Kryx RPGThemesMonsters

Cosmos

Power Sources

Arcane and Primal

Table of Contents

Cosmos spells

concentration, 5 minutes/mana

As an action, you create two star-like motes in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend a mote, sending it streaking toward a point you choose within 35 meters. Once a mote reaches its destination or impacts against a solid surface, the mote explodes. Each creature within 1.5 meters of the point where the mote explodes must make a Reflex saving throw.

On a failed save, a creature takes 3d10 radiant damage and is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t blinded

If you have four or more motes remaining, they shed bright light in a 9-meters radius and dim light for an additional 9 meters. If you have one to three motes remaining, they shed dim light in a 9-meters radius.

Augment

You can increase the number of motes by 2 and the damage by 2d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, an artificial well of gravity manifests on a creature that you can touch or see within 35 meters, pulling other objects in towards it. The creature must succeed on a Reflex saving throw or be affected by this spell.

While affected, all attack rolls against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attack rolls made against any other targets within 3 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature. At the end of each of its turns, the creature can make another Reflex saving throw. If it succeeds, the effect ends.

Any attempt to move away from the affected creature is treated as difficult terrain until more than 3 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 6 meters per round at the end of their turn. Any creature that falls more than 3 meters in the field that strikes the ground takes double damage from the fall.

concentration, 5 minutes/mana

As an action, you create a two tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend a meteor, sending it streaking toward a point you choose within 35 meters. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 1.5 meters of the point where the meteor explodes must make a Reflex saving throw.

On a failed save, a creature takes 2d6 concussion damage and 3d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

Augment

You can increase the number of meteors by 2, the concussion damage by 1d6, the fire damage by 1d6, and the burning level by 1 for each additional mana expended.

concentration, 1 minute/mana

As an action, you reverse gravity in a cylinder twice as big as normal centered on a point within 35 meters. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

As an action, blazing orbs of fire plummet to the ground at different points you can see within 1.6 kilometers.

Meteoric Hail. Eight orbs plummet to the ground. Each creature within 3 meters of the point where the meteor explodes must make a Reflex saving throw.

On a failed save, a creature takes 4d6 concussion damage and 4d6 fire damage and is burning 2.

On a successful save, a creature takes half as much damage and doesn’t start burning.

Giant Meteors. Two orbs plummet to the ground. Each creature within 6 meters of the point where the meteor explodes must make a Reflex saving throw.

On a failed save, a creature takes 5d6 concussion damage and 5d6 fire damage and is burning 3.

On a successful save, a creature takes half as much damage and doesn’t start burning.

The fire spreads around corners. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

Augment sizes

1 mana2 mana3 mana4 mana5 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