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Universal




Some effects combine multiple schools of magic together. In such cases, they are often referred to as "universal" powers because it takes mastery in many schools to pull them off. To learn a universal spell, a spellcaster must know a spell from every school. In addition, the highest rank they can achieve in any universal spell is based on the highest rank they have among every school. For example, if a spellcaster's highest biomancy spell rank was 3rd but they had spell ranks of 4th or greater in all other schools, they could never learn a universal spell above 3rd rank, because biomancy is where they are weakest. If granted the ability to use a universal spell from a class feature, they are limited in what effects they can create with it. For example, a genie that has Wish as an innate spell but doesn't have any Biomancy or Necromancy magic, could not use it to create a biomancy or necromancy effect, but could use it for other things they already have magical domain over such as Evocation and Transmutation.

Apocalypse
Armageddon
Bullying
Genesis
Wish

Upgrades and Downgrades


Below are a list of upgrades and downgrades that can be applied to any power unless noted otherwise in their description. You must apply all downgrades first before you can apply any upgrades. You cannot apply downgrades to an effect if it would reduce its tier below 0. For example, you could apply up to three -1 downgrades to a tier 3 effect (reducing it to 0) then apply a +3 upgrade to it to increase it back to tier 3. You could not apply a -3 downgrade to a tier 1 power and try to offset it with upgrades because you have to apply all downgrades first.

Mundane upgrades can be applied to basic actions, increasing them from having no tier actions to having a tier equal to the total of the upgrades applied and causing them to cost MP like a power. For example, Defensive Gambit can be applied to any action that grants you the benefits of the Defend action (including the Defend action itself) allowing you to take attacks of opportunity while benefiting from the Defend action.

In addition to the effects below, metamagic feats are now called augments. Augments function like upgrades but instead of being applied to one power, they can be applied to any of your powers assuming they meet the prerequisites. However, augments consume double the normal amount of tiers. For example, the Quickened upgrade reduces the time needed to activate a power by one step per 2 tiers. However, learning it as an Augment would change this to one step per 4 tiers as it would be flexible and able to be applied to any of your powers, not just the one you upgraded.

Ally Power
Aura (+3)
Backlash (-1)
Barrage
Collateral Damage
Combat Power(+2)
Conductive
Dark Spell
Daylight (+1)
Deadly
Defensive Gambit (+1)
Disintegration (+1)
Exploration Power
Explosive
Extraplanar
Extra Targets
Fast Cast
Flammable
Flank Shot
Implosive
Light
Power Burst
Power Word


Flickering Spell (+1): You can suppress or reactivate the effect free action once per round on your turn. You can suppress or reactivate it as a swift action as well, allowing you to do it multiple times in a round if need be. This would be useful for something like Spell Resistance, if you needed to suppress it long enough to buff yourself and then reactivate it before someone could take advantage. Or if you have the water walking spell and needed to go underwater for only 1 round to get past an obstacle.

Mass Summoning (+1): You can summon 1d3+1 creatures of 2 CR lower than your normal limit or 2d4 creatures of 4 CR lower than your normal limit.

Spotty Summoning (-1): You must make a Lore roll upon activating this power using whichever lore is appropriate to identify the creature you want to summon. The result must be able to identify the creature being summoned. If you fail, you summon the wrong creature (randomized by the GM) or the creature you summon is not under your control. Flip a coin to see which occurs. If you critically fail, both of these things occur and it's possible the CR is up to 1d4-1 points higher only if the creature is hostile towards you.



AURA POWER (+3)

This upgrade can only be added to a power that targets an emanation or targets individual creatures or objects. When you apply this upgrade to a power that meets its prerequisites, it becomes an aura power. Aura powers change its target and range to "all applicable targets within an emanation of 5 feet" and changes its duration to 1 minute and changes attack rolls you would normally make to a Reflex saving throw (if any) but otherwise keeps its existing save. Once the aura is activated, any applicable target that enters the aura or starts its turn in it is affected as if the power was initially cast upon them. They make a saving throw against the effect’s DC to resist.

For example, a Force Missile Aura would be a tier 1 power with +3 aura upgrade make a tier 5 power. Rather than targeting individuals with missiles, once the aura is activated, any applicable creature or object starting its turn in or entering the aura would need to make a Reflex roll against your power DC. If they fail, they take 2d4+2 force damage as per a normal tier 1 Force Missile.



COMBAT POWER (+2)

When you apply this upgrade to an attack power that uses at least 2 actions to cast, it becomes a combat power. It functions normally, but you make a basic weapon attack as part of the same action either before or after.

Confusing Critical: The target is knocked prone and confused 1. They can use the Resist action to end this condition with a successful save.

Persistent Critical: The target's armor and shield also take the damage. If they aren't wearing armor and aren't using a shield, they taking persistent damage equal to the number of initial damage dice every round for a number of rounds equal to the effect tier. This damage is the same type as the initial eldritch blast unless it dealt bludgeoning, force, piercing, slashing, or sonic damage in which case the persistent damage is bleed damage. They can use the Resist action to end this effect.

Restrained Critical: The target is slowed 4. As an action, they can make a Brawn or Escape Artist roll or Melee Strength Attack with a DC equal to 10 + double tier + casting modifier to reduce this condition's stage by 1, removing it once reduced to 0.

Stunning Critical: The target is staggered 4. As an action, they can make a save to reduce this condition's stage by 1, removing it once reduced to 0.



DEFENSIVE GAMBIT (+1)

This mundane upgrade can be applied to any action that grants you the benefits of the Defend action, including the Defend action itself. You can make attacks of opportunity while benefiting from the Defend action by applying this upgrade to the action that granted you those benefits.



DAYLIGHT (+1)

When you apply this upgrade to a power with the light type, the light it generates is treated as true daylight dealing damage and hindrances to creatures harmed by daylight as if it were daylight. It does not instantly kill creatures that are normally instantly killed by daylight but instead deals damage to them equal to 2d6 per tier of the power. The damage type is usually fire, but bypasses normal fire resistances and immunities for creatures that are normally harmed by daylight.



BACKLASH (-1)

This downgrade can only be applied to a power with a duration of "instant" or "instantaneous" and that incorporates an attack roll or allows a target a saving throw to resist. The caster loses 1 HP per tier to cast the power. This increases to 1d4 per tier if a target passes their save or if any of the attacks that are part of the power miss. This increases to 1d6 per tier if the missed attack is a result of a natural 1 or if the successful save is the result of a natural 20. Note this damage is dealt as a result of casting, so it doesn't interfere with concentration of the effect being cast, but may interfere with concentration of other effects.



BARRAGE (+2-3)

This upgrade can only be applied to a power that fires multiple missiles, rays, or similar ranged attacks. The effect fires double the normal number of missiles for +2 or triple for +3.



COLD IRON (+1)

When this is applied to a transmutation power, any damage taken from it counts as cold iron for the purposes of damage resistances and vulnerabilities. It can be applied to a non-transmutation power, but only if a piece of cold iron is a focus used or cold iron dust is a material component used.



COLLATERAL DAMAGE (+1)

This upgrade can only be applied to an attack power that deals damage to an area and affects objects. Collateral damage powers double their normal area but only for the purposes of damaging objects and creating difficult terrain.



CONDUCTIVE (+1)

When this upgrade is applied to any power that creates materials or substances, those substances are highly conductive. Any electricity damage dealt to the substance causes it to fill with electrical energy for the duration of the effect (max 10 minutes). Any creature covered in the substance or starting its turn or moving through in terrain covered by the substance during this time takes electricity damage equal to 1d6 + effect's tier. A Fortitude saving throw against the effect's DC halves this damage.



DEADLY (+1)

This upgrade can only be applied to a power that deals hit point damage or kills a target. It becomes a death effect.






EXPLORATION (+1)

This upgrade can be applied to any power that lasts at least 1 minute. You increase the duration by x12. However, as soon as you roll initiative for a combat scene, chase scene, or other action scene to begin, the remaining duration of this effect is reduced to 1d4+1 rounds, or whatever duration was already left, whichever is less.



EXPLOSIVE (+2)

This upgrade can be applied to any power that targets an area. If an explosive power’s attack roll hits a target’s Parry DC, they are knocked prone and pushed 1 space per 5 points the attack beat their DC. Affected targets are shoved away from epicenter if it is a burst, cone, emanation, or line or away from the center of the area if it is any other area shape. If the effect had no attack roll, they are instead affected if they fail their saving throw, moving 1 additional space per 5 points they failed to meet the DC.



EXTRA TARGETS (+2-3)

When this upgrade is applied to a power that targets a limited number of creatures, items, and/or objects, it affects twice the normal number of targets for +2 or triple for +3.



EXTRAPLANAR ALLY (+2)

When this upgrade is applied to a summoning power that conjures a creature, it extends the casting time to 10 minutes or twice as long, whichever is longer and costing material components as a common ritual. The summoned creature(s) remains for as long as you desire so long as you cast this ritual every day instead of the normal duration. If they are banished, killed, or otherwise returned to their realm early, you are not refunded this cost. You can have only one extraplanar ally at a time. Attempting another ritual ends the old one but does not refund the cost.



FAST CAST (+2)

Each time this upgrade is applied, it accumulatively cuts the casting time of a power by 1 step if it is 1 minute or longer: 24 hours --> 6 hours --> 2 hours --> 30 minutes --> 10 minutes --> 3 minutes --> 1 minute --> 9 actions. If it's casting time is less than 1 minute, it instead reduces the casting time by 1 action, to a minimum of 1 action.



FLAMMABLE (+1)

When this upgrade is applied to any power that creates materials or substances, those substances are highly flammable. Any fire damage dealt to the substance causes it to catch fire for the duration of the effect (max 10 minutes). Any creature covered in the substance or starting its turn or moving through in terrain covered by the substance while it's on fire takes fire damage equal to 1d6 + effect's tier. A Reflex saving throw against the effect's DC halves this damage.



FLANK SHOT (+1)

When this augment is applied to any power where you make a ranged weapon attack as part of the effect and both you and an ally are within Medium range of the target but not within Close range of each other, you treat the target as flanked by this attack.



IMPLOSIVE (+2)

This upgrade can be applied to any power that targets an area. If an implosive power’s attack roll hits a target’s Parry DC, they are knocked prone and pulled 1 space per 5 points the attack beat their DC. Affected targets are shoved towards the creator if it is a burst, cone, emanation, or line or towards the center of the area if it is any other area shape. If the effect had no attack roll, they are instead affected if they fail their saving throw, moving 1 additional space per 5 points they failed to meet the DC.



INNATE (+1)

When this upgrade allows you to create the effect without Somatic components or without Verbal components. Applying it a second time allows you do so without either.



LIGHT (+1)

When this upgrade is applied to a power, it gains the Light type and creates the effects of the Daylight power for 1 round upon being activated and all affected targets glow as if by Faerie Fire for 1 minute or the normal duration, whichever is shorter.



POWER BURST (+1)

When this upgrade is applied to a power that targets an area, it changes its area to an emanation of 5 feet per 2 tiers (minimum 5 feet).



POWER WORD (+1)

When this upgrade is applied to a power that allows a saving throw to resist, it changes all saving throws to resist to Will and gains the curse and mental (mind-affecting) types. Any target with less hit dice than the total tier of the effect or less hit points than 10 times the total tier of the effect, automatically fails their save against the effect as if by natural 1.



PROTECTIVE SHOVE (+1)

When this augment is applied to a power that forcibly moves a target, it allows you to shift your target safely without knocking them prone or damaging them and grants them the benefit of the Assist action as if you'd attempted to defend them from an attack. If the target uses a reaction to lean into the shove, they can double this distance or increase the assist bonus by 2 (their choice). This counts as using the Assist action for the purposes of feats that alter how that action works.



MANEUVER POWER (+2)

Choose one combat maneuver: blind, deafen, disarm, grapple, hamstring, shove, sunder, and trip. When this upgrade is applied to attack power, hit targets and targets that fail their saving throw are also affected by this chosen combat maneuver.


SHAPE POWER (+1)

When this is applied to a power that affects an area the caster can designate a number of spaces spaces of their choice within the effect’s area to be unaffected by the power's effects. If the effect has an ongoing duration, you can change the exempted spaces from round to round as part of sustaining it. This does not allow you to increase the size of the area, just the shape within its original size. The maximum number of exempted spaces you can select is up to half the effects total area.



SHATTER DEFENSES (+1)

When this is applied to a power that targets a limited number of creatures, all demoralized (shaken, frightened, or panicked) targets are treated as off-guard (flat-footed) against the attacks.



SILENT (+1)

When this is applied to a power that normally requires a verbal component, that effect no longer requires a verbal component to be activated or sustained. If a Silent effect has only a single target, it also makes no sound. you do not suffer the normal penalty to Stealth for making an attack with a Silent effect so long as:


SILVERED (+1)

When this is applied to a transmutation power, any damage taken from it counts as silver for the purposes of damage resistances and vulnerabilities. It can be applied to a non-transmutation power, but only if a piece of silver is a focus used or silver dust is a material component used.



SLIPPERY (+1)

When this is applied to a power that that targets an area and creates difficult terrain, it becomes a slippery effect. Creatures that enter a slippery effect area or attempt a Move action while in it must make a Dexterity resistance roll (Reflex saving throw) against the effect's difficulty or fall prone as if by a trip maneuver suffering a critical hit on a critical failure and a regular hit on a failure.



SLOWING (+1)

When this is applied to a power that that imposes a condition upon a target and allows a save to resist, it becomes a slowing effect. Creatures that are given a harmful condition by a slowing effect are also slowed [TIER] in addition to any other conditions they suffer to a maximum of slowed 3. Any successful saves to resist also resist this condition as well.



SPATIAL SLICE (+1)

This upgrade  can only be applied to a Conjuration, Creation, or Force effect. It causes anything conjured or created by the effect becomes a deadly weapon capable of dealing an amount of force damage equal to: (the effect's total tier)d6. The caster of the effect can choose for the damage to happen to anyone who enters the objects space or moves through it (a Reflex save allows for half damage). They can also have the object make melee attacks against foes by using an action to make the attack through the object. Their attack bonus is equal to their level + casting modifier + any attack bonuses they have with spells of that type. If they're sustaining the effect or otherwise concentrating on it, they can make attacks of opportunity with the object as if it were a creature, though it doesn't have its own actions and the caster must consume their own reactions to do so.



SPLASH (+1)

This upgrade can only be applied to a power that already targets an area of effect. The power gains a second area of effect that is twice as large as it's initial one. Targets caught in the secondary area but not initial area are also affected normally but only half the damage, healing, duration, distance moved, etc.



STICKY POWER (+2)

When this upgrade is applied to an attack power that affects an area for 1 round or longer, it becomes a sticky effect. Creatures and objects moving into or starting their turn in the area of a sticky effect the area must make a Dexterity (Reflex) or Strength (CMD-10) save against the effect’s DC or become grappled for 1 round. They are pinned on a critical failure.



STOPPING POWER (+1)

When this augment is applied to an attack power that is a reaction or free action outside your turn, creatures hit by it or failing their saving throw treat the damage as double its actual amount for the purposes of determining whether it ends the target’s action or disrupts their concentration as a result of exceeding their damage threshold. If it deals no damage, merely increase the effective DC by 5 for the purpose of the target attempting to concentrate.



STUBBORN POWER (+2)

When this augment is applied to a power that allows a saving throw to negate an effect that normally lasts more than 1 round. A successful saving throw (but not critically successful) functions as a failure instead of a success, but only 1 round. Damage and healing is not altered by this and a success still functions as a success for those purposes.



TENACIOUS POWER (+1)

Each time this augment is applied to an effect that allows a saving throw every interval to end the effect, the number of successful saves needed increases by one. For example, a power called Catch Fire lights a creature on fire, dealing fire damage to them every round for a minute. Every round they can make a Reflex saving throw to end this effect early. If the Tenacious augment were applied to Catch Fire, once, they would need two successful Reflex saving throws. Normally, a free saving throw is granted only once per interval (per round for a duration of 1 minute or less) so they would need to use an action to attempt another saving throw during that same round or wait for the next round to get another free save.



TITAN STRIKE (+1)

When this augment is applied to a power that is not harmless, you are treated as one size larger for the purposes of the effect and the maximum size it can target is also increased by this amount. This is stackable to a maximum of massive.



UNAVOIDABLE (+1)

When this augment is applied to a power that is not harmless, it gains the unavoidable type dealing half damage on a miss (if it has an attack roll) and half damage on a successful saving throw (if it has saving throws).



WIDEN (+1)

When this augment is applied to a power that targets an area, double the area.