Kryx RPGThemesMonsters

Acid

Acid corrodes and deteriorates matter. The Acid theme focuses on dealing persistent acid damage, with some protection and utility.

Spells from the Acid theme allow you to spray acid on creatures and objects, protect yourself from acid, blast areas with acid, create corrosive fog, summon creatures of acid, and assume acidic form.

Power Sources

Primal

Table of Contents

Acid feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one acid spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals acid damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

Prerequisites: The ability to cast at least one spell from the acid theme

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals, you have advantage.

You can produce small amounts of acid from your fingertips. You can destroy a tiny amount of nonmagical organic materials such as cloth, plants and rope in about 10 minutes. Wood material would take about 20 minutes. Metal material would take about 30 minutes.

Prerequisites: Acid Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to acid damage.

Acid concoctions

As an action, you can create a vial of liquid that smells of sulfur. A creature can take the contents into their mouth and spit it out as an action as a green corrosive mist shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d8 for each additional catalyst expended.

As an action, you can create this vial of orange and green liquid. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 5d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, it takes half as much damage and no damage at the end of its next turn.

Augment

You can increase the damage by 3d4 for each additional catalyst expended.

As an action, you can apply this bubbling purple gel that eats through adhesives. It destroys normal adhesives (such as tar, tree sap, or glue) in a 1.5-meters cube in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no effect on fully magical adhesives, including sovereign glue.

Augment

You can apply this solvent in another 1.5-meters cube for each additional catalyst expended.

1 hour/catalyst

As an action, you can apply this clear resin that protects a weapon from harmful attacks from oozes, rust monsters, and similar things, rendering the weapon immune for the duration. One pot can coat one single two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Immersing the weapon in water or similar liquid washes it off.

unstable, 10 minutes/catalyst

As an action, you can create this acidic oil. As an action, a creature can coat one weapon with the oil to cause it corrode creatures it hits. For the duration, the weapon deals an extra 1d6 acid damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has green and orange pieces suspended in it. A creature can drink the contents as an action to gain resistance to acid damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to acid damage.

Acid maneuvers

As a reaction, which you take when you make a weapon attack roll against a creature with a weapon that deals acid damage, you can corrode its armor. Until the start of your next turn, including against the triggering attack, the creature takes a –1 penalty to Defense.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

This has no effect on creatures that are not wearing armor or do not have a natural armor.

Enhance

You can increase the penalty to Defense by 1 for each additional stamina die expended.

Acid spells

As an action, a glob of acid appears in your hand. You can engulf your hand as you touch a creature or hurl the glob.

If you engulf your hand, make a melee spell attack against a creature you touch. If you hurl the glob, make a ranged spell attack against a creature within 18 meters.

On a hit, the target takes 1d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

If the target dies from the initial damage, the acid can splash to another target within 1.5 meters of the original target, dealing the additional damage to it.

After attacking with the glob, the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, a shimmering green arrow streaks toward a target within 35 meters and bursts in a spray of acid. Make a ranged spell attack against the target.

On a hit, the target takes 4d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a miss, the arrow splashes the target with acid for half as much of the damage and no damage at the end of its next turn.

Augment

You can increase the damage by 5d6 for each additional mana expended.

As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d8 for each additional mana expended.

concentration, 1 hour/mana

As an action, you call forth an acid elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an acid elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 minute/mana

As an action, corrosive acid eats away at one creature that you can touch or see within 18 meters. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 4d6 acid damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d6 acid damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

As a reaction, which you take when you are hit by an attack, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid.

Each creature in a cone toward the direction of the attack must make a Reflex saving throw.

On a failed save, a creature takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 2d6 for each additional mana expended.

1 hour/mana

As an action, you have resistance to acid damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to acid damage.


Dampen Acid

1

As a reaction, which you take when you take acid damage, you gain resistance to acid damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters takes acid damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As an action, you create a cloud of acidic, green fog in a sphere centered on a point you choose within 35 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 16 kilometers per hour) disperses it.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 3d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. Creatures are affected even if they hold their breath or don’t need to breathe.

The cloud moves 3 meters away from you in a direction that you choose at the start of each of your turns.

Augment

You can increase the damage by 1d6 for each additional mana expended.

As an action, acidic rain falls to the ground in a cylinder centered on a point within 90 meters. Each creature in the cylinder must make a Fortitude saving throw.

On a failed save, a creature takes 4d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As a bonus action, choose one creature that you can touch or see within 18 meters. The target must succeed on a Fortitude saving throw or the target loses any resistance to acid damage for the duration. Additionally, the first time each turn the target takes acid damage, the target takes an extra 2d6 acid damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, a glowing 30-centimeters-diameter ball of emerald acid flashes from your hand to a point you choose within 35 meters and then blossoms into an explosion of acid. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 3d12 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

The acid spreads around corners.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

  • Delay Blast. You can expend 1 additional mana so the ball lingers at the point of origin while you concentrate on the spell for up to 1 minute. If at the end of your turn the ball has not yet detonated, You can increase the damage by 1d4. When the spell ends, either because your concentration is broken or because you decide to end it, the ball explodes.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick