Darkness

Part of Destiny: Nimble.

Entice

Tier 1, Single Target
1 Action
Reach:
8.
Damage: ignoring armor.

The creature moves 2 spaces closer to you.

Upcast:
+4 DMG, or +1 space (up to the creature’s speed).

Resonance

Tier 1, Single Target
1 Action
Concentration:
encounter.
Reach:
12.

Mark a single target. Each time you deal damage to them of any kind, they take additional 1d6 Dark damage ignoring armor. When the target is forced to make a saving throw, you can end concentration on this spell and cause them to fail.

Upcast:
+1 additional target.

Reflective Glass

Tier 2, Self
1 Action
Concentration:
encounter.

Cast only when Defending. Enemies within cone 6 are Frightened of you and suffer 1d12 damage if they attack you this round. Costs 2 mana less while dying.

Upcast:
+2 damage, +2 armor, +1 cone reach.

Paracousal Slice

Tier 3, Single Target
3 Actions
Range:
12.
Damage:d22 with advantage (pick any die, odds is 1 evens is 2. To roll with advantage, roll 3 dice then drop the lowest. Leftmost is 10s place, rightmost is 1s).

Deals damage to the target and all within 1 space of it.

Upcast:
+1 reach. Or if cast at Tier 6 can deal d44 damage, d66 at Tier 9.

Simplify Form

Tier 4, Single Target
1 Action
Reach:
8.

On a failed WIL save, turn a creature into a tiny pyramid (the simplest 3 dimensional shape). Its speed becomes 0, loses all armor, and cannot attack. On save, only the creature’s armor is removed. Damage or casting this again ends the effect.

Upcast:
+2 range.

Impossible Pattern

Tier 5, Special
2 Actions
Concentration:
encounter.
Reach:
6.

Create a shape within range. Creatures that first enter or start their turn within reach 2 of the shape must make an INT save or fall asleep, becoming incapacitated. On save they take LVL damage ignoring armor. Creatures that wake up or take damage from the spell are immune to the current shape. While cast, you can spend an Action to move it to a new location within range.

Upcast:
+2 reach.

Take

Tier 6, Single Target
2 Actions
Reach:
8.
Damage: damage with advantage, ignoring armor, on a failed INT save.

Does not miss or crit. Target rolls with disadvantage if Bloodied, Frightened or affected by any Stasis or Strand spell. On success, you both take half of this damage instead. Creatures killed by this turn into a d12 shadow minion.

Upcast:
+1 DC, +10 DMG.

Excision

Tier 7, Single Target
3 Actions
Reach:
12.
Damage:.

If this kills the creature, it deals the same amount of damage to another creature within 8 that has not yet been damaged by this spell. Repeat until a creature survives or there is no target left.

Upcast:
+1d20 DMG.

Ascension

Tier 8, AoE
1 Action
Concentration:
encounter.
Reach:
6.
Damage:, +6 additional DMG on crit.

When a creature dies within reach or when you spend 3 actions to do so, repeat this effect for free.

Upcast:
No longer need to concentrate on this spell, it lasts until end of combat.

The Final Shape

Tier 9, Special
3 Actions
Reach:
0.

All creatures in the encounter except you become Incapacitated for 1d4+1 rounds (rolled with advantage), regardless of any immunities. The condition ends if they take damage or are otherwise negatively affected by you.

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