Elemental Blast

Mana per Level: 2

Casting Time: 1 Standard Action

Range: Varies

Target: AoE 5’ Radius Sphere per mana level

Duration: 1 minute per mana

Avoidance: Dodge for half

Special: Dazes

Type: Damage

A small ball of energy emits from your hand traveling to an intended target area and bursts into a spherical blast of elemental energy. You can choose any elemental energy (fire, water, earth, air, ice, or electricity) available to you that you have control over, or it can be a generic magical blast. 

2 Mana: 1d6+1 damage, 5 ft. radius sphere, 30 ft. range. 

Each additional level adds 1d6+1 damage, 5’ to the radius sphere, and 30’ to the range.

Targeting: A caster must target a single square and then successfully roll a Spot skill check to hit that target. If the Spot skill fails, roll 1d8, and the spell lands in an adjoining space. To determine the direction, the closest space to the spellcaster being 1 and rotating clockwise. To determine how far from the intended target space, it is equal to 5’x the spells damage dice away from the target space. On a fumble (100), the spell centers on the caster. For more see Targeting AoE Spells previously in this chapter.

If the spell is imbued with an element, the spell also causes the Elemental Effect to any target that it does damage to.

  • Fire causes flammable items to catch fire and burn. Low melting point metals melt. Target gains the On Fire effect.
  • Water puts out mundane fires or dilute acid.
  • Ice slows creatures by 1/2. Effort save to negate. 
  • Earth covers the objects in dust and dirt, outlining any invisible objects or creatures. 
  • Electricity does an extra 1d4 damage to anyone in heavy metal armor (chainmail, breastplate, half plate, or full plate).
  • Air knocks SIZ 20 or smaller creatures prone. Agility save to negate falling.

Spellcraft failure: The spell fizzles