Action Points: 2 // Willpower Points: 0
Range: 15 Meter (50 feet) // Duration: Instantaneous
At a visible point within range, you conjure a small flickering flame that ignites flammable materials it touches.
This flame can be held in your hand functioning as a torch.
Overcast: Ingnite
Action Points: 4 // Willpower Points: 4
You ignite a target within a range you can see. Make a ranged Spell Attack, on a hit you deal 4d6 + twice power as fire damage.
Action Points: 2 // Willpower Points: 4
Range: Self // Duration: 10 Turns (1 min) (c)
You envelop yourself in a fiery cloak. Creatures starting their turns adjacent to you take fire damage equal to half your Spell Power.
Overcast: Burning Flares
Action Points: 4 // Willpower Points: 4
If you currently have the Fire Cloak active, it flares up, dealing 2d6 + Power fire damage to all adjacent creatures.
Action Points: 2 // Willpower Points: 0
Range: Self // Duration: 180 minutes (c)
You control the temperatures in a 9-meter (30-foot) area centred on yourself. During the duration, you can raise or decrease the temperature at will anywhere between -15 to 40°C (5 to 105°F).
Overcast: Heat Stroke
Action Points: 2 // Willpower Points: 2
Range: 9 Meters ( 30 Feet) // Duration: 10 Turns (1 min)
A creature you can see makes a Strength saving throw against your Spellpower. On a failure, they suffer from a heatstroke and are Debilitated.
Action Points: 10 Turns (1 min) // Willpower Points: 0
Range: 9 Meter (30 feet) // Duration: Instantaneous
You condense the moisture in the air to create 1 cubic meter of water (3 feet) at a point you can see within range.
Overcast: Water Scythe
Action Points: 2 // Willpower Points: 2
Range: 9 Meters ( 30 Feet) // Duration: Instantaneous
You create a blade of water and launch it at your foe. Make a ranged Spell Attack, dealing 2d6 + power sharp damage on a successful hit.
Action Points: 4 // Willpower Points: 4
Range: 3 Meter (10 feet) // Duration: 60 Minutes (c)
For the duration of the spell, you can control bodies of water within range. This allows you to either:
Create Currents: You create currents of water within the spell range that move objects and creatures within it at a speed of your choice, up to 18 meters (60 feet) per turn.
Water Tension: You manipulate the tension of the water, allowing creatures of your choice in the spell range to walk one water.
Part Water: You can part a body of water, creating a sphere around you as large as the spell range, allowing you to walk underwater.
Overcast: Tidal Wave
Action Points: 4 // Willpower Points: 6
Range: 9 Meter (30 feet) // Duration: Instantaneous
If you are close to or on a large body of water, you can form and send a tidal wave crashing onto your foes.
The tidal wave starts at a point you can see within range and moves 6 meters (20 feet) in the direction of your choice. The wave is 9 meters wide (20 feet) and 3 meters tall (15 feet).
Creatures caught in its path take 4d6 + Twice power Force damage and make a Strength saving throw against your power. On a failure, they are pushed 6 meters (20 feet).
Action Points: 60 (1 Minute) // Willpower Points: 2
Range: 15 Meter (50 feet) // Duration: Instantaneous
You reshape stone in a 2-meter (6 feet) cubic area. Reshaping can involve sculpting something from your imagination or creating a passage through stone. This process generate some noise and can be heard by creatures within 3 meters (10 Feet).
Overcast: Stone Spike
Action Points: 4 // Willpower Points: 4
You make a stone spike erupt at a location of a creature you can see. The creature must succeed on an Agility saving throw against your power or take 4d6 + Twice power sharp damage.
Action Points: 2 // Willpower Points: 3
Range: Self // Duration: 10 turns (1 min) (c)
You turn your skin to stone, granting you resistance to Sharp, blunt and force damage.
Multicast
Willpower Points: 3
Range: 3 Meter (10 Feet)
You cast Stone Skin on yourself and any number of targets you choose within range. You pay the multicast price for each additional target above yourself.
Action Points: 2 // Willpower Points: 2
Range: Touch // Duration: 5 turns (30 sec)
A weapon you touch drips with quicksilver. When creatures are hit by this weapon, they must succeed on a Strength saving throw against your power or be afflicted with Mercury Poisoning, becoming Poisoned. Mercury Poisoning lasts for as long as the Poisoned status remains.
Overcast: Silver Flare
Action Points: 4 // Willpower Points: 4
Range: 30 Meter (100 Feet) // Duration: Instantaneous
Creatures within range afflicted by Mercury Poisoning take 4d6 + twice your power in Decay damage.
Action Points: 4 // Willpower Points: 4
Range: 15 Meter (50 feet) // Duration: Instantaneous
You unleash 4 wind blades, making four ranged attacks at target creatures you can see within range. On a hit, each wind blade deals 1d6 + Half power sharp damage. You can direct the blades at different targets.
Overcast: Slicing Storm
Action Points: 4 // Willpower Points: 6
Range: 9 Meter (30 feet) // Duration: Instantaneous
You unleash a storm of slicing wind blades. Choose any number of creatures within range. Each chosen creature must succeed an Agility saving throw against your power or be hit by 2 wind blades, each blade dealing 1d6 + Half power sharp damage.
Action Points: 2 // Willpower Points: 2
Range: 15 Meter (50 feet) // Duration: 10 turns (1 min) (c)
You control gravity in a 6-meter (20-foot) radius, 30-meter high cylinder area centered around a point you can see within range. While you maintain the spell, you can choose to:
Increase Gravity: The area is considered difficult terrain, and flying creatures must succeed on a Strength saving throw against your power or be pushed to the ground.
Decrease Gravity: The range of the jump action is doubled.
Overcast: Constraining Gravity
Action Points: 4 // Willpower Points: 6
Range: 15 Meter (50 feet) // Duration: 10 turns (1 min) (c)
You attempt to use gravity to push down a creature you can see within range. The creature must make a Strength saving throw against your power. On a failure, the creature is prone on the ground and constrained.
At the end of each of its turns, the creature can attempt a Strength saving throw. On a success, the spell ends.
Action Points: 3 // Willpower Points: 3
Range: Self // Duration: Instantaneous
You create a barrier made of light to protect yourself, gaining Shield equal to 4d6 + Twice Power.
Overcast: Light Blockade
Action Points: 4 // Willpower Points: 4
Range: Self // Duration: Instantaneous
You create a dome of light around yourself with a 3-meter (10-foot) radius that absorbs incoming damage for creatures inside it. The dome can absorb up to 6d6 + three times your Power worth of damage.
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: 60 minutes (c)
You form a halo on a creature you can see within range, bolstering its soul for the duration of the spell. Creatures gain advantage on all actions.
Multicast
Willpower Points: 2
You cast Bolster on any number of creatures you can see within range, paying the multicast cost for each additional target above the first.
Action Points: 2 // Willpower Points: 0
Range: 15 Meter (50 feet) // Duration: 60 minutes
You assert control over light present in range of your spell. You can choose to either prohibit any number of light sources from emitting light for the duration of the spell or make an object emit light in a 15-meter (50 feet) radius.
Overcast: Refraction
Action Points: 2 // Willpower Points: 4
Range: 3 Meter (10 feet) // Duration: 60 minutes
For the duration of the spell, any number of creatures of your choice within range refract light around themselves, making them much harder to spot. They gain a +5 bonus to any hiding or stealthing skill checks.
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: 60 minutes (c)
You curse a creature you can see within range, forcing it to make a Wits saving throw against your power. On a failure, the creature has disadvantage on all saving throws, attack rolls and skill checks for the duration of the spell.
Multicast
Willpower Points: 2
You cast Bane on any number of creatures you can see within range, paying the multicast cost for each additional target above the first.
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: Instantaneous
You attempt to fracture the psyche of a creature you can see within range. The creature must make an Intelligence or Wits saving throw, against your Spellpower. On a failure, it takes 2d6 + power psychic damage and loses concentration on any spells it may have been maintaining.
Overcast: Splinter
Action Points: 2 // Willpower Points: 2
You attempt to splinter the psyche of a creature you can see within range. The creature must make an Intelligence or Wits saving throw, against your power.On a failure, it loses concentration.
If this is used as a reaction to a creature casting a spell, and the target fails the saving throw, the spell is countered.
Action Points: 2 // Willpower Points: 0
Range: 9 Meter (30 feet) // Duration: Instantaneous
A willing creature you can see within range gains advantage and proficiency on its next action at the cost of losing 5 + its level in health.
Overcast: Forced Bargain
Action Points: 2 // Willpower Points: 2
Range: 9 Meter (30 feet) // Duration: Instantaneous
A creature you can see within range makes a Wits saving throw against your power. On a failure, it has disadvantage on its next roll, and you give a creature of your choice advantage on its next roll.
Action Points: 4 // Willpower Points: 1
Range: 15 Meter (50 feet) // Duration: 60 minute
Invisible and odorless spores sprout from the ground in a 6-meter (20-foot) radius centered on a point you can see within range. Non-hostile creatures are soothed by the spores, giving you advantage on persuasion-related checks.
Overcast: Sleeping Spores
Action Points: 4 // Willpower Points: 4
Range: 15 Meter (50 feet) // Duration: 60 minute
Invisible and odorless spores sprout from the ground in a 6-meter (20-foot) radius centered on a point you can see within range. Creatures within the area must succeed on a Strength or Wits saving throw against your power or fall asleep for the duration of the spell. Any damage inflicted on these creatures will wake them up.
If the creature is aware of your presence and hostile to you, it makes the saving throw with advantage.
Action Points: 4 // Willpower Points: 4
Range: Self // Duration: 1 minute (10 turns) (c)
You triple in size, double your movement speed, gain advantage on Strength checks and your attacks scale with you, upgrading your damage dice by one category.
Multicast
Action Points: 0 // Willpower Points: 3
Range: 3 Meter (10 Feet) // Duration: 1 minute (10 turns) (c)
You cast Giant Growth on yourself and any number of targets you choose within range. You pay the multicast price for each additional target above yourself.
Action Points: 2 // Willpower Points: 1
Range: Touch // Duration: Instantaneous
A creature you can touch regains 2d6 + power in health.
Overcast: Renew
Action Points: 2 // Willpower Points: 2
Range: Touch // Duration: 2 Turns
A creature you can touch regains 2d6 + power in health, and then again at the start of its next two turns.
Action Points: 5 // Willpower Points: 5
Range: Touch // Duration: Instantaneous
You attempt to rot the flesh of a creature you can touch. Make a spell attack; on a successful hit, the target takes 6d6 + Thrice your Power in Decay damage.
Multicast
Action Points: 0 // Willpower Points: 4
Range: Touch // Duration: Instantaneous
You cast Rot Touch on any number of targets you choose within touching range. You pay the multicast price for each additional target above the first.
Action Points: 4 // Willpower Points: 2
Range: 9 Meter (30 feet) // Duration: Instantaneous
You attempt to infect a creature you can see within range with a virulent sickness. The creature must succeed on a Strength saving throw against your power or become Diseased.
Overcast: Pestilent Cloud
Action Points: 4 // Willpower Points: 6
Range: 9 Meter (30 feet) // Duration: 10 turns ( 1min)
You create a pestilence cloud in a 6-meter (20-foot) area around a point you can see within range. Creatures that start their turn in the cloud must succeed on a Strength saving throw against your power or become Diseased. If they fail the saving throw and are already Diseased, they take 2d6 + power decay damage instead.
You can use 2 action points to move the cloud any where with in range of the spell.
Action Points: 4 // Willpower Points: 4
Range: Touch // Duration: 10 turns ( 1min) (c)
You make a spell attack against a creature you can see within range. On a success, the creature is marked with Siphon for the duration of the spell. You deal 2d6 + power decay damage to the marked creature and heal for the damage dealt.
Overcast: Siphon
Action Points: 3 // Willpower Points: 1
Range: 9 Meter (30 feet) // Duration: Instantaneous
As long as the target marked with Life Steal is within the range of the spell, you can use Siphon to deal 2d6 + power decay damage and heal for the damage dealt.
Fire - Water
Action Points: 4 // Willpower Points: 6
Range: 9 Meter (30 feet) // Duration: 10 turns ( 1min) (c)
You raise the temperature of fluids inside a creature you can see within range.
At the start of each of its turns for the duration of the spell, the creature must make a Strength saving throw against your power. On a failure, they take 1d6 + Half your power as fire damage.
The damage increases by 1d6 for each time Blood Boil has dealt damage for the spell's duration.
Overcast: Flare
Action Points: 4 // Willpower Points: 2
Range: 9 Meter (30 feet) // Duration: Instantaneous
If a creature within range is afflicted by your Blood Boil spell, and you trigger the start-of-turn effect of your Blood Boil spell, any damage triggered this way counts towards the damage increase.
Wind - Earth
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: 10 turns ( 1min) (c)
You create a sandstorm in a 3-meter (10-foot) radius around a point you can see within range. Creatures within the sandstorm are blinded.
Overcast: Buffet
Action Points: 4 // Willpower Points: 2
Range: 9 Meter (30 feet) // Duration: Instantaneous
Creatures within your sandstorm take 2d6 + power blunt damage.
Additionally, before the damage is dealt, you can choose to move the sandstorm anywhere within range.
Celestial - Infernal
Action Points: 4 // Willpower Points: 4
Range: 9 Meter (30 feet) // Duration: 4 hours (c)
You attempt to charm a creature you can see within range. The creature must make a Wits or Intelligence saving throw against your power.
On a failure, the creature falls into platonic love with you and will treat you and act as if you were a close ally.
This spell fails if you or your allies take hostile action against the creature or if any hostile actions have been taken against the target in the last 24 hours.
Multicast
Action Points: 0 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: 4 hours (c)
You cast Charm on any number of targets you choose within range. You must pay the multicast price for each additional target beyond the first.
Death - Infernal
Action Points: 2 // Willpower Points: 1
Range: 15 Meter (50 feet) // Duration: 10 turns ( 1min) (c)
You mark the soul of a creature you can see within range, and the mark lasts for the duration of the spell.
Overcast: Soul Seekers
Action Points: 3 // Willpower Points: 3
Range: Infinite // Duration: Instantaneous
You release 3 Soul Seekers. If you have marked a target with "Marked for Death," the Soul Seekers hit regardless of the creature's location, each dealing 2d6 + Half power sacred damage.
Earth - Celestial
Action Points: 6 // Willpower Points: 4
Range: Self // Duration: 1 hour
You create 6 blades of light that float around you for the duration of the spell.
Overcast: Radiant Toss
Action Points: 1 // Willpower Points: 0
Range: 9 Meter (30 feet) // Duration: Instantaneous
Launch a light blade at a creature you can see within range. Make a spell attack; on a hit, you deal 1d6 + half power as force damage.
Death - Life
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: 10 turns ( 1min) (c)
You make a ranged spell attack against a target you can see within range. On a hit, you plant sapping seedlings in the flesh of the creature. At the start of each of its turns, it takes 1d6 + Half power Decay damage.
Overcast: Bloom
Action Points: 4 // Willpower Points: 3
Range: 9 Meter (30 feet) // Duration: Instantaneous
If you have any sapping seedlings active in range, you can make them bloom. The bloom removes the seedlings but deals 1d6 + Half power Decay damage for each turn the seedlings have dealt damage. Creatures adjacent to the blooming creature regain health equal to half the damage dealt.
Life - Water
Action Points: 4 // Willpower Points: 4
Range: 9 Meter (30 feet) // Duration: 5 turns ( 30 sec)
A restorative mist forms in a 3-meter (10-foot) radius around a point you can see within range. Allied Creatures within the mist regain 1d6 + Half power health points at the end of your turn.
Overcast: Condense
Action Points: 2 // Willpower Points: 4
Range: 9 Meter (30 feet) // Duration: Instantaneous
End the mist prematurely to restore 6d6 + Thrice power to all allied creatures within the mist.
Fire - Wind
Action Points: 1 // Willpower Points: 1
Range: 15 Meter (50 feet) // Duration: 2 turns ( 12 sec)
You static charge a target you can see within range, causing the target to lose 1 reaction point.
Overcast: Lightning Strike
Action Points: 4 // Willpower Points: 4
Range: 15 Meter (50 feet) // Duration: Instantaneous
All static charged creatures within range are struck by lightning. They must make an Agility saving throw. On a failure, they take 4d6 + twice power as lightning damage.
You will find printable cards in the standard playing card sleeve format using the link provided below.
https://drive.google.com/drive/folders/1NdOu5GYAeKR_Z-Va8N-S_Tbm__6ClX3e?usp=sharing