The Sphere of Force includes spells that involve the generation and control of kinetic energy.
Focus: A wand of oak or lead, an arrow, a hammer.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature or object
Defence: basic Armor
You charge up your touch with raw force energy that explodes when you hit the target. You deal 3d6 force damage to creature you touch. If you achieve a critical success, your target is stunned for 1 round.
Heightened: For every 2 levels you heighten this spell, increase the damage by 3d6.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You fire an dart of force from your fingertips. It deals 1d6+1 force damage to the target on impact.
Heightened: For every 1 level you heighten the spell by, increase the damage by 1d6+1.
Range: Melee
Rote Casting: 1 Action
Duration: until the end of your round
Target: 1 creature
You briefly turn your attack into pure force. Select one melee weapon or natural weapon you possess. All attacks you make with that weapon until the end of the turn deals the entirety of their damage as force damage, and deal an additional 1d6+1 force damage.
Heightened: For every 1 level you heighten the spell by, increase the damage by 1d6+1.
Range: Melee
Rote Casting: 1 Round
Duration: 8 Hours
A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than Close range away from the disk.
Range: 4 Range
Rote Casting: 1 Action to 3 Actions
Duration: Instantaneous
Targets: Up to 1 creature per missile
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when casting the spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened: For every 2 levels you heighten this spell by, increase the number of missiles you fire per action by 1.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You raise a magical shield of force. You gain a +1 circumstance bonus to Armor.
Your shield automatically absorbs and Counters magic missiles, winking out of existence after it absorbs the missiles.
Heighten Spell: For every 2 levels you heighten this spell, increase the bonus to Armor by +1.
Range: 1 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 or 2 willing creatures
You shoot out ephemeral strands of force that grab onto your allies and pull them to you. You can choose to move the targets into Melee with you, or move them Behind you.
Range: 3 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: basic Armor
You create a spinning disk made of pure, shimmering force and hurl it at one opponent within range, potentially striking other nearby enemies as the disk ricochets. Choose the initial target, and make a Force spell attack against its Armor defence . If the attack hits, the disk deals 3d6 force damage.
The disk then ricochets to hit up to four more creatures of your choice, within Close Range of last target. Make a Force spell attack against each successive target’s Armor defence in turn; the disk deals 2d6 damage to each secondary target struck. The disk continues to ricochet in this way until it misses, strikes five creatures, or until there are no more valid targets, or until you voluntarily end the spell. A creature can take damage only once from a single casting of this spell.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: All creatures in a Close-range Cone.
Defence: basic Dodge
You gather mystical energy and blast it outward in a mighty wave originating from your fingertips, damaging and potentially knocking back your enemies. Make a Force spell attack check against your targets' Dodge defence. This spell deals 2d6 damage to each creature caught in the blast. Creatures that you critically succeed against are knocked prone.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
With a rush of telekinetic power, you throw your target around. Make a combat manoeuvre, but make a Force spell attack check instead of an Athletics or Unarmed Attack check.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
You create a psychokinetic barrier around the subject that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. The subject gains DR 10/—. The inertial barrier also absorbs up to half the damage from a fall.
The psychokinetic barrier delays the effects of gases in the atmosphere for 4 rounds.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Hour
Target: up to 1 bulk of projectiles
You turn ammunition (such as arrows, bolts, bullets, and shuriken) into incorporeal projectiles that damage only their intended targets.
Phantom projectiles pass through intervening obstacles (including armor) and thus ignore cover bonuses and equipment bonuses to Defenses. Barriers of magical force, such as a wall of force, stops them.
Additionally, the phantom bullets disappear 1d4 rounds after being fired, making it impossible to gather ballistic evidence.