Spell Lists:
Arcane: Acid Splash, Daze, Electric Arc, Elemental Counter, Glass Shield, Phase Bolt, Shield, Chill Touch, Gale Blast, Puff of Poison, Warp Step
Divine: Daze, Shield, Chill Touch, Divine Lance Disrupt Undead, Guidance, Haunting Hymn
Primal: Acid Splash, Electric Arc, Elemental Counter, Glass Shield, Disrupt Undead, Gale Blast, Guidance, Puff of Poison
Occult: Daze, Phase Bolt, Shield, Chill Touch, Guidance, Haunting Hymn, Warp Step
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Cantrips in this mod scales more frequently but with a lower damage die. This provide a much smoother damage curve and consistent damage.
Heightened 1 means the cantrip scales every odd level at level 3, 5, 7, 9, and 11.
Heightened 2 means the cantrip scales ever other odd level at level 5, and 9.
Persistent Damage: some cantrips and spells in this mod applies an ongoing damage effect to its target. persistent damage last for 10 turns or until a successful save at the end of the target's turn.
Damage: a lot of the cantrips add your spellcasting ability modifier to the damage, will simplify as SAM in this article
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Acid Splash: you make a ranged spell attack and splash acid to a target to deal 1d6 + SAM acid damage and 1 persistent acid damage, creatures within a small radius around the target take 1 splash damage. Heightened 2, +1d6 acid damage, +1 persistent acid damage, +1 splash damage.
Daze: you daze your target. On a failed Wisdom saving throw, deal your SAM in Psychic damage, prevent them from using reactions, halves their movement speed, and applies disadvantage on their attack rolls for 1 turn. Heightened 2, +1d6 Psychic damage
Electric Arc: Lighting shoot out of your finger tips that arcs to your foes. Your target must make a dexterity saving throw or take 1d4 + SAM in lightning damage and the lightning arcs to another target, repeating the save. Heightened 1, +1d4 Lightning damage
Elemental Counter: as a reaction, you reduce elemental damage taken by 2 until the start of your next turn. Heightened 1, +1 reduced damage.
Glass Shield: as a bonus action, you raise a barrier of glass around you, gaining 4 temporary hit points until the start of your next turn, in addition, anyone who attacks you with a melee weapon takes 1d4 piercing damage as the glass barrier shatter into shards. Heighten 2, +4 temporary hit points, +1d4 dmg
Phase Bolt: shoot a bolt of force at your target, dealing 1d4 + SAM force damage and destabilize their armor reducing their AC by 2 for 1 turn. Heightened 1, +1d4 damage, Heightened 2, +1 turn duration
Shield: raise a magical shield around you, increasing your AC by 1 for 10 turns. for the spell's duration you may raise the shield as a reaction and reduce damage taken by 5, the spell then ends. You may not benefit from this spell again until 10 turns have passed. Heightened 1, +5 damage reduction
Chill Touch: you infuse your hand with necrotic energy that damages living and disorients undead on a failed constitution save.
- against living creatures: 1d4 necrotic damage, reduce Str score by 1 for 1 turn, Heightened 1, +1d4 damage
- against undead creatures: fleeing and off balance on a failed save, off balance on a successful one
Divine Lance: Make a ranged spell attack to deal 1d4 + SAM radiant damage to a target. Heightened 1, +1d4 damage
Disrupt Undead: target undead must make a constitution saving throw or take 1d6 + SAM radiant damage and reduce Str score by 1 for 1 turn. Heighten 1, +1d6 radiant damage.
Gale Blast: push creatures around you away with a blast of wind. Deal 1d6 + SAM thunder damage and push creatures around you away for 1.5m on a failed Str saving throw. Heightened 2, +1d6 thunder damage
Guidance: use your divine connection to guide your ally. increase their attack rolls and saving throws by 1 until the end of their next turn. Heightened 2, +1 additional bonus to attack rolls and saving throws
Haunting Hymn: creatures within a 15ft cone in front of you must succeed in a Constitution saving throw or take SAM thunder damage and is deafened for 1 turn. Heightened 2, +1d6 thunder damage
Puff of Poison: you exhale a puff of poison at a foe, dealing SAM poison damage and 2 persistent poison damage on a failed Constitution saving throw. Heightened 2, +1d8 poison damage, +1 persistent damage
Warp Step: you increase your movement speed by 10ft and dash.
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