Blue Greatwyrm
Gargantuan dragon- Challenge
- STR
- 10
- DEX
- 2
- CON
- 10
- INT
- 5
- WIS
- 5
- CHA
- 8
- Soak
- 4
- Fort
- +17
- Ref
- +13
- Will
- +13
Draconic Awakening (Recharges after a Short or Long Rest). If the the blue greatwyrm would be reduced to 0 health, its current hit point total instead resets to 426 health, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the the blue greatwyrm can now use the options in the "Mythic Actions" section for 1 hour.
Legendary Resistance (4/day). If the blue greatwyrm fails a saving throw, it can choose to succeed instead.
Maneuvers. The blue greatwyrm uses maneuvers (maneuver save Difficulty 26). It has 26 stamina dice which are d8s, a dice limit of 9, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: ambush, blind, blinding debris, disorient, distract, dive attack, fearsome beast, feint, fountain of blood, grapple, knockback (Claw or Tail only), spring attack, swipe, tear flesh, trip (Tail only)
2 stamina dice: feigned opening, misdirection, tear tendon
Spellcasting. The blue greatwyrm uses Primal (cha) to cast spells (spell save Difficulty 24, +15 to hit with spell attacks). It has 13 mana, a mana limit of 5, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will, 34th-level spellcaster): blind spot, dune hammer, hidden object, manipulate sound, mercy, minor illusion, mold sand, sand spew, thaumaturgy
1 mana: blur, command, control sound, cutting words, deceive, desiccate, destroy water, disguise, false sensory input, fear, illusory script, image, invisibility, locate water, magic mouth, mirror image, mirrored strike, misdirection, pass without trace, phantom steed, sand body, sand cloud, sand walk, sandblast, silence, slipsand
2 mana: animate sand, dark delirium, dream, flaying wind, horrid wilting, hypnotic pattern, illusory dragon, incite panic, magic aura, move earth, phantasmal force, pillars of sand, sandstorm, transmute sand, wall of sand
3 mana: flesh to salt, glibness, mental prison, mirage, project image
5 mana: sandy imprisonment, simulacrum
Unusual Nature. The blue greatwyrm doesn’t require food or drink.
Actions (4)
Bite (1/turn). Melee Weapon Attack: +17 to hit, reach 3 m. Hit: 43 (6d10 + 10) piercing damage.
Claw (2/turn). Melee Weapon Attack: +17 to hit, reach 2 m. Hit: 23 (3d8 + 10) slashing damage. If the dragon uses the grapple maneuver, the target is restrained until the grapple ends, and the dragon can’t constrict another target.
Tail (1/turn). Melee Weapon Attack: +17 to hit, reach 4 m. Hit: 23 (3d8 + 10) bludgeoning damage.
Frightful Presence (1/turn). Each creature of the blue greatwyrm’s choice that is within 20 meters of it and aware of it must succeed on a Difficulty 24 Will saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the blue greatwyrm is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the blue greatwyrm’s Frightful Presence for the next 24 hours.
Sand Spew (Costs 2 actions; Recharge 5–6). The blue greatwyrm exhales sandy grit in a 20-meter cone or line. Each creature in that area must make a Difficulty 26 Reflex saving throw. On a failure, a creature takes 98 (28d6) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half as much damage and isn’t blinded.
Legendary actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The blue greatwyrm regains spent legendary actions at the start of its turn.
Arcane Spear (Costs 3 actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 20 meters of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Attack. The greatwyrm makes one Claw or Tail attack.
Detect. The blue greatwyrm makes a Perception check.
Mythic actions
If the greatwyrm’s Draconic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 actions). The greatwyrm flares with elemental energy. Each creature in a 20-meter-radius sphere centered on the greatwyrm must make a Difficulty 24 Reflex saving throw, taking 2 (5d8) poison damage on a failed save, or half as much damage on a successful one.
Lair actions
On initiative count 20 (losing initiative ties), the blue greatwyrm takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
Part of the ceiling collapses above one creature that the dragon can see within 20 meters of it. The creature must succeed on a Difficulty 24 Reflex saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can use an action to make a Difficulty 24 Brawn check, ending the buried state on a success.
A cloud of sand swirls about in a 5-meter radius sphere centered on a point the dragon can see within 20 meters of it. The cloud spreads around corners. Each creature in the cloud must succeed on a Difficulty 24 Fortitude saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Misleading Mirage. Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Sudden Sinkhole. The dragon chooses a point on the ground that it can see within 20 meters of it. A 1-meter-radius, 5-meter-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a Difficulty 24 Reflex saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
Regional effects
The region containing the blue greatwyrm’s lair is warped by the blue greatwyrm’s magic, which creates one or more of the following effects:
Dust devils scour the land within 10 kilometers of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 10 meters, and has an Intelligence and Charisma of −5.
Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful Difficulty 24 Perception check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a Difficulty 24 Reflex saving throw or fall 1d6 x 2 meters into the sinkhole.
Blue Luster. Creatures that spend a year within 1 kilometer of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a Difficulty 24 Will saving throw to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
Sandstorm. A sandstorm blows constantly within 1 kilometer of the dragon’s lair.
If the dragon dies the dust devils disappear immediately. Any sinkholes remain where they are.
Maneuvers
As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack as you strike a sensitive area.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a weapon attack and throw dirt, sand, or various debris into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a weapon attack to distract the creature, giving your allies an opening.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
1 minute/stamina die
As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.
While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.
On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.
On a failure, a creature is frightened of you until the end of your next turn.
As an action, make a melee weapon attack and a Brawn check to grapple the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As a reaction, which you use when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.
If the enemy’s attack misses, you can make one melee weapon attack against the creature.
If the enemy’s attack hits, one ally within 1 meter of the enemy can make one melee weapon attack against the creature.
You must use this maneuver before the enemy’s roll is revealed.
Enhance
If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.
As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.
1 minute/stamina die
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.
On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
Spells
As an action, your free hand transform into sand, forming a sledgehammer. Make a melee spell attack against the target.
On a hit, it takes 1d8 bludgeoning damage.
On a critical hit, it takes twice as much damage.
On a miss by 4 or less, it takes half as much damage.
After you make the attack, hit or miss, the sand falls at the target’s feet, burying them in sand and your hand returns to normal. Its speed is reduced by 1 meter until the end of its next turn.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).
1 minute
As an action, you can manipulate sound within 5 meters. You create one of the following magical effects.
- You create an instantaneous sound whose volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, a rumble of thunder, the cry of a raven, ominous whispers, or any other sound you choose.
- Your voice booms up to three times as loud as normal.
- You whisper words that can clearly be heard by up to 4 creatures within 10 meters. Other creatures have disadvantage on Perception checks to hear your words.
- You can make a creature’s voice or an object’s sound half as quiet or twice as loud.
- You can alter the pitch of a sound, making it high-pitched or low-pitched.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).
5 minutes
As an action, you provide succor to an ailing creature that you can touch, masking its suffering for the duration.
The creature no longer feels any physical pain or discomfort.
A creature can use an action to determine why it suddenly feels no pain, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware of the illusion and is immune to this spell for the next 24 hours.
1 minute
As an action, you create a sound or an image of an object within 5 meters that lasts for the duration. The illusion also ends if you dismiss it on your turn (no action required) or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1-meter cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
A creature can use an action to examine the sound or image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The illusion can be created to appear as a threatening creature just out of sight of a creature within 10 meters that you can see. If you so, the spell ends and the creature must make a Will saving throw.
On a failure, it takes 1d2 psychic damage, can’t take reactions until the end of its next turn, and the next attack made against it has advantage if it is made before the end of your next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d2 when you reach 9th level (2d2) and 17th level (3d2).
As an action, you choose a portion of dirt or sand that you can see within 5 meters and that fits within a 1-meter cube. You manipulate it in one of the following ways:
- If you target an area of loose earth or sand, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. On a miss by 4 or less, the target takes half as much damage.
- If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 meter away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
- You cause shapes, colors, or both to appear on the dirt or sand, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or sand you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).
As an action, you hold your hands outstretched as sand shoots forth toward a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d3 slashing damage, can’t take reactions until the end of its next turn, and the next attack made against it has advantage if it is made before the end of your next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).
1 minute
As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.
- Your voice booms up to three times as loud as normal.
- You cause flames to flicker, brighten, dim, or change color.
- You cause harmless tremors in the ground.
- You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).
Blur
1 minute/mana
As an action, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attacks made against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
Augment
You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.
As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.
Drop. The creature immediately drops whatever it is holding at its feet.
When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.
Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.
Grovel. The creature immediately falls prone.
Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
Augment
You can target one additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.
concentration, 5 minutes/mana
As an action, you shape and alter existing sounds within 20 meters. You can target one sound, such as a person speaking or singing, a group of related sounds such as the patter of many raindrops or the tramp of soldiers passing by, or all sounds in a sphere centered on a point. A sound as quiet as a snapping finger can be controlled.
You can entirely muffle a noise to make no sound at all or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any creature with advantage on Stealth and audio-based Perception checks.
You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Deception check with advantage opposed by the intended listener’s passive Insight to avoid arousing suspicion.
Alternatively, you can use up the spell in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.
As a reaction, which you use when another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. The creature makes the roll with disadvantage. The creature is immune if it is a construct or an undead, can’t hear you, or is immune to being charmed. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Augment
You can use cutting words against one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As a reaction, which you use when you make a Deception check, your words entice the gullible. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
As an action, you drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 6d6 for each additional mana expended.
(ritual)
As an action, you destroy up to 40 liters of nonmagical water in an open container within 5 meters. Alternatively, you destroy fog in a sphere twice as big as normal within 5 meters.
Augment
You destroy an additional 40 liters of water for each additional mana expended.
1 hour/mana
As an action, you change the appearance of a creature that you can touch or see within 5 meters. You give the creature a new, illusory, appearance. An unwilling creature can make a Will saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make the creature seem up to 30 centimeters shorter or taller and appear thin, fat, or in between. You can’t change a creature’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you dismiss it on your turn (no action required).
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use an action to inspect a creature, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that the creature is disguised.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As an action, you attempt to falsify one of a creature’s senses. Choose a creature that you can touch or see within 100 meters who must make a Will saving throw.
On a failure, the target thinks it sees, hears, smells, tastes, or feels something other than what its senses actually report.
You can’t create a sensation where none exists, nor make the target completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.
You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this spell. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size.
Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Fear
concentration, 1 minute/mana
As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.
While frightened by this spell, the creature must move as far as its speed allows away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
(ritual); 10 days
As you spend 1 minute to cast this spell, you write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
concentration, 5 minutes/mana
As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.
Augment
Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.
Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.
Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
(ritual)
As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.
(ritual)
As you spend 1 minute to cast this spell, you implant a message within an object you can touch or see within 5 meters until the spell is dispelled, a message that is uttered when a trigger condition is met. Choose an object that you can touch or see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the object. For example, you could instruct the mouth to speak when any creature moves within 5 meters of the object or when a silver bell rings within 5 meters of it.
1 minute/mana
As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can dismiss the illusory duplicates on your turn (no action required).
Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 9 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll a 10 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a duplicate, the duplicate is destroyed.
A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Augment
Illusory Self. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.
As an action, you shape two illusory duplicates of yourself that attack simultaneously from different directions as you make a weapon attack with advantage.
On a hit, add 1d10 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 2d10 for each additional mana expended.
As a reaction, which you use when a creature that you can touch or see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.
1 hour/mana
As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Augment
You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.
1 hour/mana
As you spend 1 minute to cast this spell, a Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 5 meters. You decide the creature’s appearance, but it has smoke-colored, insubstantial hooves that make no sound and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 2 meters away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 20 meters and can travel 15 kilometers in an hour, or 25 kilometers at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you dismiss it on your turn (no action required) or if the steed takes any damage.
The steed can ride over sandy, muddy, or even swampy ground without difficulty or a decrease in speed.
Augment
You can create two additional steeds for each additional mana expended.
Water Steed. You can expend 1 additional mana so the steed can walk on water (per the water walk spell).
Flying Steed. You can expend 1 additional mana so the steed can fly at its speed.
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you let the blow pass right through you. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
concentration, 1 hour/mana
As an action, you create a sphere twice as big as normal of sand centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.
Augment
Choking Sands. You can expend 1 additional mana and cast this spell as two actions to cause the sands to fill the lungs of creatures within it. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana.
Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.
On a failure, the creature spends its actions that turn coughing up the sand in its lungs. Creatures that don’t need to breathe automatically succeed on this saving throw.
(ritual); 1 hour/mana
As an action, a creature that you can see within 5 meters is not hindered by difficult terrain made of sand.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
You can expend 1 additional mana so the creature can move across any sandy surface—such as loose sand or quicksand—as if it were harmless solid ground.
If you target a creature submerged in sand, the spell carries the target to the surface of the sand at a rate of 10 meters per turn.
As an action, you hold your hands outstretched as sand shoots forth. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 1d6 slashing damage and is blinded until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 for each additional mana expended.
(ritual); concentration, 1 minute/mana
As an action, no sound can pass through a sphere that surrounds you. Until the spell ends, the sphere moves with you, centered on you.
Any creature or object entirely inside the sphere is immune to concussion damage that originates outside the sphere.
Casting this spell on the same spot every day for a year makes this effect permanent on that spot.
Augment
You can expend 1 additional mana so no sound can be created within the sphere. Any creature or object entirely inside the sphere is immune to concussion damage, creatures are deafened while entirely inside the sphere, and casting a spell that requires words to be spoken is impossible inside the sphere.
You can expend 1 additional mana to cast the spell centered on a point within 20 meters.
You can expend 1 additional mana to change the duration to 5 minutes/mana.
1 minute/mana
As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 10 meters and turns it into difficult terrain for the duration.
When the slipsand appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.
concentration, 5 minutes/mana
As two actions, you call forth a sand elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a sand elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can use an additional resource for each additional mana expended.
You can expend 2 additional mana to call forth another elemental.
concentration, 1 minute/mana
As two actions, a creature that you can touch or see within 10 meters must make a Will saving throw.
On a failure, it is plunged into an illusory realm as it is charmed or frightened by you for the duration. This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
A creature can repeat the saving throw with disadvantage at the end of each of its turns, ending the effect on itself on a success.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
3 hours/mana
As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.
While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.
On a failure, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking.
Once during the dream, the target can choose to make a Will saving throw to end its effect.
As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.
On a failure, it takes 5d6 slashing damage and is bleeding 2.
On a critical failure, it takes twice as much damage and is bleeding 4.
On a success, it takes half as much damage and is bleeding 1.
On a critical success, it takes no damage.
Augment
You can increase the damage by 1d6 and the bleeding level by 1 for each additional mana expended.
As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.
On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.
Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.
Augment
You can increase the damage by 2d6 for each additional mana expended.
concentration, 1 minute/mana
As two actions, you create a twisting pattern of colors that weaves through the air inside a sphere within 10 meters. The pattern appears for a moment and vanishes. Each creature in a sphere centered on that point must make a Will saving throw. If the creature can’t see the pattern, the spell has no effect on it.
On a failure, it is charmed for the duration. While charmed by this spell, the creature is incapacitated and immobilized.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
concentration, 1 minute/mana
As two actions, you create a Huge dragon in an unoccupied space that you can see within 20 meters. The illusion lasts for the duration and occupies its space, as if it were a creature.
When the illusion appears, each creature of your choice in a sphere twice as big as normal around it and that can see it must succeed on a Will saving throw or become frightened of it for the duration. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
At the start of each of your turns if the dragon is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
A creature can use an action to examine the dragon, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against it.
Augment
You can expend 2 additional mana so the illusion becomes tangible, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. The dragon gains a breath weapon. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. The breath weapon can be used at any point during its movement to exhale a blast of energy in a cone or line originating from its space. Each creature in the area must make a Will saving throw, taking 2d10 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
concentration, 1 minute/mana
As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.
On a failure, it is confused and frightened of the area in the center of the sphere for the duration.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
24 hours
As two actions, you place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific theme that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a acolyte’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type.
concentration, 1 hour/mana
As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.
Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
concentration, 1 minute/mana
As two actions, you craft an illusion that takes root in the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 2-meter cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
A creature can use an action to examine the phantasm, making a skill check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind (at least 30 kilometers per hour) might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 1 meter of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
As two actions, up to three pillars of sand burst from a place on the ground that you can see within 20 meters. A pillar is a cylinder that has a diameter of 2 meters and a height of up to 5 meters. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.
A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles, which creates an area of difficult terrain with a 2-meter radius that lasts until the sand is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.
On a success, the creature moves up to 1 meter to the nearest space.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Augment
You can create one additional pillar for each additional mana expended.
concentration, 5 minutes/mana
As two actions, a swirling cloud of sand swirls through the air in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failure, it takes 1d4 slashing damage and is blinded until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can increase the damage by 1d4 for each additional mana expended.
You can expend 1 additional mana so duration changes to 1 hour/mana.
Massive Sandstorm. You can expend 3 additional mana to create a 200-meter radius sphere at a point you can see within sight range. Sand and gusts assail the area. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and sand count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
The damage is reduced to 1d4.
As two actions, choose a sphere twice as big as normal of stone or sand that you can see within 20 meters, and choose one of the following effects.
Transmute Rock to Sand. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing sand that remains until the spell is dispelled.
The ground in the spell’s area becomes sandy enough that creatures can sink into it. Movement through the sand is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.
On a failure, a creature sinks into the sand and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the sand.
If you cast the spell on a ceiling, the sand falls. Any creature under the sand when it falls must make a Reflex saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Sand to Rock. Nonmagical sand or quicksand in the area no more than 2 meters deep transforms into soft sandstone until the spell is dispelled. Any creature in the sand when it transforms must make a Reflex saving throw.
On a success, a creature is shunted safely to the surface in an unoccupied space.
On a failure, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a Difficulty 20 Brawn check or by dealing damage to it. The rock has 15 Defense, 2 Soak, and 25 Health, and it is immune to poison and psychic damage.
Augment
You can increase the damage from the sand falling by 2d6 for each additional mana expended.
concentration, 5 minute/mana
As two actions, you create a wall of swirling sand twice as big as normal on the ground at a point you can see within 20 meters that lasts for the duration.The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.
A creature must spend 3 meters of movement for every meter it moves through the wall. A creature is blinded until the start of its next turn after moving through the wall.
concentration, 1 minute/mana
As two actions, a creature that is made of flesh that you can touch or see within 10 meters turns to salt. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.
On a failure, it is slowed 1.
On a critical failure, it is slowed 2.
On a success, its slowed level is reduced by 1.
On a critical success, the effect ends.
The spell ends if the slowed level is reduced to 0. If the slowed level reaches 3, the creature is turned to salt, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration.
Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to salt until the effect is removed.
1 hour/mana
As two actions, you gain the gift of glibness. When you make a skill check using Charisma to make a social skill, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
concentration, 1 minute/mana
As two actions, you cause a creature that you can touch or see within 10 meters to imprison itself with its mind. The creature must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.
On a failure, it takes 5d8 psychic damage and you make the area immediately around the creature’s space appear dangerous to it in some way. You might cause the creature to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the creature can’t see or hear anything beyond it andis restrained for the duration. If the creature is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the creature takes 5d8 psychic damage, and the spell ends.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the initial damage by 4d8 for each additional mana expended.
1 day/mana
As you spend 1 minute to cast this spell, you make terrain in a 20-meter cube within sight look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
A creature can use an action to examine the terrain, making a skill check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds or if a creature has truesight, it can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Augment
You can increase the cube by 20 meters for each additional mana expended.
concentration, 6 hours/mana
As two actions, you create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within 800 kilometers that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use an action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be entombed far beneath the sands in an air pocket that is just large enough to contain the target. Nothing can pass through the pocket, nor can any creature teleport or use planar travel to get into or out of it. If it succeeds, it is immune to this spell if you cast it again.
While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.
A dispel magic spell can end the spell only if it is cast using 5 mana.
M (powdered ruby 1,000 sp, consumed)
As you spend 12 hours to cast this spell, you shape an illusory duplicate of one creature that you touch for the entire casting time. The duplicate is a creature, partially real and formed from ice or snow, and it can use actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s maximum health and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain catalysts, mana, ki, or stamina dice.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 sp per health it regains. The simulacrum lasts until it drops to 0 health, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.