Destruction Spells

Acid Bomb:
Acid Spray:
Acid Shot:
Acid Wave:
Concussive Bomb:
Concussive Shot:
Concussive Wave:
Fire Bomb:
Flamethrower:
Fireball:
Fire Wave:
Frag Spray:
Frag Wave:
Frag Shot:
Electric Bomb:

Electric Arc
A crackling arc of electricity leaps violently towards an unfortunate target.
(Primary action: Spell (16): Electric Beam; Cost: 1 mana) You may shoot a beam of electric damage at a single target within meters equal to your spellcraft skill of you. The target has disadvantage to dodge this attack. Upon a hit, the target takes 2d8 electric damage.
Mastery I:
Bonus Damage: Gain damage advantage to this attack.
Mastery II:
Chained Arc: After a successful hit, you may expend another mana point to initiate another electric arc attack centered from the the target you hit last. You may only attempt to hit a target with this chained attack that you have not already struck this turn. A missed attack will end this chain.

Electric Wave:
Ice Bomb:
Ice Shot:
Ice Beam:
Freezing Spray:

Freezing Wave
An unnaturally bitterly cold wind rushes from your aura and threatens to freeze all around you
(Primary action: Spell (20): Cold Aura Blast; Cost: 2 mana) You may spread your attack up to a radius equal to your spellcraft in meters. All within this radius take cold damage equal to half your spellcraft +1d8. Damaged targets are subject to the frostbitten and frozen conditions.
Mastery I:
Biting Cold:Your freezing wave damage becomes equal to your full spellcraft skill+1d8 if you pay an additional mana point.
Mastery II:
Weakening Cold: Upon a hit, the victim(s) frostbite resistance is reduced by 1d10.
Mastery III:
Lingering Cold: Upon a hit, your attack also inflicts 1d6 cold damage per turn for 1d4 turns.

Ice Storm:
Break Item:
Light Bomb:
Light Beam:
Light Wave:
Light Storm:

Magic Missile
You fire a shot of pure arcane energy that is capable of piercing through most any armor.
(Primary action: Spell (18): Affliction shot; Cost: 1 mana) Your shot is dealt as magic affliction damage on a hit equal to your half your spellcraft skill+1d6.
Mastery I:
Guided: You have advantage to hit with magic missiles.
Mastery II:
Damage Bonus:If you spend an additional mana point, your magic missile deals your full spellcraft skill in damage instead of half.
Mastery III:
Cantrip:This spell becomes a cantrip.

Thunder Shout:
Thunder Smash:

Thunderbolt
Your foe is simultaneously struck with a powerful bolt of lightning and rocked with the resulting thunderclap.
(Primary action: Spell (25): Electric Beam + Sonic Affliction; Cost: 2 mana) Inflict 2d4 sonic affliction damage upon a hit or miss. Upon a hit, inflict electric damage equal to your spellcraft +3d4.
Mastery I:
Thunderclap Blast: For 1 additional mana point, you can change your sonic affliction damage to a blast with a radius equal to or less than half your spellcraft skill.
Mastery II:
Manacharged Bolt: You can expend 1 extra mana point when casting to add a bonus +1d4 to sonic affliction and +1d4 to electric beam.
Mastery III:
Chained Thunderbolt: After a successful hit, you attempt to initiate another thunderbolt spell centered from the the target you hit last as a free action. You may only attempt to hit a target with this chained attack that you have not already struck this turn. A missed attack will end this chain.
Arcane Crush
_You conjure two dense slabs that slam together, sandwiching your target. _
(Primary action: Spell (20): Crushing Shot; Cost: 2 mana
The target cannot block or counter this attack. Upon a hit, deal crushing damage equal to your twice your spellcraft skill.
Mastery I:
Manacharged Smash: Per additional mana point spent, deal an additional 1d6 crushing damage.
Mastery II:
Stealth Slabs: Your slabs are more difficult to spot before its too late. Your target is at a disadvantage to dodge this spell.
Mastery III:
Entombment: The resulting debris from the smashed slabs is form into a hardened box around the target with durability equal to three times your spellcraft skill.
Sentient Sword
You bewitch your melee weapon to levitate by your side and attack on its own at your command.
(Primary action: Spell (28): Item Hex; Cost: 5 mana) Select a melee weapon (including improved weapons) of your choice within line of sight or that you are carrying. This weapon now levitates on its own at the edge of your melee range, staying out the way until commanded to attack. Once per round, by expending a command action, you can make this weapon attack a target with a primary action strike (This can include any melee strike abilities that you know). This attack is treated as having a melee and strength skill equal to your spellcraft skill. This attack must be within a range of your spellcraft skill in meters. If an enemy attacks you within the melee range of the sentient weapon, you may use an attack of opportunity against them with this weapon.

Destruction Spells

Remnants of a Slain God harbadger