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Auto-sync: PF2e character exporter.
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Auto-sync: PF2e character exporter.
Line 6: Line 6:
| level      = 1
| level      = 1
| size        = Medium
| size        = Medium
| hp          = 5/17
| hp          = 17/17
| ac          = 17
| ac          = 17
| perception  = +3
| perception  = +3
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| age          = 20
| age          = 20
| gender      = he/him
| gender      = he/him
| hero_points  = 1
| hero_points  = 0
| languages  = draconic, dwarven, jotun, elven
| languages  = draconic, dwarven, jotun, elven
| wealth      = 1 GP, 9 SP
| wealth      = 6 GP, 10 SP
| last_kill  = Water Scamp (2026-07-03)
| last_kill  = Giant Hermit Crab (2026-07-14)
| last_downed = Giant Hermit Crab (2026-07-13)
}}
}}


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* '''Class:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/classes/magus.webp" width="20" height="20" alt="Magus" style="vertical-align:middle;" /></html> Magus
* '''Class:''' <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/classes/magus.webp" width="20" height="20" alt="Magus" style="vertical-align:middle;" /></html> Magus
* '''Key Ability:''' STR
* '''Key Ability:''' STR
* '''XP:''' 500
* '''XP:''' 840
* '''Hero Points:''' 1
* '''Hero Points:''' 0
* '''Languages:''' draconic, dwarven, jotun, elven
* '''Languages:''' draconic, dwarven, jotun, elven


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<b>⚔ Defense &amp; Saves</b>
<b>⚔ Defense &amp; Saves</b>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* '''HP:''' 5/17
* '''HP:''' 17/17
* '''AC:''' 17
* '''AC:''' 17
* '''Perception:''' +3 ({{color|#2e8b57|'''Trained'''}})
* '''Perception:''' +3 ({{color|#2e8b57|'''Trained'''}})
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! Coin !! Total Value !! Bulk !! Invested
! Coin !! Total Value !! Bulk !! Invested
|-
|-
| 1 GP, 9 SP || 15.1 gp || 1.4 / 6 enc / 11 max || 0/10
| 6 GP, 10 SP || 22.7 gp || 1.4 / 6 enc / 11 max || 0/10
|}
|}
</div>
</div>
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! !! Item !! Qty !! Bulk !! Level !! Price
! !! Item !! Qty !! Bulk !! Level !! Price
|-
|-
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp" width="24" height="24" alt="Gold Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 gp" style="cursor:help; border-bottom:1px dotted;">Gold Pieces</span></html> || 1 || 1 || 0 || 1 gp
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/gems/moderate-semiprecious-stones/bloodstone.webp" width="24" height="24" alt="Bloodstone" style="vertical-align:middle;" /></html> || <html><span title="25 sp" style="cursor:help; border-bottom:1px dotted;">Bloodstone</span></html> || 1 || 0 || 0 || 25 sp
|-
|-
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp" width="24" height="24" alt="Silver Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 sp" style="cursor:help; border-bottom:1px dotted;">Silver Pieces</span></html> || 9 || 1 || 0 || 1 sp
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/gold-pieces.webp" width="24" height="24" alt="Gold Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 gp" style="cursor:help; border-bottom:1px dotted;">Gold Pieces</span></html> || 6 || 1 || 0 || 1 gp
|-
| <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/equipment/treasure/currency/silver-pieces.webp" width="24" height="24" alt="Silver Pieces" style="vertical-align:middle;" /></html> || <html><span title="1 sp" style="cursor:help; border-bottom:1px dotted;">Silver Pieces</span></html> || 10 || 1 || 0 || 1 sp
|}
|}


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</div>
</div>


''Last synced: 2026-07-12 04:00''
''Last synced: 2026-07-14 01:13''
[[Category:Characters]]
[[Category:Characters]]

Revision as of 06:13, 14 July 2026

Atlas

Atlas
pc-human-burglar.webp?1782359451616#.webp
Level 1
Size Medium
Key Ability STR
Hero Points 0
Defenses & Combat
HP 17/17
AC 17
Saving Throws Fort +6, Ref +7, Will +5
Perception +3
Speed 25 ft.
Combat Record
Last Kill Giant Hermit Crab (2026-07-14)
Last Downed By Giant Hermit Crab (2026-07-13)
Attributes
STR +1
Languages draconic, dwarven, jotun, elven

Details

  • Ancestry: Human Human
  • Heritage: Versatile Human Versatile Human
  • Background: Smuggler
  • Class: Magus Magus
  • Key Ability: STR
  • XP: 840
  • Hero Points: 0
  • Languages: draconic, dwarven, jotun, elven

Identity

  • Age: 20

⚔ Defense & Saves

  • HP: 17/17
  • AC: 17
  • Perception: +3 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Expert)
  • Reflex: +7 (Trained)
  • Will: +5 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Liuyedao Liuyedao (Trained) Agile, Deadly-D4, Finesse, Sweep, Versatile-P +7/+3/-1 1d4+1 slashing

📊 Ability Scores

STR DEX CON INT WIS CHA
+1 +4 +1 +3 +0 +0

🎓 Skills

Skill Modifier Proficiency
Acrobatics +7 Trained
Arcana +6 Trained
Athletics +1 Untrained
Crafting +3 Untrained
Deception +3 Trained
Diplomacy +0 Untrained
Intimidation +0 Untrained
Medicine +0 Untrained
Nature +0 Untrained
Occultism +6 Trained
Performance +0 Untrained
Piracy Lore +6 Trained
Religion +0 Untrained
Society +6 Trained
Stealth +7 Trained
Survival +0 Untrained
Thievery +7 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
6 GP, 10 SP 22.7 gp 1.4 / 6 enc / 11 max 0/10

✨ Feats & Features

Heritage
Versatile Human Versatile Human
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Versatile Human Versatile Human
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Background Features
Smuggler
You make your living smuggling cargo, whether on a planet or in the depths of space. You don't ask your clients too many questions, and the cargo could be anything—counterfeit products, illegal goods, stolen weapons... the bigger the risk, the bigger the payday.

Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.

You're trained in the Stealth skill and the Piracy Lore skill. You gain the Experienced Smuggler skill feat.

Feats
Arcane Cascade Arcane Cascade (magus)
After you wield magic, you can enter a special stance to make your attacks more effective.

Arcane Cascade

Arcane Spellcasting (Magus) Arcane Spellcasting (Magus) (magus)
You study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells.

Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.

At 1st level, you can prepare one 1st-rank spell and five cantrips each morning from the spells in your spellbook. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a magus, your number of spell slots and the highest rank of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest rank and, if you can cast 2nd-rank spells or higher, two spell slots of 1 rank lower than your highest spell rank. For anything that requires the ability to cast spells of a certain rank that's lower than the highest slots you have, you still qualify even if you no longer have spell slots at those ranks.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your spell attack rolls and spell DCs use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they're heightened to certain ranks.

Cantrips

A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of spell you can cast as a magus. For example, as a 1st-level magus, your cantrips are 1st-rank spells, and as a 5th-level magus, your cantrips are 3rd-rank spells.

Spellbook

Every arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any rank of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures. Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-rank slots as normal.

If you have a spellbook from multiple sources (such as being a magus with the Wizard Dedication feat), you can use the same spellbook for all your spells.

Conflux Spells Conflux Spells (magus)
You learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points. The full rules can be found on page 300 of the Core Rulebook.

Experienced Smuggler Experienced Smuggler (general, skill)
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you've Concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for Hidden items.

PFS Note This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).

Familiar Familiar (magus, sorcerer, thaumaturge, wizard)
Magus, Sorcerer An animal serves you and assists your spellcasting.

Wizard You make a pact with a creature that serves you and assists your spellcasting.

Thaumaturge Whether by following occult rituals, piecing together scraps of arcane theory, or some other method, you've called forth a creature that now serves as your constant companion in your studies of the supernatural.

You gain a familiar.

Fleet Fleet (general)
You move more quickly on foot. Your Speed increases by 5 feet.
Hybrid Study Hybrid Study (magus)
Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell. The hybrid studies presented in this book are as follows.
  • Aloof Firmament
  • Inexorable Iron
  • Laughing Shadow
  • Sparkling Targe
  • Starlit Span
  • Twisting Tree
  • Unfurling Brocade
  • Resurgent Maelstrom
Laughing Shadow Laughing Shadow (magus)
Magic is freeing, a means to your ends, and you can use it to go where you want, do as you please, and avoid the consequences. You are a laughing shadow of spell and blade, always one step ahead of your foes, always with a trick up your sleeve.

While in Arcane Cascade stance, you gain a +5-foot status bonus to your Speeds, or a +10-foot bonus if you're unarmored. If you have a free hand while in the stance and are attacking an Off-Guard creature, you increase the extra damage to 3, to 5 if you have weapon specialization, or to 7 if you have greater weapon specialization. You must have your other hand completely free; the extra damage doesn't apply if you have a free-hand weapon or other item in that hand, even if you would normally be able to use the hand for other things.

Conflux Spell Dimensional Assault

Natural Ambition Natural Ambition (human)
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
Pet Pet (general)
You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't make Strikes.

Level Your pet's level is equal to yours.

Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.

Hit Points Your pet has 5 Hit Points per level.

Senses Your pet has low-light vision and can gain additional senses from pet abilities.

Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.

Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.

  • Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.
  • Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
  • Climber It gains a climb Speed of 25 feet.
  • Darkvision It gains darkvision.
  • Echolocation Your pet can use hearing as a precise sense within 20 feet.
  • Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet.
  • Flier It gains a fly Speed of 25 feet.
  • Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.
  • Scent Your pet can use scent as an imprecise sense within 30 feet
  • Tough Your pet's max HP increase by 2 per level.

Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.

Spellstrike Spellstrike (magus)
You've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.

Spellstrike Specifics

Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.

One Target The spell targets only the target of your Strike, even if it normally allows more targets. This includes area spells, which only the target attempts a saving throw against. Any ongoing effects of the area, such as the difficult terrain from scatter scree, affect only the target's space. Some feats let you affect more creatures.

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, gouging claw would affect a creature beyond the reach of your hand if you used a weapon with reach, and frostbite would affect only a creature in your weapon's reach, even though the spell's range is longer.

Ancillary Effects Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, scatter scree would still create difficult terrain in the target's space (as mentioned above) and tangle vine's circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell.

Multiple Defenses Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. Invalid or Immune Target: If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.

Variable Actions Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can't use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions.

Spellshape You typically can't use spellshape with Spellstrike because spellshape actions require the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn't qualify.

Actions
Arcane Cascade Arcane Cascade (concentrate, magus, stance)
Requirements You used your most recent action this turn to Cast a Spell or make a Spellstrike. You need to meet this requirement only to enter the stance, not to remain in it.

You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

Spellstrike Spellstrike (magus)
Frequency until recharged (see below)

You channel a spell into a punch or sword thrust to deliver a combined attack. You cast a spell that takes 1 or 2 actions to cast and requires either a spell attack roll or a saving throw. You imbue its effects into an attack instead of executing the spell normally. Make a melee Strike with a weapon or unarmed attack. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. If the spell required a spell attack roll, use your Strike's results to determine the effects of both the Strike and the spell. If it required a save, the target of the Strike rolls its saving throw normally, though if your Strike was a critical failure, the target is unaffected.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Liuyedao Liuyedao 1 0.1 0 3 gp
Armor & Shields
Item Qty Bulk Level Price
Scroll Robes Scroll Robes 1 0.1 0 15 sp
Consumables
Item Qty Bulk Level Price
Scroll of Hydraulic Push (Rank 1) Scroll of Hydraulic Push (Rank 1) 1 0.1 1 4 gp
Equipment
Item Qty Bulk Level Price
Grappling Gun Grappling Gun 1 1 0 3 gp
Grappling Hook Grappling Hook 1 0.1 0 1 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Chalk Chalk ×10
  • Waterskin Waterskin
  • Torch Torch ×5
  • Bedroll Bedroll
  • Flint and Steel Flint and Steel
  • Rope Rope
  • Rations Rations ×2
  • Soap Soap
Treasure & Currency
Item Qty Bulk Level Price
Bloodstone Bloodstone 1 0 0 25 sp
Gold Pieces Gold Pieces 6 1 0 1 gp
Silver Pieces Silver Pieces 10 1 0 1 sp

🔮 Spellcasting

Arcane Prepared Spells (Arcane) — Prepared
DC 16 | Attack +6

Rank 1 (0/1 slots)

  • Adhere Adhere [cantrip, concentrate, manipulate]

Description

You create a molecular bond between an unattended object you touch (or an object you're holding) and another object or surface that object is touching. Pulling the object free of that surface requires a successful {Athletics} check against your spell DC to Force Open.

If you instead touch one unoccupied 5-foot square, that surface becomes charged with adhering magic. That space becomes greater difficult terrain.

  • Daze Daze [cantrip, concentrate, manipulate, mental, nonlethal]

Description

You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.

Heightened (+2) The damage increases by 1d6.

Description

You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.

Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.

Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.

Heightened (+1) The bludgeoning damage increases by 2d6.

  • Ignition Ignition [attack, cantrip, concentrate, fire, manipulate]

Description

You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s.

Critical Success The target takes double damage and 1d4 persistent fire damage.

Success The target takes full damage.

Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.

Scaling Persistent Fire Damage

Scaling Persistent Fire Damage (Melee)

  • Overheat Overheat [concentrate, fire, manipulate]

Description

You vent heat toward a nearby target. You deal 2d6 fire damage to the target. On a failed save, the target's held equipment becomes hot to the touch for the next round. Unless the target drops its currently held equipment at the start of its turn, it takes 3*@item.rank fire damage damage.

Heightened (+1) The damage increases by 2d6. Increase the damage of touching affected objects by 3.

Description

You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes 1d4 poison damage and (ceil(@item.level/2))d4 persistent poison damage, depending on its Fortitude save.

Critical Success The creature is unaffected.

Success The target takes half initial damage and no persistent damage.

Failure The target takes full initial and persistent damage.

Critical Failure The target takes double initial and persistent damage.

Heightened (+2) The initial poison damage increases by 1d4, and the persistent poison damage increases by 1d4.

  • Shield Shield [cantrip, concentrate, force]

Description

You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Spell Effect: Shield

Effect: Shield Immunity

Heightened (+2) The shield's Hardness increases by 5.

Description

You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4+((@item.level)-1) persistent electricity damage damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

Description

You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.

Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4 bleed damage damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.

Critical Success The target takes double damage and 1d4 persistent bleed damage.

Success The target takes full damage.

Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.

Description

The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden. You are then temporarily immune to sure strike for 10 minutes.

Spell Effect: Sure Strike

  • Take Root Take Root [cantrip, manipulate, plant, wood]

Description

Roots sprout from the flesh of the target and coil across the floor or around objects, reinforcing their stance or grip. The targeted creature gains a +1 circumstance bonus to their Fortitude DC against attempts to Shove them and a +1 circumstance bonus to their Reflex DC against attempts to Disarm or Trip them. This bonus also applies to saving throws against spells or effects that would attempt to remove a held item from their grasp.

Spell Effect: Take Root

  • Tangle Vine Tangle Vine [attack, cantrip, concentrate, manipulate, plant, wood]

Description

A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.

Spell Effect: Tangle Vine

Critical Success The target gains the Immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.

Success The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.

Failure The target is unaffected.

Heightened (2nd) The effects last for 2 rounds.

Heightened (4th) The effects last for 1 minute.

  • Void Warp Void Warp [cantrip, concentrate, manipulate, void]

Description

You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.

Heightened (+1) The damage increases by 1d4.

Arcane Focus Spells (Arcane) — Focus
DC 16 | Attack +6
Other Spells

Description

You tumble through space, making a short dimensional hop to better position yourself for an attack. Teleport to any square in range that's within reach of a creature, and then make a melee Strike against one creature within your reach.

Description

You point your finger and project a bolt of magical energy that stutters in and out of phase until it reaches the target. Make a ranged spell attack roll against your target's AC; if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, you deal 3d4 piercing damage. On a critical success, the target takes double damage.

Heightened (+1) The bolt's damage increases by 1d4.

Last synced: 2026-07-14 01:13