1
Resist Energy
Ranged spell
Recharge 16+ after battle
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains resist damage 12+ to the following energy type of your choice: cold, fire, lightning, thunder.
3rd level spell Choose two types of energy the target gains
resistance to.
5th level spell Resistance is now 16+.
7th level spell The spell now affects two targets.
9th level spell Recharge roll is now 11+.
2
Scorching Ray
Ranged spell
At-Will
Target: One nearby enemy
Attack: Charisma + Level (15) vs. PD
Hit: 1d6 + Charisma (14) fire damage, and if the natural attack roll is even, the target also takes 1d8 ongoing fire damage.
Miss: Damage equal to your level (7).
3rd level spell 3d6 damage 2d4 ongoing.
5th level spell 4d6 damage 2d6 ongoing.
7th level spell 6d6 damage 3d6 ongoing.
9th level spell 10d6 damage 5d6 ongoing.
3
Azyvax's judgement
Close-quarters spell
At-Will
Enzo flavor: A phantasmal yellow-green dragon gets super-imposed over Enzo and breaths fire on the targets.
Targets: Up to two nearby enemies in a group
Attack: Charisma + Level (15) vs. PD
Hit: 1d6 + Charisma (14) fire damage.
3rd level spell 1d8 damage.
5th level spell 2d8 damage.
7th level spell 3d8 damage.
9th level spell 5d8 damage.
4
Three Dooms
5th level ranged spell
Recharge 16+ after battle
Target: One nearby enemy; chain spell
Attack: Charisma + Level vs. PD
Hit: 2d4 x 10 random energy damage, and you take damage of
the same type equal to the unmodified dice roll (2d4, 2d8, or
2d12). (Note that there’s no Charisma bonus to damage.)
Miss: Half damage, and you still take random energy damage
equal to the unmodified dice roll.
7th level spell 2d8 x 10 damage.
9th level spell 2d12 x 10 damage.
Chain Spell: Each time you make a natural even attack roll, you
can attack a different target with the spell.
5
Unearthly Glamour
5th level ranged spell
Daily
Effect: You gain a +5 bonus to all Charisma skill checks for the
next five minutes. If you fail a Charisma skill check during
this time, however, anyone you were attempting to convince
or influence with the check is freaked out or disgusted by
the supernatural glamour attached to you and has extremely
negative reactions to you.
7th level spell The effect lasts for 1 hour.
9th level spell The effect lasts for 2 hours.
6
Chaos Pulse
Ranged spell
At-Will
Target: One random nearby enemy
Attack: Charisma + Level (15) vs. PD
Hit: 3d10 + Charisma (14) random energy damage.
Even Miss: Half damage.
Odd Miss: Damage equal to your level (7).
5th level spell 5d10 damage.
7th level spell 7d10 damage.
9th level spell 9d10 damage.
7
Dragon's Leap
Ranged spell
Daily
Quick action to cast
Target: You; breath weapon
Effect: You can fly at the rate you normally move until the end
of your turn. (So if you don't land or find someplace to hang
from, you'll fall.)
5th level spell You can now fly until the end of your next turn.
7th level spell You can now fly twice as fast as you
normally move on the ground. You also
gain a +5 bonus to disengage checks.
9th level spell The spell is now recharge 16+ after battle
instead of daily.
Breath Weapon: For the rest of the battle, roll a d20 at the start of
each of your turns; on a 16+, you can use dragon's leap this turn
if you wish.
8
Echoing Thunder
Ranged spell
At-Will
Target: One nearby enemy
Attack: Charisma + Level (15) vs. PD
Hit: 3d6 + Charisma (14) thunder damage, and the first enemy that
hits you with a melee attack before the start of your next turn
takes 2d6 thunder damage. (An empowered spell does not
double this aftershock damage.)
Miss: Damage equal to your level (7).
5th level spell 5d6 damage 2d6 aftershock damage.
7th level spell 7d6 damage 3d6 aftershock damage.
9th level spell 9d6 damage 4d6 aftershock damage.