BartaEvocation [Cold]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Range: 30 feet
Area: Line
Duration: See text
Saving Throw: Fort negates (affects objects)
Spell Resistance: No
Basic ice technique. Freezes the air to fire a line of icicles.
This spell deals Cold damage based on the action spent to cast it. There's a chance targets are Slowed for 1 round, but any other damage they receive ends this Slow earlier.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per Cl, 100% chance.
BlárEvocation [Water]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Area: Burst 10 feet centered on self.
Duration: See text
Saving Throw: Will negates
Spell Resistance: No
Basic water technique. Draws moisture from the air to create distracting and damaging patterns.
This spell deals damage (half Bludgeoning and half Force) based on the action spent to cast it. There's a chance targets are Flatfooted for 1 round, but any other damage they receive ends this Flatfooted earlier.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per Cl, 100% chance.
Blár DragonEvocation [Water]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Range: Personal
Target: You
Duration: See text
Saving Throw: No
Spell Resistance: No
Enhances systems with the grace of water.
When you cast this spell pick one of the following benefits, plus you may gain more by expending extra spell slots, at the rate of an extra number of effects equal to the total number of spell slots expended (0th level spells count as half a spell level for this).
-Mecha gains the Amphibious Quality for 1 minute.
-One held weapon gains the Finesse property for 1 round.
-One held weapon gains the Pushing property for 1 round.
-One held ranged weapon shoots water for 1 round, converting all its damage to half Bludgeoning, half Force.
-Move up to 10 feet whitout provoking attacks of opportunity, or 20 feet if you’re swimming.
Foie SystemEvocation [Fire]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: Swift action
Range: Personal
Target: Ranged weapon you’re holding
Duration: 1 round
Saving Throw: No
Spell Resistance: No
Enhances systems with the elegance of fire.
When you cast this spell choose one of the following benefits.
-Choose a ranged weapon you’re holding. For 1 round it gains the Power property.
-Choose a ranged weapon you’re holding. For 1 round all damage it deals is converted to fire.
-Gain a +3 bonus to Dex for 1 round.
-Cover self in flames so for 1 round anyone touching or attacking you in melee takes 1d4+CL fire damage, also ends any [Cold] effects in yourself with a duration other than permanent or instantaneous.
In addition for the duration of this spell you may also expend spell slots instead of ammo or energy for your weapons at the rate of 1 spell slot for 2 ammo or 10 energy (0th level spell slots provide half benefit). Those benefits apply only to you.
Flame ArrowEvocation [Fire]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: Standard Action
Area: line 5 feet wide and 20 feet long plus another 5 feet per CL.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Attacks on a straight line in front of the caster, causing light fire damage to
enemies and lighting things on fire.
Make a ranged touch attack roll and compare against the touch AC of each enemy inside the area. Targets hit take 1d4 fire damage per CL plus pick one of the following effects:
-Targets damaged take 2 ability damage to an ability score of your choice (only 1 if Con is picked).
-Targets damaged take a -4 penalty on all spell/power/SLA/PLA attack rolls for 1 round.
-Caster gains a +4 bonus on all spell/power/SLA/PLA attack rolls until the end of their next turn.
Either way unattended flammable objects hit catch fire.
FoieEvocation [Fire]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Range: Short (25 feet+5 feet per 2 CL)
Area: 5 feet radius spread.
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Basic fire technique. Converts photons into a small fireball.
This spell deals Fire damage based on the action spent to cast it, targets have a chance of taking an extra 1d6 fire damage at the start of their next turn.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per CL, 100% chance.
GronnEvocation [Acid]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Area: 15 feet cone
Duration: Instantaneous
Saving Throw: Fortitude Negates (affects objects)
Spell Resistance: No
Basic acid technique. Converts photons into a small blast.
This spell deals Acid damage based on the action spent to cast it and has a chance of making the target Sickened for 1 round.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per CL, 100% chance.
RaudEvocation [Earth]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature or object.
Duration: See text.
Saving Throw: Fortitude Negates (affects objects)
Spell Resistance: No
Basic earth technique. Converts photons into rocks.
This spell deals bludgeoning, slashing and piercing damage based on the action spent to cast it and has a chance of preventing the enemy from moving from their position for 1 round.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per CL, 100% chance.
Water DragonEvocation [Water]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: Standard Action
Area: line 5 feet wide and 20 feet long plus another 5 feet per CL.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Attacks on a straight line in front of her, causing light water damage
to enemies and extinguishing things on fire.
Make a ranged touch attack roll and compare against the touch AC of each enemy inside the area. Targets hit take 1d4 damage per CL, half Bludgeoning and half Force, plus pick one of the following effects:
-Gain Fast Healing 1 until you take damage, or Fast Healing 2 if swimming.
-Your next attack against hit targets deals double HP damage (if any) and has any DCs increased by 2 if the target is below half HP.
ZondeEvocation [Electricity]
Level: Arcane Pilot 1, Ideal Idol 1, Magic Knight 1, Steel Soldier 1
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 1 target
Duration: See text
Saving Throw: Reflex negates.
Spell Resistance: No
Basic lightning technique. Charges photons to summon a bolt of lightning in any location.
This spell deals Electricity damage based on the action spent to cast it. It has a chance to leave the target Entangled for 1 turn.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per CL, 100% chance.