Geryon

Geryon

Huge fiend (devil)
Challenge

STR
9
DEX
3
CON
6
INT
4
WIS
3
CHA
6

300
24d12+144
23
Soak
2
Fort
+12
Ref
+12
Will
+11
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing from attacks that aren’t silvered
Damage immunities cold, fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 5 m., fly 10 m.
Skills Deception +12 (23), Divinity (cha) +12 (23), Intimidation +12 (23), Perception +9 (20)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Legendary Resistance (3/day). If geryon fails a saving throw, it can choose to succeed instead.

Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects.

Magic Weapons. Geryon’s weapon attacks are magical.

Maneuvers. The geryon uses maneuvers (maneuver save Difficulty 24). It has 21 stamina dice which are d8s, a dice limit of 7, 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:

At will: grapple (Claws only)

1 stamina die: blood in the water, chain sweep, charge, disorient, fountain of blood, hamstring, knockback, lead the attack, rampage, slice through, smash, spring attack, sprint, swipe, tear flesh, throw, trip, whirling blade

2 stamina dice: frenzy, tear tendon, vengeance

3 stamina dice: battle cry, battle leader

Regeneration. Geryon regains 20 health at the start of each of its turns. While geryon is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If geryon takes radiant damage, this trait doesn’t function at the start of geryon’s next turn. Geryon dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The geryon uses Divinity (cha) to cast spells (spell save Difficulty 21, +12 to hit with spell attacks). It has 11 mana, a mana limit of 4, 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:

At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate, suggestion, teleport, wall of ice

Cantrips (at will, 28th-level spellcaster): form ice, frostbite

1 mana: chilling strike, cold snap, cone of cold, divine word, freezing weapon, frost armor, frost nova, frostburn, ice block, ice knife, ice slick, ice spear, protection from cold, snow storm, winter’s bite

2 mana: animate ice, cold fog, freeze, freezing sphere, frost bane

3 mana: symbol of death/pain

Actions (3)

Claws (1/turn). Melee Weapon Attack: +15 to hit, reach 3 m. Hit: 23 (4d6 + 9) slashing damage. If geryon uses the grapple maneuver, the target is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.

Stinger (1/turn). Melee Weapon Attack: +15 to hit, reach 4 m. Hit: 16 (2d6 + 9) piercing damage plus 18 (4d8) poison damage and the target must succeed on a Difficulty 21 Fortitude saving throw or become poisoned until it finishes a short or long rest. The target’s maximum health is reduced by an amount equal to half the poison damage it takes. If its maximum health drops to 0, it dies. This reduction lasts until the poisoned condition is removed.

Sound the Horn (1/long rest). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 200 meters of him. The minotaurs roll initiative when they appear. They remain until they die or the Geryon dismiss any or all of them (no action required).

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The geryon regains spent legendary actions at the start of its turn.

Infernal Glare. Geryon targets one creature he can see within 10 meters of him. If the target can see Geryon, the target must succeed on a Difficulty 21 Will saving throw or become frightened of Geryon until the end of its next turn.

Swift Sting (Costs 2 actions). Geryon attacks with his stinger.

Teleport (1/long rest). Geryon magically teleports itself and up to three willing creatures it can see within 1 meter of it, along with any equipment they are wearing or carrying, to a location Geryon is familiar with, up to 2 kilometers away.

Lair actions

On initiative count 20 (losing initiative ties), the geryon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Geryon causes a blast of cold to burst from the ground at a point he can see within 20 meters of him. The cold fills a cube, 2 meters on each side, centered on that point. Each creature in that area must succeed on a Difficulty 21 Fortitude saving throw or take 28 (8d6) cold damage.

  • Geryon targets one creature he can see within 10 meters of him. The target must succeed on a Difficulty 21 Will saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.

  • Geryon casts the banishment spell.

Regional effects

The region containing the geryon’s lair is warped by the geryon’s magic, which creates one or more of the following effects:

  • Intelligent creatures within 2 kilometers of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.

  • Freezing strong winds howl around the area within 2 kilometers of the lair.

  • Howls and screams fill the air within 2 kilometers of the lair. Any creature that finishes a short or long rest in this area must succeed on a Difficulty 21 Will saving throw or derive no benefit from the rest.

If Geryon dies, these effects fade over the course of 1d10 days.

Lower planesmtof

Maneuvers

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

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.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes piercing 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 against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

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, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

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 augment this maneuver with the following options, expending stamina dice for each option.
  • 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 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 melee weapon attack that deals slashing damage to cripple the creature.

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 slowed 1 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 augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed 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 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, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your 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 augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice 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 weapon that deals bludgeoning damage against an object or structure to smash 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.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage 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, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

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.

As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

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 an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature 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 against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

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.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against 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, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.

Spells

5 minutes

As an action, you can produce a small amount of snow or ice in your hand or shape an amount of water, ice, or snow within 10 meters and that fits within a 1-meter cube. You can produce one of the following effects:

  • A ball of snow or a spike of ice forms in your hand. You can throw the snowball or icicle or stab a creature with the icicle. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d10 bludgeoning or piercing (bludgeoning if it is a snowball, piercing if it is an icicle) damage.

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

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

  • If you target an area of loose snow, 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 ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • You freeze water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • You can melt ice or snow, provided that there are no creatures supported by it.
  • You can create an item by freezing water or forming snow or ice. The item created cannot exceed half a cubic meter in volume. It melts early if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used. They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).

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 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, freezing cold afflicts a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d3 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

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 hour/mana

As an action, you make yourself look different until the spell ends or until you dismiss it on your turn (no action required). You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability cold damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is slowed 1 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.

Augment

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

concentration, 1 minute/mana

As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 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.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.

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

As an action, a blast of cold air erupts from your hands. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell becomes a frozen statue until it thaws.

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

Augment

You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

(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.

concentration, 1 minute/mana

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failure, a creature is affected.

  • Banished or destroyed: each creature challenge ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.
  • Stunned: each creature challenge ¼ or lower is stunned for the duration.
  • Blinded and deafened: each creature challenge ½ or lower is blinded and deafened for the duration.
  • Turned: each creature challenge 2 or lower is turned and deafened for the duration. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 5 meters of you. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so a creature is banished or destroyed if its challenge is 1 or lower, stunned if its challenge is 2 or lower, blinded and deafened if its challenge is 3 or lower, and turned if its challenge is 5 or lower.

  • You can expend 2 additional mana so a creature is banished or destroyed if its challenge is 2 or lower, stunned if its challenge is 4 or lower, blinded and deafened if its challenge is 6 or lower, and turned if its challenge is 8 or lower.

  • You can expend 3 additional mana so a creature is banished or destroyed if its challenge is 3 or lower, stunned if its challenge is 6 or lower, blinded and deafened if its challenge is 9 or lower, and turned if its challenge is 12 or lower.

  • You can expend 4 additional mana so a creature is banished or destroyed if its challenge is 4 or lower, stunned if its challenge is 8 or lower, blinded and deafened if its challenge is 12 or lower, and turned if its challenge is 16 or lower.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d4 cold 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 cause an additional weapon you touch to become frozen.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions 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 augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended.

  • Aura Borealis. You can expend 1 additional mana so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

As an action, extreme cold afflicts a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment

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

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 fire damage, you can create a block of ice 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 fire damage until the start of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.

  • Ice Shelter. You can expend 2 additional mana to instead become encased in ice as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid ice forms around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, 30 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.

As an action, you create a shard of ice and fling it at a creature within 10 meters. Make a ranged spell attack against the target.

On a hit, it takes 2d8 piercing damage.

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

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

Hit or miss, the shard then explodes around the creature. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d6 cold 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.

If the knife strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 1 meter in radius. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

Augment

You can increase the piercing damage by 2d8 and the cold damage by 2d6 for each additional mana expended.

As an action, a thin layer of ice covers the ground in a sphere centered on a point within 10 meters and turns it into difficult terrain.

When the ice 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 make the saving throw.

A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.

Augment

You can expend 1 additional mana so a number of objects equal to the mana expended within the sphere that aren’t being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 4d6 cold damage when it touches the object and at the end of each of its turns while touching the object.

As an action, a giant spear of ice lances up out of the ground within 10 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a spear is created under a creature, it must make a Reflex saving throw.

On a failure, it takes 1d10 cold damage and 1d10 piercing damage and is knocked prone 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.

Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense, 2 Soak, and 20 Health.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the piercing damage by 2d10 and the cold damage by 1d10, increase the spear’s Defense by 2, and increase the spear’s Health by 15 for each additional mana expended.

  • You can create an additional spear for each additional mana expended. Additional augments to the damage increase the piercing damage by 1d10, increase the spear’s Defense by 1, and increase the spear’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one spear, it can’t be knocked prone by other spears from this casting of the spell.

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
You can augment this spell with the following options, expending mana for each option.
  • 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); concentration, 5 minutes/mana

As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 400 meters of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 5 meters—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Augment

Locate Creature. You can expend 1 additional mana to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 400 meters of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 5 meters—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 2 meters wide blocks a direct path between you and the creature.

As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to cold damage.

  • Fire Resistant. You can expend 1 additional mana so you have resistance to fire damage.


Dampen Cold

1

As a reaction, which you use when you take cold damage, you gain resistance to cold 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 takes cold damage. The creature gains the resistance instead.

concentration, 1 hour/mana

As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. When 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.

On a failure, it falls prone.

If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save Difficulty or lose concentration.

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 a reaction, which you use when you are hit by an attack or missed by 4 or less, spectral frost rimes the creature who hit you. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 5 minutes/mana

As two actions, you call forth an ice elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an ice 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 augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

concentration, 5 minutes/mana

As two actions, a billowing mass of icy and misty vapors appears 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 2d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

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 fog 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 increase the damage by 1d6 for every two additional mana expended.

  • You can expend 1 additional mana to increase the slowed level by 1.

  • You can expend 1 additional mana so the duration changes to 1 hour/mana.

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 cold damage and is stunned 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 augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • 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 duration changes to 1 minute/mana, concentration and the creature is stunned 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.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

As two actions, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 20 meters, where it explodes. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 4d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area equal to the radius of the sphere. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 5 meters) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Augment

You can increase the damage by 1d8 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to cold. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to cold damage for the duration and the first time on each turn the creature takes cold damage, it takes an extra 2d6 cold damage.

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.

As two actions, a hail of rock-hard ice pounds to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and 2d8 cold 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.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

Augment

You can increase the bludgeoning damage by 1d8 for each additional mana expended.

concentration, 3 hours/mana

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The creature must make a Reflex saving throw.

On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

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.

concentration, 5 minutes/mana

As two actions, you create a wall of ice twice as big as normal 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, though it needs a 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 an object made of ice that blocks line of sight. The wall can be damaged and thus breached. It has 12 Defense, 2 Soak, and 1.5 Health per centimeter of thickness, and it is vulnerable to fire damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion. When destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Fortitude saving throw.

On a failure, it takes 5d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

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

30 days

As you spend 1 minute to cast this spell, you place a magical command on a creature that you can touch or see within 10 meters, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each round. A creature that can’t understand you is unaffected by the spell.

An affected creature can repeat the saving throw each time it takes damage from acting in a manner counter to your instructions, ending the effect on a success.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by dismissing it on your turn (no action required). A remove curse spell, restoration spell augmented to greater restoration, miracle spell, or wish spell also ends it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to change the duration to 1 year.

  • Indefinite. You can expend 2 additional mana so the spell lasts until it is ended by one of the spells mentioned above.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the 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, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

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

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Fortitude saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Death. On a failure, a creature takes 8d10 necrotic damage.

On a success, a creature takes half damage.

Pain. On a failure, a creature becomes incapacitated with excruciating pain for 1 minute.