The Sphere of Entropy includes spells that involve the manipulation of forces of destruction and decay.
Focus: A rod of iron, a lead coin, an athame, a skull.
Range: Melee
Rote Casting: 1 Action
Duration: 1 Minute
Area: Melee
Defence: basic Endurance
A shimmering black aura shrouds you, and you emanate waves of chilling cold. At the start of each round, make an Entropy spell attack check against all the creatures in Melee range of you. You deal 1d6 cold damage to them. Creatures who attacked you over the past round are treated as if you rolled one step better n your attack check (a failure becomes a success, a success becomes a critical success,etc.)
Heightened: For every 1 level you heighten this spell by, you the damage by 1d6.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range Cone
Defence: basic Endurance
Your voice resonates and unnatural frequencies, eroding things in front .of you. Make an Entropy spell attack check against each creature in the area. Each creature and unattended object in the area takes 1d8 sonic damage. If the object is below its Broken Threshold, you deal 1d12 damage instead.
Heightened: For every 1 level you heighten this spell by, you the damage by 1d8, or 1d12 to broken objects.
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Area: 1 Range Line
Defence: basic Endurance
Tendrils of entropic energy curl out from your fingertips and race through the air. Make an Entropy spell attack check against the Endurance defence of all creatures in the area. You deal 2d4 void damage and 1 persistent bleed damage to all creatures in the line.
Heightened: For every 1 level you heighten this spell by, you increase the void damage by 2d4, and the persistent bleed damage by 1.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Creature
Defence: basic Endurance
You drain the target's energy with your entropic touch. Make an Entropy spell attack check against the target's endurance defence.
Range: 1 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 creature
Defence: Endurance
A ray with the power to sap a foe's strength flashes from your hand. Attempt an Entropy spell attack against the target's Endurance defence.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature or object
Defence: Armor
Your touch rots organic material and decays objects. Make a melee spell attack roll. Your touch deals 1d12 void damage plus 1d4 persistent void damage. If a creature uses an item to block withering grasp, the item is automatically affected, but the creature does not take damage (even if there is damage left over after the item's Hardness).
Heightened: For every 1 level you heighten this spell by, you increase the initial void damage by 1d12, and the persistent bleed damage by 1. If you target an object, lower its Hardness by an additional 1 point on both a success and a critical success.
Range: Melee
Rote Casting: 1 Action
Duration: 1 Minute
Targets: All creatures in Melee
Defence: Endurance
You call forth a ghostly lantern that shines with eerie un-light, guiding the living and dead towards oblivion. Though the lantern is insubstantial, you must keep a hand free to hold it or the spell ends (though using the hand for somatic spell components doesn't end the spell).
Living creatures and undead in the area when you Cast the Spell, or that enter the area later, must attempt Endurance saves. Living creatures that fail their Endurance saves gain only half the normal benefit from healing effects while within the area.
Undead targets that fail their Endurance saves become enfeebled 1 while within the area.
Once a creature attempts a save against Oblivion's Light, it uses the same outcome if it leaves the area and enters it again.
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: Close-range burst
Defence: basic Endurance
You accelerate the natural process of decay in the area. Make an Entropy spell attack check against the Endurance defence of all the creatures in the area. You deal 2d10 void amage to all creatures who you succeed against, and half damage to those you fail against. A creature afflicted by a disease takes a –2 circumstance penalty to their defence against this spell.
You can also direct the blight to rot all Small and Tiny non-creature plants in the area, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Sudden Blight attempts to counteract any magical effect on the plants before withering them.
Heightened: For every level you heighten this spell by, increase the void damage you deal by 1d10.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: Self
When you cast the via negativa spell, your right hand is covered with crackling black energy that causes intense pain to any living creature that comes into contact with it. Meanwhile, it imbues you with entropic power.
You gain a +5 bonus to your Unarmed Attacks skill while this spell is active, and your unarmed attacks deal a flat 4d6+Str void damage. You also deal this damage to any target you successfully grapple.
You may cast Via Negativa as a free action during a handshake with a target who is not hostile towards you. If you do so, you immediately deal the void damage, and you may start a grapple as your next action.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute