Kryx RPGThemesMonsters

Spells

All spells

concentration

As an action, you touch one willing creature. Once before the end of the creature’s next turn, the creature can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

1 minute

As an action, you can convince a beast that you mean it no harm. Choose a beast that you can touch or see within 9 meters. It must see and hear you. If the beast’s Intelligence is −3 or higher, the spell fails. Otherwise, the beast must succeed on a Will saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

As an action, you touch a willing creature that has more than 0 health. That creature can use its Second Wind as a reaction.

As an action, you extend your hand and trace a sigil of warding in the air. Until the end of your next turn, the first attack made against you has disadvantage on the attack roll and you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

As an action, you cloud your image from one creature that you can touch or see within 36 meters of you; the target must succeed on a Will saving throw, or you are invisible to it until the end of your next turn.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 9 meters must succeed on a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

5 minutes

As a bonus action, a column of disembodied gnashing teeth springs forth as a blade in your free hand, screaming and chanting with vigor, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade crumbles to dust.

As an action, you can teleport an object within 9 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2 kilos and its longest dimension must be 1 meter or less.

At higher levels

The maximum weight of objects that you can target with this spell and the longest dimension increases when you reach 5th level (5 kilos, 2 meters), 9th level (7 kilos, 3 meters), 13th level (9 kilos, 4 meters), and 17th level (11 kilos, 5 meters).

As an action, choose one object weighing 1 to 2 kilos within 18 meters that isn’t being worn or carried. Make a ranged spell attack against a creature or object within 18 meters of the object as it flies towards the target.

On a hit, the target takes 1d6 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 1d6 and the maximum weight of objects that you can target with this spell increases by 2 kilos when you reach 5th level (2d6; 10), 9th level (3d6; 15), 13th level (4d6; 20), and 17th level (5d6; 25).

As an action, you sear the wounds of a creature that is below its maximum health that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d6 fire damage and it can’t regain health until the start of your next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

On a successful save, the target takes half as much damage.

At higher levels

You can increase this spell’s damage by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl a 4-inch-diameter sphere of energy at a creature that you can touch or see within 9 meters. The creature must make a Reflex saving throw.

On a failed save, the creature takes 1d8 damage.

On a successful save, the creature takes half as much damage.

The number it rolled determines the attack’s damage type.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8), but only the original 1d8 is used to determine the damage type.

As an action, you beguile one creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or be charmed by you until the end of your next turn. When the spell ends, the creature knows it was charmed by you. If you or one of your companions harms the target, the spells ends.

As an action, you obscure the senses of a creature that you can touch or see within 9 meters. The target must make a Fortitude saving throw.

On a failed save, the creature takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, the creature takes half as much damage and doesn’t suffer disadvantage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration

As an action, you touch one willing creature. Once before the end of the creature’s next turn, the creature can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

As an action, you choose nonmagical flame that you can see within 18 meters and that fits within a 1.5-meter cube. You affect it in one of the following ways:

  • You expand the flame 1.5 meters in one direction, provided that wood or other fuel is present in the new location.
  • You reduce the flames on any object within the cube. If you use this twice, you can extinguish the flames on an object.
  • You reduce the burning condition by 1 for a burning creature in the cube.
  • You cause the flames on a burning creature in the cube to burn a bit brighter. The creature takes 1d6 fire damage.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 36 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 9 meters away from its owner, or alter its shape to be one size larger or smaller than its own.

You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 36 meters of you.

When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 18 meters of you. Choose one of the following options.

Hungering Shadow. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, the target takes 1d6 necrotic damage. The target gains no benefit from cover for this attack.

If you miss by 4 or less, the target takes half as much damage.

Shadow Anchor. You pin the shadow of the creature to its current location. The creature must make a Reflex saving throw.

On a failed save, the creature takes 1d4 piercing damage and is grappled as if its shadow were anchored to the terrain until the end of your next turn.

On a successful save, the creature takes half as much damage and isn’t grappled.

To break out of the grapple, the target can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target escapes and is no longer grappled by its shadow.

After causing the shadow to turn violent the spell ends.

At higher levels

This spell’s damage increases by 1d6 for Hungering Shadow and by 1d4 for Shadow Anchor when you reach 5th level (2d6; 2d4), 9th level (3d6; 3d4), 13th level (4d6; 4d4), and 17th level (5d6; 5d4).

As an action, a glob of acid appears in your hand. You can engulf your hand as you touch a creature or hurl the glob.

If you engulf your hand, make a melee spell attack against a creature you touch. If you hurl the glob, make a ranged spell attack against a creature within 9 meters.

On a hit, the target takes 1d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

If you miss by 4 or less, the target takes half as much damage immediately and half as much damage at the end of its next turn.

If the target dies from the initial damage, the acid can splash to another target within 1.5 meters of the original target, dealing the additional damage to it.

After attacking with the glob, the spell ends.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

5 minutes

As a bonus action, a blade of your blood appears in your free hand and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blood falls to the ground.

concentration, 1 minute

As an action, you create up to four torch-sized lights within 36 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 1.5-meter radius.

As a bonus action on your turn, you can move the lights up to 18 meters to a new spot within 36 meters. A light must be within 6 meters of another light created by this spell, and a light winks out if it exceeds the spell’s range.

5 minutes

As a bonus action, a black beam of necrotic energy forms as a blade in your free hand, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade dissipates.

As an action, you confuse a creature that you can touch or see within 18 meters. The target must make a Will saving throw.

On a failed save, a creature takes 1d4 psychic damage, it has disadvantage on the next attack roll it makes before the end of its next turn, and it moves 1.5 meters 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 successful save, it takes half as much damage, doesn’t suffer disadvantage, and doesn’t move in a random direction.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, your mere touch can disperse the surface material of a foe or an object, sending a tiny portion of it far away. Make a melee spell attack against the target.

On a hit, the target takes 1d8 force damage.

If you miss by 4 or less, the target takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 9 meters. It has disadvantage on the next Perception or Insight ability check it makes before the end of its next turn.

As an action, you disturb creatures near you. Each creature within 1.5 meters of you must make a Will saving throw.

On a failed save, a creature takes 1d4 psychic damage.

On a successful save, a creature takes half as much damage. This spell has no effect on a creature with an Intelligence of −4 or less.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 9 meters:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1.5-meter cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

As an action, your free hand transform into sand, forming a sledgehammer. Make a melee spell attack against a creature within 1.5 meters of you.

On a hit, the target takes 1d6 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

After you make the attack, hit or miss, the sand falls at the target’s feet, burying them in sand and your hand returns to normal. Its speed is reduced by 1.5 meters until the end of its next turn.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, your skin transforms to be as hard as stone. Until the end of your next turn, the first attack made against you has disadvantage on the attack roll and you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

As an action, your open a minor rift to an elemental plane near a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the creature takes 1d6 damage. Choose a damage type: acid, cold, fire, or lightning.

On a successful save, the creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you can detect the surface emotions of a creature that you can touch or see within 9 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.

1 minute

As an action, you can touch a piece of non-magical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 5 kilos in weight, such as a sword, crowbar, or steel shield. This object remains in this form for the duration or until broken or destroyed, at which point it shrinks back to its original size and shape.

1 hour

As an action, you can cause an object to float near you, remaining within 1.5 meters of you. The object must weigh no more than 2 kilos and must be no more than 1 meter in any dimension.

While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.

When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 3 meters or less.

You can float one object at a time.

At higher levels

The maximum weight of an object that you can target with this spell increases when you reach 5th level (5 kilos), 9th level (7 kilos), 13th level (9 kilos), and 17th level (11 kilos).

As an action, you shoot a beam of magical force at a creature or object within 9 meters. The target takes 1d6 force damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you shape a small amount of water, ice, or snow within 9 meters and that fits within a 1.5-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose snow, you can hurl it. Make a ranged spell attack against a creature within 9 meters. On a hit, the target takes 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • You can create an item by freezing water or forming snow or ice. The item created cannot exceed half a cubic meter in volume. It melts after 5 minutes or if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used. They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you intimidate one creature that you can touch or see within 9 meters. The target must make a Will saving throw

On a failed save, the creature takes 1d3 psychic damage and is frightened of you until the end of its next turn.

On a successful save, the creature takes half as much damage and isn’t frightened.

At higher levels

This spell’s damage increases by 1d3 when you reach 5th level (2d3), 9th level (3d3), 13th level (4d3), and 17th level (5d3).

As an action, you cause numbing frost to form on one creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d6 cold damage, and either its speed is reduced by 3 meters until the end of its next turn or it has disadvantage on the next weapon attack roll it makes before the end of its next turn (your choice).

On a successful save, the creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 hour

As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 9 meters.

When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek. One creature of your choice within 9 meters of it must make a Will saving throw.

On a failed save, the creature takes 1d3 psychic damage, it has disadvantage on the next attack roll it makes before the end of its next turn, and it can’t willingly move closer to the space where the spirit was until the end of its next turn.

On a successful save, the creature takes half as much damage, doesn’t have disadvantage, and its movement isn’t restricted.

You can summon up to three spirits. If a spirit shrieks, the spell ends.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 hour

As an action, you can decrease the amount of light emitted from objects in a 1.5-meter radius sphere within 9 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

You can gloom up to three areas at a time.

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature. One creature of you choice within 9 meters of it must make a Fortitude saving throw.

On a failed save, the creature takes 1d4 necrotic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, the creature takes half as much damage and doesn’t suffer disadvantage.

After the gloom engulfs the spell ends.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you assail a creature within 9 meters with grave rot, temporarily afflicting undeath. The target must make a Fortitude saving throw.

On a failed save, the creature takes 1d8 necrotic damage and it can’t regain health until the start of your next turn. If the creature is undead, it also has disadvantage on attack rolls against you until the end of your next turn.

On a successful save, the target takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

concentration

As an action, you touch one willing creature. Once before the end of the creature’s next turn, the creature can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

As an action, you seize the air and compel it to create one of the following effects at a point you can see within 9 meters:

  • One Medium or smaller creature that you choose must succeed on a Reflex saving throw or be pushed up to 3 meters away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 2 kilos. The object is pushed up to 3 meters away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
At higher levels

You can affect a creature of a larger size, the target is pushed an additional 1.5 meters, and the object’s maximum weight increases when you reach 5th level (Large or smaller; 4.5 meters; 5 kilos), 9th level (Huge or smaller; 6 meters; 7 kilos), 13th level (Gargantuan or smaller; 7.5 meters; 9 kilos), and 17th level (9 meters; 11 kilos).

As an action, your free hand transform into a sledgehammer. Make a melee spell attack against a creature within 1.5 meters of you.

On a hit, the target takes 1d8 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

After you make the attack, your hand returns to normal.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you hide one object or weapon on the Ethereal Plane. The item must be in your possession and must weigh 5 kilos or less. Until the object reappears, it is inaccessible, as are any of its properties. You can have only one object at a time affected in this way. You can summon the object or weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

As a bonus action when you are in dim light or darkness, you can take the Hide action.

As an action, you summon a blast of water that soaks one creature or square that you can touch or see within 9 meters. The creature must make a Reflex saving throw.

On a failed save, the creature takes 1d6 bludgeoning damage, and if it is Medium or smaller, it is pushed back 3 meters.

On a successful save, the creature takes half as much damage and isn’t pushed.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

1 minute

As an action, you can increase the amount of light emitted from objects in a 6-meter radius within 36 meters. You can increase the light level by one step (no light to dim light, or dim light to bright light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

As an action, you cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, a creature takes 1d8 poison damage and moves 1.5 meters in a random direction if it can move and its speed is at least 1.5 meters. 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 successful save, it takes half as much damage and doesn’t move in a random direction.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must make a Fortitude saving throw.

On a failed save, the creature takes 1d4 necrotic damage.

On a successful save, the creature takes half as much damage.

You gain temporary health equal to half the amount of necrotic damage dealt.

This spell has no effect on undead or constructs.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 hour

As an action, you, or an object you touch that is no larger than 3 meters in any dimension sheds bright light in a 1.5-meter radius and dim light for an additional 1.5 meters for the duration. The light can be colored as you like. Completely covering you or the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Reflex saving throw to avoid the spell.

When you cast this spell, or as an action on a later turn, you can cause the light to flash brightly. One creature within 9 meters of you or the object must make a Fortitude saving throw.

On a failed save, the creature takes 1d6 radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, the creature takes half as much damage and doesn’t suffer disadvantage.

After flashing brightly the spell ends.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 3 meters, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

As an action, your arm whips forward, creating a lash of lightning energy that strikes at one creature that you can touch or see within 9 meters. The target must make a Reflex saving throw.

On a failed save, the creature takes 1d6 lightning damage, and if it is Medium or smaller, it is pulled up to 4.5 meters closer to you.

On a successful save, the creature takes half as much damage and isn’t pulled.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

concentration

As an action, you touch one willing creature. Once before the end of the creature’s next turn, the creature can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

As an action, choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it becomes tired and delirious. Its speed is reduced by 3 meters, it can’t take reactions, and it has disadvantage on ability checks until the end of its next turn.

Undead and creatures immune to being charmed aren’t affected by this spell.

1 minute

As an action, you can manipulate sound within 9 meters. You create one of the following magical effects.

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

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

As you spend 1 minute to cast this spell, you repair a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object such as a broken key, a torn cloak, or a leaking wineskin.

As a bonus action, you send a one-way telepathic message to a creature within 36 meters. The creature hears the message and can reply in a whisper that only you can hear. This spell has no effect on a creature with an Intelligence of −4 or less.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

At higher levels

At 9th level you can send the message to all creatures within 36 meters.

As an action, you unleash a psychic assault on one creature within 18 meters. The target must succeed on a Will saving throw or take 1d4 psychic damage and the next attack roll against the target made before the end of your next turn has advantage.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 minute

As an action, you create a sound or an image of an object within 9 meters that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

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

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1.5-meter cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

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

The illusion can be created to appear as a threatening creature just out of sight of a creature within 18 meters that you can see. If you so, the spell ends and the target must make a Will saving throw.

On a failed save the target takes 1d3 psychic damage, can’t take reactions, and the next attack roll made against this target before the end of your next turn has advantage.

On a successful save, the creature takes half as much damage and doesn’t suffer the additional effect.

At higher levels

This spell’s damage increases by 1d3 when you reach 5th level (2d3), 9th level (3d3), 13th level (4d3), and 17th level (5d3).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice against magic. It can roll the die before or after making the saving throw. The spell then ends.

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 9 meters. You can use your action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2 kilos.

You can perform one of these tasks without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

At higher levels

The maximum weight of objects that you can target with this spell increases when you reach 5th level (5 kilos), 9th level (7 kilos), 13th level (9 kilos), and 17th level (11 kilos).

As an action, choose a portion of dirt or stone that you can see within 9 meters and that fits within a 1.5-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can hurl it. Make a ranged spell attack against a creature within 9 meters. On a hit, the target takes 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you choose a portion of dirt or sand that you can see within 9 meters and that fits within a 1.5-meter cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth or sand, you can hurl it. Make a ranged spell attack against a creature within 9 meters. On a hit, the target takes 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or sand, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or sand you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you sicken the body of a creature within 18 meters. The target must succeed on a Fortitude saving throw or be poisoned until the end of its next turn.

As an action, you extend your hand toward a creature that you can touch or see within 9 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failed save, a creature takes 1d8 poison damage, or half as much damage on a successful save.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

1 hour

As an action, you create one of the following magical effects within 9 meters:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than half a cubic meter.
  • You chill, warm, or flavor up to half a cubic meter of non-living material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

This spell is a minor magical trick that novice spellcasters use for practice.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against a creature within 1.5 meters of you.

On a hit, the target takes 1d8 piercing or slashing damage (your choice).

If you miss by 4 or less, the target 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 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

5 minutes

As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1.5-meter radius and dim light for an additional 1.5 meters.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade or hurl the flame.

If you form the flame into a blade, make a melee spell attack against a creature within 1.5 meters of you.

If you hurl the flame, make a ranged spell attack against a creature within 9 meters.

On a hit, the target takes 1d8 fire damage.

If you miss by 4 or less, the target takes half as much damage.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, burning radiance erupts from you. Each creature that you can touch or see within 1.5 meters of you must make a Fortitude saving throw.

On a failed save, a creature takes 1d4 radiant damage.

On a successful save, a creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small humanoid you can see within 18 meters. Your spell imbues the target with a foul mimicry of life, temporarily raising it as an undead creature. A pile of bones becomes a skeleton and a corpse becomes a zombie. The creature stands and moves toward a creature you choose within 9 meters of it and attacks it once. When it attacks, make a melee spell attack in place of its attack.

On a hit, the target takes 1d6 bludgeoning damage.

If it misses by 4 or less, the target takes half as much damage.

After attacking, the creature falls to the ground, lifeless.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

As a bonus action, you can create two rifts in spaces you can see within 9 meters of you. The rifts are no more than 30 centimeters across and last until the end of your turn. A creature next to one rift is considered to be within 1.5 meters of the other rift and its surrounding area. Anything put through one rift emerges from the other and attacks through the rift are not enhanced or restricted by the rift in any way.

The rift is not stable enough for energy such as alchemical explosions or magic to pass through it, but you can expend 1 mana or psi when you cast this cantrip to stabilize the rift so energy can pass through it.

As an action, you hold your hands outstretched as sand shoots forth toward a creature that you can touch or see within 9 meters. The creature must make a Reflex saving throw.

On a failed save, the creature takes 1d4 damage, can’t take reactions, and the next attack roll made against this target before the end of your next turn has advantage.

On a successful save, the creature takes half as much damage and doesn’t suffer the additional effect.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

5 minutes

As a bonus action, a spectral blade forms on the end of a quarterstaff you are holding and lasts for the duration. The weapon’s damage type changes to slashing and it becomes magical, if it isn’t already.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the scythe in your hand.

5 minutes

As a bonus action, you weave together threads of shadow to create a blade of solidified gloom in your free hand which lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand.

As an action, you choose an area of water that you can see within 9 meters and that fits within a 1.5-meter cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 1.5 meters in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

At higher levels

The cube increases by 1.5 meters when you reach 5th level (3 meters), 9th level (4.5 meters), 13th level (6 meters), and 17th level (7.5 meters).

5 minutes

As a bonus action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

As an action, lightning forms coalesces in your palm. Choose a creature that you can touch or see within 9 meters. The target must make a Reflex saving throw.

On a failed save, a creature takes 1d6 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, a ball of snow or icicle forms in your free hand. You can throw the snowball or icicle or stab a creature with the icicle.

If you stab a creature with the icicle, make a melee spell attack. If you throw the snowball or hurl the icicle, make a ranged spell attack against a creature within 9 meters.

On a hit, the target takes 1d8 bludgeoning or piercing damage (bludgeoning if it is a snowball, piercing if it is an icicle).

If you miss by 4 or less, the target takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 9 meters must succeed on a Fortitude saving throw and automatically succeeds if it doesn’t have a soul.

On a failed save, the target takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you touch a living creature that has 0 health. The creature becomes stable. This spell has no effect on undead or constructs.

At higher levels

This spell’s range changes to a creature that you can touch or see within 9 meters at 5th level. You can cast this spell as a bonus action at 9th level. You may target all dying creatures of your choice within 3 meters of the original target at 17th level. The affected creatures restore 1 health after 1 minute, unless they start dying again.

As an action, you transform one of your hands into solid stone. Make a melee spell attack against one creature within 1.5 meters of you.

On a hit, the target takes 1d8 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

After you make the attack, your hand returns to normal.

At higher levels

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, a ray of sunlight sears a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw. The target gains no benefit from cover for this saving throw.

On a failed save, the creature takes 1d6 radiant damage.

On a successful save, the creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1.5 meters of you must make a Reflex saving throw.

On a failed save, a creature takes 1d4 force damage.

On a successful save, a creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 9 meters. You create one of the following magical effects.

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

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

As an action, you shoot thorny vines at a creature or object within 9 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 3 meters until the start of your next turn.

If you miss by 4 or less, the target takes half as much damage and doesn’t have its speed reduced.

At higher levels

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you create a long, vine-like whip covered in thorns that lashes out at your command. A creature within 9 meters must make a Reflex saving throw.

On a failed save, the creature takes 1d6 piercing damage, and if it is Medium or smaller, it is pulled 3 meters closer to you.

On a successful save, the creature takes half as much damage and isn’t pulled.

At higher levels

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 36 meters away. Each creature within 1.5 meters of you must make a Fortitude saving throw.

On a failed save, a creature takes 1d4 concussion damage.

On a successful save, a creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you distort time around a creature that you can touch or see within 18 meters, rapidly accelerating and decelerating time, tearing it apart. The target must make a Will saving throw.

On a failed save, the creature takes 1d4 force damage, and it can’t take reactions until the start of its next turn.

On a successful save, the creature takes half as much damage and can take reactions as normal.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you point at one creature that you can touch or see within 18 meters, and the sound of a dolorous bell fills the air around it for a moment, calling it to its final resting place. The target must make a Will saving throw.

On a failed save, the target takes 1d4 psychic damage. If the target is missing any of its health, it takes 1 extra damage.

On a successful save, the creature takes half as much damage.

At higher levels

This spell’s damage increases by 1d4 + 1 when you reach 5th level (2d4 + 2), 9th level (3d4 + 3), 13th level (4d4 + 4), and 17th level (5d4 + 5).

1 minute

As an action, you extend your hand and point a finger at a target within 18 meters. Your magic grants you a brief insight into the target’s defenses. For the duration, you gain advantage on your first attack roll against the target.

As an action, gusts of wind lift a creature into the air. Choose a Medium or smaller creature that you can touch or see within 9 meters. The target must make a Reflex saving throw; a creature can choose to fail this saving throw if it wishes.

On a failed save, the target is lifted 1.5 meters into the air. If the creature falls, it takes falling damage as normal, unless it has some means to stay aloft.

At higher levels

The target is lifted by an additional 3 meters and the spell can affect a creature of a larger size when you reach 5th level (4.5 meters; Large), 9th level (7.5 meters; Huge), 13th level (10.5 meters; Gargantuan), and 17th level (13.5 meters).

As an action, you unleash a string of insults laced with subtle enchantments at a creature within 18 meters. If the target can hear you (though it need not understand you), it must succeed on a Will saving throw or take 1d4 psychic damage and it has disadvantage on the next attack roll it makes before the end of its next turn.

On a successful save, it takes half as much damage and doesn’t suffer disadvantage.

At higher levels

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

concentration, 1 minute

As an action, reflections of yourself swarm about you, whispering suggestions on a course of action in your ear. Once before the spell ends, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check. The spell then ends.

As a reaction, which you take when a creature within 9 meters of you dies, you can absorb its spirit. You gain 2d8 temporary health.

Augment

You gain 2d8 additional temporary health for each additional mana or psi expended.

As an action, a shimmering green arrow streaks toward a target within 36 meters and bursts in a spray of acid. Make a ranged spell attack against the target.

On a hit, the target takes 4d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

If you miss by 4 or less, the target takes half the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 5d6 for each additional mana or psi expended.

As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana or psi expended.

1 minute/mana or psi

As an action, you afflict a fiend that you have summoned and can see within 9 meters of you with bolts of vicious energy. These foul energies inflict terrible pain upon the fiend, torturing it to make it more pliant to your will. The targeted creature must succeed on a Will saving throw or it has disadvantage on ability checks and saving throws against you. In addition, creatures that demand payment for their services reduce the payment by 20%. However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release.

Augment

You can expend 1 additional mana or psi so any payment is reduced a further 20% (maximum 60% reduction, total).

As a reaction, which you take when you are hit by an attack 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 18 meters it must make a Will saving throw.

On a failed save, the target takes 1d10 psychic damage, and is staggered until the end of its next turn.

On a successful save, the creature takes half as much damage and isn’t staggered.

Augment

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

4 hours/mana or psi

As an action, you bolster your allies with toughness and resolve. Choose two creatures within 9 meters. A creature’s maximum health and health increase by 9 for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • The target’s health increases by an additional 10 for each additional mana or psi expended.

  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them. Augments to the health increase the health by 5 for each additional mana or psi expended, instead of the normal increase.

  • Aiding Word. You can expend 1 additional mana or psi to cast the spell as a bonus action and the targets’ maximum health and health increase by 6 for the duration. Augments to the health increase the health by 7 for each additional mana or psi expended, instead of the normal increase.

(ritual); 4 hours/mana or psi

As you spend 1 minute to cast this spell, you set an alarm against unwanted intrusion. Choose a door, a window, or an area within 9 meters that is no larger than a sphere. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 2 kilometers of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 18 meters.

1 hour/mana or psi

As an action, you make yourself look different until the spell ends or until you use your action to dismiss it. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

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

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

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

As an action, you touch at least one drop of blood to learn about the creature to which the blood belongs. If the creature is alive or undead and is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell.

You identify the kind of poison, disease, or level of radiation in the blood.

Augment

Blood Biography. You can expend 1 additional mana or psi to learn the creature’s species, gender, age, and when and how the creature lost the blood.

(ritual); 8 hours/mana or psi

As an action, you use an animal to deliver a message. Choose a Tiny beast you can see within 9 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 beast 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 beast makes its way back to where you cast this spell.

Augment

You can increase the duration of the spell by 48 hours for each additional mana or psi expended.

As an action, five tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 18 meters. Each creature must make a Reflex saving throw. If multiple tendrils target the same creature, it makes one saving throw.

On a failed save, a creature takes 1d6 lightning damage for each tendril targeted at it and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

Augment

If you expend 2 or more mana, you can create one additional tendril and the damage for each tendril increases by 1d6 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As an action, ash falls in a cylinder twice as big as normal centered on a point you choose within 36 meters. The area is heavily obscured.

As a reaction, which you take when you are hit by an attack you can see or take damage, you disappear from the world for a brief moment, entering the Astral Plane. The attack’s damage or the damage against you is halved and then you reappear at the space you occupied.

Augment

Astral Refuge. You can expend 1 additional mana or psi to stay in the Astral Plane, returning to the space you occupied at the start of your next turn. You take advantage of the timeless nature of the Astral Plane, allowing you to take one action that only affect you.

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

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

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

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

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

As an action, you bombard an area with rocks. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and is staggered until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t staggered.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • You can expend 2 additional mana or psi so each creature who fails the saving throw is stunned until the end of its next turn.

As an action, you violently purge the blood from a creature’s body through its skin. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 6d6 necrotic damage.

On a successful save, the target takes half as much damage.

Augment

You can increase the damage by 8d6 for each additional mana or psi expended.

As a reaction, which you take when you are hit by an attack that you can see, you can redirect attacks with gusts of air. Until the start of your next turn, including against the triggering attack, ranged weapon attacks have disadvantage against you and you have a +4 bonus to Defense against all other attacks.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead.

concentration, 1 minute/mana or psi

As an action, you curse up to two creatures you can touch or see within 9 meters. Each target must make a Will saving throw. Whenever a target that fails this saving throw makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target must roll 2d4.

  • You can expend 4 additional mana or psi so the target must roll 3d4.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

concentration, 1 minute/mana or psi

As a bonus action, you can beguile a creature within 18 meters. Choose one of your allies within 9 meters of the target. The target must succeed on a Will saving throw or it is charmed by the chosen ally for the duration of the spell.

The spell ends if the chosen ally attacks or damages the charmed target or if the chosen ally casts a spell or uses a spell that targets the charmed target.

1 hour/mana or psi

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.

Amphibious (1 mana). You gain gills; you can breathe air and water.

Bear’s Endurance (1 mana). You have advantage on constitution checks and gain 3d6 temporary health, which are lost when the spell ends.

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

Cat’s Grace (1 mana). You have advantage on dexterity checks and you don’t take damage from falling 6 meters or less if you aren’t incapacitated.

Climbing (1 mana). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

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 9 meters. If you already have blindsight, its range increases by 9 meters. You can’t use this blindsight while deafened.

Keen Senses (1 mana). Your eyes, ears, or nose become more sensitive. You gain advantage on Perception checks.

Natural Weapons (1 mana). You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Your unarmed strikes also becomes magical, if they aren’t already.

Nocturnal (2 mana). Your eyes become accustomed to the dark. You have darkvision out to a range of 18 meters.

Swimming (1 mana). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Spider Climb (1 mana). If you have a climbing speed, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tough Hide (1 mana, lasts 4 hours/mana). Your skin becomes as tough as leather; Your Defense becomes 12 + half your proficiency bonus + your Dexterity (max 4).

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

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

concentration, 1 minute/mana or psi

As an action, you create chain bindings that bind a creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or be restrained for the duration.

A creature restrained by the chain bindings can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

The chain bindings have 10 Defense and 15 Health. They can’t be dispelled by dispel magic. When reduced to 0 health, the chain bindings fall to the ground and turn into dust.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, you bless up to two creatures you can see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target can roll 2d4.

  • You can expend 4 additional mana or psi so the target can roll 3d4.

As an action, you wither a creature or plant that you can touch or see within 18 meters, draining moisture and vitality from it. The target must make a Fortitude saving throw. The target takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Augment

You can increase the damage by 4d12 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you can create a blinding light. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 radiant damage and is blinded for the duration.

On a successful save, the creature takes half as much damage and isn’t blinded.

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

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you can engulf a creature’s eyes or ears in shadow, blinding or deafening it. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 necrotic damage and is either blinded or deafened (your choice) for the duration.

On a successful save, the creature takes half as much damage and isn’t blinded or deafened.

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

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

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

As a bonus action when you cast a spell, you can cut one of your hands, releasing a small stream of blood that transforms into one material component of your choice required by the original spell, with a cost of up to 100 sp or augments a material component to be up to 100 sp more valuable.

Your health and maximum health are both reduced by 1d10. This reduction can’t be lessened in any way, your maximum health cannot be increased in any way until you finish a long rest, and the reduction to your maximum health lasts until you finish a long rest. You cannot create magic items with blood money.

This spell does not change your mana limit or psi limit for another spell you cast this turn.

Augment

The component cost can be up to 100 sp higher for each additional mana or psi expended. Reduce your health by an additional 1d10 for each augmentation.

As a reaction, which you take when a creature is reduced to 0 health within 18 meters of you, you can take control of the creature’s body as it falls. That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability (minimum of 1).

The targeted creature must have blood in its body or this spell has no effect.

As an action, you can manipulate the vitality of a creature within 18 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The targeted creature must have blood in its body or this spell has no effect.

(ritual); M (a life-sized animal sculpture of a familiar made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 10 minutes to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

The sculpture animates into a familiar within 1.5 meters of you. The familiar has the statistics of the chosen form, though its health is increased by 5. Your familiar can understand your speech and you gain the ability to decipher its noises and motions.

Your familiar 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 familiar, it defends itself from hostile creatures but otherwise takes no actions. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 36 meters of you:

  • Your familiar 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 familiar can deliver the spell as if it had cast the spell. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your familiar if it is within 9 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 9 meters of you that you can see.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form from the above list.

When the familiar 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 roll against the killer.

Augment

You can increase your familiar’s health by 15 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d4 damage when it hits.

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

1 hour/mana or psi

As an action, you can smell creatures that don’t have full health within 18 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

1 minute/mana or psi

As an action, your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Augment

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

concentration, 1 minute/mana or psi

As an action, your voice strengthens the will of up to two creatures who can see or hear you within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw during the duration, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target can roll 2d4.

  • You can expend 4 additional mana or psi so the target can roll 3d4.

4 hours/mana or psi

As you spend 1 minute to cast this spell, you animate a pile of bones you can see within 18 meters to become a suit of armor around a willing creature that you can touch or see within 9 meters. The armor is molded for a specific creature and that creature is automatically proficient with it. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4).

concentration, 5 minutes/mana or psi

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

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

As a reaction, which you take at the end of a creature’s turn, you can borrow time from your future self.

You can take any action, but you are then incapacitated and can’t move or speak until the end of your next turn.

concentration, 1 minute/mana or psi

As a bonus action, you bind a creature, preventing it from leaving your side. Choose a creature that you can touch or see within 18 meters to be affected. While affected by this spell, if the target is more than 1.5 meters away from you at the start of your turn it must make a Will saving throw.

On a failed save, the creature is teleported to a space within 1.5 meters of you.

On a successful save, the spell ends.

As a reaction, which you take when you make a Coercion check, your words become more commanding. You have advantage on the triggering Coercion check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Augment

You can increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.

As you spend 10 minutes to cast this spell, you call forth a beast from the wilderness to be a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount assumes the form of a beast companion, using 1 resource. A mount is typically a camel, elf, 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 mount 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 mount, with all its health restored and any conditions removed. You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

The mount has no stamina dice, but you can infuse it with stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the mount gains 3 stamina dice. The mount is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

While the mount is within 2 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can use an additional resource for each additional mana or psi expended.

As a reaction, which you take when you roll an Intelligence check, you recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

(ritual)

As you spend 1 hour to cast this spell, you perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 3 meters of you throughout the casting.

Atonement. You touch one willing creature whose core belief have been changed against their will, and you make a DC 20 Insight check.

On a success, you restore the target to its original core beliefs.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 9 meters of each other. A creature can benefit from this rite again only if widowed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage of holy water by 6d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to increase the size of the impact of holy water to each creature within 3 meters.

As an action, a bolt of lightning arcs toward a target that you can touch or see within 18 meters. The lightning can then arc to another target within 9 meters of the first target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failed save, a target takes 5d4 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

Augment

The lightning can arc to an additional target within 9 meters of the previous target for each additional mana or psi expended and the damage increases by 3d4 for each additional mana or psi expended. You can end the chain at any point.

concentration, 1 minute/mana or psi

As an action, choose a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw or be restrained by glowing golden chains composed of pure light for the duration. If the target succeeds on the save, the chains fades away.

While restrained by this spell, the target takes 1d6 radiant damage at the start of each of its turns.

A creature restrained by the chains or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d8 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you roll on the Wild Surge table, you can reroll.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl an undulating, warbling mass of chaotic energy at one creature that you can touch or see within 36 meters. The creature must make a Reflex saving throw.

On a failed save, the creature takes 3d8 damage. Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown below.

On a successful save, the creature takes half as much damage.

If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 9 meters of it who must also make a saving throw. The new damage roll could cause the chaotic energy to leap again. A creature can be affected only once by each casting of this spell.

Augment

You can increase the damage by 4d8 for each additional mana or psi expended, but only the original 3d8 are used to determine the damage type and whether the bolt bounces.

concentration, 5 minutes/mana or psi
d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a bonus action, a weapon you touch becomes infused with chaotic energy. For the duration, the weapon deals an extra 1d4 damage when it hits. Roll a d8 to determine the attack’s damage type, as shown below.

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

1 hour/mana or psi

As an action, you attempt to charm a creature that you can touch or see within 9 meters. It must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failed save, the creature is charmed by you for the duration or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

1 minute/mana or psi

As an action, you exert an aura of sympathetic power. Each creature within 3 meters of you must succeed on a Will saving throw or become charmed by 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.

Augment

You can target creatures within an additional 3 meters for each additional mana or psi expended.

1 minute/mana or psi

As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through darkness.

Augment

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

concentration, 1 minute/mana or psi

As an action, you fill the air with spinning daggers in a 1.5-meter cube within 18 meters. A creature must make a Reflex saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature takes 3d4 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 4d4 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you shoot writhing strands of webbing that wrap up a creature like a mummy. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or be restrained for the duration.

A creature restrained by the cocoon can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

The cocoon has 10 Defense 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 target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, you freeze the veins of a creature that you can touch or see within 18 meters. The creature must succeed on a Fortitude saving throw or be slowed 1 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

As an action, a dazzling array of flashing, colored light springs from your hand. Each creature in a cone or line must succeed on a Fortitude saving throw or be blinded and staggered until the end of your next turn.

As an action, you speak a one-word command to a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or follow the command on its next turn. 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. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1.5 meters of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. 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 or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

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

concentration, 1 minute/mana or psi

As a bonus action, you attempt to compel a creature into a duel. One creature that you can touch or see within 9 meters must make a Will saving throw.

On a failed save, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn.

The spell ends if you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you roll a dice to determine if a spell causes a Wild Surge, you can compel wild energies forth. Roll on the Wild Surge table to create a random magical effect.

Augment

You can expend 1 additional mana or psi to cast the spell as a reaction, which you take when you see a creature within 18 meters of you casting a spell, you cause wild magic to pour out from the creature. The creature must make a Will saving throw.

On a failed save, the creature rolls on the Wild Surge table to create a random magical effect.

(ritual); 1 hour/mana or psi

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Tongues. You can expend 1 additional mana or psi so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

1 minute/mana or psi

As an action, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.

Augment

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

As an action, a blast of cold air erupts from your hands. Each creature in a cone must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

A creature killed by this spell becomes a frozen statue until it thaws.

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Fortitude 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 or psi for each option.
  • You can expend 1 additional mana or psi so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can make a Will 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 or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, cursed bandages of a mummy wrap around a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw or be restrained by the magical bandages. If the target succeeds on the save, the bandages turn to dust.

While restrained by this spell, the target takes 1d8 bludgeoning damage at the start of each of its turns.

A creature restrained by the bandages or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d8 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

(ritual); M (physical item serving as a connection to the spirits worth at least 25 sp)

As you spend 1 minute to cast this spell, you receive an omen from the spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

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

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

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

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, the creature takes 2d8 necrotic damage.

On a successful save, the creature takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

M (ruby dust worth 50 sp, consumed)

As an action, a flame, equivalent in brightness to a torch, springs forth from an object that you touch and lasts until dispelled. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

concentration, 5 minutes/mana or psi

As an action, you shape and alter existing sounds within 36 meters. You can target one sound, such as a person speaking or singing, a group of related sounds such as the patter of many raindrops or the tramp of soldiers passing by, or all sounds in a sphere centered on a point you choose. A sound as quiet as a snapping finger can be controlled.

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

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

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

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, the creature gains divine conviction. Roll a d4 and apply the number rolled as a bonus to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to reroll an attack roll, ability check, or saving throw you make.

  • You can expend 2 additional mana or psi to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As an action, sunlight bursts from you. Each creature on the ground other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, the creature takes 2d10 radiant damage and is blinded until the end of its next turn.

On a successful save, the creature takes half as much damage, but isn’t blinded.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10 for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

  • You can expend 1 additional mana or psi if the sunlight continuously radiates from you, so the corona hedges out undead creatures. The corona prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the corona.

    If you move so that an affected creature is forced to pass through the corona, the spell ends.

concentration, 1 minute/mana or psi

As an action, corrosive acid eats away at one creature that you can touch or see within 18 meters. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 4d6 acid damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 6d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d4 acid damage when it hits.

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

(ritual)

As an action, you either create, destroy, or purify water.

Create Water. You create up to 40 liters of clean water within 9 meters in an open container. Alternatively, the water falls as rain in a sphere twice as big as normal within 9 meters. Any burning creature in the area stops burning.

Destroy Water. You destroy up to 40 liters of nonmagical water in an open container within 9 meters. Alternatively, you destroy fog in a sphere twice as big as normal within 9 meters.

Purify Water. All nonmagical liquid within a sphere twice as big as normal centered on a point of your choice within 9 meters is purified and rendered free of poison and disease.

Augment

You create or destroy an additional 40 liters of water for each additional mana or psi expended. Alternatively the sphere increases by 1.5 meters for each additional mana or psi expended.

As a reaction, which you take when another creature you can touch or see makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. Roll a 1d4 and apply the number rolled as a penalty to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to reroll an attack roll, ability check, or saving throw you make.

  • You can expend 2 additional mana or psi to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As an action, winds swirl around you in a spiral form. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wind rotate clockwise or counterclockwise.

On a failed save, a creature takes 2d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters in a straight line, either clockwise or counterclockwise.

On a successful save, the creature takes half as much damage and isn’t pushed.

The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the cyclone as a bonus action on your turn.

    The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

1 hour/mana or psi

As an action, darkness spreads from a point you choose within 36 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point you choose 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so the darkness is magical. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of using equal or less mana, can’t illuminate the area.

  • Hungering Darkness. You can expend 2 additional mana so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is normal size and the duration changes to 5 minutes/mana. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 9 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature starts its turn in the sphere, it must make a Reflex saving throw, taking 1d4 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 1d4 for each additional mana expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 3-meter radius and dim light for an additional 3 meters and deals an extra 1d4 radiant damage when it hits, or an extra 2d4 radiant damage against undead and oozes.

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

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

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

  • Crusader’s Mantle. You can expend 1 additional mana or psi to radiate holy power in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. The duration changes to 1 minute/mana, concentration and until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals the extra radiant damage when it hits with a weapon attack.

1 hour/mana or psi

As an action, light spreads out from a point you choose within 36 meters to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.

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

If any of this spell’s area overlaps with an area of darkness created by a spell using equal or less mana, the spell that created the darkness is dispelled.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so the light is magical sunlight. A creature with the Sunlight Sensitivity species trait is impacted. Non-magical darkness, as well as darkness created by spells of using equal or less mana, can’t darken the area.

  • Dawn. You can expend 1 additional mana or psi so the sunlight beams with radiant energy. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana or psi. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw.

    On a failed save, a creature takes 2d4 radiant damage and is blinded until the end of its next turn.

    On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can increase the damage by 1d4 for each additional mana or psi expended.

    Additionally, this light makes it impossible for the creature to benefit from being invisible while in the bright light.

As a reaction, which you take when you make a Deception check, your words entice the gullible. You have advantage on the triggering Deception check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

As a reaction, which you take when you are hit by a spell attack or when you make a saving throw against a spell or other magical effect, you deflect the energy aimed at you. Until the start of your next turn, you have a +4 bonus to Defense against spell attacks and a +4 bonus on saving throws vs spells and other magical effects.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi when an ally within 9 meters is hit by a spell attack or makes a saving throw against a spell other magical effect. Until the start of your next turn, the ally has a +2 bonus to Defense against spell attacks and a +2 bonus on saving throws vs spells and other magical effects.

  • Spell Shield. You can expend 1 additional mana or psi to manifest a shield of energy which shields you. Until the start of your next turn, including against the triggering damage, you have resistance to damage from spells.

  • Projected Shield. You can expend 2 additional mana or psi to absorb magical energy when you or an ally within 9 meters is damaged by a spell or other magical effect. The spell shield extends out from you in a sphere and moves with you, remaining centered on you. Until the start of your next turn, you and your allies have a +2 bonus to Defense against spell attacks, a +2 bonus on saving throws vs spells and other magical effects, and resistance to damage from spells while inside the area of the spell shield, including from the triggering spell.

As an action, you bend the fabric of time, causing a creature that you can touch or see within 36 meters to make a Will saving throw.

On a failed save the target repeats the actions it took on its previous turn and must act against the same target or targets, but doesn’t have to make exactly the same choices. If the situation has changed in such a way that the target can’t take the same actions again (if its foe is dead, the target has run out of spells or mana, or moving in the same direction would be fatal, and so on), the creature becomes Confused for that turn.

As a reaction, which you take when a friendly creature within 18 meters who can see or hear you makes a death saving throw, it can make the saving throw with advantage. If the saving throw succeeds the creature becomes stable.

As an action, you siphon the moisture from a creature’s body. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. 2 liters of water are removed from the creature and unless it rehydrates, it can quickly become exhausted 1.

Augment

You can increase the damage by 8d6 for each additional mana or psi expended.

(ritual); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of corpses and undead within 36 meters of you. 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.

(ritual); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of diseases and diseased creatures within 9 meters of you. You also identify the kind of disease in each case. 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.

concentration, 5 minutes/mana or psi

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 9 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 9 meters of you that has been magically consecrated or desecrated.

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.

(ritual); concentration, 5 minutes/mana or psi

As an action, you sense the presence of magic within 9 meters of you. If you sense magic in this way, you can use your 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.

(ritual); concentration, 5 minutes/mana or psi

As an action, you can sense the presence and location of poisons and poisonous creatures within 9 meters of you. You also identify the kind of poison or poisonous creature in each case. 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

As an action, you detect the distance and direction to the closest planar portal within 2 kilometers of you.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

As a bonus action, you can shift between two worlds. You have advantage on your next attack roll before the end of your next turn. If that attack hits, add 3d6 damage to the attack’s damage roll.

If it misses by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you change the appearance of a creature that you can touch or see within 9 meters. You give the target a new, illusory appearance. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 30 centimeters shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

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

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

Augment

You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As an action, a thin green ray springs from your pointing finger to a target that you can see within 18 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Reflex saving throw.

On a failed save, the target takes 4d8 force damage, or half as much damage on a successful save. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

This spell automatically disintegrates a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell disintegrates a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.

Augment

You can increase the damage by 6d8 for each additional mana or psi expended.

At 2 mana, this spell automatically disintegrates a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell disintegrates a 1.5-meter radius sphere portion of it.

At 3 mana, this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1.5-meter radius sphere portion of it.

At 4 mana, this spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 3-meter radius sphere portion of it.

At 5 or more mana, this spell automatically disintegrates a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell disintegrates a 4.5-meter radius sphere portion of it.

As an action, you whisper a discordant melody that only one creature of your choice within 18 meters can hear, wracking it with terrible pain. The target must make a Will saving throw. A deafened creature automatically succeeds on the save.

On a failed save, it takes 3d10 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

On a successful save, the target takes half as much damage and doesn’t have to move away.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

(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 emissary of your deity. The emissary’s form is based on a creature that your deity is known for: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 9 meters, the emissary has the statistics of the chosen form, though its health is increased by 5. Your emissary can understand your speech and you gain the ability to decipher its noises and motions.

Your emissary 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 emissary, it defends itself from hostile creatures but otherwise takes no actions. An emissary can’t attack, but it can take other actions as normal.

While your emissary is within 36 meters of you:

  • Your emissary 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 emissary can deliver the spell as if it had cast the spell. Your emissary must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your emissary if it is within 9 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 9 meters of you that you can see.

You can’t have more than one emissary at a time. If you cast this spell while you already have an emissary, you instead cause it to adopt a new form from the above list.

When the emissary 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 roll against the killer.

Augment

You can increase your emissary’s health by 15 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 9 meters of you must make a Will saving throw.

On a failed save, a creature is affected.

  • Blinded and deafened: each creature CR ½ or lower is blinded and deafened for the duration.
  • Stunned: each creature CR ¼ or lower is stunned for the duration.
  • Banished or destroyed: each creature CR ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 9 meters of the space it left. Otherwise, the target doesn’t return.

If a creature fails the saving throw, but is above the threshold it is turned for the duration.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 9 meters of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so a creature is blinded and deafened if its CR is 3 or lower, stunned if its CR is 2 or lower, and banished or destroyed if its CR is 1 or lower.

  • You can expend 2 additional mana or psi so a creature is blinded and deafened if its CR is 6 or lower, stunned if its CR is 4 or lower, and banished or destroyed if its CR is 2 or lower.

  • You can expend 3 additional mana or psi so a creature is blinded and deafened if its CR is 9 or lower, stunned if its CR is 6 or lower, and banished or destroyed if its CR is 3 or lower.

  • You can expend 4 additional mana or psi so a creature is blinded and deafened if its CR is 12 or lower, stunned if its CR is 8 or lower, and banished or destroyed if its CR is 4 or lower.

As an action, a tremor in the ground ripples out from you. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw.

On a failed save, a creature takes 1d10 bludgeoning damage and is knocked prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1.5-meter diameter portion requiring at least 1 minute to clear by hand.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d10 for each additional mana or psi expended.

  • Tremors. You can expend 2 additional mana or psi so the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

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

concentration, 1 minute/mana or psi

As an action, choose one creature that you can touch or see within 90 meters. Yellow strips of magical energy loop around the creature. The target must succeed on a Reflex saving throw or its flying speed (if any) is reduced to 0 meters for the spell’s duration. An airborne creature affected by this spell descends at 18 meters per round until it reaches the ground or the spell ends.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack that you can see, your skin turns as hard as stone. Until the start of your next turn, including against the triggering attack, choose one of the following options:

  • You have a +4 bonus to Defense
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage
Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana or psi to instead become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid stone springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of stone that can be damaged and thus breached. It has 16 Defense and 80 Health. Reducing the dome to 0 health destroys it.

As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.

Ebb. One creature that you can touch or see within 18 meters must make a Fortitude saving throw.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

A willing creature within 9 meters of the target can regain health equal to half the amount of necrotic damage dealt.

Flow. A creature that you can touch or see within 18 meters regains 2d10 health. A creature that you can touch or see within 9 meters of that creature must make a Fortitude saving throw.

On a failed save, the target takes necrotic damage equal to half the amount of healing.

Augment

You can increase Ebb’s necrotic damage by 4d8 and Flow’s healing by 3d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, your rapid mental lashings assault the ego of your enemy, debilitating its confidence. Choose one creature that you can touch or see within 36 meters to make a Will saving throw.

On a failed save, it takes 3d8 psychic damage and has disadvantage on attack rolls and ability checks for the duration.

On a successful save, the target takes half as much damage and doesn’t have disadvantage.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d8 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, a tendril of inky darkness reaches out from you. When you cast the spell—and as a bonus action on each of your turns thereafter—the tendril can touch a creature that you can touch or see within 18 meters to drain life from it. The target must make a Reflex saving throw.

On a failed save, the target takes 1d10 necrotic damage.

On a successful save, the target takes half as much damage.

Whenever the spell deals damage to a target, you regain health equal to half the amount of necrotic damage dealt.

Augment

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

concentration, 1 minute/mana or psi

As an action, you cause a creature or an object you can see within 9 meters to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Fortitude saving throw.

On a successful save, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d6 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional mana or psi to enlarge or reduce the creature’s size one additional step.

Enlarge. The target gains 10 temporary health and its reach increases by 1.5 meters.

Reduce. The target had advantage on Stealth checks and can move through tight areas.

concentration, 1 minute/mana or psi

As an action, a writhing mass of thorny vines wrap around a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw or be restrained by the magical vines. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d8 piercing damage at the start of each of its turns.

A creature restrained by the vines or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d8 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

1 minute/mana or psi

As an action, a magical field appears around you, glowing with a chaotic blast of multicolored hues. For the duration, any creature has disadvantage on attack rolls against you.

Augment

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

As a reaction, which you take when you are hit by an attack, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid.

Each creature in a cone toward the direction of the attack must make a Reflex saving throw.

On a failed save, a creature takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 1d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch becomes ethereal. For the duration, the weapon has a +1 bonus to attack rolls and ignores 1 Soak.

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

1 minute/mana or psi

As an action, you can temporarily disrupt a creature’s ability to mask their true thoughts and intent. Choose a creature that you can touch or see within 18 meters. The target must make a Will saving throw.

On a failed save, the creature is unable to speak a deliberate lie for the duration. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Zone of Truth. You can expend 1 additional mana or psi to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 18 meters. The duration changes to 5 minutes/mana or psi and until the spell ends, a 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.

concentration, 1 minute/mana or psi

As an action, each creature and object in a sphere twice as big as normal within 18 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 3-meter radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

1 hour/mana or psi

As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d10 temporary health for the duration.

Augment

You gain 2d10 additional temporary health for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, you attempt to falsify one of a creature’s senses. Choose a creature that you can touch or see within 90 meters who must make a Will saving throw.

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

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

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

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

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, you awaken the worst fears in creatures. Each creature in a cone must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on 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 make a Will saving throw.

On a successful save, the spell ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fear for the next 24 hours.

5 minutes/mana or psi

As an action, choose up to five willing creatures within 18 meters. A creature’s rate of descent while falling slows to 18 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target six additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.


Feather Fell

1
1 minute/mana or psi

As a reaction, which you take when you or a creature within 18 meters of you falls, choose up to two willing falling creatures within 18 meters. A creature’s rate of descent while falling slows to 18 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target three additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack, wispy flames wreath your body, shedding bright light in a 3-meter radius and dim light for an additional 3 meters.

If the creature who damaged you is within 18 meters it must make a Fortitude saving throw as it is surrounded by flames.

On a failed save, the creature takes 2d6 fire damage and is burning 1.

On a successful save, it takes half as much damage and doesn’t start burning.

Augment

You can increase the damage by 3d6 and the burning level by 1 for each additional mana or psi expended.

(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 gain the service of a familiar, a piece of you that takes an animal form you choose: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 9 meters, the familiar has the statistics of the chosen form, though its health is increased by 5. Your familiar can understand your speech and you gain the ability to decipher its noises and motions.

Your familiar 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 familiar, it defends itself from hostile creatures but otherwise takes no actions. A familiar can’t attack, but it can take other actions as normal.

While your familiar is within 36 meters of you:

  • Your familiar 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 familiar can deliver the spell as if it had cast the spell. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your familiar if it is within 9 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 9 meters of you that you can see.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form from the above list.

When the familiar 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 roll against the killer.

Augment

You can increase your familiar’s health by 15 for each additional mana or psi expended.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount assumes the form of a beast companion, using 1 resource. A mount is typically a camel, elf, 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 mount appears as a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know and of 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 mount, with all its health restored and any conditions removed. You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

The mount has no stamina dice, but you can infuse it with stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the mount gains 3 stamina dice. The mount is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

While the mount is within 2 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can use an additional resource for each additional mana or psi expended.

1 minute/mana or psi

As an action, small fissures continuously open and close on the ground in a sphere centered on a point within 9 meters and turns it into difficult terrain for the duration.

When the fissures appear, each creature standing in the area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

concentration, 1 minute/mana or psi

As an action, you pierce a creature that you can touch or see within 18 meters to the core with shadow for the duration. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 2d10 necrotic damage and rolls a d6.

On a roll of 1-2, the shadow spreads to the legs so the target’s speed is reduced to 0 until the start of its next turn.

On a roll of 3-4, the shadow spreads to the arms so the target has disadvantage on attack rolls until the start of its next turn.

On a roll of 5-6, the shadow spreads to the head so the target is blinded until the start of its next turn.

On a successful save, the target takes half as much damage and the effect ends.

Augment

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

concentration, 1 minute/mana or psi

As an action, a 1.5-meter diameter sphere of fire appears in an unoccupied space of your choice within 9 meters.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the sphere up to 9 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

Any creature that ends its turn within 1.5 meters of the sphere must make a Reflex saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

When you move the sphere, you can direct it over barriers up to 1.5 meters tall and jump it across pits up to 3 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 6-meter radius and dim light for an additional 6 meters.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch ignites in flames. For the duration, the weapon sheds bright light in a 3-meter radius and dim light for an additional 3 meters and deals an extra 1d4 fire damage when it hits.

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

(ritual); 1 hour/mana or psi

As an action, you create a circular, horizontal plane of force, 1 meter in diameter and 2 centimeters thick, that floats 1 meter above the ground in an unoccupied space of your choice that you can see within 9 meters. The disk remains for the duration, and can hold up to 200 kilos. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 6 meters of it. If you move more than 6 meters away from it, the disk follows you so that it remains within 6 meters of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 3 meters or more. For example, the disk can’t move across a 3-meter-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 36 meters away from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

concentration, 1 hour/mana or psi

As an action, you create a sphere twice as big as normal of fog centered on a point within 36 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

concentration, 5 minutes/mana or psi

As a bonus action, an invisible field of force appears and surrounds a creature that you can touch or see within 18 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana or psi expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As a bonus action, an invisible field of force forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The bulwark provides half cover from attacks and spells originating outside the bulwark.

concentration, 1 minute/mana or psi

As an action, you create a Large hand of shimmering, translucent force in an unoccupied space that you can see within 9 meters. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has 20 Defense and health equal to your maximum health. If it drops to 0 health, the spell ends. The hand doesn’t fill its space.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the hand up to 9 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 1.5 meters of it. Make a melee spell attack.

On a hit, the target takes 2d6 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

Forceful Hand. The hand attempts to push a creature within 1.5 meters of it in a direction you choose. The target must make a Reflex saving throw.

On a failed save, the creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from the hand. The hand moves with the target to remain within 1.5 meters of it.

On a successful save, the creature takes half as much damage and isn’t pushed.

Grasping Hand. The hand attempts to grapple a creature within 1.5 meters of it. The target must make a Reflex saving throw.

On a failed save, the creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is grappled by the hand.

On a successful save, the creature takes half as much damage and isn’t grappled.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space unless it succeeds on a Reflex saving throw.

Augment

You can increase the damage from the clenched fist option by 3d6, the damage from the forceful hand by 3d6, and the damage from the grasping hand by 3d8, and affect a creature of a larger size for each additional mana or psi expended.

As a reaction, which you take when you are hit by an attack you can see or taking force damage, an invisible barrier of magical force appears around you. Until the start of your next turn, including against the triggering attack or damage, you have a +4 bonus to Defense and resistance to force damage.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

As an action, a spear of magical force blasts from you in a direction you choose. Each creature in a cone or line takes 3d6 force damage.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you create a sword-shaped plane of force that hovers within 9 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the weapon up to 9 meters and cause the sword to strike a creature within 1.5 meters of the sword. The target takes 2d6 force damage.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch becomes imbued with raw magical energy. For the duration, the weapon deals an extra 1d4 force damage when it hits.

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

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

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

  • Magic Weapon. You can expend 1 additional mana or psi so the weapon becomes a magic weapon for the duration.

4 hours/mana or psi

As you spend 1 minute to cast this spell, you forge a suit of armor from physical material in the surrounding area such as dirt, wood, plants, or metal. The armor is molded for a specific creature and that creature is automatically proficient with it. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4).

concentration, 1 minute/mana or psi

As an action, you impart latent luck upon up to two creatures you can see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana or psi so the target can roll 2d4.

  • You can expend 4 additional mana or psi so the target can roll 3d4.

concentration, 5 minutes/mana or psi

As a bonus action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d4 cold damage when it hits.

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

As a reaction, which you take when you make a Persuasion check, your words become more enticing. You have advantage on the triggering Persuasion check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 cold damage and is slowed 1 until the end of its next turn.

On a successful save, the creature takes half as much damage and isn’t slowed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10 for each additional mana or psi expended.

  • Aura Borealis. You can expend 1 additional mana or psi so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As a bonus action, winds gust, lifting you into the air. You can fly up to 9 meters. If you move at least 3 meters toward a creature right before making a melee weapon attack against it, add 1d6 damage to the attack’s damage roll. On a hit, if the target is your size or smaller it must make a Reflex saving throw.

On a failed save, you can push the target up to 6 meters away from you and knock the target prone.

Augment

You can increase the damage by 5d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 18 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the hasted level by 1 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, you are blinded and deafened to your own surroundings, and if the creature is willing you can speak through it in your own voice, even if it is normally incapable of speech.

concentration, 1 minute/mana or psi

As an action, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 9 meters. The claw lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The claw is an undead creature that has 15 Defense, health equal to twice your maximum health, and is immune to effects that turn undead. If it drops to 0 health, the spell ends.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the claw up to 9 meters and then cause one of the following effects with it.

Slashing Claw. The claw slashes one creature or object within 1.5 meters of it. Make a melee spell attack.

On a hit, the target takes 2d6 slashing damage.

If you miss by 4 or less, the target takes half as much damage.

Forceful Claw. The claw attempts to push a creature within 1.5 meters of it in a direction you choose. The target must make a Reflex saving throw.

On a failed save, the creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from the claw. The claw moves with the target to remain within 1.5 meters of it.

On a successful save, the creature takes half as much damage and isn’t pushed.

Grasping Claw. The claw attempts to grapple a creature within 1.5 meters of it. The target must make a Reflex saving throw.

On a failed save, the creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is grappled by the claw.

On a successful save, the creature takes half as much damage and isn’t grappled.

Interposing Claw. The claw interposes itself between you and a creature you choose until you give the claw a different command. The claw moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the claw’s space unless it succeeds on a Reflex saving throw.

Augment

You can increase the damage from the slashing claw option by 3d6, the damage from the forceful claw by 3d6, and the damage from the grasping claw by 2d8, and affect a creature of a larger size for each additional mana or psi expended.

As an action, a berry appears in your hand and is infused with magic. A creature can use its action to eat one berry. Eating a berry restores 3d8 health, and the berry provides enough nourishment and water to sustain a creature for a day.

The berry loses its potency if it has not been consumed within 24 hours of the casting of this spell.

Augment

You can increase the healing of each berry by 4d8 for each additional mana or psi expended.

As an action, a ravine of gravitational force shoots out in a line. Each creature in the area must make a Reflex saving throw.

On a failed save, the creature takes 2d10 concussion damage, is slowed 1 until the start of your next turn, and if it is Large or smaller it is pulled up to 6 meters toward the center of the area.

On a successful save, the creature takes half as much damage and isn’t pulled.

Augment

You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana or psi expended.

1 minute/mana or psi

As an action, slick grease covers the ground in a sphere centered on a point within 18 meters and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or an Acrobatics check or fall prone. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites. The grease no longer causes creatures to fall prone. When a creature enters the burning area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 2d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

As an action, a flash of light streaks toward a creature within 36 meters. Make a ranged spell attack against the target.

On a hit, the target takes 3d10 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

If you miss by 4 or less, the target takes half as much damage, but no additional effects apply.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

1 minute/mana or psi

As an action, you unleash a strong gust of wind in a cone or line that lasts for the duration. Each creature in that area when you cast the spell must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed 6 meters away from you in a direction following the cone or line.

On a successful save, a creature takes half as much damage and isn’t pushed.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Any Medium or smaller creature in the area moves at half speed when it moves closer to the spell’s origin.

Augment

You can increase the damage by 2d6 and affect a creature of a larger size for each additional mana or psi expended.

As an action, you unleash a virulent disease on a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, it takes 2d10 necrotic damage.

On a successful save, the creature takes half as much damage.

The damage can’t reduce the target’s health below 1. If the target fails the saving throw, its maximum health is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s maximum health to return to normal before that time passes.

Augment

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

concentration, 1 minute/mana or psi

As an action, you manipulate time around a creature that you can touch or see within 18 meters. Choose haste or slow as the spell’s effect.

Haste. The creature is hasted 1 for the duration.

Slow. The creature must make a Will saving throw.

On a failed save, a target is slowed 1 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the hasted or slowed level by 1 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you assault a creature’s mind, hindering its senses. Choose a creature that you can touch or see within 18 meters. The target must make a Will saving throw.

On a failed save, the target takes 3d6 psychic damage and can’t see anything beyond 3 meters from it for the duration.

On a successful save, the target takes half as much damage, but its mind isn’t hazed.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 6d6 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As an action, a creature that you can touch or see within 18 meters regains 3d8 health. This spell has no effect on undead or constructs.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the healing by 4d8 for each additional mana or psi expended.

  • Cure. You can expend 1 additional mana or psi to remove one disease from the creature or remove the blinded, deafened, or poisoned condition from the creature.

  • Major Regeneration. You can expend 2 additional mana or psi to increase the healing by 3d8 and stimulate major natural healing. The duration changes to 1 minute/mana or psi and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.


Healing Word

1

As a bonus action, a creature that you can touch or see within 9 meters regains 2d8 health. This spell has no effect on undead or constructs.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the healing by 3d8 for each additional mana or psi expended.

  • Power Word Heal. You can expend 3 additional mana or psi and cast this spell as an action so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

concentration, 1 minute/mana or psi

As an action, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can touch or see within 18 meters. You cause the object to glow red-hot.

Any creature in physical contact with the object when you cast the spell must make a Fortitude saving throw.

On a failed save, the creature takes 2d6 fire damage and must drop the object if it can.

On a successful save, it takes half as much damage. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. If a creature is holding or wearing the object at the start of its turn or picks it up, it must repeat the saving throw.

Augment

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

concentration, 1 minute/mana or psi

As an action, a willing creature that you can touch or see within 18 meters is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 2d6 temporary health at the start of each of its turns. When the spell ends, the target loses any remaining temporary health from this spell.

Augment

You can increase the temporary health by 2d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 9 meters perceives everything as hilariously funny. A creature must make on a Will saving throw. This spell has no effect on a creature with an Intelligence of −4 or less.

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

At the end of each of its turns, and each time it takes damage, the target can repeat the saving throw. The target has advantage on the saving throw if it’s triggered by damage.

On a successful save, the spell ends.

Augment

You can expend 1 additional mana or psi to target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana or psi

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them and must remain within 9 meters of you or they stop hovering.

As an action, you pull earth and stone from the ground, forming a large boulder and hurl it at a creature or object within 9 meters. The target must make a Reflex saving throw.

On a failed save, it takes 3d8 bludgeoning damage and if it is Medium or smaller it is knocked prone and pushed up to 3 meters away from you.

On a successful save, the creature takes half as much damage and isn’t knocked prone or pushed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d8 and affect a creature of a larger size for each additional mana or psi expended.

  • Hard Rock. You can expend 1 additional mana or psi to make the boulder sturdy and hard. The boulder is a 1.5-meter-radius sphere with 5 Defense and 20 Health. On a failed save, the boulder lands at the creature or object’s feet or in its space if it is pushed. On a successful save, the GM determines where the boulder lands. When reduced to 0 health, the rock crumbles into rubble as the ground in that area becomes difficult terrain until cleared which takes at least 1 minute to clear by hand.

concentration, 1 minute/mana or psi

As an action, your soft words can magically enthrall a creature that you can touch or see within 9 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed by you for the duration. The charmed creature’s speed drops to 0, it cannot speak, and the creature is incapacitated and visibly dazed.

The effect ends for the creature if you move more than 9 meters away from it, if it can neither see nor hear you, or if it takes damage.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack you can see or taking fire damage, you can create a block of ice around you. Until the start of your next turn, including against the triggering attack and damage, you have a +4 bonus to Defense and resistance to fire damage.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead.

  • Ice Shelter. You can expend 2 additional mana or psi to instead become encased in ice as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid ice springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick. The ice is opaque.

    The dome is an object made of ice that can be damaged and thus breached. It has 12 Defense and 60 Health, and it is vulnerable to fire damage. Reducing the dome to 0 health destroys it.

As an action, you create a shard of ice and fling it at one creature within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 2d8 piercing damage.

If you miss by 4 or less, the target takes half as much damage.

Hit or miss, the shard then explodes. The target and each creature within 1.5 meters of it must make a Reflex saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

If the knife strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 1.5 meters in radius. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment

You can increase the piercing damage by 4d8 and the cold damage by 2d6 for each additional mana or psi expended.

As an action, a thin layer of ice covers the ground in a sphere centered on a point within 18 meters and turns it into difficult terrain.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

A 1.5-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely.

Augment

You can expend 1 additional mana or psi so a number of objects equal to the mana or psi expended within the sphere that aren't being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 5d6 cold damage when it touches the object and at the end of each of its turns while touching the object.

As an action, a giant spear of ice lances up out of the ground within 18 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1.5 meters and a height of up to 3 meters. If a spear is created under a creature, it must make a Reflex saving throw.

On a failed save, the target takes 1d10 piercing damage and 1d10 cold damage and is knocked prone.

On a successful save, the target takes half as much damage and can’t be knocked prone by other spears from this casting of the spell.

Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense and 20 Health.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the piercing damage by 2d10 and the cold damage by 2d10 for each additional mana or psi expended.

  • You can create two additional spears for each additional mana or psi expended. Additional augments to the damage increase the piercing damage by 1d10 and the cold damage by 1d10 for each additional mana or psi expended, instead of the normal increase.

(ritual); 10 days

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

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

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

A creature with truesight can read the hidden message.

concentration, 5 minutes/mana or psi

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 36 meters and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As long as you are within 36 meters of the illusion, you can use your action to cause the image to move up to 9 meters to a space you can see, but the illusion must remain within 36 meters of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

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

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

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

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

  • Programmed Image. You can expend 2 additional mana or psi so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 9-meter cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

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

    The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 9 meters of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

As an action, flames wreathe one creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the creature takes 3d6 fire damage and is burning 2.

On a successful save, it takes half as much damage and doesn’t start burning.

Augment

You can increase the damage by 7d6 and the burning level by 1 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you touch an object that weighs no more than 5 kilos and cause it to become magically fixed in place. You, and the creatures you designate when you cast this spell, can move the object normally. You can also set a password that, when spoken within 1.5 meters of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 1,800 kilos of weight. More weight causes the object to fall. A creature can use an action to make a Brawn check against your spell save DC. On a success, the creature can move the object up to 3 meters.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi so the duration changes to 8 hours/mana, the DC increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana or psi so the spell lasts until dispelled, the DC increases by 10, and it can hold up to 9,000 kilos of weight.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective field of force force surrounds it until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action. The force can be invisible or can appear as a colored glow, at your option.

As an action, you lacerate a creature that you can touch or see within 18 meters. The creature must make a Fortitude saving throw.

On a failed save, the target takes 3d6 necrotic damage and starts hemorrhaging.

On a successful save, the target takes half as much damage and doesn’t start hemorrhaging.

At the start of each of its turns while hemorrhaging, the creature must make a Fortitude saving throw.

On a failed save, the target takes 2d6 necrotic damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the initial damage and hemorrhaging damage by 3d6 for each additional mana or psi expended.

As a reaction, which you take when a creature other than you within 18 meters who can see or hear you makes an attack roll, ability check, or saving throw roll, you can inspire it. Whenever the creature makes an attack roll, ability check, or saving throw before the start of your next turn, including the triggering attack or saving throw, the creature can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

You can use this spell before or after the roll, but before any effects are applied.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi so the target can roll 2d4.

  • You can expend 4 additional mana or psi so the target can roll 3d4.

  • You can inspire one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when a creature that you can touch or see within 9 meters of you makes an attack roll against you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

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

As a bonus action, you endow yourself with energy fueled by magic. You gain 2 stamina dice.

Augment

You can expend 1 additional mana or psi to gain 3 additional stamina dice.

concentration, 1 minute/mana or psi

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 or psi for each option.
  • Shared Invisibility. You can expend 1 additional mana or psi so a creature you touch becomes invisible instead. You can target one additional creature for each additional mana or psi expended.

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

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

    You can use your 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 a bonus 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 or psi to cast the spell as a reaction, which you take when you are hit by an attack. Change the duration to instantaneous. You can turn invisible and teleport up to 18 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 or psi 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 take when you make an Insight check, you gain temporary, intuitive insight into piercing lies. Until the start of your next turn, including on the triggering check, you have advantage on Insight checks.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

As an action, one creature that you can touch or see within 36 meters is pummeled with kinetic energy. The target must make a Reflex saving throw.

On a failed save, the creature takes 3d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from you.

On a successful save, the creature takes half as much damage and isn’t pushed.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, an invisible kinetic barrier appears and surrounds a creature that you can touch or see within 18 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana or psi expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana or psi

As a bonus action, an invisible kinetic bulwark forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The bulwark provides half cover from attacks and spells originating outside the bulwark.

concentration, 1 minute/mana or psi

As an action, you kinetically grasp and squeeze creatures.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can choose a creature that you can touch or see within 18 meters and cause one of the following effects.

Crush. Make a melee spell attack.

On a hit, the target takes 2d6 bludgeoning damage.

If you miss by 4 or less, the target takes half as much damage.

Push. The target must make a Reflex saving throw.

On a failed save, the creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from you.

On a successful save, the creature takes half as much damage and isn’t pushed.

Grasp. The target must make a Reflex saving throw.

On a failed save, the creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is grappled.

On a successful save, the creature takes half as much damage and isn’t grappled. You can grasp only one creature at a time.

Interpose. You focus on kinetic energy that interposes between you and a creature you choose until you use a different option. The kinetic energy stays between you and the target, providing you with half cover against the target.

Augment

You can increase the damage from the crush option by 3d6, the damage from the push by 3d6, and the damage from the grasp by 2d8, and affect a creature of a larger size for each additional mana or psi expended.

As a reaction, which you take when you are hit by an attack or taking bludgeoning damage, you absorb some of the incoming energy and redirect it as a burst of kinetic energy. You have resistance to bludgeoning damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 18 meters it must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.

On a successful save, a creature takes half as much damage and isn’t pushed.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

As a reaction, which you take when you are hit by an attack, an invisible kinetic shield appears and protects you. Until the start of your next turn, you have a +4 bonus to Defense, and you have advantage on saving throws to avoid being pushed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • Telekinetic Shelter. You can expend 2 additional mana or psi to cast the spell as a reaction, which you take when you are hit by an attack. You become enclosed in telekinetic energy as the attack’s damage against you is halved. For 1 minute you have resistance to all damage as a field of telekinetic energy springs into existence around you, slowing attacks and spells. The dome does not move with you.

As an action, you touch a door, a window, a gate, a box, a chest, a set of manacles, a padlock, or another object or entryway that contains a mundane or magical means that prevents access. Choose knock or lock as the spell’s effect.

Knock. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you use knock, a loud knock, audible from as far away as 90 meters, emanates from the target object.

Lock. The object or entryway becomes locked until it is broken or the spell is dispelled or suppressed. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 1.5 meters of the object, suppresses this spell for 1 minute. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

1 hour/mana or psi

As you spend 10 minutes to cast this spell, you learn a language or gain proficiency in a skill for the duration.

Augment

You learn an additional language or gain an additional skill proficiency for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, you raise your hands to the sky as you rise vertically, up to 9 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. You can change your altitude by up to 9 meters in either direction as a bonus action on your turn.

If you are still aloft when the effect ends, you descend 18 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature or object within 18 meters for each additional mana or psi expended. The creatures and objects must be within 9 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to target a creature within 18 meters. The creature must succeed on a Fortitude save or it is levitated, up to 9 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana or psi expended.

  • Fly. You can expend 1 additional mana or psi and touch a willing creature so the creature gains a flying speed of 18 meters for the duration.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must make a Fortitude saving throw.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

This spell has no effect on undead or constructs.

Augment

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

As an action, you sacrifice some of your health to mend another creature’s injuries. You take 2d8 necrotic damage, which can’t be reduced in any way, and one creature that you can touch or see within 9 meters regains an amount of health equal to twice the necrotic damage you take.

Augment

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

As a bonus action, you can take the Dash action without expending your action. Until the end of your turn, you don’t provoke opportunity attacks and you can move through other creatures as if they were difficult terrain, but can’t stop there. Each creature that you move through this turn must make a Fortitude saving throw, taking 1d8 radiant damage on a failed save, or half as much damage on a successful one.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to double the extra movement from your Dash and increase the damage by 1d8.

As an action, a stroke of lightning blasts out from you in a direction you choose. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

  • Stunning Bolt. You can expend 2 additional mana or psi so each creature who fails the saving throw is stunned until the end of its next turn. The damage changes to 2d8 and additional augments to the damage increase the damage by 1d8 for each additional mana or psi expended, instead of the normal increase.

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

On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, a creature takes half as much damage.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 2d8 and additional augments to the damage increase the damage by 1d8 for each additional mana or psi expended, instead of the normal increase.

(ritual); concentration, 5 minutes/mana or psi

As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 360 meters of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close—within 9 meters—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Augment

Locate Creature. You can expend 1 additional mana or psi to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 360 meters of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 9 meters—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 3 meters wide blocks a direct path between you and the creature.

(ritual)

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

(ritual)

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

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4), and it gains resistance to force damage. The spell ends if the target dons armor or if you dismiss the spell as an action. The force can be invisible or can appear as a colored glow, at your option.

As an action, you create five glowing darts of magical force. Each dart hits a creature that you can touch or see within 36 meters. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Augment

You can create seven additional darts for each additional mana or psi expended.

(ritual)

As you spend 1 minute to cast this spell, you implant a message within an object you can touch or see within 9 meters until the spell is dispelled, a message that is uttered when a trigger condition is met. Choose an object that you can touch or see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

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

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 9 meters of the object. For example, you could instruct the mouth to speak when any creature moves within 9 meters of the object or when a silver bell rings within 9 meters of it.

As an action, an object or construct creature within 9 meters regains an amount of health equal to 3d8. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Augment

You can increase the healing by 4d8 for each additional mana or psi expended.

As an action, you pull magical energy out of a creature’s body. One creature that you can touch or see within 18 meters must make a Will saving throw.

On a failed save, if the creature has mana or psi, it loses 1 mana or psi (its choice), takes 2d6 force damage, and has disadvantage on saving throws to maintain concentration on a spell until the start of its next turn.

On a successful save, if the creature has mana or psi, it takes half as much damage, but doesn’t lose mana or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 6d6 and the target loses 1 additional mana or psi for each additional mana or psi expended.

  • Antimagic Rebuke. You can expend 1 additional mana or psi to cast the spell as a reaction, which you take when a creature that you can touch or see within 9 meters of you succeeds on a saving throw against a spell. The spellcaster is the target and additional augments increase the damage by 3d6 and the target loses 1 additional mana or psi for each additional mana or psi expended, instead of the normal increase.

(ritual); M (gems worth 10 sp, consumed)

As you spend 1 hour to cast this spell, you meld a mindcrystal, a fragment of your personality brought into physical form and a semblance of life. A mindcrystal appears in an unoccupied space within 9 meters of you. A mindcrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s mindcrystal is in some ways a part of them.

Your mindcrystal acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A mindcrystal can’t attack, but it can take other actions as normal.

While your mindcrystal is within 36 meters of you:

  • Your mindcrystal has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • You can communicate with each other telepathically.
  • As an action, you can see through your mindcrystal’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the mindcrystal has. While perceiving through your mindcrystal’s senses, you can also speak through your mindcrystal in your own voice, even if your mindcrystal is normally incapable of speech. During this time, you are deaf and blind with regard to your own senses.
  • When you cast a spell with a range of touch, your mindcrystal can deliver the spell as if it had cast the spell. Your mindcrystal must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your mindcrystal if it is within 9 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 9 meters of you.

You can’t have more than one mindcrystal at a time. If you cast this spell while you already have a mindcrystal, it has no effect.

When the mindcrystal 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 roll against the killer.

Augment

You can increase your mindcrystal’s health by 5 for each additional mana or psi expended.

As a reaction, which you take when you are hit by an attack you can see, you can teleport to avoid the attack. Until the start of your next turn, including against the triggering attack, you have a +4 bonus to Defense. You can then teleport up to 3 meters to an unoccupied space you can see that you occupied since the start of your last turn.

Augment

You can expend 1 additional mana or psi to increase the bonus by 2.

As a reaction, which you take when you make a Fortitude saving throw, you can focus your mind to overcome physical pain and control your body’s response. Until the start of your next turn, including against the triggering saving throw, you have a +2 bonus to Fortitude saving throws.

You can use this spell before or after making the saving throw, but before any effects of the saving throw are applied.

Augment

You can expend 1 additional mana or psi to increase the bonus by 2.

concentration, 1 hour/mana or psi

As an action, you reach into the mind of one creature you can sense within 18 meters. The target must make a Will saving throw.

On a failed save, the creature takes 3d10 psychic damage and you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

On a successful save, the target takes half as much damage and you don’t know its location.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you set a trap in your mind against mental intruders. Anyone who targets you with a spell or effect that would sense your emotions, read your thoughts, charm you, or force you to make a Will saving throw must make a Will saving throw.

On a failed save, the creature takes 3d10 psychic damage and loses 1d6 mana or psi (its choice) if it has any mana or psi.

On a successful save, it takes half as much damage.

After the trap is triggered, the spell ends.

The spell ends if you dismiss it (no action required) or if you cast it again.

Augment

You can increase the damage by 4d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As a bonus action, you cause a creature’s bloodlust to overcome its sense of preservation. Choose one creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see.

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

Undead and creatures immune to being charmed aren’t affected by this spell.

1 minute/mana or psi

As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

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

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

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

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

Augment

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

As a reaction, which you take when a creature that you can touch or see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters 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 1.5 meters 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 take at the start of an initiative round, a creature you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

4 hours/mana or psi

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 3 meters in any dimension. You can target one additional target for each additional mana or psi expended.

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

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

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

1 hour/mana or psi

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

Augment

You can expend 1 additional mana or psi so each creature you choose within 9 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As a bonus action, choose one creature that you can touch or see within 18 meters of you, cursing it until the end of your next turn. The next time you or an ally of yours damages the cursed creature within the next minute, the creature takes an additional 3d6 necrotic damage, and then the curse ends.

Augment

You can increase the damage by 4d6 for each additional mana or psi expended.

1 hour/mana or psi

As you spend 1 minute to cast this spell, a Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 9 meters. You decide the creature’s appearance, but it has smoke-colored, insubstantial hooves that make no sound and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 3 meters away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 36 meters and can travel 15 kilometers in an hour, or 25 kilometers at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can create one additional steed for each additional mana or psi expended.

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

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

concentration, 1 minute/mana or psi

As an action you let loose a magically amplified scream audible out to 90 meters that is loud and shrill enough to stop foes in their tracks. Each creature other than you in a sphere centered on you that is twice as big as normal must succeed on a Fortitude saving throw or become staggered for the duration. A deafened creature is immune to this effect.

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 or psi

As an action, one willing creature you touch is surrounded in shimmering energy which protects it against creatures originating from beyond the Material Plane.

The protection grants several benefits. Creatures originating from beyond the Material Plane have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack, poison bursts from your skin.

Each creature in a cone toward the direction of the attack must make a Fortitude saving throw.

On a failed save, a creature takes 4d4 poison damage.

On a successful save, a creature takes half as much damage.

Augment

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

concentration, 1 minute/mana or psi

As an action, you predict the near future, aiding yourself in combat. Whenever you make an attack roll, ability check, or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Additionally, whenever you are attacked before the spell ends, you can roll a d4 and add the number rolled to your Defense.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

4 hours/mana or psi

As an action, you predict strikes as they come at you. Your Defense becomes 12 + half your proficiency bonus + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell as an action.

As an action, multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a cone must make a Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. On a failed save, a creature takes 3d6 fire damage and is burning 1. On a successful save, a creature takes half as much damage and doesn’t start burning. The fire ignites any flammable objects in the area that aren’t being worn or carried.

2. Orange. On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

3. Yellow. On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

4. Green. On a failed save, a creature takes 4d6 poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t poisoned.

5. Blue. On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

6. Indigo. On a failed save, a creature is slowed 1 for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the slow ends.

7. Violet. On a failed save, a creature is blinded for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the blindness ends.

8. Special. A creature is struck by two rays. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the effect for each additional mana or psi expended.

    1. Red. Increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.

    2. Orange. Increase the damage by 2d8 for each additional mana or psi expended.

    3. Yellow. Increase the damage by 2d8 for each additional mana or psi expended.

    4. Green. Increase the damage by 3d6 for each additional mana or psi expended.

    5. Blue. Increase the damage by 2d8 or the slowed level by 1 for each additional mana or psi expended (your choice when you cast the spell).

    6. Indigo. Increase the slowed level by 1 for each additional mana or psi expended.

    7. Violet. The target takes 3d6 radiant damage for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.

1 hour/mana or psi

As an action, you have resistance to acid damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to acid damage.


Dampen Acid

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes acid damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to cold damage.

  • Fire Resistant. You can expend 1 additional mana or psi so you have resistance to fire damage.


Dampen Cold

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes cold damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, you are full of life-preserving energy. You have resistance to necrotic damage and your maximum health can’t be reduced for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to necrotic damage.


Dampen Death

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes necrotic damage. The creature gains the resistance instead.

concentration, 5 minutes/mana or psi

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature you touch for each additional mana or psi expended.

1 hour/mana or psi

As an action, harmless flames race across your body. As a bonus action, you can have the flames shed bright light in a 6-meter radius and dim light for an additional 6 meters. Additionally, you have resistance to fire damage, advantage on ability checks to end the burning condition, and ignore the effects of extreme heat for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to fire damage.

  • Cold Resistant. You can expend 1 additional mana or psi so you have resistance to cold damage.


Dampen Fire

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes fire damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes poison damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, you have resistance to radiant damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to radiant damage.


Dampen the Light

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes radiant damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

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


Dampen the Storm

1

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

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 18 meters takes concussion and lightning damage. The creature gains the resistance instead.

1 hour/mana or psi

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature has advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana or psi so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to psychic damage.

As an action, one creature that you can touch or see within 18 meters can immediately make a saving throw against a magical effect afflicting it.

(ritual)

As an action, all nonmagical food and drink within a sphere twice as big as normal centered on a point of your choice within 9 meters is purified and rendered free of poison and disease.

(ritual)

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 9 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw against poison.

On a failed save, a creature takes 3d6 poison damage and is poisoned for 1 hour.

On a successful save, a target takes half as much damage and isn’t poisoned. Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

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

As an action, choose an area of nonmagical flame that you can see and that fits within a 1.5-meter cube within 18 meters. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. If a burning creature is in cube, the burning condition ends for it.

Fireworks. The target explodes with a dazzling display of colors. Each creature in a sphere twice as big as normal centered on the target must succeed on a Fortitude saving throw or become blinded and deafened until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a sphere twice as big as normal, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it.

Augment

You can increase the smoke radius by 3 meters for each additional mana or psi expended.

As a reaction, which you take when you make a Reflex saving throw, you bend time, allowing yourself more time to react. Until the start of your next turn, including against the triggering saving throw, you have a +2 bonus to Reflex saving throws.

You can use this spell before or after making the saving throw, but before any effects of the saving throw are applied.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to cast the spell as a reaction, which you take when you or one of your allies within 3 meters of you makes a Reflex saving throw. Until the start of your next turn, you and all allies within 3 meters of you have a +2 bonus to Reflex saving throws.

As a reaction, which you take at the start of an initiative round, you cause time around a creature within 36 meters to momentarily warp. Choose quicken or delay as the spell’s effect. An unwilling creature must succeed on a Will saving throw to avoid the effect.

Quicken. The creature adds 10 to its initiative, moving up the initiative order.

Delay. The creature removes 10 from its initiative, moving down the initiative order.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack or taking radiant damage, light wreaths your body, shedding bright light in a 3-meter radius and dim light for an additional 3 meters.

If the creature who damaged you is within 18 meters it must make a Fortitude saving throw.

On a failed save, it takes 1d10 radiant damage and it is blinded until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t blinded.

Augment

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

As a reaction, which you take when a hostile creature within 9 meters is reduced to 0 health or a friendly creature within 9 meters is reduced to half its health or less, you can rally an ally to push on. A creature of your choice other than you within 9 meters who can see or hear you gains 3d4 temporary health.

Augment

You can increase the temporary health by 3d4 for each additional mana or psi expended.

As an action, you ravage a creature that you can touch or see within 18 meters who must make a Fortitude saving throw.

On a failed save, the target takes 3d12 necrotic damage, or half as much damage on a successful save. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d12 for each additional mana or psi expended.

  • Rapid Aging. You can expend 4 additional mana or psi to rapidly age the target.

    On a failed save, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

concentration, 1 minute/mana or psi

As an action, a black beam of enervating energy springs from your finger toward a creature within 18 meters who must make a Fortitude saving throw.

On a failed save, the target takes 3d10 necrotic damage and deals only half damage with weapon attacks until the spell ends.

On a successful save, the target takes half as much damage.

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

Augment

You can increase the damage by 5d10 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a ray of sickening greenish energy lashes out toward a creature within 18 meters who must make a Fortitude saving throw against poison.

On a failed save, the target takes 4d8 poison damage and is poisoned for the duration.

On a successful save, the target takes half as much damage and isn’t poisoned.

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

Augment

You can increase the damage by 6d8 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you rebuke those that commit anathema against nature. Vines rise from the earth within 9 meters of you. Each creature of your choice in the area must make a Reflex saving throw.

On a failed save, a creature is affected.

  • Restrained: each creature CR ½ or lower is restrained for the duration.
  • Held: each creature CR ¼ or lower is restrained and incapacitated for the duration.
  • Destroyed: each creature CR ⅛ is destroyed.

If a creature fails the saving throw, but is above the threshold, it is frightened by you for the duration.

A frightened creature must spend its turns trying to move as far away from you as it can. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If a creature is affected, but not destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so a creature is restrained if its CR is 3 or lower, held if its CR is 2 or lower, and destroyed if its CR is 1 or lower.

  • You can expend 2 additional mana or psi so a creature is restrained if its CR is 6 or lower, held if its CR is 4 or lower, and destroyed if its CR is 2 or lower.

  • You can expend 3 additional mana or psi so a creature is restrained if its CR is 9 or lower, held if its CR is 6 or lower, and destroyed if its CR is 3 or lower.

  • You can expend 4 additional mana or psi so a creature is restrained if its CR is 12 or lower, held if its CR is 8 or lower, and destroyed if its CR is 4 or lower.

As an action, choose one creature within 18 meters. The fabric of time parts to your will, revealing wounds your foe has received in the past. The target must succeed on a Will saving throw, taking 3d12 psychic damage on a failed save as the past impinges briefly on the present, or half as much damage on a successful save.

Augment

You can increase the damage by 4d12 for each additional mana or psi expended.

As an action, you take control of your body’s healing process, you regain 4d4 health immediately and again at the start of your next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the healing by 5d4 for each additional mana or psi expended.

  • Major Regeneration. You can expend 2 additional mana or psi to increase the healing by 5d4 and stimulate major natural healing. The duration changes to 1 minute/mana or psi and for the duration of the spell, you regain 1 health at the start of each of your turns (10 health each minute).

    Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

As an action, a creature that you can touch or see within 18 meters regains 3d4 health immediately and again at the end of its next turn. This spell has no effect on undead or constructs.

Augment

You can increase the healing by 4d4 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you can freeze your enemies. Each creature within 1.5 meters of you must succeed on a Fortitude saving throw or be restrained 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.

Augment

You can target creatures within an additional 1.5 meters for each additional mana or psi expended.

As a bonus action, a column of superheated air lifts you into the air. You can fly up to 9 meters. If you move at least 3 meters toward a creature right before making a melee weapon attack against it, add 2d10 fire damage to the attack’s damage roll.

Augment

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

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective casing of stone surrounds it until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

1 minute/mana or psi

As a bonus action, you ward a creature within 9 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 failed save, 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.

As a reaction, which you take when you are hit by an attack you can see, you let the blow pass right through you. Until the start of your next turn, including against the triggering attack, choose one of the following options:

  • You have a +4 bonus to Defense
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage
Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead.

concentration, 1 hour/mana or psi

As an action, you create a sphere twice as big as normal of sand centered on a point within 36 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

Augment

Choking Sands. You can expend 1 additional mana or psi to cause the sands to fill the lungs of creatures within it. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana or psi.

Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.

On a failed save, the creature spends its action that turn coughing up the sand in its lungs. Creatures that don’t need to breathe automatically succeed on this saving throw.

(ritual); 1 hour/mana or psi

As an action, a creature that you can see within 9 meters is not hindered by difficult terrain made of sand.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana or psi so the creature can move across any sandy surface—such as loose sand or quicksand—as if it were harmless solid ground.

    If you target a creature submerged in sand, the spell carries the target to the surface of the sand at a rate of 18 meters per round.

As an action, you hold your hands outstretched as sand shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 2d6 slashing damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

As an action, you create two bolts of fire and hurl them at targets within 36 meters. You must hurl the bolts at different targets.

Make a ranged spell attack for each bolt.

On a hit, the target takes 2d6 fire damage and is burning 1.

If you miss by 4 or less, the target takes half as much damage and doesn’t start burning.

Augment

You can create one additional bolt and the bolts deal additional 1d6 fire damage for each additional mana or psi expended.

As an action, searing flames bursts out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d6 fire damage and is burning 1.

On a successful save, the creature takes half as much damage and doesn’t start burning.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 and the burning level by 1 for each additional mana or psi expended.

  • Blazing Inferno. You can expend 1 additional mana or psi so the flames around you are continuous. The duration changes to 1 minute/mana, concentration and the flames spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d6, but don’t increase the burning level for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, the creature has a second chance. Roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to reroll an attack roll, ability check, or saving throw you make.

  • You can expend 2 additional mana or psi to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As a bonus action when you make a ranged weapon attack, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, curves and twists its path in search of its prey. Choose one creature you have seen in the past minute. The projectile or weapon flies up to 90 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.

If the target is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the target, the target must make a Reflex saving throw.

On a failed save, it takes damage as if it were hit by the weapon or projectile plus an additional 2d8 damage, and you learn the target’s current location.

Augment

You can increase the weapon or projectile damage by 3d8 and the range by 90 meters for each additional mana or psi expended.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.

The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can send an additional twenty-five words for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

1 hour/mana or psi

As an action, you can sense the presence of non-mindless creatures within 18 meters for the duration, which allows you to pinpoint the space the creature occupies.

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.

As a bonus action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 9 meters to an unoccupied space you can see that is also in dim light or darkness. After teleporting, you can take the Hide action without expending your action.

Augment

You can increase the distance by 18 meters for each additional mana or psi expended.

As an action, shadowy tendrils erupt from you, battering creatures. Each creature you choose in a sphere around you must make a Reflex saving throw.

On a failed save, a target takes 3d6 necrotic damage and its speed is halved and it can’t take reactions until the start of its next turn.

On a successful save, the creature takes half damage, but suffers no other effect.

Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana or psi if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

As a reaction, which you take when a creature that you can touch or see within 18 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana or psi so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you take when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 3 meters of you into darkness, and bright light in the same area to dim light.

If the creature who damaged you is within 18 meters it must make a Reflex saving throw.

On a failed save, it takes 3d6 necrotic damage and if it is Medium or smaller it is pushed up to 3 meters away from you or pulled up to 3 meters toward you.

On a successful save, a creature takes half as much damage and isn’t pushed or pulled.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As a bonus action, a shimmering field appears and surrounds a creature that you can touch or see within 18 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana or psi expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

As a bonus action, you create a whirling aurora of brilliant energy that swirls around you, protecting you from harm. Until the start of your next turn, you gain resistance to all damage, and if a hostile creature moves within 3 meters of you, it takes 1d6 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

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

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

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

Augment

You can increase the damage by 1d4 for each additional mana or psi expended and an additional 1d4 for every other additional mana or psi expended.

(ritual); 5 minutes/mana or psi

As an action, no sound can be created within or pass through a sphere that is twice as big as normal centered on a point you choose within 36 meters. Any creature or object entirely inside the sphere is immune to concussion damage, and creatures are deafened while entirely inside it.

1 hour/mana or psi

As an action, your magic deepens your understanding of your own talent. You gain proficiency in one skill of your choice until the spell ends.

Augment

You can target one additional creature or object for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 hour/mana or psi

As an action, choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or you send 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, a 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.

Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

4 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 12 + half its proficiency bonus + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

1 minute/mana or psi

As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 18 meters and turns it into difficult terrain for the duration.

When the slipsand appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

concentration, 1 minute/mana or psi

As an action, your poison slows the processing and reaction time of a creature that you can touch or see within 18 meters. The creature must succeed on a Fortitude saving throw against poison or be slowed 1 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As an action, snow falls in a cylinder twice as big as normal centered on a point you choose within 36 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana or psi so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana or psi. When 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.

On a failed save, it falls prone.

If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save DC or lose concentration.

As an action, you siphon the souls of surrounding creatures. Each creature in a sphere around you must make a Fortitude saving throw.

On a failed save, a creature takes 2d8 necrotic damage.

On a successful save, a creature takes half as much damage. You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

(ritual); 5 minutes/mana or psi

As an action, you gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

As an action, you drain the spiritual energy from a creature’s body. One creature that you can touch or see within 18 meters must make a Fortitude saving throw.

On a failed save, if the target has mana, stamina dice, or psi, it loses 1 mana or psi or 3 stamina dice (its choice), takes 2d6 necrotic damage, and is slowed 1 until the end of its next turn.

On a successful save, if the target has mana, stamina dice, or psi, it takes half as much damage, but doesn’t lose mana, stamina dice, or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment

You can increase the damage by 6d6 and the target loses 1 additional mana or psi or 3 additional stamina dice for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you create a floating, spectral weapon within 9 meters that lasts for the duration or until you cast this spell again. The weapon takes the form of a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer). When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the weapon up to 9 meters and make a melee spell attack against a creature within 1.5 meters of the weapon.

On a hit, the target takes 3d4 bludgeoning, piercing, or slashing damage (based on the weapon associated with your deity).

If you miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage by 4d4 for each additional mana or psi expended.

As an action, you pull the breath from a creature’s body. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 6d6 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

On a successful save, the target takes half as much damage.

The spell has no effect on creatures that do not breathe.

Augment

You can increase the damage by 8d6 for each additional mana or psi expended.

1 hour/mana or psi

As an action, you touch a willing creature. The target’s speed increases by 3 meters and it has advantage on Athletics checks to jump until the spell ends.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack that you can see, you can shrink in size to avoid the attack. Until the start of your next turn, including against the triggering attack, you have a +4 bonus to Defense. You can then move up to 1.5 meters without provoking opportunity attacks.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As an action, a beam of brilliant light flashes out from your hand. Each creature in a cone or line must make a Fortitude saving throw.

On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

concentration, 5 minutes/mana or psi

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one object that you can touch or see within 18 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 9 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 an ability check with your spellcasting ability contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 9 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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi 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 9 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 rounds, you can use your 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 or psi to target a Large or smaller creature instead of an object.

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

As a bonus action, you telekinetically launch yourself or a willing creature within 9 meters of you to anywhere within 9 meters of it. While moving, the creature is flying just above the ground.

Movement from this spell provokes opportunity attacks as normal, although you can lift the willing creature over objects or out of enemy reach, as long as your ally remains within 18 meters of you. If you or your ally lands adjacent to an opponent right before making a melee weapon attack against the target, add 2d10 damage to the attack’s damage roll.

Augment

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

As an action, you teleport up to 36 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can teleport up to an additional 90 meters for each additional mana or psi expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana or psi expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1.5 meters of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana or psi 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 or psi to teleport up to 90 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 “36 meters straight downward” or “upward to the northwest at a 45° angle, 90 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 or psi to change the duration to 1 minute/mana or psi and on each of your turns before the spell ends, you can use a bonus action to teleport in this way again.


Quick Teleport

1

As a bonus action, you teleport up to 9 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.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can teleport up to an additional 18 meters for each additional mana or psi expended.

  • There and Back Again. You can expend 1 additional mana or psi 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.

As a reaction, which you take when you are hit by an attack you can see, you can create a barrier of distorted time, allowing you to dodge attacks. Until the start of your next turn, including against the triggering attack, you have a +4 bonus to Defense. You can then move up to 1.5 meters without provoking opportunity attacks.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 18 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As a reaction, which you take when you make a Will saving throw, you fortify your mind against intrusions. Until the start of your next turn, including against the triggering saving throw, you have a +2 bonus to Will saving throws.

You can use this spell before or after making the saving throw, but before any effects of the saving throw are applied.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to increase the bonus by 2.

  • You can expend 1 additional mana or psi to trigger the spell when you or one of your allies within 3 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 3 meters of you have a +2 bonus to Will saving throws.

As an action, you teleport yourself to an unoccupied space you can see within 36 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw, taking 1d10 concussion damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 90 meters away.

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

Augment

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

1 minute/mana or psi

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 90 meters. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 concussion damage, is deafened for the duration, and if it is Medium or smaller it is pushed 6 meters away from you.

On a successful save, the creature takes half as much damage and isn’t deafened or pushed.

In addition, unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 6 meters away from you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you take when you are hit by an attack, water swirls around your body.

If the creature who damaged you is within 18 meters it must make a Reflex saving throw as a jet of water shoots out at it.

On a failed save, it takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.

On a successful save, a creature takes half as much damage.

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

As an action, a tidal wave surges forth from you or retreats to you. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wave surge or retreat.

On a failed save, a creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is knocked prone and pushed up to 4.5 meters away from you or pulled up to 4.5 meters closer to you (pushed if it surged, pulled if it retreated).

On a successful save, the creature takes half as much damage and isn’t knocked prone or pushed or pulled.

Additionally, any burning creature or object in the area stops burning and unprotected flames in the area are extinguished.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 and affect a creature of a larger size for each additional mana or psi expended.

  • You can expend 2 additional mana or psi so the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the waves as a bonus action on your turn.