Kryx RPGThemes
Titivilus

Titivilus

Medium fiend (devil)
Challenge
16

STR
4
DEX
6
CON
3
INT
7
WIS
6
CHA
8

127
17d8+51
23
Soak
1
Fort
+7
Ref
+9
Will
+11
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 8 m., fly 10 m.
Skills Deception +12 (23), Divinity (Cha) +12 (23), Insight +10 (21), Intimidation +12 (23), Perception +6 (17), Persuasion +12 (23)
Senses darkvision 20 m.
Languages all, telepathy 20 m.

Legendary Resistance (3/day). If titivilus fails a saving throw, it can choose to succeed instead.

Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Titivilus’s weapon attacks are magical.

Regeneration. Titivilus regains 10 health at the start of each of its turns. While titivilus is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If titivilus takes cold or radiant damage, this trait doesn’t function at the start of titivilus’s next turn. Titivilus dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The titivilus uses Divinity (Cha) to cast spells (spell save Difficulty 21, +12 to hit with spell attacks). It has 15 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: alter self, animate dead, bestow curse, confusion, image (augmented to major image), modify memory, nondetection, sending, suggestion, teleport

Cantrips (at will, 20th-level spellcaster): blind spot, charm, empathy, lullaby, manipulate sound, mercy, minor illusion, thaumaturgy

1 mana: beguile, blur, charm creature, charming presence, command, compelled duel, control sound, cutting words, deceive, disguise, false sensory input, friends, hypnotize, illusory script, instinctive charm, invisibility (self only), magic mouth, mirror image, mirrored strike, misdirection, pass without trace, phantom steed, silence, sleep

2 mana: calm emotions, catnap, compulsion, dark delirium, douse the flames of war, dream, enthrall, hypnotic pattern, illusory dragon, irresistible dance, magic aura, phantasmal force

3 mana: create thrall, glibness, mental prison, mirage, project image, symbol of sleep

1/day each: feeblemind, symbol of fear/discord

Ventriloquism. Whenever titivilus speaks, he can choose a point within 10 meters; his voice emanates from that point.

Actions (2)

Silver Sword (1/turn). Melee Weapon Attack: +8 to hit. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its maximum health is reduced by an amount equal to half the necrotic damage it takes.

Frightful Word (1/turn). Titivilus targets one creature he can see within 2 meters of him. The target must succeed on a Difficulty 21 Will saving throw or become frightened for 1 minute. While frightened in this way, the target must use the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t use the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Twisting Words (1/turn). Titivilus targets one creature he can see within 10 meters of him. The target must make a Difficulty 21 Will saving throw. On a failure the target is charmed for 1 minute. The charmed creature can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours.

Legendary Actions (3)

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

Assault. Titivilus attacks with his silver sword or uses his Frightful Word.

Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 10 meters of him; that charmed creature must make a Difficulty 21 Will saving throw. On a failure, Titivilus decides how the target acts during its next turn.

Teleport (1/long rest). Titivilus magically teleports itself and up to three willing creatures it can see within 1 meter of it, along with any equipment they are wearing or carrying, to a location Titivilus is familiar with, up to 2 kilometers away.

Lower planesmtof

Spells

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

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

As an action, you 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 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 ability 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.

1 minute

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

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

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

5 minutes

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

The creature no longer feels any physical pain or discomfort.

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

1 minute

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

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

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

1 minute

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

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

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

1 hour/mana

As an action, you make yourself look different until the spell ends or until you dismiss it on your turn (no action required). You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

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 attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Augment

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

1 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.

As an action, you speak a one-word command to a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or follow the command. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. On its turn, the creature must use its speed to move toward you by the shortest and most direct route, and can’t willingly move away from you on during its turn.

Drop. The creature immediately drops whatever it is holding at its feet.

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

Flee. On its turn, the creature must use its speed to move away from you by the shortest and most direct route, and can’t willingly move toward you on during its turn.

Grovel. The creature immediately falls prone.

Halt. On its turn, the creature can’t willingly move. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creatures 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 to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

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 attack rolls 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.

The 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.

concentration, 5 minutes/mana

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

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

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

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

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

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

Augment

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

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

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

1 hour/mana

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

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

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

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

Augment

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

concentration, 5 minutes/mana

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

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

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

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

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

Augment

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

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.

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 by you for the duration. 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.

(ritual); 10 days

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

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

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

A creature with truesight can read the hidden message.

concentration, 5 minutes/mana

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

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

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

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

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

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

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

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

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

As a reaction, which you use when a creature that you can touch or see within 5 meters of you makes an attack roll against 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. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

(ritual)

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

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

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

1 minute/mana

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

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

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

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

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

Augment

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

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

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

On a critical hit, add twice as much damage.

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

Augment

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

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

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

3 hours/mana

As an action, you hide yourself from divination magic. You can’t be targeted by any divination magic, perceived through magical scrying sensors, or detected by any locate spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 2 meters in any dimension. You can target one additional target for each additional mana expended.

  • Sequester. You can expend 1 additional mana and consume powder composed of diamond, emerald, ruby, and sapphire dust worth 5,000 sp to hide the target creature or object until the spell is dispelled. When you cast the spell and touch the target, it also becomes invisible.

    If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

    You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 2 kilometers of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

1 hour/mana

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

Augment

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

1 hour/mana

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

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

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

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

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

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

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.

(ritual); concentration, 1 minute/mana

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

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

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

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

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

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

concentration, 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 an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

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

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

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

24 hours

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

Skeleton. A pile of bones can become a skeleton.

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

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

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

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

The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana up to your mana limit or psi up to double your mana limit. For each mana or 2 psi you expend, the elemental gains 1 mana or 2 stamina dice.

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

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

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

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

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

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

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

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

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

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

concentration, 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 ability checks and saving throws made with that ability.
  • While cursed, the creature has disadvantage on attack rolls against you.
  • 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 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, 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, a creature that you can touch or see within 10 meters must make a Will saving throw.

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

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

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

Augment

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

1 minute/mana

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.

3 hours/mana

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

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

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

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

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

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

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

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

concentration, 1 minute/mana

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

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

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

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

Augment

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

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 Reflex saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls 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.

24 hours

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

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

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

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

concentration, 1 minute/mana

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

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

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

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

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

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

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

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

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

concentration, 1 minute/mana

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

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

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

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

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

concentration, 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.

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 Charisma ability check using a social skill, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

concentration, 1 minute/mana

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

1 day/mana

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

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

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

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

Augment

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

concentration, 6 hours/mana

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

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

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

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

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.

When you inscribe the glyph, choose one of the options below for its effect. 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.

Fear. On a failure, a creature becomes frightened for 1 minute. While frightened, the target drops whatever it is holding and must move at least 5 meters away from the glyph on each of its turns, if able.

Discord. On a failure, a creature bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

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.

As two actions, you blast the mind of a creature that you can touch or see within 20 meters, shattering its intellect and personality. The creature must make a Will saving throw. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 6d6 psychic damage and the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by a restoration spell augmented to 4 mana or miracle or wish.