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: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to acid damage.

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. It takes 1 minute of continuous exposure to destroy a tiny amount of nonmagical organic materials such as cloth, plants, or rope. It takes 30 minutes to destroy wood and it takes an hour to destroy metal.

Prerequisites: The ability to create a concoction or cast a spell that deals acid damage

When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals acid damage, you or the creature can reroll the die.

Prerequisites: Acid Adept feat

Concoctions you create and 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 5 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 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, it takes half as much damage and no damage at the end of its next turn.

Augment

You can increase the damage by 2d6 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-meter 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-meter 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, 5 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 to 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 two 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.

5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. A cloud of acidic fog spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the 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 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.

Creatures are affected even if they hold their breath or don’t need to breathe.

The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d6 for each additional catalyst expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/catalyst.

Acid maneuvers

As an action, you can make a melee weapon attack with a weapon that deals acid damage in an attempt to corrode armor. Until the end of your next turn, including against the attack, the creature has a –2 penalty to Defense.

This has no effect on magical armor, creatures that are not wearing armor, or creatures without natural armor.

Enhance

You can expend 1 additional stamina die to increase the penalty by 2.

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 5 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 you miss by 4 or less, the target takes half as much damage immediately and half as much damage at the end of its next turn.

If the target dies from the initial damage, the acid can splash to another target within 1 meter of the original target, dealing the additional damage to it.

After attacking with the glob, the spell ends.

At higher levels

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

As an action, a shimmering green arrow streaks toward a target within 20 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.

If you miss by 4 or less, the target takes half the initial damage and no damage at the end of its next turn.

Augment

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

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

Augment

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

As an action, corrosive acid bursts out from you. Each creature other than you in a sphere centered on you 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • Caustic Corruption. You can expend 1 additional mana or psi so the acid around you is continuous. The duration changes to 1 minute/mana, concentration and the acid spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

concentration, 1 minute/mana or psi

As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns while affected by this spell, it must make a Fortitude saving throw.

On a failed save, it takes 4d6 acid damage.

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

Augment

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

concentration, 5 minutes/mana or psi

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

If the attack misses by 4 or less, the weapon deals half as much damage.

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 augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to seep acid.

As an action, corrosive acid shoots from your outstretched hand to a target that you can touch or see within 10 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Reflex saving throw.

On a failed save, it 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 successful save, it takes half the initial damage and no damage at the end of its next turn. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are dissolved to a puddle of ooze. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

This spell automatically dissolves a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell dissolves a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.

Augment

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

At 2 mana, this spell automatically dissolves a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell dissolves a 1-meter radius sphere portion of it.

At 3 mana, this spell automatically dissolves a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell dissolves a 1-meter radius sphere portion of it.

At 4 mana, this spell automatically dissolves a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell dissolves a 2-meter radius sphere portion of it.

At 5 or more mana, this spell automatically dissolves a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell dissolves a 3-meter radius sphere portion of it.

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

If the creature who damaged you is within 10 meters it must make a Fortitude saving throw.

On a failed save, it takes 2d8 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 the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 3d8 for each additional mana or psi expended.

1 hour/mana or psi

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

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


Dampen Acid

1

As a reaction, which you use 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 or psi to trigger the spell when a creature that you can touch or see within 10 meters takes acid damage. The creature gains the resistance instead.

concentration, 5 minutes/mana or psi

As two actions, you create a cloud of acidic, green fog in a sphere centered on a point within 20 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 15 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 3d4 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 acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

As an action, you can cause the fog to move 2 meters away from you in a direction that you choose at the start of each of your turns. As an action, you can stop the fog from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d4 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

As two actions, acidic rain falls to the ground in a cylinder centered on a point within 100 meters. Each creature in the cylinder must make a Fortitude saving throw.

On a failed save, a creature takes 6d6 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 or psi expended.

concentration, 1 hour/mana or psi

As two actions, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

You can expend 1 additional mana or psi to target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

As two actions, you call forth an acid elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an acid elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi 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 an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 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 actions 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 or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

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

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it loses any resistance to acid damage for the duration and the first time on each turn the creature takes acid damage, it takes an extra 2d6 acid damage.

Augment

You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

As two actions, you, along with everything you’re wearing and carrying, transforms into a corrosive form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature. If
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to corrosive form, which also requires the 1-minute transformation.

A creature that enters your space while you are in the corrosive form for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, the creature 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.

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

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, you create a sphere of acid with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failed save, a creature is engulfed by the sphere of acid for the duration. At the start of each of its turns while it is engulfed, it takes 1d8 acid damage. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself.

A creature restrained by the sphere or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed. A creature with a swimming speed has advantage on this ability check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

As two actions, you can move the sphere up to 5 meters in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground. Any creature restrained by the sphere is knocked prone in the space where it falls. The acid then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana or psi expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

As two actions, a glowing 30-centimeter diameter ball of emerald acid flashes from your hand to a point within 20 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 6d6 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 or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • Delay Blast. You can expend 1 additional mana or psi 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.

concentration, 5 minutes/mana or psi

As two actions, you create a wall of acid on a solid surface within 20 meters for the duration. The wall blocks line of sight, but creatures and objects can pass through it.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 2d8 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 or psi expended.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick