Primal spells (Origins)

Primal spells allow mages to harness the power of the elements to deal damage to their enemies.

Flame Spells
Flame Blast

Activated

Range: Short

Activation:

The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. Friendly fire possible.

Flaming Weapons

Activated

Range:

Activation:

While this spell is active, the caster enchants the party's melee weapons with flame so that they deal additional fire damage with each successful attack.

Fireball

Activated

Range:

Activation:

The caster's hands erupt with an explosive ball of flame, inflicting lingering fire damage on all targets in the area, as well as knocking them off their feet unless they pass a physical resistance check. Friendly fire possible.

Inferno

Activated

Range:

Activation:

The caster summons a huge column of swirling flame. All targets in the area take constant fire damage as they burn. Friendly fire possible.

Earth Spells
Rock Armor

Sustained

Range:

Activation:

The caster's skin becomes as hard as stone, granting a bonus to natural armor for as long as this mode is active.

Stonefist

Activated

Range:

Activation:

The caster hurls a stone projectile that knocks down the target and inflicts nature damage, possibly shattering those that have been petrified or frozen solid. Friendly fire possible.

Earthquake

Activated

Range:

Activation:

The caster disrupts the earth in the area, causing a violent quake that knocks targets to the ground unless they pass a physical resistance check every few seconds. Friendly fire possible.

Petrify

Activated

Range:

Activation:

The caster draws from knowledge of the elements to turn the target into stone unless it passes a physical resistance check. While petrified, the target is immobile and vulnerable to shattering from a critical hit.

Ice Spells
Winter's Grasp

Activated

Range:

Activation:

The caster envelops the target in frost, freezing lower-level targets solid, while those that resist suffer a penalty to movement speed. Friendly fire possible.

Frost Weapons

Sustained

Range:

Activation:

While this mode is active, the caster enchants the party's weapons with frost so that they deal additional cold damage with each melee attack.

Cone of Cold

Activated

Range:

Activation:

The caster's hands erupt with a cone of frost, freezing targets solid unless they pass a physical resistance check, and slowing their movement otherwise. Targets frozen sold by Cone of Cold can be shattered with a critical hit. Friendly fire possible.

Blizzard

Activated

Range:

Activation:

An ice storm deals continuous cold damage to targets in the area and slows their movement speed, but grants bonuses to defense and fire resistance. Targets can fall or be frozen solid unless they pass a physical resistance check. Friendly fire possible.

Electric Spells
Lightning

Activated

Range:

Activation:

The caster fires a bolt of lightning at several targets, dealing electricity damage. Friendly fire possible.

Shock

Activated

Range:

Activation:

The caster's hands erupt with a cone of lightning, damaging all targets in the area. Friendly fire possible.

Tempest

Activated

Range:

Activation:

The caster unleashes a fierce lightning storm that deals constant electricity damage to anyone in the targeted area. Friendly fire possible.

Chain Lightning

Activated

Range:

Activation:

The caster's hands erupt with a bolt of lightning that inflicts electricity damage on a target, then forks, sending smaller bolts jumping to those nearby, which fork again. Each wave of bolts does less damage than the previous. Friendly fire possible.