Kryx RPGThemes
Yagnoloth

Yagnoloth

Large fiend (yugoloth)
Challenge
11

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

147
14d10+70
19
Soak
2
Fort
+5
Ref
+6
Will
+6
Defense note natural armor
Damage resistances cold, fire, lightning; bludgeoning, piercing, slashing from attacks that aren’t silvered
Damage immunities acid, poison
Condition immunities poisoned

Speed 8 m.
Skills Athletics +7 (18), Brawn +7 (18), Deception +7 (18), Divinity (Cha) +7 (18), Insight +5 (16), Intimidation +7 (18), Perception +5 (16), Persuasion +7 (18)
Senses blindsight 10 m., darkvision 10 m.
Languages Abyssal, Infernal, telepathy 10 m.

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

Magic Weapons. The yagnoloth’s weapon attacks are magical.

Maneuvers. The yagnoloth uses maneuvers (maneuver save Difficulty 16). It has 11 stamina dice which are d8s, a dice limit of 4, 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: nimble, positioning strike, spring attack, step of the wind, vault

2 stamina dice: frenzy, uncanny dodge

Spellcasting. The yagnoloth uses Divinity (Cha) to cast spells (spell save Difficulty 16, +7 to hit with spell attacks). It has 5 mana, a mana limit of 2, 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: darkness, detect magic, dispel magic, invisibility (self only), suggestion, teleport

Cantrips (at will, 14th-level spellcaster): lightning lure, shock, thunderclap

1 mana: arc lightning, booming weapon, galvanize, levitate, lightning bolt, protection from the storm, shocking weapon, storm burst, thunder step, thunderwave, wrath of the storm

2 mana: animate storm, call lightning, chain lightning, lightning strike, rolling thunder, shatter, storm bane, storm sphere

Actions (2)

Electrified Touch (1/turn). Melee Spell Attack: +7 to hit. Hit: 27 (6d8) lightning damage and the target can’t take reactions until the start of its next turn.

Massive Arm (1/turn). Melee Weapon Attack: +7 to hit, reach 3 m. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a Difficulty 16 Fortitude saving throw or is stunned until the end of the yagnoloth’s next turn.

Life Leech (1/turn). The yagnoloth touches one incapacitated creature within 3 meters of it. The target takes 58 (13d8) necrotic damage, and the yagnoloth gains temporary health equal to half the damage dealt. The target must succeed on a Difficulty 16 Fortitude saving throw, or its maximum health is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its maximum health is reduced to 0.

Battlefield Cunning (Recharge 4–6). Up to two allied yugoloths within 10 meters of the yagnoloth that can hear it can use their reactions to make one melee attack each.

Lower planes, Urbanmtof

Maneuvers

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, make a weapon attack to knock the creature off balance with your blow.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you move into the creature’s space, and it moves 1 meter in a direction you choose.

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 and target a creature of a larger size for each additional stamina die expended.

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

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 a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.

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 you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. 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.

Spells

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, 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.

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 when it hits.

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

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

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

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

concentration, 1 hour/mana

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

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

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

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

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

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

(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.

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.

concentration, 1 minute/mana

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

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

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

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

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

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

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

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

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

As an action, 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.

1 hour/mana

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 when it hits.

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

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become 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 up to 20 meters to an unoccupied space that you can see.

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

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

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

On a critical hit, add twice as much damage.

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

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

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

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

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

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

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

As 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 are hit by an attack, 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, 1 hour/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, psi, or stamina dice by expending mana up to your mana limit or psi up to double your mana limit. For each mana or 2psi 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.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you animated with this spell if the creature is within 50 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.

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, 5 minutes/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.

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

On a success, the spell ends.

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

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

Augment

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

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.

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.

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

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

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.

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.