<< rules:spells:start ^ rules:start ^ rules:spells:divine:start >> # Arcane Spells ## ⚡ Bolt **Tags:** Arcane, Ranged, Evocation, Cantrip, Reaction \\\ **Aspect:** Finesse (Reflex if Reaction) \\\ **Range:** 60 feet \\\ **Target:** One creature \\\ **Action Cost:** 1 \\\ **Reaction:** You may cast this spell as a reaction when a creature within range makes a ranged attack, casts a spell, or uses a movement ability (GM’s discretion). *Note: we need to revisit the triggers later.* **Effect:** You hurl a blast of raw elemental energy at a target within range. - **Choose one damage type:** Fire, Cold, Lightning, or Bludgeoning. You are attuned to this type until you change it. - The target takes **1d8 damage**, increasing by **+1d8 per caster Tier** (max 4d8). - This spell **requires an attack roll**. It can miss. **Changing Damage Type:** To change your attuned damage type, spend **one of your three short rest actions** during a short rest to retune your magical affinity. ## ✨ Magic Missile **Tags:** Arcane, Evocation \\\ **Aspect:** Discipline or Finesse \\\ **Target:** Any number of creatures within 60 feet \\\ **Action Cost:** 2 **Effect:** You fire **3 glowing darts** that automatically hit. - Each dart deals **1 HP damage**, bypassing Evasion and Damage Thresholds. - You may divide the darts freely among targets. **Enhancements:** - **+1 dart** each at Tier 2, Tier 3, and Tier 4 - **+1 dart** (once per casting) if you **mark 1 Stress** - **+1 dart** (once per casting) if you **increase Action Load by 1**