First Circle
Earthsight (white)
(can send out vibrations to get a rough idea of the terrain within a moderate distance?)
- Tremorsense: (2 FP, C) (gain 30ft tremorsense while concentrating)
- Crushing Quake: 3 FP) (creature within earth or stone that you can perceive takes damage and is forced toward the surface, taking additional damage based on distance moved; maximum distance is based on FP spent)
Iron Flesh (black)
As a bonus action, you may increase your armor class by your focus die until the end of your next turn.
- Harden Skin: (2 FP) As a reaction, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
- Investment of Iron: (4 FP) You may spend 1 minute to grant yourself an armor class of 15 for 8 hours. You may apply your unarmored AC proficiency to this armor class, but not your dexterity.
Metalwork (red)
You can shape metal as if it were clay, requiring a ritual of at least 10 minutes per hour of work it would normally require. You still require proficiency in tools to produce items as normal.
- Purify Metal: (2+ FP) Over the course of 10 minutes, you purify ore into usable metal, obtaining 10 pounds of metal per casting.
- You can purify common metals with 2 FP, uncommon metals with 4 FP, rare metals at 6 FP, and wondrous metals at 8 FP.
- Repair Metal (2+ FP) You restore 1d8 + casting modifier HP to a metal creature or object. This amount increases by +1d8 per additional FP spent.
Naturalize (white)
(Can restore campsites and other environmental changes caused by non-natural sources, and reduces corruption in an area)
- Destroy Device: (disable traps or mechanisms; this may make them bypassable or simply make them stuck)
- Erosion: (deal damage to structures starting from the outermost layers.)
Water Shaping (white)
You can move through water as if you had a swim speed equal to your walking speed, and you may also walk on water as if it were solid ground.
- Aquaforms: (shape water cantrip)
- Cold Snap: (2 FP) (Freeze water in cubes
- Flashflood: (4 FP; Concentration up to 1 minute; AoE soaks and pushes all creatures in one manner of choice: away from you, toward you, counter-clockwise of you, clockwise of you. strength save negates movement. area is rough terrain unless creature has swimspeed. As an action, can attempt to push creatures again.)
- Hydro Cannon: (3 FP; line pushes and soaks creatures, deals bludgeoning damage. Strength save to half damage and be shunted to side of choice against the line)
Wind Command (white)
(can make ranged push/move attempts)
- Blades of Wind: (1 FP) [some form of attack that deals slashing damage at range)
- Protective Whirl: (2 FP) [protects from environmental effects, such as smoke, miasma, heat, poison, etc)
- Wind Wall: (2 FP) [reaction to block ranged weapons, can extend with more FP)
Second Circle
Third Circle
Fourth Circle