Destruction
Some people just want to watch the world burn. The Destruction tradition is for them. Magic with the sole aim of undoing creation, its spells break, burst, splinter, and erode. Students of the tradition not disgusted by the ruin they create might find themselves reveling in the sheer devastation wrought.
Destruction Talents
ENTROPIC POWER (Magical): You can use this talent when you cast a Destruction spell. Entropic power flows into you for 1 minute. The effect ends early if you become unconscious. When you deal damage from a spell you cast or a magical talent you use, the target takes an extra 1d6 damage. At the end of each round, the ground within 3 yards of you fractures to become challenging terrain until cleared away. When this effect ends, make a Strength roll. On a failure, you lose 1d6 Health. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
REND THE FLESH (Magical): You can use an action to send tendrils of ruinous energy from your hand. Target one creature within 5 yards. Make a Will roll against its Strength. On a success, the target takes 1d6 damage and becomes vulnerable until the end of your next turn. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage instead.
RUINOUS FIELD (Magical): You can use this talent when you cast a Destruction spell. You emanate a ruinous field for 1 minute. The effect ends early if you become confused, controlled, stunned, or unconscious. Creatures and objects that are neither worn nor carried within 1 yard of you are vulnerable for as long as they remain there. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
SHATTER (Magical): You can use an action to damage or destroy an object. Target one ordinary object you can see within 10 yards. Make an Intellect roll. On a success, the target loses 4d6 Health. On a critical success, the target loses 8d6 Health instead. If the loss destroys the object, it flies apart and each creature and object within 3 yards of it takes 1d6 damage. A creature can make a luck roll. On a success, the creature takes no damage. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest.
Novice Spells
Break the Body
Castings: 1
Target: Up to three within 10 yards
Duration: 1 minute
Fractures and fissures appear all over the targets’ bodies. Each becomes Agility impaired for the duration. At the end of each round, the target takes 1d6 damage.
Feed On Loss
Castings: 1, reaction when a creature within 5 yards becomes incapacitated or a Size 1 or larger object within 5 yards is destroyed
Target: You
Duration: 1 minute
The air shimmers around you, your will to ruin made manifest. Whenever a creature within 5 yards becomes incapacitated or a Size 1 or larger object within 5 yards is destroyed, you make attribute and luck rolls with 1 boon for 1 minute.
Hammer Down
Castings: 3
Target: One creature within 10 yards
Duration: Instant
You fling out your hand to release a wave of destructive force. The target takes 1d6 damage, and makes a Strength roll. On a failure, you push the target 5 yards. On a critical failure, the target also falls prone and cannot stand up (luck ends).
Lesser Ruin
Castings: 3
Target: One creature or object within 10 yards
Duration: Instant
Minor wounds appear all over the target. It takes 3d6 damage.
Pain
Castings: 3
Target: One flesh-and-blood creature within 10 yards
Duration: Instant
The target lets loose a gasp as you send a jolt of pain through it. The target becomes weakened (luck ends).
Ray of Dissolution
Castings: 1
Target: Each creature and object within 5 yards
Duration: Instant
You sweep a lime-colored beam around you. Whatever it touches begins to decay. The beam deals 3d6 damage to each target object. Each target creature makes an Agility roll. On a failure, the creature takes 3d6 damage.
Expert Spells
Cascading Decay
Castings: 3
Target: One creature within 15 yards
Duration: Instant
Dust seems to fall from the target’s body as it experiences rapid and terrible decay. The target takes 4d6 damage and becomes cursed (luck ends). At the end of each round that the target is cursed in this way, it takes 1d6 damage.
Detonate
Castings: 1
Target: One ordinary Size 4 or smaller object within 30 yards
Duration: Instant
The target vibrates with growing intensity, which causes cracks to appear all over it. The target loses 40 Health. If the target’s Health drops to 0, it explodes, dealing 8d6 damage to each creature and object within 5 yards of it. A creature can make a luck roll. On a success, the creature takes no damage.
Entropy Storm
Castings: 3
Target: One Size 5 space within 15 yards
Duration: Instant
Threads of dark energy extrude from the center of the target space and dissipate. Each creature in this space takes 2d6 damage and each object in the space takes 4d6 damage. A creature makes a Strength roll. On a failure, the creature takes an extra 2d6 damage and becomes vulnerable and weakened (luck ends both); it makes the roll to end these afflictions with 1 bane. A creature or object incapacitated by this dam – age drops to 0 Health and become erased from existence.
Obliteration
Castings: 3
Target: Each creature inside one Size 5 space within 15 yards
Duration: Instant
A target with Health 20 or less pops as it dies, spraying blood, flesh, and bone in all directions. Creatures with Health scores greater than 20 instead take 3d6 damage.
Raze the Land
Castings: 1
Target: The ground in one Size 10 space centered on you
Duration: Instant
A shockwave spreads through the target ground, causing it to ripple and split. The ground in the space becomes challenging terrain. Each creature on the ground with a Health score of 15 or less tumbles into one of the cracks that form, vanishing forever. Each creature on the ground with a Health score greater than 15 makes an Agility roll. On a failure, the creature takes 4d6 damage and falls prone. Finally, for 10 years, nothing grows from the ground in the target space.
Ruin
Castings: 1
Target: One creature or object within 15 yards
Duration: Instant
The target buckles under the weight of your ruinous magic and takes 9d6 damage.
Master Spells
All-Consuming Sphere
Castings: 1
Target: You
Duration: 1 minute
Darkness bleeds from you to form a perfect sphere with a radius of one-and-a-half times your height. You can see normally from within the sphere, but it blocks all light from reaching inside. The sphere reduces damage from thrown weapons or projectiles used against you to 0 and destroys them.
The sphere moves with you when you move, carving a groove on any surface you cross. When the sphere moves to within 1 yard of a creature or into an object in your path, an object loses 10d6 Health and a creature makes an Agility roll. On a failure, the creature takes 10d6 damage. Anything whose Health is reduced to 0 by the sphere disappears, erased from existence.
Annihilation Stone
Castings: 1
Target: One empty Size 1/4 space within 15 yards
Duration: 1 minute
A sinister, black stone appears in the space. It throbs. At the end of each round, the rock pulses and releases energy that deals 8d6 damage to each object within 5 yards of it. Each creature within 5 yards of it takes 4d6 damage, and makes a Strength roll. On a failure, the creature takes an extra 4d6 damage. Anything incapacitated or destroyed by this damage evaporates into mist that disperses at the end of the next round.
Disintegration
Castings: 1
Target: One creature or object within 30 yards; you need neither line of sight nor line of effect to the target
Duration: Instant
You fling a black beam from your hand. Make an Intellect roll against the target’s Agility. On a success, the target takes 30d6 damage. If it is incapacitated or destroyed by this damage, the target disappears, erased from existence. On a failure, the beam misses but sweeps through a Size 5 space centered on the target, dealing 10d6 damage to each other creature and object in the space, also erasing from existence anything incapacitated or destroyed by this damage. A creature makes a luck roll. On a success, the creature takes no damage.
Entropic Doom
Castings: 1
Target: Each creature inside one Size 5 space within 15 yards
Duration: Instant
For each creature inside the target space, separately make an Intellect roll against its Agility. On a success, the target becomes confused and vulnerable for 1 minute. On a critical success, it also becomes cursed for as long as it is vulnerable. Until these afflictions end, it takes 5d6 damage at the end of each of its turns. Any creature incapacitated by this damage collapses into a puddle of black liquid and dies.
Greater Ruin
Castings: 1
Target: One creature or object within 30 yards
Duration: Instant
You level your finger at the target and speak a word of terrible ruin. The target takes 15d6 damage.
Singularity
Castings: 1
Target: One empty Size 1/4 space within 15 yards
Duration: 1 minute
Light bends around the target space as a 1-foot-radius black sphere appears and hovers there. Anything that touches the sphere loses 30 Health and disappears utterly if reduced to 0 Health.
The sphere gobbles up the air around it, causing strong wind (see Chapter 2) to blow toward it from 10 yards away until the spell ends. The wind is sufficient to carry lightweight unsecured objects in the area toward the sphere. Larger, heavier unsecured objects slide toward the sphere at the end of each round. Make a luck roll and, on a success, the objects fall into the sphere.
The wind makes the affected area challenging terrain. Any creature in the area that attempts to leave makes a Strength roll and, on a failure, stops at the edge of the area and becomes held until the start of their next turn.
Each creature in the affected area at the end of each round until the spell ends makes a Strength roll. On a failure, it is pulled toward the sphere and becomes held until it overcomes the affliction with a successful Strength roll. If the target was already held, it ends the affliction and falls into the sphere.
Any creature that touches the sphere and has Health remaining teleports to an empty space of its choice within 15 yards of the sphere. For an object that touches the sphere and is not destroyed, you decide where it appears in range.