Magic
Main
Fire Magic
Passive - Fire Body: Increases fire and ice resistance based on Fire Magic level.
Lvl1 - Flame Hand: Tier 1 spell. Add 1d6 (+level of Fire Magic) fire damage to a physical attack.
Lvl2 - Flaming Pistol: Tier 1 spell. Shoot a flaming projectile with a 20ft range that deals 1d8 (+level of Fire Magic) fire damage.
Lvl3 - Fireball: Tier 2 spell. Throw a ball of fire with a 25ft range that explodes upon impact in a 10ft diameter AoE for 1d12 (+level of Fire Magic) fire damage.
Lvl4 - Fire Kick: Tier 2 spell. Kick a long-range flame with a range of 35ft that deals 1d12 fire damage.
Lvl5 - Flamethrower: Tier 3 spell. Spew out a large amount of flames with a 10ft range for 2d12 (+level of Fire Magic) fire damage.
Lvl6 - Fire Punch: Tier 4 spell. Throw a big fist of fire at your enemy with a 15ft range, dealing 3d12 (+level of Fire Magic) fire damage.
Lvl7 - Flaming Breath: (Evolved: Dragon Breath) Tier 5 spell. Spew flames from your mouth with a 10ft range, dealing 6d12 (+level of Fire Magic) fire damage.
Lvl8 - Flame Flight: Tier 5 spell. By increasing the thrust force of the flames you create, you gain 60ft of flight speed for 1 round and deal 2d10 (+level of Fire Magic) fire damage in a 10ft trail behind you.
Lvl9 - Ray of Flames: Tier 6 spell. Unleash a devastating ray of flames at your enemy, dealing 10d12 (+level of Fire Magic) fire damage with a 15ft range. Everyone hit rolls a DEX save; on success, they take half damage.
Lvl10 - Fire Wave: Tier 6 spell. Create a wave of fire that engulfs enemies in a 40ft long and 10ft wide area, dealing 8d12 (+level of Fire Magic) fire damage. Upcasting this magic adds 10ft extra range in length.
Lvl11 - Wall of Flames: Tier 7 spell. Create a massive wall made of pure fire spanning 80ft in length with a 1ft width. All entities going through this wall or starting their turn inside it take 12d16 (+level of Fire Magic) fire damage.
Lvl12 - Flame Pillar: Tier 8 spell. Create a pillar of flames within a range of 60ft, which is 90ft tall and has a 30ft diameter, burning everything inside for 22d16 (+level of Fire Magic) fire damage. This spell is a sure hit for all entities in the radius, but they can roll a DEX save. On success, they take 50% of the damage.
Lvl13 - Armor of Fire: Tier 9 spell. Create an armor of concentrated flames that envelops your body. Gain immunity to ice, water, fire, and steam magic. Melee attacks have disadvantage against you, and all creatures in a 15ft radius around you take 12d20 (+level of Fire Magic) fire damage at the start of your turn or when they use a melee attack against you.
Lvl14 - Supermassive Fireball: (Evolved: Bring Down the Sun) Tier 10 spell. Conjure a massive ball of condensed fire and throw it with a range of 150ft. Upon impact, the ball explodes with a 60ft radius, dealing 30d20 (+level of Fire Magic) fire damage to every creature in range and creating a 10ft deep crater.
Lvl15 - Fire Funeral: (Evolved: Cremation) Tier 11 spell. Create a funeral of flames for one enemy. With a range of 5ft, choose one target to disintegrate in powerful flames, dealing 66d20 + 100 (+level of Fire Magic) tier 5 fire damage. Make a STR contest with your target; if the target succeeds, they take half damage.
Lvl16 - Neuron: (Slash of White Flames) Tier 12 spell. Conjure all your flames into one devastating slash that you unleash with your hand, dealing 120d20 + 400 tier 6 fire damage in a 150ft long line. (Tier 6 is essentially true damage, and the heat erases almost everything in its path.)
Earth Magic
Passive - Earth Body: Increasing resistance to basic element attacks based on Stone Magic level.
Lvl 1 - Stone Skin: Tier 1 spell. Your skin hardens and takes on a rocky texture, granting you temporary resilience. Gain 5 THP + 2 THP per level of Earth Magic.
Lvl 2 - Stone Shield: Tier 1 spell (can be used as a reaction). You create a protective shield of solid stone that blocks incoming attacks (range: 10 ft). This can be used on allies as well. The shield blocks 3 + 1d8 damage.
Lvl 3 - Boulder Toss: Tier 2 spell. You create and throw a stone boulder (40 ft range). The boulder shatters on impact, forcing creatures in a 10 ft diameter AoE to make a Dexterity saving throw. On a fail, they take 2d8 + (level of Earth Magic) damage and are knocked prone. On a success, they take half damage and are not knocked prone.
Lvl 4 - Stone Wall: Tier 2 spell. You create a stone wall that rises from the ground (20 ft). The wall is 1 ft wide, 15 ft long, and can be shaped as needed. The wall has 7 + (level of magic) AC, 7 + (level of magic) SAC, and 20 HP.
Lvl 5 - Stone Spikes: Tier 3 spell. Stone spikes erupt from the ground in a 15 ft radius (50 ft range). Creatures must make a Dexterity saving throw. On a fail, they take 3d8 piercing damage, and their movement speed is halved in the area. On a success, they take half damage with normal speed. The area remains difficult terrain for 3 rounds. Any creature moving in the area must make a Dexterity saving throw or take 1d8 piercing damage.
Lvl 6 - Stone Prison: Tier 4 spell. You command the earth to rise and entrap a creature or object within 50 ft. Each wall of the prison has 8 + (level of Earth Magic) AC, 8 + (level of Earth Magic) SAC, and 30 HP + 2 HP per level of Earth Magic.
Lvl 7 - Tremor: Tier 5 spell. You unleash a powerful tremor, shaking the ground violently (range: 60 ft, radius: 40 ft). Creatures must make a Dexterity saving throw. On a fail, they take 6d10 bludgeoning damage and are knocked prone. On a success, they take half damage and remain standing. For 3 rounds, creatures in the area must make a Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.
Lvl 8 - Quicksand: Tier 5 spell. Transform a 50 ft radius area into magical quicksand. Creatures must make Strength or Dexterity saving throws each round. Effects escalate with failed saves, including slowed movement, restrained status, and suffocation damage (1d10 + 1d10 per round). The area remains difficult terrain. Spell duration: 6 rounds.
Lvl 9 - Rolling Stone: Tier 6 spell. Create a massive stone boulder (20 ft wide/tall) in a 15 ft range. Move it 60 ft straight on cast. Creatures in its path must make a Dexterity saving throw. On a fail, they take 8d12 bludgeoning damage and are knocked prone. On a success, they take half damage and are pushed aside. The boulder can be moved for 2 additional rounds and leaves a trail of difficult terrain.
Lvl 10 - Stoneclad Armor: Tier 6 spell. Envelop yourself or an ally in magically enhanced stone armor for 5 rounds. Gain +3 AC, resistance to bludgeoning, piercing, and slashing damage, 20 THP + 3 THP per caster’s Earth Magic level, and enhanced fist attacks (2d6 bludgeoning damage). If the armor is over 70% durable, you can sacrifice it to deal 4d12 bludgeoning damage and knock enemies prone in a 10 ft radius.
Lvl11 - Golem Weaponry: Tier 7 spell. You can create massive weapons made of magically enhanced stone. These weapons have an MC of 12 + your level of Earth Magic. All close-combat-oriented weapons gain an additional range of 15ft and deal 10d12 + level of Earth Magic bludgeoning damage. If a creature is hit by them, they are forced to roll a CON save. On a failed save, the creature is knocked 10ft away and prone. These weapons last until destroyed.
Lvl12 - Earthquake: Tier 8 spell. You force a shift in tectonic plates to create a massive earthquake that splits and swallows your enemies. Create an earthquake in a circle with a diameter of 150ft within a range of 300ft around you. When cast, all creatures in the range are forced to roll an Athletics or Acrobatics check against a target of 4 + SCM. On a fail, the creature is swallowed by the earth, taking 16d16 damage and being restrained for 5 rounds. All creatures inside the range of the earthquake and on the ground have their movement halved, disadvantage on DEX saves, and take 12d10 force damage per round.
Lvl13 - Earth Shatter: Tier 9 spell. Channel a massive force of mana into the earth to shatter it open. (Range 70ft, radius 60ft). All creatures in the affected area must make a DEX save. On a failed save, a creature takes 18d20 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and remains standing. At the start of a creature’s turn, if they are in the radius of Earth Shatter, they must roll a DEX save. On a failed attempt, they take 12d12 bludgeoning damage and are knocked prone. On success, they take half damage and remain standing.
Lvl14 - Make Golem: Tier 10 spell. You create a massive golem familiar that you can command to attack or defend a target of your choice. The golem is 90ft tall and 40ft wide. The golem has 12 + level of Earth Magic AC, 10 + level of Earth Magic SAC, and 60 + 20 per level of Earth Magic HP. It can attack twice per turn, and its attacks deal 12d16 bludgeoning damage. You can have up to 2 golems summoned at once. The golem lasts until destroyed or 12 hours from their creation.
Lvl15 - Summon Primos Statue: (Evolved: Channel Primos) Tier 11 spell. You summon a statue of the god of earth, Primos, that enhances all Earth Magic cast in a 500ft radius around the statue. Upon summoning, the statue grants the caster and up to 3 allies the Blessing of the Earth, granting 20 THP per level and +2 AC and SAC. Each spell is automatically upcast by 3 tiers without additional mana. There can only be one statue of Primos granting bonus effects within a 1500ft radius.
Lvl16 - Mantle Dive: Tier 12 spell. You bind the target of your choice and force them to dive into the mantle layer of the earth, dealing 1d8 bludgeoning damage per 5ft pushed down up to 1200ft. The creature being pushed can attempt to escape by winning a disadvantaged Strength contest every 50ft traveled. After traveling over 1000ft, both the caster and the target begin taking 2d12 heat damage per 20ft traveled.
Water Magic
Passive - Tidal Reassurance: Increases resistance to fire and water magic based on Water Magic level. Grants faster swimming.
Lvl1 - Water Gun: Tier 1 spell. Shoot a bullet of water, dealing 1d6 (+level of Water Magic) water damage.
Lvl2 - Water Arrow: Tier 1 spell. Fire a water arrow that deals 1d4 AoE bludgeoning damage in a 35ft range.
Lvl3 - Water Walking: Passive. Walk on the surface of water as if it were solid ground.
Lvl4 - Healing Current: Tier 2 spell. Channel a healing current that restores 1d8 (+level of Water Magic) health.
Lvl5 - Pressure Gun: Tier 2 spell. Release a high-pressure stream of water, dealing 2d6 water damage. Targets must succeed on a CON save or be pushed 5ft away.
Lvl6 - Water Wall: Tier 3 spell. Create a wall of water that blocks 4 (+level of Water Magic) magic damage.
Lvl7 - Water Armor: Tier 4 spell. Surround yourself in water armor, granting 5 (+level of Water Magic) temporary HP and resistance to bludgeoning, slashing, piercing, fire, and steam damage.
Lvl8 - Wave: Tier 5 spell. Create a powerful wave that crashes over a 30ft radius, dealing 6d8 water damage to all creatures in its path.
Lvl9 - Pressure Cannon: Tier 6 spell. Release a cannon-like blast of water with a range of 40ft, dealing 8d10 (+level of Water Magic) water damage.
Lvl10 - Water Wave: Tier 6 spell. Create a massive water wave, engulfing a 60ft cone and dealing 8d12 (+level of Water Magic) water damage to all in range.
Lvl11 - Water-Like Body: Passive. Your body becomes fluid-like, reducing damage from physical attacks and increasing agility.
Lvl12 - Water Reserves Burst: Tier 8 spell. Release all stored water energy in a devastating burst, dealing 14d12 (+level of Water Magic) water damage in a 50ft radius and restoring 2d10 HP to allies in range.
Lvl13 - Drowning: Tier 9 spell. Summon water to engulf a single target. The target must make a CON save or begin drowning, taking 12d10 (+level of Water Magic) water damage per turn until they succeed or escape. Target is restricted.
Lvl14 - Water Domain: (Evolved: Water World) Tier 10 spell. Create a massive water domain around you. While inside, you gain enhanced water magic effects and resistance to all fire-based damage.
Lvl15 - Tsunami Clap: (Evolved: Channel Hyalag) Tier 11 spell. Conjure a massive tsunami with a clap of your hands, dealing 44d16 (+level of Water Magic) water damage in a 300ft radius and knocking enemies prone.
Lvl16 - Desiccation: Tier 12 spell. Drain all water from a target within range, making them roll d100 and take % max hp damage based on their roll. This ability has a fixed range.
Wind Magic
Passive - Wind Raiser: Reduces fall damage and increases resistance to wind and water damage based on Wind Magic level.
Lvl1 - Wind Scythe: Tier 1 spell. Slash with a blade of wind, dealing 1d6 slashing damage.
Lvl2 - Wind Walker: Passive. Gain the ability to double jump and take no fall damage.
Lvl3 - Wind Dash: Tier 1 spell. Move quickly up to 20ft without provoking opportunity attacks.
Lvl4 - Wind Force: Tier 2 spell. Strike with a powerful gust of wind, dealing 2d6 damage and pushing the target 10ft back. If the target hits a wall, they take an additional 1d8 bludgeoning damage. Targets must succeed on a CON save to avoid the push.
Lvl5 - Windshield: Tier 2 spell. Create a protective shield of wind that deflects projectiles and reduces incoming damage.
Lvl6 - Wings of Wind: Tier 3 spell. Summon magical wings of wind that grant flight equal to your movement + 10 ft.
Lvl7 - Wind Boost: Passive. Increases the speed and damage of thrown weapons or projectiles.
Lvl8 - Whirlwind: Tier 4 spell. Create a spinning vortex of wind that pulls enemies into a 20ft radius, dealing 4d8 slashing damage.
Lvl9 - Like a Wind: Passive. Increase movement speed and evasion, making it harder for enemies to land hits.
Lvl10 - Vacuum Bullet: Tier 5 spell. Fire a high-speed vacuum projectile, dealing 6d10 piercing damage.
Lvl11 - Tornado: Tier 6 spell. Summon a massive tornado that sweeps across the battlefield, dealing 8d12 slashing damage and lifting enemies into the air.
Lvl12 - Wind of Death: Tier 7 spell. Unleash a deadly windstorm that slices through enemies, dealing 10d12 slashing damage in a 50ft radius.
Lvl13 - Cloud Splitter: Tier 8 spell. Summon a massive blade of wind to strike down from the sky, dealing 16d16 slashing damage in a 60ft line.
Lvl14 - Pure Vacuum: Tier 10 spell. Create an area of pure vacuum, suffocating and crushing all within a 40ft radius. Targets take 26d20 force damage and must succeed on a CON save or be restrained.
Lvl15 - Summon Tempest: (Call for Vena) Channel the power of the goddess of wind, Vena, to create a massive tempest with a range of 120ft that shreds everything it touches for 40d20. This tempest lasts 3 rounds and can be moved up to 30ft for an action.
Lvl16 - Perfect Vacuum: Tier 12 spell. Create a perfect vacuum that annihilates everything in its range. Targets take 100d20 +200 force damage and are incapacitated until they succeed on a CON save.
Electricity Magic
Passive - Thundering Body: Increases movement speed and grants resistance to fire, wind, and ice magic based on Electricity Magic level.
Lvl1 - Electric Sword: Tier 1 spell. Summon a sword imbued with electricity. Damage scales with level (1d2 per level of Electricity Magic).
Lvl2 - Electric Overload: Tier 1 spell. Charge electrical energy, dealing up to 5d4 lightning damage upon release. (Evolves into Electric Discharge.)
Lvl3 - Thunderdash: Tier 2 spell. Dash up to 25ft and strike with your electric sword, dealing 2d6 lightning damage in addition to the sword's damage. (Evolves into Thunderdash 3-Fold.)
Lvl4 - Piercing Lightning: Tier 2 spell. Shoot a piercing bolt of lightning, dealing 2d8 lightning damage. If the target is wearing metal, they take an additional 1d6 piercing and lightning damage.
Lvl5 - Thunderstruck: Tier 3 spell. Strike a single target within 40ft with a bolt of thunder, dealing 2d6 lightning damage. Targets wearing metal take an additional 1d6 lightning damage.
Lvl6 - Sword Form Manipulation: Tier 3 Alter the form of your Electric Sword, changing its size or shape to suit your needs.
Lvl7 - Lightning Trail: Passive. If your attack hits and the enemy does not move, it leaves an electric trail for 3 rounds, dealing 1d10 lightning damage each round.
Lvl8 - Flash: Tier 3 spell. Perform a short, rapid dash equal to half or your movement that allows you to reposition in combat without the risk of opportunity attacks.
Lvl9 - Electric Field: Tier 4 spell. Create a field of electricity in a 60ft radius around you, dealing 3d8 lightning damage to all creatures within the field each round.
Lvl10 - Ray of Electricity: Tier 5 spell. Fire a concentrated beam of electricity at a target, dealing 6d10 lightning damage.
Lvl11 - Thunder of Maslix: Tier 6 spell. Summon a massive thunderbolt, striking a 20ft radius area, dealing 9d10 lightning damage and deafening all affected creatures for 2 rounds.
Lvl12 - Overcharged: Tier 7 spell. Supercharge your Electric Sword, doubling its damage and adding an area of effect shockwave (10ft radius) that deals 6d12 lightning damage to nearby enemies.
Lvl13 - Stormcloud: Tier 8 spell. Summon a stormcloud over a 40ft radius area. The stormcloud lasts 3 rounds and strikes all enemies within it's raidus with bolts of lightning, each dealing 10d12 lightning damage.
Lvl14 - Circle of Thunder: Tier 9 spell. Create a circular shockwave of thunder centered on you, dealing 20d16 lightning damage to all creatures within a 60ft radius and knocking them prone unless they succeed on a DEX save.
Lvl15 - Lightning Form: Tier 11 spell. Transform into a being made of pure lighting with 180ft of movement. All enemies in squares you move through take 48d20 lightning damage. You leave behind a lightning trail and deal 24d20 in a 30ft radius around you.
Lvl16 - Perfect Restart: Tier 12 spell. Unless your body is completely destroyed, you revive automatically if you have enough mana 18 seconds (3 rounds) after death with 50% of your maximum HP.