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THE ELEMENTAL
Explorers EXPANSION
THE ADVENTURE BEGINS HERE!
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FIRST EDITION
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Goblin 6 CREATURES 28
BACKGROUNDS AND ABILITIES 7 Challenge 1 28
2-Cost Spells 20
3-Cost Spells 21
4-Cost Spells 22
5-Cost Spells 23
6-Cost Spells 23
Strength 1
Dexterity 0
Constitution 1
Intelligence 1
Charisma 1
1 | SPECIES
Healing Grasp: As a major action, a risen celestial can suffer a level of Exhaustion while
touching a creature to quickly and painlessly heal them of 1D4 wound damage.
Alignment: Risen celestials are mostly of a good alignment.
• Size: Celestials are generally between 6 and 7 feet tall, although there are outliers. Their size
class is Medium.
• Resting: Celestials need 8 hours of sleep to gain the benefits of a completed rest.
• Celestial Bravery: Celestials have a +3 bonus to any saving throw that would cause them to
feel fear.
• Language: Celestials can learn the written form of Pure-Runic without meeting the
Intelligence requirement for the language.
SPECIES | 2
planetouched
Planetouched are the result of a creatures soul being infused with
magic from one of the elemental planes before they are born. They are
generally born from elven mothers, however some humans with innate
elemental abilities have also birthed a planetouched. The way these
creature look and behave can vary, but usually have the features
of the species of their mothers, with a few key
exceptions, such as fiery red eyes, or a blueish tint
to their skin. This species is mostly accepted and
welcomed into and within human and elven
societies, but are otherwise shunned in other
cultures for having innately chaotic
elemental power.
Strength 0
Dexterity 0
Constitution 2
Intelligence 1
Charisma 0
Planetouched generally contain one of four elements: Earth, Fire, Ice, or Wind. Despite
the same name, these creatures can be very different from one another. Their unique
characteristics are as follows:
• Earthtouched: +1 to Strength, +1 to Constitution
Stone Skin: Earthtouched have a +2 to their Defense while unarmored.
Rock Climber: Earthtouched are unaffected by difficult terrain made of earth and rock, such as
rubble.
Earth-born: Earthtouched have resistance to poison damage.
Resting: Earthtouched need 6 hours of sleep on the ground to gain the benefits of a completed
rest.
3 | SPECIES
• Firetouched: +1 to Dexterity, +1 to Intelligence.
Thermal Sight: Due to their innate bond with fire, firetouched are able to see the heat
radiating off of everything within 20 feet of them, even in darkness.
Ember: Firetouched are able to produce a small flame from their hand at will.
Born of Fire: Firetouched have resistance to fire damage.
Resting: Firetouched need 6 hours of sleep in a warm environment or 12 hours in a cold
environment to gain the benefits of a completed rest.
• Windtouched: +2 to Dexterity.
Internal Vortex: Windtouched never need to breathe. They can renew the oxygen in their
lungs at will.
Hover: Windtouched are able to hover up to 1 foot above the ground at will and can do so
while walking or running. They also have resistance to fall damage and don’t take any damage
from falling 20 feet or less.
Air-born: Windtouched have resistance to lightning damage.
Resting: Windtouched need 6 hours of sleep in a non-confined or restrained place to gain the
benefits of a long rest.
• Alignment: The planetouched, like the elemental powers they are imbued with tend to be very
chaotic.
• Size: Planetouched are generally around 5 feet tall, however their weight can vary
significantly; between 80 to 300 pounds, depending on their element. Their size class is
Medium.
SPECIES | 4
behemoth
Behemoths are giant-like, humanoid creatures. They’re generally found either ruling over orc tribes
or in their own behemoth communities. Behemoth communities are mostly located in the mountains, as
they are well-suited to endure the harsh conditions. Behemoths have been know to
construct incredible towns and cities that extenuate the
beauties of the worlds peaks. Behemoth tribes are usually
isolationist on account of their inaccessible locations and
the territorial and aggressive nature of their populace.
Behemoths skin color tends to be similar to an
orcs when a behemoth is young, changing to a
more grayish-blue pigment as they age.
Strength 3
Dexterity 0
Constitution 3
Intelligence 0
cer
pen
nS
Charisma -1
Dea
You also gain the following species traits:
• Aging: Behemoths are fully grown around the age of 15, and can live up to a century naturally,
if they aren’t killed in battle beforehand.
• Alignment: Behemoths are warlike and aggressive in nature. They tend towards evil
alignments, although this is far from universal.
• Size: Behemoths are normally between 8 and 11 feet tall, although some can be taller. Their
size class is generally Large.
• Resting: Behemoths need 8 hours of sleep to gain the benefits of a completed rest.
• Disproportionate: Due to their relatively short legs and long arms compared to the size of
their bodies, behemoths only have an unencumbered movement speed of 25 feet.
• Powerful Physique: Behemoths can wield two-handed melee weapons with one hand, but the
weapon’s damage dice is reduced by 1 size or by 1 die in the case of some D4 based weapons
(minimum 1D4) and they only add half their Strength instead of their full Strength to damage
from a weapon being used this way.
• Natural Mountaineer: Behemoths have +3 on saves to resist the effects of asphyxiation. They
also have +3 bonus on checks made to climb.
• Language: Behemoths can learn the spoken/signed form of Leviathanian without it counting
against their number of known languages.
5 | SPECIES
goblin
Goblins are distantly related to orcs and look very similar to orc children. Goblins are often enslaved
by other species, however free goblins have formed their own communities. Goblin tribes can be found
commonly in forests and caves outside of city districts and walls, usually with ambush points on
roadways leading towards the city. Goblin societies are often loosely organized and crime-ridden.
Goblins are usually hated by other species, being associated with crime. They are often exiled, jailed,
even outright killed. Unlike their distant orc cousins, goblins are very clever, and naturally excel at
stealth and thievery.
Strength 0
Dexterity 2
Constitution 1
Intelligence 1
Charisma 1
Pawel Parol
• Size: Goblins are generally around 3 to 3.5 feet tall. Their size class is Small.
• Resting: Goblins need 8 hours of sleep to gain the benefits of a completed rest.
• Natural Thieves: Goblins gain expertise in either Stealth or Sleight of Hand checks.
• Inherent Fury: Once per completed rest, whenever a goblin lands a critically true strike, they
can add an additional 1D4 to the wound damage dealt.
• Escape Artists: Goblins can Retreat using a minor action once per completed rest and have +3
to checks and saves to resist or escape a grapple.
SPECIES | 6
_________BACKGROUND_________
Once you choose from these backgrounds, you can either move on to select your alignment, stats,
and abilities or you can head to the Economic and Equipment section on page 57 of the Apotheosis core
rulebook to choose your starting gear using the money you’re given in your background.
blacksmith Lawbearer
You've spent a number of months, if not years You've spent some time either as a city guard,
practicing metallurgy. You may have specialized lawyer, judge, or politician. Regardless, you have
in the craftsmanship of a particular type of object some experience and knowledge of how law and
or been a generalist in the arts. government work.
• With the Blacksmith background, you have • With the Lawbearer background, you have a
a +1 to your Strength, +1 to your +2 to Charisma, and +1 to your choice of
Constitution, and +1 to your Intelligence. either Intelligence or Strength.
• You start with 14 gold worth of money and • You start with 20 gold worth of money and
equipment. equipment.
• You know 1 language (written and spoken) • You know 2 languages (written and spoken)
of your choice. of your choice.
• You also have expertise in Comprehension • You also have expertise in any 2 of the
checks, and either Endurance checks or 1 following: Investigation, Insight, Persuasion
melee weapon category of your choice. or Intimidation checks.
drifter mariner
You’ve chosen to flee from your place of You've spent some time either working out at
origin for one reason or another, unsure of where sea or in the dockyard, gaining experience from
to go next, not staying in one place for too long. others as you went.
• With the Drifter background, you have a +1 • With the Mariner background, you have a +1
to Dexterity, +1 to Constitution, and +1 to to Strength, +1 to Constitution, and +1 to your
your choice of Strength or Intelligence. choice of Dexterity or Intelligence.
• You start with 10 gold worth of money and • You start with 12 gold worth of money and
equipment. equipment.
• You know 2 languages (written and spoken) • You know 2 languages (written and spoken)
and 1 language (spoken) of your choice. of your choice.
• You also have expertise in Stealth and 2 • You also have expertise in Athletics and
Constitution checks of your choice. Awareness checks.
entertainer refugee
You've spent time entertaining audiences, You've managed to escape persecution in your
whether it be through sleight of hand tricks or homeland. You’ve faced many difficulties in the
glorious combat, you have a way with people. process and may now hold some deep seated
• With the Entertainer background, you have grudge against whatever forced you to flee,
a +2 to Charisma, and +1 to your choice of whether it be invasion from an enemy nation, a
either Strength or Dexterity. person of high authority/power, or the emergence
• You start with 18 gold worth of money and of some new political force.
equipment. • With the Refugee background, you have a +1
• You know 2 languages (written and spoken) to Constitution, +1 to Intelligence, and +1 to
of your choice. Charisma.
• You also have expertise in any 2 of the • You start with 8 gold worth of money and
following: Athletics, Acrobatics, Reflex, equipment.
Deception, Distraction, or Sleight of Hand • You know 2 languages (written and spoken)
checks. of your choice.
• You also have expertise in Insight and 1
other Charisma check of your choice.
7 | CHOOSING A BACKGROUND
Devoted backgrounds (optional Rule)
If you were extremely devoted to a particular path you may be able to select a devoted background
with the approval of the GM. These backgrounds indicate that your character was so consumed by their
occupation that they shirked other responsibilities to pursue their goals with single minded focus.
Note: using a devoted background can result in a character who is not well-rounded. It is advised
that you do not use devoted backgrounds if you are a new player.
CHOOSING A BACKGROUND | 8
_________STRENGTH ABILITIES_________
Lunge brace
(Prerequisites: a Strength of at least 4) (Prerequisites: a Strength of at least 5)
Once per turn, when you make a melee Once per minute, as a reaction, you can
attack, you can lunge forwards, giving you an brace yourself for the next incoming attack.
extra 5 feet of reach to the attack. The next time a true strike is made against you
Using this ability leaves you vulnerable, before the start of your next turn, the damage
however, giving you -3 to your Defense until is reduced by an amount equal to your
the start of your next turn. Strength.
Knives
• Clawed Glove (2 gold)
1D4 + half your Strength slashing damage. One-handed. Weight: 2 lb. Reach: 3ft.
Disguised: this weapon is designed to appear like a normal glove. A creature must succeed on a DC 14
Investigation check to realize that it's a weapon.
Freehand: equipping this weapon does not prevent you from using the hand it is equipped on to hold
or interact with other things. However, you must not be using the hand for other purposes when
attacking with this weapon. You cannot be disarmed of this weapon.
• Dueling Dagger (2 gold)
1D4 + half your Strength piercing or slashing damage. One-handed. Weight: 1 lb. Reach: 3ft.
Parry: at the beginning of your turn, while wielding this weapon, you can choose a single creature to
have a -6 to melee attacks against you. However, any other creature has a +3 to melee attacks against
you until the start of your next turn.
polearms
• Dwarven Urgrosh (10 gold)
1D10 + your Strength piercing or slashing damage. Two-handed. Weight: 6 lb. Reach: 7ft.
Heavy: -3 on attack rolls unless your Strength is at least 3
Specialized: this weapon deals +1 damage if you have expertise in this weapon specifically (not just
the polearms category) or if you have expertise in both polearms and axes.
clubs
• War Caber (2 gold)
2D6 + your Strength bludgeoning damage. Two-handed. Weight: 12 lb. Reach: 10ft.
Heavy: -3 on attack rolls unless your Strength is at least 5
Slow: it takes a major and minor action to attack with this weapon unless you
have expertise with it.
Other
• Bladed Whip (4 gold)
1D4 + half your Strength slashing damage. One-handed. Weight: 3 lb. Reach: 10ft.
Finesse: add half your Dexterity to damage instead if wielded with two hands.
Flexible: +1 bonus to melee attack rolls against creatures using shields or behind cover.
• Boomerang (1 gold)
1D4 + half your Strength bludgeoning damage. One-handed. Weight: 1 lb. Reach: 3ft.
Returning: if you make a thrown untrue strike with this weapon, it will return back to your hand by
the start of your next turn, barring any environmental interference.
Thrown.
• Dueling Shield (4 gold)
Half your Strength (rounded up) piercing damage. One-handed. Weight: 2 lb. Reach: 3ft.
Defensive: while wielding this weapon you gain a +1 bonus to your Defense.
Parry: at the beginning of your turn, while wielding this weapon, you can choose a single creature to
have a -6 to melee attacks against you, however, any other creature has a +3 to melee attacks against
you until the start of your next turn.
• Dwarven Steel Knuckles (2 gold)
1D4 + half your Strength bludgeoning damage. One-handed. Weight: 2 lb. Reach: 3ft.
Freehand: equipping this weapon does not prevent you from using the hand it is equipped on to hold
or interact with other things. However, you must not be using the hand for other purposes when
attacking with this weapon. You cannot be disarmed of this weapon.
• Garrote Wire (1 gold)
1D4 + your Strength slashing damage. Two-handed. Weight: ½ lb. Reach: 3ft.
Execute: this weapon can only be used during a surprise attack or execution.
Killer: when a creature is wounded by this weapon, it has -6 on its death save.
Bows
• Greatbow (6 gold)
2D6 + your Strength piercing damage. Two-handed. Weight: 8 lb. Ranged (160ft).
Heavy: -3 on attack rolls unless your Strength is at least 4.
Long Ranged: -3 to attacks against targets within 20ft, but +3 to attacks against targets beyond 80ft.
Slow: it takes a major and minor action to attack with this weapon unless you have expertise with it.
• Tri-shot Bow (10 gold)
1D6 + half your Strength piercing damage. Two-handed. Weight: 6 lb. Ranged (80ft).
Fast: if you have expertise in this weapon, you can attack with it as a minor action.
Loading: takes 1 major and minor action to load.
Repeating: you can make up to 3 attacks with this weapon before reloading.
Specialized: this weapon deals +1 damage if you have expertise in this weapon specifically
(not just the crossbows category) or if you have expertise in both bows and crossbows.
Crossbows
• Dual-shot Crossbow (8 gold)
1D8 piercing damage. Two-handed. Weight: 6 lb. Ranged (80ft).
Loading: takes 1 major action to load.
Repeating: you can make up to 2 attacks with this weapon before reloading.
• Tri-shot Bow (10 gold)
1D6 + half your Strength piercing damage. Two-handed. Weight: 6 lb. Ranged (80ft).
Fast: if you have expertise in this weapon, you can attack with it as a minor action.
Loading: takes 1 major and minor action to load.
Repeating: you can make up to 3 attacks with this weapon before reloading.
Specialized: this weapon deals +1 damage if you have expertise in this weapon specifically
(not just the crossbows category) or if you have expertise in both bows and crossbows.
• Wrist Crossbow (5 gold)
1D4 piercing damage. One-handed. Weight: 3 lb. Ranged (40ft).
Fast: if you have expertise in this weapon, you can attack with it as a minor action.
Freehand: equipping this weapon does not prevent you from using the hand it is equipped on to hold
or interact with other things. However, you must not be using the hand for other purposes when
attacking with this weapon. You cannot be disarmed of this weapon.
Loading: takes 1 major action to load before firing.
Other
• Net Launcher (12 gold)
0 damage. Two-handed. Weight: 6 lb. Ranged (40ft).
Ensnaring: on a true strike, a creature of Small to Large size, targeted by a net launcher, has their
movement speed halved until they use a major action to free themselves.
Fast: if you have expertise in this weapon, you can attack with it as a minor action.
Loading: takes 1 minute to load before firing.
Special Ammunition: uses nets as ammunition.
Medium Armor
While wearing medium armor, your Dexterity bonus to your Defense cannot be more than half your
Dexterity, even if you have abilities that allow you to add more than half your Dexterity.
• Medium Insulated Armor (10 gold)
Your Defense is increased by 4 while worn. Weight: 22 lb.
Protective: while wearing this, damage against you is reduced by 1.
Warm: while wearing this armor, you have resistance to Cold damage and +3 to save/checks against
effects caused by cold temperatures.
• Medium Sturdy Armor (14 gold)
Your Defense is increased by 6 while worn. Weight: 30 lb.
Steadfast: you have +3 to saves and checks against being knocked prone.
Heavy Armor
While wearing heavy armor, you cannot add your Dexterity to your Defense. You must have a
Strength of at least 4 to use Heavy Armor. While wearing heavy armor, your movement speed is
reduced by 5ft.
• Crusaders Armor (80 gold)
Your Defense is increased by 10 while worn. Weight: 40 lb.
Cumbersome: -3 on Dexterity checks
Enduring: when you are surrounded while wearing this, you gain a +3 bonus to melee attack rolls.
• Heavy Sturdy Armor (100 gold)
Your Defense is increased by 10 while worn. Weight: 55 lb.
Cumbersome: -6 on Dexterity checks
Steadfast: you have +6 to saves and checks against being knocked prone.
_________0-COST SPELLS_________
Achoo! weapons within the affected area have -1 on
Components: Verbal. attack rolls.
Domains: Mind, Trickery. This spell cannot be cast on an area that
Type: Single-target effect. is already under the effects of this spell.
Casting time: a reaction.
Range: 20ft. Quick Step
Duration: N/A. Components: Verbal, Somatic, Concentration.
You sneeze and cause a target creature Domains: Alteration, Blessings, Travel.
within range to do the same. The sneezes are Type: Single-target effect.
very disorienting, giving you both -3 to your Casting time: a major action.
next roll before the start of your next turns. Range: Touch.
Once a creature other than you is affected by
Duration: up to 1 round (6 seconds).
this spell, it is immune to its effects until it
completes a rest. You touch a creature, and their legs and
feet begin to slightly shimmer. Until the spell
ends, the creatures base movement speed is
Magnetic doubled.
Components: Verbal, Somatic, Material (a small
piece of metal).
Domains: Telekinesis, Transmutation, Trickery
Type: Single-target effect.
Casting time: a major action
Range: Touch
Duration: 10 minutes.
You touch an object or surface,
magnetizing up to a 20 ft square around the
contacted point. The larger the object/surface,
the stronger the pull will be, but will generally
never be strong enough to pull a creature
wearing or holding something metal towards
it.
All creatures wearing metal armor within
the affected area have their movement speed
reduced by 5 feet, and all creatures using metal
SPELLS | 18
Spring Reflective
Components: Somatic. Components: Somatic.
Domains: Alteration, Arcana, Travel Domains: Alteration, Arcana, Trickery.
Type: Single-target effect. Type: Single-target effect.
Casting time: a major action. Casting time: a major action.
Range: Touch. Range: Touch.
Duration: N/A. Duration: 10 minutes.
One object you touch weighing no more You make up to a 5 square foot area on a
than your encumbrance capacity gets launched non-magical surface or object very shiny
up to 15ft perpendicular to a surface it was and/or reflective for the duration.
contacting. If the object hits a creature during
it’s flight, the creature must succeed a Reflex
check equal to DC 1D20 + your Intelligence, Stumble
or take bludgeoning, piercing, or slashing Components: Somatic.
damage equal to half the weight of the object. Domains: Conjuration, Trickery.
The damage type is determined by the nature Type: Single-target effect.
of the object. Casting time: a major action.
Range: 30ft.
Duration: N/A.
You put your leg out, and an invisible,
ethereal leg appears in front of the target, and
attempts to trip them. That creature then must
succeed a Strength or Dexterity saving throw
against a DC equal to 1D20 + your Intelligence
or fall prone.
_________1-COST SPELLS_________
Magnetize X-Ray Vision
Components: Somatic, Concentration, Material (a Components: Verbal, Somatic.
small magnet). Domains: Alteration, Blessings, Ritual.
Domains: Conjuration, Telekinesis, Trickery Type: Single-target effect.
Type: Area-of-effect. Casting time: 1 minute.
Casting time: a major action. Range: 5ft.
Range: 30ft. Duration: 10 minutes.
Duration: up to 1 minute. You stare into the eyes of a creature for one
A giant ethereal magnet appears within minute. Once the spell completes, that creature
range. Any unrestrained, metal object within can see through any non-magical object or
30ft of it will be pulled directly to it. If a metal wall no thicker than 5ft within 20 feet of them
weapon is being carried within range, the for the duration.
wielder has -3 on attacks made with it, and Flexible Casting: This spell can be cast
their speed is reduced by 1/3 (33%). If a using more mana to bolster its effects. For
creature within range is wearing metal armor, every 1 mana over 1 that you spend to cast this
their movement speed is halved, and they have spell, you can increase the duration by 10
-3 on Dexterity saving throws. minutes.
Improved Spell: If you already knew
Magnetic when you learned this spell, you can
learn an additional mana cost 0 spell. Doing so
doesn’t count against your known spells.
19 | SPELLS
_________2-COST SPELLS_________
Displacement Shadow Spirit
Components: Verbal, Somatic. Components: Verbal, Somatic, Concentration.
Domains: Travel, Trickery. Domains: Conjuration, Death, War.
Type: Multi-target effect. Type: Single-target effect.
Casting time: a major action. Casting time: 1 round (6 seconds).
Range: 120ft. Range: 20ft.
Duration: N/A. Duration: 1 minute.
You target two creatures within range and The dark spirit of a challenge 0 or 1
they swap places with one another. If a target creature you killed previously appears within
creature is unwilling, they must succeed a range. This spirit will attack the closest
Charisma saving throw against a DC equal to creature to it that it can see other than you.
1D20 + your Intelligence. If either target This spirit is not loyal to you, and if you lose
saves, the spell fails. If a creature succeeds on concentration on this spell before it ends, the
a saving throw against this spell, they are spirit can also attack you.
immune to its effects until they complete a The spirit's position in initiative is
rest. immediately before your turn, and all of its
Flexible Casting: This spell can be cast attacks damages are replaced with Necrotic
using more mana to bolster its effects. For damage.
every 1 mana over 2 that you spend to cast this Flexible Casting: This spell can be cast
spell, you can target an additional pair of using more mana to bolster its effects. For
creatures. every 1 mana over 2 that you spend to cast this
spell, you can summon the shadow of a
Phase Jolt creature you’ve killed of 1 challenge rating
higher.
Components: Verbal, Somatic.
Domains: Transmutation, Travel, Trickery.
Type: Single-target effect. Translocation
Casting time: a reaction. Components: Somatic, Concentration, Material (a
silver rod).
Range: Self.
Domains: Arcana, Ritual, Travel.
Duration: N/A.
Type: Multi-target effect
You touch a surface no thicker than 5ft
made of wood or stone, and are instantly Casting time: 1 minute.
transported to the other side. After you Range: Touch.
successfully cast this spell, you must succeed a Duration: up to 2 hours.
DC 14 Endurance check, or be dazed for one You and up to one other target creature in
round. range bind your souls to a silver rod. When the
spell reaches its maximum duration, or if you
lose or end Concentration on it before then,
you and any creatures you targeted with the
spell will instantly teleport to the location of
the rod.
Flexible Casting: This spell can be cast
using more mana to bolster its effects. For
every 1 mana over 2 that you spend to cast this
spell, you can target an additional creature to
be bound to the rod.
SPELLS | 20
_________3-COST SPELLS_________
Detect Location Sensory Echo
Components: Verbal, Somatic. Components: Verbal, Somatic.
Domains: Guidance, Ritual, Travel. Domains: Mind, Trickery.
Type: Single-target effect. Type: Multi-target effect
Casting time: 10 minutes. Casting time: a major action.
Range: Touch. Range: 300ft.
Duration: 8 hours. Duration: 3 rounds (18 seconds).
You focus on a singular creature or object You can make up to 5 creatures within
while holding/grabbing it. Once the spell has range experience a smell, taste, physical
finished casting, you feel a strong connection feeling, sound, or sight that you have
to the target. experienced before. If a creature is unwilling,
Until the spell ends, you can use a minor they must succeed an Intelligence saving
action at any time to reveal its exact location throw of DC 1D20 + your Intelligence. The
to you for 1 round (6 seconds). effect will continue for the entire duration
unless you choose to end it early as a minor
action. You can also have the creatures
Gates of Hell experience a memory you have as if its one of
Components: Verbal, Somatic, Concentration. their own, however they may not recognize the
Domains: Elements, War. people or places within it.
Type: Area-of-effect. Note: No matter the effect chosen, it generally
Casting time: a major action. won’t be strong enough to permanently affect a
Range: 60ft. creature or their capabilities.
Duration: Up to 10 minutes.
You choose an area within range, and a Spiked Orbs
massive gate made of flame appears. The Components: Verbal, Somatic.
perimeter of the gate can be up to 20 feet long Domains: Conjuration, Trickery, War.
in a shape of your choice, and the height of the Type: Area-of-effect
gate can be up to 10 feet. The thickness of the Casting time: a major action.
flames is 1 foot.
Range: 50ft.
Any creature that attempts to walk through
Duration: 1 minute.
the gates will take 2D6 fire damage each time
they do so. Additionally, any object that enters You choose a point on a surface within
it will instantly catch fire, burning for at least 1 range, the surface is then covered with small,
round or more depending on the nature of the spiked orbs in up to a 30 foot radius around
object. that point. The orbs will attack anything that
moves quickly through the affected area.
Flexible Casting: This spell can be cast
using more mana to bolster its effects. For A creature can walk through the area safely
every 1 mana over 3 that you spend to cast this as long as they do not move faster than 10 feet
spell, its duration increases by 1 minute, and per round. If a creature moves any faster
its potentially affected area, both perimeter and through the affected area, they take 1D4
height, is increased by 10 feet. piercing damage for every 5ft they move
within it.
21 | SPELLS
_________4-COST SPELLS_________
Heat Wave one size class larger than you or smaller they
Components: Verbal, Somatic, Concentration. are knocked prone.
Domains: Alteration, Elements, Nature. • 80ft, the rock explodes into a harmless dust
Type: Area-of-effect. cloud, increasing the level of obscurity in the
area by 1 for 2 rounds (12 seconds).
Casting time: a major action.
Range: 60ft.
Duration: up to 5 rounds (30 seconds). Tornado
You begin to radiate incredible heat. Until Components: Verbal, Somatic, Concentration.
the spell ends, the area in front of you becomes Domains: Alteration, Elements, Nature.
blistering hot. If a creature begins their turn Type: Area-of-effect.
within a 60ft square directly in front of you, Casting time: a major action.
they must succeed a Constitution saving throw Range: 120ft.
of DC 1D20 + your Intelligence, or take 1D4 Duration: Up to 1 minute.
fire damage, have a -3 on attack rolls, and gain
1 level on the Hunger and Thirst table. The air within a 60ft cylinder with a 20ft
radius centered on a point you choose within
Additionally, if a creature fails 3 or more range begins to accelerate and swirl. Creatures
saving throws against this spell before it ends, within this area will have their movement
they also gain 1 level of Exhaustion for every speeds reduced by half, and have -6 to any
failed saving throw against this spell. Dexterity checks or saving throws they make.
Note: Creatures wearing armor made of Objects weighing less than 60 pounds will
metal instead take 2D4 fire damage on a failed be flung into the air and spin around inside of
save, and creatures wearing leather armor have the tornado. If a creature weighing less than 60
a -3 to saving throws against this spell. pounds is within it, they will also be flung into
the air unless they have some way to secure
Rock Slide themselves and succeed a DC 16 Strength
Components: Verbal, Somatic, Concentration. saving throw for each round they’re in the
Domains: Elements, Nature, War. affected area.
Type: Multi-target effect. Creatures in the affected area must make a
Reflex or Luck check of DC 1D20 + your
Casting time: a major action.
Intelligence each round or be hit by an object
Range: 80ft. in the tornado, assuming there are objects in
Duration: Up to 2 rounds (12 seconds). the tornado. If hit, they will take 3D6
When you cast this spell, choose 5 bludgeoning, piercing, or slashing damage,
creatures within range. Once per round, rocks depending on the nature of the object.
will emerge from your body, and hurl Additionally, if a creature or object is being
themselves towards your targets, growing in flung by the tornado for more than 3 rounds, it
size the further they travel. Each targeted is thrown 50ft away from the edge of the
creature must succeed a Dexterity saving tornado in a random direction from a height of
throw equal to DC 1D20 + your Intelligence, 20+2D20ft in the air.
or suffer from an effect depending on how far As a major action, you can move the
away they were from you. tornado up to 10ft in any direction.
• Less than 20ft, it will deal 1D8 bludgeoning
damage to the creature.
• 20ft or more, it will deal 2D8 bludgeoning
damage and knock the creature prone if they
are your size class or smaller.
• 60ft to 80ft, it will deal 2D8 + 1D4
bludgeoning damage, with 1D4 of that damage
being unavoidable wound damage, daze the
creature for one round, and if the creature is
SPELLS | 22
_________5-COST SPELLS_________
Flash Freeze Unfettered
Components: Verbal, Somatic, Concentration. Components: Somatic, Concentration.
Domains: Elements, Nature, War. Domains: Blessings, Protection, Travel.
Type: Area-of-effect. Type: Single-target effect.
Casting time: a major action. Casting time: a major action.
Range: 120ft. Range: Touch.
Duration: up to 1 minute. Duration: up to 1 minute.
A massive snowflake appears above your You touch a creature, and they begin to
head, before exploding into a freezing slightly hover and sparkle. For the duration of
shockwave. Every creature within range, other this spell, the creature is immune to being
than you, must succeed on a Constitution knocked prone and being grappled.
saving throw against DC 1D20 + your Additionally, the creatures movement speed
Intelligence, or be completely frozen in place. cannot be reduced in any way except due to
Any creatures in this state are considered over encumbrance.
subdued and have their Defense increased by 5 Flexible Casting: This spell can be cast
due to the layer of ice surrounding their body. using more mana to bolster its effects. For
At the beginning of an affected creature’s every 1 mana over 5 that you spend to cast this
turn, they can reroll their saving throw against spell, you can target one additional creature.
the spell DC, ending the spell effects on
themselves on a successful save.
Creatures with resistance or immunity to
cold damage have +6 on saving throws against
this spell.
_________6-COST SPELLS_________
Claw of Ashes
Components: Verbal, Somatic.
Domains: Death, War.
Type: Spell attack.
Casting time: a major action.
Range: Within reach.
Duration: N/A.
Large, blackened claws that radiate
necrotic energy erupt from your hand or the
end of a weapon you are holding. Make a spell
attack roll. On a true strike, the creature takes
6D6 + 6 necrotic damage with 6 of that
damage being automatic wound damage. If
this attack reduces a creature’s current EP by
half or more, they also gain 3 levels of
Exhaustion.
On an untrue strike, you regain half of the
mana you used to cast this spell.
Any creature killed by this spell is turned
to ash along with all their equipped, non-
magical items.
Improved Spell: If you already knew
Claws of Hades when you learned this spell,
you can learn an additional mana cost 3 spell. De
an
Doing so doesn’t count against your number of Sp
enc
known spells. er
23 | SPELLS
_________COMMON MAGIC ITEMS AND PROPERTIES_________
Common magic items are easy enough to produce that they can often be purchased at stores or found
in the possession of guards or other intelligent creatures.
potions and elixirs Armor and Accessories
Elixir of Gust
Weapons
Weight: 0.5 lb.
Appearance: A small vial full of a grayish-white Blow Staff
elixir. The vial is solid glass, with no apparent way Weight: 3 lb.
to open it. Appearance: A blowgun that has metal
When the vial breaks, it releases a strong reinforcements and a slight magical shimmer.
gust of wind, tossing around anything light and Requires attunement
extinguishing any small, non-magical flames This weapon is the enhanced combination
within 30 feet of the point where the vial of a club/staff and a blowgun. Its stats are as
broke. follows:
Ranged: 1D6 piercing damage, Two-handed,
Elixir of Ice Loading (minor action), Range: (80ft)
Weight: 0.5 lb. Melee: 1D6 piercing bludgeoning damage,
Appearance: A small vial full of a blueish-white Two-handed.
liquid that appears to be frozen. The vial is solid
glass, with no apparent way to open it.
Enlarged Weapon
When the vial breaks, it releases an Weight: Varies.
explosion of frost, instantly covering the
surface area within 15 feet of the point where Any weapon can be enchanted to be larger.
the vial broke in a thin layer of ice. A weapon with this enchantment can grow up
to ½ (50%) larger than its original size at its
users command. When a weapon enlarges, its
Elixir of Terrain damage and properties change accordingly.
Weight: 0.5 lb. For example, a 5 lb, 5 feet long Claymore
Appearance: A small vial full of a brownish-gray could grow to 7.5 feet long and weigh 7.5
elixir. The vial is solid glass, with no apparent way pounds. When a weapon is enlarged, it will
to open it. have a -3 to attacks unless the wielder has a
When the vial breaks, the ground trembles Strength of at least half the weight of the
a bit, before becoming jagged and uneven weapon (rounded up). Additionally, it gains the
within 15 feet of the point where the vial Slow property and requires two hands to
broke. The affected area is difficult to move wield, if it didn’t already. When wielding a
through and reduces the movement speed of weapon with two hands, you can add your full
creatures moving across it by 10. Strength to the damage instead of half.
MAGIC ITEMS | 24
Additionally, the weapons damage dice Other
increase by 1 size. For more information about
large weapon sizes, refer to page 36.
Voodoo Pepper
An Enlarged Weapon may be found in its
Weight: 0.5.
normal size or enlarged form. Generally, much
like shrinkable weapons, enlarging works by a Appearance: A red pepper.
command word or by will of the wielder, As a major action, you can speak the name
meaning that as soon as a creature picks up the and species of a creature into the pepper, and
weapon, they could activate the enchantment if then eat it. That creature must then succeed a
they know the command word. If the weapon Constitution saving throw equal to 1D20 +
is command word activated, its magic may be your Luck, or their mouth begins to burn and
trigger-able by nearby creatures, provided they go numb, making it very difficult, if not
know the command word as well. Less impossible, to speak for 1 hour.
common variants of Enlarged Weapons can
only be activated by an attuned wielder. Glo-bal
Weight: 2 lb.
Canoe Shield Appearance: A small, foggy glass orb with a
Weight: 6 lb (shield), 70 lb (canoe [empty]) compass embedded within.
Appearance: A strange, ovular shield that can Requires attunement
transform into a canoe. As a major action, say the name of a
Requires attunement location on the world that the glo-bal has been
While attuned to this item, you can use a major before, and the orb will glow, and a cardinal
action to transform it between a canoe and a direction on the compass will light up for the
shield. More information on the canoe and next 10 minutes, guiding you towards the
shield can be found on pages 63 and 59 spoken location.
respectively of the Apotheosis core rulebook. This item can only be used once per
completed rest.
Friendly Box
Weight: 12 lb (empty).
Appearance: A 3ft by 3ft wooden box with metal
reinforcements.
Requires attunement
This box has been enchanted to obey the
commands of whoever is attuned to it.
Friendly boxes are a bit more advanced
than friendly ropes, and will obey almost any
command you give to the best of its ability. It
can attack, however not hard enough to do any
damage. It has a movement speed of 20ft, and
cannot swim, fly, or climb ledges more than
half its height. It does have a lid and can hold
items, however it moves by rolling, so fragile
items risk breaking.
Friendly boxes have an encumbrance
weight of 4 pounds. You cannot attune more
than one Friendly magic item at a time.
25 | MAGIC ITEMS
________UNCOMMON MAGIC ITEMS AND PROPERTIES________
Potions and elixirs Elemental Necklace
Weight: 0.5 lb.
Vial of Cursed Ichor Appearance: A beautiful necklace with 5 brightly
colored jewels embedded along the front.
Weight: 0.5 lb.
Requires attunement
Appearance: A small vial full of a crimson
glowing liquid. The vial is solid glass, with no While a creature is attuned to and wearing
apparent way to open it. this item, they can use a minor action to
When the vial breaks, it releases a red mist change their next weapon or spell attack
that covers any creature within 5 feet of the damage to acid, fire, cold, lightning, or poison.
point where the vial broke. Those creatures This item holds 5 charges, one in each gem.
then suffer the effects of the Minor Hex spell. You can use as many charges as you want,
however you can only use a specific element
once until its recharged
Armor and Accessories For example, if you have 5 charges, and
you use one to change an attacks damage to
Antlers of the Wild fire damage, you can no longer change it to fire
damage until that jewel recharges
Weight: 2 lb.
This item regains 1 charge per completed
Appearance: A small pair of antlers with intricate
runes running down the sides of them.
rest, and in the order that you used them.
Requires attunement
Once attuned, these miniature antlers will Other
adjust to any creatures head, and be painlessly
attached to them. While attuned to these Deafening Bell
antlers, you learn the spoken form of
Therianthropic, and can understand and Weight: 0.5 lb.
communicate simple gestures and words to Appearance: A little gold bell with small runes
animals. running along it.
As a major action, you can shake the bell,
creating a very loud ringing noise. Any
creature other than you within 60 feet must
succeed on a Constitution saving throw equal
to DC 15 or become completely deaf for the
next minute.
Dream Catcher
Weight: 0.5 lb.
Appearance: A watercolored picture of a devil, fey
creature, and skeleton all being killed by radiant-
like energy, surrounded by a ring, from which 3
feathers hang from, very subtle runes shine
throughout the feathers.
As an major action, you can activate this
item, and instantly learn the location of any
fey-like, devil-like, or undead creatures within
120 feet of you. Any fey-like, devil-like, or
undead creatures with an evil alignment within
30 feet of this item when it is activated must
succeed an Intelligence saving throw of DC 12
or be dazed for 1D4 rounds. This item can be
activated once per completed rest.
MAGIC ITEMS | 26
________RARE MAGIC ITEMS AND PROPERTIES________
Potions and Elixirs other
27 | MAGIC ITEMS
_________CREATURES_________
_________CHALLENGE 1_________
Goblin Skirmisher
EP: 10
Defense: 13
Attributes
Str: 2 Dex: 3 Con: 1 Int: 1 Cha: 1
Attacks (1 per turn)
Shortsword: +3 to attack. 1D6 + 2 (5) slashing damage. Reach: 5ft.
Compound Bow: +3 to attack. 1D4 + 2 (4) piercing damage. Range: 80ft. This creature can attack with
this weapon as a minor action.
Special actions
Escape Artist: This creature can Retreat as a minor action once per completed rest, and has a +3 bonus
against being grappled.
Goblin Scoundrel
EP: 9
Defense: 14
Attributes
Str: 1 Dex: 3 Con: 1 Int: 2 Cha: 1
Attacks (1 per turn)
Push Dagger: +2 to attack. 1D4 + 1 (3) slashing or piercing damage. Reach: 3ft. This creature has a +3
to checks against being disarmed with this weapon.
Composite Crossbow: +5 to attack. 2D4 + 3 (7) piercing damage. Loading: minor action. Range: 80ft.
Special actions
Escape Artist: This creature can Retreat as a minor action once per completed rest, and has a +3 bonus
against being grappled.
CREATURES | 28
Goblin Arcanist
EP: 8
Defense: 11
Attributes
Str: 0 Dex: 3 Con: 1 Int: 3 Cha: 1
Attacks (1 per turn)
Composite Crossbow: +3 to attack. 2D4 piercing damage. Loading: minor action. Range: 80ft.
Special actions
Escape Artist: This creature can Retreat as a minor action once per completed rest, and has a +3 bonus
against being grappled.
Mana: 3
Spells
Cold Beam: Mana Cost: 0. Spell attack. +3 to attack. 1D4 cold damage to each creature a true strike is
made against in a straight line within range. Range: 20ft.
Mage Shield: Mana Cost: 1. Single-target effect. As a reaction, this creature can add +2 to a target
creature’s defense until the start of its next turn. Range: 30ft.
29 | CREATURES
_________CHALLENGE 2_________
Spore Carrier
EP: 22
Defense: 14
Attributes
Str: 3 Dex: 3 Con: 2 Int: 2 Cha: -1
Attacks (1 per turn)
Bite: +5 to attack. 1D4 + 3 (5) piercing damage. If a creature is wounded by this attack they must make
a DC 14 Constitution saving throw. On a failed save, the target takes an additional 1D6 poison damage.
Reach: 1ft.
Scratch: +5 to attack. 2D4 + 3 (7) slashing damage. Reach: 5ft.
Special actions
Noxious cloud: Once per minute, this creature can release a cloud of toxic spores out of its cap in a 15
foot cone in front of itself. Any creature caught in this cloud must succeed a Constitution saving throw of
DC 14 or take 2D6 poison damage.
CREATURES | 30
_________CHALLENGE 3_________
Behemoth Gladiator
EP: 57
Defense: 18
(damage reduction: 1)
Attributes
Str: 7 Dex: 4 Con: 7 Int: 2 Cha: 0
Attacks (2 per turn)
Large War Caber: +11 to attack. 2D8 + 7 (16)
bludgeoning damage. Reach: 13ft.
Special actions
Stunning Strike: Once per minute, when the
Behemoth Gladiator lands a true strike, the target
creature must make a Constitution saving throw of
DC 16. On a failure, the target takes 1 unavoidable
wound damage, and its Dexterity is reduced by 3
for 1 round. If the target fails by 6 or more they are
also dazed for 1 round.
Awakened Tree
EP: 51
Defense: 15 (bark exterior)
Attributes
Str: 9 Dex: -1 Con: 6 Int: -2 Cha: -2
Attacks (2 per turn)
Pound: +9 to attack. 3D6 + 9 (18) bludgeoning damage. Reach: 15ft.
Special actions
Photosynthesis: Once per minute, if the awakened tree is in sunlight, it can forgo its turn to regain an
amount of EP equal to half its maximum EP.
Reproduce: Once per hour, the awakened tree can use its turn to to cause an awakened sapling to splinter
off from the awakened tree. Doing so causes the awakened tree to take 7 wound damage. The awakened
sapling is loyal to the awakened tree and will obey its will for at least the first 3 days of its life.
31 | CREATURES
_________CHALLENGE 4_________
CREATURES | 32
_________CHALLENGE 5_________
Hydra Death Worm
EP: 82 EP: 80
Defense: 20 (natural armor) Defense: 16 (natural armor)
(damage reduction: 2) Attributes
Attributes Str: 12 Dex: 2 Con: 10 Int: -1 Cha: -2
Str: 10 Dex: 6 Con: 10 Int: -3 Cha: -1 Attacks (2 per turn)
Attacks (1 per head) Bite: +13 to hit. 1D10 + 12 (17) piercing
Bite: +10 to attack. 1D6 + 10 (13) piercing damage. Reach: 5ft.
damage. Reach: 15ft. Stinger: +13 to hit. 1D8 + 12 (16) piercing
Special actions damage. If a creature is wounded by this
Acid Spit: Once per minute, the hydra spits 1 attack they must make a DC 16 Constitution
ball of acid per head up to 60 feet at target save. On a failed save, the target takes an
points of its choice. Each ball explodes, additional 2D8 (8) poison damage.
covering everything within 5 feet of the target Reach: 10ft.
point in acid. Every creature within the Special actions
affected area must succeed a DC 16 Dexterity Tunnel: As a major action, this creature can
saving throw or take an initial 2D8 acid tunnel under the ground, during which it is
damage, and an additional 1D6 acid damage undetectable except through faint
per round until they spend a major action vibrations. An Awareness check may be
cleaning themselves off. used to approximate the creature’s location
Regrowth: Once per 5 rounds (30 seconds), in this way. When it emerges, each creature
the hydra can regrow one of its lost heads, within 10 feet must succeed a DC 16
regenerating up to 25 wound damage and Dexterity saving throw or be knocked
regaining 2 Defense in the process. prone. The death worm may also use its
Legendary resistance: Once per rest, when engulf action as a free action as it emerges
the hydra fails a saving throw, it can instead from below a creature.
choose to succeed. Engulf: Once per minute, when the death
worm lands a bite attack, the target creature
must succeed a DC 18 Strength saving
Size class: Giant. throw, or be engulfed. While engulfed, the
Movement speed: 40ft, 60ft (swimming). creature is wounded for 1D4 acid damage
per round, and is subdued. The creature
Alignment: Unaligned.
must re-roll the saving throw each round at
Three Headed: The hydra starts with three heads. the start of their turn. On a success they are
Each time one of its heads is severed, its Defense able to take a major and minor action that
is reduced by 2. Additionally, the hydra has + 20 turn. Additionally, if the death worm is
to death saves for each head it currently has. wounded for 20 or more damage by an
engulfed creature, it can no longer use this
action, and any engulfed creatures are spat
out.
Jessica Tomlin
33 | CREATURES
_________CHALLENGE 6_________
Elemental Guardian
EP: 93
Defense: 20 (rock or ice armor)
(damage reduction: 2)
Attributes
Str: 9 Dex: 5 Con: 13 Int: 5 Cha: 5
Attacks (2 per turn)
Punch: +12 to hit. 1D12 + 12 (18) bludgeoning damage. Reach: 12ft.
Special actions
Guardian of the elements: Once per turn as a free action, this creature can change one of its melee or
spell attack damage types to acid, cold, fire, lightning, or poison.
Legendary resistance: Twice per rest, when an elemental guardian fails a saving throw, it can instead
choose to succeed.
Mana: 7
Spells
Flaming Chakram: Mana Cost: 1. Single-target effect. See page 70 of the Apotheosis core rulebook.
Range: Self.
Ice Dart: Mana Cost: 1. Spell attack. +8 to attack. Two shards of ice fly towards your targets, each
dealing 1D6 cold damage on a hit. Range: 40ft.
Electrical Conduit: Mana Cost: 2. Requires concentration. Spell attack. +8 to attack. For up to 5
rounds, you can use a minor action to make a ranged spell attack, dealing 1D4 lightning damage on a
hit. Range: 30ft.
Conjure Minor Elemental: Mana Cost: 1. Single-target effect. You can instantly summon a minor
elemental of your choice. It will obey basic commands and you can unsummon it as a minor action. The
stats and attributes for the elementals can be found in the in the Creatures section on page numbers 102-
103 of the Apotheosis core rulebook. Range: 10ft.
Blizzard: Mana Cost: 4. Requires concentration. Area-of-effect. For up to 2 rounds (12 seconds) all
creatures around you have their vision heavily obscured, their movement speed reduced by 10, and each
round they’re in it, they must succeed a DC 15 Endurance check or take 1D4 cold damage. Range: 30ft.
Conflagrate: Mana Cost: 4. Area-of-effect. You launch a small orb of fire at a point within range. Once
it reaches the point, it explodes, and each creature must make a Dexterity saving throw of DC 1D20 +
your Intelligence or take 6D6 fire damage, or half as much on a success. The affected area of the spell is
equal to the damage. Additionally, anything flammable catches fire. Range: 60ft.
Rock Slide: Mana Cost: 4. Multi-target effect. See page 20 for more information. Range: 80ft.
Tornado: Mana Cost: 4. Area-of-effect. You summon a tornado within range. Any creature within 60ft
of the center of the tornado have their movement speed halved and a -6 to Dexterity check and saving
throws, any object or creature weighing 60 pounds or less must succeed a DC 16 Strength saving throw
or be swirled around within it. See page 20 for more information. Range: 120ft.
CREATURES | 34
_________CHALLENGE 7_________
Colossus
EP: 105
Defense: 22 (natural armor)
(damage reduction: 3)
Attributes
Str: 10 Dex: 5 Con: 15 Int: 6 Cha: 5
Attacks (2 per turn)
Ancient Blade: +15 to attack. 2D12 + 5 (17) slashing damage. Reach: 40ft.
Special actions
Stomp: Once per 3 rounds (18 seconds), the colossus can forgo its turn to raise its leg up, and, at the
start of its next turn, slam it down. Any creature of Giant or smaller size within 20 feet of the center of
the stomp must make a Dexterity saving throw of DC 16 or take 10D10 (50) bludgeoning damage, and
be fully buried in the ground. On a success, Giant or smaller creatures take 1D10 (5) bludgeoning
damage, and fall prone.
Guardian of the realms: The colossus spends 3 rounds doing nothing else but absorbing the energy
around it, and once it completes. At the end of the 3 rounds, it gains resistance to all damage types for 1
minute.
Arcane resistance: This creature has +3 on checks and saving throws involving magic.
Legendary resistance: Three times per rest, when a colossus fails a saving throw, it can instead choose
to succeed.
Mana: 8
Spells (Can vary depending on the domains of their god. These spells for a true neutral colossus)
Read Mind: Mana Cost: 1. Requires concentration. Single-target effect. See page 73 of the Apotheosis
core rulebook. Range: 120 feet.
Detect Magic: Mana Cost: 1. Requires concentration. Single-target effect. See page 70 of the
Apotheosis core rulebook. Range: Touch.
Mage Shield: Mana Cost: 1. Single-target effect. As a reaction, the colossus can make a magical shield
appear in front of a creature, giving them a +2 to their defensive for one round. For more information,
see page 72 of the Apotheosis core rulebook. Range: 30ft.
True Translation: Mana Cost: 3. Single-target effect. The colossus can touch an Intelligent creature,
and they can understand all languages, and speak Phrenic to creatures within 50ft. For more
information, see page 84 of the Apotheosis core rulebook. Range: Touch. Duration: 2 hours.
Sensory Echo: Mana Cost: 3. The colossus can make up to any 5 creatures within range experience a
taste, smell, feeling, sight, sound, or memory that is has experienced for up to 3 rounds. Range: 300 feet.
True Sight: Mana Cost: 3. Single-target effect. The target creature can see magic auras around illusions
and other magical effects, including invisible creatures. Range: 20ft.
Anti-magic Zone: Mana Cost: 5. Requires concentration. Single-target effect. The colossus creates an
anti-magic sphere. For more information, see page 87 of the Apotheosis core rulebook. Range: 20ft.
35 | CREATURES
_________ADDITIONAL RULES_________
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