Spell List

Path of Death

Path Benefit

When you recover hit points through spells, you can recover vessel instead at a rate of 1 dark:5 HP. This is a free action.

Synergy Path

Path of Decay

Traits

Death spells involve dark incantations, and when materials are required, it is often always blood or ash…or both blood and ash, often used to construct a magic circle. It’s not a subtle method of magic. Blood should be fresh, often with a recent animal sacrifice (in the past 5 minutes).

Root of Death Spells

Drain Touch

Make a melee spell attack against a creature, inflicting 1d6 + Vigor modifier necrotic damage, and you regain 1 hit point. For every 2 additional dark spent before casting, increase dice by 1 and recovery by 1 (max +3 each). Boost (DC 15): Reduce the cost of this spell to an action.

Dead Life

You gain your Vigor modifier in temporary hit points, which are lost after the spell expires. For every 1 additional dark spent before casting, increase gain 1 additional temporary hit point (Max +10).

Tier 1 Death Spells

Death Curse

Make a melee spell attack against a creature; on a hit, the creature suffers disadvantage on all ability checks on Constitution saving throws until the spell ends. You also deal 1d6 additional necrotic damage whenever you hit with any non-spell attack. Boost (DC 15): Make a drain touch attack (regardless if it's selected as your spell) as part of the same spell.

Animate

  A Medium or smaller-sized corpse in any state of decay (even bones) becomes any undead creature with a CR of 2 or less. On your turn, you can use a bonus action to mentally command any creature you made with this spell that you can see (you can command any or all of them at the same time). If you issue no commands, the creature only defends itself against hostile creatures. The creature is under your control for 24 hours, after which it stops obeying until you cast this spell on it again. For every 3 additional dark spent before casting, you can raise or sustain two undead. Boost (DC 20): You can create undead at CR 3 or less.

Tier 2 Death Spells

Perish

The target you touch must make a Constitution saving throw, taking 7d6 + Vigor modifier necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice). Boost (DC 20): Increase damage dice to d8.

Line of Death

You create an invisible wall of necrotic energy up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point no further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like cubes, cylinders, or domes. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet. This wall is invisible, with the only evidence of its existence being the inevitable corpses. Boost (DC 13): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted.

Tier 3 Death Spells

Greater Animate

This operates the same as animate, except the maximum CR of the undead creature is now 5. For every 3 additional dark spent before casting, you can raise or sustain two undead. Boost (DC 20): You can create undead at CR 6 or less.

Lifeforce

The target must make a Constitution saving throw. On a failed save, it takes 7d6 + Vigor modifier necrotic damage, or half as much damage on a successful save; you recover hit points equal to 25% of the damage dealt. The damage can’t reduce the target’s hit points below 1. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice). Boost (DC 20): Increase damage dice to d8.

Tier 4 Death Spells

Hand of Death

The target must make a Constitution saving throw. It takes 9d6 + Vigor necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as an undead of CR 3 or less that is permanently under your command, following your verbal orders to the best of its ability. For every 2 additional dark spent before casting, you can increase the number of dice by 1 (Max +5 dice). Boost (DC 20): Increase damage dice to d8.

Resurrection (Ritual)

You touch a creature that has been dead for no more than 5 years that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures all diseases afflicting the creature when it died. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target is at level 4 exhaustion. Boost (DC 15): You can increase the age of the corpse by 5 years. Increase the DC by 1, increasing the age by 5 years each (no Max). Sacrifice: After casting, you gain four levels of exhaustion.  

Path of Decay

Path Benefit

You have resistance to poison and acid damage.

Synergy Path

Path of Death

Traits

Necromancy’s red-headed stepchild, decay spells are often confused with the former given its use of audible incantations. The only notable difference is the lack of blood in many of the spells.

Root Decay Spells

Acidic Touch

Make a melee spell attack. On a hit, the target takes 1d8 + Vigor modifier acid damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice).

Acid Ball

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice). Boost (DC 15): Reduce the cost of this spell to an action.

Tier 1 Decay Spells

Acid Spray

You produce a 15-foot cone of acid; targets make a Dexterity saving throw, inflicting 3d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails takes additional damage equal to half the initial damage. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice). Boost (DC 20): Increase damage dice to d8.

Poison Puff

A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. For every 3 additional dark spent before casting, increase dice by 1 (max +3 dice). Boost (DC 20): Increase damage dice to d8.

Tier 2 Decay Spells

Acid/Poison Spit

All targets in range must make a Dexterity saving throw, suffering 7d6 + Vigor modifier damage on a failed save, or half as much on a successful one. If you spit acid, a target that fails takes additional damage equal to half the initial damage. If you spit poison, a target that fails is poisoned for 1 minute. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice). Boost (DC 20): Increase damage dice to d8.

Condition

Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. For every 3 additional dark spent before casting, add one additional saving throw (max 5 = 5 levels of exhaustion).

Tier 3 Decay Spells

Decomposition

Make a ranged spell attack against one target in range; on a hit, the target takes 7d6 + Vigor modifier damage immediately, and 2d6 + Vigor modifier damage every additional round for 10 rounds. On a miss, the attack splashes the target with acid for half as much of the initial damage and no subsequent damage. For every 2 additional dark spent before casting, increase dice by 1 (max +5 dice). Boost (DC 20): Increase damage dice to d8.

Contagion

Make a melee spell attack. On a hit, you afflict the creature with any disease of your choice. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Tier 4 Decay Spells

Plague

This operates the same as contagion, except now you can make a ranged spell attack against any number of targets you can see in range. For every 2 additional dark spent before casting, increase the range by 10 ft. (max +60 ft.).

Path of Attraction

Technomancer benefit

Has advantage with all Vigor (Induce) check with technology path spells.

Path Benefit

You gain proficiency in one Charisma skill of your choice.

Synergy Path

Path of Knowledge

Traits

Attraction spells are about alluring subjects using magic, thus making it necessary to make your spells not look like magic. You conceal the spells in your words and graceful nonchalant hand movements. As the effects are often subtle, it can sometimes be difficult to notice you casting a spell at all.

Root Attraction Spells

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom or Vigor saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. A target that succeeds at the save is immune to it for 8 hours. For every additional 1 dark spent before casting, you can increase the range by 10 feet.

Tier 1 Attraction Spells

Charm

The target must make a Wisdom or Vigor saving throw, with advantage if you or your companions are fighting it. If it fails, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. Once a creature succeeds at this save, it is immune to the spell for 8 hours. For every additional 2 dark spent before casting, you can include one additional target (max +3 targets) in range.

Sleep

You can target a number of creatures in range with 30 total hit points. Each creature affected falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper. Subtract each creature’s hit points from the total before moving on to the creature. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. For every additional 1 dark spent before casting, you can increase the amount of hit points by 5. Boost (DC 20): If a creature cannot be included entirely with your remaining hit point allotment, you can attempt this check to include it. Unlike regular targets, this one gets a Wisdom or Vigor saving throw.

Teir 2 Attraction Spells

Captivation

All creatures in range that can see and hear you must make a Wisdom or Vigor saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. Creatures with fewer hit points than your maximum automatically fail at this save. On a failed save, the target has disadvantage on ability checks, attack rolls, and saving throws. Its speed is halved and must always use its movement to move closer to you. This lasts until the spell ends, the target can no longer hear you, or the target suffers damage. The spell ends if you are incapacitated or can no longer speak. For every additional 1 dark spent before casting, you can increase the range by 10 feet (max +60 feet).

Path of Technology

Path Benefit

You are proficient with the Engineering skill and can use your Vigor score instead of Intelligence for checks involving technology.

Synergy Path

Path of Creation.

Traits

These spells allow you to access technology magically and involves a combination of various techniques to perform them.

Root Technology Spells

Construction (Ritual) You can now use present refined metals to aid in the construction of technology similar to crafting with Intelligence (Engineering). This spell counts as you possessing a TL5 Engineering kit. When you cast the spell, you are also counted as +3 levels higher when calculating how far you can advance in your build schedule. Additionally, 20% of the $ spent that day is paid by the spell without spending resources or money. If you decide to make an Intelligence (Engineering) check for crafting, this check has advantage. Sacrifice: Spend 1 hit die.

Refurbishment (Ritual)

Make a Vigor (Engineering) check against an object that has hit points. It recovers hit points equal to the result of your skill check -10. This can be modified per usual by using an Engineering kit. Sacrifice: Spend 1 hit die.

Tier 1 Technology Spells

Magic Firearm (Ritual)

Touch any type of firearm; the weapon gains the AP property and is counted as magic. Sacrifice: Spend 1 hit die.

EMP

You send out an electromagnetic pulse that affects all electronic devices and anything that uses a battery in range. These items stop functioning unless they have shielding. For every additional 2 dark spent upon casting, increase the range by 5 feet (max +20 feet).

Access (Ritual)

You can access and control an electronic device lacking an input (like a keyboard) you touch. The electronic device only acts within its parameters and cannot act outside of its function. You cannot access robots with this spell, just electronic devices. You can touch an electronic storage device and read document files on it. You can touch a computer and use it, but you do not override password locks. There can be as much as six inches between your hand and the electronics of the device. Boost (DC 20): Increase the range from touch to 60 ft. Sacrifice: Spend 1 hit die.

Eyes of SOL (Ritual)

You access an array of special satellites placed in orbit by your magical order. You gain a bird’s eye view of any location you select. It may take as much as 2d4 minutes for a satellite to reach a position, but when it does, it gives you a detailed view out to as much as a mile or as close as six feet. It must be outside, but SOL has access to darkvision and see invisible creatures in range. Sacrifice: Spend 2 hit dice.

Tier 2 Technology Spells

Hijack

Target a robot in range; it must make a Wisdom saving throw. If it fails, you control the actions of the target within the limits of its abilities. Once you have given it a command, it continues to attempt to carry out that command to the exclusion of all other activities, including that machine’s desire to recharge. The target may attempt another saving throw at the end of each minute. If the effect lasts five minutes, the target can no longer attempt saving throws. For every additional 3 dark spent upon casting, target one additional robot (max 3 robots). Boost (DC 20): Double the range of this spell.

Presence of SOL (Ritual)

You employ the SOL array to transmit a likeness of you or any creature you wish to any location you desire. It may take as much as 2d4 minutes for a satellite to reach a position, but when it does, you can see the immediate location and can create a holographic image of yourself or any other Medium-sized creature. You must be outside. You can communicate with individuals as if you are there, but your holographic status is obvious, as observers can see partially through you. Sacrifice: Spend 2 hit dice.

Tier 3 Technology Spells

Wireless (Ritual)

You can access wireless networks as if you are computer. Your range is limited by the technology around you. If the region has cellular or satellite access, your range is unlimited. Sacrifice. 1 hit dice.

Radial Access (Ritual)

This operates the same as access, except you can target any electronic devices within range. Boost (DC 20): Increase the range from 30 ft. to 120 ft. Sacrifice: Spend 1 hit die.

Will of SOL (Ritual)

You access the SOL array and direct itself to focus on your location. As long as you are outside, you are alerted to the existence of anything moving and/or living within 500 feet of you. The sensors can see invisible and have darkvision. Sacrifice: Spend 2 hit die.

Tier 4 Technology Spells

Hammer of SOL

Beams of pure energy fall from heaven. Each creature in a 40-foot-cylinder centered on the impact point must make a Dexterity saving throw. The cylinder spreads around corners. A creature takes 20d6 radiant (nuclear) damage, and 20d6 fire damage on a failed save, or half as much damage on a successful one. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. As this is nuclear damage, this damage is counted as having the Armor Piercing property. This spell cannot function if SOL does not have line of sight on the impact point. For every additional 4 additional dark, you may add one additional beam within 120 feet of the previous one, and though it can overlap a previous blast, a creature in the area of more than one cylinder is affected only once (max +3 beams).

Path of Knowledge

Path Benefit

You can use Vigor for any Intelligence based skill checks.

Synergy Path

Path of Attraction

Traits

Knowledge spells resemble traditional spells as many know it as they all involve chanting in various languages (sometimes more than one), hand movements reminiscent of prayers, and magic circles drawn upon the ground.

Root Knowledge Spells

Comprehension

You understand the literal meaning of any spoken or written language that you hear or see. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Tier 1 Knowledge Spells

Communication

You gain the ability to comprehend and verbally communicate with a creature that cannot communicate via language; this includes plants and creatures dead in the past 24 hours. The knowledge and awareness of creatures are limited by their intelligence. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Tier 2 Knowledge Spells

Clairvoyance

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you. The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you can see and hear through the sensor as if you were in its space. A creature that can see the sensor sees a Tiny luminous, intangible orb. Sacrifice: You gain 1 level of exhaustion after the spell expires. For every 1 hit die spent during the spell, increase the range by 1 mile (max +6 miles). Boost (DC 20): Gain darkvision.

Path of Creation

Path Benefit

You gain a +2 bonus to your vessel.

Synergy Path

Path of Technology

Traits

With creation spells, hand movements are modest and don’t account more than a hand passing over a subject. A few words spoken may be confused as an unrecognized prayer.

Root Creation Spell

Mending (Ritual)

This spell makes necessary repairs on objects, and each minute in use further aids in the mending. The spell leaves no trace of damage. This spell can physically repair a magic item or construct but can’t restore magic to such an object. Each minute will also recover 1d4 hit points to an object without requiring widgets or a skill check. Sacrifice: Spend 1 hit point.

Purify (Ritual)

All food and drink within range is purified and rendered free of poison and disease. Sacrifice: Spend 1 hit point.

Tier 1 Creation Spell

Chef (Ritual)

You create appetizing food and clean water for five people in range. The meals takes an hour to enjoy and to have any effect. The food vanishes if not eaten after an hour, though the water remains. Sacrifice: Spend 2 hit points.

Create Elemental

You gather natural elements and inject them with a modicum of intelligence. You create an elemental of challenge rating 2 or lower. An elemental created by this spell disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions. It obeys verbal commands that you issue (no action required by you). For every 3 additional dark spent before casting, increase the challenge rating of the created elemental by 1 (Max CR 5). Boost (DC 15): Double the range you can create the elemental.

Tier 2 Creation Spell

Fabricate (Ritual)

You convert raw materials into products of the same material. You can gather what you can see within range to fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create complicated items like technology. Sacrifice: Spend 2 hit dice.

Tier 3 Creation Spell

Bag of Anything (Ritual)

You have constructed a backpack or satchel from which you can remove nearly anything you need. The object is created as you remove it from the bag. The object cannot be chemical or mechanical (no firearms or explosives), but rather standard gear. Only one item can be removed per use of the spell, and the object lasts 5 minutes before disintegrating. Sacrifice: Spend 2 hit dice.

Tier 4 Creation Spell

Create Beast

You create any beast with a challenge rating 4 or lower, which appears in an unoccupied space next to you. The beast disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures but otherwise takes no actions. A beast is defined as any creature native to this setting or a “Giant”version of one. This beast is not real, only an imitation, and it vanishes after the spell expires. For every 3 additional dark spent before casting, increase the challenge rating of the created beast by 1 (Max CR = your level). Boost (DC 25): The maximum CR increases by 2 (you must still spend dark).

Dark Sequence Aquistion

Faction Necromancer Benefits

Rank 2: Initiate

  • The path cost for the Path of Death is 0 for you and you may choose one of the root spells without paying its cost.
  • Root spell: Drain Touch

Rank 3: Apprentice

  • You may choose an additional Path of Death tier 1 spell without paying its cost.
  • tier 1 spell: Death Curse

Rank 4: Dark Mage

  • You may choose a Path of Death tier 2 spell without paying its cost.
  • tier 2 spell: Perish

Rank 5: Death Knight

  • You may choose a Path of Death tier 3 spell without paying its cost.
  • tier 3 spell: Greater Animate

Rank 6: Litch Lord

  • You may choose a Path of Death tier 4 spell without paying its cost.
  • tier 4 spell: Hand of Death

Magus Class: Mystic Arts

Level 1

  • unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already).
  • Path of Decay: Acidic Touch

Level 5

  • unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already).
  • Path of Decay: Acid Ball

Level 9

  • unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already).
  • Path of Decay: Acid Spray

Level 13

  • unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already).
  • Path of Decay: Poison Puff

Level 17

  • unlock the lowest spell in that sequence you have not already selected (you must have purchased that path already).
  • Path of Attraction: Captivation

Asset Purchases (Total 112)

Path of Decay

  • Path Cost (2) pool 110 remaining

Path of Death

  • Dead Life (2) pool 108 remaining
  • Animate (4) pool 104 remaining
  • Line of Death (6) pool 98 remaining
  • Lifeforce (8) pool 90 remaining
  • Resurrection (12) pool 78 remaining

Path of Technology

  • Path Cost (2) pool of 76 remaining
  • Construction (3) pool of 73 remaining
  • Refurbishment (2) pool of 71 remaining
  • Magic Firearm (4) pool of 67 remaining
  • EMP (4) pool of 63 remaining
  • Access (4) pool of 59 remaining
  • Eyes of SOL (5) pool of 54 remaining
  • Hijack (5) pool of 49 remaining
  • Presence of SOL (5) pool of 44 remaining
  • Wireless (7) pool of 37 remaining
  • Radial Access (7) pool of 30 remaining
  • Will of SOL (7) pool of 23 remaining
  • Hammer of SOL (9) pool of 14 remaining

Path of Knowledge

  • Path Cost (2) pool of 12 remaining
  • Comprehension (2) pool of 10 remaining
  • Communication (2) pool of 8 remaining
  • Clairvoyance (4) pool of 4 remaining

Path of Attraction

  • Path Cost (2) pool of 2 remaining

Path of Creation

  • Path Cost (2) pool of 0 remaining

Synergy Bonus Spells

From the Path of Death

  • Path of Decay: Acid/Poison Spit
  • Path of Decay: Condition
  • Path of Decay: Decomposition
  • Path of Decay: Contagion
  • Path of Decay: Plague

From the Path of Technology

  • Path of Creation: Mending
  • Path of Creation: Purify
  • Path of Creation: Chef
  • Path of Creation: Create Elemental
  • Path of Creation: Fabricate
  • Path of Creation: Bag of Anything
  • Path of Creation: Create Beast

From the Path of Knowledge

  • Path of Attraction: Command
  • Path of Attraction: Charm
  • Path of Attraction: Sleep

Comments

Please Login in order to comment!