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Mystic Armor

  • casting time two-actions
  • range

  • components Yourself
  • duration until your next daily preparations

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.

Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

SORCERER CANTRIP

Fear

  • casting time two-actions
  • range 30-feet

  • components 1 creature
  • duration varies

(Concentrate, Emotion, Fear, Manipulate, Mental) You plant fear in the target, it must attempt a Will save.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.

Heightened (3rd) You can target up to five creatures.

Sorcerer CANTRIP

Summon Undead

  • casting time three-actions]
  • range 30-feet

  • components
  • duration up to 1 minute

(Concentrate, Manipulate, Summon ) You summon a creature that has the undead trait and whose level is –1 to fight for you.

Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

Sorcerer Cantrip

Daze

  • casting time two-actions
  • range 60-feet

  • components 1 creature
  • duration 1 round

(Concentrate, Manipulate, Mental, Nonlethal) 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.

SORCERER CANTRIP

Forbidding Ward

  • casting time two-actions
  • range 30-feet

  • components 1 ally and 1 enemy
  • duration Up to a minute

(Concentrate, Manipulate) 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.

Heightened (6th) The status bonus increases to +2.

SORCERER CANTRIP

Void Warp

  • casting time two-actions
  • range 30-feet

  • components 1 living creature
  • duration Immediate

(Concentrate, Manipulate, Void) You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.

SORCERER CANTRIP

Sigil

  • casting time two-actions
  • range Touch

  • components 1 creature or object
  • duration unlimited (see below)

(Concentrate Manipulate) You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened rank.

Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Heightened (7th) The sigil never fades.

Sorcerer CANTRIP

Caustic Blast

  • casting time two-actions
  • range 30 feet

  • components
  • duration Immediate

(Manipulate, Concentrate, Acid)
You fling a large glob of acid that immediately detonates, spraying creatures within a 5-foot burst. Creatures in the area take 1d8 acid damage with a basic Reflex save, on a critical failure, the creature also takes 1 persistent acid damage.

Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a critical failure increases by 1.

SORCERER CANTRIP

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