11.25 Universal
Spells and rituals that can be accessed by any spellcaster.
Special Rules: The universal mystic sphere does not work in the same way as other mystic spheres. Every spellcaster has access to this mystic sphere without needing to spend insight points. It contains a variety of simple magical effects that all spellcasters can manage to replicate, though the details can change based on their individual fields of specialization.
Whenever you learn a spell or ritual from the universal mystic sphere, you must choose a different mystic sphere that you have access to. Treat that spell or ritual as if it belonged to your chosen mystic sphere instead of this one. This allows you to gain the benefits of any sphere-specific effects when you use the spell or ritual, such as a wizard’s specialization ability (see Sphere Specialization). In addition, the chosen mystic sphere determines which targets are valid and may add an ability tag, as listed in Table 11.2: Universal Mystic Spheres. If the spell is mystic bolt, your chosen mystic sphere also determines the spell’s defense. You can learn the same spell from this mystic sphere any number of times, choosing different base mystic spheres for that spell each time.
The names of the abilities from this mystic sphere have fairly generic names to reflect their universal nature. As with all other spells, you should feel free to rename them for your own character to make them more interesting and relevant for you. For example, a pyromancer might rename their mystic bolt spell to something more fire-themed, like firebolt or flamelance.
Mystic Sphere | Affected | Mystic Bolt Defense | Tag |
Aeromancy | Creatures and objects |
Armor |
|
Aquamancy | Creatures and objects | Armor | |
Astromancy | Creatures and objects | Mental | — |
Channel Divinity | Creatures | Mental | — |
Chronomancy | Creatures and objects | Fortitude | — |
Cryomancy | Creatures and objects | Fortitude | |
Electromancy | Creatures and objects | Fortitude | |
Enchantment | Creatures | Mental | |
Fabrication | Creatures and objects | Armor | |
Photomancy | Creatures and objects | Fortitude | |
Polymorph | Creatures and objects | Fortitude | — |
Prayer | Creatures | Mental | — |
Pyromancy | Creatures and objects | Fortitude | |
Revelation | Creatures | Mental | — |
Summoning | Creatures and objects | Armor | |
Telekinesis | Creatures and objects | Fortitude | — |
Terramancy | Creatures and objects | Armor | |
Thaumaturgy | Creatures and objects | Fortitude | — |
Toxicology | Creatures and objects | Fortitude | |
Umbramancy | Creatures and objects | Fortitude | |
Verdamancy | Creatures and objects | Armor | — |
Vivimancy | Living creatures | Fortitude | — |
11.25.1 Spells
Mystic Bolt | Rank 1 |
Usage time: Standard action.
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Make an attack against something within Medium (60 ft.) range. The valid targets for this spell, and the defense you attack, depend on the mystic sphere you learn this spell with (see Table 11.2: Universal Mystic Spheres).
Hit: 1d6 damage +1 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Mystic Discharge | Rank 1 |
Usage time: Standard action.
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Make an attack vs. Reflex against everything in a Small (15 ft.) radius from you. The valid targets for this spell depend on the mystic sphere you learn this spell with (see Table 11.2: Universal Mystic Spheres).
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 1.
Mighty Mystic Bolt | Rank 4 |
Usage time: Standard action.
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Make an attack against anything within Medium (60 ft.) range. The valid targets for this spell, and the defense you attack, depend on the mystic sphere you learn this spell with (see Table 11.2: Universal Mystic Spheres).
Hit: 1d6 per 2 power.
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The attack’s accuracy increases by +1 for each rank beyond 4.
Massive Mystic Discharge | Rank 5 |
Usage time: Standard action.
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Make an attack vs. Reflex against everything in a Medium (30 ft.) radius from you. The valid targets for this spell depend on the mystic sphere you learn this spell with (see Table 11.2: Universal Mystic Spheres).
Hit: 1d6 per 2 power.
Miss: Half damage.
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The attack’s accuracy increases by +1 for each rank beyond 5.
11.25.2 Rituals
Enduring Mystic Trap | Rank 1 |
Casting time: 24 hours. | Trap |
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This ritual functions like the mystic trap ritual, except that the trap persists for one year. Whenever it is activated, it is temporarily suppressed for 10 minutes.
This ritual requires 2 fatigue levels from its participants.
Mystic Trap | Rank 1 |
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When you perform this ritual, choose a point in space within Short (30 ft.) range. You can choose a point within an unattended container as long as the container is currently open. One minute after the ritual is completed, that point becomes a trap.
When a creature moves within a Small (15 ft.) radius from the chosen point, the trap activates. The trap’s Awareness bonus to notice creatures moving is +10. You can choose the minimum size category of creature required to activate the trap. When the trap activates, make an attack vs. Reflex against everything within a Small (15 ft.) radius from the trap. The valid targets for this spell depend on the mystic sphere you learn this spell with (see Table 11.2: Universal Mystic Spheres).
After the trap activates, this effect is dismissed.
This ritual requires one fatigue level from its participants.
Hit: 1d6 damage +1 per 2 power.
Miss: Half damage.
Massive Enduring Mystic Trap | Rank 4 |
Casting time: 24 hours. | Trap |
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This ritual functions like the massive mystic trap ritual, except that the trap persists for one year. Whenever it is activated, it is temporarily suppressed for 10 minutes.
This ritual requires 32 fatigue levels from its participants.
Massive Mystic Trap | Rank 4 |
Casting time: 24 hours. | Trap |
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This ritual functions like the mystic trap ritual, except that the damage increases to 1d6 damage +1 per power. In addition, the area of both the activation and the attack increases to a Medium (30 ft.) radius.
This ritual requires 32 fatigue levels from its participants.