Kryx RPGThemesMonsters

Forge

Forge is the art of creating and altering objects, whether from the materials of the world or out of thin air. The Forge theme focuses on a variety of creation, utility, protection, and control, with some piercing and slashing damage.

Spells from the Forge theme allow you to repair objects, fabricate objects, create clouds and walls of blades, cover areas with slippery grease, instantaneously forge hooks and armors, restrain creatures in bindings of iron, build shelters, create materials out of nothing, restore the function of broken objects and constructs, and build a whole fortress in under a minute.

Power sources

Arcane

Table of contents

Forge concoctions

1 minute/catalyst

As an action, you can create this vial of oily grease. As an action, a creature can throw the vial at a point within 5 meters. Slick grease covers the ground in a sphere twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or an Acrobatics check or fall prone. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites. When a creature enters the burning 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 1d6 fire damage and is burning 1.

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

unstable, 5 minutes/catalyst

As an action, you can create this clear, gelatinous oil that sparkles with tiny, ultrathin metal shards. As an action, a creature can coat one slashing or piercing weapon with the oil to sharpen its edge. For the duration, the weapon deals an extra 1d6 damage when it hits.

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

Alternatively, you can coat 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.

unstable, 5 minutes/catalyst

As an action, you can create this silvery, metallic oil. As an action, a creature can coat one weapon with the oil. For the duration, the weapon is considered to be silvered.

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.

1 hour/catalyst

As two actions, you can create this vial of sticky black unguent that is thick and heavy in the container, but flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

Forge spells

5 minutes

As an action, a hammer appears in your free hand and lasts for the duration. You create the hammer as a magical club, greatclub, hammer, mace, maul, or warhammer.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the hand in your hand as the hammer dissipates.

At higher levels

When you reach 9th level, you can make an attack with the hammer as part of the same action to create it.

As you spend 1 minute to cast this spell, you repair a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object such as a broken key, a torn cloak, or a leaking wineskin.

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1 meter of you must make a Reflex saving throw.

On a failed save, a creature takes 1d6 force damage.

At higher levels

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

concentration, 1 minute/mana or psi

As an action, you create chain bindings that bind a creature that you can touch or see within 10 meters. The target must succeed on a Reflex saving throw or be restrained for the duration.

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

On a success, the target is freed.

The chain bindings have 10 Defense and 15 Health. They can’t be dispelled by dispel magic. When reduced to 0 health, the chain bindings fall to the ground and turn into dust.

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 an action, you fill the air with spinning daggers in a 1-meter cube within 10 meters. A creature must make a Reflex saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature takes 3d4 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 4d4 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you cause an object you can see within 5 meters that is neither worn nor carried to grow larger or smaller for the duration.

Augment

You can expend 1 additional mana or psi to enlarge or reduce the object’s size one additional step.

3 hours/mana or psi

As an action, you forge a suit of armor from physical material in the surrounding area such as dirt, wood, plants, or metal. The armor is molded for that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4).

1 minute/mana or psi

As an action, slick grease covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or an Acrobatics check or fall prone. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites. The grease no longer causes creatures to fall prone. When a creature enters the burning 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 1d6 fire damage and is burning 1.

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

As an action, an object or construct creature within 5 meters regains an amount of health equal to 3d8. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Augment

You can increase the healing by 4d8 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, a slashing or piercing weapon you touch becomes becomes sharpened. For the duration, the weapon deals an extra 1d6 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.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes silvered for the duration.

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.

concentration, 5 minutes/mana or psi

As two actions, you create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within 20 meters and lasts for the duration. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

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. A creature takes 2d10 slashing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 1d10 for each additional mana or psi expended.

As you spend 10 minutes to cast this spell, you convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within 20 meters. You can fabricate a Large or smaller object (contained within a sphere), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 1-meter cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

(ritual); 3 hours/mana or psi

As you spend 1 minute to cast this spell, a sphere twice as big as normal in the shape of an immobile dome of physical material from the surrounding area such as dirt, wood, plants, or metal is formed around and above you and remains stationary for the duration.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

The dome is an object that can be damage and thus breached. It has 12 Defense and 15 Health per 2-meter section. Reducing a 2-meter section of wall to 0 health destroys it.

M (powdered adamantine worth 500 sp, consumed)

As two actions, you restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

Some campaign settings use “timeworn” to describe items that are “worn or impaired by time”. A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all health damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full health, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

M (ruby worth 500 sp, consumed)

As you spend 1 minute to cast this spell, a fortress of stone erupts from a square area of ground of your choice that you can see within 2 kilometers. The area is 20 meters on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 4 meters on a side and 5 meters tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 20 meters long, creating an enclosed area. Each wall is 30 centimeters thick and is composed of panels that are 2 meters wide and 4 meters tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 10 meters on each side, and it has three floors with 2-meter-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 1 meter on each side. The floors of the keep are connected by stone staircases, its walls are 15 centimeters thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 2-meter-by-2-meter section of stone has 15 Defense and 20 Health per centimeter of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 health destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/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