1e Spells experiment

Note: When a spell tells you to target a creature within X metres, you yourself are also a viable target.

Note 2: Unless mentioned otherwise, all spells require line of effect to the target. Elemental blast, for example, does not work if there is a wall between the caster and the target, blocking the effect.

Elemental blast (8 mana)
When you learn this spell, choose one of the below elements. You only learn that version of the spell. You can learn this spell multiple times, choosing a different element each time.

Target all creatures in a 90 degree, 10 metre cone originating from yourself. Apply an effect depending on the chosen element. Physical: Each target must attempt a DC 15 Agility save, taking 9 physical damage on fail or half damage on success. Fire: Each target must attempt a DC 15 Agility save, taking 9 fire damage on fail or half damage on success. Frost: Each target must attempt a DC 15 Brawn save, taking 9 frost damage on fail or half damage on success. Lightning: Each target must attempt a DC 15 Agility save, taking 9 lightning damage on fail or half damage on success. Poison: Each target must attempt a DC 15 Brawn save, taking 9 poison damage on fail or half damage on success.

Elemental bomb (8 mana)
When you learn this spell, choose one of the below elements. You only learn that version of the spell. You can learn this spell multiple times, choosing a different element each time.

Target all creatures in a 5 metre diameter area within 20 metres. Apply an effect depending on the chosen element. Physical: Each target must attempt a DC 15 Agility save, taking 9 physical damage on fail or half damage on success. Fire: Each target must attempt a DC 15 Agility save, taking 9 fire damage on fail or half damage on success. Frost: Each target must attempt a DC 15 Brawn save, taking 9 frost damage on fail or half damage on success. Lightning: Each target must attempt a DC 15 Agility save, taking 9 lightning damage on fail or half damage on success. Poison: Each target must attempt a DC 15 Brawn save, taking 9 poison damage on fail or half damage on success.

Elemental burst (8 mana)
When you learn this spell, choose one of the below elements. You only learn that version of the spell. You can learn this spell multiple times, choosing a different element each time.

Target all creatures in a 5 metre radius around yourself. Apply an effect depending on the chosen element. Physical: Each target must attempt a DC 15 Agility save, taking 9 physical damage on fail or half damage on success. Fire: Each target must attempt a DC 15 Agility save, taking 9 fire damage on fail or half damage on success. Frost: Each target must attempt a DC 15 Brawn save, taking 9 frost damage on fail or half damage on success. Lightning: Each target must attempt a DC 15 Agility save, taking 9 lightning damage on fail or half damage on success. Poison: Each target must attempt a DC 15 Brawn save, taking 9 poison damage on fail or half damage on success.

Taunt (1 mana)
Target a creature within 20 metres. The target must pass a DC 15 Mind save or become Taunted by you for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success. Empower (1 mana): Target an additional creature. This spell can be empowered twice.

Taunt, mass (4 mana)
Target all hostile creatures in a 5 metre radius around yourself. Each target must pass a DC 15 Mind save or become Taunted by you for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success.

Blind (2 mana)
Target a creature within 20 metres. The target must pass a DC 15 Mind save or become Blinded for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success. Empower (3 mana): Target an additional creature. This spell can be empowered twice.

Blinding blast (8 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Each target must pass a DC 15 Mind save or become Blinded for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success.

Entangle (2 mana)
Target a creature within 20 metres. The target must pass a DC 18 Strength or Agility save or become Restrained for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success. They can also take an Action to actively attempt escape, which also lets them redo the saving throw. Empower (3 mana): Target an additional creature. This spell can be empowered twice.

Entangling blast (8 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Each target must pass a DC 18 Strength or Agility save or become Restrained for 6 rounds. They can redo the saving throw at the end of each of their turns, breaking the effect on a success. They can also take an Action to actively attempt escape, which also lets them redo the saving throw.

Kinetic push (1 mana)
Target a creature within 20 metres. The target must pass a DC 18 Strength or Agility save or be pushed 5 metres away from you and knocked prone. Empower (1 mana): Target an additional creature. This spell can be empowered twice.

Kinetic blast (4 mana)
Target all creatures in a 90 degree, 10 metre cone originating from yourself. Each target must pass a DC 18 Strength or Agility save or be pushed 5 metres away from you and knocked prone.

Invisibility (2 mana)
Target a creature within 20 metres. The target and their equipment become invisible for 6 rounds. Invisible creatures are concealed and have a +5 bonus on stealth checks. If the target is yourself, you can also immediately take the Hide action (see 1e Combat) as part of casting the spell. Invisibility ends immediately after the target makes an attack, regardless of the round limit. Empower (8 mana): Invisibility lasts the entire 6 rounds, even if the target does something that would normally end the effect.

Heal (4 mana)
Target a creature within 20 metres. The target regains HP equal to their Brawn. Empower (6 mana): Target an additional creature. This spell can be empowered twice.

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 6 rounds.

Darkness (6 mana)
Target a point within 20 metres. A 5 metre radius sphere of darkness forms around that point, obscuring everything inside to creatures without Darkvision. This lasts for 6 rounds. Light sources in the area are suppressed for the duration.

Teleport (2 mana)
You teleport up to 20 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 5 metres. Empower (3 mana): Double the maximum distance. This spell can be empowered twice.