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Raise:
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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Raise:
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Raise:
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Raise:
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Raise:
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Raise:
You fire condensed bolts of shadow at your enemies.
You may fire up to two bolts, either at the same target or different targets.
Make a separate Aura roll for each bolt.
Each bolt that hits deals 1d6 damage.
Raise:
One hit target must make a Vigor roll or become shaken.
You slip into shadow and emerge nearby.
Teleport up to Smarts inches to a location you can see that is in dim light or shadow.
Raise:
You gain concealment (-2 to be hit) until the start of your next turn.
Your shadow lashes out, unsettling the target's senses and balance.
Make an opposed roll: your Aura vs the target's Vigor.
if you win, the target becomes distracted until the end of its next turn.
Raise:
The target becomes vulnerable instead of distracted
A living fungal lattice spreads across your body.
You gain +2 Armor.
Raise:
The first attack that hits you before your next turn suffers -2 damage (minimum 1).
You launch a dense mass of fungal matter at your foe.
Make an Aura roll to hit a single target.
On a success, the target takes 2d6 damage.
Raise:
The target must make a Vigor roll or become Distracted until the end of its next turn.
Parasitic spores burrow into the target, weakening it from within.
Make an Aura roll to affect the target.
On a success, the target takes 2d4 damage at the start of its next turn.
Raise:
The damage repeats at the start of the following turn.