Spell Lists:

Arcane: Agonizing Despair, Bind Undead, Blazing Dive, Bracing Tendrils, Fireball, Firework Blast, Ghostly Weapon, Haste, Invisibility Sphere, Lightning Bolt, Ooze Form, Organsight, Percussive Impact, Shadow Projectile, Time Jump, Vampiric Touch

Divine: Agonizing Despair, Bind Undead, Consecrated Flesh, Focusing Hum, Heroism, Moonlight Ray, Searing Light, Chilling Darkness, Organsight, Percussive Impact, Positive Attunement, Vampiric Touch

Primal: Blazing Dive, Envenom Companion, Fireball, Haste, Lightning Bolt, Moonlight Ray, Searing Light, Moth's Supper, Organsight, Positive Attunement

Occult: Agonizing Despair, Bind Undead, Bracing Tendril, Focusing Hum, Ghostly Weapon, Haste, Heroism, Invisibility Sphere, Moth's Supper, Ooze Form, Organsight, Percussive Impact, Shadow Projectile, Time Jump, Vampiric Touch

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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: the damage of some of those spells may be lower at lower levels (spell level 1-2) but they out scale 5e blast spells at higher levels. e.g. burning hands here is 2d6 + 2d6 per upcast where as in 5e its 3d6 + 1d6 per upcast

Frightened: subtract the value of this status to all rolls.

Clumsy: reduce Dexterity score by the value of this status

Battle Form: Each battle form transforms you into a different form, giving you some options relevant to each form in addition to some temporary hit points. You can not cast spells while in Battle form tho spells you have casted still take effect. In addition, you can dismiss it at any time on your turn, no action required.
- All of the attacks given by the battleform are made as spell attacks, abilities requiring a saving throw use your spell save DC.
- All attacks made in battle form uses a bonus action (you can make 3 attacks max by converting your action to 2 bonus actions)
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Agonizing Despair: 18m range, Wisdom save, 4d6 psychic damage, frightened 2 on failure, frightened 1 on success. Heightened 1, +2d6 dmg

Bind Undead: 9m, Wisdom save, take control of an undead creature until long rest.

Blazing Dive: 18m, jump, and land in an explosion, dealing 3d4 bludgeoning and 3d6 fire damage on a failed dex save or half as much on a success, and leave a fire surface around you. Heightened 1, +1d4/+1d6

Bracing Tendril: 9m, target can not be moved against their will.

Consecrated Flesh: Self, take 5 more necrotic damage, 5 less radiant damage, melee attacks on you reflect 1d6 radiant damage, your weapon and unarmed strike deal an additional 1d4 radiant damage, and your healing spells heal for an additional 1d4 healing. Heightened 3, +5/+5/+1d6/+1d4/+1d4

Envenom Companion: 9m, 10 turns, your ally's slashing or piercing weapon deal an additional 1d8 poison damage. On hit, the target becomes clumsy 1. Heightened 3, +1d8, +1 more degree of clumsy on hit

Fireball: 150m, 6m radius, 6d6 fire damage dex save for half. Heightened 1, +2d6, +1m radius

Firework Blast: 150m, 6m radius, 4d6 fire damage dex save for half. blinded and deafened on a failure and only deafened on a success. Heightened 1, +2d6

Focusing Hum: self, 5m aura, 10 turns, allies within range have advantage on Intelligence, Wisdom, and Charisma saving throws, but the Caster can not hide.

Ghostly Weapon: touch, your target's weapon ignores resistance to physical damage until long rest.

Haste: 9m, 10 turns, you gain an addition bonus action on your turn. Heightened 1, +1 target.

Heroism: Touch, 100 turns, +1 to all rolls. Heightened 3, +1

Invisibility Sphere: Self, 10m, 3m around caster, allies become invisible while within range. 5th level, duration change to until long rest.

Lightning Bolt: 36m line, 3m base, 4d12 lightning damage, dex save for half. Heightened 1, +6m length, +0.5m base, +1d12

Moonlight Ray: 36m, ranged spell attack, 5d6 cold damage +5d6 radiant if target is undead or fiend. Heightened 1, +2d6/+2d6

Searing Light: same as moonlight ray, but fire damage instead of cold.

Chilling Darkness: same as moonlike ray, but necrotic damage instead of radiant and instead against celestial.

Moth's Supper: target a corpse, regain 2d4 hit points on cast, and 2d4 hit points every 10 turns for the next 100 turns for a total of 22d4. Heightened 1, +1d4.

Ooze Form: become an ooze for 1 min, can't cast spells for the duration,
- can dismiss early.
- Immune to blinded and critical hits
- take 5 less slashing, piercing, and acid damage.
- toxic spit: BA, 2d8 acid dmg,
- pseudopod: BA, 2d6+5 bludgeoning + 1d8 acid.
Heightened: (dont ask me why those numbers, ask paizo)
- 3rd: 20 THP, AC = 12+Dex. 
- 4th: 30 THP, AC = 13+Dex. Toxic spit: 3d8, Pseudopod: 2d6+9/1d8, reach 10ft.
- 5th: 40 THP, AC = 14+Dex. Toxic spit: 4d8, Pseudopod: 4d6+6/2d8, reach 15ft
- 8th: 60 THP, AC = 15+Dex. Toxic spit: 5d8, Pseudopod: 4d6+13/2d8, reach 20ft

Organsight: touch, 10 turns, target can see the vital organs of creatures through armor and clothing. once per turn deal an additional 4d6 damage if using a slashing or piercing weapon. Heightened 1, +1d6

Percussive Impact: 18m, ranged spell attack, 4d8 bludgeoning +1d4 thunder in a 2m radius, creatures in the radius is deafened on a failed on save. Heightened 2, +4d8 + 1d4 +1m radius.

Positive Attunement: Touch, wisdom save. living creatures regain 1d8 hit points at the start of each turn, undead creatures take 1d8 radiant damage at the start of each turn. Heightened 3, +1d8

Shadow Projectile: reaction, when an ally make a ranged attack and miss, you can use your reaction to deal 3d8 psychic damage to their target to throw them off, granting your ally advantage on their attack, potentially turning a miss into a hit. Heightened 2, +1d8

Time Jump: bonus action, you freeze time, and can only move or charge in the mean time. after you have charged twice, time resumes.

Vampiric Touch: touch, 6d6 necrotic damage, gain 3d6 THP (i can't give THP based on damage done). Heightened 1, +2d6/+1d6

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