Kryx RPGThemes

Illusionist

Medium humanoid (any species)
Challenge
9

STR
−1
DEX
2
CON
1
INT
4
WIS
1
CHA
0

71
13d8+13
14
Fort
+1
Ref
+1
Will
+5

Speed 5 m.
Skills Arcana +7 (18), Insight +1 (12), Perception +1 (12), Stealth +5 (16)
Languages any four languages

Illusory Reality. The illusionist has learned the secret of weaving shadow magic into its illusions to give them a semi-reality. When the illusionist expends mana to cast a spell that creates an illusion, it can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The illusionist can do this on its turn as an action while the spell is ongoing. The object remains real for 1 minute. For example, the illusionist can create an illusion of a bridge over a chasm and then make it real long enough for its allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

Improved Minor Illusion. When the illusionist casts minor illusion, it can create both a sound and an image with a single casting of the spell.

Malleable Illusions. When the illusionist casts a spell that creates an illusion and has a duration of 1 minute or longer, it can use an action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that it can see the illusion.

Spellcasting. The illusionist uses Arcana (Int) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 17 mana, a mana limit of 3, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

Cantrips (at will, 11th-level spellcaster): blind spot, cloud senses, control shadow, gloom, manipulate sound, mercy, minor illusion, shadow blade, thaumaturgy

1 mana: blur, cloak of shadows, control sound, cutting words, darkness, deceive, disguise, false sensory input, five shadows, illusory script, image, invisibility, magic mouth, mirror image, mirrored strike, misdirection, obscure, obscuring strike, pass without trace, phantom steed, shadow anchor, shadow jaunt, shadow tendrils, shadow veil, shadowy reprisal, silence, umbral weapon, unseen servant

2 mana: dark delirium, darkvision, dream, enervation, essence of night, hypnotic pattern, illusory dragon, magic aura, mantle of whispers, phantasmal force, shadow form, shadowy creation

3 mana: animate shadow, black tentacles, glibness, mental prison, mirage, project image

Actions (2)

Quarterstaff. Melee Weapon Attack: +2 to hit. Hit: 3 (1d8 − 1) bludgeoning damage.

Urbanvgtm

Spells

As an action, you cloud yourself from a creature that you can touch or see within 20 meters. The creature must make a Will saving throw.

On a failure, it is it can’t see you until the end of your next turn, as if you are invisible to it.

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 roll 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).

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 20 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 5 meters away from its owner, or alter its shape to be one size larger or smaller than its own.

You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 20 meters of you.

When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 10 meters of you. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, it takes 1d8 necrotic damage.

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

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

After causing the shadow to turn violent the spell ends.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

1 minute

As an action, you can decrease the amount of light emitted in a 1-meter radius within 5 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration as an action.

You can gloom up to three areas at a time and dismiss a gloom on your turn (no action required).

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature within 1 meter of the gloom. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 necrotic damage and has disadvantage on the next attack roll 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.

After the gloom engulfs, the gloomed area ends.

At higher levels

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

1 minute

As an action, you can manipulate sound within 5 meters. You create one of the following magical effects.

  • You create an instantaneous sound whose volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, a rumble of thunder, the cry of a raven, ominous whispers, or any other sound you choose.
  • Your voice booms up to three times as loud as normal.
  • You can make a creature’s voice or an object’s sound half as quiet or twice as loud.
  • You can alter the pitch of a sound, making it high-pitched or low-pitched.

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

5 minutes

As an action, you provide succor to an ailing creature that you can touch, masking its suffering for the duration.

The creature no longer feels any physical pain or discomfort.

A creature can use an action to determine why it suddenly feels no pain, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware of the illusion and is immune to this spell for the next 24 hours.

1 minute

As an action, you create a sound or an image of an object within 5 meters that lasts for the duration. The illusion also ends if you dismiss it on your turn (no action required) or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1-meter cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

A creature can use an action to examine the sound or image, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

The illusion can be created to appear as a threatening creature just out of sight of a creature within 10 meters that you can see. If you so, the spell ends and the creature must make a Will saving throw.

On a failure, it takes 1d2 psychic damage, can’t take reactions until the end of its next turn, and the next attack roll against it has advantage if it is made before the end of your next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d2 when you reach 9th level (2d2) and 17th level (3d2).

5 minutes

As an action, you weave together threads of shadow to create a blade of solidified gloom in your free hand which lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

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

1 minute/mana

As an action, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

1 minute/mana

As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through darkness.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

concentration, 5 minutes/mana

As an action, you shape and alter existing sounds within 20 meters. You can target one sound, such as a person speaking or singing, a group of related sounds such as the patter of many raindrops or the tramp of soldiers passing by, or all sounds in a sphere centered on a point. A sound as quiet as a snapping finger can be controlled.

You can entirely muffle a noise to make no sound at all or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any creature with advantage on Stealth and audio-based Perception checks.

You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Deception ability check with advantage opposed by the intended listener’s passive Insight to avoid arousing suspicion.

Alternatively, you can use up the spell in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. The creature makes the roll with disadvantage. The creature is immune if it is a construct or an undead, can’t hear you, or is immune to being charmed. You can do so after the roll but before any effects of the roll occur.

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

Augment

You can use cutting words against one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

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

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

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

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

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

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

As a reaction, which you use when you make a Deception check, your words entice the gullible. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

1 hour/mana

As an action, you change the appearance of a creature that you can touch or see within 5 meters. You give the creature a new, illusory, appearance. An unwilling creature can make a Will saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make the creature seem up to 30 centimeters shorter or taller and appear thin, fat, or in between. You can’t change a creature’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you dismiss it on your turn (no action required).

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use an action to inspect a creature, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that the creature is disguised.

Augment

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

concentration, 5 minutes/mana

As an action, you attempt to falsify one of a creature’s senses. Choose a creature that you can touch or see within 100 meters who must make a Will saving throw.

On a failure, the target thinks it sees, hears, smells, tastes, or feels something other than what its senses actually report.

You can’t create a sensation where none exists, nor make the target completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.

You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this spell. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size.

Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information.

Augment

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

concentration, 1 minute/mana

As an action, you pierce a creature that you can touch or see within 10 meters to the core with shadow for the duration. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and rolls a d6.

On a roll of 1–2, the shadow spreads to the legs. It is immobilized until the start of its next turn.

On a roll of 3–4, the shadow spreads to the arms so the creature has disadvantage on attack rolls until the start of its next turn.

On a roll of 5–6, the shadow spreads to the head so the creature is blinded until the start of its next turn.

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

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

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

Augment

You can increase the damage by 4d6 for each additional mana expended.

(ritual); 10 days

As you spend 1 minute to cast this spell, you write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

concentration, 5 minutes/mana

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 20 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 20 meters of the illusion, you can use an action to cause the image to move up to 5 meters to a space you can see, but the illusion must remain within 20 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Major Image. You can expend 1 additional mana so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 5-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

    When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

(ritual)

As you spend 1 minute to cast this spell, you implant a message within an object you can touch or see within 5 meters until the spell is dispelled, a message that is uttered when a trigger condition is met. Choose an object that you can touch or see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 5 meters of the object. For example, you could instruct the mouth to speak when any creature moves within 5 meters of the object or when a silver bell rings within 5 meters of it.

1 minute/mana

As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can dismiss the illusory duplicates on your turn (no action required).

Each time a creature targets you with an attack during the spell’s duration, roll 2d10 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 9 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll a 10 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s Defense equals 11 + half your Aptitude Bonus (min 1) + your Dexterity. If an attack hits a duplicate, the duplicate is destroyed.

A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Augment

Illusory Self. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack.

As an action, you shape two illusory duplicates of yourself that attack simultaneously from different directions as make a weapon attack with advantage.

On a hit, add 1d10 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d10 for each additional mana expended.

As a reaction, which you use when a creature that you can touch or see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

concentration, 1 minute/mana

As an action, the eyes or ears of a creature that you can touch or see within 10 meters are engulfed in shadow. The creature must make a Fortitude saving throw.

On a failure, it takes 2d8 necrotic damage and is blinded or deafened (your choice) 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 increase the damage by 4d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d6 + your spellcasting ability necrotic damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or its eyes or ears are engulfed in shadow as it is either blinded or deafened (your choice) for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

You can increase the damage by 3d6 for each additional mana expended.

1 hour/mana

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

1 hour/mana

As you spend 1 minute to cast this spell, a Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 5 meters. You decide the creature’s appearance, but it has smoke-colored, insubstantial hooves that make no sound and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 2 meters away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 20 meters and can travel 15 kilometers in an hour, or 25 kilometers at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you dismiss it on your turn (no action required) or if the steed takes any damage.

The steed can ride over sandy, muddy, or even swampy ground without difficulty or a decrease in speed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can create two additional steeds for each additional mana expended.

  • Water Steed. You can expend 1 additional mana so the steed can walk on water (per the water walk spell).

  • Flying Steed. You can expend 1 additional mana so the steed can fly at its speed.

concentration, 1 minute/mana

As an action, you anchor the shadow of a creature that you can touch or see within 10 meters to its current location. The creature must make a Reflex saving throw.

On a failure, it moves at half speed and takes 2d4 slashing damage for every meter it travels as it tears itself free of its shadow.

A creature anchored by its shadow can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is freed.

When you cast the spell—and once on on each of your turns thereafter as an action—you can cause the shadow to pull an anchored creature, tearing its flesh. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 slashing damage and if it is Medium or smaller it is pulled up to 2 meters toward the shadow.

On a success, it takes half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage from moving by 1d4, the damage from being pulled by 2d6, and affect a creature of a larger size 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, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.

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, you can use Stealth without using an action or 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.

  • 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.

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

As an action, shadowy tendrils erupt from you, battering creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 4d4 necrotic damage, moves at half speed, and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4 for each additional mana expended.

  • You can expend 1 additional mana so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

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

  • Shrouding Shadow. You can expend 1 additional mana if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you use when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 2 meters of you into darkness, and bright light in the same area to dim light. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 necrotic damage and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you 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 2d10 and affect a creature of a larger size for each additional mana expended.

(ritual); concentration, 1 minute/mana

As an action, no sound can pass through a sphere that surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any creature or object entirely inside the sphere is immune to concussion damage that originates outside the sphere.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so no sound can be created within the sphere. Any creature or object entirely inside the sphere is immune to concussion damage, creatures are deafened while entirely inside the sphere, and casting a spell that requires words to be spoken is impossible inside the sphere.

  • You can expend 1 additional mana to cast the spell centered on a point within 20 meters.

  • You can expend 1 additional mana to change the duration to 5 minutes/mana.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 4 meters of you into dim light and dim light into darkness and deals an extra 1d4 necrotic damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become sheathed in shadow.

(ritual); 1 hour/mana

As an action, you create a mindless, shapeless, Medium shadow that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within 10 meters. It has 10 Defense, 1 health, and a Strength of −4, and it can’t attack. If it drops to 0 health, the spell ends.

Once on each of your turns as an action, you can mentally command the servant to move up to 3 meters and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 10 meters away from you, the spell ends.

concentration, 1 minute/mana

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

On a failure, it is plunged into an illusory realm as it is charmed or frightened by you for the duration. This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

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

Augment

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

3 hours/mana

As 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.

3 hours/mana

As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.

While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.

On a failure, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking.

Once during the dream, the target can choose to make a Will saving throw to end its effect.

concentration, 1 minute/mana

As two actions, a tendril of inky darkness reaches out from you. When you cast the spell—and once on on each of your turns thereafter as an action—the tendril can touch a creature that you can touch or see within 10 meters to drain life from it. The creature must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d12 necrotic 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.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 1d12 for each additional mana expended.

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, 1 minute/mana

As two actions, you create a twisting pattern of colors that weaves through the air inside a sphere within 10 meters. The pattern appears for a moment and vanishes. Each creature in a sphere centered on that point must make a Will saving throw. If the creature can’t see the pattern, the spell has no effect on it.

On a failure, it is charmed for the duration. While charmed by this spell, the creature is incapacitated and immobilized.

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

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

concentration, 1 minute/mana

As two actions, you create a Huge dragon in an unoccupied space that you can see within 20 meters. The illusion lasts for the duration and occupies its space, as if it were a creature.

When the illusion appears, each creature of your choice in a sphere twice as big as normal around it and that can see it must succeed on a Will saving throw or become frightened of it for the duration. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As an action, you can move the illusion up to 10 meters.

A creature can use an action to examine the dragon, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against it.

Augment

You can expend 2 additional mana so the illusion becomes tangible, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. The dragon gains a breath weapon. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. The breath weapon can be used at any point during its movement to exhale a blast of energy in a cone or line originating from its space. Each creature in the area must make a Will saving throw, taking 2d12 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

24 hours

As two actions, you place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific theme that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a acolyte’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type.

concentration, 1 hour/mana

As a reaction, which you use when a humanoid dies within 5 meters of you, you can magically capture its shadow. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action to adopt the humanoid’s persona. When you do so, the shadow vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for the duration or until you end it on your turn.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Insight check contested by your passive Deception.

concentration, 1 minute/mana

As two actions, you craft an illusion that takes root in the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 2-meter cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

A creature can use an action to examine the phantasm, making an ability check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind (at least 30 kilometers per hour) might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 1 meter of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, are subsumed by shadow for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your shape generally conforms to your normal shape
  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though you treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana to gain the following benefits while in shadow form:

    • you can move at your normal speed, on any surface, including walls and ceilings.
    • you have darkvision out to 10 meters.
    • you have advantage on any Stealth check to remain unnoticed
    • once on your turn while in dim light or darkness, you can use Stealth without using an action.
  • Shadow Walk. You can expend 1 additional mana to cast this spell without concentration and to move on the edge between the Material Plane and the Shadowfell. You gain a flying speed of 100 meters.

    If you are in shadow form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

    Because of the blurring of reality between the Shadowfell and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately.

    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.

As you spend 1 minute to cast this spell, you pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 5 meters: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1-meter cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute

Using any material created by this spell as another spell’s component causes that spell to fail.

Augment

You can increase the cube by 1 meter for each additional mana expended.

concentration, 1 hour/mana

As two actions, you call forth a shadow to appear in an unoccupied space of dim light or darkness you can see within 20 meters. The shadow has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana up to your mana limit or psi up to double your mana limit. For each mana or 2 psi you expend, the shadow gains 1 mana or 2 stamina dice. The shadow is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any shadow you animated with this spell if the creature is within 50 meters meters of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment

You can expend 2 additional mana to call forth another shadow.

concentration, 1 minute/mana

As two actions, squirming, ebony tentacles fill a sphere on the ground that you can see within 20 meters. For the duration, these tentacles turn the ground in the area into difficult terrain.

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. A creature that starts its turn in the area and is already restrained by the tentacles takes 2d6 bludgeoning damage.

On a failure, it takes 1d6 bludgeoning damage 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 restrained by the tentacles, 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.

On a success, the target is freed.

When the spell ends, the tentacles wither away.

Augment

You can increase the damage by 1d6 for each additional mana expended.

1 hour/mana

As two actions, you gain the gift of glibness. When you make a Charisma ability check using a social skill, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

concentration, 1 minute/mana

As two actions, you cause a creature that you can touch or see within 10 meters to imprison itself with its mind. The creature must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it takes 5d8 psychic damage and you make the area immediately around the creature’s space appear dangerous to it in some way. You might cause the creature to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the creature can’t see or hear anything beyond it andis restrained for the duration. If the creature is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the creature takes 5d8 psychic damage, and the spell ends.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the initial damage by 4d8 for each additional mana expended.

1 day/mana

As you spend 1 minute to cast this spell, you make terrain in a 20-meter cube within sight look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

A creature can use an action to examine the terrain, making an ability check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds or if a creature has truesight, it can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Augment

You can increase the cube by 20 meters for each additional mana expended.

concentration, 6 hours/mana

As two actions, you create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within 800 kilometers that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use an action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making an ability check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.