Spells experiment

=Basic spells=

Elemental bolt*
Make a ranged attack against a target within 20 metres. On hit, apply an effect depending on the chosen element. Physical: Deal (Intelligence) physical damage. Fire: Deal (Intelligence) fire damage. Frost: Deal (Intelligence/2) frost damage and Slow the target for 1 round. Lightning: Deal (Intelligence) lightning damage. Poison: Deal (Intelligence/2) poison damage and Weaken the target for 1 round.

When you learn this spell, choose one of the above elements. You can only cast it with that element. You can learn this spell multiple times, choosing a different element each time.

Entangle
You summon vines, cobwebs, etc. to entangle a foe. Target a creature within 20 metres. Make an Intelligence check against the target's Poise. On success, the target is Restrained for 1 round.

Kinetic push
You control wind, water or force to push a target within 20 metres. Make an Intelligence check against the target's Poise. On success, you can either knock them prone, push them 5 metres away from you, or pull them 5 metres towards you. If you choose to push or pull, you can move the target 5 additional metres for every 10 by which your check surpasses their Poise.

Light ray
Target a creature within 20 metres. The target must succeed at a Stamina check of DC (10 + Intelligence) or be blinded for 1 round. Creatures with the Darkvision perk have a -2 penalty on this check.

Taunt
Target a creature within 10 metres. The target must succeed at an Intelligence check of DC (10 + Intelligence) or become Taunted by you for 1 round.

=Offensive spells=

Elemental blast* (3 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Make an attack roll against each target. On hit, apply an effect depending on the chosen element. On miss, you deal half the stated damage, but none of the secondary effects. Physical: Deal (Intelligence) physical damage. Fire: Deal (Intelligence) fire damage. Frost: Deal (Intelligence/2) frost damage and Slow the target for 1 round. Lightning: Deal (Intelligence) lightning damage. Poison: Deal (Intelligence/2) poison damage and Weaken the target for 1 round.

When you learn this spell, choose one of the above elements. You can only cast it with that element. You can learn this spell multiple times, choosing a different element each time.

Elemental bomb* (3 mana)
Target all creatures in a 5 metre diameter area within 20 metres. Make an attack roll against each target. On hit, apply an effect depending on the chosen element. On miss, you deal half the stated damage, but none of the secondary effects. Physical: Deal (Intelligence) physical damage. Fire: Deal (Intelligence) fire damage. Frost: Deal (Intelligence/2) frost damage and Slow the target for 1 round. Lightning: Deal (Intelligence) lightning damage. Poison: Deal (Intelligence/2) poison damage and Weaken the target for 1 round.

When you learn this spell, choose one of the above elements. You can only cast it with that element. You can learn this spell multiple times, choosing a different element each time.

Entangling blast (3 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Make an Intelligence check against the Poise of each target. On success, the target is Restrained for 1 round.

Entangling bomb (3 mana)
Target all creatures in a 5 metre diameter area within 20 metres. Make an Intelligence check against the Poise of each target. On success, the target is Restrained for 1 round.

Kinetic blast (3 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Make an Intelligence check against the Poise of each target. On success, you can either knock them prone, push them 5 metres away from you, or pull them 5 metres towards you. You must apply the same effect to all targets. If you choose to push or pull, you can move the target 5 additional metres for every 10 by which your check surpasses their Poise.

Kinetic bomb (3 mana)
Target all creatures in a 5 metre diameter area within 20 metres. Make an Intelligence check against the Poise of each target. On success, you can either knock them prone or push them 5 metres away in a direction of your choice. You must apply the same effect to all targets. If you choose to push, you can move the target 5 additional metres for every 10 by which your check surpasses their Poise.

Radiant blast (3 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. All targets (with vision) must succeed at a Stamina check of DC (10 + Intelligence) or be blinded for 1 round. Creatures with the Darkvision perk have a -2 penalty on this check.

Radiant bomb (3 mana)
Target all creatures in a 5 metre diameter area within 20 metres. All targets (with vision) must succeed at a Stamina check of DC (10 + Intelligence) or be blinded for 1 round. Creatures with the Darkvision perk have a -2 penalty on this check.

=Strike spells=

Elemental strike* (1 mana)
When you hit a creature with a melee attack, you can cast this spell (no Action required) to apply an additional effect to the target, depending on the chosen element. Damage dealt by this spell is added to the damage of the attack before applying DR. Fire: Deal (Intelligence) fire damage. Frost: Deal (Intelligence/2) frost damage and Wlow the target for 1 round. Lightning: Deal (Intelligence) lightning damage. Poison: Deal (Intelligence/2) poison damage and Weaken the target for 1 round.

When you learn this spell, choose one of the above elements. You can only cast it with that element. You can learn this spell multiple times, choosing a different element each time.

Entangling strike (1 mana)
When you hit a creature with a melee attack, you can cast this spell (no action required) to attempt to entangle the target. Make an Intelligence check against the target's Poise. On success, the target is Restrained for 1 round.

Kinetic strike (1 mana)
When you hit a creature with a melee attack, you can cast this spell (no action required) to release a shockwave from your weapon. Make an Intelligence check against the target's Poise. On success, you can either knock them prone or push them 5 metres away from you. If you choose to push, you can move the target 5 additional metres for every 10 by which your check surpasses their Poise.

Taunting strike (1 mana)
When you hit a creature with a melee attack, you can cast this spell (no action required). The target is Taunted by you for 1 round.

=Utility spells=

Cloud (3 mana)
Target a point within 20 metres. A 5 metre radius cloud of smoke or fog forms around that point. Everything inside is concealed. The cloud is stationary and lasts for (Intelligence/2) rounds.

Heal (1 mana)
You heal a living creature within 20 metres for (Intelligence) HP.

Healing burst (3 mana)
Restore (Intelligence) HP to yourself and every living creature in a 5 metre radius around yourself.

Invisibility (2 mana)
You become nigh-invisible for (Intelligence/2) rounds. While Invisibility is active, you are concealed and have a +5 bonus on stealth checks. When you cast this spell, you can also immediately take the Hide action (see 3e Combat) as part of casting the spell. Invisibility ends after you make an attack, even if the round limit has not passed yet.

Mass taunt (2 mana)
Target all hostile creatures in a 5 metre radius around yourself. Each target must succeed at an Intelligence check of DC (10 + Intelligence) or become Taunted by you for 1 round.

Teleport (2 mana)
You teleport up to (Intelligence x 5) metres into an unoccupied space you can see. Physical obstacles do not stop you, as long as you can see your destination. Alternatively, you can cast this spell as a Minor Action to teleport only (Intelligence) metres.

Wall (3 mana)
You create a wall of stone, ice, wood, etc. within 20 metres. You can create a 2x2 metre section of wall for every 2 points of Intelligence you have. These sections can be organized as you want, and can bend to form corners, but each section must be connected to at least one other section. Each section has 10 HP and DR 4. A two-metre high wall can be climbed with a DC 15 agi check, which costs 5 metres of movement regardless of success.

Ward (1 mana)
This spell can be cast as a Reaction when you are targeted by an attack. You have DR equal to your Intelligence against that attack. If you already have DR, it stacks with the DR provided by this spell.