Githzerai Anarch

Githzerai Anarch

Medium humanoid (gith)
Challenge

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

144
17d8+68
23
Fort
+6
Ref
+8
Will
+8

Speed 5 m., fly 8 m. (hover)
Skills Athletics +7 (18), Brawn +7 (18), Insight +9 (20), Perception +9 (20), Psionics +9 (20)
Languages Gith

Ki. The githzerai anarch uses maneuvers (maneuver save Difficulty 18) and uses Psionics (wis) to cast spells (spell save Difficulty 18, +9 to hit with spell attacks). It has 60 ki, a dice limit of 5, a mana limit of 5, regains all expended ki when it finishes a long rest, and regains half its total ki when it finishes a short rest.

It knows the following maneuvers, which it can use by expending a number of ki based on the maneuver’s dice cost:

1 stamina die: block blow, covering strike, fan of knives, goading strike, grapple, nimble, positioning strike, sacrifice, shield bash, slashing blades, spring attack, step of the wind, unwavering mark, vault

2 stamina dice: disarm, frenzy, uncanny dodge, vengeance

It knows the following spells, which it can cast by expending 2 ki for each mana that the spell costs:

At will: teleport

Cantrips (at will, 20th-level spellcaster): call object, catapult, cloud senses, dissipating touch, distract, floating object, message, mind thrust, minor gravity, rift, true strike

1 mana: abscond, adrenaline rush, agonizing rebuke, bound proximity, call to mind, comprehend languages, confusion, ego whip, enlarge/reduce, extort truth, feather fall, gaze of two minds, gravitational pull, gravity fissure, guiding bolt, guiding strike, haze senses, hover, immovable object, invigorate, judge, knowledge of the ages, levitate, light as a feather, locate, meld mindcrystal, mind over body, mind spike, mind trap, moment of alacrity, psychic fortress, regenerate, relocate, seeking strike, sending, sense minds, skill empowerment, striding and springing, sudden shift, sustenance, telekinesis, thought shield, toppling punch, transposition, unburden, upend, wall bind, wandering mind

2 mana: avert teleport, clairvoyance, co-opt concentration, commune with nature, darkvision, detect thoughts, essence of night, find the path, freedom of movement, ghostly gaze, gravitational well, gravity sinkhole, instant summons, legend lore, locate portal, metabolic adaptation, mind blast, mind control, modify memory, past impressions, psychic crush, psychic reformation, seeing eye, seeing, synaptic static, synesthete, telepathic bond, trace teleport, upheaval, wall of force, word of recall

3 mana: antimagic sphere, contact other plane, distant teleport, gate, plane shift, reverse gravity, schism, solicit mindcrystal, teleportation circle

4 mana: gravity vortex

5 mana: black hole, fission, metafaculty, mind seed

Psychic Defense. While the githzerai anarch is wearing no armor and wielding no shield, its Defense includes its Wisdom.

Actions (3)

Unarmed Strike. Melee Weapon Attack: +9 to hit. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Legendary actions (3)

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

Change Gravity (Costs 3 actions). The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.

Strike. The anarch makes one unarmed strike.

Teleport (1/long rest). The githzerai anarch 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 the githzerai anarch is familiar with, up to 2 kilometers away.

Lair actions

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

  • The anarch casts the lightning bolt spell (at 3 mana), but the anarch can change the damage type from lightning to cold, concussion, fire, psychic, or radiant. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.

  • The anarch casts the shadowy creation spell (as a 5 mana spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its composition. If the anarch moves more than 20 meters from the object, its concentration breaks.

  • The anarch can magically move an object it can see within 20 meters of it by making a Wisdom check with advantage. The Difficulty depends on the object’s size: Difficulty 5 for Tiny, Difficulty 10 for Small, Difficulty 15 for Medium, Difficulty 20 for Large, and Difficulty 25 for Huge or larger.

Regional effects

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

  • In Limbo, the anarch can spend 10 minutes stabilizing a 10-kilometer area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.

  • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 2 kilometers of it (no action required).

If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.

Desert, Limbo, Mountain, Urbanmtof

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack or missed by 4 or less that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

1 minute/stamina die

As an action, make a weapon attack to force the creature on the defensive, buying your allies critical seconds.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

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

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

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

As an action you can make two ranged weapon attacks with a dagger, hatchet, sai, dart, or shuriken against two different targets.

Enhance

You can throw an additional weapon for each additional stamina die expended, but you can only attack each creature once.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

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

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

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

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 a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, make a weapon attack to knock the creature off balance with your blow.

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 move into the creature’s space, and it moves 1 meter in a direction you choose.

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 target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As a reaction, which you use when a creature within 1 meter of you hits another creature, is hit by an attack, or is missed by 4 or less roll, you can cause that attack to target you instead.

As an action, make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die and can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a success, it takes 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, target a creature of a larger size, and push the creature an additional meter 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.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for each additional stamina die expended, but you can only attack each creature once.

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 or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

1 minute/stamina die

As an action, make a weapon attack to menace the creature, foiling its attacks and punishing them for harming others.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks made against the target and the target has disadvantage on any attack that doesn’t target you.

On a critical hit, add twice as much damage.

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

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

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

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

As an action, make a melee weapon attack with a weapon to disarm the creature.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw, which it does with advantage if it is holding the item with two or more hands, or it drops one item of your choice that it’s holding.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make a Brawn or Nimbleness (its choice) check contested by the hostile creature’s Brawn or Nimbleness check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

On a critical hit, add twice as much damage.

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

Enhance

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

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die 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 make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As 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.

Spells

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, choose one object weighing up to 2 kilos within 5 meters that isn’t being worn or carried. You can fling that object at creature or an object within 10 meters of the object. Make a ranged spell attack against the target.

On a hit, it takes 1d8 bludgeoning damage.

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

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

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 1d8 and the maximum weight of objects that you can target with this spell increases when you reach 9th level (2d8; 5 kilos) and 17th level (3d8; 7 kilos).

As an action, you obscure the senses of a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

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 cause your subject’s mind to wander, distracting it. Choose a creature within 5 meters. It has disadvantage on the next Perception or Insight check it makes before the end of its next turn.

As an action, you can cause an object to float near you, remaining within 1 meter of you. The object must weigh no more than 2 kilos and must be no more than 1 meter in any dimension.

While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.

When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 2 meters or less.

You can float one object at a time.

At higher levels

The maximum weight of an object that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

As an action, you send a one-way telepathic message to a creature within 20 meters. The creature hears the message and can reply in a whisper that only you can hear. This spell has no effect on a creature with an Intelligence of −4 or less.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

At higher levels

When you reach 9th level, you can send the message to all creatures within 10 meters. When you reach 17th level, you can send the message to all creatures within 20 meters.

As an action, you unleash a psychic assault ona creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).

1 minute

As an action, you can mentally lift and move an object that weighs 2 kilos or less at will from a distance, though the spell ends if the distance between you and the object exceeds 10 meters.

You can perform this task without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

At higher levels

The maximum weight of objects that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

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 an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack is made with advantage.

On a hit, add 1d6 damage 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.

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.

As a reaction, which you use when you are hit by an attack or missed by 4 or less or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and is staggered until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

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.

As a reaction, which you use when you use an skill check using Intelligence to do one of the following:

  • Recall knowledge
  • Identify an alchemical concoction
  • Identify a herb, poison, or potion
  • Identify a concoction or spell
  • Identify a magic or technological item
  • Diagnose illness
  • Understand the gist of a language
  • Communicate in a language

You can recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

(ritual); 1 hour/mana

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

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

  • Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused 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 target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you mentally lash a creature that you can touch or see within 20 meters, assaulting its ego and debilitating its confidence. The creature must make a Will saving throw.

On a failure, it takes 3d6 psychic damage and has disadvantage on skill checks for the duration.

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.

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 augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 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.

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.

1 minute/mana

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failure, you temporarily disrupt a creature’s ability to mask their true thoughts and intent. The creature is unable to speak a deliberate lie for the duration.

An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.

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

  • Zone of Truth. You can expend 1 additional mana to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 10 meters. The duration changes to 5 minutes/mana and until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

5 minutes/mana

As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.


Feather Fell

1

5 minutes/mana

As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target three additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use an action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, you are blinded and deafened to your own surroundings, and if the creature is willing you can speak through it in your own voice, even if it is normally incapable of speech.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 100 meters must make a Reflex saving throw.

On a failure, it is pulled towards the nearest large gravitational force at a rate of 20 meters per round until it reaches the gravitational force or the spell ends. If the creature has a flying speed, it is reduced to 0 meters for the duration and its rate of descent is also 20 meters per round20 meters per round.

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, a ravine of gravitational force shoots out. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d4 concussion damage, is slowed 1 until the end of its next turn, and is pulled 2 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 4 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d4, pull the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.

On a hit, it takes 3d12 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

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

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

Augment

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

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability radiant damage to the attack’s damage roll and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end 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.

Augment

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

concentration, 1 minute/mana

As an action, you haze the senses of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 2d8 psychic damage and can’t see anything beyond 2 meters for the duration.

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.

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 augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 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, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.

1 hour/mana

As an action, you touch an object that you can touch or see, that isn’t being worn or carried by another creature, and that weighs no more than 5 kilos to cause it to become magically fixed in place. You, and the creatures you designate when you cast this spell, can move the object normally. You can also set a password that, when spoken within 1 meter of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 1,800 kilos of weight. More weight causes the object to fall. A creature can use an action to make a Brawn check against your spell save Difficulty. On a success, the creature can move the object up to 2 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 2 additional mana so the duration changes to 6 hours/mana, the Difficulty increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana so the spell lasts until dispelled, the Difficulty increases by 10, and it can hold up to 9,000 kilos of weight.

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 a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

As you spend 10 minutes to cast this spell, you learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

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 learn an additional language or become capable with an additional skill for each additional mana expended.

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.

1 hour/mana

As an action, an object that you can touch or see within 10 meters that are not being worn or carried becomes as light as a feather for the duration. If the object weighs less than 30 kilograms, its weight is reduced to be that of a feather. If the object weighs more than 30 kilograms, its weight is reduced by 30 kilograms.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the weight by an additional 40 kilograms for each additional mana expended.

  • You can expend 1 additional mana so the duration changes to 6 hours/mana.

  • You can expend 1 additional mana to make the object lighter only for you.

(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.

(ritual); M (gems worth 10 sp, consumed)

As you spend 1 hour to cast this spell, you meld a mindcrystal, a fragment of your personality brought into physical form and a semblance of life. A mindcrystal appears in an unoccupied space within 5 meters of you. A mindcrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s mindcrystal is in some ways a part of them.

Your mindcrystal acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A mindcrystal can’t attack, but it can take other actions as normal.

While your mindcrystal is within 20 meters of you:

  • Your mindcrystal has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • You can communicate with each other telepathically.
  • As an action, you can see through your mindcrystal’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the mindcrystal has. While perceiving through your mindcrystal’s senses, you can also speak through your mindcrystal in your own voice, even if your mindcrystal is normally incapable of speech. During this time, you are deaf and blind with regard to your own senses.
  • When you cast a spell with a range of touch, your mindcrystal can deliver the spell as if it had cast the spell. Your mindcrystal must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your mindcrystal if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you.

You can’t have more than one mindcrystal at a time. If you cast this spell while you already have a mindcrystal, it has no effect.

When the mindcrystal drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your mindcrystal’s health by 5 for each additional mana expended.

As a reaction, which you use when you make a skill check using Strength, Dexterity, or Constitution or you make a Fortitude or Reflex saving throw, you can focus your mind to overcome your body’s limitations. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

concentration, 1 hour/mana

As an action, you reach into the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it takes 3d10 psychic damage and you know the target’s location for the duration, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 for each additional mana expended.

1 hour/mana

As an action, you set a trap in your mind against mental intruders. A creature who targets you with a spell or effect that would sense your emotions, read your thoughts, charm you, or force you to make a Will saving throw must make a Will saving throw.

On a failure, it takes 3d10 psychic damage and loses 1d6 mana if it has any mana.

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.

The spell ends if you dismiss it on your turn (no action required) or if you cast it again.

Augment

You can increase the damage by 3d10 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.

1 hour/mana

As an action, you have resistance to psychic damage 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.

  • You can expend 1 additional mana so you have advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils miracle or wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana so the creature is immune to psychic damage.

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.

As an action, make a ranged weapon attack as the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, curves and twists its path in search of its prey. Choose a creature you have seen in the past minute. The projectile or weapon flies up to 100 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.

If the creature is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the creature, the creature must make a Reflex saving throw.

On a failure, it takes damage as if it were hit by the weapon or projectile plus an additional 2d6 + your spellcasting ability damage, and you learn the creature’s current location.

Augment

You can increase the weapon or projectile damage by 3d6 and the range by 100 meters for each additional mana expended.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.

The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

concentration, 5 minutes/mana

As an action, you can sense the presence of non-mindless creatures within 10 meters for the duration, which allows you to pinpoint where the creature is located.

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.

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.

concentration, 5 minutes/mana

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

You can try to move an object that weighs up to 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make a skill check with your spellcasting skill contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 5 meters in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 150 kilos.

  • Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 5 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

    On subsequent turns, you can use an action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.

  • Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.

  • Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.

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 make a Will saving throw, you fortify your mind against intrusions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can expend 2 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 2 meters of you have advantage on Will saving throws.

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.

3 hours/mana

As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.

Augment

You can expend 1 additional mana to target a willing creature you touch.

As an action, gravity lifts a Medium or smaller creature that you can touch or see within 10 meters upwards as it must make a Reflex saving throw. A creature can willingly fail this save.

On a failure, it is lifted up to 6 meters upwards. It falls unless it has some means to stay aloft.

Augment

You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.

1 hour/mana

As an action, you bind yourself to walls. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

1 hour/mana

As you spend 10 minutes to cast this spell, you enter a deep contemplation. You learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

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 learn an additional language or become capable with an additional skill 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.

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana

As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.

If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.

If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.

KnowledgeSave Modifier
Secondhand (you have heard of the creature)+4
Firsthand (you have met the creature)+0
Familiar (you know the creature well)−4
ConnectionSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, or the like−10

On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.

On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.

On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.

Augment

You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters must make a Will saving throw.

On a failed save you wrest control of a spell that the target is concentrating on. For the duration the creature does not need to concentrate on the spell as you are now concentrating on it (as part of the concentration of this spell). Once you wrest control of the spell from the target, you have several options:

  • Allow the spell to function as normal.
  • Decide how the spell fulfills its function each round.
  • Retarget the spell on yourself or centered on a new point within 20 meters.
  • End concentration on this spell, ending the co-opted spell.

As you spend 1 minute to cast this spell, you briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 10 kilometers of you. In caves and other natural underground settings, the radius is limited to 100 meters. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

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, 1 minute/mana

As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

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.

concentration, 3 hours/mana

As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

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.

concentration, 1 minute/mana

As two actions, you gain the ability to see through solid objects to a range of 5 meters. Within that range, you have darkvision if you don’t already have it. For the duration, you perceive objects as ghostly, transparent images.

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.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters must succeed on a Reflex saving throw or an artificial well of gravity manifests on it, pulling other objects in towards it.

While affected, all attacks made against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attacks made against any other targets within 2 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Any attempt to move away from the affected creature is treated as difficult terrain until more than 2 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 4 meters per round at the end of their turn. Any creature that falls more than 2 meters in the field that strikes the ground takes double damage from the fall.

As two actions, a sphere of crushing force forms at a point within 20 meters. The gravity spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 4d8 concussion damage, is slowed 1 until the end of its next turn, and is pulled 3 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 6 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 and affect a creature of a larger size for each 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.

M (incense worth 100 sp, consumed)

As you spend 10 minutes to cast this spell, you bring to your mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

(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.

As two actions, the air ripples with the force of your mental attack, which blasts the minds of creatures. Each creature in a cone or line must make a Will saving throw.

On a failure, it takes 3d8 psychic damage and is staggered 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 1d8 for each additional mana expended.

  • Stunning Blast. You can expend 1 additional mana and reduce the damage to 1d8 so a creature who fails the saving throw is stunned instead of staggered.

concentration, 1 minute/mana

As two actions, you take control of an animal that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

concentration, 1 minute/mana

As two actions, you modify the memory of a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.

On a failure, it is charmed by you, is incapacitated, and is unaware of its surroundings for the duration.

If it takes any damage or is targeted by another spell, this spell ends and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse spell or restoration spell augmented to greater restoration cast on the target restores the creature’s true memory.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to alter the target’s memories of an event that took place up to 30 days ago.

  • You can expend 2 additional mana to alter the target’s memories of an event that took place at any point in its past.

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you gain historical visions of a given location within 10 meters or object you touch.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed.

Object. You experience dreamlike and shadowy visions which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can sense one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be sensed.

Track. You can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The impressions can be 500 years further in the past for each additional mana expended.

  • Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.

As two actions, you brutally crush the mental essence of a creature that you can touch or see within 10 meters, debilitating its acumen. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic 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.

If it has a head and is killed by this damage, its head explodes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 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 2 additional mana so the spell deals no damage, but 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 you spend 10 minutes to cast this spell, you can replace a concoction, maneuver, or spell you know with another of the same type from a theme you know. If the spell is a cantrip, you must choose another cantrip. If the replaced spell is in your spellbook it disappears from your spellbook.

Augment

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.

1 hour/mana

As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to grant this ability to a willing creature you touch.

  • True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:

    • see in normal and magical darkness
    • automatically detect visual illusions and succeed on saving throws against them
    • perceive the original form of a shapechanger or a creature that is transformed by magic

concentration, 1 hour/mana

As two actions, you create an invisible, magical eye within 5 meters that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 5 meters. The eye can look in every direction.

As two actions, you can move the eye up to 5 meters in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 2 centimeters in diameter.

As two actions, you choose a point within 20 meters and cause psychic energy to explode there. Each creature in a sphere centered on that point must make a Will saving throw. If the animal’s Intelligence is −4 or less, the spell has no effect on it.

On a failure, it takes 4d8 psychic damage and has disadvantage on skill checks as well as saving throws to maintain concentration 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 1d8 for each additional mana expended.

  • You can expend 1 additional mana to cast the spell as a a reaction, which you use when you are hit by an attack or missed by 4 or less. It is centered on you, but does not affect you or creatures you designate.

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.

1 hour/mana

As two actions, you forge a telepathic link with a creature that you can touch or see within 5 meters, psychically linking yourself with the creature for the duration. This spell has no effect on a creature with an Intelligence of −4 or less. An unwilling creature that succeeds on a Will saving throw is unaffected.

The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

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.

  • Bonded Senses. You can expend 1 additional mana to use two actions to see through a bonded creature’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the creature’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

  • Empowered Bond. You can expend 2 additional mana to change the duration to 24 hours and you can target creatures with which you are familiar at an unlimited range. The creatures can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. In addition to words you can share images, sounds, and other sensory messages with one another through the link. Creatures with an Intelligence of at least −4 are able to understand the meaning of your words and take in the scope of any sensory messages you send to it.

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.

concentration, 1 minute/mana

As two actions, an invisible sphere of antimagic surrounds you. Until the spell ends, the sphere moves with you, centered on you.

If a creature attempts to cast a spell using equal or less mana while within the sphere, it must succeed on a Will saving throw or the spell fizzles. Spells using equal or less mana cast from outside the sphere can’t affect creatures or objects within it. Such a spell can target creatures and objects within the sphere, but the spell impacts the invisible sphere and has no effect on them. Similarly, the area within the sphere is excluded from the areas affected by such spells.

Casting this spell on the same spot every day for a year makes this effect permanent on that spot.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to cast the spell centered on a point within 20 meters.

  • Antimagic Field. You can expend 2 additional mana so the area within the sphere is divorced from the magical energy that suffuses the multiverse and the duration changes to 1 hour/mana. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane.

    Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. Mana or ki expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

    Targeted Effects. Spells and other magical effects, such as magic missiles and charm creature, that target a creature or an object in the sphere have no effect on that target.

    Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

    Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

    Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a magical longsword in the sphere functions as a nonmagical longsword.

    A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

    Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

    Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

    Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

(ritual); 1 minute/mana

As you spend 1 minute to cast this spell, you mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a Difficulty 15 Will saving throw.

On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t use actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A restoration spell augmented to greater restoration cast on you ends this effect.

On a success, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

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.

As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Augment

You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.

concentration, 1 minute/mana

As two actions, you reverse gravity in a cylinder twice as big as normal centered on a point within 20 meters. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

When the spell ends, affected objects and creatures fall back down.

concentration, 1 minute/mana

As two actions, your mind splits into two independent parts. You have advantage on Will saving throws and your second mind has an action which it can use to take a purely mental action (such as identifying a plant, herb, concoction, or spell or casting a spell) in the same round you take your normal actions. It has a mana limit of 1 and the mana is removed from your mana.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to so the second mind’s mana limit increases to 2.

  • You can expend 2 additional mana to so the second mind can use two actions.

1 minute/mana

As two actions, your mindcrystal within 5 meters of you takes over the responsibility of maintaining concentration for a spell you have cast that costs 1 or less mana and are concentrating on. While maintaining this concentration, your mindcrystal is incapacitated. If this spell’s duration expires, the spell you transferred to your mindcrystal ends.

Augment

The spell that you are concentrating on can cost 1 additional mana for each additional mana expended.

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.

concentration, 1 minute/mana

As two actions, a gravity vortex appears at a point that you can see within 100 meters. The gravity vortex is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the gravity vortex up to 5 meters in any direction. The gravity vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Loose, lightweight materials brought into the gravity vortex fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the gravity vortex are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

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.

A creature restrained by the gravity vortex can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the gravity vortex.

When the spell ends or if the creature escapes the gravity vortex, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, a dark sphere of destructive gravitational force forms, centered on a point you can see within sight range. For the duration, the black hole and any space within 30 meters of it are difficult terrain.

When the black hole appears and at the start of each of your turns thereafter:

  • Unsecured objects within 30 meters of the black hole are pulled toward its center.
  • Nonmagical objects fully inside the black hole are destroyed if they aren't being worn or carried.
  • Each creature within 30 meters of the black hole must succeed on a Reflex saving throw or be pulled 6 meters toward the center of the black hole.
  • Each creature inside the black hole must succeed on a Reflex saving throw.

On a failure, it takes 6d8 concussion damage, is pulled to the center of the black hole, and is restrained for the duration.

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.

A creature that enters the black hole for the first time on a turn must also make the Reflex saving throw.

If the black hole is in the air, creatures remain aloft while being pulled toward the black hole.

A creature restrained by the black hole, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

A creature reduced to 0 health by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

concentration, 1 minute/mana

As two actions, you can divide yourself, creating a duplicate that comes into existence 1 meter away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any magical equipment you have). Your duplicate has all other physical traits you had at the time you cast this spell. Spells or other effects affecting you when you cast this spell do not transfer to your duplicate. Your duplicate has the same amount of health you did at the time this spell was cast.

Your duplicate can move and use actions as normal. It can cast spells, using up to 2 mana per spell. The mana is removed from your mana.

As two actions, or when the duration expires, you and your duplicate rejoin, no matter how far from each other you are. At the time of rejoining, your health become the average between the health of you and your duplicate.

If you or your duplicate dies before the duration expires, no rejoining occurs. You take full control of the still living creature and you become exhausted 1 and you have disadvantage on skill checks for 10 minutes.

If you cast this spell again, the effect of another fission spell on you ends. You cannot use fusion with a duplicate, or share any other spell or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use spells and effects such as life drain to hurt your duplicate only damages your duplicate; these spells and effects do not heal you.

All beneficial spells affecting a fissioned creature, either the original or the duplicate, end when the fission ends.

Any detrimental spells affecting your duplicate end when the duration ends, unless you die and your duplicate survives, in which case any detrimental effects continue.

As you spend 1 hour to cast this spell, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before.

This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you cast the spell, you learn the following facts about the creature:

  • Its name, species, and character class.
  • A general estimate of its level or Health Dice: low (5 HD or lower), medium (6 to 10 HD), high (11 to 20 HD), very high (21 HD to 30 HD), or deific (31 HD or higher).
  • Its location (including place of residence, town, country, world, and plane of existence).
  • Significant items currently in its possession.
  • Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or species of those the creature fought, spells it has used, items it acquired, and items it left behind (including the location of those items).
  • A current mental view of the creature, as described in the clairvoyancence spell, which you can maintain with concentration for up to 1 hour.

Metafaculty can defeat spells and special abilities such as nondetection (or even a miracle or wish spell) that normally obscure divination spells. Make a skill check using your spellcasting skill. The Difficulty is 11 + twice the mana expended to cast the spell.

On a success, you defeat these sorts of otherwise impervious defenses.

The amount of information gained from metafaculty is taxing on the mind. You become exhausted 1 when you cast this spell.

M (diamond worth 1,000 sp, consumed)

As you spend 1 hour to cast this spell, you attempt impress the totality of your psyche into the subconscious of a creature that you can touch. The creature must make a Will saving throw.

On a failure, it is incapacitated.

At the end of each of its turns while incapacitated in this way, the creature must make a Will saving throw. If the creature succeeds on three of these saves, it is no longer incapacitated, and the spell ends. If the creature fails three of these saves, the creature is no longer incapacitated, but you impress the totality of your psyche into a creature’s subconscious.

If successfully implanted, the seed of your mind “germinates” over 7 days. During this time, the creature begins to unconsciously take on your mannerisms. When integration is complete, the creature becomes you in mind as you were when you cast the spell, but the creature’s level is eight lower than your own.

The creature does not have any of your physical abilities or equipment, but does have the Intelligence, Wisdom, and Charisma you had when you were eight levels lower. The creature also knows the spells you knew when you were eight levels lower.

While the creature is initially your mental duplicate, the two personalities diverge over time. Although the creature starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the creature is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

A germinating seed can be removed (prior to germination) only by miracle or wish. Casting mind seed again during the germination period also cleanses the creature’s mind.

The process of impressing your psyche into another is demanding and draining. You become exhausted 1 when you cast this spell.