Baphomet

Baphomet

Huge fiend (demon)
Challenge

STR
10
DEX
2
CON
8
INT
3
WIS
5
CHA
6

275
19d12+152
26
Soak
3
Fort
+14
Ref
+12
Will
+11
Defense note natural armor
Damage resistances cold, fire, lightning
Damage immunities poison; bludgeoning, piercing, and slashing from attacks that aren’t cold iron
Condition immunities charmed, exhausted, frightened, poisoned

Speed 8 m.
Skills Divinity (cha) +12 (23), Intimidation +12 (23), Perception +11 (22)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and it is immune to the maze spell.

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

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

Magic Weapons. Baphomet’s weapon attacks are magical.

Maneuvers. The baphomet uses maneuvers (maneuver save Difficulty 25). It has 22 stamina dice which are d8s, a dice limit of 8, 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: ambush, blood in the water, chain sweep, charge, disorient, dive attack, fearsome beast, fling, fountain of blood, grapple, hamstring, inject venom, knockback, lead the attack, lunge, pounce, rally, rampage, scurry, slice through, smash, spring attack, sprint, swipe, tear flesh, throw, trampling charge, trip, whirling blade

2 stamina dice: frenzy, misdirection, retaliate, tear tendon, vengeance, winged flight

3 stamina dice: battle cry, battle leader

Reckless. At the start of his turn, baphomet can gain advantage on melee weapon attacks during that turn, but attacks made against it have advantage until the start of its next turn.

Spellcasting. The baphomet uses Divinity (cha) to cast spells (spell save Difficulty 21, +12 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect magic

Cantrips (at will, 29th-level spellcaster): animal friendship, discombobulate, distract, disturb, primal savagery

1 mana: agonizing rebuke, animal messenger, aquatic adaptation, battle cry, bestial transformation, call steed, climbing claws, cocoon, confusion, dissonant whispers, furious charge, hideous laughter, incite fury, locate animals, mindless courage, misdirection, natural weapons, speak with animals, teleport, tough hide, unnerve animals, warg, webshooter, wild companion, winged flight

2 mana: aphasia, battle leader, bestial wings, bloodlust, call animal, dispel magic, enemies abound, incite panic, maze, mind control, personality parasite, polymorph, spirit guardians, terrifying visage, wall of stone, web, wild shape

3 mana: reality break, symbol of insanity

4 mana: feeblemind

Actions (4)

Heartcleaver (2/turn). Melee Weapon Attack: +16 to hit, reach 3 m. Hit: 26 (3d10 + 10) slashing damage.

Bite (1/turn). Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 19 (2d8 + 10) piercing damage.

Gore (1/turn). Melee Weapon Attack: +16 to hit, reach 2 m. Hit: 17 (2d6 + 10) piercing damage.

Frightful Presence (1/turn). Each creature of Baphomet’s choice that is within 20 meters of it and aware of it must succeed on a Difficulty 21 Will saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Baphomet is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Baphomet’s Frightful Presence for the next 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 baphomet regains spent legendary actions at the start of its turn.

Charge (Costs 2 actions). Baphomet moves up to his speed, then makes a gore attack.

Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver.

Lair actions

On initiative count 20 (losing initiative ties), the baphomet takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.

  • Baphomet chooses a room within the lair that is no larger in any dimension than 20 meters. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets dying near it.

  • Baphomet casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 20 meters. The effect ends on the next initiative count 20.

Regional effects

The region containing the baphomet’s lair is warped by the baphomet’s magic, which creates one or more of the following effects:

  • Plant life within 2 kilometers of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.

  • Animals within 2 kilometers of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.

  • If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 21 Will saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Baphomet dies, these effects fade over the course of 1d10 days.

Lower planesmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

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

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

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.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

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, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

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

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

On a critical hit, add twice as much damage.

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

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

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

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

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

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

As an action while flying, you can use the Dash action. If you move at least 3 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage and you don’t provoke opportunity attacks when you fly out of the creature’s reach.

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.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action you can attempt to grab and throw a creature that is your size or smaller with a natural weapon such as a tentacle. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

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

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

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

On a critical hit, add twice as much damage.

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

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

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

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

On a critical hit, add twice as much damage.

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

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

Enhance

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

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

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 push it 4 meters away from you.

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, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

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

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

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As an action, make a melee weapon attack and increase your reach for the attack by 1 meter.

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, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

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 knock it prone.

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.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

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

The damage type is the same as the weapon used.

Enhance

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

As an action, you can use the Disengage action and the Dash action.

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash 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.

The attack deals double damage to objects and structures.

Enhance

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

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

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

On a critical hit, add twice as much damage.

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

Enhance

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

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 bleeding level by 1 for each additional stamina die expended.

As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, you can use the Dash action. If you use a Brawn check to Overrun a creature during this movement and your check passes the creature’s passive Brawn or Nimbleness (if it chooses to avoid you), it takes bludgeoning damage equal to the stamina die and is knocked prone. If you fail to Overrun by 4 or less, the creature takes half as much bludgeoning damage, but isn’t knocked prone.

Enhance

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

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

Enhance

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

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

Enhance

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

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

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

As a reaction, which you use when a creature hits you with a melee attack, make a melee weapon attack against the creature.

Enhance

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

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

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

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

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

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

Prerequisites: Itarii

1 minute/stamina die

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

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration or until you are incapacitated. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals 1d4 extra damage when it hits with a weapon attack.

Spells

As an action, you can convince an animal within 5 meters that can see and hear you that you mean it no harm. The creature must make a Will saving throw. If the animal’s Intelligence is −3 or higher, the spell has no effect on it.

On a failure, it is charmed by 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.

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

On a failure, it takes 1d3 psychic damage and has disadvantage on the next attack it makes before the end of its next turn and moves 1 meter in a random direction if it can move. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).

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

As an action, you disturb creatures near you. Each creature within 1 meter of you must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and moves 1 meter away from you if it can move.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against the target.

On a hit, it takes 1d10 piercing or slashing damage.

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

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

After you make the attack, your teeth or fingernails return to normal.

At higher levels

This spell’s damage increases by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

(ritual); 1 day/mana

As an action, you use an animal to deliver a message. Choose a Tiny animal you can see within 5 meters, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target animal travels for the duration of the spell toward the specified location, covering about 80 kilometers per 24 hours for a flying messenger, or 40 kilometers for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the animal makes its way back to where you cast this spell.

Augment

You can send an additional twenty-five words for each additional mana expended.

1 hour/mana

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to gain the benefit of both effects.

  • 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 unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on its next attack or Will saving throw made before the end of your next turn.

As an action, you alter your physical form to gain different characteristics. When you use this ability, you have 1 mana to choose one or more of the following effects. Each effect has its own mana cost, reducing the pool of mana.

Bear’s Endurance (1 mana). You gain 1d10 + your spellcasting ability temporary health, which is lost when the spell ends and you have advantage on Fortitude saving throws to resist dehydration, drowning, sleep deprivation, starvation, and suffocation and to march or labor for hours without rest.

Bull’s Strength (1 mana). You have advantage on Athletics and Brawn checks and your carrying capacity doubles.

Cat’s Grace (1 mana). You have advantage on Nimbleness checks and when calculating fall damage, reduce any falling distance by 4 meters if you aren’t incapacitated.

Camouflage (1 mana). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 mana). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and you have blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters. You can’t use this blindsight while deafened.

Keen Sense (1 mana). Choose eyes, ears, or nose. Your senses connected to that choice become more sensitive. You gain advantage on Perception checks that rely on hearing, sight, or smell.

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

  • You can expend 1 additional mana to target a willing creature you touch.

As you spend 10 minutes to cast this spell, you call forth an animal from the wilderness to be a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

1 hour/mana

As an action, you grow tiny hooked claws that allow you to climb. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

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

concentration, 1 minute/mana

As an action, you shoot writhing strands of webbing that wrap up a creature that you can touch or see within 10 meters like a mummy. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

A creature restrained by the cocoon, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

The cocoon has 10 Defense, 1 Soak, and 15 Health. It can’t be dispelled by dispel magic. When reduced to 0 health, the cocoon is ripped open, which frees the target.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended. You can also increase the cocoon’s Defense by 2, and increase the cocoon’s Health by 15 for each additional mana expended.

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

As an action, 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.

(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.

As an action, you whisper a discordant melody that is only heard by a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.

On a failure, it takes 3d10 psychic damage and must move away from you as far as its speed allows at the start if its next turn by the safest available route, unless there is nowhere to move.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

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

On a hit, add 3d6 + 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 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 5 meters perceives everything as hilariously funny. The creature must make a Will saving throw. If the creature’s Intelligence is −3 or less, the spell has no effect on it.

On a failure, it falls prone into fits of laughter, becoming incapacitated and unable to stand up for the duration.

An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on a success. The target has advantage on the saving throw if it’s triggered by damage.

Augment

You can expend 1 additional mana to 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, a creature that is not a construct or an undead that you can touch or see within 10 meters becomes enraged. For the duration, the creature deals an extra 1d4 damage with weapon attacks.

You can end the spell early on your turn (no action required). The spell ends early if the creature hasn’t attacked a hostile creature since its last turn or taken damage since then.

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

As an action, describe or name a specific kind of animal. You learn the direction and distance to the closest creature of that kind within 10 kilometers, if any are present.

concentration, 1 minute/mana

As an action, you mindlessly encourage 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 or is immune to being charmed, the spell has no effect on it.

On a failure, you cause its bloodlust to overcome its sense of preservation as it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see.

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

Augment

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

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

1 hour/mana

As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Your unarmed strikes become magical, if they aren’t already.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you become proficient with the natural weapons.

  • You can expend 1 additional mana so a creature you touch grows natural weapons instead. You can target one additional creature for each additional mana expended.

(ritual); 5 minutes/mana

As an action, animals can understand your speech and you gain the ability to decipher their noises and motions for the duration. The knowledge and awareness of many animals is limited by their intelligence, but at a minimum, animals can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade an animal to perform a small favor for you, at the GM’s discretion.

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.

3 hours/mana

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

(ritual); 1 hour/mana

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

On a failed save the creature becomes offensive to animals for the duration. Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on.

concentration, 1 hour/mana

As an action, you establish a telepathic link with one animal that you can touch or see within 10 meters that is friendly to you or charmed by you. Until the spell ends, the telepathic link is active while you and the animal are within line of sight of each other. Through the link, the animal can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you.

Additionally, you can use an action to see through the animal’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the animal’s senses, you gain the benefits of any special senses possessed by the animal, though you are blinded and deafened to your own surroundings.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Dominate. You can expend 1 additional mana to take control of the animal. The telepathic link is active as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the animal while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the animal completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

    You can use two actions to take total and precise control of the animal. Until the end of your next turn, the animal takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the animal to use a reaction, but this requires you to use your own reaction as well.

  • Unwilling. You can expend 1 additional mana to target an unwilling animal. The duration changes to 1 minute/mana and the animal must succeed on a Will saving throw or the spell takes effect. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

    Each time the animal takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As an action, webs extend from your outstretched arm. Until the spell ends, you can cause the webs to lash out on each of your turns as an action.

Creature. A creature within 20 meters of you must succeed on a Reflex saving throw or be pulled up to 5 meters toward you. A Large or larger creature has advantage on this saving throw. If the creature is willing, it can allow itself to be pulled.

Unattended Object. An unattended object within 20 meters of you is pulled up to 5 meters towards you; if this moves it into your square, you may grasp the item, although you must have a free hand to do so.

Surface. If you target an immovable object within 20 meters of you such as an object bolted to the floor, a building wall, floor, or ceiling, you can move up to 10 meters towards the target. If you end your movement at a climbable location, such as a wall or ledge, you can attempt an Athletics check to grab hold, or pull yourself over the edge in the case of a ledge. If you fail that check you begin falling. You can move yourself up to 10 meters as an action on your turn.

If you pull yourself towards a surface while being grappled, any creature that is grappling you must make a Brawn check against your spell save Difficulty.

On a success, the creature can choose to prevent you from moving or to be pulled along with you. A creature cannot be pulled along with you if it is larger than you.

On a failure, the creature must let go of the grapple.

You can cause the webs to release at any time (no action required by you). They retract instantly.

The webs are flammable. Any webs exposed to fire burn away in 1 round.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana as a reaction, which you use when you or a creature within 10 meters of you falls. Webs shoot out to a solid surface within 10 meters, or the falling creature, and lower you or the creature up to 20 meters from the point of attachment toward the ground.

  • Swinging Webs. You can expend 1 additional mana so the webs can attach themselves to your torso, leaving your arms and legs unhindered. The webs automatically attach to solid surfaces (such as a building, a wall, or a tree) at least 3 meters above you and within 10 meters of you and shift with you, growing and retracting as you move from surface to surface. If any of the webs are destroyed, a new web immediately grows to take its place.

    For the duration, as long as you are within 10 meters of a solid surface that is at least 3 meters above you, you have a flying speed of 10 meters, which can’t be reduced by nonmagical means. Additionally, you have advantage on saving throws made against effects that would push or pull you. When the spell ends, if you are near a solid surface, the webs gently lower you to the ground as they fade away.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an animal from the wilderness to serve as your faithful companion. Choose one of the following forms: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the companion has the statistics of the chosen form, though its health is increased by 5. Your companion can understand your speech and you gain the ability to decipher its noises and motions.

Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your companion, it defends itself from hostile creatures but otherwise takes no actions. A companion can’t attack, but it can take other actions as normal.

While your companion is within 20 meters of you:

  • Your companion has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your companion can deliver the spell as if it had cast the spell. Your companion must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

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

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

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

Augment

You can increase your companion’s health by 15 for each additional mana expended.

Prerequisites: Itarii

5 minutes/mana

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

concentration, 1 hour/mana

As two actions, you close off areas of a creature’s mind communication and social interaction of a creature that you can touch or see within 20 meters. The creature must make a Will saving throw.

On a failure, it loses knowledge of all languages (including telepathic and body language) and is treated as illiterate for the duration.

It may still “speak”, and to it they sound completely normal, but to anyone else they appear as complete gibberish. Verbal components, if used, are not limited by this spell.

A creature can repeat the saving throw each minute, 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.

concentration, 1 minute/mana

As two actions, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures for the duration. Until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) who can see or hear you deals an extra 1d6 damage with weapon attacks.

Augment

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

concentration, 5 minutes/mana

As two actions, wings spread out from your back so you gain a flying speed of 10 meters for the duration. The wings can appear feathery or leathery. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

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.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters has a lust for blood. The creature must make a Will saving throw.

On a failure, it is charmed by you for the duration. While charmed, its skin turns a deep red, and a thirst for destruction glows in its eyes. It must use its actions to make melee attacks made against a creature other than itself that you mentally choose. The charmed creature can move up to half its speed before making the attacks.

The creature can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use two actions to maintain control over the creature, or the spell ends.

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

Augment

Incite Passion. You can expend 1 additional mana so the charmed creature has disadvantage on Intelligence checks and cannot cast spells. If it is concentrating on a spell, it must immediately make a saving throw with disadvantage to maintain it.

concentration, 5 minutes/mana

As two actions, you call forth an animal which appears in an unoccupied space that you can see within 10 meters. The animal assumes the form of an animal companion that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the animal gains 1 mana or 2 stamina dice. The animal is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

  • Faithful Animals. You can expend 1 additional mana to cast the spell as a reaction, which you use when you or an ally you can see within 5 meters of you is reduced to 0 health. The animal appears within 2 meters of the fallen creature, protects it from harm, and attack its foes.

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

As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill 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 skill 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 skill check for each additional mana expended.

concentration, 1 minute/mana

As two actions, you force a creature that you can touch or see within 20 meters to see enemies everywhere. 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 loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within 20 meters of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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.

concentration, 1 minute/mana

As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, it is confused and frightened of the area in the center of the sphere for the duration.

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

concentration, 5 minutes/mana

As two actions, you banish a creature that you can touch or see within 10 meters into a labyrinthine demiplane. The creature must succeed on a Will saving throw or it remains there for the duration or until it escapes the maze.

Once on its turn, the creature can use an action to attempt to escape. When it does so, it makes a Difficulty 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

concentration, 1 minute/mana

As two actions, you take control of an animal that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it you gain control for the duration.

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

Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

concentration, 1 minute/mana

As two actions, you attempt to briefly partition the mind of your foe. A creature within 20 meters must succeed on a Will saving throw or a minor personality is split off their mind that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take two actions each round that are purely mental, such as casting a spell, in the same turn that the target takes its normal actions.

The parasitic personality casts spells as if it were the target, but can only expend 1 mana when it casts spells.

The parasitic personality actively attempts to cast spells that negatively impact the target, using the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.

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

The parasitic personality does not have any effect if the main personality is hasted or subjected to a schism effect.

concentration, 1 hour/mana

As two actions, you transform a creature that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or be transformed into a harmless animal appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any animal whose challenge rating is 0. The target’s game statistics, including mental abilities, are replaced by the statistics of the chosen animal. It retains its personality.

The target assumes the health of its new form. When it reverts to its normal form, the creature returns to the amount of health it had before it transformed. If it reverts as a result of dropping to 0 health, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 health, it isn’t knocked unconscious.

The target is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

A creature can repeat the saving throw once a minute, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose the same form or different ones for each target.

  • Permanent Polymorph. You can expend 3 additional mana and concentrate on this spell for 1 hour so the transformation becomes permanent.

concentration, 5 minutes/mana

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere. The guardian spirits provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana expended to cast this spell and the attacker takes psychic damage equal to double the mana expended to cast this spell. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

On a failure, it takes 1d8 psychic damage, moves at half speed, and has disadvantage on skill checks while in the area.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

As two actions, you tap into the nightmares of a creature that you can touch or see within 20 meters, causing it to see manifestations of its deepest fears in a direction you choose for the duration, visible only to that creature. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, it takes 4d12 psychic damage and is frightened of the manifestations until the start of its next turn.

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

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d12 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

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

  • Visions of Horror. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature makes an attack against you.

    The damage is reduced to 2d12 and additional augments to the damage increase the damage by 1d12 for each additional mana expended, instead of the normal increase.

concentration, 5 minute/mana

As two actions, a nonmagical wall of solid stone twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone.

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

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

The wall is an object made of stone that blocks line of sight. The wall can be damaged and thus breached. Each panel has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

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

concentration, 1 hour/mana

As two actions, you conjure a mass of thick, sticky webbing at a point of your choice within 10 meters. The webs fill a sphere from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

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

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/mana

As two actions, you transform into an animal companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the chosen companion form, though you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used. When the spell ends, any remaining temporary health vanishes.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your animal form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your catalysts, catalyst limit, mana, mana limit, ki, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana so your form gains 2 stamina dice per mana expended, up to your mana limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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. If you expend 5 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.

concentration, 1 minute/mana

d10Effects
1–2Vision of the Far Realm. It takes 5d6 psychic damage and can’t move or use any actions this turn.
3–5Rending Rift. It takes 13d6 force damage.
6–8Wormhole. It takes 8d6 force damage, is teleported, along with everything it is wearing and carrying, up to 5 meters to an unoccupied space of your choice that you can see, and is knocked prone.
9–10Chill of the Dark Void. It takes 8d6 cold damage, and it is blinded until the end of the turn.

As two actions, you shatter the barriers between realities and timelines, thrusting a creature that you can touch or see within 10 meters into turmoil and madness. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, the creature must roll a d10 to determine its behavior for that turn.

On a success, the creature must roll a d10 and take half as much damage as listed and the effect ends.

Augment

You can increase the damage by 3d6 for each additional mana expended.

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

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

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

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

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

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates is targeted by its effect, as is a creature that enters the area for the first time on a turn or ends its turn there.

Insanity. Each target must make a Will saving throw.

On a failure, the target is driven insane for 1 minute. An insane creature can’t use actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

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.