks scale to your Aether proficiency;
  • the target dies when the spell ends, unless you spend another 1 Mana to sustain it;
  • for every 2 extra Mana spent, you can raise one additional Zombie or Skeleton as part of the same casting.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Rot
Save: Fort./Ref.
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You burst a cloud of vile necrotic energy in the AoE, causing the following effects:
  • Save Failure: Creatures are sickened until the end of their second next turn;
  • Save Partial Success: Creatures are sickened until the end of their next turn.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You call all the creatures in the AoE to unconsciousness, causing the following effect:
  • Save Failure: Creatures fall unconscious;
  • Save Partial Success: Creatures have a 50% chance of falling unconscious.
Mana Cost: 3
Casting Time: 3.5s
Range: Self
Damage: Rot
Save: --
Duration: 1 minute
Area of Effect: Line (10m)
Notable Effects: You draw a line of powerful necrotic energy along the ground, causing the following effects:
  • The line can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures take damage on entering the AoE and at the start of each of their turns while in it;
  • all Big or smaller plants caught in the AoE rot and die immediately.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Cone (10m)
Notable Effects: You project a frightening image of yourself in front of you, causing the following effects:
  • Save Failure: Creatures are frightened of you, even if they leave the AoE;
  • Save Partial Success: Creatures are frightened of you until they leave the AoE;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: 20m
Damage: Rot, double proficiency
Save: Fort./Will.
Duration: Instant
Area of Effect: Single Target
Notable Effects: You strike the target with a devastating bolt of necrotic energy, causing the following effects:
  • Save Failure: If the target has <5 times your Aetherian level Health, they die instantly - otherwise, they take the damage;
  • Save Success: The target takes the damage.
Mana Cost: 5
Casting Time: 10.5s
Range: 3m
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Corpse
Notable Effects: You call the soul of the target back to this plane for a few brief moments, causing the following effects:
  • If the target’s soul is able, and the target is not Undead, it briefly returns to its body until either the spell ends or the caster asks it 5 questions, which it can choose to not answer and it does not have to answer truthfully if it does not want to;
  • the spell does not heal wounds or repair bodily damage, so if the target is unable to hear or answer questions, the Mana is wasted;
  • once this spell is cast on a corpse, it cannot be cast on it again for 24 hours.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Corpse
Notable Effects: You touch the target and gain a vision of the end of their life, causing the following effect:
  • You experience a vision of the last 60 seconds of the deceased's life.
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Physical/Rot
Save: Reflex
Duration: 1 hour
Area of Effect: Line (H: 5, L: 10m)
Notable Effects: You create a wall of rotting, dying flesh, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures in the wall’s path take the damage and make the save;
  • Save Failure: Creatures are forced to a random side of the wall;
  • Save Partial Success: Creatures have a 50% chance of deciding which side they emerge on;
  • Save Success: Creatures can pick which side they emerge on;
  • the wall has 5 Armor and is divided into 3 3.3-meter-long sections that each have 15 Health.
Mana Cost: 6
Casting Time: 6.5s
Range: 30m
Damage: Poison
Save: Fortitude
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You summon a toxic cloud of enervating energy, causing the following effects:
  • Save Failure: Creatures are sickened while in the AoE;
  • Save Partial Success: creatures have a 50% chance of being sickened while in the AoE;
  • damage occurs on entering the AoE and at the start of affected creatures’ turns;
  • all creatures must repeat the save when entering the AoE or starting their turns in it, even if they succeed;
  • creatures can take the Hide action even if they have nothing to hide behind while in the AoE;
  • creatures that hold their breath or don’t need to breathe are still affected, but creatures who can breathe safely in dangerous vapors are not;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 10
Casting Time: 6.5s
Range: 100m
Damage: Rot
Save: Willpower
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You bestow a macabre, sickening appearance onto the target, causing the following effects:
  • Save Failure: Sores open across the target's body and they begin bleeding out of their eyes, ears, nose, mouth, and new sores;
  • Save Partial Success: The target has a 50% chance of the above happening;
  • if the target is now bleeding out of their orifices, creatures within 10m of them must make a Willpower save against your ASDR or become frightened of them.
Mana Cost: 10
Casting Time: 10.5s
Range: 5m
Damage: --
Save: --
Duration: 24 hours
Area of Effect: 3 Corpses
Notable Effects: Much like Raise Corpse, you bestow the targets with a mockery of living energy, except this time, you combine them into one single vile monster, causing the following effects:
  • You create a Big creature out of the targets;
  • you decide the shape and anatomy of this creature, and it has the appearance of being made out of several rotting corpses;
  • its statistics are as follows:
    • STR 5, CON 3, AGI 1.5, DEX 1, INT 1, WIS 2, CHA 1.5;
    • its Health is 10 times your Aether proficiency;
    • its melee attacks (e.g. punches and bites) deal 1d8+5 base damage scaled to your Aether proficiency and have the Short property;
  • it knows the same languages you do, but whether or not it is able to speak is up to you;
  • it acts on its own turn in combat;
  • it is loyal to you and will obey your commands to the best of its ability;
  • you must verbally command it to perform actions - the amount of time this takes is up to your GM, but takes a minimum of .5s;
  • if not given a command, it will stay within 3m of you, and will default to the following (listed in order of priority): defending you, attacking your target, and defending itself;
  • it does not need to eat, drink, sleep, or breathe;
  • at the end of the duration it dies, unless you spend another 3 Mana to sustain it;
  • you can have only 1 Monster under your control at once.

Life Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You infuse the target with a brief burst of healing energy, causing the following effect:
  • The target regains an amount of Health scaled to half your Aether proficiency, rounded up (e.g. 2d8 at 5th-8th level);
  • At the cost of 1 extra Mana, the amount of Health the target regains scales to your full Aether proficiency;
  • If you target yourself with this spell and have 0 Mana remaining, the spell fails.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You protect the target from the cold grip of death, causing the following effect:
  • The next time the target is reduced to 0 Health, they immediately regain 1d8 Health.
Mana Cost: 1
Casting Time: 3.5s
Range: 1m
Damage: --
Save: --
Duration: Instant
Area of Effect: Creature that is Enduring or died < 2 minutes ago and has all of its vital organs
Notable Effects: You invigorate the target with a little bit of life, causing the following effect:
  • The target immediately regains 1d8 Health.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (20m)
Notable Effects: You use your attunement to Life to detect its presence in the immediate vicinity, causing the following effect:
  • You immediately know the number and location of all living beings within the AoE.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You use your control over the target's soul to halt their body, causing the following effects:
  • Save Failure: The target becomes paralyzed;
  • Save Partial Success: The target becomes slowed;
  • except for their next turn (unless they got a Partial Success), the target can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 4
Casting Time: 3.5s
Range: 10m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Small or smaller Object
Notable Effects: You infuse the target with a sliver living energy, causing the following effects:
  • The target becomes animated and under your complete control;
  • the object's statistics are as follows:
    • All of its Ability Scores are 1;
    • all of its Action Skill proficiencies are 1;
    • it has 10 Health if it is Tiny and 20 if it is Small;
    • it has Ra/DEF of 3/9 if it is Tiny and 1/5 if it is Small;
    • it can take 3 seconds to perform a bash attack that deals 1d2+1 base damage if it is Tiny and 1d4+1 base damage if it is Small, scaled to your Aether proficiency;
    • it can perceive everything within 10 meters of itself;
    • it can communicate very simple emotions to you;
    • if it does not have any components that would allow for it to walk or manipulate its surroundings, it gains spectral appendages (e.g. arms and legs) to make up for these inabilites.
  • You can issue commands to the object mentally (no time required) so long as it is on the same plane as you - if you do not issue an explicit command, the object follows you within a few meters and defends you from hostile creatures as best it can;
  • at the end of the spell's duration, you can keep the spell going for another hour at the cost of 1 Mana so long as the object is on the same plane as you.
Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You clear the target's mind fo whatever is troubling them, causing the following effects:
  • The target is cured of any short-term (<6 days) madnesses, as well as the following conditions: charmed, frightened, and stunned;
  • this spell does not cure curse-borne conditions.
Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You purify the target's body, causing the following effects:
  • The target is cured of any short-term (<6 days) diseases, as well as the following conditions: blinded, deafened, sickened, stunned, and is stabilized if they are Enduring;
  • if the target is blinded or deafened from permanent damage, such as having no eyes or destroyed ear drums, this spell does not fix that, nor does it cure curse-borne conditions.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant yourself knowledge of the true nature of communication, causing the following effect:
  • Creatures within the AoE that can hear you can understand you, and you can understand them.
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Cube (10m)
Notable Effects: You summon a wave of healing energy, causing the following effect:
  • Creatures that you choose are affected as though by the Cure spell.
Mana Cost: 6
Casting Time: 6.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You assert your dominance over the target's soul, attempting to gain control of their entire body and causing the following effects:
  • Save Failure: You gain control of the target, and can take 1 second (independent of your DEX) to telepathically command them to perform up to 3 seconds' worth of actions (or 2 seconds to perform up to 6 seconds' worth), not including intentionally harming or killing themselves, which they take on their turn;
  • if you do command it to knowingly harm or kill itself, the spell ends;
  • except for the target’s next turn (unless they got a Partial Success), it can repeat the save at the end of each of its turns to end the spell early.
Mana Cost: 8
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 24 hours
Area of Effect: Single Target
Notable Effects: You make a piece of the target's soul corporeal just for a while, causing the following effect:
  • If the target is missing any limbs or appendages, this spell creates a prosthetic for them out of pure soul energy.
Mana Cost: 10
Casting Time: 6.5s
Range: 3m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single creature that has been dead for <24 hours
Notable Effects: You bring the target's soul back to their body and resurrect them, causing the following effects:
  • If the target was a Sentient and their soul is willing and able, they return to life with 1d8 Health;
  • if it was a Sentient and their soul is not willing or able, it returns to life with 1d8 Health as a Revenant;
  • if it was not a Sentient, it returns to life as normal with 1d8 Health.
Mana Cost: 15
Casting Time: 6.5s
Range: 3m
Damage: Psychic, triple proficiency
Save: Willpower
Duration: 1 Month
Area of Effect: Single Target
Notable Effects: You place a powerful arcane compulsion on the target's psyche, causing the following effects:
  • Save Failure: The target is compelled to perform a single task given to you by them that does not cause them to deliberately or knowingly take damage;
  • they take the damage whenever they act against the task you told them to perform, but no more than once a minute.
Mana Cost: 15
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You completely cleanse the target's psyche, causing the following effects:
  • The target is cured of any madnesses, mental illnesses, and the following conditions: charmed, frightened, and stunned;
  • depending on the severity, multiple applications of this spell may be required to cure depression or other severe mental illnesses.
Mana Cost: 40
Casting Time: 10.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You completely repair the target's damaged body, causing the following effects:
  • The target is restored to full Health, cured of all physical ailments, has any missing limbs and non-vital appendages restored, and is cured of the following conditions: blinded, deafened, paralyzed, petrified, sickened, slowed, and stunned;
  • depending on how far it has progressed, multiple applications of this spell may be required to cure cancer.
Mana Cost: 50
Casting Time: 6.5s
Range: Self
Damage: --
Save: --
Duration: 24 hours
Area of Effect: Cube (10m)
Notable Effects: You summon all of your healing power to bear, causing the following effect:
  • Creatures within the AoE that you choose are restored to full Health, have any diseases, lingering injuries, and madnesses cured, and have advantage on Fortitude and Willpower saves for the next hour.
Mana Cost: 60
Casting Time: 24 hours
Range: 5m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You infuse a piece of the target's soul into a suitable receptacle, causing the following effects:
  • You imbue a fraction of the target’s soul into a Homunculus or Automaton within range that has yet to Awaken, embedding it in such a way that should the target’s current body die, its soul will immediately rejoin the fragment that was placed into the Homunculus or Automaton, inhabiting that body as if it were its own (assuming whatever killed the target did not immediately trap or destroy its soul);
  • once a Homunculus or Automaton has a soul fragment embedded into it, it will never Awaken and cannot have another soul fragment embedded into it.
Mana Cost: 80
Casting Time: 24 hours
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Automaton or Homonculus that has not Awakened
Notable Effects: The target immediately Awakens, causing the following effect:
  • The target becomes fully and completely sentient.
Mana Cost: 80
Casting Time: 1 minute
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You summon all the powers of Life at your command to return the target to life, causing the following effects:
  • If the target was a Sentient and their soul is able and willing, they return to life with full Health;
  • if the target was a Sentient but their soul was not able and willing, they return to life with full Health as a Revenant;
  • if the target was not a Sentient, they return to life with full Health as normal;
  • this spell creates and/or restores any missing organs, limbs, appendages, or mortal wounds, as well as cures any and all diseases, lingering injuries, or madnesses the target may have had in life;
  • if you did not know the target personally, you must have access to some or all of their body, and they are restored to life at the age that they were when they lost that part of their body;
  • if you did know the target personally, you can create a new body for them at any age, so long as you knew them when they were that age.

Decay Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You steal the target's senses, causing the following effects:
  • Save Failure: The target is either blinded or deafened (you decide);
  • Save Partial Success: The target has a 50% chance of being either blinded or deafened (you decide);
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early;
  • at the cost of 1 additional Mana at the time the spell is cast, the target is both blinded and deafened.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Fire
Notable Effects: You draw all the heat and light out of a fire, killing it and causing the following effects:
  • You extinguish 1 Small, Medium, or Big fire (Tiny fires cost no Mana or time to extinguish);
  • at the cost of 1/2/3/4 additional Mana, you extinguish 1 Large/Huge/Massive/Colossal fire, or 2 fires of the next lowest size.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Sphere (10m)
Notable Effects: You drop a thick sphere of pure Void at a point of your choosing, causing the following effects:
  • All creatures in the AoE are blinded;
  • because this darkness is arcane, it can only be seen through via arcane darkvision.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Frz./Phys.
Save: --
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You create a burst of pure Void, chilling and blasting all creatures and objects in the area and causing the following effect:
  • Extinguishes flames consumed by the AoE.

Water Spells

Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Line (10m)
Notable Effects: You create a thin, sharp blade of water and send it down the AoE, damaging all creatures therein.

Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, opaque cloud that covers the AoE, causing the following effects:
  • Creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (1m)
Notable Effects: You create water using your Aether, causing the following effects:
  • You summon up to 5 gallons of drinkable water;
  • you can create more water in a single casting at the cost of 1 Mana for every 5 gallons.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: Frz./--/Burn
Save: --
Duration: Instant
Area of Effect: Cube (2m)
Notable Effects: You touch a body of water and freeze, melt, or boil up to 2 cubic meters of it.

Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You burst a cloud of burning steam, burning all the creatures in the AoE.

Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: The target gains the ability to walk on water, causing the following effects:
  • Rough waters are difficult terrain for them;
  • they can choose to submerge themselves without ending the spell;
  • they can end this spell early at their choosing.

Space

The element of Space is that of matter and material, of that which physically exists and takes up, well, space. Although its sub-elements are Earth and Air, "Earth" includes all physical material, not just dirt and soil, while "Air" refers to all empty space, not just breathable oxygen. Stronger Mattemancers are also able to control both Memory and Water as well.

Mattemancy

As controllers over all of that which is physical and takes up, well, space, Mattemancers have access to some of the most useful and versatile spells in all of Iron & Aether.

Mattemancy Features

At levels 5, 10, and 15, your powers in Mattemancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


Falling - or more specifically, landing - no longer presents a serious threat to you, as you are able to slow your own descent so as to land safely. When falling, reduce the amount of damage you take by an amount equal to twice your Aetherian level.


As you get ever-better at manipulating Earth and Air, you find that you are able to use your element to better protect yourself, increasing your base Armor or Dodge by an amount equal to your Aether proficiency.


The element you control now allows you to speed up your own bodily movements, increasing your speed by an amount (in meters/sec) equal to half your Aetherian proficiency.


While you are in direct physical contact with natural earth, stone, or wood that you have not conjured, created, or manipulated through a spell or other feature and has not been removed from the world’s surface, your STR score increases by 1, up to 6, or to an amount equal to your Aether proficiency, whichever is greater.


You are able to absorb the nutrients you need to survive straight from the earth itself. If you are in direct physical contact for an hour or longer with natural earth, stone, or wood that you have not conjured, created, or manipulated through a spell or other feature and has not been removed from the world’s surface, you do not need to eat or drink water for the remainder of that day. You do still need to rest, and you can still gain the benefits of eating or drinking normally.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Air and Earth spells.

Memory. Gaining control over Memory allows you to both cast Memory spells and recall any of your past experiences with perfect clarity, unless inflicted with arcane-borne amnesia.

Water. Water enables you to both cast Water spells and to breathe underwater.

Air Spells

Mana Cost: --
Casting Time: 1s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Palm-Size Object that Weighs <10 Pounds
Notable Effects: The target vanishes into a miniscule pocket dimension of yours, causing the following effects:
  • The target is placed in a pocket dimension that can only be accessed by you, and can be pulled back out with another casting of this spell;
  • up to two objects can be placed in this dimension at any given time.
Mana Cost: 1
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You imbue the target's movements with aerial finesse, causing the following effects:
  • The target’s speed is doubled, and they can run across water and up walls;
  • if they stop moving while doing either of the above, they fall.
Mana Cost: 1
Casting Time: 1.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Flame
Notable Effects: You draw all the air away from a fire, suffocating it and causing the following effects:
  • You extinguish 1 Small, Medium, or Big fire (Tiny fires cost no Mana to extinguish);
  • at the cost of 1/2/3/4 additional Mana, you extinguish 1 Large/Huge/Massive/Colossal fire, or 2 fires of the next lowest size.
Mana Cost: 1
Casting Time: 2s
Range: 15m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Sphere (10m)
Notable Effects: You whip up an array of air currents filled with dust, causing the following effects:
  • Invisible creatures become visible;
  • creatures whose eyes are not covered are blinded until they leave the AoE and use 3.5 seconds to restore their sight;
  • creatures whose eyes are covered have disadvantage on all Perception checks while inside the AoE;
  • you can move the origin point of the storm at a rate of 3m/sec so long as it stays within 30 meters of you.
Mana Cost: 1
Casting Time: 1 reaction
Range: 10m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Projectile
Notable Effects: You reinforce and strengthen the movement of a single projectile that is being fired in your immediate environment, causing the following effects:
  • Select a single projectile being fired: that projectile deals 1d8 extra damage;
  • you can select additional projectiles for 1 Mana per extra projectile.
Mana Cost: 1
Casting Time: 1.5s
Range: 10m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You use air currents to enhance the jumping capability of the target, causing the following effect:
  • The height and distance of the target's next jump is tripled.
Mana Cost: 1
Casting Time: 2s
Range: Self
Damage: --
Save: Fortitude
Duration: Instant
Area of Effect: Cone (5m)
Notable Effects: You create a powerful conical swath of air directly in front of you, causing the following effects:
  • Save Failure: Creatures are pushed 3m back and knocked prone;
  • Save Partial Success: Creatures are either pushed 3m back OR knocked prone, but not both.
Mana Cost: 1
Casting Time: 1 reaction
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Up to 3 Falling Creatures
Notable Effects: You slow the fall of the target(s), causing the following effects:
  • Targets fall 3m/sec, allowing them to land safely;
  • each Mana spent on this spell allows another 3 targets to be selected.
Mana Cost: 1+
Casting Time: 2.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Object
Notable Effects: You lift or push down the target via air currents, causing the following effects:
  • Target becomes 20 pounds lighter or heavier per 1 Mana spent;
  • objects that weigh nothing act as though in zero-gravity.
Mana Cost: 2
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You blink out and then back into existence, causing the following effect:
  • You disappear and instantly reappear at a point within 20m of you that you that you select.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: Physical
Save: Fort./Ref.
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You cause a high-pressure explosion of air, causing the following effects:
  • Save Failure: Creatures pushed back 3m and knocked prone;
  • Save Partial Success: Creatures are either pushed back 3m OR knocked prone, but not both;
  • extinguishes flames consumed by the AoE.
Mana Cost: 2
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You create a warped and folded pocket of space, causing the following effect:
  • Creatures can move to any other space within the AoE instantaneously, so long as they would be able to do so normally.
Mana Cost: 2
Casting Time: 2s
Range: Self
Damage: Sonic
Save: Fortitude
Duration: Instant
Area of Effect: Cube (5m)
Notable Effects: You cause a pressurized burst of air directly in front of you, causing the following effects:
  • Save Failure: Creatures are deafened for 1 minute;
  • Save Partial Success: Creatures are deafened for 30 seconds;
  • extinguishes flames caught entirely in the AoE;
  • creates a cacophanous noise that is audible up to 150 meters away.
Mana Cost: 3
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You grant the target the ability to fly, causing the following effects:
  • Target gains a flying speed of 3m/sec.
Mana Cost: 3
Casting Time: 6.5s
Range: Self
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Sphere (4m)
Notable Effects: You create a relatively small tornado and use it to clear the area directly in front of you, causing the following effects:
  • The vortex advances forward to a point 10m away from you in a pattern of your choosing, so long as it is constantly moving towards that point at an angle of 45 degrees or less, such as in a straight line, a zig-zag, or a curve;
  • the vortex deals the damage to everything within the AoE around it.
Mana Cost: 3
Casting Time: 3.5s
Range: 10m
Damage: --
Save: Fort./Ref.
Duration: 1 minute (C)
Area of Effect: Single Big or smaller Target
Notable Effects: You create a miasma of circling winds around the target, trapping them and rendering them unable to move from that spot, and causing the following effects:
  • Save Failure: The target is restrained;
  • Save Partial Success: The target has a 50% chance of being restrained;
  • a STR check (against your ASDR) can be made to reach a creature or object inside, and another check must be made to free them;
  • the whirlwind extinguishes flames consumed by the AoE;
  • at the cost of 2 extra Mana, you can increase the size of creature that can be restrained by the spell by a magnitude of 1.
Mana Cost: 5
Casting Time: 6.5s
Range: 30m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You briefly remove the target from this dimension, causing the following effects:
  • Save Failure: The target is instantly placed into a pocket dimension wherein they are blinded, deafened, and stunned;
  • Save Partial Success: The target has a 50% chance of the above happening to them;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the effect early.
Mana Cost: 5
Casting Time: 6.5s
Range: Self
Damage: Phys., half proficiency
Save: --
Duration: 1 minute (C)
Area of Effect: Sphere (8m)
Notable Effects: You summon a miasma of raging winds around you that protects you from danger and causes the following effects:
  • The damage occurs on entering the AoE and at the start of affected creatures’ turns;
  • your RaDEF increases by your ASDR, as well as the RaDEF of anyone targeted by ranged attacks if they pass through the hurricane, excluding your own ranged attacks;
  • Huge or smaller creatures are slowed inside the AoE;
  • the AoE moves with you;
  • flames consumed by the AoE are extinguished.
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Fort./Ref.
Duration: 1 minute
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of rushing winds, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures and objects targeted by ranged attacks originating from the other side of the wall have their RaDEF increased by your ASDR;
  • creatures in the wall’s path at the time it is created take the damage and make the save;
  • Save Failure: Creatures are pushed to a random side of the wall;
  • Save Partial Success: Creatures have a 50% chance of picking which side they emerge on;
  • Save Success: Creatures can choose which side of the wall they emerge on;
  • creatures must succeed on a STR check against your ASDR to pass through the wall;
  • flames consumed by the AoE are extinguished.
Mana Cost: 6
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Cube (4m)
Notable Effects: You briefly remove an amount of material matching the AoE from this dimension, causing the following effects:
  • You create a blank space in a structure up to the size of the AoE, allowing creatures and objects to pass through as though nothing were there - this does not cause structural damage;
  • the missing material reappears at the end of the duration.
Mana Cost: 6
Casting Time: 6.5s
Range: 100m
Damage: --
Save: Fortitude
Duration: 1 minute (C)
Area of Effect: Cylinder (D: 8m, L: 20m)
Notable Effects: You create a relatively narrow passage of powerful rushing winds, causing the following effects:
  • Save Failure: Creatures are pushed to the end of the AoE opposite the point of origin, taking 1d8 damage (reduced by their DEF) for every 3m pushed if they collide with anything;
  • Save Partial Success: Creatures are restrained as they struggle to not be pushed by the wind;
  • Save Success: Creatures are slowed while within the AoE;
  • creatures inside the AoE must repeat the save at the start of each of their turns;
  • the winds disperse gases & scents and extinguishes flames consumed by the AoE.
Mana Cost: 10
Casting Time: 6.5s
Range: 30m
Damage: --
Save: Fortitude
Duration: 1 minute
Area of Effect: Cone (10m)
Notable Effects: You create a 3-meter tall circular aperture that sucks in creatures and objects on one side and violently ejects them out the other end, causing the following effects:
  • The vacuum has a front that sucks in Hugee or smaller creatures and a back that shoots them out, and how the vacuum is oriented is up to you;
  • Save Failure: Huge or smaller creatures within the AoE of the front are pulled through the vacuum and shot violently out the back 3 + 2d6m away, + 1d6 for every size beneath Huge (Small/Medium/Big can all be considered one size for this purpose), taking 1d8 damage (reduced by their DEF) for every 3m they fly;
  • Save Partial Success: Huge or smaller creatures within the AoE of the front are restrained as they struggle against the pull of the vacuum;
  • Save Success: Huge or smaller creatures within the AoE of the front are slowed;
  • while within the AoE of the front, Huge or smaller creatures must repeat the save at the start of each of their turns.
Mana Cost: 10
Casting Time: 30s
Range: 5m
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Up to 3 Large or Smaller Targets
Notable Effects: You transform the targets into quick-moving clouds of pure air, causing the following effects:
  • The only action the clouds can take is to Move;
  • the clouds have a flying speed of 50m/sec (3km/minute, 180km/hr);
  • the clouds are immune to all damage except true;
  • the clouds ignore Health loss penalties;
  • the clouds transform back into their usual forms if their Health reaches 0, the spell ends, or if they spend 30 seconds concentrating on reverting to their normal forms;
  • the clouds cannot regain Health or Mana;
  • you can select larger targets at the cost of 1 Mana per Size category above Large per target;
  • you can select additional targets at the cost of 3 Mana per target.
Mana Cost: 15
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You use your Aether to translocate yourself, causing the following effects:
  • You instantly transport yourself and all of your equipment to any other location on the same plane, using the same familiarity constraints as the Portal spell;
  • you can take up to 2 other creatures with you at the cost of 5 additional Mana per creature.
Mana Cost: 40
Casting Time: 30s
Range: 1.5km
Damage: --
Save: Fortitude
Duration: 10 minutes (C)
Area of Effect: Sphere (20m)
Notable Effects: Using all of your Aetherian might, you create a massive and destructive tornado, causing the following effects:
  • You create a 40-meter tall tornado, with the origin point of the AoE at the point where the tornado meets the ground;
  • Save Failure: Creatures get swept up into the tornado and 1d4 rounds later, or at the end of the spell, are ejected from the tornado and flung 15 + 3d10 meters away in a random direction, taking 1d8 damage (reduced by their DEF) for every 3m they flew;
  • Save Partial Success: Creatures are restrained as they struggle to not be swept up in the tornado's winds;
  • Save Success: Creatures are slowed while inside the AoE;
  • creatures inside the AoE must repeat the save at the start of each of their turns;
  • buildings within the AoE take 5d8 physical damage when the spell is cast and at the start of each of your turns thereafter;
  • the tornado extinguishes flames consumed by the AoE.
Mana Cost: 60
Casting Time: 10 minutes
Range: 3m
Damage: --
Save: --
Duration: 24 hours
Area of Effect: Single Point
Notable Effects: You create a portal to a trans-dimensional home of yours, causing the following effects:
  • You connect to a pocket dimension that only you can connect to (you can also enchant an object to allow the user to connect to it, requiring a third level enchantment using Space Aether);
  • this pocket dimension is roughly the size and shape of a large house of your own design, complete with furnishings, food, and ideal environmental conditions;
  • while in this dimension, you cannot be located by arcane means, and at any time you can use a reaction to will the dimension to force a creature out and not let them back in;
  • this dimension connects to the plane you cast this spell on via a Big or smaller door of your own design, which cannot be destroyed and can only be passed through by creatures and objects that you knowingly allow;
  • at the end of the spell, the door disappears, keeping any objects placed inside but forcefully ejecting any creatures, including you;
  • a permanent door to the pocket dimension can be created by casting this spell in the same spot every day for 15 days;
  • such a door can be dispelled by another casting of this spell by you on the same spot, with the express intent of dispelling the door.

Earth Spells

Mana Cost: --
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Cube (2m)
Notable Effects: You use your Aether to shape a section of on-hand non-arcane material that fits inside the AoE in a manner of your design, causing the following effects:
  • Whatever you make must be perceptible to the naked eye and bears easily-visible marks of having been shaped;
  • you cannot make small, detailed changes to the material, and can only make crude approximations of what you're trying to make - any weapons you make using this spell are Shoddy-quality.
Mana Cost: Target Weight/100, rounded appropriately
Casting Time: 2s
Range: 30m
Damage: Varies
Save: --
Duration: 1 minute (C)
Area of Effect: Single Object
Notable Effects: You lift the target telekinetically, causing the following effects:
  • You can move the item at a rate of 3m/sec;
  • you can take 2s to throw the target, dealing 1d8 base damage (scaled to your Aether proficiency) of the appropriate type if you spent >1 Mana on this spell and ending it early - if you spent 0 Mana on this spell, it deals 1d6 base damage;
  • if the target is being worn or carried, the creature possessing it must make a STR check against a check using your Aether proficiency (e.g. 2d10 + your INT/WIS/CHA at 1st Level) to resist your attempt to take it away from them.
Mana Cost: 1
Casting Time: 3.5s
Range: 15m
Damage: --
Save: Fort./Ref.
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You wrap a series of tendrils around the target, causing the following effects:
  • Save Failure: The target is restrained;
  • Save Partial Success: The target is grappled;
  • at the end of each of their turns thereafter, the target can make STR/DEX checks (their choice) to free themselves.
Mana Cost: 1
Casting Time: 3.5s
Range: 100m
Damage: Physical
Save: Fortitude
Duration: Instant
Area of Effect: Single Target
Notable Effects: You create a hefty bolt of stone and launch it at the target, causing the following effect:
  • The projectile created by this spell deals double damage to objects and structures;
  • the save only needs to be made if final damage was dealt;
  • Save Failure: The target is pushed 1d3 meters back and knocked prone;
  • Save Partial Success: The target is either pushed 1d3 meters back OR knocked prone, but not both.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: You melt into an adjacent solid surface, causing the following effects:
  • You are placed in total cover and rendered blinded, deafened, and stunned, with the only action you can take is to end the spell early.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Cube (8m)
Notable Effects: You summon a multitude of sharp and painful materials, violently pelting creatures inside the AoE and causing the following effect:
  • If you choose to hail down shards of glass, shale, or other fragile material, the area becomes littered with broken glass, causing 1d4 base physical damage (scaled to your Aether proficiency) to creatures that take the Move action on the ground to go through it and turning the area into difficult terrain.
Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (20m)
Notable Effects: You attune your senses to the vibrations of the ground beneath your feet, causing the following effects:
  • You detect the location and number of every moving thing touching the ground within the AoE, as well as gain a rough idea of the topology of the landscape;
  • the diameter of the AoE increases by 20m for every 1 Mana spent.
Mana Cost: 1
Casting Time: 2s
Range: 20m
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You launch a sharp but frail rock, poised to violently explode, at the target, causing the following effects:
  • If final damage was dealt by the initial projectile, creatures in a 2-meter radius around the target take physical damage scaled to half your Aether proficiency, rounded up (e.g. 2d8 at 1st level).
Mana Cost: 1
Casting Time: 1 reaction
Range: 20m
Damage: 1d8 Physical
Save: Reflex
Duration: Instant
Area of Effect: Single Target
Notable Effects: You quickly raise a few decimeters of material in the path of a creature moving along the ground, causing the following effects:
  • This spell can only be cast in reaction to a creature taking the Move action on the ground;
  • Save Failure: The target is knocked prone;
  • Save Partial Success: The target stumbles and moves at half speed for the rest of its turn.
Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Line (H & L: 5m)
Notable Effects: Spikes erupt out of the AoE, causing the following effect:
  • The AoE becomes difficult terrain.
Mana Cost: 1/2/3
Casting Time: 3.5s
Range: 10m
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Cube (up to 4m)
Notable Effects: You create a platform made out of a material of your choosing, causing the following effects:
  • It can be up to 3x3 meters wide and bear weight equal to the length of one of its sides in feet to the 4th power (so a platform 10 feet to a side can bear 10,000 pounds, a 5-foot platform can bear up to 625 pounds, etc.);
  • you can move the platform telekinetically in any direction at a rate of 3m/sec so long as the platform stays within range;
  • damage is dealt if creatures on the platform are crushed/pressed into another surface;
  • the platform's Armor and Health are dependent on the amount of Mana you spent on this spell: spending 1 Mana grants it 5 Armor and 10 Health; spending 2 Mana grants it 10 Armor and 20 Health; and spending 3 Mana grants it 15 Armor and 30 Health.
Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Big or Smaller Object
Notable Effects: You enlighten yourself as to the true nature of the target, causing the following effect:
  • You immediately learn everything about the target, including any arcane properties, its (al)chemical composition, and its physical makeup.
Mana Cost: 2
Casting Time: 2s
Range: 10m
Damage: --
Save: Reflex
Duration: Instant
Area of Effect: Single Big or Smaller Target
Notable Effects: You rapidly raise the ground underneath the target, causing the following effects:
  • Save Failure: The target is launched into the air with enough force to either send them 10 meters straight up or 15 meters forward & 3 meters up;
  • Save Partial Success: The target is launched into the air with enough force to either send them 5 meters straight up or 7.5 meters forward & 3 meters up;
  • the Size of creature that can be launched increases by one Size category for every 2 extra Mana spent.
Mana Cost: 2
Casting Time: 2s
Range: 20m
Damage: Physical
Save: Reflex
Duration: Instant
Area of Effect: Sphere (6m)
Notable Effects: You burst a dense cloud of sand, causing the following effects:
  • Save Failure: Creatures are blinded until they take 3.5s to restore their sight;
  • Save Partial Success: Creatures have a 50% chance of being blinded.
Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Cylinder (D: 4m, L: 10m)
Notable Effects: You create a tunnel matching the AoE through a segment of material that you touch.

Mana Cost: 2
Casting Time: 3.5s
Range: 10m
Damage: --
Save: Reflex
Duration: Instant
Area of Effect: Line (10m)
Notable Effects: You create or destroy a walkway matching the AoE, causing the following effects:
  • Creatures on the section of walkway being destroyed must make the save;
  • Save Failure: Creatures fall;
  • Save Partial Success: Creatures grab the closest edge if they could reach it within 3 seconds and they or an adjacent creature can make a STR check to pull them up - if they cant reach the closest edge in 3 seconds, they fall;
  • Save Success: Creatures immediately move to the nearest non-destroyed surface if they could reach it within 6 seconds - otherwise, they fall.
Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Single Object
Notable Effects: You warp or otherwise damage beyond use a single Tiny object, causing the following effects:
  • The object is broken beyond use, the exact details of the break being in a manner of your choosing (it cannot, however, be vaporized);
  • existing damage to the object can also be repaired, though it cannot be restored from being completely pulverized, vaporized, or otherwise completely obliterated;
  • Small, Medium, or Big objects can be warped at the cost of 3 more Mana, and every size category thereafter requires an additional 3 Mana than the next smallest size;
  • if the object being warped is being worn or is an autonomous creature (such as an Automaton), then this spell functions as a melee attack.
Mana Cost: 2/3/4
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Reflex
Duration: 8 hours
Area of Effect: Cube (2m)
Notable Effects: You create a cage comprised of a material of your choice, causing the following effects:
  • The cage is large enough to fit a single Big or Medium creature, two Small creatures, or several Tiny creatures;
  • Save Failure: The target is trapped;
  • Save Partial Success: The target has a 50% chance of being trapped;
  • the cage's defenses are dependent on how much Mana was spent on this spell: spending 2 Mana grants each side of the cage 5 Armor and 15 Health; 3 Mana grants each side 10 Armor and 20 Health; and spending 4 Mana grants each side 15 Armor and 30 Health;
  • the length of the AoE increases by 2m for every 2 Mana spent - for every 2m the length of the AoE increases, the Size of creature that can be trapped increases to the next highest size.
Mana Cost: 3
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Small or Smaller Object
Notable Effects: You fix the target in a specific point in space, causing the following effects:
  • If the target is not being worn or carried, it becomes fixed in place and can only be moved with a successful STR check against your ASDR;
  • objects larger than Small can be fixed at the cost of 2 Mana per Size category above Small.
Mana Cost: 3
Casting Time: 3.5s
Range: 10m
Damage: Burn (See Effects)
Save: --
Duration: 1 minute
Area of Effect: Single Big or Smaller Object
Notable Effects: You heat the target up considerably, causing the following effects:
  • If the target is being carried or touched, the creature touching it takes 1d8 damage reduced only by their natural Armor when the spell is cast and at the start of each of its turns thereafter until it uses its reaction to drop the object;
  • if the target is being worn, the creature wearing it takes 2d8 damage reduced only by their natural Armor when the spell is cast and at the start of each of its turns thereafter until it spends 6.5 seconds taking the target off;
  • if the target is made of glass, it explodes at the start of your next turn, dealing 1d8 burn/physical damage to all creatures within 2 meters - if the exploding object was being worn, this damage is doubled, reduced only by the wearer's natural Armor, and dealt with advantage to the wearer.
  • if the target is a bladed weapon, its damage is reduced by 1d8;
  • if it is a blunt weapon, it deals 1d8 additional damage.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Reflex
Duration: Instant
Area of Effect: Cube (5m)
Notable Effects: You damage and break up the ground in the AoE, causing the following effects:
  • Save Failure: Creatures are knocked prone;
  • Save Partial Success: Creatures have a 50% chance of being knocked prone;
  • the affected ground becomes difficult terrain.
Mana Cost: 3
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Two non-arcane Small or smaller objects
Notable Effects: You force the targets to switch places with each other, causing the following effects:
  • The targets must not be currently worn;
  • they instantly swap places with each other.
Mana Cost: 3/4/5
Casting Time: 6.5s
Range: 10m
Damage: --
Save: --
Duration: Instant
Area of Effect: Semi-Sphere (3m)
Notable Effects: You create a solid dome out of a material of your choice, causing the following effects:
  • You can create/destroy a passage in and out of the dome at will;
  • the dome's defenses are dependent on the amount of Mana spent on this spell: spending 3 Mana grants the dome 10 Armor and 15 Health; 4 Mana grants it 15 Armor and 30 Health; and spending 5 Mana grants it 20 Armor and 50 Health;
  • the dome does not have a floor, though one can be added for 1 Mana.
Mana Cost: 4
Casting Time: 6.5s
Range: 10m
Damage: Physical
Save: Fort./Ref.
Duration: Instant
Area of Effect: Cylinder (D: 4m, L: 20m)
Notable Effects: You create and push a rolling boulder, causing the following effects:
  • Save Failure: Creatures are knocked prone;
  • Save Partial Success: Creatures have a 50% chance of being knocked prone.
Mana Cost: 4/5/6
Casting Time: 3.5s
Range: 20m
Damage: Physical
Save: Reflex
Duration: Instant
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall made of a material of your choice, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • creatures in the wall’s path at the time it was created take the damage and make the save;
  • Save Failure: Creatures are forced to a random side of the wall;
  • Save Partial Success: Creatures have a 50% chance of emerging on the side of their choosing;
  • Save Success: Creatures can pick which side they emerge on;
  • the wall is divided into 3 3.3-meter-long sections, and the defenses of each section are dependent on the amount of Mana spent on this spell: spending 4 Mana grants each section 5 Armor and 10 Health; 5 Mana grants each section 10 Armor and 20 Health; and spending 6 Mana grants each section 15 Armor and 30 Health.
Mana Cost: 5
Casting Time: 3.5s
Range: 10m
Damage: Physical
Save: Fort./Ref.
Duration: 1 minute (C)
Area of Effect: Cube (5m)
Notable Effects: You crush all creatures and objects in the AoE inbetween two slats of a material of your choosing, causing the following effects:
  • Save Failure: Creatures are restrained;
  • Save Partial Success: Creatures are grappled;
  • Save Success: Creatures are slowed;
  • creatures must repeat the save at the start of their turns while inside the AoE;
  • creatures take damage on entering the AoE and at the start of each of their turns while in it.
Mana Cost: 6
Casting Time: 3.5s
Range: 30m
Damage: True
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You shoot a bolt of pure enervating energy at the target, causing the following effect:
  • Creatures and objects reduced to 0 Health by this spell are disintegrated into dust.
Mana Cost: 7
Casting Time: 3.5s
Range: 10m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Creature or Object
Notable Effects: You force the target to grow or shrink, causing the following effects:
  • Save Failure: The target becomes the next biggest/smallest size, up to Massive/Tiny;
  • Save Partial Success: The target has a 50% chance of becoming the next biggest/smallest size, up to Massive/Tiny;
  • Small, Medium, and Big creatures and objects become Large/Tiny;
  • the base damage die of the target increases/decreases by 1 magnitude for each Size they increase/decrease to, up to 1d12;
  • creatures and objects can increase/decrease by another Size for every 3 extra Mana spent.
Mana Cost: 10
Casting Time: 6.5s
Range: 100m
Damage: Physical
Save: Fort./Ref.
Duration: 1 minute
Area of Effect: Cube (20m)
Notable Effects: You force the ground to shake and rumble violently, causing the following effects:
  • Creatures take the damage on entering the AoE, but not at the start of each of their turns whilst therein;
  • in addition to making the save when they enter the AoE, creatures must also repeat the save at the start of each of their turns whilst therein;
  • Save Failure: Creatures fall prone;
  • Save Partial Success: Creatures either fall prone or are slowed (50% chance for either);
  • Save Success: Creatures are slowed;
  • buildings take double damage on entering the AoE and at the start of each of your turns;
  • if a building’s Health is reduced to 0, all creatures inside take damage as if from the Collapsing Building modification of the Cave-in trap.
Mana Cost: 10
Casting Time: 10.5s
Range: 1.5km
Damage: Physical, double proficiency
Save: Fort./Ref.
Duration: Instant
Area of Effect: Sphere (10m)
Notable Effects: You summon a massive chunk of stone & earth into the sky and hurl it down with devastating force, causing the following effects:
  • Save Failure: Creatures are pushed 1d6m away from the point of origin and knocked prone;
  • Save Partial Success: Creatures are either pushed 1d6m away from the point of origin OR knocked prone, but not both.
Mana Cost: 15
Casting Time: 6.5s
Range: Self/30m
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (30m)/Single Plant
Notable Effects: You use your connection to Earth and the life that it nurtures to foster and accelerate the growth of nearby plantlife, causing the following effects:
  • Target either yourself or a single plant:
  • when targeting yourself, all plants within the AoE will grow healthily and become ripe at twice the normal speed, and if they produce food, will produce a full harvest;
  • if you target a single plant, such as a tree, it instantly grows as if it had aged a number of years equal to a check using your Aether proficiency (e.g. 2d10 + your INT/WIS/CHA at 4th level).

Memory Spells

Mana Cost: 4
Casting Time: 1.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Big or Smaller Object
Notable Effects: You touch the target and gain knowledge pertaining to the last living creature to touch it, causing the following effect:
  • You sense the last thought and emotion of the last creature to touch the target.
Mana Cost: 4
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You touch the target and restore forgotten memories of their past, causing the following effects:
  • The target can remember up to one minute of their past after their infancy with perfect clarity for the duration;
  • at the cost of 11 more Mana, this can affect something forgotten via arcane amnesia;
  • at the cost of 26 more Mana than the base, this can completely cure arcane-borne amnesia.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Corpse
Notable Effects: You touch the target and gain a vision of the end of their life, causing the following effect:
  • You experience a vision of the last 60 seconds of the deceased's life.
Mana Cost: 8
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target or Object
Notable Effects: You use your power to peer into the target's past, causing the following effects:
  • You immediately gain knowledge of up to one minute of the target's history from a period of your choosing - for example, you could touch an object and learn what was going on immediately around it at noon the previous day, or touch a person and experience one minute of their past from their perspective;
  • for every 4 extra Mana spent on this spell, you gain an additional minute of information.
Mana Cost: 20
Casting Time: 6.5s
Range: 3m
Damage: --
Save: Willpower
Duration: Instant
Area of Effect: Single Target
Notable Effects: You reach deep into the target's mind and manipulate their very memories, causing the following effects:
  • Save Failure: You can select any 10 minutes of the target's memory and modify it as you see fit, inserting or removing aspects at your discretion;
  • Save Partial Success: As above, but only up to 1 minute;
  • Save Success: The target can choose to let you in or keep you out, and can prevent you from modifying any memories they don't want you to alter;
  • to reverse the modifications, you must cast this spell again;

Water Spells

Mana Cost: 1
Casting Time: 3.5s
Range: Self
Damage: Physical
Save: --
Duration: Instant
Area of Effect: Line (10m)
Notable Effects: You create a thin, sharp blade of water and send it down the AoE, damaging all creatures therein.

Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Sphere (10m)
Notable Effects: You create a thick, opaque cloud that covers the AoE, causing the following effects:
  • Creatures can take the Hide action in the AoE even if they have nothing to hide behind;
  • the cloud spreads around corners and can be dispersed by a strong wind.
Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Sphere (1m)
Notable Effects: You create water using your Aether, causing the following effects:
  • You summon up to 5 gallons of drinkable water;
  • you can create more water in a single casting at the cost of 1 Mana for every 5 gallons.
Mana Cost: 1
Casting Time: 3.5s
Range: Touch
Damage: Frz./--/Burn
Save: --
Duration: Instant
Area of Effect: Cube (2m)
Notable Effects: You touch a body of water and freeze, melt, or boil up to 2 cubic meters of it.

Mana Cost: 1
Casting Time: 3.5s
Range: 30m
Damage: Burn
Save: --
Duration: Instant
Area of Effect: Sphere (5m)
Notable Effects: You burst a cloud of burning steam, burning all the creatures in the AoE.

Mana Cost: 2
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: The target gains the ability to walk on water, causing the following effects:
  • Rough waters are difficult terrain for them;
  • they can choose to submerge themselves without ending the spell;
  • they can end this spell early at their choosing.

Time

Time is the element of the unceasing, ever-flowing river that ensures everything is constantly moving forward and that a cause will always have its effect.

Tempomancy

To control and alter the flow of time is the domain of Tempomancy; while this usually results in slowing events down or speeding creatures up, Tempomancers can also conjure symbols of time passing such as shifting sands, flowing waters, or the cogs of a clock to exert physical influence. Lastly, part of having the very element of Time fused to your soul means that it doesn't affect you like it does others: from 1st level onward, you age at a rate equal to 1/your Aetherian level. Due to Time's adjacency to Magic and Space, advanced Tempomancers are able to bend both Memory and Prophecy to their wills.

Tempomancy Features

At levels 5, 10, and 15, your powers in Tempomancy have grown to manifest themselves as additional abilities. At each of the given levels, select one of the following features; you gain that feature permanently, and cannot change it later.


Whenever you rewind time by any means, you can choose for the condition and/or position of your body to remain the same as it was before the rewind. Between night's and day's rests, you can do this a number of times equal to your Aether proficiency; you can give one of your uses of this feature to another creature that you can touch, and it lasts until their next night's or day's rest.


Your affinity with time allows you ever so slight glimpses into the future, granting you a bonus to all of your saves equal to your Aether proficiency.


Your ability to glimpse the threads of impending possibilities allows you to act more quickly in response to danger, increasing your initiative count and your Reflex score (but not your AGI/DEX) by 1.


Your enhanced control over time allows you to avoid incoming blows more easily, increasing your Dodge score by an amount equal to your Aether proficiency.

Pseudo-Elements

At levels 6 and 12, select a single pseudo-element to gain control over. The spells for these pseudo-elements are given after your Possibility and Reality spells.

Memory. Gaining control over Memory allows you to both cast Memory spells and recall any of your past experiences with perfect clarity, unless inflicted with arcane-borne amnesia.

Prophecy. Prophecy grants you Prophecy spells, makes you unable to be surprised, and grants you advantage on Reflex saves against traps.

Possibility Spells

Mana Cost: 1
Casting Time: 1 reaction
Range: 10m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You pull from another possible timeline to hasten your ability to act, causing the following effects:
  • This spell can only be cast when your GM says combat has started;
  • your initiative count is increased by an amount equal to half your Aether proficiency for the purposes of this combat.
Mana Cost: 4
Casting Time: 1 reaction
Range: 20m
Damage: --
Save: Willpower
Duration: 1 round
Area of Effect: Single Attacking/Spellcasting Target
Notable Effects: You temporarily displace the target out of this reality, causing the following effects:
  • Save Failure: The target disappears from this reality until the start of its next turn, the attack it was making or the spell it was casting missing entirely - the target has no memory of this happening;
  • Save Partial Success: The target has a 50% chance of being displaced from this reality until the start of its next turn, its attack or spell missing entirely - the target has no memory of this happening;
  • additional creatures can be targeted at the cost of 4 Mana per creature.
Mana Cost: 5
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Point
Notable Effects: You merge your mind with a slightly different version of yourself, one that chose to learn a different set of skills than the ones you did, causing the following effects:
  • Select a single Action or Tool Skill: your proficiency in that skill increases to your Aether proficiency;
  • when this spell ends, its duration can be extended by 1 minute at the cost of 1 Mana.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Single Point
Notable Effects: You merge the target's mind with a slightly different version of themself, one that chose to specialize in a different set of weaponry than they did, causing the following effect:
  • The target selects a single Weapon Skill that they have not chosen to gain proficiency in as they level up: their proficiency in that Weapon Skill increases to the appropriate proficiency for their current total level;
  • when this spell ends, its duration can be extended by 1 minute at the cost of 1 Mana.
Mana Cost: 5
Casting Time: 1.5s
Range: 20m
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: You unwind one of the threads of time, altering the fabric of reality and causing the following effects:
  • You undo a single action that the target performed within the 6 seconds;
  • at the cost of 5 more Mana, this time extends to within the last minute - for another 5 Mana, the last hour - for another 5 Mana, the last 12 hours - for another 5 Mana, the last day.
Mana Cost: 15
Casting Time: 6.5s
Range: 5m
Damage: --
Save: --
Duration: A number of seconds equal to 5 times your Aether proficiency
Area of Effect: Single Point
Notable Effects: You pull in a version of yourself from an alternate reality, causing the following effects:
  • You create an exact copy of yourself at a point you select within range, with all of your same statistics, equipment, and abilities (they have an amount of current Mana equal to the Mana you have after casting this spell);
  • they act immediately after you in initiative;
  • after a number of seconds given in the duration, they disappear;
  • both of you can expend 3 Mana at the end of the duration to extend the duration by another 5 seconds.
Mana Cost: 60
Casting Time: 6.5s
Range: 10m
Damage: --
Save: Fort./Will.
Duration: Instant
Area of Effect: Single Target
Notable Effects: You speed up the aging of the target's body, causing the following effects:
  • Save Failure: The target immediately ages by an amount of years scaled to half your Aether proficiency, rounded down (e.g. 2d8 at 12th level);
  • Save Partial Success: As above, but using d4s instead of d8s.
Mana Cost: 100+
Casting Time: 24 hours
Range: Everywhere
Damage: --
Save: --
Duration: Instant
Area of Effect: Everywhere
Notable Effects: You use all of your arcane might to merge your reality with another possible one that did not come to pass in your timeline, altering this reality according to your will and causing the following effects:
  • Select one singular aspect of this reality to alter - some examples include reviving a dead person who did not die of old age, taking a single person out of existence, removing a natural disaster, or changing yours or someone else's financial situation;
  • the strain of casting this spell reduces you to 0 Health, though you are automatically stabilized;
  • each time you cast this spell after the first, there is a stacking 25% chance that the strain of casting it will kill you instantly and eradicate all traces of your soul (so 0% the first time, 25% the second, 50% the third, and so on);
  • the larger the alteration to reality that you make, the larger the chance that something (or multiple things) will go wrong, such as:
    • one or more Spell Misfires going off;
    • you being killed instantly;
    • causing additional alterations to reality that you did not intend;
    • getting the attention of the gods or something from the Unknown Plane;
    • the barriers between the planes being damaged or broken;
    • the alteration failing to occur at all, even though the spell was successfully cast for all other intents and purposes.
  • This spell consumes all of a creature's Mana (minimum 100), even if that creature has more than 100 Mana at their disposal.

Reality Spells

Mana Cost: 1
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You attempt to stop the target's time, causing the following effects:
  • Save Failure: The target is paralyzed;
  • Save Partial Success: The target is slowed;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the spell early;
  • the spell also ends early if the target takes damage.
Mana Cost: 1
Casting Time: 2s
Range: 30m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Single Target
Notable Effects: Rather than stopping the target entirely, you instead slow their relative time to a crawl, causing the following effects:
  • Save Failure: The target is slowed;
  • Save Partial Success: The target has a 50% chance of being slowed;
  • except for their next turn (unless they got a Partial Success), they can repeat the save at the end of each of their turns to end the spell early.
Mana Cost: 1
Casting Time: 1 reaction
Range: 20m
Damage: --
Save: --
Duration: 1 minute
Area of Effect: Up to 3 Falling Creatures
Notable Effects: You slow the fall of the target(s), causing the following effects:
  • Targets fall 3m/sec, allowing them to land safely;
  • each Mana spent on this spell allows another 3 targets to be selected.
Mana Cost: 3
Casting Time: 2s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Small or Smaller Object
Notable Effects: You fix the target in a specific point in space, causing the following effects:
  • If the target is not being worn or carried, it becomes fixed in place and can only be moved with a successful STR check against your ASDR;
  • objects larger than Small can be fixed at the cost of 2 Mana per Size category above Small.
Mana Cost: 4
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Everywhere
Notable Effects: You rewind time just a few seconds, causing the following effects:
  • This spell takes effect at the end of the current round;
  • you rewind time by 6 seconds, enough to restart the previous round;
  • select a number of creatures up to your Aether proficiency within 10m of you that you can see: these creatures are aware of what happened and remember the events of the rewinded rounds, granting them advantage on any saves that they may have made during that time;
  • creatures that don't remember the rewinded rounds must perform the same actions that they performed originally, or adjust to any new actions taken accordingly;
  • additional creatures can be selected to remember the rewinded rounds at the cost of 1 Mana per creature.
Mana Cost: 4
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Willpower
Duration: 1 minute
Area of Effect: Cube (10m)
Notable Effects: You slow time in a given area, causing the following effects:
  • Save Failure: Creatures and objects in the AoE are slowed;
  • Save Partial Success: Creatures have a 50% chance of being slowed;
  • creatures must repeat the save at the start of each of their turns while in the AoE;
  • fall damage in the AoE is unaffected.
Mana Cost: 5
Casting Time: 3.5s
Range: 20m
Damage: --
Save: Reflex
Duration: 1 minute (C)
Area of Effect: Line (H: 5m, L: 10m)
Notable Effects: You create a wall of stopped time, causing the following effects:
  • The wall can be straight, curved, or otherwise drawn in a pattern of your choosing;
  • nothing can pass through the wall, and anything that touches it is bounces off harmlessly (except light, which passes through);
  • creatures in the wall’s path at the time it was created make the save;
  • Save Failure: Creatures are restrained by the wall;
  • Save Partial Success: Creatures have a 50% chance to either emerge on a random side of the wall or be grappled by it;
  • Save Success: Creatures pick which side of the wall they emerge on.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Single Target
Notable Effects: You speed up time relative to the target, causing the following effects:
  • The target takes half as long to perform all actions (minimum .5 seconds for attacks and 0 seconds for all other actions), gains another reaction, and has their Dodge and Reflex scores doubled;
  • their speed is doubled, and they can run across water and up walls - if they stop moving while doing either, they fall.
Mana Cost: 6
Casting Time: 3.5s
Range: 30m
Damage: --
Save: Willpower
Duration: 1 minute (C)
Area of Effect: Cube (10m)
Notable Effects: You stop time in the given area, causing the following effects:
  • Save Failure: Creatures and objects are paralyzed (light still passes through);
  • Save Partial Success: Creatures have a 50% chance to either be paralyzed or slowed;
  • Save Success: Creatures have a 50% chance to be slowed;
  • creatures must repeat the save at the start of each of their turns while in the AoE;
  • fall damage in the AoE is unaffected.
Mana Cost: 10
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Big or Smaller Object
Notable Effects: You rewind time relative to the target, causing the following effects:
  • The target is restored to the condition and/or location it was in at any point in the last 24 hours;
  • at the cost of 5 more Mana, this time extends to within the last 6 days - for another 5 Mana, the last 15 days - for another 5 Mana, the last 30 days;
  • to restore an object of a larger Size requires 5 more Mana per Size category above Big.
Mana Cost: 10
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 8 hours
Area of Effect: Single Target
Notable Effects: You place a temporal marker at the current point in time, causing the following effects:
  • At any point while the spell lasts, the target can take 1.5 seconds (independent of their DEX) to return to the position and condition that they were in when this spell was cast (they retain all of their knowledge and memories as well as any Mana they regained);
  • this effect also triggers if they are reduced to 0 Health.
Mana Cost: 20
Casting Time: 1.5s
Range: Self
Damage: --
Save: --
Duration: 1 minute (C)
Area of Effect: Everywhere
Notable Effects: You use your Aether to stop all of time, causing the following effects:
  • All creatures and objects except for you are completely paralyzed (and unaware of what's happened) during this time;
  • time resumes if you damage another creature in any way;
  • while time is stopped, your next attack or spell deals full damage.
Mana Cost: 30
Casting Time: 3.5s
Range: Self
Damage: --
Save: --
Duration: Instant
Area of Effect: Everywhere
Notable Effects: You instantly rewind time up to 1 minute, causing the following effect:
  • This spell follows the same remembering and action-taking restrictions as the Brief Rewind spell.

Memory Spells

Mana Cost: 4
Casting Time: 1.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Big or Smaller Object
Notable Effects: You touch the target and gain knowledge pertaining to the last living creature to touch it, causing the following effect:
  • You sense the last thought and emotion of the last creature to touch the target.
Mana Cost: 4
Casting Time: 6.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You touch the target and restore forgotten memories of their past, causing the following effects:
  • The target can remember up to one minute of their past after their infancy with perfect clarity for the duration;
  • at the cost of 11 more Mana, this can affect something forgotten via arcane amnesia;
  • at the cost of 26 more Mana than the base, this can completely cure arcane-borne amnesia.
Mana Cost: 5
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Corpse
Notable Effects: You touch the target and gain a vision of the end of their life, causing the following effect:
  • You experience a vision of the last 60 seconds of the deceased's life.
Mana Cost: 8
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: Instant
Area of Effect: Single Target or Object
Notable Effects: You use your power to peer into the target's past, causing the following effects:
  • You immediately gain knowledge of up to one minute of the target's history from a period of your choosing - for example, you could touch an object and learn what was going on immediately around it at noon the previous day, or touch a person and experience one minute of their past from their perspective;
  • for every 3 extra Mana spent on this spell, you gain an additional minute of information.
Mana Cost: 20
Casting Time: 6.5s
Range: 3m
Damage: --
Save: Willpower
Duration: Instant
Area of Effect: Single Target
Notable Effects: You reach deep into the target's mind and manipulate their very memories, causing the following effects:
  • Save Failure: You can select any 10 minutes of the target's memory and modify it as you see fit, inserting or removing aspects at your discretion;
  • Save Partial Success: As above, but only up to 1 minute;
  • Save Success: The target can choose to let you in or keep you out, and can prevent you from modifying any memories they don't want you to alter;
  • to reverse the modifications, you must cast this spell again;

Prophecy Spells

Mana Cost: --
Casting Time: 2.5s
Range: 20m
Damage: Psychic
Save: --
Duration: Instant
Area of Effect: Single Target
Notable Effects: The target is forcefully reminded of their mortality and the certainty of their eventual death.

Mana Cost: 4
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 1 hour
Area of Effect: Single Target
Notable Effects: You grant the target a bit of knowledge from the future, causing the following effect:
  • For the duration, the target can grant themselves advantage on a number of attacks, checks, or saves equal to your Aether proficiency.
Mana Cost: 5
Casting Time: 2.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You grant the target knowledge of the combat prowess they will one day have, causing the following effect:
  • The target has the proficiency of their chosen Weapon Skill(s) increased by 1, up to 6 - if the target's chosen Weapon Skill(s) are already at 6, they instead gain a bonus to their attacks equal to your Aether proficiency.
Mana Cost: 6
Casting Time: 3.5s
Range: Touch
Damage: --
Save: --
Duration: 10 minutes
Area of Effect: Single Target
Notable Effects: You bless the target with knowledge of the immediate future, causing the following effect:
  • The target gains a bonus to all of their attacks, saves, and their Dodge equal to your Aether proficiency, they act first in combat, and are immune to being surprised.