Destruction is a tradition of dark repute, one feared and used with great caution.
Unlike other traditions whose spells cause harm to their casters, no wards have proven effective at keeping the self-harm at bay, and thus people who study the tradition call on its power only in times of great need. Damage taken from casting a Destruction spell cannot be reduced by any means.
Break
Target One Size 1/2 or smaller object within short range
Take 1 damage. The target takes damage equal to its Health.
Burst
Target One Size 1 or smaller object you can see within short range
You take 1 damage. Make a Will challenge roll. On a success, the target takes 2d6 damage. If the damage destroys the target, it explodes, dealing half the damage it took to everything within 1 yard of it. A creature in the area can make an Agility challenge roll and takes no damage on a success
Attack Roll 20+ The target takes 1d6 extra damage.
Ruin
Target One creature or object within short range
Take 1 damage. The target takes 1d6 damage; if it is a creature, it must make a Strength challenge roll, becoming fatigued for 1 minute on a failure.
Splinter
Requirement You must be holding an object of Size 1/4 or 1/8 in your hand
Area A 3-yard-long cone originating from a point in your space
You take 1 damage and cause the object you are holding to break, sending splinters into the area. The splinters deal 1d6 + 2 damage to everything in the area. A creature in the area can make an Agility challenge roll and takes half the damage on a success.
Dissolve
Target One creature with a physical body you can reach
Take 2 damage. Make a Will attack roll against the target’s Strength. On a success, the target takes 1d6 + 1 damage from your corrosive touch and becomes impaired for 1 minute. If the target becomes incapacitated by this damage, it dies instantly and dissolves into sludge, leaving anything it wore and carried on the ground in the space it occupied.
Attack Roll 20+ The target takes 1d6 extra damage.
Maim
Target A living creature within short range
You take 2 damage and release a blast of destructive energy at the target. Make a Will attack roll against the target’s Strength. On a success, the target takes 2d6 + 1 damage. Any creature that is friendly to the target and that can see it must make a Will challenge roll or become frightened for 1 minute. A creature frightened by this effect can make a Will challenge roll at the end of each round and removes the affliction from itself on a success.
Attack Roll 20+ The target takes 1d6 extra damage.
Rend
Target One creature you can see within short range
Take 2 damage. Make a Will attack roll against the target’s Agility. On a success, the target takes 3d6 + 1 damage.
Attack Roll 20+ The target takes 2d6 extra damage.
Snap Bone
Target A living creature within short range that has a skeleton
You take 2 damage and make a twisting gesture at the target. Make a Will attack roll against the target’s Strength. On a success, a bone breaks inside the target’s body, causing the target to take 2d6 damage and become slowed for 1 minute.
Attack Roll 20+ The target also becomes dazed for 1 round.
Sunder
Target One object made from glass, metal, or stone you can see within medium range
Take 2 damage and the target takes 3d6 damage. If this damage destroys the target, it explodes in a 2-yard radius from a point within its space, dealing 1d6 damage to everything in the area from the flying debris. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.
Clear the Path
Area A 5-yard-long cone originating from a point you can reach
You take 3 damage and bring your fist to the ground, causing destructive energy to spread through the area. Each object in the area takes 15 damage. Each creature in the area must make a Strength challenge roll. A creature takes 4d6 damage and falls prone on a failure, or just takes half the damage on a success.
The ground under the cone becomes difficult terrain until cleared away.
Entropic Power
Target One object made from glass, metal, or stone you can see within medium range
Take 3 damage. For the duration, creatures that take any damage from your attack spells take 1d6 extra damage.
Triggered When you cast an attack spell that deals damage, you can use a triggered action to cast this spell, which ends at the end of the round. If the target takes damage from your spell, it takes 2d6 extra damage.
Erode
Target One creature with a physical body you can see within short range
Take 3 damage. Make a Will attack roll against the target’s Agility. On a success, the target becomes impaired for 1 minute. At the end of each round while it is impaired in this way, the target takes 1d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage at the end of each round while it is impaired in this way.
Ruinous Presence
Area A 2-yard-radius sphere centered on a point in your space
Duration 1 minute
You take 3 damage. You emanate waves of destructive energy into the area for the duration. The area moves with you, remaining centered on a point in your space. When you cast the spell and at the end of each round until the spell ends, everything in the area other than you takes 1d6 damage. A creature in the area can make a Strength challenge roll and takes no damage on a success
In addition, you can use an action to suppress the spell’s effect for 1 round and send a wave of destructive energy at a creature or object within short range. Make a Will attack roll against the creature’s or object’s Agility. On a success, the wave hits and deals 2d6 + 1 damage to the target.
Attack Roll 20+ The target takes 1d6 extra damage.
Crack the Earth
Area A cylinder, 10 yards tall with a 3-yard radius, centered on a point within long range
You take 4 damage and call down a pulse of concussive force. Everything inside the area takes 5d6 damage. A creature that would take this damage must make a Strength challenge roll. A flying creature makes the roll with 1 bane. A creature falls prone on a failure, or takes half the damage on a success.
The ground under the area becomes difficult terrain until cleared away.
Detonate
Target One Size 1 or smaller object that was never a creature that you can see within medium range
Take 4 damage. The target takes damage equal to its Health and then explodes in a 4-yard radius from a point within its space, dealing 6d6 damage to everything in the area from the flying debris. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.
Evaporate
Target One creature with a physical body or one object you can reach
Take 4 damage. Make a Will attack roll against the target’s Agility. On a success, the target takes 6d6 damage as it begins to evaporate. An object destroyed by this damage evaporates into a fine mist. A creature incapacitated by this damage dies instantly and becomes a crimson cloud that partially obscures the space it occupied for 1 round.
Attack Roll 20+ The target takes 2d6 extra damage.
Path of Ruin
Area A shapeable line, 10 yards long, 2 yards tall, and 2 yards wide, originating from a point you can reach
You take 4 damage to send a wave of destructive force through the area. Objects in the area take 20 damage. A creature in the area must make a Strength challenge roll. The creature takes 4d6 damage, moves 1d3 yards along the path of the line, and then falls prone on a failure, or takes half the damage on a success.
Destroy
Target One Size 3 or smaller creature or object you can see within medium range
Take 5 damage. The target takes 30 damage.
Disintegrate
Target One creature with a physical body or one object you can see within long range
Take 6 damage. Make a Will attack roll against the target’s Agility. On a success, the target takes 9d6 damage. A creature incapacitated by this damage dies immediately and is reduced to a small pile of dust in the space it occupied.
Attack Roll 20+ The target takes 3d6 extra damage.
Fragility
Target Up to five creatures of your choice within medium range
Duration 1 minute
You take 5 damage and cause each target to become impaired for 1 minute. Each target must then make a Strength challenge roll with 1 bane. On a failure, for as long as the creature is impaired, it takes double damage. An affected target can use an action to make a Will challenge roll with 1 bane. On a success, the target removes the impaired affliction from itself.
Tear Asunder
Target One creature you can see within medium range
You take 5 damage and make a Will attack roll against the target’s Strength. On a success, the creature rises 2d6 yards into the air, takes 7d6 damage, and then falls. If the damage causes the creature to become injured, the target takes 3d6 extra damage. If the damage causes the creature to become incapacitated, the spell tears it to pieces, killing the creature instantly.
Attack Roll 20+ The target takes 3d6 extra damage.
Brutal Concussion
Area A 5-yard-radius sphere centered on a point within long range
You take 6 damage. A wave of concussive force spreads through the area. Each object in the area takes 30 damage. A creature in the area must make a Strength challenge roll. A creature takes 6d6 damage on a failure, or half the damage on a success. If the damage causes the creature to become injured, it must also get a success on a Will challenge roll with 1 bane or become stunned for 1 minute.
Demolition
Target One Size 10 or smaller object you can see within long range
You take 6 damage, and the target takes 100 damage. If the damage destroys the object, it collapses. Any creatures under or inside the object when it collapses must make an Agility challenge roll. A creature takes 1d6 damage per point of the target’s Size and falls prone on a failure, or just takes half the damage on a success.