Level
1st
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Acid (...)

In his quest to discover a flexible and elementary magic usable by anyone, the prolific magician Uskius had a phase where he focused on spell circles. The diagrams provided control and ease of use, and though he eventually continued his quest he still occasionally made use of his circles. The magical diagrams spring up with a gesture, being fine-tuned before their magic is released from them.


Player Preparation

A single circle contains contains the Script, and three Vector Nodes: Force, Distance, and Precision. All three nodes relate to the Script's function. There can be up to three(concentric) circles, with the Vector Nodes of the outer circles capable of further modifying and tuning the ones of previous circles, or their own circle; the Scripts of outer circles interacts with the other Scripts and Vector Nodes to change the element of the magic.

First you must make an Arcana check for each circle, adding your spellcasting ability modifier to each. Then the result is divided up between any of the Vector Nodes, with 1d6 added to the node's points if there is only one spell circle, 1d8 if two, or 1d10 if three. Any points in a Force Vector Node contribute to the total damage of the spell. For example, a spell with three circles that had Force totals of 2 in the 1st circle, 15 in the 2nd, and 19 in the 3rd would deal at total of 1d6+spellcasting ability modifier+2d8+SAM+3d10+SAM damage, a spell with two circles that had totals of 0 in the 1st and 27 in the 2nd would deal 4d8+spellcasting ability modifier damage, and so on.

For one spell circle, a Force total of zero deals no damage, a total of 1-8 deals 1d6 Radiant damage, 9-15 deals 2d6 Radiant damage, and 16-24 deals 3d6 Radiant damage, and 25+ deals 4d6 Radiant damage; the spell deals and additional spellcasting ability modifier Radiant damage if it connects. For one spell circle, a Distance total of 0 reduces the range to the caster, a total of 1-8 gives a range of 30 feet, 9-15 gives a range of 60 feet, 16-24 gives a range of 90 feet, and 25+ gives a range of 120 feet. A Precision total of 0 means the spell affects all creatures in range, a total of 1-8 lets the spell target up to proficiency creatures in range, 9-15 lets the spell target up to proficiency+spellcasting ability modifier creatures in range, 16-24 lets the spell target up to the node's total number of creatures, and 25+ lets the spell target any creature in range; a total of 1-15 makes the target make a Dexterity save against the spell, and a total of 16+ makes the spell a spell attack.

A total of zero in the Vector Nodes means that the caster is illuminated and is able to see themselves and things within 5 feet of them if they are in total darkness as if in dim light. A total of 0 Force and Precision and any Distance means the spell fills the range with bright light. A total of 0 Force, any Distance, and a Precision of 1-8 gives bright light in a cone the distance of the spell at an angle of 180 degrees, a Precision total of 9-15 gives an angle of 90 degrees, a total of 16-24 gives an angle of 45 degrees, and a total of 25+ makes the spell a line of bright light; if the spell is a line, the targets are also Blinded for one round if they are affected by the spell. A total of any Force and Precision and a Distance of 0 makes the spell a Melee Spell Attack; if the Precision total is also zero with any Force, the targets are Blinded for one round if they fail to save against the spell. Any non-zero totals in the Vector Nodes gives the range and damage noted above, and the Precision also determines the angle(as noted above) and number of targets.

For two spell circles: A Force total of 0 in the second circle adds no damage, a total of gives 1d8 damage, 9-15 gives 2d8 damage, 16-24 gives 3d8 damage, and 25+ gives 4d8 damage; the spell deals an additional spellcasting ability modifier damage if it connects. A Distance total of 0 in the second circle makes the spell a ten foot sphere within the range determined by the first, a total of 1-8 gives the sphere a diameter of 20, 9-15 gives a 30 foot diameter, 16-24 a diameter of 40, 25+ a diameter of 50. A Precision total of 0-8 in the second circle makes a saving throw against the spell a Dexterity save, 9-15 a Constitution save, 16-24 a Wisdom save, 25+ a save of your choice(one choice for all targets).

A total of 0 in the Vector Nodes of the second circle changes the element of the Scripts to Force element; totals over 8 in Force in both circles and Precision totals below 9 in both circles changes the element of the Scripts to Fire; totals over 8 in Precision in both circles and Force totals below 9 in both circles changes the element to Lightning; totals over 9 in Distance in both circles and Precision and Force totals below 9 in both circles changes the element to Thunder.

If there is a Force total of over 8 in the second circle, and Precision and Distance totals of 0 in the first circle, the target is burned, taking 1d8 Fire damage at the end of its turn, and the target can make a DEX save at the start of its turn to end this effect. If the element is Lightning and there are Distance totals of over 8 in both circles, the target is incapacitated for one round. If the element is Thunder and and there are Distance totals of over 8 in both circles, the target is deafened for one round. If there is a total of 0 in both spell circles, the spell creates a harmless visual illusion around the user for one round.

For three spell circles, a Force total of zero deals no damage, a total of 1-8 deals 1d10 damage, 9-15 deals 2d10 damage, and 16-24 deals 3d10  damage, and 25+ deals 4d10 damage; the spell deals and additional spellcasting ability modifier damage if it connects. A Distance total of 0 in the third circle  makes the spell a fifteen foot cube within the range determined by the first, a total of 1-8 gives the cube a length of 30, 9-15 gives a 45 foot length, 16-24 a length of 60, 25+ a length of 75. A Precision total of 0-8 in the third circle makes a saving throw against the spell a Dexterity & Constitution save, 9-15 a Constitution & Strength save, 16-24 a Wisdom & Intelligence save, 25+ a save of two of your choice(e.g. Strength and Charima, Wisdom & Constitution) with the spell connecting if the target fails either save.

A total of 0 in the Vector Nodes of the third circle changes the element to Cold. A Precision total of 9 or more in all circles and Force and Distance totals of 0 in all circles changes the element to Poison. A Precision total of 9 or more in all circles and non-zero Force totals in all circles and a Distance total of 0 in all circles changes the element to Acid. A Force total of 9 or more in all circles and a non-zero Precision total in all circles and a Distance total of 0 in all circles changes the element to Necrotic.

A Distance total of 9 or more in all circles and non-zero Force totals in all circles changes the area of the spell to a 5 feet wide line, the width increasing by 1 foot for each Force total of 9 or more in all circles. A Precision total of 9 or more in all circles and non-zero Force total in all circles allows the spell to ignore cover and concealment(but not total cover and concealment). A Force total of 9 or more in all circles and non-zero Distance totals in all circles allows the spell to spread around corners. Totals of zero in all the Vector Nodes in all circles heals the Hit Points of the caster for the sum of all the Arcana checks made+spellcasting ability modifier.


On Cast

The targets of the spell take the effects determined by the Scripts and totals in the Vector Nodes; all effects and attacks happen at the same time.

When cast above 1st level, you gain another spell circle to use for every third spell slot expended above 1st. If the spell is cast at levels 1-3 you have one spell circle, at level 4-6 you have two, and at levels 7-9 you have three.

Spell Tags: Healing Damage Control Debuff Utility Combat Deception

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Bard (Legacy) - College of Valor (Legacy) Cleric (Legacy) - Light Domain (Legacy) Cleric (Legacy) - Arcana Domain

Uskius

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