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===3rd Level Spells=== '''Corrosive Cloud''' ''A caustic cloud envelops your foes in deadly acid''.<br> Ranged spell<br> Daily<br> '''Target''': 1d4 nearby enemies in a group<br> '''Attack''': Intelligence + Level vs PD<br> '''Hit''': 5d6 acid damage and 5 ongoing acid damage<br> '''Miss''': Half damage and no ongoing damage<br> 5th level spell 8d6 and 10 ongoing acid damage<br> 7th level spell 12d6 and 15 ongoing acid damage<br> 9th level spell 17d6 and 20 ongoing acid damage<br> '''Special - Sustained''': The cloud lingers for a number of turns equal to your Constitution modifier (minimum 1). It is assumed that anyone hit by the initial cloud is easily able to move out of it on their turn, even if engaged with enemies, as 13th Age's combat paradigm avoids identifying the exact position of combatants. However, the caster can choose to place the cloud somewhere of tactical worth, like over the entrance to a corridor, if the targets are in an appropriate area for that to be possible. Anyone moving through such a cloud-blocked area during their own turns suffers the ongoing acid damage of the spell as if they had been hit.<br> '''Rust & Ruin''' ''The tools of your enemies corrode and rust; metal warps at your command''.<br> Ranged spell<br> Daily<br> '''Target''': 1 nearby or far away enemy<br> '''Attack''': Intelligence + Level vs MD<br> '''Hit''': Target is weakened (save ends)<br> '''Miss''': Target is dazed (save ends)<br> 5th level spell 1d2 enemies<br> 7th level spell 1d3 enemies<br> 9th level spell 1d3+1 enemies<br> ''Adventurer Feat'': On a critical hit, one weapon the target is carrying is destroyed outright (magic items may make a normal save or become temporarily unusable, but are repaired after a short rest).<br> ''Champion Feat'': All targets become Vulnerable (Physical) until the end of your next turn.<br> ''Epic Feat'': On a natural attack roll of 18+ with the spell, targets also become hampered until the end of your next turn.<br> '''Steel Skin''' ''Your very skin takes on the sheen of steel''.<br> Close-quarters spell<br> Recharge 16+ after battle<br> '''Effect''': You gain a batch of temporary hit points equal to the maximum from one of your recoveries; you do not actually expend a recovery in casting this spell. These temporary hit points are only of use against physical and poison damage; all other forms of damage are dealt directly to your regular hit points as normal. Additionally, you have Vulnerability (Acid and Lightning) as long as you have any of these temporary hit points remaining.<br> 5th level spell You gain an additional 10 temporary hit points<br> 7th level spell You gain an additional 25 temporary hit points<br> 9th level spell You gain an additional 45 temporary hit points<br> ''Champion Feat'': Steel Skin no longer imposes Vulnerability (Acid and Lightning) on you.<br> ''Epic Feat'': You now have Resistance (Physical) 14 as long as Steel Skin remains in effect.<br>
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