Storm Giant Quintessent

Storm Giant Quintessent

Huge giant (storm giant)
Challenge

STR
9
DEX
2
CON
5
INT
3
WIS
10
CHA
5

230
20d12+100
15
Fort
+9
Ref
+9
Will
+11
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities concussion, lightning

Speed 10 m., fly 10 m. (hover), swim 10 m.
Skills Lore (civilization) +4 (15), Perception +14 (25), Primal (cha) +9 (20)
Senses low-light vision, truesight 10 m.
Languages Common, Jotun

Amphibious. The storm giant quintessent can breathe air and water.

Maneuvers. The storm giant quintessent uses maneuvers (maneuver save Difficulty 22). It has 15 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, parry, slice through, spring attack, step of the wind, trip, whirling blade

2 stamina dice: backlash, frenzy, guided strike, misdirection, twist fate, winged flight

Spellcasting. The storm giant quintessent uses Primal (cha) to cast spells (spell save Difficulty 18, +9 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect magic

Cantrips (at will, 20th-level spellcaster): clouded fate, guide, lightning lure, shock, thunderclap, true strike

1 mana: arc lightning, augury, booming weapon, conduit, cursing strike, feather fall, galvanize, lightning bolt, misdirection, prescience, protection from the storm, shocking weapon, storm burst, thunder step, thunderwave, twist fate, wrath of the storm

2 mana: animate storm, bane, bestow curse, bless, call lightning, chain lightning, danger sense, fate link, find the path, fortunes of fate, lightning strike (within 200 meters), memento mori, precognition, remove curse, rolling thunder, shatter, storm bane, storm sphere

3 mana: ancient curse, symbol of stunning

Actions (2)

Lightning Sword. Melee Weapon Attack: +13 to hit, reach 3 m. Hit: 40 (9d6 + 9) lightning damage and the target can’t take reactions until the start of its next turn.

Wind Spear. The storm giant quintessent coalesces wind into a spear-like form and hurls it at a creature it can see within 200 meters of it. The spear is considered a magic weapon and deals 59 (17d6) piercing damage to the target, striking unerringly. The spear disappears after it hits.

Legendary actions (3)

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

Gust. The giant targets a creature it can see within 10 meters of it and creates a magical gust of wind around it. The target must succeed on a Difficulty 18 Reflex saving throw or be pushed 4 meters in any horizontal direction the giant chooses.

One with the Storm (Costs 3 actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.

Thunderbolt (Costs 2 actions). The giant hurls a thunderbolt at a creature it can see within 200 meters of it. The target must make a Difficulty 18 Reflex saving throw, taking 22 (4d10) concussion damage on a failed save, or half as much damage on a successful one.

Arctic, Coastal, Desert, Mountain, Underwatervgtm

Maneuvers

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

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

On a critical hit, add twice as much damage.

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

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

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

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

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

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

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

Enhance

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

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

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

On a failure, it takes slashing damage equal to the stamina die.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As a reaction, which you use when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

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

Enhance

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

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

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

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

As a reaction, which you use when you make a skill check or a saving throw or when you are hit by an attack or missed by 4 or less that you can see, you can twist fate. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

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

Prerequisites: Itarii

1 minute/stamina die

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.

Spells

As an action, you obscure a creature that you can touch or see within 5 meters from being able to perceive coming events. 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 an action, you shout commands to an ally to strike a creature. Chose one creature within 10 meters. If your ally attacks the target before the end of your next turn, its first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

As an action, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 9th level (2d6; Large) and 17th level (3d6; Huge).

As an action, lightning coalesces in your palm, shooting out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 20 meters away. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 concussion 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.

At higher levels

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

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

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

As an action, four tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw If multiple tendrils target the same creature, it makes one saving throw..

On a failure, it takes 1d8 lightning damage for each tendril targeted at it and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

(ritual); M (specially marked sticks, bones, or similar tokens worth at least 25 sp)

As you spend 1 minute to cast this spell, by casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

concentration, 5 minutes/mana

As an action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d4 concussion damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to vibrate with anticipation.

As an action, you can use the Dash action. Until the end of your turn, you don’t provoke opportunity attacks and you can move through other creatures as if they were difficult terrain, but can’t stop there. Each creature that you move through this turn must make a Reflex saving throw.

On a failure, it takes 2d8 lightning 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 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 expend 1 additional mana to increase the damage by 1d8 and double the extra movement from your Dash.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d12 + your spellcasting ability to the attack’s damage roll and the creature must succeed on a Will saving throw or it has disadvantage on skill checks for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

You can increase the damage by 2d12 for each additional mana expended.

(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.

5 minutes/mana

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

Augment

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


Feather Fell

1

5 minutes/mana

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

Augment

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

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 10 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

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 increase the hasted level by 1 for each additional mana expended.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

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

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

3 hours/mana

As an action, you predict strikes as they come at you. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

As an action, you have resistance to concussion and lightning 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.

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


Dampen the Storm

1

As a reaction, which you use when you take concussion and lightning damage, you gain resistance to concussion and lightning damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes concussion and lightning damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes electrified. For the duration, the weapon deals an extra 1d4 lightning damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become electrified.

As an action, lightning expands from you, zapping all nearby creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

  • Storm Pulse. You can expend 1 additional mana so the lightning around you is continuous. The duration changes to 1 minute/mana, concentration and the lightning erupts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d12 and additional augments to the damage increase the damage by 1d12 for every two additional mana expended, instead of the normal increase.

As an action, you teleport yourself to an unoccupied space you can see within 20 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw.

On a failure, it takes 1d10 concussion 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 thunder can be heard from up to 100 meters away.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

Augment

You can increase the damage by 1d10 for each additional mana expended.

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 2 meters away from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 5d4 concussion damage, is deafened for 1 minute, 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.

A deafened 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 3d4, push each creature an additional meter, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana expended.

  • Thunderwaves. You can expend 1 additional mana so the thunderous force continuously sweeps out from you. The duration changes to 1 minute/mana, concentration and the thunderous force sweeps out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can twist fate. The creature makes the roll with advantage or with disadvantage (your choice). 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 twist fate for 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 are hit by an attack or missed by 4 or less, lightning lashes out from your body. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 5 minutes/mana

As two actions, you call forth a lightning elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a lightning elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

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

concentration, 1 minute/mana

As two actions, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each creature must make a Will saving throw.

On a failure, whenever a creature makes a skill check or a saving throw before the spell ends, it rolls with disadvantage.

Augment

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

concentration, 5 minutes/mana

As two actions, you curse a creature that you touch. The creature must make a Will saving throw.

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

When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
  • While cursed, the creature has disadvantage on attacks.
  • While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
  • While cursed, the creature is blinded or deafened (your choice).
  • While cursed, the creature can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

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. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

concentration, 1 minute/mana

As two actions, you bless up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

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.

1 minute/mana

As two actions, a 10-meter radius storm cloud appears centered on a point you can see within 20 meters directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud moves to always stay directly above you.

When you cast the spell—and once on on each of your turns thereafter as an action—you can choose a point you can see within 10 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and is deafened and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, each creature within 2 meters of the point must make the saving throw.

Augment

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

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failure, it takes 5d8 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana expended and the damage increases by 1d8 for each additional mana expended and by an additional 1d8 for every two additional mana expended. You can end the chain at any point.

concentration, 1 hour/mana

As two actions, you sense the presence of danger within 20 meters. For the duration, attacks made against you can’t gain advantage, you have advantage on initiative checks, you have advantage on Perception checks to find traps, and you have advantage on Reflex saving throws to avoid traps.

concentration, 3 hours/mana

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

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

concentration, 1 hour/mana

As two actions, you can divine the near future. By understanding the course of one’s near future, one can direct their actions to the advantages that fate set for them. You gain an effect determined by rolling on the Fortunes of Fate table, which lasts for the duration.

Fortunes of Fate
d20Effect
1The Magician. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.
2The High Priestess. While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws equal to half your spellcasting ability.
3The Empress. Whenever you regain health, you regain an additional 2d6 health.
4The Emperor. Once on your turn, choose a friendly creature within 10 meters who can see or hear you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
5The Hierophant. If you perform the same type of action as your previous turn you have +1 on the skill check or saving throw.
6The Lovers. Chose one willing creature other than yourself that is on the same plane of existence as you. You and the target gain a +2 bonus to Defense. If you do not target a willing creature, this has no effect.
7The Chariot. You have advantage on Will saving throws.
8Strength. You and any friendly creatures within 5 meters of you have advantage on saving throws against being frightened or charmed.
9The Hermit. You have resistance to psychic damage and you can’t be targeted by any divination magic or perceived through magical scrying sensors.
10Wheel of Fortune. You gain 1 luck point and can use it for the duration.
11Justice. You have advantage on attacks made against enemies that have dealt damage to you since the end of your last turn.
12The Hanged Man. As a reaction, which you use when you take damage, you can take 1d12 extra damage, and grant one ally that you can see advantage on a skill check or a saving throw that they make until the start of your next turn.
13Death. As two actions, you can repeat a saving throw that caused a effect, ending the effect on a success.
14Temperance. You have advantage on skill checks and saving throws if you did not move or take any actions on your last turn.
15The Devil. As two actions, a creature that you can touch or see within 5 meters must make a Will saving throw. On a failure, the creature is restrained until the end of your next turn.
16The Tower. Chaotic energy rips reality asunder as the chaos storm spell centered on your position at the start of each of your turns until you end concentration on this spell.
17The Star. You can grant yourself advantage on skill checks and saving throws. Once you use this ability three times, the spell ends.
18The Moon. A creature that you can touch or see within 10 meters must make a Will saving throw. On a failure, the creature is charmed or frightened by you (your choice) for for the duration. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
19The Sun. Life-giving energy radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. When you cast the spell—and once on on each of your turns thereafter as an action—you can cause a creature in the aura to regain 2d10 health.
20Judgement. You have advantage on attacks made against creatures that dealt damage to or cast a spell on you since the end of your last turn, and creatures that you have dealt damage to or cast a spell on since the end of your last turn have advantage on attacks made against you.

As two actions, a bolt of lightning flashes down at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 damage and is blinded and deafened 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 1d8 for each additional mana expended.

As two actions, you show a creature that you can touch or see within 10 meters vision of its own demise. 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.

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.

concentration, 1 minute/mana

As two actions, you predict the near future, aiding yourself in combat. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.

Additionally, whenever you are attacked before the spell ends, the attacker rolls with disadvantage.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult check. The Difficulty typically equals the spell Difficulty used to cast the curse spell + the mana used to cast the curse spell or a flat Difficulty. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.

On a success, if the curse specifies that it is lifted by this spell, the curse ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.

On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.

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

Augment

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

concentration, 5 minutes/mana

As two actions, a rolling clap of thunder appears in a sphere centered on a point within 20 meters. The sphere spreads around corners. It lasts 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 deafened 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.

At the start of each of your turns if the thunder is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

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

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

As two actions, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 10 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is made of inorganic material such as stone, crystal, or metal.

On a failure, it takes 8d6 concussion damage and is deafened for 1 minute.

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 nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

A deafened 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 2d6 for each additional mana expended.

concentration, 1 minute/mana

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

On a failure, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

Augment

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

concentration, 5 minutes/mana

As two actions, a sphere of thunderous clouds springs into existence centered on a point within 20 meters. The sphere 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 1d8 concussion damage and is deafened 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.

At the start of each of your turns if the clouds are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Until the spell ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward a creature you choose within 10 meters of the center. Make a ranged spell attack against the target, which you have advantage on if the creature is in the sphere.

On a hit, it takes 2d8 lightning damage and can’t take reactions until the end of its next turn.

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

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

Creatures within 5 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

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

until dispelled

As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:

Bad Luck. The target is haunted by ill luck. It has disadvantage on skill checks.

Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.

Vulnerability. The target is easily injured. Other creatures have advantage on attacks made against the target.

A remove curse spell cast with 5 or more mana ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

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 succeed on a Fortitude saving throw or be stunned for 1 minute.

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.