Graz’zt

Graz’zt

Large fiend (demon shapechanger)
Challenge

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

346
33d10+165
24
Soak
3
Fort
+11
Ref
+10
Will
+13
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 Athletics +12 (23), Brawn +12 (23), Deception +14 (25), Divinity (cha) +14 (25), Insight +11 (22), Nimbleness +8 (19), Perception +11 (22), Persuasion +14 (25), Brawn or Nimbleness +12 (23)
Senses truesight 20 m.
Languages all, telepathy 20 m.

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

Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical effects.

Magic Weapons. Graz’zt’s weapon attacks are magical.

Maneuvers. The graz’zt uses maneuvers (maneuver save Difficulty 21). It has 45 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: disorient, goading strike, hamstring, parry, slice through, spring attack, trip, untouchable, whirling blade

2 stamina dice: frenzy, misdirection

Spellcasting. The graz’zt uses Divinity (cha) to cast spells (spell save Difficulty 23, +14 to hit with spell attacks). It has 23 mana, a mana limit of 8, 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: bloodlust, charm creature, detect magic, dispel magic, dissonant whispers, teleport

Cantrips (at will, 30th-level spellcaster): charm, discombobulate, distract, disturb, empathy, lullaby

1 mana: agonizing rebuke, beguile, charming presence, command, compelled duel, confusion, dampen spell, darkness, friends, hideous laughter, hypnotize, instinctive charm, invisibility, misdirection, sanctuary, sleep, telekinesis

2 mana: aphasia, calm emotions, catnap, compulsion, douse the flames of war, enemies abound, enthrall, incite panic, irresistible dance, mind control, personality parasite, suggestion, terrifying visage

3 mana: create thrall, glibness, reality break, symbol of insanity, symbol of sleep

4 mana: feeblemind, sympathy

5 mana: slumbering imprisonment

Actions (2)

Wave of Sorrow (Greatsword). Melee Weapon Attack: +12 to hit. Hit: 19 (2d12 + 6) slashing damage plus 10 (3d6) acid damage and the target’s armor or natural armor is corroded 2 until the end of graz’zt’s next turn.

Crest of Sorrow (Shortsword). Melee Weapon Attack: +12 to hit. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) acid damage and the target’s armor or natural armor is corroded 2 until the end of graz’zt’s next turn.

Change Shape (1/turn). Graz’zt can polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.

Legendary actions (3)

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

Attack. Graz’zt attacks once with Wave of Sorrow.

Dance, My Puppet. One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.

Sow Discord. Graz’zt casts bloodlust or dissonant whispers.

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

Lair actions

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

  • Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.

  • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Stealth checks made to avoid notice.

Regional effects

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

  • Flat surfaces within 2 kilometers of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.

  • Wild animals within 10 kilometers of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.

  • If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 23 Will saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Graz’zt dies, these effects fade over the course of 1d10 days.

Lower planesmtof

Maneuvers

1 minute/stamina die

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

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

On a critical hit, add twice as much damage.

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

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

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

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

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

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

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you 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 melee weapon attack that deals slashing damage to cripple the creature.

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

On a critical hit, add twice as much damage.

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

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

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

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

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

On a critical hit, add twice as much damage.

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

Enhance

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

As an action, 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.

1 minute/stamina die

As an action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 5 meters. Make a Persuasion check contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration or until you are incapacitated. While repelled by you, it has disadvantage on attacks made against you, and must make a Will saving throw each time it attempts to move into a space that is within 5 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

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.

Spells

As an action, you charm a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

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

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

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

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

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

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

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

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

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

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

1 hour/mana

As an action, you charm a creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

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

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

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

Augment

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

concentration, 1 minute/mana

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

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

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

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

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

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

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

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

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

Grovel. The creature immediately falls prone.

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

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

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command on each of your turns.

concentration, 1 minute/mana

As an action, make a weapon attack.

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

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

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

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

Augment

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

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

As a reaction, which you use when a creature that you can touch or see within 10 meters casts a spell, you can dampen the spell, making it easier to avoid or resist. The attack is made with disadvantage or each creature makes the first saving throw against the spell with advantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

Counterspell. You can expend 1 additional mana to attempt to interrupt the spell instead of dampen it. Make a skill check using your spellcasting skill. The Difficulty equals the creature’s spell Difficulty + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this skill check.

On a success, the creature’s spell fails and has no effect.

On a failure, you dampen the spell as normal.

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.

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

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.

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

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

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 a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

concentration, 1 minute/mana

As an action, 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.

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

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

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

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is incapacitated for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

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

concentration, 1 minute/mana

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

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

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

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

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

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

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

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

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 minute/mana

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 1 hour/mana

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

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

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

Augment

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

concentration, 5 minutes/mana

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as an action each round for the duration, you can exert your will on one object that you can touch or see within 10 meters. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

You can try to move an object that weighs up to 100 kilos. If the object isn’t being worn or carried, you automatically move it up to 5 meters in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make a skill check with your spellcasting skill contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 5 meters in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the maximum weight of objects that you can target with this spell increases by 150 kilos.

  • Telekinetic Grip. You can expend 1 additional mana to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 5 meters in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

    On subsequent turns, you can use an action to attempt to maintain your telekinetic grip on the creature, forcing it to make the saving throw.

  • Large. You can expend 2 additional mana to target a Large or smaller creature instead of an object.

  • Huge. You can expend 3 additional mana to target a Huge or smaller creature instead of an object.

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.

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, 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, 1 minute/mana

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

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

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

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

1 minute

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

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

Augment

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

concentration, 1 minute/mana

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

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

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

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.

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

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

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.

1 minute/mana

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

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

concentration, 1 minute/mana

As two actions, you 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, 1 minute/mana

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

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

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

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

On a success, the spell ends.

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, 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.

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.

6 hours/mana

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

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

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

1 hour/mana

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

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.

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

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

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

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

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

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

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

10 days

As you spend 1 hour to cast this spell, you attract creatures of your choice. You target something within 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that attracts the specified creatures for the duration. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 10 meters of it or able to see it. When such a creature can see the target or comes within 10 meters of it, the creature must succeed on a Will saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Will saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 10 meters of the target or able to see it, the creature makes a Will saving throw.

On a success, the creature is no longer affected by the target and recognizes the feeling of attraction as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or fall asleep and can’t be awoken; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.