Drow Favored Consort

Drow Favored Consort

Medium humanoid (drow)
Challenge

STR
2
DEX
5
CON
3
INT
4
WIS
2
CHA
4

225
30d8+90
19
Fort
+8
Ref
+8
Will
+9
Defense note −1 without mage armor

Speed 5 m.
Skills Athletics +7 (18), Brawn +7 (18), Divinity (int) +9 (20), Nimbleness +10 (21), Perception +7 (18), Stealth +10 (21), Brawn or Nimbleness +7 (18)
Senses darkvision 20 m.
Languages Elvish, Undercommon

Fey Ancestry. The drow favored consort has advantage on saving throws against being charmed, and magic can’t put the drow favored consort to sleep.

Spellcasting. The drow favored consort uses Divinity (int) to cast spells (spell save Difficulty 18, +9 to hit with spell attacks). It has 17 mana, a mana limit of 3, 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, 23rd-level spellcaster): blade ward, call object, dissipating touch, force beam, force blade, prestidigitation, rift

1 mana: abscond, adrenaline rush, alarm, bound proximity, darkness, detect magic, disintegrate, enlarge/reduce, faerie fire, floating disk, force barrier, force bulwark, force shield, force spear, force weapon, invigorate, knock/lock, levitate (self only), mage armor, magic missiles, moment of alacrity, regenerate, relocate, skill empowerment, striding and springing, sudden shift, sustenance, teleport, toppling punch, transposition

2 mana: avert teleport, essence of night, force hail, force hand, force sword, freedom of movement, glyph of warding, homing motes, instant summons, locate portal, metabolic adaptation, synesthete, tiny hut, trace teleport, upheaval, wall of force, word of recall

3 mana: distant teleport, gate, invulnerability, teleportation circle

Sunlight Sensitivity. While in sunlight, the drow favored consort has disadvantage on attacks, as well as on Perception checks that rely on sight.

Actions (3)

Scimitar. Melee Weapon Attack: +10 to hit. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.

Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 1 m. or range 3/10 m. Hit: 7 (1d4 + 5) piercing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.

Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 5/20 m. Hit: 8 (1d6 + 5) piercing damage and the target must succeed on a Difficulty 16 Fortitude saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature uses an action to shake it.

Underdarkmtof

Spells

As an action, you extend your hand and trace a sigil of warding in the air. Until the start of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

As an action, you can teleport an object within 5 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2 kilos and its longest dimension must be 1 meter or less.

At higher levels

The maximum weight of objects that you can target with this spell and the longest dimension increases when you reach 9th level (5 kilos, 2 meters) and 17th level (7 kilos, 3 meters).

As an action, your mere touch can disperse the surface material of a creature or an object, sending a tiny portion of it far away. Make a melee spell attack against the target.

On a hit, it takes 1d10 force damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, you shoot a beam of magical force at a creature or object that you can touch or see within 5 meters. The target takes 1d6 force damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

5 minutes

As an action, you form a blade of pure scintillating force. Make a melee spell attack against the target.

On a hit, it takes 1d10 force damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, you create one of the following magical effects within 5 meters:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than half a cubic meter.
  • You chill, warm, or flavor up to half a cubic meter of non-living material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket that lasts until the end of your next turn.

This spell is a minor magical trick that novice spellcasters use for practice.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect on your turn (no action required).

As an action, you create two linked teleportation portals in unoccupied spaces you can see within 10 meters of you that remain open until the end of your turn. A circular portal, 30 centimeters in diameter, opens over each point.

The portals are two-dimensional glowing rings. Any object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

When you cast this spell, you can make a weapon attack through the portal (no action required).

The portal is not stable enough for a creature or energy such as alchemical explosions or magic to pass through it.

This spell immediately ends if you cast it again before an existing portal closes.

At higher levels

When you reach 9th level, the portal becomes stable enough for energy such as alchemical explosions or magic to pass through it.

As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack or missed by 4 or less that you can see, you teleport up to 5 meters to an unoccupied space you can see.

If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 5 meters for each additional mana expended.

  • You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.

concentration, 1 minute/mana

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana expended.

(ritual); 6 hours/mana

As you spend 1 minute to cast this spell, you set an alarm against unwanted intrusion. Choose a door, a window, or an area within 5 meters that is no larger than a sphere. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 2 kilometers of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 10 meters.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters, preventing it from leaving your side. At the start of each of your turns for the duration, if the creature is more than 1 meter away from you, the creature must make a Will saving throw.

On a failure, the creature is teleported to a space within 1 meter of you.

On a success, the spell ends.

concentration, 1 hour/mana

As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.

At the start of each of your turns if the darkness 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 augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.

  • Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.

  • Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

As an action, a thin green ray springs from your pointing finger to a target that you can touch or see within 10 meters. The target can be a creature, an object that isn’t being worn or carried, or a creation of magical force, such as the wall created by wall of force.

The creature must make a Reflex saving throw.

On a failure, it takes 3d12 force damage.

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.

This spell automatically disintegrates a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell disintegrates a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.

Augment

You can increase the damage by 3d12 for each additional mana expended.

At 2 mana, this spell automatically disintegrates a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell disintegrates a 1-meter radius sphere portion of it.

At 3 mana:

  • if the damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a resurrection spell, a miracle spell, or a wish spell.
  • this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1-meter radius sphere portion of it.

At 4 mana, this spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 2-meter radius sphere portion of it.

At 5 or more mana, this spell automatically disintegrates a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell disintegrates a 3-meter radius sphere portion of it.

concentration, 5 minutes/mana

As an action, you can grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item dropped by returns to normal size at once.

Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Athletics and Brawn checks and any weapon you wield grows to match your new size, dealing 1d6 extra damage.

Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you have disadvantage on Athletics and Brawn checks and any weapon you wield shrinks to match your new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so a creature that you can touch or see within 5 meters grows larger or smaller instead. If the creature is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell. You can target one additional creature for each additional mana expended.

  • You can expend 1 additional mana to grow larger or smaller by one additional size.

    Enlarge. You gain 10 temporary health and your reach increases by 1 meter.

    Reduce. You have advantage on Stealth checks.

concentration, 1 minute/mana

As an action, each creature and object in a sphere twice as big as normal within 10 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.

Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

(ritual); 1 hour/mana

As an action, you create a circular, horizontal plane of force, 1 meter in diameter and 2 centimeters thick, that floats 1 meter above the ground in an unoccupied space of your choice that you can see within 5 meters. The disk remains for the duration, and can hold up to 200 kilos. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 4 meters of it. If you move more than 4 meters away from it, the disk follows you so that it remains within 4 meters of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 2 meters or more. For example, the disk can’t move across a 2-meter-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 20 meters away from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Augment

The weight that the disk can carry increases by 200 kilos for each additional mana expended.

concentration, 5 minutes/mana

As an action, an invisible field of force appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, an invisible field of force forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The bulwark provides half cover from attacks and spells originating outside the bulwark.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take force damage, an invisible barrier of magical force appears around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Additionally, you have resistance to force damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters is attacked. The attacked creature gains the benefits instead.

As an action, a spear of magical force blasts from you. Each creature in a cone or line takes 3d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 2d4 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes imbued with raw magical energy. For the duration, the weapon deals an extra 1d4 force damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana to imbue an additional weapon you touch with raw magical energy.

  • Magic Weapon. You can expend 1 additional mana so the weapon becomes a magic weapon for the duration.

As an action, you endow yourself with energy fueled by magic. You gain 1 stamina die.

Augment

You can expend 1 additional mana to gain 2 additional stamina dice.

As an action, you touch a door, a window, a gate, a box, a chest, a set of manacles, a padlock, or another object or entryway that contains a mundane or magical means that prevents access. Choose knock or lock as the spell’s effect.

Knock. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you use knock, a loud knock, audible from as far away as 100 meters, emanates from the target object.

Lock. The object or entryway becomes locked until it is broken or the spell is dispelled or suppressed. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 1 meter of the object, suppresses this spell for 1 minute. While affected by this spell, the object is more difficult to break or force open; the Difficulty to break it or pick any locks on it increases by 10.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4), and it gains resistance to force damage. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required). The force can be invisible or can appear as a colored glow, at your option.

As an action, you create up to three glowing darts of magical force. Roll 3d6 and add your spellcasting ability; the total is the total amount of damage the darts do. Each dart hits a creature that you can touch or see within 20 meters.

If you create multiple darts, divide the damage evenly among the targets as the darts all strike simultaneously. If the damage does not divide evenly, you can choose which creatures receive the remaining damage.

Augment

You can roll an additional 4d6 and can create an additional dart for each additional mana expended.

As a reaction, which you use at the start of an initiative round, a creature that you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

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.

As an action, you take control of your body’s healing process, you regain 2d4 + your spellcasting ability health immediately and again at the end of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 4d4 for each additional mana expended.

  • You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 2d4 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, you regain 1 health at the start of each of your turns (10 health each minute).

    Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

As an action, a Medium or smaller creature, or object weighing 50 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters is relocated. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target is teleported to an unoccupied space that you can see within 5 meters of it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can affect a creature of a larger size, increase the weight of an object that this spell can target by 100 kilos, and increase the teleport distance by 7 meters for each additional mana expended.

  • 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.

1 hour/mana

As an action, your magic deepens your understanding of your own talent. You become capable, or proficient if you are already capable, with a skill of your choice until the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • 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.

As an action, you touch a willing creature. The target’s speed increases by 2 meters and it has advantage on Athletics checks to jump until the spell ends.

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.

As a reaction, which you use when you make a Reflex saving throw or you are hit by an attack or missed by 4 or less that you can see, you can shrink in size to avoid the attack. You make the roll with advantage or attacks made against you are made with disadvantage until the start of your next turn, including the triggering attack. 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.

You can then move up to 2 meters without provoking opportunity attacks.

Augment

You can expend 1 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw or is hit by an attack or missed by 4 or less that you can see. The attacked creature gains the benefits instead.

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + 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 augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

As an action, you shift to an incredibly small size and then suddenly return to normal as make a weapon attack.

On a hit, add 1d6 + your spellcasting ability to the attack’s damage roll and if the creature is your size or smaller it must succeed on a Reflex saving throw or it is flung 2 meters away from you where it falls prone and takes 1d10 bludgeoning damage.

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 initial damage by 3d6, fling the creature an additional meter, the secondary damage by 1d10, and affect a creature of a larger size for each additional mana expended.

As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.

Augment

The creatures can be an additional 10 meters apart for each additional mana expended.

As a reaction, which you use when you detect a teleportation within 20 meters, you can halt a creature teleporting in or teleporting out that occur within 20 meters. The creature must make a Will saving throw.

On a failure, its teleportation is delayed until the start of its next turn. At the start of its next turn, it repeats the Will saving throw or its teleportation is canceled.

On a critical failure, its teleportation is canceled.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

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.

As two actions, magic beams rain from above at a point within 20 meters. Each creature in a cylinder centered on that point takes 6d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 2d4 for each additional mana expended.

1 minute/mana

As two actions, you create a Large hand of shimmering, translucent force in an unoccupied space that you can see within 5 meters. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

The hand doesn’t fill its space.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the hand up to 5 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Forceful Hand. The hand attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the hand if it is Medium or smaller.

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.

Interposing Hand. The hand interposes itself between you and a creature. The hand moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the hand’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the clenched fist option, push the creature an additional meter for the forceful hand option, and affect a creature of a larger size for each additional mana expended.

1 minute/mana

As two actions, you create a sword-shaped plane of force that hovers within 5 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and once on on each of your turns thereafter as an action—you can move the weapon up to 5 meters and cause the sword to strike a creature within 1 meter of the sword. The target takes 5d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

M (incense and powdered diamond worth 200 sp, consumed)

As you spend 1 hour to cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 2 meters in diameter. If the surface or object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Perception check against your spell save Difficulty to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the ward could be set to affect aberrations or drow). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Reflex saving throw. A creature takes 7d6 + your spellcasting ability force damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a spell of 2 mana or less in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Augment

You can increase the damage of an explosive runes glyph by 2d6 for each additional mana expended. If you create a spell glyph, you can store any spell of up to the same mana as you expended.

1 minute/mana

As two actions, you create two magical motes in your space. They float in the air and orbit you for the duration. When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a mote, sending it streaking toward a point within 20 meters. Once a mote reaches its destination or impacts against a solid surface, the mote explodes. Each creature within 1 meter of that point takes 2d8 + your spellcasting ability force damage.

If you have four or more motes remaining, they shed bright light in a 5-meter radius and dim light for an additional 5 meters. If you have one to three motes remaining, they shed dim light in a 5-meter radius.

Augment

You can increase the number of motes by 2, the damage by 1d8 for each additional mana expended, and the damage by 1d8 for every two additional mana expended.

As you spend 1 minute to cast this spell, you touch an object weighing 5 kilos or less whose longest dimension is 1 meter or less. The spell leaves an invisible mark on its surface.

At any time thereafter, you can use an action to speak the item’s name. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, speaking the item’s name doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

A dispel magic or a similar effect ends this spell’s effect.

(ritual)

As two actions, you sense the direction and general distance to the nearest teleportation circle, gate, planar portal, or other effect which magically connects two different locations within 2 kilometers of you.

This spell can be blocked by any intervening area that is dimensionally warded (such as by forbiddance).

As two actions, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you cast this spell; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals you only half the usual amount of damage.

1 hour/mana

As two actions, your skin receives sensory inputs, allowing you to feel light and sound. Your face must be uncovered to use this spell, as the skin of your face acts as the sensory receiver. You gain blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters.

(ritual); 3 hours/mana

As you spend 1 minute to cast this spell, a 2-meter radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller, or a mix of Medium size or smaller and Large creatures which are equivalent to 4 Medium creatures, can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

1 minute/mana

As two actions, you can detect the origin point or termination point of any teleportation effect within 10 meters of you. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion. You know, to the nearest 10 minutes, when the teleportation effect occurred.

Whenever you detect a teleportation effect, you can study that origin point or termination point as an action. If you do, you make an Arcana or Psionics check. The Difficulty is 11 + twice the mana expended. You have disadvantage if the effect occurred more than 1 minute ago.

On a success, you gain a glimpse of the teleportation effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point). This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail.

You can’t retry the skill check, even if you cast trace teleport again.

As two actions, you teleport entire chunks of the earth or stone 10 meters into the air, where they fall onto the targets below 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 6d6 bludgeoning damage.

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.

In addition, the ground in the affected area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, an invisible wall of force twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is weightless and 1 centimeter thick and each panel of the wall has 15 Defense, 2 Soak, 50 Health, and is immune to bludgeoning, necrotic, piercing, poison, and slashing damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in a sphere can breathe there. A creature or object inside can’t be damaged by attacks or effects originating from the other side.

You can size the wall to be just large enough to contain the creature or object inside. A creature enclosed in a spherical wall can use an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, a spherical wall can be picked up and moved by other creatures.

A disintegrate spell targeting the wall destroys it without harming anything inside it.

Augment

You can expend 1 additional mana to change the duration to 1 hour/mana and a creature trapped inside the wall can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the wall, it must first make a Will saving throw.

On a success, the creature can use that magic to exit the cage.

On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

6 hours/mana

As two actions, you designate a sanctuary within a location. As an action before the duration expires, you can instantly teleport to a previously designated sanctuary that is on the same plane of existence as you. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.

Augment

Up to five willing creatures can be transported with you for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you instantly transport to a destination you select.

The destination must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a mage’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You appear where you want to.

Off Target. You appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 200 kilometers, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 30 kilometers. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 30 kilometers out at sea, you could be in trouble.

Similar Area. You wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Augment

You can transport five additional willing creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 2-meter cube, and it can’t be held or carried by an unwilling creature.

concentration, 5 minutes/mana

As two actions, you create two linked teleportation portals in unoccupied spaces you can see within 100 meters of you that remain open for the duration. A circular portal, 2 meters in diameter, opens over each point.

The portals are two-dimensional glowing rings. When you cast this spell, choose whether both sides operate as a portal or if only one side does.

Any creature or object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

As an action on your turn, you can rotate the rings of each portal to activate or deactivate it.

The portal is stable enough for energy such as alchemical explosions or magic to pass through it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase each portal’s diameter to 10 meters.

  • You can expend 2 additional mana to increase each portal’s diameter to 50 meters.

concentration, 5 minutes/mana

As two actions, you have resistance to all damage until the spell ends.

Augment

You can expend 2 additional mana to be immune to all damage instead of having resistance.

M (rare chalks and inks infused with precious gems worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you draw a 2-meter diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1 meter of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.