Aneth's Spellbook


  • Kylnazzar’s Subthermal Ray
    • Ray deals 1d5 cold damage with a 10m range. Also chills beverages quite well.
    • -1 to cast for each +1 damage.
  • Polar Ray
    • 4d6 Cold damage 20m range.
  • Ice Storm (-4)
    • Hail deals 5d6 bludgeoning damage in cylinder 8m across. Lasts for 1 round.
  • Frost Armor
    • 1 armour in all locations, Caster also takes 1 point of Cold damage per armour point in each location. You also gain double the normal resistance against both Cold (not the cold damage caused to you by the armour) and Fire. Lasts for 10 minutes.
    • -1 to increase the armour by +1 in each location.
  • Endure Cold
    • Exist comfortably in cold environments for 24 hours.
  • Frost weapon
    • Create a one or two handed weapon from frost. Deals normal damage as a weapon of its kind +d6 cold. Lasts for 1 minute.
  • Endure Cold
    • Exist comfortably in cold environments for 24 hours.
  • Quench
    • Extinguishes all nonmagical fires within 2m of caster. Magical fires make a saving throw.
  • Ice Javelins
    • Ranged weapon dealing d10 + strength bonus piercing and d6 cold damage with Penetration (2). They have a 10m range and require no proficiency, though only the wizard gets to to use them as he throws them from his fingers like an ultimate ice mage badass.
    • The -5 to increase the damage on these increases the cold damage of the javelin.
    • -5 to fire an additional javelin at the same time, with a -2 multiattack penalty.


  • Mancer’s Minor Mending
    • Makes minor repairs on an object. Item regains 1 Hp.
    • -1 to cast for each additional +1 HP
  • Vero’s Cypher Comprehender
    • Read scrolls and spells despite a mages cypher for 10 minutes.
  • Permanency (-4)
    • Makes passive spells permanent on items and areas.
  • Tychnojynx
    • All creatures carrying a weapon within 8m of the Technomancer are shocked as their weapons attack them for 1 round. The weapon rolls to hit on 10 stat. The creatures may attempt to restrain their weapons by reacting with Strength check as a reaction, or by dodging (by releasing their weapon). The weapon will then continue to attack its owner by floating in mid air. Magic weapons receive a saving throw to ignore this spell.
  • Keen Edge
    • Increase the weapons critical damage by +1 for 10 minutes.
    • -2 to cast for each additional +1
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