Occult Spontaneous Spells
- +4 circumstance: Cooperative Nature
| Rank | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Slots / day | 2 | 2 | 2 | 1 |
| Remaining | 2 | 2 | 2 | 1 |
Cantrips
Daze◆◆ConcentrateManipulateMentalNonlethalYou push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target cri…
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.
Heightened (+2) The damage increases by 1d6.
Forbidding Ward◆◆ConcentrateManipulateYou ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and s…
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Spell Effect: Forbidding Ward
Heightened (6th) The status bonus increases to +2.
Telekinetic Projectile◆◆AttackConcentrateManipulateYou hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the ta…
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
Rank 1 repertoire
Exchange Image◆◆ConcentrateIllusionManipulateVisualTo mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending o…
To mislead pursuers, the Lacunafex developed the means to swap visages. You trade appearances with the target, with the effects depending on the result of the target's Will saving throw. Willing and Unconscious targets automatically critically fail this saving throw.
Critical Success No effect.
Success You take on the target's appearance, and they take yours. This has the same effects as a 1st-rank Illusory Disguise spell, except that the target can't Dismiss the disguise. The duration is 1 minute or until Dismissed.
Failure As success, but the duration is 1 hour or until Dismissed.
Critical Failure As success, but the duration is 24 hours.
Kinetic Ram◆–◆◆◆ConcentrateForceGathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spel…
Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell.
1 The spell targets one creature within 15 feet.
2 The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked Prone and takes 1d6 bludgeoning damage.
3 The spell targets all creatures in a emanation|distance:5.
Sure Strike◆ConcentrateFortuneThe next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance…
The next time you make an attack roll before the end of your turn, roll it twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being Concealed or Hidden. You are then temporarily immune to sure strike for 10 minutes.
Spell Effect: Sure Strike
Rank 2 repertoire
Spirit Sense◆◆ConcentrateDetectionManipulateMentalYou open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts…
You open your mind to the metaphysical, enabling you to sense nearby spirits. Even if you aren't Searching, you get a check to find haunts and spirits in the area. You gain a +1 status bonus to the following checks regarding haunts or spirits: Perception checks to Seek, attempts to Recall Knowledge, skill checks to determine the reason for their existence, and skill checks to disable a haunt. You also gain a +1 status bonus to AC and saving throws against haunts and spirits.
Heightened (6th) The spell's duration lasts until the next time you make your daily preparations.
Spell Effect: Spirit Sense
Illusory Shroud◆◆ConcentrateIllusionManipulateVisualYou shroud the target in subtle illusions that make it difficult to detect. The target gains a +1 status bonus to Stealth checks to Hide or…
You shroud the target in subtle illusions that make it difficult to detect. The target gains a +1 status bonus to Stealth checks to Hide or Sneak. For the duration, the target can become Hidden to a creature even if they don't have cover and aren't otherwise Concealed from that creature. Even if the target isn't concealed or doesn't have cover or greater cover at the end of a Sneak action, the target isn't automatically observed.
Spell Effect: Illusory Shroud
Augury10 minutesConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).
The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Rank 3 repertoire
Infectious Ennui◆◆ConcentrateEmotionManipulateMentalWith a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted crea…
With a wave of your hand and a short invocation, you cause feelings of ennui and impending doom to well up in the mind of the targeted creature, who must attempt a Will save.
Critical Success The target is unaffected.
Success The target is momentarily overwhelmed with ennui. It becomes Slowed 1 as it grapples mentally with the pointlessness of existence, but at the end of the target's next turn, the spell effect ends.
Failure The target is slowed 1 and Frightened 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.)
Critical Failure As failure, but the primary target is Slowed 2 and Frightened 2.
Heightened (5th) When a secondary target becomes slowed, it remains slowed as long as the spell is sustained.
Percussive Impact◆◆AttackConcentrateManipulateSonicYou lob a compressed ball of sound at a foe. The ball explodes on impact, unleashing a powerful blast of sound. Make a spell attack roll. I…
You lob a compressed ball of sound at a foe. The ball explodes on impact, unleashing a powerful blast of sound. Make a spell attack roll. If you hit, you deal 4d8 bludgeoning damage plus 1d4 sonic splash damage. On a critical success, the target is also Deafened for 1 round.
Heightened (+2) The bludgeoning damages increases by 4d8, the sonic splash damage increases by 1d4, and the duration of the deafened condition increases by 2 rounds.
Organsight◆◆ConcentrateManipulateRevelationYou see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks a…
You see the target as though it's dissected and arrayed before you. For the duration, you gain a +2 circumstance bonus on Medicine checks against the target that depend on its organs, but a -2 circumstance penalty on Medicine checks depending on seeing its skin.
When you Cast the Spell, attempt a special Recall Knowledge check using Medicine to spot and discern a vital organ. If you have a Lore skill appropriate to the creature, you can use that skill instead of Medicine. If you succeed, the next time you deal piercing or slashing damage to the target with a Strike or spell, you deal 4d6 additional precision damage. Once on each of your subsequent turns, you can use a single action to attempt the special Recall Knowledge check again. The extra damage isn't cumulative, so making the check more than once before a Strike or spell has no extra benefit.
Spell Effect: Organsight
Heightened (+1) The precision damage increases by 1d6.
Rank 4 repertoire
Vision of Death◆◆ConcentrateDeathEmotionFearManipulateMentalYou force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by thi…
You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.
Critical Success The target is unaffected.
Success The target takes half damage and is Frightened 1.
Failure The target takes full damage and is Frightened 2.
Critical Failure The target takes double damage, is Frightened 4 and is Fleeing for as long as it's frightened.
Heightened (+1) The damage increases by 2d6.