List of Elemental Invocations (WIP)
Level 1
Unlock
Prerequisites: None
- Properties: Special, Simple
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Instantaneous
You touch your gauntlet to a lock and by emitting sounds and vibrations the gauntlet unlocks it. You can unlock any lock that isn't sealed by magic.
You know what would be a good plot device? It doesn't do wood.
Compass and Clock
Prerequisites: None
- Properties: Special, Simple
- Casting Time: 1 bonus action
- Range: Special
- Duration: Instantaneous
You may request one of the following informations from your gauntlet, that will be conveyed through lexi-aurum:
- Which hour of the day it is;
- Which way is north.
Substance Identification
Prerequisites: None
- Properties: Special, Simple
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Instantaneous
You touch a substance with your gauntlet and the gauntlet identifies it. The gauntlet informs which substance it is through lexi-aurum.
As you level, the amount of information given by the gauntlet increases. At level 6 you can make an Intelligence (Nature or Science) check to get more information from the gauntlet. Your DM determines the information based on the results. At level 14 add +5 to your roll during the check.
Explosive Shot
Prerequisites: Fire as programmed element
- Properties: Ranged, Simple
- Casting Time: 1 action
- Range: 9m (30ft.)
- Duration: Instantaneous
You shoot a spark that explodes on touch and deals 1d6 + your Intelligence Modifier of fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This invocation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You still add your Intelligence modifier after all these rolls.
Propulsive Flame
Prerequisites: Fire as programmed element
- Properties: Special or Melee
- Casting Time: 1 bonus action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
As a melee invocation, you try to hit a creature within range, dealing 1d8 + your Intelligence modifier of fire damage. You also use the explosion as propulsion to move away from the creature, jumping 4.5m (15ft.) across in the opposite direction. When you land, if you make an attack roll using Strength (melee invocations included), increase the attack damage by 1d8 + your Intelligence modifier.
As a special invocation, you can't try to hit any creature with it, but all the other effects remain the same.
Flamescreen
Prerequisites: Fire as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: 1 minute
You touch the ground right ahead of you and a line of fire emerges. The line has 6m (20ft.) across and you stand close to its middle. All creatures standing where the line emerges must succeed on a Dexterity saving throw or become ignited. Any creatures or objects that touch or pass through the fire also become ignited.
A creature on fire takes 5 (1d10) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
As you level the wall becomes increasingly hard to avoid. At level 6 the saving throws are made without proficiency bonus and at level 14 the saving throws are made at disadvantage.
Air Slash
Prerequisites: Air as programmed element
- Properties: Melee, Simple
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
You swing your gauntlet in a fast motion, creating an air wave that deals 1d8 + your Intelligence modifier of slashing damage to a creature within range.
This invocation’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You still add your Intelligence modifier after all these rolls.
Make Wind
Prerequisites: Air as programmed element
- Properties: Special, Simple
- Casting Time: 1 action
- Range: 9m (30ft.)
- Duration: Instantaneous
You can cast Wizard's cantrip Gust while ignoring all of its components.
At level 6, you can may instead cast Gust Of Wind while ignoring all of its components and the concentration needed.
At level 14th, you may instead cast Control Winds while ignoring all of its componenst and the concentration needed.
Brief Flight
Prerequisites: Air as programmed element in 2 gauntlets
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You release bursts of air with your gauntlet to jump higher, run faster or slow down your fall. You may jump 4,5m (15ft.) high, jump 9m (30ft.) across or fall gracefully (subtract 4,5m (15ft.) from the original fall height).
Water Jet
Prerequisites: Water as programmed element
- Properties: Ranged, Simple
- Casting Time: 1 action
- Range: 6m (20ft.)
- Duration: Instantaneous
You create a strong and brief jet of water that deals 1d6 + your Intelligence modifier of bludgeoning damage and pushes the target 3m (10ft.) away from you. The target becomes wet.
This invocation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You still add your Intelligence modifier after all these rolls.
Water Lash
Prerequisites: Water as programmed element
- Properties: Craft
- Casting Time: 1 bonus action
- Range: Self
- Duration: Special
A lash of water forms from your gauntlet. It becomes just water when detached from the gauntlet.
As an action, you can use the lash to make a strength attack that deals 1d12 + your Intelligence modifier of bludgeoning damage. If you hit, additionally choose one of the following effects:
- Knock a weapon out of the creature's hand;
- Make the creature prone if it fails a DC 12 Strength saving throw.
The lash stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The lash has AC10; 5 (2d4) hit points; vulnerability to slashing damage; resistance to fire damage.
Frost Floor
Prerequisites: Water as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: 1 minute
You aim your gauntlet down, shooting water that covers the ground and that rapidly freezes. A 6m (20ft) cone of ice with you as starting point is formed and it turns into Difficult Terrain for the Duration.
When the ice is forming, each creature standing in its area must succeed on a Dexterity saving throw or becomes restrained. Restrained creatures can make an Athletics (Str) check (also against your Spell save DC) at the end of their turns or as an action to try to release their frozen feet from the ground.
As you level the ice area becomes longer and broader. At level 6 it's a 7,5m semicircle with you as starting point and at level 14 it's a 9m full circle with you as starting point.
Earth Shield
Prerequisites: Earth as programmed element
- Properties: Craft, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Special
You create a small shield on your gauntlet that is made of earth and grants you +2 AC. The shield stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The earth shield has AC12 and 10 (4d4) hit points.
The shield’s hit points increases by 1d4 and its bonus increases by 1 AC when you reach 5th level (12 (5d4); +3 AC), 11th level (15 (6d4); +4 AC), and 17th level (17(7d4); +5 AC).
Fists of Garron
Prerequisites: Earth as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
Your gauntlet packs up soil, forming a big fist of earth around your gauntlet that dismantles after you punch with it. The punch deals 1d8 + your Intelligence modifier of bludgeoning damage and pushes the target back 4,5m (15ft.). If the push ends before it reaches 4,5m (15ft.), the target takes 1d8 damage for each 1,5m (5ft.) missing.
Stalacshot
Prerequisites: Earth as programmed element
- Properties: Ranged
- Casting Time: 2 actions
- Range: 12m (40ft.)
- Duration: Instantaneous
You create a giant stalactite and shoot it, dealing 2d8 + your Intelligence modifier of bludgeoning damage. The stalactite is big enough to hit up to 3 creatures if they're at most 1,5m (5ft.) apart. This invocation can be cast one additional time.
As you level the amount of damage you deal with this invocation increases. At level 6 it's 4d8 + your Intelligence modifier and at level 14, 8d8 + your Intelligence modifier.
Velespears
Prerequisites: Veles as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: 9m (5ft.)
- Duration: Instantaneous
You throw 1d6 violet spear-looking projectiles in fast succession and each deal force damage equal to your Intelligence modifier. Each projectile hits a creature of your choice that you can see within range.
This invocation’s number of spears doubles when you reach 5th level (2d6), 11th level (4d6), and 17th level (8d6).
Eerie Reacher
Prerequisites: Veles as programmed element
- Properties: Craft
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You create a translucent bright pink lance that stays attached to your gauntlet. The lance is made of Phasing Crystal. You can use the lance to make a strength attack that deals 1d8 + your Intelligence modifier of force damage. The lance has the property Reach, so you can use it to attack a creature up to 3m (10ft.) away. The lance also phases through targets, allowing you to hit multiple targets in a 3m (10ft.) cone with a single attack, up to the DM's discretion.
The lance stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The lance has AC12; 5 (2d4) hit points; immunity to physical damage.
Impaling Magic
Prerequisites: Veles as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: Touch
- Duration: Instantaneous
You infuse your gauntlet with Veles, making it shine with a violet color, you have to touch a creature or object with your gauntlet to attack it. Target touched takes 1d4 + your Intelligence modifier of force damage.
A magic straight line of 12m (40ft.) emerges from the opposite side of the target, and it deals 1d10 + your Intelligence modifier of force damage to any creature that it touches. The line can also be created through wood objects that are no more than 10cm (4in) thick and metal objects that are no more than 5cm (2in) thick.
Dark Reaping
Prerequisites: Chaos as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
You create a scythe-looking shape on your gauntlet and uses it to strike for 1d8 + your Intelligence modifier of force damage. If the target isn't using armor, you deal 2d8 + your Intelligence modifier instead.
This invocation’s damages to creatures that aren't using armor doubles when you reach 5th level (4d8), 11th level (8d8), and 17th level (16d8). You still add your Intelligence modifier after all these rolls.
Black Blaze
Prerequisites: Chaos as programmed element
- Properties: Special
- Casting Time: 1 bonus action
- Range: Touch
- Duration: 10 minutes
The touched creature starts burning with a black fire. The fire doesn't burn or deal damage, neither consumes anything, but it makes the target vulnerable to any type of damage except bludgeoning, slashing and piercing.
Vanishing Sphere
Prerequisites: Chaos as programmed element
- Properties: Craft
- Casting Time: 1 bonus action
- Range: Self
- Duration: Special
You create a dark ball that dissipates when out of your hands for too long. You can use the ball to make a Dexterity attack against a creature, throwing the ball in the process. During the attack, the ball disappears right after being thrown, but it may hit a creature as if it was invisible. When the ball hits a creature, it deals 1d8 + your Intelligence modifier of force damage and reappears at the exact place where it vanished. If you don't pick it up in 6 seconds, the ball dissipates.
Due to the ball vanishing, you don't attack on disadvantage against dodging enemies.
Elemental Fuel
Prerequisites: Veles or Chaos as programmed element
- Properties: Special
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You can restore all uses of an invocation that isn't simple and uses only the chosen element. You can use this to restore an invocation of any gauntlet.
This invocation can be cast once with Veles and once with Chaos. As you level, you can cast this invocation more times before needing to rest. At level 6, you can cast twice for each element and at level 14th, three times.
Eldritch Signs
Prerequisites: Veles or Chaos as programmed element
- Properties: Special, Simple
- Casting Time: Special
- Range: Self
- Duration: 10 hours
You may write a message on a hard surface like stone, wood or metal. The message can be written with Veles, for a bright pink color, or Chaos for a dark purple color. The words stay visible for the duration of the invocation.
Create Material
Prerequisites: Choose one between Fire, Air, Water, Earth, Veles or Chaos as programmed element
- Properties: Special, Simple
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: 1 round
You can create a volume of 0.008m³/0.29ft³ (a cube that has edges of size 0,2m/0,65ft, or 8L/2,11gal) of the chosen element and release it from your gauntlets knuckles holes. Fire, Veles and Chaos dissipate shortly after being released and can't be stored like the others. Fire and Veles can be used as illumination, turning your gauntlet into a torch. (Veles emanates a bright violet color)
Level 4
Mystic Analyzer
Prerequisites: 4th level
- Properties: Special, Simple
- Casting Time: 1 action
- Range: Touch
- Duration: Instantaneous
You touch a creature or object. The gauntlet detects all spells used on that creature or object within the last 3 days. If the creature or object is created by magic, you can detect that as well if they were created within the last 3 days. The information is passed on to you by the gauntlet through lexi-aurum.
Critical Vision
Prerequisites: 4th level
- Properties: Special
- Casting Time: 1 bonus action
- Range: Sight
- Duration: Instantaneous
A creature of choice is analyzed by the gauntlet. The gauntlet gives valueable information about the creature to the player through lexi-aurum. Choose one meta information about that creature like its AC, Health points or speed, the DM gives it to you. The DM's answer is based solely on information found in the creature's stat block. This invocation recharges with just a 1 hour rest.
Caeli Jet
Prerequisites: 4th level, Fire and Air as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 15m (50ft)
- Duration: Instantaneous
You blow a strong wind of Caeli. It deals 1d12 of slashing damage to up to 5 creatures that aren't spread more than 6m (20ft.) apart. This invocation also puts out any small or medium fire sources caught in the blowing winds.
When Caeli is released inside a closed room it makes the air unbreathable. A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). The room becomes breathable again after 1 hour.
Creatures that don't need to breath and plants are immune to the unbreathable air.
Geyser
Prerequisites: 4th level, Fire and Water as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: 12m (40ft.)
- Duration: Instantaneous
You release a burst of very hot water at a creature. The target creature takes 3d12 + your Intelligence modifier of fire damage if it fails a Dexterity saving throw and half that much if it succeeds. The gauntlet gets very hot when casting this invocation, dealing 1d10 + your Intelligence modifier of fire damage back to you.
Doom Mace
Prerequisites: 4th level, Fire and Earth as programmed elements
- Properties: Melee or Special
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
You create a mace-like weapon made of Ash that deals 2d10 + your Intelligence modifier of bludgeoning damage on hit. The mace crumbles creating a smoke cloud around the target creature and it must succeed on a Constitution saving throw or become Poisoned for 1 hour.
When you cast this as a Special invocation, you can't hit a creature with it, but you still create the smoke cloud.
Draconic Flamethrower
Prerequisites: 4th level, Fire and Veles as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 12m (40ft.)
- Duration: Instantaneous
You release a stream of Dragonfire, a special kind of fire usually spit by dragons. You deal 2d8 of fire damage and ignites anything hit, even metal. If blocked, this attack still lights shields and armor on fire.
A creature hit is also pushed 3m (10ft.). A creature on fire takes 5 (1d10) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Necrotic Hand
Prerequisites: 4th level, Fire and Chaos as programmed elements
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
You create a giant hand made of Shadows. The hand deals 4d10 + your Intelligence modifier of necrotic damage to a creature. If the creature is a undead, deal half that much damage. If the creature is in an area illuminated by bright light, also halve the damage.
Messenger's Bubble
Prerequisites: 4th level, Air and Water as programmed elements
- Properties: Craft, Simple
- Casting Time: 1 action
- Range: Touch
- Duration: Instantaneous
You create a Bubble of Air that envelopes an object no larger than 1,5m (5ft.). Any object that weighs less than 8kg (18lbs) acts as if it was weightless inside the bubble.
The bubble floats in the air at any height and you can move it to anywhere you like. The bubble is really light and can't go too far when flinged, a maximum of 6m (20ft.), but you can blow a wind to keep moving it further.
An object that weighs more than 8kg (18lbs) makes the bubble fall to the ground with a speed of 1,5m (5ft.) for every 5kg (11lbs) above the maximum.
A small creature can fit in the bubble, but it can't breathe. The bubble is filled with a special air that makes it float and isn't breathable.
The bubble has AC8; 10 (2d6+3) hit points; vulnerability to piercing damage.
Sand Cutlass
Prerequisites: 4th level, Air and Earth as programmed elements
- Properties: Craft
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You create a cutlass-like weapon made of sand that stays attached to your gauntlet. It becomes just sand when detached from the gauntlet. As an action, you can use the cutlass to make a strength or dexterity attack that deals 2d8 + your Intelligence modifier of slashing damage.
As an action, you can throw your cutlass into a creature within a range of 3m/10ft. The creature goes blind for 1 minute if it fails a Constitution saving throw. You lose your cutlass with this action.
The cutlass stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The cutlass has AC12; 7 (3d4) hit points; vulnerability to bludgeoning damage.
Lavender Gas
Prerequisites: 4th level, Air and Veles as programmed elements
- Properties: Special
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You create a cloud of violet gas that smells like flowers. Some people call it Lavender Gas and others call it Jask. The cloud of Jask creates a 12m (40ft.) radius sphere (centered on you) that is heavily obscured. Creatures in the cloud have disadvantage on perception checks that rely on smell.
Also, Jask conducts electricity, and transfers lightning damage to any creatures inside the cloud.
Death Fog
Prerequisites: 4th level, Air and Chaos as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a cloud of black gas that smells really badly. The toxic cloud is a 6m (20ft.) radius sphere (centered 6m away you) that is heavily obscured. Creatures in the cloud have disadvantage on perception checks that rely on smell.
The toxic fumes deal 1d12+4 + your Intelligence modifier of poison damage to any creature that it touches. Any creature that smells or touches the cloud must succeed on a constitution saving throw or becomes poisoned for 1 hour. Any creature that ends their turn in the black cloud takes 1d12+4 + your Intelligence modifier of poison damage and also must succeed in the same saving throw or becomes poisoned for 1 hour.
Muddy Ground
Prerequisites: 4th level, Water and Earth as programmed elements
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: 10 minutes
With your gauntlet covered in Mud, you deal a blow that deals 2d8 + your Intelligence modifier of bludgeoning damage. On a hit, you also cover an area of a square with 6m (20ft.) sides (centered on the target) with Mud. The area turns into Difficult Terrain for the duration. Any creatures caught in the area when the Mud is released take 1d6 + your Intelligence modifier of bludgeoning damage and become Restrained. At the start of its turn, a creature restrained by the mud must succeed on an Athletics check to move for the turn. If it fails, it may use an action to try this check again.
Any creature that ends their turn in the mud also becomes Restrained and needs the same check to move.
Veleaic Indicator
Prerequisites: 4th level, Water and Veles as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a mass of dark blue foam called Veleaic Foam with a total volume of 0.001m³/0.035ft³ (a cube that has edges of size 0,1m/0,32ft, or 1L/0.26gal). Veleaic foam can be used to clean poison and acid from items and also can be used to detect sources of Veleaic magic. Magic items, sentient and animated objets, arcane magic and mixtures that use veles; all of this uses Veleaic magic. The foam changes color to purple and shines when in contact with Veleaic magic.
Tar Hell
Prerequisites: 4th level, Water and Chaos as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 12m (40ft.)
- Duration: Instantaneous
You launch a shot of boiling Tar into a creature. If it hits, the creature takes 2d8 + your Intelligence modifier of fire damage. The creature must succeed on a Dexterity Saving Throw or becomes Restrained with Tar. The creature covered in Tar takes 5 (1d10) fire damage at the start of each of its turns if it's still stuck in the tar. As an action, the creature can set itself free with a successful Athletics (Str) check, also against your Spell Save DC.
Cooling the tar makes it solid, and the Athletics check is then made at disadvantage, but this also removes the fire damage every turn.
Tar is flammable and setting it on fire makes a creature stuck in it take 5 (1d10) fire damage at the start of each of its turns (if it isn't already taking), regardless if the tar is liquid or solid.
Tar can also be used to detect Chaotic sources of magic, shining with a yellow-ish brown color if it gets in contact with one. Cursed items, necromantic and undead sorcery, and mixtures that use chaos; all of this uses chaotic magic.
Capricorn Soap
Prerequisites: 4th level, Earth and Veles as programmed elements
- Properties: Craft
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a very light but hard block of Magic Soap. It doesn't need to be attached to your gauntlet.
If the soap takes Acid, Cold, Fire, Lightning or Force damage, it stores it. You can then use the soap to wash weapons with it (at least 10 minutes), increasing the weapon damage by the stored amount (and also cleaning the weapon).
The soap can't store more than 1 damage type at a time. Taking damage replaces the current stored damage type. The soap keeps the stored damage for a number of hours equals to your Intelligence modifier times 12.
The soap stops storing damage if it breaks or is destroyed. Fixing the soap with spells like Mending restores all its hit points and clears any stored damage.
The soap has AC12; 12 (5d4) hit points; resistance to the damage types that it can store (Acid, Cold, Fire, Lightning or Force damage).
Campfire Fuel
Prerequisites: 4th level, Earth and Chaos as programmed elements
- Properties: Craft, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a cube of Coal, with a total volume of 0.001m³/0.035ft³ (a cube that has edges of size 0,1m/0,32ft, or 1L/0.26gal). This amount of Coal can be used as campfire fuel, making it burn up to 8 hours. Coal can also be used as fuel to a few gadgets, machines and vehicles.
The cube can be thrown with a Dexterity attack up to 6m (20ft.) away for 1d4 + your Intelligence modifier of bludgeoning damage and an additional 1d6 fire damage if the cube is on fire.
Mystic Pinball
Prerequisites: 4th level, Veles and Chaos as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 6m (20ft.)
- Duration: Instantaneous
You shoot a mystic orb that pinballs through creatures, hitting them, jumping from one creature to another in rapid sequence. Each hit deals 2d6 + your Intelligence modifier of force damage and the orb can hit as many creatures as you'd like, but when it first hits a creature for the second time, the effect ends. A jump has a maximum length of 3m (10ft.) and you can choose the path of jumps that the orb performs.
Create Material II
Prerequisites: 4th level, 2 specific elements as programmed elements
- Properties: Special, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a volume of 0.001m³/0.035ft³ (a cube that has edges of size 0,1m/0,32ft, or 1L/0.26gal) of a mixture of the programmed elements. Table of creatable mixtures and the programmed elements necessary:
| Mixture | Needs Programmed |
|---|---|
| Sand | Earth and Air |
| Mud | Earth and Water |
| Dragonfire | Fire and Veles |
| Mixture | Needs Programmed |
|---|---|
| Shadow | Fire and Chaos |
| Jask | Air and Veles |
| Tar | Water and Chaos |
* Dragonfire and Shadow dissipate shortly after being released and can't be stored like the others.
** Dragonfire can be used as illumination, turning your gauntlet into a torch.
Level 7
Neutralization
Prerequisites: 7th level
- Properties: Special
- Casting Time: 1 reaction, on spell being cast
- Range: Touch
- Duration: Instantaneous
You raise your hand and tries to neutralize a spell attack. Reduce 3d8 of incoming damage from the attack. If the spell is ranged and deals lightning damage, you may reduce an additional 3d8 of damage and transform the lightning to salt. If the spell is ranged and deals force damage, also reduce an additional 3d8 of damage but transform the force into sparks and create a small heat wave.
Disfragmify
Prerequisites: 7th level
- Properties: Special
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Instantaneous
You touch a non-living, non-magical object or group of objects that altogether weighs no more than 18kg/40lb and it disintegrates. If you choose to disintegrate several objects, the disintegrations don't have to be all at the same time, you can disintegrate the objects at any time, as long as all their weights added together is less than the maximum weight.
As you level, the maximum weight increases. At level 12, it increases to 36kg/80lbs. At level 16, it increases to 72kg/160lbs.
Searing Crown
Prerequisites: 7th level, Fire as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: Instantaneous
You touch the ground and a circle of bursting flames appear around you. Any creatures must make a Dexterity saving throw. On a failure, they take 5d8 + your Intelligence modifier of fire damage and half that much on a success. On a failure the creature is also pushed 3m/10ft. away and fall prone. The flames last only for the duration of the invocation.
Twister
Prerequisites: 7th level, Air as programmed element, not be wearing medium or heavy armor
- Properties: Ranged
- Casting Time: 1 action
- Range: 9m (30ft.)
- Duration: Instantaneous
You release a 3m/10ft wide twister that explodes into cutting air currents upon hitting something. The Twister deals 2d12 + your Intelligence modifier of slashing damage to the target creature.
Upon hitting, it explodes launching the target creature 6m/20ft in the direction the twister was moving and any other creatures that are at most 6m/20ft close to target creature take 2d10 + your Intelligence modifier of slashing damage and are pushed 6m/20ft away from the target creature.
Cryochrysalis
Prerequisites: 7th level, Water as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1.5m (5ft.)
- Duration: Instantaneous
You release an ice blow that deals 2d12 + your Intelligence modifier of cold damage and completely freezes the target, envelope it in ice and making it Paralyzed. The ice takes all damage directed at the target except for psychic damage.
At the end of every turn the target takes 1d8 of cold damage and can make a Athletics (Str) to try breaking free.
The ice has AC 13; 22 (4d10) hit points; vulnerability to fire damage and sets its target free after losing all hit points.
Magnum Stairs
Prerequisites: 7th level, Earth as programmed element
- Properties: Craft
- Casting Time: 1 action
- Range: 6m (20ft.)
- Duration: Instantaneous
You raise a set of giant blocks of earth and stone from the ground to create stairs. The blocks are 25cm/10in wide and thick, and every block is 18cm/7in higher than the last. You can raise up to 11 of them (a total of 2m/6.5t). You choose the shape of the stair and how the blocks are lined, but any one block can't be raised from another and you can't raise the same block more than once. All blocks are raised at the same time. Any creatures standing on the blocks when they're being raised must succeed on a Dexterity saving throw or fall to one of the sides.
A block has AC 14 and 10 (4d4) hit points for every 1 meter (3.3ft) of height. A block collapses if it loses at least half its hit points.
Veles Mines
Prerequisites: 7th level, Veles as programmed element
- Properties: Craft
- Casting Time: 1 action
- Range: Special
- Duration: Instantaneous
You create 4 mines made of Phasing Crystal. You can throw them at enemies or place them in the ground. To throw the mine, make a Dexterity attack (3m/10ft.).
The mines explode when taking damage or being applied pressured (being stepped, punched, being thrown against wall, falling, etc) dealing 3d6 + your Intelligence modifier of force damage.
To move a mine without triggering it, a creature must succeed on a DC 8 Sleight of Hand (Dex) check. At the DM's discretion, a disadvantage may be applied if the player is trying to remove the mine from afar using a convoluted method.
Crippling Jab
Prerequisites: 7th level, Chaos as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1.5m (5ft.)
- Duration: Instantaneous
You deliver a hit that deals 1d4 necrotic damage. On a hit, the target becomes Blinded, Deafened, and Poisoned for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effects on itself on a success.
Lightning Flash
Prerequisites: 7th level, Lightning as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: 18m (60ft.)
- Duration: Instantaneous
You create a lightning arc that goes unpredictably in a direction. All creatures in a line within range have the same chance of being hit (roll a die with each number representing a target). If all possible targets are more than 9m (30ft.) away, there's also a possibility of not hitting anything (also choose a number to represent missing).
Any creature on the direction of the lightning that is wearing metal armor attracts the lightning, having 100% chance of getting hit. If more than one creature is wearing metal armor, hit the closest.
The lightning deals 4d10 + your Intelligence modifier of lightning damage.
Arc Staff
Prerequisites: 7th level, Lightning as programmed element
- Properties: Craft
- Casting Time: 1 action
- Range: 18m (60ft.)
- Duration: Instantaneous
You create a crooked staff made of lightning that stays attached to your gauntlet. It deals 1d12 + your Intelligence modifier of Lightning damage to anything it touches.
You can use the staff to make a Dexterity attack that deals 1d8 + your Intelligence modifier of Lightning damage (also add the touch damage).
As a free action, you can release the staff creating a sound boom in the process. Any creatures in a 4,5m (15ft) radius centered on you (including you), must succeed on a Constitution saving throw or take 2d6 + your Intelligence modifier of Thunder damage. You may choose to release the staff without triggering the sound boom.
The staff stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The lightning staff has AC12; 10 (3d6) hit points; Immunity to physical damage.
Cabalistic Vest
Prerequisites: 7th level, Arcana as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: 1h
You touch a light armor and it becomes revested by a thin layer of Arcana. The armor grants an AC of 15 + Dexterity modifier when worn. If this bonus would make the armor's granted AC lower, then nothing happens. You can halt this effect any time before it ends.
Arcane Missiles
Prerequisites: 7th level, Arcana as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Special
- Duration: Instantaneous
You can cast wizard's spell Magic Missile as if you were using a 1st level spell slot while ignoring all of its components.
You can cast it a 2nd time but as if you were using a 2nd level spell slot instead (and still ignoring the components).
You can cast it a 3rd time but as if you were using a 3rd level spell slot instead (and still ignoring the components).
The 3 invocation uses have to be in order.
Echoing Roar
Prerequisites: 7th level, Sound as programmed element
- Properties: Special, Simple
- Casting Time: Special
- Range: 1.6km (1mi)
- Duration: Special
You create a noise that may travel as far as the range's distance. You choose if you want the noise to travel:
- In a straight line from you, being audible only to creatures in its path;
- In a sphere wave fashion, being audible by every creature in a sphere with radius of range's size, centered on you;
- Anything in between.
The sound may ricochet into walls and objects, at your will. The noise may be the sound of anything you want, like a lion's roar or a music. You may also choose to send spoken phrases. The noise can be as loud or as quiet as you want, but not loud enough to cause harm or destroy things. The time needed to cast this invocation is the total length of the sound produced.
Sonic Wave
Prerequisites: 7th level, Sound as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Special
- Duration: Instantaneous
You can cast wizard's spell Thunderwave as if you were using a 1st level spell slot while ignoring all of its components.
You can cast it a 2nd time but as if you were using a 2nd level spell slot instead (and still ignoring the components).
You can cast it a 3rd time but as if you were using a 3rd level spell slot instead (and still ignoring the components).
The 3 invocation uses have to be in order.
Armory Confection
Prerequisites: 7th level, Metal as programmed element, proficiency with smith's tools
- Properties: Craft, Simple
- Casting Time: 1 hour
- Range: Touch
- Duration: Instantaneous
You create an armor made of metal. The process takes time and you can only make a fraction of the armor at a time. Choose one of the following options:
| Armor | Parts created | AC (When complete) |
|---|---|---|
| Padded (light) | 1 of 2 | Its metal's AC - 5 (2d4) + Dexterity modifier |
| Half Plate (medium) | 1 of 3 | Its metal's AC - 2 (1d4) + Dexterity modifier (max 2) |
| Full Plate (heavy) | 1 of 4 | Its metal's AC |
All 3 armors grant disadvantage at Stealth checks.
After casting this invocation, restart the Metal programming to Lead.
Metallic Barricade
Prerequisites: 7th level, Metal as programmed element
- Properties: Craft, Simple
- Casting Time: 1 action
- Range: Touch
- Duration: Instantaneous
You create a wall made of metal, that raises from the ground where you touch. The wall is 1,5m (5ft.) high, 1,5m (5ft.) wide and 10cm (4in) thick.
The wall has its metal's AC and 20 (4d8+2) hit points.
Ebony Wagon
Prerequisites: 7th level, Wood as programmed element
- Properties: Craft
- Casting Time: 1 hour
- Range: Touch
- Duration: Special
You create a Wagon made entirely of dark hardwood. The Wagon has no cover and has a slot for 1 animal. The wagon weighs 181kg/400lb.
If you have proficiency with Carpenter's Tools, you can create a vehicle which you are proficient with. You spend a total of hours that is the price of the vehicle divided by 100 (rounded up). The vehicle is made entirely of wood.
Upon finishing every hour of casting, you create a part of the vehicle. You can stop the casting and resume it later, as long as you keep all the parts together. More than one fragmancer can work together to build the vehicle (each one builds different parts of the whole), but up to your DM, a wisdom check could see if all fragmancers involved can plan the process and not create the same parts more than once.
From the moment you start casting this invocation to the moment you stop, it all counts as a single cast. The gauntlet needs to recharge after that.
Needless to say, you can't rest while casting this invocation.
Stabbing Spike Stake
Prerequisites: 7th level, Wood as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (10ft.)
- Duration: Instantaneous
You create a spiked Stake that comes from your gauntlet and you use to attack a creature within range. After the attack the stake falls to the ground in pieces.
Upon hitting, you deal 1d12 + your Intelligence modifier of piercing damage and then roll a 1d6 to see how many spikes get to perforate the target. Every spike deals 1d4 of piercing damage.
Optionally, instead of rolling the number of spikes, your DM may decide how many spikes were able to perforate the creature's body based on how well your attack hits the target (comparing your roll to the AC of the creature).
If you have proficiency with Woodcarver’s tools, your spikes deal 1d8 of piercing damage instead of 1d4.
Breaking Point
Prerequisites: 7th level, Combustion as programmed element
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (10ft)
- Duration: Instantaneous
You deal an explosive blow that deals 3d8 + your Intelligence modifier of fire damage to an object or a creature. If you target an object that is being worn or hold by a creature, the creature also takes damage.
If you targeted an object, you may choose to explode it if it isn't magic or made of metal. If the material is being worn or is too close to a creature (at most 50cm/20in), the creature also takes explosion damage, 3d8 + your Intelligence modifier of fire damage.
Based on the object's size and amount of hit points, the DM determines if the item is entirely or partially destroyed in the process.
Decisive Avail
Prerequisites: 7th level, Combustion as programmed element
- Properties: Special, Simple
- Casting Time: 1 action
- Range: Touch
- Duration: Special
You touch a weapon or ammunition and grant it exploding properties. Strength attacks made with it gain +2 to hit. When the weapon strikes, or the ammunition hits, an explosion occur, dealing 1d12 + your Intelligence modifier of fire damage.
After exploding, the weapon or ammunition loses the exploding property and, if not magical, is destroyed in the process.
Adhesive Goo Cover
Prerequisites: 7th level, Slime as programmed element
- Properties: Special
- Casting Time: 1 action for each square
- Range: 18m (80ft.)
- Duration: 1 hour
You spray slime in an area of 36m²/400ft² that you can arrange as you want. You have 16 squares with 1,5m/5ft of side each, that you can place anywhere within reach, but all squares must form a single, continuous area. The slime is sticky and can hold objects. When on the wall or ceiling, the slime can support objects of size Small or Tiny.
A creature without climbing speed that uses the slime to climb a wall can climb as fast as their walking speed and doesn't pay any extra movement cost. A creature that has a climbing speed can climb a wall using the slime as fast as their walking speed or their current climb speed, what's faster.
A creature without climbing speed that climbs a ceiling with slime requires a Strength check whenever they climbed a distance equal to half their walking speed (rounded down). The DC is 6 for tiny creatures and it increases by 6 for every size above Tiny. At the DM's discretion, some creatures might automatically fail this check. While climbing the ceiling with slime, each foot of movement costs 1 extra foot.
A creature with climb speed that climbs a ceiling with slime doesn't require any Strength check. While climbing it, each foot of movement costs 1 extra foot. Their climb speed can go as fast as their walking speed or their current climb speed, what's faster.
If you spray an area that has already a creature in it, the creature can avoid it with a Dexterity saving throw and it jumps to the side on a success. On a failure the creature becomes Restrained until your next turn.
Magma Rivulet
Prerequisites: 7th level, Magma as programmed element
- Properties: Ranged
- Casting Time: 1 action
- Range: 6m (20ft.)
- Duration: Up to 1 minutes
You release magma from your gauntlet in a small stream that deals 6d10 + your Intelligence modifier of fire damage and ignites anything it hits. You keep releasing the magma stream and dealing damage for the duration of the invocation. If your target moves or you change targets, make a new ranged attack. You can halt the release of the magma, cutting the invocation's duration and ending it.
The magma makes the gauntlet really hot in the process and you take 2d10 + your Intelligence modifier of fire damage from the burning for each turn that you keep releasing the magma.
After released, the magma in the ground will cause 1d8 of fire damage and ignite any creature or object that comes in contact with it. After 10 minutes it deals 1d4 of fire damage and doesn't ignite anymore, and after 20 minutes the magma cooled enough to walk over it, but it's still hot to touch and may still move a little.
Gather Precipitation
Prerequisites: 7th level, Cloud as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: Up to 10 hours
You create a sphere with 30m/100ft. radius of fog centered on you. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration.
If this invocation is cast at least 3 times in the same place within 24 hours, it rains. The rain is light, starts 4 hours after the 24 hour period and lasts half an hour for each time the invocation was cast.
If you have proficiency with Navigator's Tools, you have enough knowledge about weather to be able to add special properties to the rain. You can:
- Choose to cut the rain's duration in half and make it a heavy storm with lightning.
- Choose to reduce the duration by 2 hours and make it snow instead.
- Cast Death Fog two times as much, in the same place, to create acid rain. The acid rain corrodes and destroys anything it hits superficially and any creature standing in the acid rain takes 1d10 of acid damage every turn.
Any of the effects can fail or change to your DM's will. Some effects are too unlikely to happen (like snowing in a hot desert), or may be affected by several factors. The rain can happen at another place miles away if carried by a strong wind, or the storm can cause a hurricane.
Rainbow Wall of Gas
Prerequisites: 7th level, Prizan as programmed element
- Properties: Melee or Special
- Casting Time: 1 action
- Range: 1,5m (5ft.)
- Duration: 1 hour
You deal a blow while releasing Prizan gas from your hands. On a hit, you deal 2d12 + your Intelligence modifier of bludgeoning damage and pushes the target 6m (20ft.) away. Hit or miss, you create a wall of white gas that goes 3m (10ft.) both to the left and to the right.
If the target was pushed, the wall stays between you too, otherwise the wall forms in the target's space. The wall is 1,5m (5ft.) thick, 9m (30ft.) high, 6m (20ft.) across and stays up for the duration. It blocks line of sight but not movement. A creature's vision is heavily obscured while in the wall’s space.
Prizan is a magic gas that reacts with Veles and Chaos. The first time force damage is dealt to the wall, it becomes semi-solid, dealing 4d8 of force damage to any creatures inside it and pushing them 9m (30ft.) away (in a random direction), the wall also starts glowing with several different colors and blocks any magic projectiles that deal force, acid, cold, fire, force, and lightning damage. Dealing more force damage to the wall repeats the effect to creatures in its space.
After the wall becomes semi-solid, any creature that enters its space takes 1d10 of Force damage and must make a Strength saving throw. On a success, they can walk through it as if it was Difficult Terrain, otherwise the creature is launched 3m (10ft.) away from the wall. Repeat both the damage and the saving throw effects for every creature that ends their turn inside the wall's space.
When you cast this as a Special invocation, you can't hit a creature with it, but you still create the wall of Prizan.
Level 11
Critical Scan
Prerequisites: 11th level
- Properties: Special, Simple
- Casting Time: 1 bonus action
- Range: Sight
- Duration: Instantaneous
A creature of choice is analyzed by the gauntlet. The gauntlet gives valueable information about the creature to the player through lexi-aurum. Choose up to three meta informations about that creature, for example its AC, Health points or speed, and the DM gives it to you. The DM may use any resources they find adequate to give the answer.
Extension: Virtual Brain
Prerequisites: 11th level
- Properties: Special
- Casting Time: 1 free action
- Range: Self
- Duration: 1 hour
You connect more deeply with the gauntlet, allowing it to share information directly with your brain. Your Intelligence score increases temporarily by 5 points for the duration.
If the gauntlet is removed from the user or breaks, the Extension effect is cut short.
Extension: Aim Bot
Prerequisites: 11th level
- Properties: Special
- Casting Time: 1 free action
- Range: Self
- Duration: 1 hour
You connect more deeply with the gauntlet, allowing it to perfect your vision and making calculations in real time for you. Your Dexterity score increases temporarily by 5 points for the duration.
If the gauntlet is removed from the user or breaks, the Extension effect is cut short.
Extension: Steroids
Prerequisites: 11th level
- Properties: Special
- Casting Time: 1 free action
- Range: Self
- Duration: 1 hour
You connect more deeply with the gauntlet, allowing it to boost your muscle power with elemental science. Your Strength score increases temporarily by 5 points for the duration.
If the gauntlet is removed from the user or breaks, the Extension effect is cut short.
Scrutinize Terrain
Prerequisites: 11th level, proficiency with Cartographer's Tools
- Properties: Special
- Casting Time: 1 minute
- Range: Touch
- Duration: Instantaneous
You handle a bit of soil with your gauntlet for at least a minute while the gauntlet analyzes it. The gauntlet conveys information to you about the surrounding territory. In the outdoors, the invocation gives you knowledge of the land within 4.8km/3mi of you. In caves and other natural underground settings, the radius is limited to 91m/300ft.
You ask your gauntlet up to three open-ended questions related to the terrain and the gauntlet informs you through lexi-aurum. A few examples of topics to ask for are:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- points of interest such as cave entrances, canyons, geysers
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby caves.
Artificial areas inside the range of the invocation, such as constructions or areas which had their resources extracted can't be seen by the analysis. The gauntlet can inform where an artificial area is but not what it is or what's inside it.
Cannon of Elements
Prerequisites: 11th level, Wood and Combustion as programmed elements
- Properties: Craft, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Special
You create a wood cannon around your gauntlet that boosts your projectiles. It stays attached to your gauntlet until you choose to release it, until you cast a non-ranged invocation using that gauntlet, or until you erase the programming of any of the prerequisite elements. Whenever you cast a ranged invocation with the cannon attached to your gauntlet, each projectile created gains 1d6 additional piercing damage.
The wood cannon has AC15 and 9 (2d8) hit points.
Foe Plugger
Prerequisites: 11th level, Veles and Lightning as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 18m (60ft.)
- Duration: Instantaneous
You throw 3 sticky Veles spheres. Make a ranged attack for each. They attach themselves to a creature on hit and deal 1d6 + your Intelligence modifier.
As a bonus action, you may snap your fingers and a purple lightning appears, linking all 3 spheres (wherever they are), making a triangle. All creatures that have at least one sphere stick to them take 6d8 + your Intelligence modifier of lightning damage. When the lightning connects the spheres, any creatures that don't have a sphere stick to them may be hit by the lightning when it forms a line between two spheres. Creatures hit by the lightning lines linking the spheres take 2d8 + your Intelligence modifier of lightning damage per line. The spheres are destroyed upon being connected by the lightning.
If possible, you may choose to throw more spheres before calling the lightning. The lightning still works by connecting all of them. You can use this same invocation with another gauntlet to create the lightning. You can use this invocation twice, once for throwing the spheres and another for triggering the lightning, they don't have to be in order.
Sigel Fragment
Prerequisites: 11th level, Fire and Combustion as programmed elements
- Properties: Craft
- Casting Time: 1 action
- Range: 30m (100ft)
- Duration: 1 hour
You create a small floating sun in an unoccupied space within range. The sun illuminates 18m/60ft. of extremely bright light, 24m/80ft. of bright light and 24m/80ft. of dim light. Any creatures within range of the extremely bright light are Blinded even if not looking directly at the sun. Any creatures within range of the bright light are blinded if looking in the direction of the sun.
When the sun is created, deal 2d8 + your Intelligence Modifier of radiant damage to any creatures within range of the extremely bright light. Any creatures that end their turn within range of the extremely bright light also take 2d8 + your Intelligence Modifier of radiant damage.
The light of this sun works like common sun light.
You can use your bonus action to move the sun up to 9m/30ft in any direction.
The sun stays up for the duration or until you choose to dispel it using an action.
The sun has AC12; 20 (1d20+10) hit points; immunity to physical damage.
Walk Over Liquid
Prerequisites: 11th level, Water and Metal as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: Special
You create a walkable path over any liquid or solid surface, solidifying it in the process. The path has 3m/10ft of width, may have up to 18m/60ft of extension and can make turns and curves as the player wants. The frozen surface acquires a metallic look.
Up to the DM, the frozen surface can remain solid for hours or turn back to liquid a few seconds after and the current metal programmed should have an impact over this time.
The path also turns the surface into Normal Terrain, cancelling any effects, magical or not, it has, for the duration.
A few examples of liquids are water, oil, acid and lava.
Animated Arcane Focus
Prerequisites: 11th level, Air and Arcana as programmed elements
- Properties: Craft
- Casting Time: 1 action
- Range: 3m (10ft)
- Duration: 8 hours
You create a floating orb in an unoccupied space within range. You then bind it to a person and it will float around that person and follow them. It works like a common arcane focus and can be used to cast spells but without the need to be hold or carried, allowing the spellcaster to have both hands free. As long as the orb is at most 3m/10ft away from the person it's following, that person can use it as a common arcane focus. The orb has the same speed as the person it's bound to.
You can only have one orb active at a time (per gauntlet). If you cast this invocation while having an already active orb you can choose to create a new one or increase its duration by 8 hours.
The orb's user can also increase the orb's duration by spending spell slots. The orb gains additional 4 hours per level of the slot used.
The user can teach a single spell to the orb that can be cast once when the user chooses to. The spell slot is spent by the user when teaching. After casting the spell the orb needs to be taught again. The process takes 1 hour per level of the spell. The orb remembers the spell until it is cast. When an orb is dispelled or destroyed, any spell taught to it is lost.
You can't change the bound person once the invocation is cast except when casting the invocation again.
The orb has AC14; 27 (10d4+2) hit points; immunity to physical damage.
Lava Trench
Prerequisites: 11th level, Earth and Magma as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch the ground and open a big crater filled with lava. The crater has a rectangular area with 4,5m/15ft and 9m/30ft sides and is 3m/10ft deep. The crater can be created under anything and will instantly start burning and destroying anything that touches it. The crater can't be created in metal, wood or other kinds of terrain other than earth, stone, sand and variations of earth terrain. It's up to your DM what happens if there are underground structures or irregularities under the ground where you created the crater.
Anything that is dropped in the lava pool takes 6d10 + your Intelligence modifier of fire damage per turn. The pool takes 8 hours to solidify thoroughly.
Sonic-Doom
Prerequisites: 11th level, Chaos and Sound as programmed elements
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft)
- Duration: Instantaneous
You throw a punch at an enemy that deals 2d8 + your Intelligence modifier of force damage. Hit or miss, if the attack makes a sound, you amplify it tremendously, creating a visible, dark sound wave.
Every creature in a 6m/20ft radius centered on you must make a Constitution saving throw, and on a success nothing happens but on a failure they take 2d8 + your Intelligence modifier of force damage and trigger another amplified dark sound wave centered on them. Repeat the same saving throw and damage as necessary. The triggered sound waves can't trigger even more sound waves.
Ooze Hook
Prerequisites: 11th level, Wood and Slime as programmed elements
- Properties: Craft
- Casting Time: 1 bonus action
- Range: 15m (50ft)
- Duration: Instantaneous
You create a chain hook that stays attached to your gauntlet. It crumbles into pieces of wood and liquid ooze when detached from the gauntlet. As an action, you can use the hook to make a Strength or Dexterity attack to pin the hook at a target. The hook's chain is made of slime and can shorten or stretch up to 15m/50ft at your will.
When attacking, the hook deals 2d8 + your Intelligence modifier of piercing damage. When an enemy is hooked, you can choose to pull the hooked enemy to 1,5m/5ft close to you using a bonus action. When you pull an enemy, any Strength attacks that you make this turn or in the next against the hooked target get a bonus of 1d10 to attack and 1d10 to damage.
The slime chain can withstand up to 90kg/200lbs of weight if you decide to swing on it. After that the slime breaks apart.
The wooden parts (the hook and the handle) have AC15; 30 (8d4+10) hit points. The slime chain has AC 12; 10 (4d4) hit points; vulnerability to slashing damage.
Cumulus Colorius
Prerequisites: 11th level, Cloud and Prizan as programmed elements
- Properties: Special
- Casting Time: 10 minutes
- Range: Sight
- Duration: Instantaneous
You create a very large number of white clouds in the sky filled with magic. These clouds are made of Prizan, a dense and magic gas. The light doesn't pass easily through it and they create a circular area on the ground with 3m/10ft radius of darkness and 30m/100ft radius of dim light.
These clouds stay up for a number of days equal to 1d4 + your Intelligence modifier. Up to your DM's discretion, the clouds can be blown away by strong winds.
Whenever you cast this invocation on top of an existing set of clouds, increase the darkness area by 3m/10ft and the dim light area by 30m/100ft. Using a bonus action, you can move the clouds (and consequently move the areas of darkness and dim light) 6m/20ft in any (horizontal) direction.
The Prizan clouds can only be created in the sky and you can't cast this invocation if you're not seeing the sky.
If the clouds take any amount of force damage, they start to shine rainbow colors and all areas under it become dim light (but with colored light). They stay in rainbow state for a number of hours equal to 1d8 + your Intelligence modifier.
Up to your DM's discretion, a number of collateral effects could take place if these magic clouds happen to mix up with natural phenomena. A few suggestions are:
- Nothing extraordinary happens if the clouds are inactive (e.g. no rainbow colors).
- If mixing with rain, the rain deals 1d8 of force damage every turn to any creatures that stand in it.
- If mixing with a heavy storm, deals 2d8 of force damage instead, the lightnings are violet and the clouds shine rainbow colors.
- If mixing with snowstorm, the snow is colored and explodes when dealt force damage (a magic shot to the air during a snowstorm could cause a massive chain of explosions, destroying a lot of things exposed in the outside), dealing force damage based on the amount of snow triggered.
Elemental Calamity
Prerequisites: 11th level, Fire, Air, Veles and Lightning as programmed elements
- Properties: Ranged
- Casting Time: 1 action
- Range: 12m (40ft)
- Duration: 1 minute
You create a massive tornado that is 6m (20ft) wide and made of Fire, Veles, Air and Lightning. When you hit a creature, choose 1d6+1 effects (you may choose the same effect more than once):
- Deal 2d8 of fire damage and push the creature 3m (10ft) away from the tornado.
- Deal 2d8 of slashing damage and pull the creature 3m (10ft) in the direction of the tornado.
- Deal 2d8 of force damage and the creature teleports to any other point that has the same distance from the tornado.
- Deal 2d8 of lightning damage and 2d8 to any other creatures that are 3m (10ft) away or closer to the target.
The chosen effects happen in any order you want. Hit or miss, the tornado stays up for the duration of the invocation.
You may use a bonus action to move the tornado in the direction of another target up to 12m (40ft) from it. Make another ranged attack and if it hits, choose 1d6+1 effects again. You may move the tornado up to 12m (40ft) without making an attack. The tornado has to move to be able to attack. A creature that ends its turn in the same space as the tornado takes a random effect.
Gyrnful Bludgeon
Prerequisites: 11th level, Water, Earth, Chaos and Prizan as programmed elements
- Properties: Craft
- Casting Time: 1 bonus action
- Range: Self
- Duration: Special
You create a wondrous mace that stays attached to your gauntlet. It evaporates into vapor and gas when detached from the gauntlet. As an action, you can use the staff to make a strength attack with reach of 3m/10ft. When you hit a creature, choose 1d6+1 effects (you may choose the same effect more than once):
- The creature becomes Restrained in ice for 12 seconds. Repeating this effect increases the duration.
- Deal 2d8 of bludgeoning damage and create a wall of stone anywhere between you and the creature.
- Deal 2d8 of slashing damage and create a cloud of Prizan on the target's space.
- Deal 2d8+3 of force damage.
The chosen effects happen in any order you want. A creature that deals damage to your mace takes a random effect.
The mace stays attached to your gauntlet until you choose to release it or you cast another invocation using that gauntlet.
The mace has AC16; 17 (7d4) hit points; resistance to cold, fire, force and acid damage.
The wall of stone is 3m/10ft high, 1,5/5ft wide and 10cm/4in thick. It has AC16; 27 (6d8) hit points;
The cloud of Prizan is a cube of 3m of side centered on the target. Check the invocation Rainbow Wall of Gas to see the properties of Prizan.
Create Material III
Prerequisites: 11th level, 2 specific elements as programmed elements
- Properties: Special, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a volume of 0.001m³/0.035ft³ (a cube that has edges of size 0,1m/0,32ft, or 1L/0.26gal) of a chosen substance. Table of creatable substances and the programmed elements necessary:
| Mixture | Needs Programmed |
|---|---|
| Salt | Earth and Lightning |
| Glass | Earth and Prizan |
| Graphite | Earth and Sound |
| Sugar | Earth and Wood |
| Jade Acid | Water and Slime |
| Ink | Water and Cloud |
| Alcohol | Water and Combustion |
| Obsidian | Water and Magma |
| Mixture | Needs Programmed |
|---|---|
| Mana | Air and Arcana |
| Oil | Air and Metal |
| Aurathos | Air and Magma |
| Glue | Air and Slime |
| Heal | Fire and Cloud |
| Fel Fire | Fire and Arcana |
| Acidic Fire | Fire and Slime |
| Naturine | Fire and Wood |
Level 15
King of All Trades
Prerequisites: 15th level
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: 8 hours
You touch a willing creature, with 6 Intelligence or more, and they become proficient at every skill, tool, vehicle, instrument, weapon and armor for the duration. They also become fluent at every language. Also, for the duration, they gain +2 proficiency bonus.
The creature might have the knowledge, but that doesn't mean they can perform any action. Other aspects may hinder them (for example lack of opposable thumbs).
Disintegration Touch
Prerequisites: 15th level
- Properties: Melee
- Casting Time: 1 action
- Range: 1,5m (5ft)
- Duration: Instantaneous
You hit a creature and every non-organic object around it disintegrates into dust, including magical items, leaving the creature completely naked. They also make a Constitution saving throw, if they fail, disintegrate a random part of their body as well and deal 2d12 + your Intelligence modifier of necrotic damage to them.
Giant Snowball
Prerequisites: 15th level, Water as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: 6m (20ft)
- Duration: up to 1 minute
You create a giant rolling snowball in any point in range that moves in a diretion you choose. The snowball is 6m wide and moves in a straight line with a speed of 6m every turn. For every turn that it keeps rolling, the snowball increases its size by 3m. When the snowball hits something, it deals damage and crumbles into a pile of snow. The Snowball deals 1d4 of cold damage on the turn it's summoned but for every subsequent turn, roll a number of d4s equal to the damage that would be dealt on the last turn and deal that much of cold damage.
The snowball has a maximum damage of 500 cold damage.
As an example, imagine in the first turn you roll a 1d4 and get a 2. The next turn the damage should be 2d4. Suppose you get 3+4, in the third turn you should roll 7d4, and so on.
Solaristorm
Prerequisites: 15th level, Fire as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: 45m (150ft)
- Duration: up to 1 minute
Brilliant sunlight flashes in a 18m/60ft radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
Earthquake
Prerequisites: 15th level, Earth as programmed elements
- Properties: Special
- Casting Time: 1 action
- Range: 150m (500ft)
- Duration: up to 1 minute
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 30m/100ft radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. You may spend a bonus action every turn to keep the earthquake active.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.
When you cast this invocation and at the end of each turn for the duration of the invocation, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This invocation can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 3m/10ft deep, 3/10ft wide, and extends from one edge of the invocation’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures.
A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Empty Space
Prerequisites: 15th level, Air as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: 10 minutes
You expel all the air in a 30m/100ft radius circle centered on you that stays up for the duration.
You and up to 5 creatures of your choice are immune to the effects of the vacuum, all other creatures in that area must succeed a Strength saving throw or be pulled by the forces of vacuum to out of the invocation's area.
Inside the area, you and the chosen creatures can breath normally for the duration, but any other creatures must hold their breath. Any other creatures that aren't constructs or plants that end their turn in the vacuum need to succeed on a Constitution saving throw or have the pressure of the vacuum destroy their internal organs, dealing 2d12 of bludgeoning damage to them.
Additional interactions of the vacuum with projectiles or other objects are determined by the DM.
Cloak of Void
Prerequisites: 15th level, Chaos as programmed element
- Properties: Special
- Casting Time: 1 action
- Range: Touch
- Duration: 1 minutes
You create a cloak around any person that you touch. The cloak makes the target immune to all damage until the invocation ends.
Fateweaver
Prerequisites: 15th level, Veles as programmed element
- Properties: Special
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Instantaneous
You touch a creature and it becomes filled with luck, gaining a Fate charge. A creature can have up to 3 Fate charges at a time. At any moment a creature can spend a Fate charge to automatically roll the maximum value possible on any chosen roll.
Sludge Bomb
Prerequisites: 15th level, Slime and Chaos as programmed element
- Properties: Ranged
- Casting Time: 1 action
- Range: 24m (80ft)
- Duration: Instantaneous
Shoot a dark slime bomb on a point within range that deals 2d8 + your Intelligence modifier of acid damage to all creatures in a 9m/30ft radius circle and casts Black Blaze on them.
Weaponry Confection
Prerequisites: 15th level, Veles and Metal as programmed element, proficiency with smith's tools
- Properties: Craft, Simple
- Casting Time: Special
- Range: Touch
- Duration: Instantaneous
You create a magic weapon made of metal. The process takes time and you can only make a fraction of the weapon at a time. All these weapons count as uncommon magic items and all are martial weapons except for the dagger.
Choose one of the following options:
| Weapon | Parts created | Damage | Properties |
|---|---|---|---|
| Dagger | 1 of 2 | Its metal's AC (piercing) | Light, veleaic* |
| Whip | 1 of 3 | Its metal's AC+5 (slashing) | Light, reach, veleaic* |
| Greataxe | 1 of 4 | its metal's ACx2 (slashing) | Heavy, two-handed, attunement, veleaic* |
| Longbow | 1 of 4 | Its metal's AC+8 (force) | Range 60m(200ft)/ 180m(600ft), heavy, two-handed, attunement, veleaic* |
* When making an Attack with a Veleaic weapon, you use your choice of your Strength, Dexterity or Intelligence modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
| Weapon | Special Effect |
|---|---|
| Dagger | - |
| Whip | You can use your attack to grapple an enemy with the whip instead of dealing damage |
| Greataxe | Cursed. Character’s alignment becomes Chaotic Evil while they are attuned to the weapon. |
| Longbow | No need for arrows (they magically appear as you ready the attack) |
Add your ability modifier at the end of the damage of each weapon as you would with a common weapon.
After casting this invocation, restart the Metal programming to Lead.
Omnisphere
Prerequisites: 15th level, Earth, Fire, Air, Water, Veles and Chaos as programmed elements and proficiency with Navigator's Tools
- Properties: Special
- Casting Time: 1 action
- Range: Sight
- Duration: Instantaneous
You create a concentrated elemental ball of death that you throw at any enemy that you can see.
The target makes a Dexterity saving throw, and on a failure they take a lot of damage. Roll 6 d20s, and select a different type of damage for each die, choosing from cold, fire, force, necrotic, slashing and bludgeoning. Add your Intelligence modifier to each roll.
On a success, roll d10s instead. If the target is too close to you, 6m/20ft or less, they automatically succeed on the saving throw.
Level 19
Virtual Replica
Prerequisites: 19th level
- Properties: Special
- Casting Time: 1 action
- Range: Sight
- Duration: 1d12 days
You choose a person within range. You analyze that person so deeply that you find out everything about their mind and/or body, even things that they themselves don't know. You can also access every memory inside their heads, even if forgotten a long time ago. You can also predict everything they will do 6 seconds before they even think of doing it.
While the invocation is active you can still access all that same information in real time and be updated of any changes and/or new knowledge they acquire. You can also know exactly what they are doing or thinking at any time while the invocation is active.
If you touch the person you can even change some of their memories or make them forget some. Whenever you do so, they make a Intelligence saving throw and on a failure you can change or erase a memory, but on a success, nothing happens. If they roll a natural 20, the effect of the invocation is cut short.
Time Travel
Prerequisites: 19th level, Water, Earth, Veles and Sound as programmed elements and proficiency with Science skill
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You break your entire body into fragments and reconstruct yourself in another point in time in the past that you chooses, up to 1 week ago. You reappear completely naked, without anything, not even your gauntlets, in a random point in space, determined by the DM.
To a person watching you go back in time, you become dust and vanish, leaving your gauntlets, clothes and items to drop on the ground. To a person watching you arrive in the past, dust particles start to take the shape of a person and with a small spark, you appear.
You keep all your stats, level, experience and memories from the time you came. Any spells, enchantments or effects of invocations cease to have effect on you when you go back in time.
Once you reach the past, there'll be two versions of yourself. Strange and unknown things may happen if you two stay alive too long. To avoid this, one of you must die or go back in time.
If you stay alive enough time, your other version may travel to the past willingly (in the same way you did), however you can't guarantee that since your presence alone may change the course of time.
The weird effects that happen are determined by the DM and are, in most part, dangerous. It's as if the universe is trying to fix your mistake, and it may try to kill one of you, or you both, specially if you two are together.
The weird effects become more deadly each day. In the first day, only small effects happen. The second day might cause a decent harm to you. Starting on 3rd day and beyond, you start to really be in danger of dying.
Awful things happen to fragmancers who meddle with time.
Find Home
Prerequisites: 19th level, Wood, Metal, Earth, proficiency with Carpenter's Tools
- Properties: Craft
- Casting Time: 10 minutes
- Range: Self
- Duration: Instantaneous
You create a giant mansion made of wood, metal, stone, glass and/or clay. The house can occupy as much as 2500m²/27000ft² and have up to 2 floors and a basement. You may choose to disintegrate anything standing in the place where you want to build your mansion.
The house may have a plumbing system, either for water or gas (or both), but not connected to another external system. The rooms may have any size and organization that you wish, and may be filled already with any furniture you want as long as it can be made with the materials used in the construction. You may also choose to have any additional features as long as they are made with materials available, for example a pool, mirrors, chimney, spikes on windows.
Nuclear Revenge
Prerequisites: 19th level, Veles, Chaos, Arcana, Lightning, Combustion
- Properties: Special
- Casting Time: 1 reaction, which you take when you fail a spell's saving throw and take damage
- Range: Sight
- Duration: Instantaneous
When you take damage caused by a failed saving throw of a spell, you may thouroughly obliterate the caster of that spell if they are within range. The caster of the spell must make a Constitution saving throw, taking 20d10 of a damage type of your choice.
Create Material IV
Prerequisites: 11th level, unknown programmed elements
- Properties: Special, Simple
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
You create a volume of 0.001m³/0.035ft³ (a cube that has edges of size 0,1m/0,32ft, or 1L/0.26gal) of any substance you want. The DM decides the prerequisites required.
Wild Science
Prerequisites: 19th level, Fire, Air, Chaos and Arcana as programmed elements and proficiency with Science skill
- Properties: Special
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
Your gauntlet(s) takes control over your actions. Cast 8 random invocations, act accordingly (move when necessary), and choose the targets of each invocation. All the invocations happen at the same time, in the most chaotic way imaginable.
Ignore anything that is required by the invocation as long as it makes sense. If necessary, the DM might bend their effects or even the rules to fit the scenario. If the invocation really can't be cast, nothing happens (for example casting Unlock with no locks around), but the DM will try as much as possible to cast the invocation.
These casts don't count towards the amount of times you can cast an invocation.
The gauntlet(s) may want to select the targets by itself (themselves). It's up to the DM to decide what the gauntlet(s) want to do.
Roll 8d100 using this table to select the random invocations:
| d100 | Invocation |
|---|---|
| 1 | Unlock |
| 2 | Compass and Clock |
| 3 | Substance Identification |
| 4 | Explosive Shot |
| 5 | Propulsive Flame |
| 6 | Flamescreen |
| 7 | Air Slash |
| 8 | Make Wind |
| 9 | Brief Flight |
| 10 | Water Jet |
| 11 | Water Lash |
| 12 | Frost Floor |
| 13 | Earth Shield |
| 14 | Fists of Garron |
| 15 | Stalacshot |
| 16 | Velespears |
| 17 | Eerie Reacher |
| 18 | Impaling Magic |
| 19 | Dark Reaping |
| 20 | Black Blaze |
| 21 | Vanishing Sphere |
| d100 | Invocation |
|---|---|
| 22 | Elemental Fuel |
| 23 | Eldritch Signs |
| 24 | Create Material |
| 25 | Mystic Analyzer |
| 26 | Critical Vision |
| 27 | Caeli Jet |
| 28 | Geyser |
| 29 | Doom Mace |
| 30 | Draconic Flamethrower |
| 31 | Necrotic Hand |
| 32 | Messenger's Bubble |
| 33 | Sand Cutlass |
| 34 | Lavender Gas |
| 35 | Death Fog |
| 36 | Muddy Ground |
| 37 | Veleaic Indicator |
| 38 | Tar Hell |
| 39 | Capricorn Soap |
| 40 | Campfire Fuel |
| 41 | Mystic Pinball |
| 42 | Create Material II |
| d100 | Invocation |
|---|---|
| 43 | Neutralization |
| 44 | Disfragmify |
| 45 | Searing Crown |
| 46 | Twister |
| 47 | Cryochrysalis |
| 48 | Magnum Stairs |
| 49 | Veles Mines |
| 50 | Crippling Jab |
| 51 | Lightning Flash |
| 52 | Arc Staff |
| 53 | Cabalistic Vest |
| 54 | Arcane Missiles |
| 55 | Echoing Roar |
| 56 | Sonic Wave |
| 57 | Armory Confection |
| 58 | Metallic Barricade |
| 59 | Ebony Wagon |
| 60 | Stabbing Spike Stake |
| 61 | Breaking Point |
| 62 | Decisive Avail |
| 63 | Adhesive Goo Cover |
| 64 | Magma Rivulet |
| 65 | Gather Precipitation |
| 66 | Rainbow Wall of Gas |
| 67 | Critical Scan |
| 68 | Extension: Virtual Brain |
| 69 | Extension: Aim Bot |
| 70 | Extension: Steroids |
| 71 | Scrutinize Terrain |
| d100 | Invocation |
|---|---|
| 72 | Cannon of Elements |
| 73 | Foe Plugger |
| 74 | Sigel Fragment |
| 75 | Walk Over Liquid |
| 76 | Animated Arcane Focus |
| 77 | Lava Trench |
| 78 | Sonic-Doom |
| 79 | Ooze Hook |
| 80 | Cumulus Colorius |
| 81 | Elemental Calamity |
| 82 | Gyrnful Bludgeon |
| 83 | Create Material III |
| 84 | King of All Trades |
| 85 | Disintegration Touch |
| 86 | Giant Snowball |
| 87 | Solaristorm |
| 88 | Earthquake |
| 89 | Empty Space |
| 90 | Cloak of Void |
| 91 | Fateweaver |
| 92 | Sludge Bomb |
| 93 | Weaponry Confection |
| 94 | Omnisphere |
| 95 | Virtual Replica |
| 96 | Time Travel |
| 97 | Find Home |
| 98 | Nuclear Revenge |
| 99 | Create Material IV |
| 100 | Wild Magic |