Kryx RPGThemes

Mind Flayer Lich (Illithilich)

Medium undead
Challenge
22

STR
0
DEX
4
CON
3
INT
5
WIS
2
CHA
3

135
18d8+54
22
Soak
1
Fort
+9
Ref
+8
Will
+10
Defense note natural armor
Damage resistances cold, lightning, necrotic
Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks

Speed 5 m.
Skills Deception +9 (20), Insight +8 (19), Perception +8 (19), Persuasion +9 (20), Psionics (Int) +11 (22), Stealth +10 (21)
Senses truesight 20 m.
Languages Aklo, Undercommon, telepathy 20 m.

Legendary Resistance (3/day). If the mind flayer lich (illithilich) fails a saving throw, it can choose to succeed instead.

Magic Resistance. The mind flayer lich (illithilich) has advantage on saving throws against spells and other magical effects.

Psi. The mind flayer lich (illithilich) uses Psionics (Int) to cast spells (spell save Difficulty 20, +11 to hit with spell attacks). It has 84 psi, a mana limit of 7, regains all expended psi when it finishes a long rest, and regains half its total psi when it finishes a short rest.

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

At will: detect thoughts, levitate

Cantrips (at will, 28th-level spellcaster): blind spot, bone blade, catapult, death blade, distract, floating object, grave rot, infestation, life siphon, message, mind thrust, minor telekinesis, reanimating word, scythe, toll the dead

1 mana: absorb spirit, agonizing rebuke, blight, blight, blur, bone armor, call to mind, confusion, consumptive field, crippling pain, dampen pain, dampen spell, detect death, detect disease, detect magic, disguise, ego whip, enfeeble, false life, force shield, harm, haze senses, hover, immovable object, inertial armor, inflict wounds, invisibility, invisibility, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, life drain, life transference, meld mindcrystal, mind over body, mind spike, mind trap, mirror image, path to the grave, psychic fortress, sending, sense minds, siphoning strike, telekinesis, telekinetic charge, teleport, thought shield, wall bind, wandering mind

2 mana: animate dead, animate objects, antilife shell, clairvoyance, cloak of flies, cloudkill, co-opt concentration, control undead, death ward, defer death, detect thoughts, dispel magic, feign death, finger of death, gentle repose, giant crawling claw, gravitational well, horrid wilting, inertial barrier, inertial wall, insect plague, kinetic explosion, kinetic grasp, kinetic onslaught, mind blast, mind control, modify memory, power word pain, psychic crush, psychic reformation, share pain, speak with dead, stasis, synaptic static, telepathic bond, tiny servant, touchsight, wall of bones

3 mana: antimagic sphere, contagion, control body, death clutch, entangling debris, grasping hands, plane shift, reverse gravity, schism, solicit mindcrystal, symbol of death/pain

4 mana: animate flesh, clone

5 mana: mind seed

1/day: plane shift (self only)

Rejuvenation. If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its health and becoming active again. The new body appears within 1 meter of the phylactery.

Turn Resistance. The mind flayer lich (illithilich) has advantage on saving throws against any effect that turns undead.

Actions (2)

Paralyzing Touch (1/turn). Melee Spell Attack: +11 to hit. Hit: 10 (3d6) cold damage. The target must succeed on a Difficulty 20 Fortitude saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles. Melee Weapon Attack: +10 to hit. Hit: 20 (3d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape Difficulty 19) and must succeed on a Difficulty 20 Will saving throw or be stunned until this grapple ends.

Extract Brain (1/turn). Melee Weapon Attack: +10 to hit., one incapacitated humanoid grappled by the mind flayer. Hit: 59 (10d10 + 4) piercing damage. If this damage reduces the target to 0 health, the lich kills the target by extracting and devouring its brain.

Mind Blast (Costs 2 actions; Recharge 5–6). The mind flayer lich (illithilich) magically emits psychic energy in a 20-meter cone or line. Each creature in that area must succeed on a Difficulty 20 Will saving throw or take 38 (7d10) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The mind flayer lich (illithilich) regains spent legendary actions at the start of its turn.

Cast Spell. The illithilich expends mana to cast a 1 or 2 mana spell. Doing so costs 1 legendary action per mana of the spell.

Extract Brain. The illithilich uses Extract Brain.

Mind Blast (Costs 2 actions; Recharge 5–6). The mind flayer lich (illithilich) magically emits psychic energy in a 20-meter cone or line. Each creature in that area must succeed on a Difficulty 20 Will saving throw or take 38 (7d10) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles. The illithilich makes one attack with its tentacles.

Underdarkvgtm

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.

5 minutes

As an action, a column of disembodied gnashing teeth springs forth as a blade in your free hand, screaming and chanting with vigor, and 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 as the blade crumbles to dust.

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.

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).

5 minutes

As an action, a black beam of necrotic energy forms as a blade in your free hand, and 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 as the blade dissipates.

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.

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 ability check it makes before the end of its next turn.

1 hour

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 afflict temporary undeath upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 necrotic damage and can’t regain health until the end of its next turn. If the creature is undead, it also has disadvantage on attack rolls against you until 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 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, you cause a cloud of mites, fleas, and other parasites to infest a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage, has disadvantage on the next attack roll it makes before the end of its next turn, and moves 1 meter in a random direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

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, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 1d6 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 gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

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

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 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 1d4 when you reach 9th level (2d4) and 17th level (3d4).

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 5 meters. You can also use an action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2 kilos.

You can perform one of these tasks 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, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small humanoid you can see within 5 meters. Your spell imbues the target with a foul mimicry of life, temporarily raising it as an undead creature. A pile of bones becomes a skeleton and a corpse becomes a zombie. The creature stands and moves toward a creature you choose within 5 meters of it and attacks it once. Make a melee spell attack against the target.

On a hit, it takes 1d8 bludgeoning damage.

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

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

After attacking, the creature falls to the ground, lifeless.

At higher levels

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

5 minutes

As an action, a spectral blade forms on the end of a quarterstaff you are holding and lasts for the duration. The weapon’s damage type changes to slashing and it becomes magical, if it isn’t already.

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 scythe 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.

As an action, the sound of a dolorous bell fills the air around a creature that you can touch or see within 5 meters, calling it to its final resting place. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic damage and takes 1 extra damage if it is missing health.

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 + 1 when you reach 9th level (2d6 + 2) and 17th level (3d6 + 3).

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

As a reaction, which you use when you are hit by an attack 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.

As an action, you drain moisture and vitality from a creature or plant that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d12 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.

If you target a plant creature or a magical plant, the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.

Augment

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

As an action, you drain moisture and vitality from a creature or plant that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d12 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.

If you target a plant creature or a magical plant, the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.

Augment

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

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.

3 hours/mana

As an action, you animate a pile of bones you can see within 10 meters to become a suit of armor around a willing creature that you can touch or see within 5 meters. The armor is molded for that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4).

As a reaction, which you use when you use an Intelligence ability check 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.

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.

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you 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 2d8 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 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 so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains 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 Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

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

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

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

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

As a reaction, which you use when you take damage, you can dampen the pain. Roll 2d6 + your spellcasting ability and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the damage by an additional 3d6 for each additional mana expended.

  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is damaged.

As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. The attack is made with disadvantage or each creature makes the first saving throw against the spell 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

Counterspell. You can expend 1 additional mana to attempt to interrupt the spell instead of dampen it. Make an ability check using your spellcasting skill. The Difficulty equals the creature’s spell Difficulty + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this ability check.

On a success, the creature’s spell fails and has no effect.

On a failure, you dampen the spell as normal.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

You gain a +1 bonus to your ability check for each additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of corpses and undead within 20 meters of you. 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.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of diseases and diseased creatures within 5 meters of you. You also identify the kind of disease in each case. 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.

(ritual); concentration, 5 minutes/mana

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

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

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

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, 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 attack rolls and ability 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, 1 minute/mana

As an action, a black beam of enervating energy springs from your finger toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 necrotic damage and deals only half damage with weapon attacks 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 4d10 for each additional mana expended.

1 hour/mana

As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.

Augment

You gain 2d6 additional temporary health for each additional mana expended.

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

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

Augment

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

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

On a failure, it takes 3d10 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.

The damage can’t reduce the target’s health below 1. If the target fails the saving throw, its maximum health is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s maximum health to return to normal before that time passes.

Augment

You can increase the damage by 3d10 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.

3 hours/mana

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

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

On a failure, it loses 4d6 health and is bleeding 3.

On a critical failure, it loses twice as much health and is bleeding 6.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the health lost by 4d6 and the bleeding level by 3 for each additional mana expended.

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.

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.

As an action, you pummel a creature that you can touch or see within 20 meters with kinetic energy. The creature must make a Reflex saving throw.

On a failure, it takes 3d10 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from 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 3d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

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

Augment

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

concentration, 1 minute/mana

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

As a reaction, which you use when you are hit by an attack or taking bludgeoning damage, you absorb some of the incoming energy and redirect it as a burst of kinetic energy. You have resistance to bludgeoning 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 Reflex saving throw.

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

On a critical failure, it takes twice as much damage and is pushed 4 meters away from 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, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As a reaction, which you use when you are hit by an attack, an invisible kinetic shield appears and protects you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Additionally, you have advantage on saving throws to avoid being pushed until the start of your next turn.

Augment

Telekinetic Shelter. You can expend 2 additional mana to instead become enclosed in telekinetic energy as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, you have resistance to all damage as the field of telekinetic energy slows attacks and spells. The dome does not move with you.

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.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d8 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 3d8 for each additional mana expended.

As an action, you sacrifice some of your health to mend another creature’s injuries. You take 5d4 + your spellcasting ability necrotic damage, which can’t be reduced in any way, and a creature that you can touch or see within 5 meters regains an amount of health equal to twice the necrotic damage you take.

Augment

You can increase the damage by 7d4 for each additional mana expended.

(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 requires an attack roll, you use your attack modifier 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 roll 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 an ability 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.

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, make a weapon attack.

On a hit, add 3d6 + your spellcasting ability necrotic 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.

Augment

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

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 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.

As an action, make a weapon attack.

On a hit, add 3d4 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, it takes twice as much damage

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

You siphon the creature’s life force to heal your wounds as you regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 5d4 for each additional mana expended.

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 an ability 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 telekinetically launch as you fly just above the ground, allowing you to fly up to 5 meters. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 2d8 + 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 3d8 for each additional mana expended.

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.

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.

24 hours

As two actions, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of two Medium or Small humanoids you can see within 10 meters. Your spell imbues the targets with a foul mimicry of life, raising them as undead creatures. Choose one or more of the following options:

Skeleton. A pile of bones can become a skeleton.

Zombie. A corpse can become a zombie. It gains +1 damage on its slam attack.

Gnoll Witherling. A corpse of a gnoll can become a gnoll witherling.

Ghoul. If you cast this spell at night, a corpse becomes a ghoul.

Ghast. If you cast this spell at night, you can only target one corpse which becomes a ghast.

The creature 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 elemental gains 1 mana or 2 stamina dice.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you raised with this spell if the creature is within 50 meters meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control on the creature you have animated with this spell, rather than animating new ones.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You animate or reassert control over an additional skeleton or zombie for each additional mana expended. You animate or reassert control over one additional gnoll witherling, ghoul, or ghast for every two additional mana expended.

  • Minotaur Skeleton. You can expend 1 additional mana to animate or reassert control over a minotaur skeleton from a pile of bones of a minotaur or existing minotaur skeleton. You animate or reassert control over one additional minotaur skeleton for every two additional mana expended.

  • Ogre Zombie. You can expend 1 additional mana to animate or reassert control over an ogre zombie from a corpse of an ogre or existing ogre zombie. You animate or reassert control over one additional ogre zombie for every two additional mana expended.

  • Wight or Deathlock Wight. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a wight or deathlock wight from a corpse or existing wight or deathlock wight. You animate or reassert control over one additional wight or deathlock wight for every two additional mana expended.

  • Deathlock. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a deathlock from a corpse or existing deathlock. You animate or reassert control over one additional deathlock for every two additional mana expended.

  • Mummy. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a mummy from a corpse or existing mummy. You animate or reassert control over one additional wight for every two additional mana expended.

  • Flameskull. You can expend 2 additional mana to animate or reassert control over a flameskull from a humanoid skull or existing flameskull. You animate or reassert control over one additional flameskull for every two additional mana expended.

  • Bone Naga. You can expend 3 additional mana to animate or reassert control over a bone naga from a pile of bones of a naga or existing bone naga. You animate or reassert control over one additional bone naga for every two additional mana expended.

concentration, 1 minute/mana

As two actions, objects come to life at your command. Choose three nonmagical objects within 20 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as three objects, and Huge targets count as five objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As an action, you can mentally command any creature you made with this spell if the creature is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). 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.

Animated Objects Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated object is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 5 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, it is immobilized. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated object drops to 0 health, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

Augment

You can animate two additional objects for each additional mana expended.

concentration, 1 hour/mana

As two actions, a shimmering barrier extends out from you in a sphere and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. Any creature within the barrier when you cast the spell is pushed outside the barrier.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature passes through the barrier, the spell ends.

Augment

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

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 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, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned 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, you have advantage on Intimidation checks but disadvantage on other Charisma ability checks using a social skill for 1 minute.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a cloud of poisonous, yellow-green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

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

On a failure, it takes 3d4 poison damage and is poisoned 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.

Creatures are affected even if they hold their breath or don’t need to breathe.

As an action, you can cause the cloud to move 2 meters in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

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 so duration changes to 1 hour/mana.

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.
concentration, 1 hour/mana

As two actions, you take control of an undead creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if the creature’s Intelligence is −2 or higher. If the creature is undead, the spell has no effect on 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 saving throw against the spell. If the saving throw succeeds, the spell ends.

Intelligent undead are harder to control in this way. If it fails the saving throw and has an Intelligence of 1 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

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.

3 hours/mana

As two actions, you touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 health as a result of taking damage, the target instead drops to 1 health, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the target gains 3d10 temporary health when it drops to 1 health.

  • You can expend 1 additional mana so you can cast this spell as a reaction, which you use when a creature within 2 meters of you takes damage.

As a reaction, which you use when you are reduced to 0 health, you instead enter a state of suspended animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain catalysts, mana, psi, or stamina dice. You do not roll death saving throws, are incapacitated, and unaware of your surroundings. Outside forces can damage your body, but you remain in a state of deferred fatality as long as your head remains attached to your torso and your brain remains intact until you have 1 or more health. When so cured, you become conscious with 1 health and 1 mana.

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.

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.

As two actions, choose a creature, object, or magical effect within 20 meters. Make an ability check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this ability check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your ability check for each additional mana expended.

(ritual); 1 hour/mana

As two actions, you touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded, incapacitated, and immobilized. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Augment

Suspend Life. You can expend 1 additional mana and concentrate on this spell for the full duration so the effect lasts until dismissed or dispelled.

As two actions, you send negative energy coursing through a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 6d10 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.

A creature killed by this spell rises as a zombie at the start of your next turn as it would via the animate dead spell.

If you target an undead creature with this spell, it doesn’t make a saving throw. Instead, roll 6d10. The creature regains health equal to the total.

Augment

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

(ritual); 10 days

As two actions, you touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as resurrection.

concentration, 1 minute/mana

As two actions, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 5 meters. The claw lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

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

Slashing Claw. The claw slashes a creature or object within 1 meter of it. Make a melee spell attack.

On a hit, it takes 6d6 slashing damage.

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

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

On a failure, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is pushed 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it.

On a success, it takes half as much damage.

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

On a failure, it takes 4d6 bludgeoning damage and if it is Medium or smaller it is grappled by the claw.

On a success, it takes half as much damage.

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

Augment

You can increase the damage from the slashing claw and the grasping claw options by 2d6, the other options by 3d6, push the creature an additional meter for the forceful claw option, and affect a creature of a larger size for each additional mana expended.

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 attack rolls against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attack rolls 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, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.

Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.

Augment

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

1 minute/mana

As two actions, you create a skin-tight kinetic barrier around yourself. You have resistance to nonmagical bludgeoning, piercing, and slashing damage from attacks for the duration.

Augment

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

concentration, 5 minutes/mana

As two actions, an invisible wall of kinetic energy 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, 100 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.

concentration, 5 minutes/mana

As two actions, swarming, biting locusts fill a sphere centered on a point within 20 meters. The locusts spread around corners and remain for the duration. The sphere’s area is lightly obscured and 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 Fortitude saving throw.

On a failure, it takes 2d8 piercing 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.

Augment

You can increase the damage by 1d8 for every other additional mana expended.

As two actions, concussive kinetic energy explodes at a point within 20 meters. The explosion spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 7d6 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large 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 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

As two actions, you kinetically grasp and squeeze creatures.

When you cast the spell—and once on on each of your turns thereafter as an action—a creature that you can touch or see within 10 meters and cause one of the following effects.

Crush. Make a melee spell attack.

On a hit, it takes 6d6 bludgeoning damage.

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

Push. The creature must make a Reflex saving throw.

On a failure, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is pushed 3 meters away from you.

On a success, it takes half as much damage.

Grasp. The creature must make a Reflex saving throw.

On a failure, it takes 4d6 bludgeoning damage and if it is Medium or smaller it is grappled. You can grasp only one creature at a time.

On a success, it takes half as much damage.

Interpose. You focus the kinetic energy to interpose itself between you and a creature. The kinetic energy stays between you and the creature, providing you with half cover against the creature. The creature can’t move through the energy’s space unless it succeeds on a Reflex saving throw.

Augment

You can increase the damage from the crush and the grasp options by 2d6, the other options by 3d6, push the creature an additional meter for the push option, and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you direct wave after wave of concussive kinetic energy in a sphere centered on a point within 20 meters. The sphere spreads around corners and remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

As an action, you can cause the onslaught to move 2 meters in a direction that you choose at the start of each of your turns.

Augment

You can affect a creature of a larger size and push each creature an additional meter for each additional mana expended and increase the damage by 1d8 for every two additional mana expended.

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 minute/mana

As two actions, you speak a word of power that causes waves of intense pain to assail a creature that isn’t a construct or an undead that you can touch or see within 10 meters which must make a Fortitude saving throw.

On a failure, the creature is subject to crippling pain for the duration. While the target is affected by crippling pain, any speed it has can be no more than 2 meters and the target also has disadvantage on attack rolls, ability checks, and saving throws, other than Fortitude saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Will saving throw, or the casting fails and the spell is wasted.

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

Augment

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

As two actions, 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, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As two actions, you grant the semblance of life and intelligence to a corpse of your choice within 5 meters, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

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

On a failure, it is stunned until the end of its next turn.

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.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

As two actions, 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 attack rolls and ability 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. It is centered on you, but does not affect you or creatures you designate.

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.

3 hours/mana

As you spend 1 minute to cast this spell, you touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 health. See the stat block for its statistics.

As an action, you can mentally command the creature if it is within 20 meters of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what actions the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 health, it reverts to its original form, and any remaining damage carries over to that form.

Augment

You can animate two additional objects for each additional mana expended.

1 hour/mana

As two actions, you generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 10 meters. You ignore invisibility, darkness, and obscurement, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 10 meters. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

concentration, 5 minutes/mana

As two actions, you create a wall of animated, jagged, and twisted bones at a point within 20 meters for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

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

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

The wall is an object made of bones that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 12 Defense, 2 Soak, and 1.5 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell so the bones aren’t animated to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without animation to create crenellations, battlements, and so on.

A creature that enters the wall’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 2d8 slashing damage and is grappled 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.

To break out, the grappled target can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target escapes and is no longer grappled by the bones.

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

Augment

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

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 psi 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.

7 days

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

On a failure, it is becomes diseased for the duration.

When you cast this spell, choose one of the following diseases.

Since this spell induces a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

At the start of each of its turns while diseased in this way, the creature must make a Fortitude saving throw. If the creature succeeds on three of these saves, it is no longer diseased, and the spell ends. If the creature fails three of these saves, the disease manifests. While diseased, the creature is subjected to the following effects.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded and has disadvantage on Will saving throws.

Filth Fever. A raging fever sweeps through the creature’s body. The creature is exhausted 2.

Flesh Rot. The creature’s flesh decays. The creature has vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature is confused for the duration and has disadvantage on Will saving throws.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Reflex saving throws and attack rolls.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

concentration, 1 minute/mana

As two actions, you telekinetically control the actions of a creature that you can touch or see within 20 meters. The creature must succeed on a Fortitude saving throw or you can control its body for the duration.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature moves and 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. You cannot force the subject to cast spells or use any special ability that is not a function of just its body movements. If you lose sight to the subject, the effect of this spell ends.

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

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters starts experiencing a heart attack. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 4d6 necrotic damage and is stunned 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 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, 1 minute/mana

As two actions, you manipulate matter in a sphere on the ground that you can see within 20 meters, causing wood, metal, grasses, bushes, and branches to entwine creatures. For the duration, these debris 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 debris 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 debris, 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 debris return to their former state.

Augment

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

concentration, 1 minute/mana

As two actions, grasping hands rise from the ground in a sphere on the ground that you can see within 20 meters. For the duration, these hands 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 hands 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 hands, 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 hands sink in to the ground.

Augment

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

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.

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

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

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

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

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

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

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

On a success, a creature takes half damage.

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

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you can stitch together body parts within 20 meters to form a flesh golem. The flesh golem has no stamina dice, but you can infuse it with 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 flesh golem gains 2 stamina dice. The flesh golem is friendly to you and your companions and deanimates when it drops to 0 health or when the spell ends.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command the flesh golem you created 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.

M (diamond worth 1,000 sp and at least 15 cubic centimeters of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth 2,000 sp)

As you spend 1 hour to cast this spell, you grow an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel that is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. The clone grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

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.