Statblocks for your spells.
Innate Spells
[block: Harm
Heal]
Cantrips
DOUBLE ACTION
Requirements
somatic or verbal components
Description
Range touch; Targets 1 living or undead creature
Saving Throw Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee.
Applications
The effect depends on whether the target is living or undead.
• Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
• Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.
DOUBLE ACTION
Requirements
somatic or verbal components
Description
Area- 30-foot emanation
You send out a pulse that registers the presence of magic.
Applications
You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
SINGLE ACTION
Requirements
verbal components
Description
You raise a magical shield of force.
Applications
This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. Heightening the spell increases the shield’s Hardness.
- Heightened (3rd) The shield has Hardness 10.
- Heightened (5th) The shield has Hardness 15.
- Heightened (7th) The shield has Hardness 20.
- Heightened (9th) The shield has Hardness 25.
[block:
Guidance]
Level 1 Spells
[block: Runic Weapon
Schadenfreude
Animate Dead]
Level 2 Spells
[block: Blood Vendetta
Final Sacrifice]