Mind Flayer Psion

Mind Flayer Psion

Medium aberration
Challenge

STR
0
DEX
3
CON
1
INT
4
WIS
3
CHA
3

71
13d8+13
18
Fort
+2
Ref
+2
Will
+5
Defense note chain hauberk

Speed 5 m.
Skills Deception +5 (16), Insight +5 (16), Perception +5 (16), Persuasion +5 (16), Psionics (int) +6 (17), Stealth +5 (16)
Senses darkvision 20 m.
Languages Aklo, Undercommon, telepathy 20 m.

Ki. The mind flayer psion uses Psionics (int) to cast spells (spell save Difficulty 15, +6 to hit with spell attacks). It has 30 ki, a mana limit of 3, regains all expended ki when it finishes a long rest, and regains half its total ki when it finishes a short rest.

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

At will: detect thoughts, levitate

Cantrips (at will, 10th-level spellcaster): charm, distract, empathy, lullaby, message, mind thrust

1 mana: agonizing rebuke, beguile, blur, call to mind, charm creature, charming presence, compelled duel, confusion, disguise, ego whip, friends, haze senses, hypnotize, instinctive charm, invisibility, meld mindcrystal, mind over body, mind spike, mind trap, psychic fortress, sending, sense minds, sleep, thought shield, wandering mind

2 mana: calm emotions, catnap, co-opt concentration, compulsion, douse the flames of war, enthrall, irresistible dance, mind blast, mind control, modify memory, psychic crush, psychic reformation, suggestion, synaptic static, telepathic bond

3 mana: create thrall, glibness, schism, solicit mindcrystal, symbol of sleep

1/day: plane shift (self only)

Magic Resistance. The mind flayer psion has advantage on saving throws against spells and other magical effects.

Actions (2)

Tentacles. Melee Weapon Attack: +5 to hit. Hit: 14 (2d10 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape Difficulty 14) and must succeed on a Difficulty 15 Will saving throw or be stunned until this grapple ends.

Extract Brain (1/turn). Melee Weapon Attack: +5 to hit., one incapacitated humanoid grappled by the mind flayer. Hit: 58 (10d10 + 3) piercing damage. If this damage reduces the target to 0 health, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Costs 2 actions; Recharge 5–6). The mind flayer psion magically emits psychic energy in a 5-meter cone or line. Each creature in that area must succeed on a Difficulty 15 Will saving throw or take 16 (3d10) 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.

Far Realm, Underdarkvgtm

Spells

As an action, you charm 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.

On a failure, it is charmed by you until the end of your next turn.

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

When the spell ends, the creature knows it was charmed by you.

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

As an action, you can detect the surface emotions of a creature that you can touch or see within 5 meters of you.

You learn the surface emotions of the creature. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

As an action, you sing a lullaby to a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.

On a failure, it becomes tired and delirious as its speed is reduced by 2 meters, it can’t take reactions, and it has disadvantage on skill checks until the end of its next turn.

This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.

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

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

At higher levels

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

As an action, you beguile a creature within 10 meters who can hear you to ignore an ally. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.

On a failure, it is charmed by one of your allies within 5 meters of it for the duration.

The spell ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.

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 attacks made 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 or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

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

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

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

1 hour/mana

As an action, you charm a creature 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 is charmed by you and friendly to you for the duration.

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

When the spell ends, the creature knows it was charmed by you.

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 exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it is charmed by you and friendly to you 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.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, if the creature is within 20 meters it must make a Will saving throw.

On a failure, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attacks made against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 5 meters away from you.

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

The spell ends if you attack or damage any other creature, if you cast a spell that targets a hostile creature other than the target, if your allies attack, damage, or attempt to negatively effect the charmed creature in any way, or if you end your turn more than 5 meters away from the target.

Augment

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

As an action, you 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.

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 a skill 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 skill checks for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

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

As a reaction, which you use when you make a Persuasion check, your words become more enticing. 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 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.

As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed until the end of its next turn. The charmed creature is immobilized, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.

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 incapacitated 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.

As a reaction, which you use when a creature that you can touch or see within 5 meters of you attacks you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

concentration, 1 minute/mana

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

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

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

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

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

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

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

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.

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

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

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

While your mindcrystal is within 20 meters of you:

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

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

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

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

Augment

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

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

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

concentration, 1 hour/mana

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

1 hour/mana

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

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.

concentration, 1 hour/mana

As an action, you cause a creature that you can touch or see within 5 meters to fall asleep. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.

On a failure, you lull it into a magical slumber, causing it to fall unconscious for the duration.

This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, 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 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 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.

concentration, 1 minute/mana

As two actions, you attempt to suppress strong emotions in a group of creatures at a point within 10 meters. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it is indifferent about creatures of your choice that it is hostile toward 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.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

1 minute

As two actions, you make a calming gesture, and up to three willing creatures that you can touch or see within 5 meters fall unconscious for the duration. This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest.

A character can’t benefit from a short rest more than once every four hours, can’t benefit from more than two short rests before they take a long rest, and a character must have at least 1 health at the start of the rest to gain its benefits.

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 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 minute/mana

As two actions, creatures of your choice within 5 meters that can hear you must make a Will saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

On a failure, a target is affected by this spell. Until the spell ends, you can use an action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any actions before it moves. After moving in this way, it can make another saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

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, you temporarily extinguish the violent impulses of a creature that you touch. The creature must make a Fortitude saving throw. If the creature is missing any of its health, the spell has no effect on it.

On a failure, it is charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw or if the target witnesses any of those things happening to its allies. While charmed, it can’t attack, cast spells that deal damage, or spells that force someone to make a saving throw.

1 minute/mana

As two actions, you weave a distracting string of words, enthralling creatures of your choice within 10 meters. Each creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is immune to being charmed or it can’t hear you, the spell has no effect on it.

On a failure, the creature has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 5 meters must make a Will saving throw. Creatures that can’t be charmed are immune to this spell.

On a failure, the creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on attacks and Reflex saving throws. While the target is affected by this spell, other creatures have advantage on attacks made against it.

As two actions, a dancing creature can make a Will saving throw to regain control of itself.

On a success, the spell ends.

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.

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.

concentration, 3 hours/mana

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

The creature must make a Reflex saving throw.

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

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

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

Augment

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

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

On a failure, it takes 4d8 psychic damage and has disadvantage on skill checks as well as saving throws to maintain concentration until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

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

1 hour/mana

As two actions, 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.

6 hours/mana

As two actions, a creature that you can touch or see within 10 meters and that can hear you must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failure, the creature is charmed by you for the duration. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

The effect ends if you or your companions do anything harmful to it, you die, a remove curse spell is cast on it, the charmed condition is removed from it, you use this spell again, you choose to end the effect, or you are on a different plane of existence than the target.

1 hour/mana

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

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, 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 Will 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.

Sleep. On a failure, a creature falls unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.