Create Hazard (white)
(produces a hazard in a space based off the terrain)
First Circle
Fling Debris (white)
cantrip throws small objects at target, deals splash damage.
- 1st, Throws with more force, increasing damage and possible object size.
- 2nd, Attempt to throw a creature, pushing it in a direction of your choice.
Gravity Marble (white)
launches a projectile that pulses and pushes or pulls enemies closer to it.
- 1st, marble is stronger, larger area, can knock enemies prone
- 2nd, cone or line pulse, pushes or pulls
Temporal Shifting (white)
Increase or decrease movement speed of a creature, save to resist
- 1st, (swift cast) allows a creature to dash as a swift action, if self, do so as part of casting
- 1st, (standard) staggers a creature for duration. Increase number of creatures affected with more FP.
- 2nd, (swift cast) allows a creature to take a standard action as a move action instead
- 3rd, (standard) stun a creature, but it's immune to all effects for the duration
Water Shaping (white)
(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
Crushing Weight (white)
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)
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.
Third Circle
Fourth Circle