====== Destruction ====== Some people just want to watch the world burn. The Destruction tradition is for them. Magic with the sole aim of undoing creation, its spells break, burst, splinter, and erode. Students of the tradition not disgusted by the ruin they create might find themselves reveling in the sheer devastation wrought. ===== Talents ===== //**Entropic Power:**// You can use this talent when you cast a Destruction spell. Entropic power flows into you for 1 minute. The effect ends early if you become unconscious. When you deal damage from a spell you cast or a magical talent you use, the target takes an extra 1d6 damage. At the end of each round, the ground within 3 yards of you fractures to become challenging terrain until cleared away. When this effect ends, make a Strength roll. On a failure, you lose 1d6 Health. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Rend the Flesh:**// You can use an action to send tendrils of ruinous energy from your hand. Target one creature within 5 yards. Make a Will roll against its Strength. On a success, the target takes 1d6 damage and becomes vulnerable until the end of your next turn. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage instead. //**Ruinous Field:**// You can use this talent when you cast a Destruction spell. You emanate a ruinous field for 1 minute. The effect ends early if you become confused, con trolled, stunned, or unconscious. Creatures and objects that are neither worn nor carried within 1 yard of you are vulnerable for as long as they remain there. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Shatter:**// You can use an action to damage or destroy an object. Target one ordinary object you can see within 10 yards. Make an Intellect roll. On a success, the target loses 4d6 Health. On a critical success, the target loses 8d6 Health instead. If the loss destroys the object, it flies apart and each creature and object within 3 yards of it takes 1d6 damage. A creature can make a luck roll. On a success, the creature takes no damage. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ===== Novice Spells ===== {{page>weird-wizard:spells:Break_The_Body&link&doindent}} {{page>weird-wizard:spells:Feed_On_Loss&link&doindent}} {{page>weird-wizard:spells:Hammer_Down&link&doindent}} {{page>weird-wizard:spells:Lesser_Ruin&link&doindent}} {{page>weird-wizard:spells:Pain&link&doindent}} {{page>weird-wizard:spells:Ray_Of_Dissolution&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Cascading_Decay&link&doindent}} {{page>weird-wizard:spells:Detonate&link&doindent}} {{page>weird-wizard:spells:Entropy_Storm&link&doindent}} {{page>weird-wizard:spells:Obliteration&link&doindent}} {{page>weird-wizard:spells:Raze_The_Land&link&doindent}} {{page>weird-wizard:spells:Ruin&link&doindent}} ===== Master Spells =====