Spells

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 5 meters.

On a hit, it takes 1d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

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

If the target dies from the initial damage, the acid can splash to another target within 1 meter of the original target, dealing the additional damage to it.

At higher levels

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

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

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

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

As an action, you 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 start of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

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

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

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead or has no blood in its body, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

At higher levels

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

5 minutes

As an 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 on your turn (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.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, you burn a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

At higher levels

You can increase this spell’s damage by 1d6 and the burning level when you reach 9th level (2d6; burning 2) and 17th level (3d6; burning 3).

As an action, you can teleport an object within 5 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 9th level (5 kilos, 2 meters) and 17th level (7 kilos, 3 meters).

As an action, choose one object weighing up to 2 kilos within 5 meters that isn’t being worn or carried. You can fling that object at creature or an object within 10 meters of the object. Make a ranged spell attack against the target.

On a hit, it takes 1d8 bludgeoning damage.

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

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

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 1d8 and the maximum weight of objects that you can target with this spell increases when you reach 9th level (2d8; 5 kilos) and 17th level (3d8; 7 kilos).

As an action, you sear the wounds of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is at full health, the spell has no effect on it.

On a failure, it takes 1d6 fire damage and can’t regain health until the end of its 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 critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

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

As an action, you hurl a small sphere of energy at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d8 damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The number rolled determines the damage type, as shown on the table.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8). When you roll multiple d8s, choose one of the d8s to determine the damage type.

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

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

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

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

As an action, you obscure the senses of a creature that you can touch or see within 5 meters. The creature must make a Fortitude saving throw.

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you obscure a creature that you can touch or see within 5 meters from being able to perceive coming events. The creature must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you choose nonmagical flame that you can see within 10 meters and that fits within a 1-meter cube. You affect it in one of the following ways:

  • You expand the flame 1 meter 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 on your turn (no action required).

At higher levels

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

As an action, you can manipulate the shadow of a creature that you can touch or see within 20 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 5 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 20 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 10 meters of you. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, it takes 1d10 necrotic damage.

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

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

After causing the shadow to turn violent the spell ends.

At higher levels

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

5 minutes

As an 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 on your turn (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.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, you create up to three small lights within 10 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can:

  • Move the lights up to 10 meters to a new spot within 20 meters. A light must be within 5 meters of another light created by this spell, and a light winks out if it goes beyond 20 meters.
  • Cause a light within 10 meters to flash brightly.
  • Recreate any lights that flashed within 10 meters.

You can cause a light to brightly flash a creature within 1 meter of it. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, a light ends.

This spell immediately ends if you cast it again before its duration ends.

At higher levels

This spell’s damage increases by 1d6 and you can create an additional light when you reach 9th level (2d6; four lights) and 17th level (3d6; five lights).

5 minutes

As an 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 on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade dissipates.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

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

On a hit, it takes 1d10 force damage.

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

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

At higher levels

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 5 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-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 the target.

On a hit, it takes 1d8 bludgeoning damage.

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

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

After you make the attack, 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 meter until the end of its next turn.

At higher levels

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

As an action, your skin transforms to be as hard as stone. You have a Soak of 2 or your Soak increases by 2 until the end of your next turn.

As an action, you open a minor rift to an elemental plane near a creature that you can touch or see within 10 meters. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d8 damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Choose a damage type: acid, cold, fire, or lightning.

At higher levels

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

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

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

As an action, you can touch a piece of nonmagical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 2 kilos in weight, such as a dagger, 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.

If you cast this spell multiple times, you can only cause up to two objects to grow, and you can dismiss such an effect on your turn (no action required).

At higher levels

The maximum weight of objects that the object can grow into with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

As an action, your free hand transforms into a grotesque weapon. Make a melee spell attack against the target.

On a hit, it takes 1d10 bludgeoning, piercing, or slashing (your choice) damage.

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

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

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

At higher levels

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

As an action, your hand turns into a long, fleshy, whip that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you can cause an object to float near you, remaining within 1 meter 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 2 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 9th level (5 kilos) and 17th level (7 kilos).

As an action, you shoot a beam of magical force at a creature or object that you can touch or see within 5 meters. The target takes 1d6 force damage.

At higher levels

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

5 minutes

As an action, you form a blade of pure scintillating force. Make a melee spell attack against the target.

On a hit, it takes 1d10 force damage.

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

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

At higher levels

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

5 minutes

As an action, you can produce a small amount of snow or ice in your hand or shape an amount of water, ice, or snow within 10 meters and that fits within a 1-meter cube. You can produce one of the following effects:

  • A ball of snow or a spike of ice forms in your hand. You can throw the snowball or icicle or stab a creature with the icicle. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d10 bludgeoning or piercing (bludgeoning if it is a snowball, piercing if it is an icicle) damage.

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

On a miss by 4 or less, it 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 meter 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 freeze water, provided that there are no creatures in it. The water unfreezes in 1 hour.
  • You can melt ice or snow, provided that there are no creatures supported by it.
  • 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 early 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 on your turn (no action required).

At higher levels

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

As an action, you can frighten a creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, freezing cold afflicts a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d3 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 5 meters. The spirit can appear translucent or emit a faint glow, shedding dim light in its space.

When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek at a creature of your choice within 5 meters of it. The creature must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, it takes 1d4 psychic damage and can’t willingly move closer to the space where the spirit was until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

At higher levels

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

1 minute

As an action, you can decrease the amount of light emitted in a 1-meter radius within 5 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 as an action.

You can gloom up to three areas at a time and dismiss a gloom on your turn (no action required).

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature within 1 meter of the gloom. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 necrotic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After the gloom engulfs, the gloomed area ends.

At higher levels

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

As an action, you afflict temporary undeath upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 necrotic damage and can’t regain health until the end of its next turn. If the creature is undead, it also has disadvantage on attacks made against you until the end of your next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you shout commands to an ally to strike a creature. Chose one creature within 10 meters. If your ally attacks the target before the end of your next turn, its first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

As an action, you seize the air and compel it to create one of the following effects at a point you can see within 5 meters:

  • One Medium or smaller creature that must succeed on a Reflex saving throw or be pushed 2 meters away from you.
  • You create a small blast of air that reduces any burning condition by 1 on a creature or object and is capable of moving one object that is neither held nor carried and that weighs no more than 2 kilos. The object is pushed 2 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 meter, and the object’s maximum weight increases when you reach 9th level (Large or smaller; 3 meters; 5 kilos) and 17th level (Huge or smaller; 4 meters; 7 kilos).

5 minutes

As an action, a hammer appears in your free hand and lasts for the duration. You create the hammer as a magical club, greatclub, hammer, mace, maul, or warhammer.

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

At higher levels

When you reach 9th level, you can make an attack with the hammer as part of the same action to create it.

concentration, 1 minute/mana

As an action, an object you touch becomes invisible for the duration. The spell ends if the object is used to make an attack or if you drop the object. If the object is used to make an attack, it is made with advantage.

On a hit, add 1d4 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

As an action, you hide one object or weapon on the Ethereal Plane. The item must be in your possession and must weigh 2 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 an action. It reappears in your space if you are unconscious or dead.

At higher levels

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

As an action, you shoot a jet of water at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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


Dampen flame

0

As an action, you shoot a jet of water at a creature or an object that you can touch or see within 5 meters. Reduce its burning condition by 2.

As an action, you cause a cloud of mites, fleas, and other parasites to infest a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage, has disadvantage on the next attack it makes before the end of its next turn, and moves 1 meter in a random direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

At higher levels

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

1 hour

As an action, you, or an object you can touch that is no larger than 2 meters in any dimension sheds bright light in a 2-meter radius and dim light for an additional 3 meter 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 on your turn (no action required).

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 brightly flash brightly a creature within 1 meter of you. The creature must make a Fortitude saving throw.

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, the spell ends.

At higher levels

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

As an action, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

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

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

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

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

  • You create an instantaneous sound whose volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, a rumble of thunder, the cry of a raven, ominous whispers, or any other sound you choose.
  • Your voice booms up to three times as loud as normal.
  • You whisper words that can clearly be heard by up to 4 creatures within 10 meters. Other creatures have disadvantage on Perception checks to hear your words.
  • You can make a creature’s voice or an object’s sound half as quiet or twice as loud.
  • You can alter the pitch of a sound, making it high-pitched or low-pitched.

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

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.

5 minutes

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

The creature no longer feels any physical pain or discomfort.

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

As an action, you send a one-way telepathic message to a creature within 20 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

When you reach 9th level, you can send the message to all creatures within 10 meters. When you reach 17th level, you can send the message to all creatures within 20 meters.

As an action, you unleash a psychic assault ona creature that you can touch or see within 5 meters. The creature must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

1 minute

As an action, you can mentally lift and move an object that weighs 2 kilos or less at will from a distance, though the spell ends if the distance between you and the object exceeds 10 meters.

You can perform this task 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 9th level (5 kilos) and 17th level (7 kilos).

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

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

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

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you mutate yourself to produce one of the following effects:

  • The color of your hair, eyes, or skin becomes blue, red, yellow, or patterned.
  • Your hair grows or contracts.
  • Your eyes push out of your head at the end of stalks.
  • Your limbs grow or contract up to 5 centimeters.
  • Your mouth or lips change shape.
  • Your eyes become beacons, filling a 5-meter cone with dim light when they are open.
  • Your body swells, doubling your weight.
  • Your body becomes thin and skeletal, halving your weight.
  • You grow or shrink up to 5 centimeters.
  • Your head doubles in size.
  • Your eyes, ears, or nose slightly shrink or enlarge.
  • You grow two additional arms, which can carry items normally and allow you to interact with one extra object for free on your turn. If you wield a weapon with two hands or wield two weapons, you cannot benefit from a shield.

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

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 5 meters. You can also use an 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 9th level (5 kilos) and 17th level (7 kilos).

As an action, choose a portion of dirt or stone that you can see within 5 meters and that fits within a 1-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 5 meters. On a hit, the target takes 1d10 bludgeoning damage. On a 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 meter 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 on your turn (no action required).

At higher levels

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

As an action, you choose a portion of dirt or sand that you can see within 5 meters and that fits within a 1-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 5 meters. On a hit, the target takes 1d8 bludgeoning damage. On a 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 meter 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 on your turn (no action required).

At higher levels

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

As an action, you extend your hand toward a creature that you can touch or see within 5 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failure, it takes 1d6 poison damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you create one of the following magical effects within 5 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 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 on your turn (no action required).

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

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

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

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

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

At higher levels

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

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-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade and swing it at a creature or hurl the flame at a creature within 5 meters. Make a melee or ranged spell attack against the target.

On a hit, it takes 1d10 fire damage.

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

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

The spell ends if you dismiss it on your turn (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 1d10 when you reach 9th level (2d10) and 17th level (3d10).

As an action, burning radiance erupts from you. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small creature you can see within 5 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 5 meters of it and attacks it once. Make a melee spell attack against the target.

On a hit, it takes 1d8 bludgeoning damage.

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

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

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

At higher levels

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

As an action, you create two linked teleportation portals in unoccupied spaces you can see within 10 meters of you that remain open until the end of your turn. A circular portal, 30 centimeters in diameter, opens over each point.

The portals are two-dimensional glowing rings. Any object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

When you cast this spell, you can make a weapon attack through the portal (no action required).

The portal is not stable enough for a creature or energy such as alchemical explosions or magic to pass through it.

This spell immediately ends if you cast it again before an existing portal closes.

At higher levels

When you reach 9th level, the portal becomes stable enough for energy such as alchemical explosions or magic to 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 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d3 slashing damage, can’t take reactions until the end of its next turn, and the next attack made against it has advantage if it is made before the end of your next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

5 minutes

As an 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 on your turn (no action required), if you cast it again, or if you end your turn without the scythe in your hand.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

5 minutes

As an 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 on your turn (no action required), if you cast it again, or if you end your turn without the blade in your hand.

At higher levels

When you reach 9th level, you can make an attack with the blade as part of the same action to create it.

As an action, you choose an area of water that you can see within 5 meters and that fits within a 1-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 meter 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.

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 on your turn (no action required).

At higher levels

The cube increases by 1 meter when you reach 9th level (2 meters) and 17th level (3 meters).

5 minutes

As an 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 on your turn (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

At higher levels

When you reach 9th level, you can make an attack with the weapon as part of the same action to imbue it with power.

As an action, lightning coalesces in your palm, shooting out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

5 minutes

As an action, you relieve the suffering of a willing creature that you can touch, soothing its pain for the duration. The creature no longer feels any physical pain or discomfort.

As an action, you siphon life force from a creature that you can touch or see within 5 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 1d6 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

At higher levels

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

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

At higher levels

This spell’s range changes to a creature that you can touch or see within 5 meters when you reach 9th level. You may target all dying creatures of your choice within 2 meters of the original target when you reach 17th level. The affected creatures restore 1 health after 1 minute, unless they start dying again.

As an action, you extend your hand and trace a sigil of warding in the air. Until the start of your next turn, you make the first saving throw against a spell with advantage.

As an action, you transform one of your hands into solid stone. Make a melee spell attack against the target.

On a hit, it takes 1d10 bludgeoning damage.

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

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

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

At higher levels

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

As an action, a ray of sunlight sears a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d8 radiant damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1 meter of you must make a Reflex saving throw.

On a failure, it takes 1d6 piercing or slashing damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

1 minute

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

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

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

As an action, you shoot thorny vines at a creature or object within 5 meters. Make a ranged spell attack against the target.

On a hit, it takes 1d8 piercing damage and its speed is reduced by 2 meters until the end of its next turn.

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

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

At higher levels

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

As an action, you create a long, vine-like whip covered in thorns that lashes out at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 piercing damage and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 20 meters away. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failure, it takes 1d6 concussion damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you rapidly accelerate and decelerate time around a creature that you can touch or see within 5 meters, tearing it apart. The creature must make a Will saving throw.

On a failure, it takes 1d6 force damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, the sound of a dolorous bell fills the air around a creature that you can touch or see within 5 meters, calling it to its final resting place. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic damage and takes 1 extra damage if it is missing health.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you extend your hand and point a finger at a target within 10 meters. Your magic grants you a brief insight into the target’s defenses. If you attack the target before the end of your next turn, the first attack is made with advantage.

On a hit, add 1d6 damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

As an action, you unleash a string of insults laced with subtle enchantments at a creature within 5 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.

On a failure, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As a reaction, which you use when you fall or when you are pushed, pulled, knocked prone, or hit by an attack or missed by 4 or less that you can see, you teleport up to 5 meters to an unoccupied space you can see.

If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 5 meters for each additional mana expended.

  • You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

As an action, a shimmering green arrow streaks toward an object or creature within 20 meters and bursts in a spray of acid. Make a ranged spell attack against the target.

On a hit, it 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 and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

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

Augment

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

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

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

concentration, 1 minute/mana

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 expended.

1 minute/mana

As an action, you afflict a fiend that you have summoned and can see within 5 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 creature must make a Will saving throw.

On a failure, it has disadvantage on skill checks and saving throws against you and if the creature demand payment for its services, reduce the payment by 20%.

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 so any payment is reduced a further 20% (maximum 60% reduction, total).

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

3 hours/mana

As an action, you bolster your allies with toughness and resolve. Choose two creatures within 5 meters. A creature’s maximum health and health increase by 1d6 + your spellcasting ability for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The target’s health increases by an additional 7 for each additional mana expended.

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

(ritual); 6 hours/mana

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 5 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 10 meters.

1 hour/mana

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

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

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

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

As you spend 1 minute to cast this spell, you touch at least one drop of blood to analyze the creature to which the blood belongs. You learn the creature’s species, gender, or age category such as adolescent, adult, or elderly (your choice).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to learn all three details about the creature.

  • You can expend 1 additional mana to learn when and how the creature lost the blood, any kind of disease or poison in the blood, or any level of radiation in the blood.

As a reaction, which you use when you or another creature that isn’t a construct or an undead that you can touch or see within 10 meters makes a skill check or a saving throw, your ancestral spirits guide the creature. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

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

(ritual); 1 day/mana

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

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

Augment

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

1 hour/mana

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

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

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

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

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

As an action, four tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw If multiple tendrils target the same creature, it makes one saving throw..

On a failure, it takes 1d8 lightning damage for each tendril targeted at it and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 hour/mana

As an action, ash falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that 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 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 use an action that only affects 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 failure, it takes 3d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, you violently purge the blood from the body of a creature that you can touch or see within 10 meters through its skin. The creature must make a Fortitude saving throw.

On a failure, it loses 4d8 health and is bleeding 2.

On a critical failure, it loses twice as much health and is bleeding 4.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the damage by 5d8 for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you can redirect attacks with gusts of air. The triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

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

concentration, 1 minute/mana

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

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

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

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can bend luck. The creature makes the roll with advantage or with disadvantage (your choice). You can do so after the roll but before any effects of the roll occur.

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

Augment

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

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

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

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

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

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

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

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

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

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

M (a piece of jewelry worth 200 sp); 1 hour/mana

As an action, you touch the piece of jewelry that serves as the material component for this spell to a creature that has died within the last minute. If the creature’s soul is willing and able to return, it becomes bound to the piece of jewelry for the duration.

While the soul is bound in this way, the creature bound to the jewelry and the creature wearing it can telepathically communicate with one another. The spell ends early if the jewelry is destroyed or if the bound creature is returned to life.

A bound soul can attempt to break free from the jewelry if it experiences any emotional, psychological, or physical pain. The creature must make a Will saving throw.

On a failure, the soul cannot attempt to break free for another 7 days.

On a success, the soul is free.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 10 days.

  • You can expend 2 additional mana so the duration changes to 1 year.

  • You can expend 3 additional mana and so the duration becomes permanent.

  • You can expend 1 additional mana so the creature can have died within the last hour.

  • You can expend 2 additional mana so the creature can have died within the last 24 hours.

  • You can expend 3 additional mana so the creature can have died within the last week.

  • You can expend 4 additional mana so the creature can have died within the last month.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters with chain bindings. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

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

On a success, the target is freed.

The chain bindings have 12 Defense, 2 Soak, 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 augment this spell with the following options, expending mana for each option.
  • You can expend 1 or more mana so while restrained by this spell, the creature takes 2d8 bludgeoning damage at the start of each of its turns for each additional mana expended. You can also increase the chain’s Defense by 2, and increase the chain’s Health by 15 for each additional mana expended.

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

As an action, you drain moisture and vitality from a creature or plant that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d12 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If you target a plant creature or a magical plant, 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 automatically fails the saving throw and withers and dies.

Augment

You can increase the damage by 3d12 for each additional mana expended.

concentration, 1 minute/mana

As an action, you blind the eyes of a creature that you can touch or see within 10 meters with radiant light. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 radiant damage and is blinded for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you a poison blooms around a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 poison damage and is blinded for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d6 + your spellcasting ability radiant damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or its eyes are blinded with light as it is blinded for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

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

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

As a reaction 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 for another spell you cast this turn.

Augment

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

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. The creature must have blood in its body or this spell fails.

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.

As an action, you can manipulate the vitality of a creature within 10 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

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

(ritual); M (a life-sized animal sculpture 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: almiraj, badger, bat, cat, crab, fish (quipper), flying monkey, flying snake, frog, hawk, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

The sculpture animates into a sentinel within 1 meter of you. The sentinel has the statistics of the chosen form, though its health is increased by 5. Your sentinel can understand your speech and you gain the ability to decipher its noises and motions.

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

While your sentinel is within 20 meters of you:

  • Your sentinel 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 sentinel can deliver the spell as if it had cast the spell. Your sentinel must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

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

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

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

Augment

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

concentration, 5 minutes/mana

As an 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.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to thirst for blood.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

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

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability damage to the attack’s damage roll and the creature is bleeding 2.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d10 and the bleeding level by 1 for each additional mana expended.

1 minute/mana

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

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

3 hours/mana

As an action, you animate a pile of bones you can see within 10 meters to become a suit of armor around a willing creature that you can touch or see within 5 meters. The armor is molded for that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4).

As an action, a pillar of stone bursts from a place on the ground that you can see within 20 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain that is twice as wide as its normal radius that lasts until the rubble is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

concentration, 5 minutes/mana

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

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

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

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

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

You can use an action, but you are then incapacitated until the end of your next turn.

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters, preventing it from leaving your side. At the start of each of your turns for the duration, if the creature is more than 1 meter away from you, the creature must make a Will saving throw.

On a failure, the creature is teleported to a space within 1 meter of you.

On a success, the spell ends.

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

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

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

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

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

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

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

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

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

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

Augment

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

As a reaction, which you use when you use an skill check using Intelligence to do one of the following:

  • Recall knowledge
  • Identify an alchemical concoction
  • Identify a herb, poison, or potion
  • Identify a concoction or spell
  • Identify a magic or technological item
  • Diagnose illness
  • Understand the gist of a language
  • Communicate in a language

You can recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

As an action, corrosive acid bursts out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 2d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

  • Caustic Corruption. You can expend 1 additional mana so the acid around you is continuous. The duration changes to 1 minute/mana, concentration and the acid 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. The damage is reduced to 1d10 and additional augments to the damage increase the damage by 1d10 for every two additional mana expended, instead of the normal increase.

(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 2 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 Difficulty 20 Insight check.

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

Bless/Desecrate Water. You touch one vial of water and cause it to become holy water if you know the Holy theme or unholy water if you know the Unholy theme. If you know both themes you can decide which to create.

Coming of Age. You touch one creature who is a young adult. For the next 24 hours, whenever the target makes a skill check, it rolls with advantage. A creature can benefit from this rite only once.

Dedication. You touch one creature who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, rolls with advantage. 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 miracle or wish spell.

Marriage. You touch adult creatures willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 5 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 for each option.
  • You can increase the damage of holy water by 4d6 for each additional mana expended.

  • You can expend 1 additional mana to increase the size of the impact of holy water to each creature within 2 meters.

concentration, 1 minute/mana

As an action, you restrain a creature that you can touch or see within 10 meters with glowing golden chains composed of pure light. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

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

On a success, the target is freed.

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

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

As a reaction, which you use when you 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 a creature that you can touch or see within 20 meters. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Choose one of the d8s. The number it rolled determines the damage type, as shown on the table.

If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 5 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 3d8 for each additional mana expended, but only the original 3d8 are used to determine the damage type and whether the bolt bounces.

concentration, 5 minutes/mana

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

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

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

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

  • You can expend 1 additional mana to infuse an additional weapon you touch with chaotic energy.

1 hour/mana

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

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

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

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

Augment

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

concentration, 1 minute/mana

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

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

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

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability cold damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

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

1 hour/mana

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

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

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

1 minute/mana

As an action, you wrap yourself in a mantle of shadow. For the duration, any creature has disadvantage on attacks made 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 to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

concentration, 1 minute/mana

As an action, you fill the air with spinning daggers in a 1-meter cube within 10 meters. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 3d4 piercing damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

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

On a failure, it is restrained for the duration.

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

On a success, the target is freed.

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

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

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

concentration, 1 minute/mana

As an action, you freeze the veins of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target 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 for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

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

As an action, a dazzling array of flashing, colored light springs from your hand. Each creature in a cone or line must make a Fortitude saving throw.

On a failure, it is blinded and staggered until the end of its next turn.

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

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

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

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

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

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

Grovel. The creature immediately falls prone.

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

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

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

concentration, 1 minute/mana

As an action, make a weapon attack.

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

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

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

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

Augment

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

As a reaction, which you use when you roll a die 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 to cast the spell as a reaction, which you use when you see a creature within 10 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 failure, the creature rolls on the Wild Surge table to create a random magical effect.

(ritual); 1 hour/mana

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

  • Tongues. You can expend 1 additional mana 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

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 attacks made 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 to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

As an action, you can use the Dash 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 Reflex saving throw.

On a failure, it takes 2d8 lightning damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 for each additional mana expended.

  • You can expend 1 additional mana to increase the damage by 1d8 and double the extra movement from your Dash.

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

On a failure, it takes 3d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 nonmagical 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 a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

Augment

You can increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

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

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

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

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 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 for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

concentration, 1 minute/mana

As an action, you bind a creature that you can touch or see within 10 meters with magical bandages. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

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

On a success, the target is freed.

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

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 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 Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana 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 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

3 hours/mana

As you spend 10 minutes to cast this spell, choose a cantrip that you can cast. You cast that spell—called the contingent spell—as part of casting contingency, expending mana for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with aquatic adaptation might stipulate that aquatic adaptation comes into effect when you are engulfed in water or a similar liquid. You must make any decisions for the spell when you cast contingency, such as choosing fins or gills for aquatic adaptation.

The contingent spell takes effect immediately after the circumstance is met for the first time and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends.

Augment

The contingent spell can sue 1 additional mana for each additional mana expended. The contingent spell must have a casting time of two actions, an action, or 1 reaction.

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

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

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

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

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

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, the creature gains divine conviction. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

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

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

On a failure, it takes 1d8 radiant damage and is blinded until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 2 additional mana so it deals no damage, but 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.

  • You can expend 1 additional mana 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

As an action, corrosive acid eats away at a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 4d6 acid damage and its armor or natural armor is corroded 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of its next turn.

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

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

Augment

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

As an action, make a weapon attack.

On a hit, add 1d10 + your spellcasting ability acid damage to the attack’s damage roll and the target takes additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical hit, add twice as much damage.

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

Augment

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

concentration, 5 minutes/mana

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

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to seep acid.

concentration, 1 minute/mana

As an action, you inflict crippling agony upon up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target 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 for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

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

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d12 + your spellcasting ability to the attack’s damage roll and the creature must succeed on a Will saving throw or it has disadvantage on skill checks for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

You can increase the damage by 2d12 for each additional mana expended.

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

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

Augment

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

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

On a failure, it takes 5d4 bludgeoning damage and is pushed 2 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Any burning creature in the area has the burning condition reduced by 1. 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 for each option.
  • You can increase the damage by 3d4, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

  • You can expend 1 additional mana 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 an action.

    The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

As a reaction, which you use when you take damage, you can dampen the pain. Roll 2d6 + your spellcasting ability and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the damage by an additional 3d6 for each additional mana expended.

  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is damaged.

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

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

Augment

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

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

On a failure, you dampen the spell as normal.

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

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

concentration, 1 hour/mana

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

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

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

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

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

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

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

concentration, 5 minutes/mana

As an action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 2-meter radius and dim light for an additional 2 meters and deals an extra 1d4 radiant damage.

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

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

  • You can expend 1 additional mana to imbue an additional weapon you touch with radiant light.

concentration, 1 hour/mana

As an action, light spreads out from a point within 20 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.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the 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 and cast the spell as two actions so the sunlight beams with radiant energy. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

    On a failure, a creature takes 1d8 radiant damage and is blinded until the end of its next turn.

    On a success, it takes half as much damage.

    You can increase the damage by 1d8 for every two additional mana 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 use when you make a Deception check, your words entice the gullible. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

As an action, you bend the fabric of time, causing a creature that you can touch or see within 20 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 use when a friendly creature within 10 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 drain the moisture from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 5d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

(ritual)

As an action, you destroy up to 40 liters of nonmagical water in an open container within 5 meters. Alternatively, you destroy fog in a sphere twice as big as normal within 5 meters.

Augment

You destroy an additional 40 liters of water for each additional mana expended.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of corpses and undead within 20 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

As an action, you can sense the presence and location of diseases and diseased creatures within 5 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

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 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

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of poisons and poisonous creatures within 5 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 shift between two worlds as you make a weapon attack with advantage.

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

On a critical hit, add twice as much damage.

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

Augment

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

1 hour/mana

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

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

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

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

Augment

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

As an action, a thin green ray springs from your pointing finger to a target that you can touch or see within 10 meters. The target can be a creature, an object that isn’t being worn or carried, or a creation of magical force, such as the wall created by wall of force.

The creature must make a Reflex saving throw.

On a failure, it takes 3d12 force damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 3d12 for each additional mana 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-meter radius sphere portion of it.

At 3 mana:

  • if the 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, a miracle spell, or a wish spell.
  • 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-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 2-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 3-meter radius sphere portion of it.

As an action, corrosive acid shoots from your outstretched hand to a target that you can touch or see within 10 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

The creature must make a Fortitude saving throw.

On a failure, it 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 and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

This spell automatically dissolves 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 dissolves a 75-centimeter radius sphere portion of it. A magic item is unaffected by this spell.

Augment

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

At 2 mana, this spell automatically dissolves 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 dissolves a 1-meter radius sphere portion of it.

At 3 mana:

  • if the damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are dissolved to a puddle of ooze. The creature can be restored to life only by means of a resurrection spell, a miracle spell, or a wish spell.
  • 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-meter radius sphere portion of it.

At 4 mana, this spell automatically dissolves 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 dissolves a 2-meter radius sphere portion of it.

At 5 or more mana, this spell automatically dissolves 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 dissolves a 3-meter radius sphere portion of it.

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

(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: almiraj, awakened shrub, badger, bat, cat, chwinga, crab, crawling claw, fish (quipper), flying monkey, flying snake, frog, hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the 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 20 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 is an attack, you use your own skill check for the roll.

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

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

When the 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 made against the killer.

Augment

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

concentration, 1 minute/mana

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 5 meters of you must make a Will saving throw.

On a failure, a creature is affected.

  • Banished or destroyed: each creature challenge 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 5 meters of the space it left. Otherwise, the target doesn’t return.
  • Stunned: each creature challenge ¼ or lower is stunned for the duration.
  • Blinded and deafened: each creature challenge ½ or lower is blinded and deafened for the duration.
  • Turned: each creature challenge 2 or lower is turned and deafened 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 5 meters of you. It also can’t take reactions. For its actions, 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 Dodge. 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 for each option.
  • You can expend 1 additional mana so a creature is banished or destroyed if its challenge is 1 or lower, stunned if its challenge is 2 or lower, blinded and deafened if its challenge is 3 or lower, and turned if its challenge is 5 or lower.

  • You can expend 2 additional mana so a creature is banished or destroyed if its challenge is 2 or lower, stunned if its challenge is 4 or lower, blinded and deafened if its challenge is 6 or lower, and turned if its challenge is 8 or lower.

  • You can expend 3 additional mana so a creature is banished or destroyed if its challenge is 3 or lower, stunned if its challenge is 6 or lower, blinded and deafened if its challenge is 9 or lower, and turned if its challenge is 12 or lower.

  • You can expend 4 additional mana so a creature is banished or destroyed if its challenge is 4 or lower, stunned if its challenge is 8 or lower, blinded and deafened if its challenge is 12 or lower, and turned if its challenge is 16 or lower.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability psychic damage to the attack’s damage roll and the creature must succeed on a Will saving throw or it is frightened of you for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

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

concentration, 1 minute/mana

As an action, yellow strips of magical energy lash out at a creature that you can touch or see within 100 meters which must make a Reflex saving throw.

On a failure, its flying speed (if any) is reduced to 0 meters for the duration. An airborne creature affected by this spell descends at 20 meters per round until it reaches the ground or the spell ends.

Augment

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less 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:

  • Roll a d4 and add the result to your Defense
  • You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine You can do so after the roll but before any effects of the roll occur.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana 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. Life ebbs from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d8 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A willing creature within 5 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 10 meters regains 3d6 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.

On a failure, it takes necrotic damage equal to half the amount of healing.

Augment

You can increase Ebb’s necrotic damage by 3d8 and Flow’s healing by 3d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you mentally lash a creature that you can touch or see within 20 meters, assaulting its ego and debilitating its confidence. The creature must make a Will saving throw.

On a failure, it takes 3d6 psychic damage and has disadvantage on skill checks for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

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

1 hour/mana

As an action, a countless amount of eyes grow across your body for the duration. The eyes appear in a form of your choosing such as appearing similar to your own, appearing like an animal’s eyes, or appear milky white. You see in all directions, you have advantage on Perception checks that rely on sight, and you have advantage on saving throws against being blinded.

concentration, 1 minute/mana

As an action, a black beam of enervating energy springs from your finger toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 necrotic damage and deals only half damage with weapon attacks for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 expended.

concentration, 5 minutes/mana

As an action, you can grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item dropped by returns to normal size at once.

Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Athletics and Brawn checks and any weapon you wield grows to match your new size, dealing 1d6 extra damage.

Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you have disadvantage on Athletics and Brawn checks and any weapon you wield shrinks to match your new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so a creature that you can touch or see within 5 meters grows larger or smaller instead. If the creature is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell. You can target one additional creature for each additional mana expended.

  • You can expend 1 additional mana to grow larger or smaller by one additional size.

    Enlarge. You gain 10 temporary health and your reach increases by 1 meter.

    Reduce. You have advantage on Stealth checks.

concentration, 5 minutes/mana

As an action, you cause an object you can see within 5 meters that isn’t being worn or carried to grow larger or smaller for the duration.

Augment

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

concentration, 1 minute/mana

As an action, you ensnare a creature that you can touch or see within 10 meters with a writhing mass of thorny vines that wrap around it. The creature must make a Reflex saving throw.

On a failure, it is restrained for the duration.

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

On a success, the target is freed.

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

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

concentration, 1 minute/mana

As an action, {ATTACK}}

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

On a success, the target is freed. make a weapon attack.

On a hit, add your spellcasting ability to the attack’s damage roll and the creature must succeed on a Reflex saving throw or a writhing mass of thorny vines wraps around it as it is restrained for the duration. A Large or larger creature has advantage on this saving throw.

On a critical hit, add twice as much damage.

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

Augment

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

1 minute/mana

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 attacks made against you.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

concentration, 5 minutes/mana

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d4 poison damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to drip with poison.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes ethereal. For the duration, the weapon has a +1 bonus to attack and ignores 2 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.

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become ethereal.

1 minute/mana

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

On a failure, you temporarily disrupt a creature’s ability to mask their true thoughts and intent. The creature is unable to speak a deliberate lie for the duration.

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

  • Zone of Truth. You can expend 1 additional mana 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 10 meters. The duration changes to 5 minutes/mana 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

As an action, each creature and object in a sphere twice as big as normal within 10 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 2-meter radius.

Any attack made 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.

M (a piece of flesh from another creature, consumed); 1 hour/mana

As an action, you alter the flesh of a creature that you can touch or see within 5 meters. The creature’s flesh resembles the creature that the original flesh was taken from. An unwilling creature can make a Fortitude saving throw, and if it succeeds, it is unaffected by this spell.

The spell changes the physical appearance, but not clothing, armor, weapons, or equipment. You can’t change a creature’s body type, so you the original creature must have had the same basic arrangement of limbs. The spell lasts for the duration, unless you dismiss it on your turn (no action required).

1 hour/mana

As an action, you bolster yourself with a necromantic facsimile of life. You gain 2d6 + your spellcasting ability temporary health for the duration.

Augment

You gain 2d6 additional temporary health for each additional mana expended.

concentration, 5 minutes/mana

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

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

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

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

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

Augment

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

concentration, 1 minute/mana

As an action, you attempt to awaken the worst fears in a creature that is not a construct or an undead that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or become frightened of you for the duration.

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

Augment

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

5 minutes/mana

As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 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 five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.


Feather Fell

1

5 minutes/mana

As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 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 expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana 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: almiraj, awakened shrub, badger, bat, cat, chwinga, crab, crawling claw, fish (quipper), flying monkey, flying snake, frog, hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the 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 20 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 is an attack, you use your own skill check for the roll.

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

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

When the 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 made against the killer.

Augment

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

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a 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 steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

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

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

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

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

Augment

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

concentration, 1 minute/mana

As an action, you pierce a creature that you can touch or see within 10 meters to the core with shadow for the duration. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and rolls a d6.

On a roll of 1–2, the shadow spreads to the legs. It is immobilized until the start of its next turn.

On a roll of 3–4, the shadow spreads to the arms so the creature has disadvantage on attacks until the start of its next turn.

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

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

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

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

Augment

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

concentration, 5 minutes/mana

As an action, a weapon you touch ignites in flames. For the duration, the weapon sheds bright light in a 2-meter radius and dim light for an additional 2 meters and deals an extra 1d4 fire damage.

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

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

  • You can expend 1 additional mana to ignite an additional weapon you touch in flames.

As a reaction, which you use when a creature is reduced to 0 health within 10 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.

The targeted creature must have flesh or this spell has no effect.

concentration, 1 minute/mana

As an action, the flesh of a creature that you can touch or see within 10 meters contorts and stretches as growing mouths filled with rows of sharp teeth and hands with vicious claws tear into its flesh. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 4d6 slashing damage.

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

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

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

Augment

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

(ritual); 1 hour/mana

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 5 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 4 meters of it. If you move more than 4 meters away from it, the disk follows you so that it remains within 4 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 2 meters or more. For example, the disk can’t move across a 2-meter-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 20 meters away from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Augment

The weight that the disk can carry increases by 200 kilos for each additional mana expended.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of fog centered on a point within 20 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. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.

concentration, 5 minutes/mana

As an action, an invisible field of force appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an 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.

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take force damage, an invisible barrier of magical force appears around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Additionally, you have resistance to force damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters is attacked. The attacked creature gains the benefits instead.

As an action, a spear of magical force blasts from you. Each creature in a cone or line takes 3d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 2d4 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a weapon you touch becomes imbued with raw magical energy. For the duration, the weapon deals an extra 1d4 force damage.

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

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

  • You can expend 1 additional mana to imbue an additional weapon you touch with raw magical energy.

  • Magic Weapon. You can expend 1 additional mana so the weapon becomes a magic weapon for the duration.

3 hours/mana

As an action, 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 that specific creature and it is automatically proficient with it. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4).

3 hours/mana

As an action, you fortuitously evade strikes as they come at you. Your Defense becomes 13 + half your Aptitude Bonus (min 1) + your Dexterity (max 4). The spell ends if you don armor or if you dismiss the spell on your turn (no action required).

concentration, 5 minutes/mana

As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d4 cold damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become frozen.

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

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

concentration, 1 minute/mana

As an action, you exert an aura of frightening power. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration.

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

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

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 failure, it takes 3d6 cold damage, is immobilized, and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

  • Aura Borealis. You can expend 1 additional mana 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 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

As an action, extreme cold afflicts a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

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

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

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

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

Augment

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

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

On a hit, add 3d6 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

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

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 10 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

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

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

concentration, 1 hour/mana

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 an 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.

As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 2d8 + your spellcasting ability health and 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 by 3d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 100 meters must make a Reflex saving throw.

On a failure, it is pulled towards the nearest large gravitational force at a rate of 20 meters per round until it reaches the gravitational force or the spell ends. If the creature has a flying speed, it is reduced to 0 meters for the duration and its rate of descent is also 20 meters per round20 meters per round.

Augment

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

As an action, a ravine of gravitational force shoots out. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d4 concussion damage, is slowed 1 until the end of its next turn, and is pulled 2 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 4 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d4, pull the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

1 minute/mana

As an action, slick grease covers the ground in a sphere centered on a point within 10 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 a Nimbleness check or fall prone and become greased. 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 and the grease no longer causes creatures to fall prone. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.

On a hit, it takes 3d12 radiant damage and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

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

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

Augment

You can increase the damage by 3d12 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability radiant damage to the attack’s damage roll and mystical dim light glitters on it, causing the next attack made against it to have advantage if it is made before the end of your next turn.

On a critical hit, add twice as much damage.

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

Augment

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

As an action, you unleash a strong gust of wind. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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. Additionally, any burning creature in the area has the burning condition reduced by 1.

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 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As two actions, you unleash a virulent disease on a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 expended.

concentration, 1 minute/mana

As an action, you manipulate time to hasten or slow creatures. Choose haste or slow as the spell’s effect.

Haste. A creature that you can touch or see within 10 meters is hasted 1 for the duration.

Slow. Up to two creatures that you can touch or see within 10 meters and within 5 meters of each other must make a Will saving throw.

On a failure, a creature 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 for each option.
  • You can target one additional creature with haste or two additional creatures with slow for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose to mix and match the effects by hasting one creature and slowing two creatures for example.

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

concentration, 1 minute/mana

As an action, you haze the senses of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 2d8 psychic damage and can’t see anything beyond 2 meters for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 for each additional mana expended.

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

As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana 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.

  • Power Word Heal. You can expend 3 additional mana and cast this spell as two actions 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

As an action, a willing creature that you can touch or see within 10 meters is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 1d4 + your spellcasting ability 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 2d4 for each additional mana expended.

concentration, 1 minute/mana

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

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

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

Augment

You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can hinder their effort. The creature makes the roll with disadvantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

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

1 hour/mana

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 expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 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 5 meters. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

  • Hard Rock. You can expend 1 additional mana to make the boulder sturdy and hard. The boulder is a 1-meter-radius sphere with 5 Defense, 3 Soak, and 20 Health. On a failure, the boulder lands at the creature or object’s feet or in its space if it is pushed. On a success, 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.

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

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

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

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a block of ice around you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Additionally, you have resistance to fire damage until the start of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

  • Ice Shelter. You can expend 2 additional mana 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 forms 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 ice that can be damaged and thus breached. It has 12 Defense, 2 Soak, 30 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 a creature within 10 meters. Make a ranged spell attack against the target.

On a hit, it takes 2d8 piercing damage.

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

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

Hit or miss, the shard then explodes around the creature. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d6 cold damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 meter in radius. The ice is an instantaneous effect, but persists as nonmagical 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 a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

Augment

You can increase the piercing damage by 2d8 and the cold damage by 2d6 for each additional mana expended.

As an action, a thin layer of ice covers the ground in a sphere centered on a point within 10 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 make the saving throw.

A 1-meter square of ice has 3 health. The ice is an instantaneous effect, but persists as nonmagical 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 so a number of objects equal to the mana 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 4d6 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 10 meters. A spear is a stalagmite-like icicle shaped as a cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a spear is created under a creature, it must make a Reflex saving throw.

On a failure, it takes 1d10 cold damage and 1d10 piercing damage and is knocked prone if it is Medium or smaller.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense, 2 Soak, and 20 Health.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the piercing damage by 2d10 and the cold damage by 1d10, increase the spear’s Defense by 2, and increase the spear’s Health by 15 for each additional mana expended.

  • You can create an additional spear for each additional mana expended. Additional augments to the damage increase the piercing damage by 1d10, increase the spear’s Defense by 1, and increase the spear’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one spear, it can’t be knocked prone by other spears from this casting of the spell.

(ritual); 10 days

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

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

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

A creature with truesight can read the hidden message.

concentration, 5 minutes/mana

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

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

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

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

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

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

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

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

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

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

On a failure, it takes 3d10 fire damage and is burning 3.

On a critical failure, it takes twice as much damage and is burning 6.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

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

1 hour/mana

As an action, you touch an object that you can touch or see, that isn’t being worn or carried by another creature, and that weighs no more than 5 kilos to 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 meter 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 Difficulty. On a success, the creature can move the object up to 2 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 2 additional mana so the duration changes to 6 hours/mana, the Difficulty increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana so the spell lasts until dispelled, the Difficulty increases by 10, and it can hold up to 9,000 kilos of weight.

concentration, 5 minutes/mana

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

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

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

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

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required). 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 10 meters. The creature must make a Fortitude saving throw.

On a failure, it loses 4d6 health and is bleeding 3.

On a critical failure, it loses twice as much health and is bleeding 6.

On a success, it loses half as much health and is bleeding 1.

On a critical success, it loses no health.

Augment

You can increase the health lost by 4d6 and the bleeding level by 3 for each additional mana expended.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes a skill check or a saving throw, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

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

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

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

As an action, you endow yourself with energy fueled by magic. You gain 1 stamina die.

Augment

You can expend 1 additional mana to gain 2 additional stamina dice.

concentration, 1 minute/mana

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

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

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

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

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

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

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

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

As a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

As an action, you pummel a creature that you can touch or see within 20 meters with kinetic energy. The creature must make a Reflex saving throw.

On a failure, it takes 3d10 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As an action, an invisible kinetic barrier appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an 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.

As a reaction, which you use when you are hit by an attack or missed by 4 or less 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 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 bludgeoning damage and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, an invisible kinetic shield appears and protects you. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Additionally, you have advantage on saving throws to avoid being pushed until the start of your next turn.

Augment

Telekinetic Shelter. You can expend 2 additional mana to instead become enclosed in telekinetic energy as the damage against you is halved. For 1 minute/mana or until you end this feature on your turn, you have resistance to all damage as the field of telekinetic energy slows 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 100 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 meter 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 Difficulty to break it or pick any locks on it increases by 10.

As you spend 10 minutes to cast this spell, you learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • You learn an additional language or become capable with an additional skill for each additional mana expended.

concentration, 1 minute/mana

As an action, the arms of a willing creature become tentacles with fingers on the ends, increasing its reach by 1 meter.

concentration, 5 minutes/mana

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

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

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

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

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

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

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

As an action, you sacrifice some of your health to mend another creature’s injuries. You take 5d4 + your spellcasting ability necrotic damage, which can’t be reduced in any way, and a creature that you can touch or see within 5 meters regains an amount of health equal to twice the necrotic damage you take.

Augment

You can increase the damage by 7d4 for each additional mana expended.

1 hour/mana

As an action, an object that you can touch or see within 10 meters that are not being worn or carried becomes as light as a feather for the duration. If the object weighs less than 30 kilograms, its weight is reduced to be that of a feather. If the object weighs more than 30 kilograms, its weight is reduced by 30 kilograms.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the weight by an additional 40 kilograms for each additional mana expended.

  • You can expend 1 additional mana so the duration changes to 6 hours/mana.

  • You can expend 1 additional mana to make the object lighter only for you.

As an action, you can use the Dash 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.

On a failure, it takes 2d8 radiant damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d8 for each additional mana expended.

  • You can expend 1 additional mana to increase the damage by 1d8 and double the extra movement from your Dash.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

concentration, 1 minute/mana

As an action, lingering poison rattles the body of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it takes 3d8 poison damage and is poisoned until the end of its next turn.

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

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

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

Augment

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see or when you take fire damage, you can create a rushing torrent of water as a shield. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.

Additionally, you are wet until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked or takes fire damage. The attacked creature gains the benefits instead.

(ritual); concentration, 5 minutes/mana

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 400 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 5 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 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 400 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 5 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 2 meters wide blocks a direct path between you and the creature.

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

(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.

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + 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 on your turn (no action required). The force can be invisible or can appear as a colored glow, at your option.

As an action, you create up to three glowing darts of magical force. Roll 3d6 and add your spellcasting ability; the total is the total amount of damage the darts do. Each dart hits a creature that you can touch or see within 20 meters.

If you create multiple darts, divide the damage evenly among the targets as the darts all strike simultaneously. If the damage does not divide evenly, you can choose which creatures receive the remaining damage.

Augment

You can roll an additional 4d6 and can create an additional dart for each additional mana expended.

(ritual)

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

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

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

As an action, an object or construct creature within 5 meters regains equal to 2d8 + your spellcasting ability health. 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 3d8 for each additional mana expended.

As an action, you pull magical energy out of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana or ki, the spell has no effect on it.

On a failure, it takes 1d10 force damage, loses 1 mana or 2 ki, and has disadvantage on saving throws to maintain concentration on a spell until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If 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 for each option.
  • You can increase the damage by 3d10 and the target loses 1 additional mana for each additional mana expended.

  • Antimagic Rebuke. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature that you can touch or see within 5 meters of you succeeds on a saving throw against a spell. The spellcaster is the target, the damage changes to 1d6, and additional augments increase the damage by 2d6 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 5 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 20 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 is an attack, you use your own skill check for the roll.

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

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 made against the killer.

Augment

You can increase your mindcrystal’s health by 5 for each additional mana expended.

As a reaction, which you use when you make a Reflex saving throw or you are hit by an attack or missed by 4 or less that you can see, you can step back in time to avoid the effect or attack as you teleport up to 5 meters to an unoccupied space you can see that you occupied since the start of your last turn.

If you made a Reflex saving throw, you make the roll with advantage.

If you were hit by an attack, the triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport up to an additional 5 meters for each additional mana expended.

  • You can expend 1 additional mana to trigger this spell when a creature moves within 1 meter of you or when you take damage. If you take damage, you halve the damage against you.

  • You can expend 1 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw or is hit by an attack or missed by 4 or less that you can see. It can then teleport up to 5 meters to an unoccupied space you can see that it occupied since the start of its last turn.

As a reaction, which you use when you make a skill check using Strength, Dexterity, or Constitution or you make a Fortitude or Reflex saving throw, you can focus your mind to overcome your body’s limitations. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

concentration, 1 hour/mana

As an action, you reach into the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it takes 3d10 psychic damage and you know the target’s location for the duration, 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 critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

1 hour/mana

As an action, you set a trap in your mind against mental intruders. A creature 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 failure, it takes 3d10 psychic damage and loses 1d6 mana if it has any mana.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell ends if you dismiss it on your turn (no action required) or if you cast it again.

Augment

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

concentration, 1 minute/mana

As an action, you mindlessly encourage a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.

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

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

Augment

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

1 minute/mana

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

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

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

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

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

Augment

Illusory Self. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.

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

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

On a critical hit, add twice as much damage.

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

Augment

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

concentration, 1 minute/mana

d10Effects
1The smell of apple pie fills the air, and each creature in the sphere must succeed on a Will saving throw or become charmed by you until the start of your next turn.
2Bouquets of flowers appear all around, and each creature in the sphere must succeed on a Reflex saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3Each creature in the sphere must succeed on a Will saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4Drops of molasses hover in the sphere, making it difficult terrain until the start of your next turn.

You fill a sphere you can see within 10 meters with fey and draconic magic. Roll on the table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the sphere up to 2 meters before you roll.

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

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

As a reaction, which you use at the start of an initiative round, a creature that 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 expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana

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

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

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

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

3 hours/mana

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

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

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

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

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

concentration, 1 minute/mana

As an action, the eyes or ears of a creature that you can touch or see within 10 meters are engulfed in shadow. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 necrotic damage and is blinded or deafened (your choice) for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 1d6 + your spellcasting ability necrotic damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or its eyes or ears are engulfed in shadow as it is either blinded or deafened (your choice) for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

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

1 minute/mana

As an action, you lift three small to medium rocks or similar earthen objects within 2 meters, causing them to float around you. Until the spell ends, the rocks move with you, shifting position. You can dismiss the rocks on your turn (no action required).

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

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

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

Augment

Orbital Defense. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its bones creak and contort to protrude from its skin. Its ribs and shoulders strengthen and protrude to protect it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4), it gains a Soak of 1, and it has disadvantage on Charisma skill checks using a social skill. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 hour/mana

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

Augment

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

As an action, make a weapon attack.

On a hit, add 3d6 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

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

1 hour/mana

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

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

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

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

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

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

concentration, 1 minute/mana

As an action, you let loose a magically amplified scream audible out to 100 meters that is loud and shrill enough to stop foes in their tracks. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 1d8 psychic damage and is staggered for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A 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 1d4 for each additional mana expended.

As an action, up to two creatures of your choice within 10 meters who can see or hear you each gain an extra action to use on their individual turns. This action can only be used to make an Athletics, Brawn, Nimbleness, or Stealth check or use the Dash, Disengage, or Use an Object action. The action goes away if not used before the end of your next turn.

Augment

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

concentration, 5 minutes/mana

As an action, 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 attacks made 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 expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, poison bursts from your skin. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 4d6 poison damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability poison damage to the attack’s damage roll and the creature must succeed on a Fortitude saving throw or it is poisoned for the duration.

On a critical hit, add twice as much damage.

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

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

Augment

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

1 hour/mana

As an action, your body becomes more bulky and powerful. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Augment

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

3 hours/mana

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

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. The fire ignites any flammable objects in the area that aren’t being worn or carried. On a failure, a creature takes 3d6 fire damage and is burning 2. On a success, a creature takes half as much damage.

2. Orange. On a failure, a creature takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn. On a success, a creature takes half as much damage.

3. Yellow. On a failure, a creature takes 3d8 lightning damage and it can’t take reactions until the end of its next turn. On a success, 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 failure, a creature takes 2d10 poison damage and is poisoned until the end of its next turn. On a success, a creature takes half as much damage.

5. Blue. On a failure, a creature takes 3d6 cold damage and is slowed 1 until the end of its next turn. On a success, a creature takes half as much damage.

6. Indigo. On a failure, 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 success, the slow ends.

7. Violet. On a failure, 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 success, 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 for each option.
  • You can increase the effect for each additional mana expended.

    1. Red. Increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

    2. Orange. Increase the damage by 1d8 for each additional mana expended.

    3. Yellow. Increase the damage by 1d8 for each additional mana expended.

    4. Green. Increase the damage by 1d10 for each additional mana expended.

    5. Blue. Increase the damage by 1d6 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

    6. Indigo. Increase the slowed level by 1 for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.

As an action, you have resistance to acid damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to acid damage.


Dampen Acid

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes acid damage. The creature gains the resistance instead.

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 for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to cold damage.

  • Fire Resistant. You can expend 1 additional mana so you have resistance to fire damage.


Dampen Cold

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes cold damage. The creature gains the resistance instead.

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 for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to necrotic damage.


Dampen Death

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes necrotic damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

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 attacks made 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 expended. The creatures must be within 5 meters of each other when you target them.

As an action, harmless flames race across your body. As an action, you can have the flames shed bright light in a 4-meter radius and dim light for an additional 4 meters. Additionally, you have resistance to fire damage, advantage on skill 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 for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to fire damage.

  • Cold Resistant. You can expend 1 additional mana so you have resistance to cold damage.


Dampen Fire

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes fire damage. The creature gains the resistance instead.

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 for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes poison damage. The creature gains the resistance instead.

As an action, you have resistance to radiant damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so the creature is immune to radiant damage.


Dampen the Light

1

As a reaction, which you use 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 to trigger the spell when a creature that you can touch or see within 10 meters takes radiant damage. The creature gains the resistance instead.

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana so the creature is immune to concussion and lightning damage.


Dampen the Storm

1

As a reaction, which you use when you take concussion and lightning damage, you gain resistance to concussion and lightning damage until the start of your next turn.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 10 meters takes concussion and lightning damage. The creature gains the resistance instead.

1 hour/mana

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so you have advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils miracle or 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 so the creature is immune to psychic damage.

As an action, a creature that you can touch or see within 10 meters can immediately repeat a saving throw against a magical effect afflicting it.

As an action, all nonmagical food and drink in a sphere within 5 meters is purified and rendered free of poison and disease.

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 5 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw.

On a failure, it takes 1d8 poison damage and is poisoned for 1 hour.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 1d8 for each additional mana expended.

As an action, choose an area of nonmagical flame that you can see and that fits within a 1-meter cube within 10 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 that point must make a Fortitude saving throw.

On a failure, it is 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’s radius by 2 meters for each additional mana expended.

As a reaction, which you use at the start of an initiative round, you cause time around a creature within 20 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 expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you are hit by an attack or missed by 4 or less or taking radiant damage, light wreaths your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

(ritual)

As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. You can focus the cylinder so that the rain falls within an open container or specific area that is smaller than the normal cylinder size. Creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water.


Continuous rain

1

concentration, 1 hour/mana

As an action, rain falls to the ground in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured and creatures and objects in the area become wet until the end of their next turn. You can create up to 20 liters of clean water each turn, 200 liters of water every minute, and 12,000 liters of water every hour.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to half its health or less, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains 1d8 + your spellcasting ability temporary health.

Augment

You can increase the temporary health by 1d8 for each additional mana expended.

As an action, you part the fabric of time to your will, revealing wounds that a creature that you can touch or see within 10 meters has received in the past. The creature must make a Fortitude saving throw.

On a failure, it takes 3d12 psychic damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d12 for each additional mana expended.

As an action, you take control of your body’s healing process, you regain 2d4 + your spellcasting ability health immediately and again at the end of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 4d4 for each additional mana expended.

  • You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 2d4 and stimulate major natural healing. The duration changes to 1 minute/mana 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 10 meters regains 1d6 + your spellcasting ability health immediately and again at the end of its next turn. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 2d6 for each additional mana expended.

As an action, a Medium or smaller creature, or object weighing 50 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters is relocated. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target is teleported to an unoccupied space that you can see within 5 meters of it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can affect a creature of a larger size, increase the weight of an object that this spell can target by 100 kilos, and increase the teleport distance by 7 meters for each additional mana expended.

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

(ritual); 1 hour/mana

As you spend 1 minute to cast this spell, you can create an exact replica of a simple object you possess that weighs 2 kilos or less, such as a dagger, crowbar, or key. The replica has a clear visual mark that cannot be concealed through magic that changes appearance. The replica deteriorates when the duration ends.

A replica of a magical item is not magical.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the object can weigh up to 5 kilos.

  • You can expend 2 additional mana so the object can weigh up to 10 kilos.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the replica does not degrade and no mark is made on the replica. You must provide an amount of the same material worth the cost of the original object, which is consumed by the spell.

As an action, a column of superheated air lifts you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 1d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 minute/mana

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

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

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you let the blow pass right through you. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks until the start of your next turn, including against the triggering attack.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of sand centered on a point within 20 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 and cast this spell as two actions to cause the sands to fill the lungs of creatures within it. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana.

Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.

On a failure, the creature spends its actions 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

As an action, a creature that you can see within 5 meters is not hindered by difficult terrain made of sand.

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

  • You can expend 1 additional mana 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 10 meters per turn.

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 failure, it takes 1d6 slashing damage and is blinded until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.

On a hit, it takes 2d6 fire damage and is burning 2.

On a critical hit, it takes twice as much damage and is burning 4.

On a miss by 4 or less, it takes half as much damage and is burning 1.

Augment

You can create one additional bolt that targets any creature within range for each additional mana expended.

As an action, searing flames bursts out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended and the burning level by for every two additional mana expended.

  • Blazing Inferno. You can expend 1 additional mana 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. The damage is reduced to 2d6 and the burning level is reduced to 1, additional augments to the damage increase the damage by 1d6 for every two additional mana expended and the burning level by 1 for each additional mana expended, instead of the normal increase.

As an action, make a weapon attack.

On a hit, add 2d8 + your spellcasting ability fire damage to the attack’s damage roll and the creature is burning 1.

On a critical hit, add twice as much damage.

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

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, the creature has a second chance. The creature makes the roll with advantage or with disadvantage (your choice). You can do so after the roll but before any effects of the roll occur.

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

Augment

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

As an action, make a ranged weapon attack as 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 a creature you have seen in the past minute. The projectile or weapon flies up to 100 meters beyond its normal maximum toward that creature, moving around corners if necessary and ignoring three-quarters cover and half-cover.

If the creature is within the weapon’s range and there is a path large enough for the weapon or projectile to travel to the creature, the creature must make a Reflex saving throw.

On a failure, it takes damage as if it were hit by the weapon or projectile plus an additional 2d6 + your spellcasting ability damage, and you learn the creature’s current location.

Augment

You can increase the weapon or projectile damage by 3d6 and the range by 100 meters for each additional mana 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 for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

concentration, 5 minutes/mana

As an action, you can sense the presence of non-mindless creatures within 10 meters for the duration, which allows you to pinpoint where the creature is located.

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, 1 minute/mana

As an action, you anchor the shadow of a creature that you can touch or see within 10 meters to its current location. The creature must make a Reflex saving throw.

On a failure, it moves at half speed and takes 2d4 slashing damage for every meter it travels as it tears itself free of its shadow.

A creature anchored by its shadow can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is freed.

When you cast the spell—and once on on each of your turns thereafter as an action—you can cause the shadow to pull an anchored creature, tearing its flesh. The creature must make a Reflex saving throw.

On a failure, it takes 1d6 slashing damage and if it is Medium or smaller it is pulled up to 2 meters toward the shadow.

On a success, it takes half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage from moving by 1d4, the damage from being pulled by 4d6, and affect a creature of a larger size for each additional mana expended.

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

As an action, when you are in dim light or darkness, you can step from one shadow into another. You teleport up to 20 meters to an unoccupied space you can see that is also in dim light or darkness.

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

If you teleport 5 meters or less, you can use Stealth without using an action or make a weapon attack.

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

On a critical hit, add twice as much damage.

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

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

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

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

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

As an action, shadowy tendrils erupt from you, battering creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 4d4 necrotic damage, moves at half speed, and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

  • You can expend 1 additional mana 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 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana 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 attacks made against creatures draped in this shadow.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause shadows to mask the attacked figure. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you use when you are hit by an attack or missed by 4 or less 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 2 meters of you into darkness, and bright light in the same area to dim light. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 necrotic damage and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As an action, a slashing or piercing weapon you touch becomes becomes sharpened. For the duration, the weapon deals an extra 1d4 damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to be sharpened.

concentration, 5 minutes/mana

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

As an 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 2 meters of you, it takes 1d10 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

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

concentration, 5 minutes/mana

As an action, a weapon you touch becomes electrified. For the duration, the weapon deals an extra 1d4 lightning damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become electrified.

concentration, 1 minute/mana

As an action, sickening greenish energy lashes out toward a creature within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 3d10 poison damage and is poisoned for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 expended.

(ritual); concentration, 1 minute/mana

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

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

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

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

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

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

concentration, 5 minutes/mana

As an action, a weapon you touch becomes silvered for the duration.

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.

As an action, make a weapon attack.

On a hit, add 3d4 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, it takes twice as much damage

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

You siphon the creature’s life force to heal your wounds as you regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 5d4 for each additional mana expended.

1 hour/mana

As an action, your magic deepens your understanding of your own talent. You become capable, or proficient if you are already capable, with a skill of your choice until the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

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

concentration, 1 hour/mana

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

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

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

Augment

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

3 hours/mana

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 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4) and it becomes wet. This wetness does not end if it takes fire damage. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 minute/mana

As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 10 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

As an action, your poison slows the processing and reaction time of up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target 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 for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

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

concentration, 1 hour/mana

As an action, snow falls in a cylinder twice as big as normal centered on a point within 20 meters. The area is heavily obscured, and exposed flames in the area are doused.

Augment

Sleet Storm. You can expend 1 additional mana so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana. 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 failure, 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 Difficulty or lose concentration.

(ritual); 5 minutes/mana

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

As an action, you drain the spiritual energy from a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana, ki, or stamina dice, the spell has no effect on it.

On a failure, it takes 2d6 necrotic damage, loses 1 mana, 2 ki, or 2 stamina dice (its choice), and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 5d6 and the target loses 1 additional mana or 2 additional stamina dice for each additional mana expended.

As an action, a giant stalagmite lances up out of the ground within 10 meters. A stalagmite is cylinder that has a diameter of 1 meter and a height of up to 2 meters. If a stalagmite is created under a creature, it must make a Reflex saving throw.

On a failure, it takes 2d10 piercing damage and is knocked prone if it is Medium or smaller.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Stalagmites created by this spell persist. They can provide cover. A stalagmite has 12 Defense, 2 Soak, and 20 Health.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d10, increase the stalagmite’s Defense by 2, and increase the stalagmite’s Health by 15 for each additional mana expended.

  • You can create an additional stalagmite for each additional mana expended. Additional augments to the damage increase the damage by 1d10, increase the stalagmite’s Defense by 1, and increase the stalagmite’s Health by 7 for each additional mana expended, instead of the normal increase. If a creature succeeds on the saving throw against one stalagmite, it can’t be knocked prone by other stalagmites from this casting of the spell.

As an action, you pull the breath from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 2d10 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health.

On a critical success, it loses no health.

Augment

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

As an action, lightning expands from you, zapping all nearby creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d12 for each additional mana expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d12 and additional augments to the damage increase the damage by 1d12 for every two additional mana expended, instead of the normal increase.

As an action, you touch a willing creature. The target’s speed increases by 2 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 expended. The creatures must be within 5 meters of each other when you target them.

As a reaction, which you use when you make a Reflex saving throw or you are hit by an attack or missed by 4 or less that you can see, you can shrink in size to avoid the attack. You make the roll with advantage or attacks made against you are made with disadvantage until the start of your next turn, including the triggering attack. You can do so after the roll but before any effects of the roll occur.

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

You can then move up to 2 meters without provoking opportunity attacks.

Augment

You can expend 1 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw or is hit by an attack or missed by 4 or less that you can see. The attacked creature gains the benefits instead.

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, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 1d6 radiant damage and is blinded until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

concentration, 5 minutes/mana

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

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

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

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

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

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

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

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

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

As an action, you telekinetically launch as you fly just above the ground, allowing you to fly up to 5 meters. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 2d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

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

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

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

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

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

On a critical hit, add twice as much damage.

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

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

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

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

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

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

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

As a reaction, which you use when you make a Will saving throw, you fortify your mind against intrusions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

Augment

You can expend 2 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 2 meters of you have advantage on Will saving throws.

As an action, you teleport yourself to an unoccupied space you can see within 20 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw.

On a failure, it takes 1d10 concussion damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The thunder can be heard from up to 100 meters away.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

Augment

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

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 2 meters away from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 5d4 concussion damage, is deafened for 1 minute, and is pushed 2 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4, push each creature an additional meter, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for each additional mana expended, instead of the normal increase.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, jets of water shoot out from you. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 bludgeoning damage, is wet until the end of its next turn, and is pushed or pulled 2 meters away from you or toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d10, push the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, a tidal wave surges forth from you or retreats to you. Choose to have the wave surge or retreat. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 1d10 bludgeoning damage, is wet until the end of its next turn, is knocked prone if it is Medium or smaller, and is pushed or pulled 2 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed or pulled 4 meters away from you or toward you (pushed if the waves surged, pulled if the waves retreated) if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d10 and affect a creature of a larger size for each additional mana expended.

  • You can expend 2 additional mana so it deals no damage, but 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 an action.

As an action, you manipulate time, ravaging a creature or an object that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 6d6 force damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

This spell automatically ravages a Tiny or smaller nonmagical object. If the target is a Small or larger object, this spell ravages a 75-centimeter radius sphere portion of it. A ravaged object is reduced to a pile of fine dust. A magic item is unaffected by this spell.

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

    At 2 mana, this spell automatically ravages a Small or smaller nonmagical object. If the target is a Medium or larger object, this spell ravages a 1-meter radius sphere portion of it.

    At 3 mana:

    • if the damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a heap of its former form, about half the size that it started. The creature can be restored to life only by means of a resurrection spell, a miracle spell, or a wish spell.
    • this spell automatically ravages a Medium or smaller nonmagical object. If the target is a Large or larger object, this spell ravages a 1-meter radius sphere portion of it.

    At 4 mana, this spell automatically ravages a Large or smaller nonmagical object. If the target is a Huge or larger object, this spell ravages a 2-meter radius sphere portion of it.

    At 5 or more mana, this spell automatically ravages a Huge or smaller nonmagical object. If the target is a Gargantuan or larger object, this spell ravages a 3-meter radius sphere portion of it.

  • Rapid Aging. You can expend 4 additional mana and cast this spell as two actions to rapidly age the target.

    On a failure, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

As an action, you shift to an incredibly small size and then suddenly return to normal as make a weapon attack.

On a hit, add 1d6 + your spellcasting ability to the attack’s damage roll and if the creature is your size or smaller it must succeed on a Reflex saving throw or it is flung 2 meters away from you where it falls prone and takes 1d10 bludgeoning damage.

On a critical hit, add twice as much damage.

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

Augment

You can increase the initial damage by 3d6, fling the creature an additional meter, the secondary damage by 1d10, and affect a creature of a larger size for each additional mana expended.

3 hours/mana

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

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

On a failure, it takes 2d10 poison damage and is poisoned until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

As an action, you can choose any two creatures that you can touch or see within 20 meters. The creatures must be within 5 meters of each other when you target them. The two creatures teleport, swapping places. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell and the creatures do not teleport. This ability fails if either creature can’t fit in the destination space.

Augment

The creatures can be an additional 10 meters apart for each additional mana expended.

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

On a failure, it takes 1d8 bludgeoning damage and is knocked prone.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Tremors. You can expend 2 additional mana so it deals no damage, but 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.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can twist fate. The creature makes the roll with advantage or with disadvantage (your choice). You can do so after the roll but before any effects of the roll occur.

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

Augment

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

concentration, 5 minutes/mana

As an action, a weapon you touch becomes sheathed in shadow. For the duration, the weapon turns bright light within 4 meters of you into dim light and dim light into darkness and deals an extra 1d4 necrotic damage.

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

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

  • You can expend 1 additional mana to cause an additional weapon you touch to become sheathed in shadow.

3 hours/mana

As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.

Augment

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

As an action, you regain 2d8 + your spellcasting ability health that was lost within the last minute.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

  • Undo Limb Loss. You can expend 2 additional mana to increase the healing by 1d8. The duration changes to 1 minute/mana 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) that were lost within the last minute, 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.

(ritual); 1 hour/mana

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

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

(ritual); 1 hour/mana

As an action, you create a mindless, shapeless, Medium shadow that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within 10 meters. It has 10 Defense, 1 health, and a Strength of −4, and it can’t attack. If it drops to 0 health, the spell ends.

Once on each of your turns as an action, you can mentally command the servant to move up to 3 meters and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 10 meters away from you, the spell ends.

As an action, gusts of wind lift a Medium or smaller creature that you can touch or see within 10 meters into the air as it must make a Reflex saving throw. A creature can willingly fail this save.

On a failure, it is lifted up to 6 meters into the air. It falls unless it has some means to stay aloft.

Augment

You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.

As an action, gravity lifts a Medium or smaller creature that you can touch or see within 10 meters upwards as it must make a Reflex saving throw. A creature can willingly fail this save.

On a failure, it is lifted up to 6 meters upwards. It falls unless it has some means to stay aloft.

Augment

You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.

5 minutes/mana

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

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

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

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

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

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

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

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

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

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

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

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

1 hour/mana

As an action, you bind yourself to walls. You gain a climbing speed equal to your walking speed for the duration.

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

  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

1 hour/mana

As you spend 10 minutes to cast this spell, you enter a deep contemplation. You learn a language or become capable, or proficient if you are already capable, with a skill for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to become proficient if you aren’t already capable.

  • You learn an additional language or become capable with an additional skill for each additional mana expended.

As a reaction, which you use when a creature that you can touch or see within 10 meters of you attacks you or another creature, you can cause light to flare before the attacker before it hits or misses. You impose disadvantage on the roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana so the creature has disadvantage on attacks until the start of its next turn.

concentration, 5 minutes/mana

As an action, wind whirls around a creature that you can touch or see within 10 meters. It gains one of the following benefits for the duration:

  • It gains a +2 bonus to Defense.
  • Ranged weapon attacks made against it have disadvantage.
  • It has advantage on saving throws against the burning condition.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to give both benefits to the target.

  • You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

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

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

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

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

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

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

concentration, 1 minute/mana

As an action, the eyes or ears of a creature that you can touch or see within 10 meters tear free from its head and scurry away. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 necrotic damage and is blinded or deafened (your choice) for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 4d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you warp the locomotive limbs of creatures which are typically its legs though it may be its wings or other limbs. Choose lengthen or shorten as the spell’s effect.

Lengthen. A creature that you can touch or see within 10 meters has its locomotive limbs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

Shorten. Up to two creatures that you can touch or see within 10 meters and within 5 meters of each other must make a Fortitude saving throw.

On a failure, one or more of the creature’s limbs grows longer or shrinks shorter than its other limbs as its speed decreases by 2 meters and it has disadvantage on Athletics checks to jump 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 one additional creature with lengthen or two additional creatures with shorten for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose to mix and match the effects by lengthening one creature and shortening two creatures for example.

As an action, you unleash a jet of water. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage, is wet until the end of its next turn, and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

As an action, you create a whip of water that pulls and unbalances a creature that you can touch or see within 10 meters. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage, is knocked prone if it is Medium or smaller, and is pulled 2 meters toward you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pulled 4 meters toward you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 4d8 and affect a creature of a larger size for each additional mana expended.

5 minutes/mana

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

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

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

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

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

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

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

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

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

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

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

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

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 whispered by the wind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance.

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

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

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

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

While your companion is within 20 meters of you:

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

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

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

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

Augment

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

As a reaction, which you use when you make a skill check or a saving throw, reflections of yourself swarm about you, whispering suggestions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

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

1 minute/mana

As an action, an invisible sphere of wild magic twice as big as normal surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any spell cast from inside the sphere must roll on the Wild Surge table to create a random magical effect.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to cast the spell centered on a point within 20 meters, where it remains for the duration.

  • Chaos Sphere. You can expend 1 additional mana so the area within the sphere is filled with chaotic energy. The sphere is normal size and the duration changes to 1 minute/mana, concentration. 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.

    On a failure, a creature is confused until the end of its next turn.

concentration, 1 minute/mana

As an action, you cause wild magic to pour out from a creature. Choose a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Will saving throw.

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

On a success, the spell ends.

Prerequisites: Itarii

5 minutes/mana

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less, spectral frost rimes the creature who hit you. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

As a reaction, which you use when you are hit by an attack or missed by 4 or less, lightning lashes out from your body. If the creature who damaged you is within 10 meters, it must make a Reflex saving throw.

On a failure, it takes 2d10 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

As an action, winds lift you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 2d6 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

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

Augment

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

1 hour/mana

As two actions, you ward a willing creature that you can touch or see within 10 meters and create a connection between you two until the spell ends. While the creature is within 10 meters of you, it gains a +2 bonus to Defense and saving throws, and it has resistance to all damage. Each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 health or if you and the creature become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

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

concentration, 5 minutes/mana

As two actions, you create a cloud of acidic, green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and 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. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

The acid slowly eat through objects, creating holes in surfaces, destroying nonmagical items, or dissolving bodies. It takes 1 minute to dissolve nonmagical organic materials such as cloth, plants, or rope, 10 minutes to dissolve wood, and 30 minutes to dissolve bodies and metal.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

As two actions, acidic rain falls to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d10 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 5 minutes/mana

As two actions, you create two 2-meter radius pools of acid on the ground within 20 meters that last for the duration. The pools can’t occupy the same space as a creature or object and their area is difficult terrain.

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

On a failure, it takes 2d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

You can create one additional pool and increase the damage by 1d8 for each additional mana expended.

(ritual); 1 hour/mana

As two actions, you swirl your hand in a circular motion to create a bubble of air around the head of a willing creature that you can touch or see within 5 meters. The air allows the creature to breathe and it continuously renews itself.

Augment

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

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

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

concentration, 5 minutes/mana

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

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

Augment

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

concentration, 5 minutes/mana

As two actions, you call forth an acid elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an acid elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth an air elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an air elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

  • Invisible Stalker. You can expend 2 additional mana to summon an invisible stalker instead of an air elemental.

    An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

    Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

concentration, 5 minutes/mana

As two actions, you siphon blood from a creature within 10 meters, animating it into a blood ooze. The creature must make a Fortitude saving throw.

On a failure, it takes 3d6 necrotic damage and is a blood ooze appears in an unoccupied space within 1 meter of the creature.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

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

Augment

You can target one additional creature for each additional mana expended, creating an additional blood ooze.

concentration, 5 minutes/mana

d8Damage Type
1Fire Elemental
2Acid Elemental
3Lightning Elemental
4Earth Elemental
5Ice Elemental
6Air Elemental
7Water Elemental
8Sand Elemental

As two actions, you call forth a random elemental which appears in an unoccupied space that you can see within 10 meters. Roll a d8 and compare the result to the table below to determine the elemental type as a companion, using 2 resources.

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

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

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

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

24 hours

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

Skeleton. A pile of bones can become a skeleton.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth an earth elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an earth elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth a fire elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a fire elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth an ice elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an ice elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, objects come to life at your command. Choose three nonmagical objects within 20 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as three objects, and Huge targets count as five objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

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

Animated Objects Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated object is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 5 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, it is immobilized. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated object drops to 0 health, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

Augment

You can animate two additional objects for each additional mana expended.

concentration, 5 minutes/mana

As two actions, plants come to life at your command. Choose three nonmagical plants within 20 meters. Medium targets count as two plants, Large targets count as three plants, and Huge targets count as five plants. You can’t animate any plant larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

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

Animated Plants Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated plant is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 5 meters; the plant can use half of its movement to detach its roots from the ground or root itself in the ground. It has blindsight with a radius of 5 meters and is blind beyond that distance. When the animated plant drops to 0 health, it reverts to its original plant form, and any remaining damage carries over to its original plant form.

If you command a plant to attack, it can make a single melee attack against a creature within 1 meter of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form.

Augment

You can animate two additional plants for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you call forth a sand elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a sand elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth a Shadow, Shadow Mastiff, or Specter to appear in an unoccupied space of dim light or darkness you can see within 20 meters. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the creature gains 1 mana or 2 stamina dice. The creature is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

If you call forth a Shadow it does not reduce a target’s Strength.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend one additional mana to call forth another Shadow or Shadow Mastiff.

  • You can expend 1 additional mana to call a Shadow Mastiff Alpha or Wraith. If you call forth a Wraith it does not reduce a target’s maximum health. You can call one additional creature for every two additional mana expended.

concentration, 5 minutes/mana

As two actions, you call forth a lightning elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a lightning elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 5 minutes/mana

As two actions, you call forth a water elemental or water weird which appears in an unoccupied space that you can see within 10 meters. The water weird must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain. The elemental is a water elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

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

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

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

concentration, 1 hour/mana

As two actions, a shimmering barrier extends out from you in a sphere and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. Any creature within the barrier when you cast the spell is pushed outside the barrier.

The barrier 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 barrier.

If you move so that an affected creature passes through the barrier, the spell ends.

Augment

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

concentration, 1 hour/mana

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

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

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

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

Augment

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

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a watery form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only methods of movement are a speed of 2 meters and a swimming speed of 5 meters
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • you are wet. This wetness does not end if you take fire damage.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to water form.

If you are in water form and swimming when the effect ends, you ascend 10 meters per round for 1 minute until you reach the surface.

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

  • Water Glide. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your swimming speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you produce a loud trumpeting. Each creature in a cone must make a Fortitude saving throw.

On a failure, it is incapacitated until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so a creature is stunned instead of incapacitated.

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

As you spend 1 minute to cast this spell, you shift up to five willing creatures of your choice that you can touch or see within 5 meters to the Astral Plane. Shifted creatures can gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you occupied when you used this ability, with no time having passed in the world.

During this short rest, the creatures you sequester can make use of any options available during a rest that only affect the creatures you sequester.

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

Augment

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

As a reaction, which you use when you detect a teleportation within 20 meters, you can halt a creature teleporting in or teleporting out that occur within 20 meters. The creature must make a Will saving throw.

On a failure, its teleportation is delayed until the start of its next turn. At the start of its next turn, it repeats the Will saving throw or its teleportation is canceled.

On a critical failure, its teleportation is canceled.

concentration, 5 minutes/mana

As you spend 1 hour to cast this spell, tracing magical pathways within a plant, you touch a Huge or smaller plant. The target must have either no Intelligence or an Intelligence of −4 or less. The target gains an Intelligence of 0. The target also gains the ability to speak one language you know. The target gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The plant is friendly to you and your companions and remains awakened until it drops to 0 health or when the spell ends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

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

Augment

You can expend 2 additional mana to awaken another plant.

concentration, 1 minute/mana

As two actions, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each creature must make a Will saving throw.

On a failure, whenever a creature makes a skill check or a saving throw before the spell ends, it rolls with disadvantage.

Augment

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

concentration, 1 minute/mana

As two actions, you send an object weighing 150 kilos or less, or attempt to send a Large or smaller creature, within 10 meters to to another plane of existence. An unwilling creature must succeed on a Will saving throw to avoid the effect.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature who is native to the plane of existence you’re on can repeat the saving throw at the end of each turn, returning on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

Augment

You can target one additional creature or object, affect a creature of a larger size, and increase the weight of an object that this spell can target by 100 kilos for each for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

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

Augment

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

concentration, 1 minute/mana

As two actions, you bestow hope and vitality in an aura shaped as a sphere that is twice as big as normal. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has advantage on Will saving throws and death saving throws, and regains the maximum amount of health possible from any healing.

1 hour/mana

As you spend 1 minute to cast this spell, you plant a few beans in the ground as a huge beanstalk erupts from the ground. It grows at a rate of 10 meters per round, to a maximum height of 200 meters. It’s strong enough to support up to 600 kilos total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (Difficulty 5). When the spell ends, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.

Augment

You can increase the maximum height by 20 meters and the maximum weight by 300 kilos for each additional mana expended.

concentration, 5 minutes/mana

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

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

Augment

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

concentration, 5 minutes/mana

As two actions, you curse a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes cursed for the duration.

When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
  • While cursed, the creature has disadvantage on attacks.
  • While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
  • While cursed, the creature is blinded or deafened (your choice).
  • While cursed, the creature can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

concentration, 5 minutes/mana

As two actions, you bestow misfortune on a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes unlucky for the duration.

When you cast this spell, choose the nature of the luck from the following options:

  • Choose one ability. While unlucky, the creature has disadvantage on skill checks made with that ability.
  • While unlucky, the creature has disadvantage on attacks.
  • While unlucky, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative unlucky effect, but it should be no more powerful than those described above. The GM has final say on such an unlucky effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

As two actions, you coagulate the blood of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 4d6 necrotic damage and is stunned until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

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

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 5 minutes/mana

As two actions, you create a vertical wall of whirling, razor-sharp, blades within 20 meters that last for the duration. The wall can’t occupy the same space as a creature or object, provides three-quarters cover to creatures behind it, and its space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 slashing damage.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

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

concentration, 1 minute/mana

As two actions, you bless up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

Augment

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

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Fortitude saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Fortitude saving throw against the spell. If the saving throw succeeds, the spell ends.

3 hours/mana

As two actions, you consume half a liter of blood from a creature that could cast spells that died within the last 24 hours. You can learn a spell with a mana cost up to your mana limit that the creature knew for the duration. Your GM determines the spell, though you can provide input such as “a higher mana spell”, “a spell that can protect me”, “a spell that can cause mass destruction”.

concentration, 1 minute/mana

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

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

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

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

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

Augment

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

concentration, 1 minute/mana

As two actions, your voice strengthens the will of up to two creatures who can see or hear you within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

Augment

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

concentration, 5 minutes/mana

As two actions, you become attuned to the earth around you. You gain a burrow speed of 5 meters and while you are underground, you gain a tremorsense of 5 meters for the duration.

If this spell ends while you are underground, you are trapped in the earth and begin suffocating.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters becomes starts to glow for the duration. The creature must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 2d6 radiant damage and is blinded until the end of its next turn as light bursts from its wounds and orifices. It radiates bright light in a 4-meter radius and dim light for an additional 4 meters.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The 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 4d6 for each additional mana expended.

concentration, 5 minutes/mana

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

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

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

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

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

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

1 minute/mana

As two actions, a 10-meter radius storm cloud appears centered on a point you can see within 20 meters directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud moves to always stay directly above you.

When you cast the spell—and once on on each of your turns thereafter as an action—you can choose a point you can see within 10 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d12 lightning damage and is deafened and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, each creature within 2 meters of the point must make the saving throw.

Augment

You can increase the damage by 1d12 for each additional mana expended.

concentration, 1 minute/mana

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

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

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

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

1 minute

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

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

Augment

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

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failure, it takes 5d8 lightning damage and can’t take reactions until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana expended and the damage increases by 1d8 for each additional mana expended and by an additional 1d8 for every two additional mana expended. You can end the chain at any point.

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

As two actions, chaotic energy rips reality asunder in a point you can see within 20 meters. Each creature in a cylinder centered on that point must make a Will saving throw.

On a failure, it takes 3d8 damage and is confused until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown on the table.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and a 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.

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana

As you spend 10 minutes to cast this spell, you can see and hear a location or a particular creature that is within 2 kilometers.

If you choose a location, it must be familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you do, the sensor appears at that location and doesn’t move.

If you choose a particular creature, it must make a Will saving throw, which is modified by how well you know the creature and the sort of physical connection you have to it. If a creature knows you’re casting this spell, it can willingly fail the saving throw if it wants to be observed.

KnowledgeSave Modifier
Secondhand (you have heard of the creature)+4
Firsthand (you have met the creature)+0
Familiar (you know the creature well)−4
ConnectionSave Modifier
Likeness or picture−2
Possession or garment−4
Body part, lock of hair, bit of nail, or the like−10

On a failure, you create an invisible sensor within 2 meters of the creature. You can see and hear through the sensor as if you were there. The sensor moves with the creature, remaining within 2 meters of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist, though it can’t be attacked or otherwise interacted with.

On a success, the creature isn’t affected, and you can’t use this spell against it again for 4 hours.

On a critical success, the creature isn’t affected, and you can’t use this spell against it again for 24 hours.

Augment

You can expend 1 additional mana so the creature or object can be anywhere on the same plane of existence as you.

As a reaction, which you use when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 5 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

concentration, 1 minute/mana

As two actions, flies buzz around in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Additionally, you have advantage on Intimidation checks but disadvantage on other Charisma skill checks using a social skill for 1 minute.

Augment

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

concentration, 5 minutes/mana

As two actions, you create a cloud of poisonous, yellow-green fog in a sphere centered on a point within 20 meters. The cloud spreads around corners and 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.

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

On a failure, it takes 3d4 poison damage and is poisoned until the end of its next turn.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Creatures are affected even if they hold their breath or don’t need to breathe.

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

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

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters must make a Will saving throw.

On a failed save you wrest control of a spell that the target is concentrating on. For the duration the creature does not need to concentrate on the spell as you are now concentrating on it (as part of the concentration of this spell). Once you wrest control of the spell from the target, you have several options:

  • Allow the spell to function as normal.
  • Decide how the spell fulfills its function each round.
  • Retarget the spell on yourself or centered on a new point within 20 meters.
  • End concentration on this spell, ending the co-opted spell.

concentration, 5 minutes/mana

As two actions, a billowing mass of icy and misty vapors appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and 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.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the fog is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for every two additional mana expended.

  • You can expend 1 additional mana to increase the slowed level by 1.

  • You can expend 1 additional mana so the duration changes to 1 hour/mana.

(ritual); M (incense and a sacrificial offering appropriate to your religion worth 25 sp, consumed)

As you spend 1 minute to cast this spell, you contact your deity or a divine proxy with an offering and ask a single question concerning a specific goal, event, or activity that has occurred or has yet to occur. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Augment

You can ask one additional question for each additional mana expended.

As you spend 1 minute to cast this spell, you briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 10 kilometers of you. In caves and other natural underground settings, the radius is limited to 100 meters. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

concentration, 1 minute/mana

As two actions, creatures of your choice within 5 meters that can hear you must make a Will saving throw. A target automatically succeeds on this saving throw if it can’t be charmed.

On a failure, a target is affected by this spell. Until the spell ends, you can use an action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take any actions before it moves. After moving in this way, it can make another saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire or a pit, but it will provoke opportunity attacks to move in the designated direction.

concentration, 1 hour/mana

As two actions, you take control of an undead creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if the creature’s Intelligence is −2 or higher. If the creature is undead, the spell has no effect on it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new saving throw against the spell. If the saving throw succeeds, the spell ends.

Intelligent undead are harder to control in this way. If it fails the saving throw and has an Intelligence of 1 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

concentration, 5 minutes/mana

As two actions, you can control any freestanding water within 100 meters inside an area that is a cube up to 20 meters on a side. You can choose from any of the following effects when you cast this spell.

Flood. You cause the water level of all standing water in the area to rise by as much as 5 meters. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 5-meter tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25% chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

On subsequent turns, you can use two actions to repeat the same effect or choose a different one.

concentration, 5 minutes/mana

As two actions, you take control of the air in a 10-meter cube that you can see within 100 meters. Choose one of the following effects when you cast the spell. The effect lasts for the duration, unless you use an action on a later turn to switch to a different effect. You can also use an action to temporarily halt the effect, to restart one you’ve halted, or move the cube up to 5 meters within 100 meters.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on the roll and any burning creature in the area has the burning condition reduced by 1. If the wind is strong, any creature moving against the wind’s speed is halved.

Downdraft. You cause a sustained blast of strong wind (at least 30 kilometers per hour) to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on the roll and any burning creature in the area has the burning condition reduced by 1. A creature must make a Reflex saving throw if it flies into the cube for the first time on a turn or starts its turn there flying.

On a failure, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 2 meters higher than normal.

While the winds are not halted they have the following effects:

  • They deafens creatures in its area.
  • They extinguishes unprotected flames in its area that are torch-sized or smaller.
  • Any burning creature in the area has the burning condition reduced by 1
  • They hedge out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • Ranged weapon attacks have disadvantage if the attack passes in or out of the wind.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to acid. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to acid damage for the duration and the first time on each turn the creature takes acid damage, it takes an extra 2d6 acid damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a corrosive form. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to corrosive form.
  • a creature that enters your space for the first time on a turn or starts its turn there must make a Fortitude saving throw. On a failure, the creature 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. On a success, a creature takes half as much damage.
Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you create 7 kilos of food and 40 liters of clean water on the ground or in containers within 5 meters, enough to sustain up to seven humanoids or 2 steeds for 24 hours for each mana expended. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Augment

You create an additional 7 kilos of food and 40 liters of clean water for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you mix certain chemicals with blood, clay, ash, and mandrake root, to create a companion known as a homunculus which appears in an unoccupied space that you can see within 10 meters. The homunculus assumes the homunculus companion form, using 2 resources. The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the construct gains 1 mana or 2 stamina dice. The homunculus is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another homunculus.

1 minute/mana

As two actions, you create two star-like motes in your space. They float in the air and orbit you for the duration. If you have four or more motes remaining, they shed bright light in a 5-meter radius and dim light for an additional 5 meters. If you have one to three motes remaining, they shed dim light in a 5-meter radius.

When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a mote, sending it streaking toward a point within 20 meters. Once a mote reaches its destination or impacts against a solid surface, the mote explodes. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the number of motes by 2, the damage by 1d8 for each additional mana expended, and the damage by 1d8 for every two additional mana expended.

1 hour/mana

As two actions, you whisper a damning secret to a creature that you can touch or see within 10 meters. Only the creature can hear the whisper. The creature must make a Will saving throw. If the creature doesn’t share a language with you or if it can’t hear you, the spell has no effect on it.

On a failure, it is charmed by you for the duration. The creature interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it. The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

When the effect ends, the creature has no understanding of why it held you in such fear.

concentration, 1 hour/mana

As two actions, you sense the presence of danger within 20 meters. For the duration, attacks made against you can’t gain advantage, you have advantage on initiative checks, you have advantage on Perception checks to find traps, and you have advantage on Reflex saving throws to avoid traps.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failure, it is plunged into an illusory realm as it is charmed or frightened by you for the duration. This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

A creature can repeat the saving throw with disadvantage at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As two actions, you touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 health as a result of taking damage, the target instead drops to 1 health, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the target gains 3d10 temporary health when it drops to 1 health.

  • You can expend 1 additional mana so you can cast this spell as a reaction, which you use when a creature within 2 meters of you takes damage.

As a reaction, which you use when you are reduced to 0 health, you instead enter a state of suspended animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain catalysts, mana, ki, or stamina dice. You do not roll death saving throws, are incapacitated, and unaware of your surroundings. Outside forces can damage your body, but you remain in a state of deferred fatality as long as your head remains attached to your torso and your brain remains intact until you have 1 or more health. When so cured, you become conscious with 1 health and 1 mana.

concentration, 1 minute/mana

As two actions, you can read the thoughts of certain creatures. When you cast the spell—and as two actions on each turn until the spell ends—you can focus your mind on a creature that you can touch or see within 5 meters of you. If the creature has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As two actions, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Will saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action on its turn to repeat the saving throw; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as two actions during the duration, you can search for thoughts within 5 meters of you. The spell can penetrate barriers, but 60 centimeters of stone, 5 centimeters of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within 5 meters of you.

Augment

You can expend 1 additional mana to plant an idea or memory in the creature’s mind. The creature must remain within 5 meters of you and you must focus on it for 1 minute. After 1 minute the creature must make a Will saving throw or you plant the idea or memory in the creature’s mind as if it were an organic thought or real memory. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). The idea or memory lasts for 4 hours for each mana expended to cast this spell.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this skill check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your skill check for each additional mana expended.

As two actions, you temporarily extinguish the violent impulses of a creature that you touch. The creature must make a Fortitude saving throw. If the creature is missing any of its health, the spell has no effect on it.

On a failure, it is charmed by you for the duration or until you or your allies attack it, damage it, or force it to make a saving throw or if the target witnesses any of those things happening to its allies. While charmed, it can’t attack, cast spells that deal damage, or spells that force someone to make a saving throw.

3 hours/mana

As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.

While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.

On a failure, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking.

Once during the dream, the target can choose to make a Will saving throw to end its effect.

concentration, 1 minute/mana

As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 3d8 health, is deafened, can’t speak, can’t use breath weapons, and can’t see anything beyond 2 meters until the start of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health and and the effect ends.

On a critical success, it loses no health and the effect ends.

Augment

You can cause the target to lose 3d8 more health for each additional mana expended.

concentration, 1 minute/mana

As two actions, choose an unoccupied 1-meter cube of air that you can see within 20 meters. An elemental force that resembles a dust devil appears in the cube.

A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d10 bludgeoning damage and is pushed 3 meters away if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the dust devil is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Additionally, any burning creature in the area has the burning condition reduced by 1.

If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2-meter radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

Augment

You can increase the damage by 1d10, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

1 minute/mana

As two actions, a Large hand made from compacted soil rises in an unoccupied space on the ground that you can see within 5 meters. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the hand up to 5 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Forceful Hand. The hand attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

On a success, it takes half as much damage.

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the hand if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interposing Hand. The hand interposes itself between you and a creature. The hand moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the hand’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the clenched fist option, push the creature an additional meter for the forceful hand option, and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

As two actions, you force a creature that you can touch or see within 20 meters to see enemies everywhere. The creature must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within 20 meters of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As two actions, a tendril of inky darkness reaches out from you. When you cast the spell—and once on on each of your turns thereafter as an action—the tendril can touch a creature that you can touch or see within 10 meters to drain life from it. The creature must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d10 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 1d10 for each additional mana expended.

1 minute/mana

As two actions, you weave a distracting string of words, enthralling creatures of your choice within 10 meters. Each creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is immune to being charmed or it can’t hear you, the spell has no effect on it.

On a failure, the creature has disadvantage on Perception checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

As two actions, a fountain of churned earth and stone erupts from a point on the ground within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The ground in the spell’s area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana

As two actions, you touch a willing creature to grant it the ability to see into the Ethereal Plane for the duration. Ethereal creatures and objects appear ghostly and translucent.

As you spend 10 minutes to cast this spell, you convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within 20 meters. You can use them to fabricate an object or a wall:

Object. You fabricate a Large or smaller object, given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium. The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have capability or proficiency with the type of artisan’s tools used to craft such objects.

Wall. You fabricate a nonmagical wall of the raw material twice as big as normal. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of the raw material that blocks line of sight. The wall can be damaged and thus breached. Each panel has 12 Defense, 1 Soak, and 1.5 Health per centimeter of thickness. If the wall is fabricated from metal, stone, or another mineral substance, it has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to fabricate a Huge or smaller object. If you are working with metal, stone, or another mineral substance, you can fabricate a Large or smaller object.

  • You can expend 2 additional mana to fabricate a Gargantuan or smaller object. If you are working with metal, stone, or another mineral substance, you can fabricate a Huge or smaller object.

  • You can expend 3 additional mana to fabricate a Gargantuan or smaller object of any available material.

3 hours/mana

As two actions, you conjure a phantom watchdog in an unoccupied space that you can see within 5 meters. The hound occupies that space and is invisible to all creatures except you and can’t be harmed.

When a Small or larger creature comes within 5 meters of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The hound vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

(ritual); 1 hour/mana

As two actions, you touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded, incapacitated, and immobilized. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Augment

Suspend Life. You can expend 1 additional mana and concentrate on this spell for the full duration so the effect lasts until dismissed or dispelled.

M (a vial of blood from a celestial or humanoid killed within the past 24 hours); concentration, 5 minutes/mana

As two actions, you utter foul words and consume a vial of blood from a celestial or humanoid killed within the past 24 hours to summon a fiend in an unoccupied space that you can see within 10 meters. The fiend is neutral to you and your companions, and it disappears when it drops to 0 health or when the spell ends. The fiend can’t use any legendary actions or lair actions. Any spell cast by the fiend reduces your mana by the amount the fiend expends.

You can call two Abyssal Wretchs, Dretch, Imp, Maw Demon, Nupperibo, or Quasit

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Fiends prefer commands that would draw you toward evil. Otherwise, you must make a Deception, Intimidation, or Persuasion check contested by its Insight check. You make the check with advantage if you say the fiend’s true name. If your check fails, the fiend is immune to your verbal commands for the duration of the spell and may become hostile, though it can still carry out your commands if it chooses. If your check succeeds, the fiend carries out your command.

If your concentration ends before the spell reaches its full duration, the fiend doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual fiend’s talisman, you can summon that fiend, and it obeys all your commands, with no Charisma checks required.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fiend can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can call two additional Abyssal Wretchs or one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Barghest, Hell Hound, Incubus, Merrenoloth, Rutterkin, Succubus, Spinagon, or Vargouille. You can call one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Babau, Hamatula, Barbazu, Bulezau, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Merregon, Mezzoloth, Night Hag, Shadow Demon, or Tanarukk. You can call one additional creature for every two additional mana expended.

  • You can expend 2 additional mana to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every two additional mana expended.

  • You can expend 3 additional mana to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.

concentration, 3 hours/mana

As you spend 1 minute to cast this spell, you can find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

As two actions, you send negative energy coursing through a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 6d10 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature killed by this spell rises as a zombie at the start of your next turn as it would via the animate dead spell.

If you target an undead creature with this spell, it doesn’t make a saving throw. Instead, roll 6d10. The creature regains health equal to the total.

Augment

You can increase the damage or the healing by 3d10 for each additional mana expended.

As two actions, a bright streak flashes from your pointing finger to a point within 20 meters and then blossoms with a low roar into an explosion of flame. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

  • Delayed Blast Fireball. You can expend 1 additional mana so the ball lingers at the point of origin as a glowing bead while you concentrate on the spell for up to 1 minute. If at the end of your turn the bead has not yet detonated, you can increase the damage by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the bead explodes.

    If the glowing bead is touched before the interval has expired, the creature touching it must make a Reflex saving throw.

    On a failure, the spell ends immediately, causing the bead to explode.

    On a success, the creature can throw the bead up to 5 meters. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

concentration, 1 minute/mana

As two actions, small fissures continuously open and close on the ground in a sphere centered on a point within 20 meters for the duration. The fissures turn the ground into difficult terrain for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the fissures are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters. Any difficult terrain that is no longer in the fissures returns to normal.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so the duration changes to 1 hour/mana.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to fire. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to fire damage for the duration and the first time on each turn the creature takes fire damage, it takes an extra 2d6 fire damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As two actions, a 1-meter diameter sphere of fire appears in an unoccupied space of your choice within 5 meters.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make a Reflex saving throw, and the sphere stops moving this turn.

On a failure, it takes 5d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

When you move the sphere, you can direct it over barriers up to 1 meter tall and jump it across pits up to 2 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 4-meter radius and dim light for an additional 4 meters.

Augment

You can increase the damage by 3d6 and the burning level by 2 for each additional mana expended.

As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 slashing damage and is bleeding 2.

On a critical failure, it takes twice as much damage and is bleeding 4.

On a success, it takes half as much damage and is bleeding 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the bleeding level by 1 for each additional mana expended.

(ritual); M (rare incense and powdered ruby worth 500 sp); 6 hours/mana

As you spend 10 minutes to cast this spell, you create a ward against magical travel that protects up to 1000 square meters of floor space (an area ~32 meters on each side). The warded area can be up to 5 meters tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the components are consumed on the last casting.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the area by 1000 square meters for each additional mana expended.

  • You can expend 1 additional mana to cause the spell to damage types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 force damage.

  • Guards and Wards. You can expend 1 additional mana to place your choice of one of the following magical effects within the warded area. You must know any spell specified.

    • Place fog cloud in all the warded corridors. In addition, at each intersection or branching passage offering a choice of direction, there is a 50% chance that a creature other than designated or who knows the password will believe it is going in the opposite direction from the one it chooses.
    • Place knock/lock on all doors in the warded area, magically locking them. In addition you can place minor illusion on up to ten doors to make them appear as plain sections of wall.
    • Place web in all the warded stairs from top to bottom. These strands regrow in 10 minutes if they are burned or torn away while forbiddance lasts.
    • Place dancing lights in four corridors. You can designate a simple program that the lights repeat.
    • Place magic mouth in two locations.
    • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while forbiddance lasts.
    • Place a constant gust of wind in one corridor or room.
    • Place a suggestion in one location. You select an area of up to 1 meter square, and any creature that enters or passes through the area receives the suggestion mentally.

As two actions, magic beams rain from above at a point within 20 meters. Each creature in a cylinder centered on that point takes 6d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 2d4 for each additional mana expended.

1 minute/mana

As two actions, you create a Large hand of shimmering, translucent force in an unoccupied space that you can see within 5 meters. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

The hand doesn’t fill its space.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the hand up to 5 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Forceful Hand. The hand attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the hand. The hand moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the hand if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interposing Hand. The hand interposes itself between you and a creature. The hand moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the hand’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the clenched fist option, push the creature an additional meter for the forceful hand option, and affect a creature of a larger size for each additional mana expended.

1 minute/mana

As two actions, you create a sword-shaped plane of force that hovers within 5 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and once on on each of your turns thereafter as an action—you can move the weapon up to 5 meters and cause the sword to strike a creature within 1 meter of the sword. The target takes 5d4 + your spellcasting ability force damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

concentration, 1 hour/mana

As two actions, you fortuitously avoid danger within 20 meters. For the duration, attacks made against you can’t gain advantage, you have advantage on initiative checks, you have advantage on Perception checks to find traps, and you have advantage on Reflex saving throws to avoid traps.

concentration, 1 minute/mana

As two actions, you impart latent luck upon up to two creatures you can see within 5 meters. Whenever a target makes a skill check or a saving throw before the spell ends, it rolls with advantage.

Additionally if you are one of the targets, whenever you are attacked before the spell ends, the attacker rolls with disadvantage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, you can divine the near future. By understanding the course of one’s near future, one can direct their actions to the advantages that fate set for them. You gain an effect determined by rolling on the Fortunes of Fate table, which lasts for the duration.

Fortunes of Fate
d20Effect
1The Magician. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.
2The High Priestess. While you aren’t incapacitated, you and each friendly creature within 5 meters of you who can see or hear you gains a bonus to saving throws equal to half your spellcasting ability.
3The Empress. Whenever you regain health, you regain an additional 2d6 health.
4The Emperor. Once on your turn, choose a friendly creature within 10 meters who can see or hear you can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
5The Hierophant. If you perform the same type of action as your previous turn you have +1 on the skill check or saving throw.
6The Lovers. Chose one willing creature other than yourself that is on the same plane of existence as you. You and the target gain a +2 bonus to Defense. If you do not target a willing creature, this has no effect.
7The Chariot. You have advantage on Will saving throws.
8Strength. You and any friendly creatures within 5 meters of you have advantage on saving throws against being frightened or charmed.
9The Hermit. You have resistance to psychic damage and you can’t be targeted by any divination magic or perceived through magical scrying sensors.
10Wheel of Fortune. You gain 1 luck point and can use it for the duration.
11Justice. You have advantage on attacks made against enemies that have dealt damage to you since the end of your last turn.
12The Hanged Man. As a reaction, which you use when you take damage, you can take 1d12 extra damage, and grant one ally that you can see advantage on a skill check or a saving throw that they make until the start of your next turn.
13Death. As two actions, you can repeat a saving throw that caused a effect, ending the effect on a success.
14Temperance. You have advantage on skill checks and saving throws if you did not move or take any actions on your last turn.
15The Devil. As two actions, a creature that you can touch or see within 5 meters must make a Will saving throw. On a failure, the creature is restrained until the end of your next turn.
16The Tower. Chaotic energy rips reality asunder as the chaos storm spell centered on your position at the start of each of your turns until you end concentration on this spell.
17The Star. You can grant yourself advantage on skill checks and saving throws. Once you use this ability three times, the spell ends.
18The Moon. A creature that you can touch or see within 10 meters must make a Will saving throw. On a failure, the creature is charmed or frightened by you (your choice) for for the duration. This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
19The Sun. Life-giving energy radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. When you cast the spell—and once on on each of your turns thereafter as an action—you can cause a creature in the aura to regain 2d10 health.
20Judgement. You have advantage on attacks made against creatures that dealt damage to or cast a spell on you since the end of your last turn, and creatures that you have dealt damage to or cast a spell on since the end of your last turn have advantage on attacks made against you.

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 cold damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

As two actions, a frigid globe of cold energy streaks from your fingertips to a point of your choice within 20 meters, where it explodes. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 4d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the globe 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 equal to the radius of the sphere. The ice is an instantaneous effect, but persists as nonmagical 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 a Brawn or Nimbleness check (its choice) against your spell save Difficulty to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 5 meters) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

Augment

You can increase the damage by 1d8 for each additional mana expended. If you expend 4 or more mana, the slowed level increases to 2.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to cold. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to cold damage for the duration and the first time on each turn the creature takes cold damage, it takes an extra 2d6 cold damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you fuse the flesh of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is not composed of flesh, the spell has no effect on it.

On a failure, its flesh ripples, grows together, and fuses into a nearly seamless whole until the end of its next turn as it is paralyzed and is forced into a fetal position, with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target retains the ability to breathe, eat, and excrete.

A shapechanger can revert to its normal form on its turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature’s flesh is warped 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.

1 hour/mana

As two actions, you and another willing, living, creature fuse into one being for the duration. If the creature is the same size, you choose whether to fuse into it or if it fuses into you. If the creature is a different size, the smaller creature fuses into the larger creature. While you are fused, the following rules apply:

  • The fused being’s game statistics are that of the creature that was fused into, though for Intelligence, Wisdom, and Charisma it uses the higher of each creature’s ability. Similarly, it uses the higher Aptitude Bonus, saving throw aptitudes, and skill aptitudes of either creature.
  • Any condition on either creature is applied to the fused creature, increasing in level if each creature has the condition and the condition has levels.
  • The creature fusing into the other retains the benefit of any traits, feats, or features from its class, species, or other source and can use them if the fused being is physically capable of doing so with the following limitations:
    • The creature who fused into the other can’t use any of its special senses, such as darkvision, unless the other creature also has that sense.
    • Use the highest of each creature’s catalyst limit, dice limit, and mana limit. Each creature retains its catalysts, mana, ki, and stamina dice. When the fused being expends any such resource, it chooses which pool to draw from, as long as the expended resource is below both limits, otherwise use the pool with the higher limit. Pools of the same resource can be combined, but must use the lowest limit.
    • The fused being knows all the concoctions, maneuvers, and spells that either creature knows.
    • The fused being has prepared any concoctions either creature has prepared.
  • You control the actions of the fused being, though you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

You choose whether your equipment falls to the ground in your space, merges into the fused being, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the fused being to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the fused being, and any equipment that the fused being can’t wear must either fall to the ground or merge with it. Equipment that merges with the fused being has no effect until the fusion ends.

If the fused being is reduced to 0 health, the creature that was fused into is dying and any excess damage carries over to the creature that fused into the other. Otherwise, the fused being automatically divides if the spell ends or if it dies. If a fused being is killed, it separates into its constituent creatures, both of which are also dead. The fused being can divide early as an action on its turn.

When the fusion ends, any conditions that the fused being has carries over to both creatures and the creature that fused into the other emerges prone in a space within 1 meter of the other creature.

You cannot use fission on a fused being.

Augment

If you expend 3 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a misty cloud. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only method of movement is a flying speed of 2 meters (hover)
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to cloud form.

If you are in cloud form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Wind Walk. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); 10 days

As two actions, you touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as resurrection.

concentration, 1 minute/mana

As two actions, you gain the ability to see through solid objects to a range of 5 meters. Within that range, you have darkvision if you don’t already have it. For the duration, you perceive objects as ghostly, transparent images.

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.

1 minute/mana

As two actions, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 5 meters. The claw lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the claw up to 5 meters and then cause one of the following effects with it.

Slashing Claw. The claw slashes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 slashing damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Forceful Claw. The claw attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the claw. The claw moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Grasping Claw. The claw attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the claw if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interposing Claw. The claw interposes itself between you and a creature. The claw moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the claw’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the slashing claw option, push the creature an additional meter for the forceful claw option, and affect a creature of a larger size for each additional mana expended.

M (incense and powdered diamond worth 200 sp, consumed)

As you spend 1 hour to cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 2 meters in diameter. If the surface or object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Perception check against your spell save Difficulty to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the ward could be set to affect aberrations or drow). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Reflex saving throw. A creature takes 7d6 + your spellcasting ability force damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a spell of 2 mana or less in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Augment

You can increase the damage of an explosive runes glyph by 2d6 for each additional mana expended. If you create a spell glyph, you can store any spell of up to the same mana as you expended.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters must succeed on a Reflex saving throw or an artificial well of gravity manifests on it, pulling other objects in towards it.

While affected, all attacks made against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attacks made against any other targets within 2 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Any attempt to move away from the affected creature is treated as difficult terrain until more than 2 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 4 meters per round at the end of their turn. Any creature that falls more than 2 meters in the field that strikes the ground takes double damage from the fall.

As two actions, a sphere of crushing force forms at a point within 20 meters. The gravity spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 4d8 concussion damage, is slowed 1 until the end of its next turn, and is pulled 3 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 6 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 and affect a creature of a larger size for each additional mana expended.

3 hours/mana

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 bludgeoning, piercing, or slashing (based on the weapon associated with your deity) damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

As two actions, you create a rain of thorns at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 7d6 damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 for each additional mana expended.

M (herbs, oils, and incense worth 50 sp, consumed); 1 hour/mana

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy for the duration. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 10 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attacks made against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and any creature charmed, frightened, or possessed by the creature is no longer charmed, frightened, or possessed upon entering the area.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to affect all celestials, elementals, fey, fiends, and undead.

  • You can expend 1 additional mana, increase the casting time to 24 hours, and expend materials equal to 500 sp to infuse the area with holy (or unholy) power until the spell is dispelled and increase the cylinder’s radius up to 10 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana to bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Will saving throw.

    On a success, the creature ignores the extra effect until it leaves the area.

    Courage. Affected creatures can’t be frightened while in the area.

    Darkness. Darkness fills the area. Normal light, as well as magical light created by spells using less mana than you used to cast this spell, can’t illuminate the area.

    Daylight. Bright light fills the area. Magical darkness created by spells using less mana than you used to cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

    Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

    Fear. Affected creatures are frightened while in the area.

    Silence. No sound can emanate from within the area, and no sound can reach into it.

    Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

concentration, 1 minute/mana

As two actions, you are surrounded by invisible necrotic spores in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 poison damage and is poisoned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 1 minute/mana

As two actions, 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 10 meters. You cause the object to glow red-hot, searing any creature in physical contact with the object. The creature must make a Fortitude saving throw.

On a failure, it takes 5d6 fire damage and must drop the object if it can. If it doesn’t drop the object, it has disadvantage on skill checks until it drops the object.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If 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 expended.

concentration, 5 minutes/mana

As two actions, holy energy radiates from you, distorting and diffusing magical energy within a sphere centered on you. Until the spell ends, the sphere that is twice as big as normal moves with you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

1 minute/mana

As two actions, you create two magical motes in your space. They float in the air and orbit you for the duration. When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a mote, sending it streaking toward a point within 20 meters. Once a mote reaches its destination or impacts against a solid surface, the mote explodes. Each creature within 1 meter of that point takes 2d8 + your spellcasting ability force damage.

If you have four or more motes remaining, they shed bright light in a 5-meter radius and dim light for an additional 5 meters. If you have one to three motes remaining, they shed dim light in a 5-meter radius.

Augment

You can increase the number of motes by 2, the damage by 1d8 for each additional mana expended, and the damage by 1d8 for every two additional mana expended.

As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.

Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.

Augment

You can increase the damage by 2d6 for each additional mana expended.

As two actions, you hurl a creature that you can touch or see within 10 meters through the nightmarish landscape of the lower planes. The creature must make a Will saving throw. If the creature is a fiend, the spell has no effect on it.

On a failure, it takes 7d8 psychic damage and the creature disappears. At the end of its next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 5d8 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you create a twisting pattern of colors that weaves through the air inside a sphere within 10 meters. The pattern appears for a moment and vanishes. Each creature in a sphere centered on that point must make a Will saving throw. If the creature can’t see the pattern, the spell has no effect on it.

On a failure, it is charmed for the duration. While charmed by this spell, the creature is incapacitated and immobilized.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

As two actions, you remove all the oxygen in a sphere centered on a point within 20 meters. Any burning creature in the area stops burning. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 3d6 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health.

On a critical success, it loses no health.

Augment

You can increase the health lost by 1d6 for each additional mana expended.

As two actions, a hail of rock-hard ice pounds to the ground at a point within 100 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and 2d8 cold damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

Augment

You can increase the bludgeoning damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you create a Huge dragon in an unoccupied space that you can see within 20 meters. The illusion lasts for the duration and occupies its space, as if it were a creature.

When the illusion appears, each creature of your choice in a sphere twice as big as normal around it and that can see it must succeed on a Will saving throw or become frightened of it for the duration. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

At the start of each of your turns if the dragon is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

A creature can use an action to examine the dragon, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against it.

Augment

You can expend 2 additional mana so the illusion becomes tangible, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. The dragon gains a breath weapon. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. The breath weapon can be used at any point during its movement to exhale a blast of energy in a cone or line originating from its space. Each creature in the area must make a Will saving throw, taking 2d10 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

concentration, 5 minutes/mana

As two actions, a swirling cloud of smoke shot through with white-hot embers appears in a sphere centered on a point within 20 meters. The cloud spreads around corners and 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.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 1.

On a critical failure, it takes twice as much damage and is burning 2.

On a success, it takes half as much damage and is burning half as much.

On a critical success, it takes no damage.

At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 and the burning level by 1 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

concentration, 1 minute/mana

As two actions, you incite the fears of creatures at a point within 10 meters, causing them to panic. Each creature in a sphere centered on that point must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, it is confused and frightened of the area in the center of the sphere for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

1 minute/mana

As two actions, you create a skin-tight kinetic barrier around yourself. You have resistance to nonmagical bludgeoning, piercing, and slashing damage from attacks for the duration.

Augment

You can expend 1 additional mana to target a creature that you can touch or see within 10 meters.

concentration, 5 minutes/mana

As two actions, an invisible wall of kinetic energy twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is weightless and 1 centimeter thick and each panel of the wall has 15 Defense, 100 Health, and is immune to bludgeoning, necrotic, piercing, poison, and slashing damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in a sphere can breathe there. A creature or object inside can’t be damaged by attacks or effects originating from the other side.

You can size the wall to be just large enough to contain the creature or object inside. A creature enclosed in a spherical wall can use an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, a spherical wall can be picked up and moved by other creatures.

A disintegrate spell targeting the wall destroys it without harming anything inside it.

Augment

You can expend 1 additional mana to change the duration to 1 hour/mana and a creature trapped inside the wall can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the wall, it must first make a Will saving throw.

On a success, the creature can use that magic to exit the cage.

On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

As two actions, mist sprouts at a point you can see within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 3d6 poison damage and is poisoned and confused until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended.

  • You can expend 1 additional mana so the damage is reduced to 1d6, but the duration changes to 1 minute/mana, concentration and the creature is poisoned and 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.

concentration, 5 minutes/mana

As two actions, swarming, biting locusts fill a sphere centered on a point within 20 meters. The locusts spread around corners and remain for the duration. The sphere’s area is lightly obscured and difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the locusts are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Augment

You can increase the damage by 1d6 for every other additional mana expended.

As you spend 1 minute to cast this spell, you touch an object weighing 5 kilos or less whose longest dimension is 1 meter or less. The spell leaves an invisible mark on its surface.

At any time thereafter, you can use an action to speak the item’s name. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, speaking the item’s name doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

A dispel magic or a similar effect ends this spell’s effect.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 5 meters must make a Will saving throw. Creatures that can’t be charmed are immune to this spell.

On a failure, the creature begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on attacks and Reflex saving throws. While the target is affected by this spell, other creatures have advantage on attacks made against it.

As two actions, a dancing creature can make a Will saving throw to regain control of itself.

On a success, the spell ends.

As two actions, concussive kinetic energy explodes at a point within 20 meters. The explosion spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 7d6 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

1 minute/mana

As two actions, you kinetically grasp and squeeze creatures.

When you cast the spell—and once on on each of your turns thereafter as an action—a creature that you can touch or see within 10 meters and cause one of the following effects.

Crush. Make a melee spell attack against the target.

On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

On a miss by 4 or less, it takes half as much damage.

Push. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from you if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from you if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Grasp. The creature must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage and is grappled by the claw if it is Medium or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interpose. You focus the kinetic energy to interpose itself between you and a creature. The kinetic energy stays between you and the creature, providing you with half cover against the creature. The creature can’t move through the energy’s space unless it succeeds on a Reflex saving throw.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the crush option, push the creature an additional meter for the push option, and affect a creature of a larger size for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you direct wave after wave of concussive kinetic energy in a sphere centered on a point within 20 meters. The sphere spreads around corners and remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d6 concussion damage and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the onslaught is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment

You can affect a creature of a larger size and push each creature an additional meter for each additional mana expended and increase the damage by 1d6 for every two additional mana expended.

concentration, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

M (incense worth 100 sp, consumed)

As you spend 10 minutes to cast this spell, you bring to your mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

As two actions, a bolt of lightning flashes down at a point within 20 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 2d8 damage and is blinded and deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failure, the creature’s arms and legs switch places for the duration as it is unable to move unless it crawls and it has disadvantage on any attack made with a weapon. If a creature is lacking arms or legs, then any limbs used in locomotion are swapped or rotated, causing the same effect.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

(ritual)

As two actions, you sense the direction and general distance to the nearest teleportation circle, gate, planar portal, or other effect which magically connects two different locations within 2 kilometers of you.

This spell can be blocked by any intervening area that is dimensionally warded (such as by forbiddance).

24 hours

As two actions, you place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific theme that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a acolyte’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type.

1 hour/mana

As you spend 1 minute to cast this spell, you create a cylinder of magical energy twice as big as normal centered on a point on the ground that you can see within 5 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attacks made against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

concentration, 1 hour/mana

As a reaction, which you use when a creature dies within 5 meters of you, you can magically capture its shadow. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action to adopt the creature’s persona. When you do so, the shadow vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for the duration or until you end it on your turn.

While you’re in the disguise, you gain access to all information that the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Insight check contested by your passive Deception.

As two actions, a wave of healing energy washes out from you into injured creatures around you. Roll 8d6 and add your spellcasting ability; the total is how much health you restore, divided as you choose among any number of creatures that you can touch or see within 10 meters. This spell has no effect on constructs or undead.

Augment

You can increase the healing by 4d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you banish a creature that you can touch or see within 10 meters into a labyrinthine demiplane. The creature must succeed on a Will saving throw or it remains there for the duration or until it escapes the maze.

Once on its turn, the creature can use an action to attempt to escape. When it does so, it makes a Difficulty 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

(ritual); 3 hours/mana

As two actions, you step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Perception checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Augment

Stone Meld. You can expend 1 additional mana to change the duration to 5 minutes/mana. For the duration, you can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

As two actions, you show a creature that you can touch or see within 10 meters vision of its own demise. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the spell deals no damage, but the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

As two actions, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you cast this spell; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals you only half the usual amount of damage.

As two actions, the air ripples with the force of your mental attack, which blasts the minds of creatures. Each creature in a cone or line must make a Will saving throw.

On a failure, it takes 3d8 psychic damage and is staggered until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Stunning Blast. You can expend 1 additional mana and reduce the damage to 1d8 so a creature who fails the saving throw is stunned instead of staggered.

concentration, 1 minute/mana

As two actions, you take control of an animal that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.

On a failure, it you gain control for the duration.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

While you have control, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Humanoid. You can expend 1 additional mana to target a humanoid.

  • Creature. You can expend 2 additional mana to target any creature.

1 minute/mana

As two actions, you create a two tiny meteors in your space. They float in the air and orbit you for the duration. When you cast the spell—and once on on each of your turns thereafter as an action—you can expend a meteor, sending it streaking toward a point within 20 meters. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failure, it takes 2d6 concussion damage and 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the number of meteors by 2, the concussion damage by 1d6, the fire damage by 1d6, and the burning level by 1 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you modify the memory of a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it. If the creature is a construct or an undead or is immune to being charmed, the spell has no effect on it.

On a failure, it is charmed by you, is incapacitated, and is unaware of its surroundings for the duration.

If it takes any damage or is targeted by another spell, this spell ends and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse spell or restoration spell augmented to greater restoration cast on the target restores the creature’s true memory.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to alter the target’s memories of an event that took place up to 30 days ago.

  • You can expend 2 additional mana to alter the target’s memories of an event that took place at any point in its past.

As two actions, a fountain of molten lava erupts from a point on the ground within 20 meters. The ground in that area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand. Each creature in a cylinder centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

1 minute/mana

As two actions, a silvery beam of pale light shines down in a 1-meter radius, 10-meter-high cylinder centered on a point within 20 meters. Until the spell ends, dim light fills the cylinder.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw, which it does with disadvantage if it is a shapechanger.

On a failure, it takes 2d12 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the beam is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

If a shapechanger fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

Augment

You can increase the damage by 1d12 for each additional mana expended.

concentration, 1 hour/mana

As two actions, choose a sphere of terrain twice as big as normal within 20 meters. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 5-meter square, you can create a pillar up to 3 meters high, raise or lower the square’s elevation by up to 3 meters, dig a trench up to 3 meters deep, and so on. It takes 10 minutes for these changes to complete.

Every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

As two actions, you touch a creature to neutralize one poison afflicting it. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana

As you spend 1 minute to cast this spell, you shape the dreams of a creature known to you. You, or a willing creature you touch, enters a trance state, acting as a messenger.

While in the trance, the messenger is aware of its surroundings, but is immobilized and incapacitated. The creature must make a Fortitude saving throw, which it does with disadvantage if if you have a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. If the creature isn’t on the same plane of existence as you, isn’t asleep, or doesn’t sleep, the spell has no effect on it.

On a failure, it takes 3d6 psychic damage and is echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

1 minute/mana

As two actions, a plume of poison blooms at a point within 20 meters. The plume spreads around corners. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failure, it takes 5d6 poison damage and is poisoned for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 hour/mana

As two actions, you transform your body into living oak. Until the spell ends, you have resistance to bludgeoning, piercing, and slashing damage from attacks. You have vulnerability to fire damage, but you are immune to the blinded, deafened, disease, and poisoned conditions. You cannot drown as you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments.

You have advantage on Brawn checks. Additionally, your unarmed attacks that you are proficient with deal 1d8 bludgeoning damage and are considered magical.

As two actions, you poison a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it takes 4d6 poison damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you gain historical visions of a given location within 10 meters or object you touch.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed.

Object. You experience dreamlike and shadowy visions which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can sense one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be sensed.

Track. You can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The impressions can be 500 years further in the past for each additional mana expended.

  • Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.

concentration, 1 minute/mana

As two actions, you attempt to briefly partition the mind of your foe. A creature within 20 meters must succeed on a Will saving throw or a minor personality is split off their mind that is antagonistic to the main personality. The parasitic personality functions with complete autonomy from the main personality. It does not control the body physically, but it can take two actions each round that are purely mental, such as casting a spell, in the same turn that the target takes its normal actions.

The parasitic personality casts spells as if it were the target, but can only expend 1 mana when it casts spells.

The parasitic personality actively attempts to cast spells that negatively impact the target, using the most deadly to the target. You do not have control over what the parasitic personality does, though it always works against the interest of the target.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The parasitic personality does not have any effect if the main personality is hasted or subjected to a schism effect.

concentration, 1 minute/mana

As two actions, you craft an illusion that takes root in the mind of a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 2-meter cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

A creature can use an action to examine the phantasm, making a skill check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind (at least 30 kilometers per hour) might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 1 meter of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

As two actions, up to three pillars of sand burst from a place on the ground that you can see within 20 meters. A pillar is a cylinder that has a diameter of 2 meters and a height of up to 5 meters. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.

A pillar has 12 Defense, 2 Soak, and 30 Health. When reduced to 0 health, a pillar crumbles, which creates an area of difficult terrain with a 2-meter radius that lasts until the sand is cleared. Each 1-meter diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.

On a success, the creature moves up to 1 meter to the nearest space.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 4d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Augment

You can create one additional pillar for each additional mana expended.

M (jewel worth 1,000 sp, consumed); 6 hours/mana

As you spend 1 hour to cast this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within 10 meters for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Will saving throw.

On a failure, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to change the duration to 30 days.

  • Continuous. You can expend 2 additional mana to change the duration to a year and a day.

As two actions, you channel vitality into plants within a specific area.

Choose a point within 20 meters. All normal plants in a 20-meter radius centered on that point become thick and overgrown. Movement through the plants is at a quarter speed.

You can exclude one or more areas of any size within the spell’s area from being affected.

Alternatively, you can cast this spell over 8 hours to enrich the land. All plants in 1 kilometer radius centered on a point within 20 meters become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to poison. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to poison damage for the duration and the first time on each turn the creature takes poison damage, it takes an extra 2d6 poison damage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, you transform a creature that you can touch or see within 10 meters. The creature must succeed on a Will saving throw or be transformed into a harmless animal appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any animal whose challenge rating is 0. The target’s game statistics, including mental abilities, are replaced by the statistics of the chosen animal. It retains its personality.

The target assumes the health of its new form. When it reverts to its normal form, the creature returns to the amount of health it had before it transformed. If it reverts as a result of dropping to 0 health, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 health, it isn’t knocked unconscious.

The target is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

A creature can repeat the saving throw once a minute, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose the same form or different ones for each target.

  • Permanent Polymorph. You can expend 3 additional mana and concentrate on this spell for 1 hour so the transformation becomes permanent.

concentration, 1 hour/mana

As two actions, you take possession of a willing creature that you can touch or see within 10 meters (creatures warded by a protection from evil and good or magic circle spell can’t be possessed).

Your soul moves into the target’s body. Once you possess a creature’s body, your body falls into a catatonic state as your soul leaves it and enters the body of the creature which you control. Your game statistics are replaced by the statistics of the creature, though you retain your personality and your Intelligence, Wisdom, and Charisma. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

Meanwhile, the possessed creature’s soul can perceive using its own senses, but it can’t move or use any actions other than to make a Will saving throw as an action on its turn, ending the possession on a success.

While possessing a body, you can use an action to return from the host body to your body if it is within 20 meters of you. If the host body dies while you’re in it, the creature dies, and you must make a Will saving throw against your spell save Difficulty.

On a success, you return to your body if it is within 20 meters of you. Otherwise, you die.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Unwilling. You can expend 1 additional mana to target an unwilling target. The duration changes to 1 minute/mana and the target must succeed on a Will saving throw or you possess it for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

    Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

  • Creature. You can expend 1 additional mana to target any creature.

concentration, 1 minute/mana

As two actions, you speak a word of power that causes waves of intense pain to assail a creature that isn’t a construct or an undead that you can touch or see within 10 meters which must make a Fortitude saving throw.

On a failure, the creature is subject to crippling pain for the duration. While the target is affected by crippling pain, any speed it has can be no more than 2 meters and the target also has disadvantage on skill checks and saving throws, other than Fortitude saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Will saving throw, or the casting fails and the spell is wasted.

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 one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, you predict the near future, aiding yourself in combat. Whenever you make a skill check or a saving throw before the spell ends, you roll with advantage.

Additionally, whenever you are attacked before the spell ends, the attacker rolls with disadvantage.

6 hours/mana

As you spend 10 minutes to cast this spell, you make an area within 20 meters magically secure. The area is a cube that can be as small as 1 meter to as large as 20 meters on each side. The spell lasts for the duration or until you dismiss it on your turn (no action required).

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can’t pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can’t be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

As two actions, you brutally crush the mental essence of a creature that you can touch or see within 10 meters, debilitating its acumen. The creature must make a Will saving throw.

On a failure, it takes 1d6 psychic damage and is stunned until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If it has a head and is killed by this damage, its head explodes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the spell deals no damage, but the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

As you spend 10 minutes to cast this spell, you can replace a concoction, maneuver, or spell you know with another of the same type from a theme you know. If the spell is a cantrip, you must choose another cantrip. If the replaced spell is in your spellbook it disappears from your spellbook.

Augment

You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you touch a creature and can remove the blinded, deafened, or poisoned condition.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Purification. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

M (rare oils and unguents worth 500 sp, consumed)

d100Species
01–02Itarii
03–06Aasimar
07Android
08–09Centaur
10Changeling
11–12Vayemniri
13–21Dwarf
22–30Elf
31–32Firbolg
33–38Genasi
39Gith
40–47Gnome
48–51Goblin
52–54Goliath
55–62Hin
63–65Hobgoblin
66–77Human
78–80Kobold
81–83Orc
84–85Shifter
86–88Ssurran
89–91Tabaxi
92–94Thri-Kreen
95Azarketi
96–99Tiefling
100Warforged
d100Dwarf
1–70Mountain
71–100Duergar
d100Elf
1–20Drow
21–64High Elf
65–100Wood Elf
d100Genasi
1–25Air
26–50Earth
51–75Fire
76–100Water
d100Gnome
1–30Svirfneblin
31–65Forest
66–100Rock

As you spend 1 minute to cast this spell, you touch a dead creature or a piece of a dead creature. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s species to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the aptitudes it had in its original form, except it exchanges its original species for the new one and changes its traits accordingly.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a Divinity or Occult check. The Difficulty typically equals the spell Difficulty used to cast the curse spell + the mana used to cast the curse spell or a flat Difficulty. If there are multiple curses and if you have not identified them, the curse is chosen at random starting with the least powerful curse.

On a success, if the curse specifies that it is lifted by this spell, the curse ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the curse is suppressed for 1 minute.

On a success, if the curse does not specify that it is lifted by this spell, you learn about the curse. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate, but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

Augment

You gain a +1 bonus to your skill check for each additional mana expended.

As two actions, you touch a creature and can remove the blinded or deafened condition.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Greater Restoration. You can expend 1 additional mana to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed, paralyzed, or petrified it, or reduce its exhausted level by one.

M (diamonds worth 300 sp, consumed)

As two actions, you touch a creature that has died within the last minute. That creature returns to life with 1 health. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

concentration, 5 minutes/mana

As two actions, a rolling clap of thunder appears in a sphere centered on a point within 20 meters. The sphere spreads around corners. It lasts for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 2d8 concussion damage and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the thunder is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for every two additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

1 hour/mana

As two actions, you touch a length of rope that is up to 10 meters long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 1-meter-by-1-meter window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

concentration, 5 minutes/mana

As two actions, a swirling cloud of sand swirls through the air in a sphere centered on a point within 20 meters. The cloud spreads around corners and 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.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d4 slashing damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the cloud is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d4 for each additional mana expended.

  • You can expend 1 additional mana so duration changes to 1 hour/mana.

  • Massive Sandstorm. You can expend 3 additional mana to create a 200-meter radius sphere at a point you can see within sight range. Sand and gusts assail the area. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and sand count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

    The damage is reduced to 1d4.

As two actions, you hold your hands outstretched, sending creatures in to disarray. Each creature in a cone or line must make a Will saving throw.

On a failure, it is is teleported 1d10 × 1 meter in a random horizontal direction. 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. If the creature would arrive in a place already occupied by an object or a creature, it is shunted to the nearest unoccupied space that it can occupy and takes 4d6 force damage. A creature can’t be teleported to a space harmful to it, such as a body of lava or midair if it can’t fly.

M (exquisite chest constructed from rare materials worth 1,000 sp, consumed)

As two actions, you hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and a miniature replica. The chest can contain up to 1 cubic meter of nonliving material.

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 1 meter of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5% chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

As two actions, you see magically invisible creatures and objects as if they were visible.

As an action, you can end this spell so a magically invisible creature within 20 meters must make a Will saving throw.

On a failure, the magical invisibility ends.

1 hour/mana

As two actions, your senses are almost impossible to foil. For the duration, you can see things as they truly are out to a range of 20 meters, allowing you to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to grant this ability to a willing creature you touch.

  • True Seeing. You can expend 1 additional mana so the creature has truesight, allowing it to see the following in addition to those listed above:

    • see in normal and magical darkness
    • automatically detect visual illusions and succeed on saving throws against them
    • perceive the original form of a shapechanger or a creature that is transformed by magic

concentration, 1 hour/mana

As two actions, you create an invisible, magical eye within 5 meters that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 5 meters. The eye can look in every direction.

As two actions, you can move the eye up to 5 meters in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 2 centimeters in diameter.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, are subsumed by shadow for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your shape generally conforms to your normal shape
  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though you treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana to gain the following benefits while in shadow form:

    • you can move at your normal speed, on any surface, including walls and ceilings.
    • you have darkvision out to 10 meters.
    • you have advantage on any Stealth check to remain unnoticed
    • once on your turn while in dim light or darkness, you can use Stealth without using an action.
  • Shadow Walk. You can expend 1 additional mana to cast this spell without concentration and to move on the edge between the Material Plane and the Shadowfell. You gain a flying speed of 100 meters.

    If you are in shadow form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

    Because of the blurring of reality between the Shadowfell and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately.

    You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As you spend 1 minute to cast this spell, you pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 5 meters: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 1-meter cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

MaterialDuration
Vegetable matter1 day
Stone or crystal12 hours
Precious metals1 hour
Gems10 minutes
Adamantine or mithral1 minute

Using any material created by this spell as another spell’s component causes that spell to fail.

Augment

You can increase the cube by 1 meter for each additional mana expended.

1 hour/mana

As two actions, you connect your life to that of a willing creature within 10 meters. While the target is within 10 meters of you, you have resistance to all damage. Also, each time you take damage, it takes the same amount of damage.

The spell ends if you drop to 0 health or if you and the target become separated by more than 10 meters. It also ends if the spell is cast again on either of the connected creatures. You can dismiss the spell on your turn (no action required).

Augment

You can expend 1 additional mana to target any creature within 10 meters which must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage from this spell, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

As two actions, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 10 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is made of inorganic material such as stone, crystal, or metal.

On a failure, it takes 8d6 concussion damage and is deafened for 1 minute.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 2d6 for each additional mana expended.

(ritual); 3 hours/mana

As you spend 1 minute to cast this spell, a sphere twice as big as normal in the shape of an immobile dome of physical material from the surrounding area such as dirt, wood, plants, or metal is formed around and above you and remains stationary for the duration.

Nine creatures of Medium size or smaller, or a mix of Medium size or smaller and Large creatures which are equivalent to 4 Medium creatures, can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures.

The dome is an object that can be damage and thus breached. It has 12 Defense, 2 Soak, and 15 Health per 2-meter section. Reducing a 2-meter section of wall to 0 health destroys it.

5 minutes/mana

As two actions, you grant the semblance of life and intelligence to a corpse of your choice within 5 meters, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

5 minutes/mana

As two actions, you imbue plants within 5 meters of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the ensnare or entangle spells to release a restrained creature.

5 minutes/mana

As two actions, you can speak to the spirit of a dead creature allowing it to answer the questions you pose. Choose a corpse you can see within 5 meters or an area where the creature died. The spell fails if the spirit’s body was made undead or if the spirit was the target of this spell within the last 10 days.

Until the spell ends, you can ask the spirit up to five questions. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the spirit can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

5 minutes/mana

As two actions, you imbue a stone object or surface no larger than a sphere within 5 meters of you with limited sentience and animation, giving it the ability to communicate with you and follow your simple commands. You can question the stone about events within 5 meters of it that occurred within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by earth or stone within 5 meters of you into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where earth or stone are present into difficult terrain that lasts for the duration, causing fissures and unstable ground to hinder pursuers, for example.

For duration, you can speak and understand Terran and you are aware of any creatures within 5 meters of you that are merged with stone by the meld into stone spell. At your command, you can cause the stone to harmlessly expel such a creature, ending that spell.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, become spectral for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, the ground in a sphere centered on a point within 20 meters twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every meter it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Perception check against your spell save Difficulty to recognize the terrain as hazardous before entering it.

At the start of each of your turns if the spikes are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Augment

You can increase the damage by 1d4 for every two additional mana expended.

concentration, 5 minutes/mana

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere. The guardian spirits provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana expended to cast this spell and the attacker takes psychic damage equal to double the mana expended to cast this spell. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

On a failure, it takes 1d8 psychic damage, moves at half speed, and has disadvantage on skill checks while in the area.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you conjure ghostly historical impressions of a given location that only you can see within 10 meters or object you touch.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a ghostly recreation of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The ghostly impressions of the event are ethereal, and cannot be interacted with. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can conjure one distinct event for every 10 minutes you maintain concentration, if any such events exist to be conjured.

Object. You conjure ghostly echoes which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can conjure one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be conjured.

Track. You can track creatures with an Intelligence of −4 or greater by following the ghostly trails of spiritual energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The impressions can be 500 years further in the past for each additional mana expended.

  • Shared Impressions. You can expend 1 additional mana to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.

concentration, 1 minute/mana

As two actions, you create a floating, spectral weapon within 5 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 once on on each of your turns thereafter as an action—you can move the weapon up to 5 meters and make a melee spell attack against a creature within 1 meter of the weapon.

On a hit, the target takes 6d6 bludgeoning, piercing, or slashing damage (based on the weapon associated with your deity).

On a miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it is stunned until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned 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 expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 1 minute/mana

As two actions, you create a sphere of yellow, nauseating gas twice as big as normal centered on a point within 20 meters. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw. If the creature doesn’t need to breathe or is immune to poison, the spell has no effect on it.

On a failure, it spends its actions that turn retching and reeling.

A moderate wind (at least 15 kilometers per hour) disperses the cloud after 4 rounds. A strong wind (at least 30 kilometers per hour) disperses it after 1 round.

As two actions, you touch a stone object of Medium size or smaller or a section of stone no more than 1 meter in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1 meter thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Augment

You can manipulate an object of 1 larger size (Large, Huge, and Gargantuan) and the section of stone by 1 meter in any dimension for each additional mana expended.

1 minute/mana

As two actions, your flesh turns as hard as stone. You have resistance to bludgeoning, piercing, and slashing damage from attacks that aren’t adamantine for the duration.

Augment

You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

concentration, 1 minute/mana

As two actions, you expose a creature that you can touch or see within 10 meters to concussion or lightning. The creature must make a Fortitude saving throw.

On a failure, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, a sphere of thunderous clouds springs into existence centered on a point within 20 meters. The sphere remains for the duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d8 concussion damage and is deafened until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the clouds are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Until the spell ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward a creature you choose within 10 meters of the center. Make a ranged spell attack against the target, which you have advantage on if the creature is in the sphere.

On a hit, it takes 2d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

Creatures within 5 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

You can increase the concussion damage by 1d8 and the lightning damage by 1d8 for every two additional mana expended.

concentration, 3 hours/mana

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The creature must make a Reflex saving throw.

On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As you spend 1 minute to cast this spell, you summon a pegasus, which appears in an unoccupied space that you can see within 20 meters. The celestial is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.

The celestial can’t use any legendary actions or lair actions. Any spell cast by the summoned celestial reduces your mana by the amount the celestial expends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can summon one additional pegasus for each additional mana.

  • You can expend 2 additional mana to summon a Couatl or Unicorn. You can call one additional creature for every two additional mana expended.

  • You can expend 3 additional mana to summon a Deva.

As two actions, brilliant sunlight flashes at a point within 20 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 3d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If 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 increase the damage by 1d8 for each additional mana expended.

As two actions, you choose a point within 20 meters and cause psychic energy to explode there. Each creature in a sphere centered on that point must make a Will saving throw. If the animal’s Intelligence is −4 or less, the spell has no effect on it.

On a failure, it takes 4d8 psychic damage and has disadvantage on skill checks as well as saving throws to maintain concentration until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana to cast the spell as a a reaction, which you use when you are hit by an attack or missed by 4 or less. It is centered on you, but does not affect you or creatures you designate.

1 hour/mana

As two actions, your skin receives sensory inputs, allowing you to feel light and sound. Your face must be uncovered to use this spell, as the skin of your face acts as the sensory receiver. You gain blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters.

1 hour/mana

As two actions, you forge a telepathic link with a creature that you can touch or see within 5 meters, psychically linking yourself with the creature for the duration. This spell has no effect on a creature with an Intelligence of −4 or less. An unwilling creature that succeeds on a Will saving throw is unaffected.

The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Bonded Senses. You can expend 1 additional mana to use two actions to see through a bonded creature’s eyes and hear what it hears, and continue to do so until you use an action to return to your normal senses. While perceiving through the creature’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

  • Empowered Bond. You can expend 2 additional mana to change the duration to 24 hours and you can target creatures with which you are familiar at an unlimited range. The creatures can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. In addition to words you can share images, sounds, and other sensory messages with one another through the link. Creatures with an Intelligence of at least −4 are able to understand the meaning of your words and take in the scope of any sensory messages you send to it.

As two actions, you are transported 24 hours into the future. You appear in the nearest unoccupied space to the spot which you disappeared.

Augment

You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you can regress time around yourself to the point along the time stream just prior to your previous turn. You appear at the same position you were in at the start of your previous turn, you regain 35 health that was lost since the start of your previous turn, and any conditions you’ve gained or effects that have occurred since then are undone. Your mana, stamina, and other factors do not change.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can regain an additional 20 health for each additional mana expended.

  • You can expend 1 additional mana to target a creature you can touch or see within 10 meters.

  • You can expend 1 additional mana to regress to one minute ago instead of just prior to your previous turn.

  • You can expend 2 additional mana to target two creatures or objects within 10 meters that aren’t being worn or carried. The creatures and objects must be within 5 meters of each other when you target them.

  • You can expend 3 additional mana so all creatures within 200 meters have their time stream regressed to just prior to your previous turn.

concentration, 1 minute/mana

As two actions, you tap into the nightmares of a creature that you can touch or see within 20 meters, causing it to see manifestations of its deepest fears in a direction you choose for the duration, visible only to that creature. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, it takes 4d12 psychic damage and is frightened of the manifestations until the start of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d12 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Visions of Horror. You can expend 1 additional mana to cast the spell as a reaction, which you use when a creature makes an attack against you.

    The damage is reduced to 2d12 and additional augments to the damage increase the damage by 1d12 for each additional mana expended, instead of the normal increase.

As two actions, you create a wave of water that crashes down at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 3d8 bludgeoning damage, is wet until the end of its next turn, is knocked prone if it is Large or smaller, and is pushed 3 meters away from the center of the sphere if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the center of the sphere if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The water then spreads out across the ground in all directions, causing all creatures and objects in the area to become wet until the end of their next turn.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

As two actions, a Large or smaller creature, or object that weighing 150 kilos or less that isn’t being worn or carried, that you can touch or see within 10 meters hops forward in time. An unwilling creature must succeed on a Will saving throw to avoid the effect. The target disappears in a shimmer of silver energy and is incapacitated until the spell ends.

An affected creature can repeat the saving throw at the end of each of its turns, reappearing in the space it left (or in the nearest unoccupied space if that space is occupied) on a success. From the creature’s point of view, no time has passed at all.

Augment

You can target one additional creature or object, affect a creature of a larger size, and increase the weight of an object that this spell can target by 100 kilos for each for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

As two actions, you briefly stop the flow of time. You can take one additional turn in what appears to others to be no time at all. No time passes for objects that you aren’t wearing or carrying or other creatures, both of which are invulnerable to your attacks, and you can’t target or affect them with anything.

Once you take the extra turn, time begins to flow again for the rest of the world. If you created an effect with a duration, such as cloudkill, it starts to affect others, but it doesn’t have any of the effects that happen only when you first cast the spell.

Splintered or partitioned minds within your own mind, such as might be in effect through the use of spells such as schism, act in the normal flow of time.

Augment

You can increase the number of turns by 1 for each additional mana expended.

(ritual); 3 hours/mana

As you spend 1 minute to cast this spell, a 2-meter radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller, or a mix of Medium size or smaller and Large creatures which are equivalent to 4 Medium creatures, can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

3 hours/mana

As you spend 1 minute to cast this spell, you touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 health. See the stat block for its statistics.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

When the creature drops to 0 health, it reverts to its original form, and any remaining damage carries over to that form.

Augment

You can animate two additional objects for each additional mana expended.

1 hour/mana

As two actions, you generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 10 meters. You ignore invisibility, darkness, and obscurement, though you must have line of effect to a creature or an object to discern it. You do not need to make Perception checks to notice creatures; you can detect and pinpoint all creatures within 10 meters. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

1 minute/mana

As two actions, you can detect the origin point or termination point of any teleportation effect within 10 meters of you. Further, you can detect the lingering traces of any teleportation effect that occurred up to 1 hour previously, in the same fashion. You know, to the nearest 10 minutes, when the teleportation effect occurred.

Whenever you detect a teleportation effect, you can study that origin point or termination point as an action. If you do, you make an Arcana or Psionics check. The Difficulty is 11 + twice the mana expended. You have disadvantage if the effect occurred more than 1 minute ago.

On a success, you gain a glimpse of the teleportation effect’s termination point (if you detected an origin point) or origin point (if you detected a termination point). This glimpse lasts long enough for you to get a brief look at the area, but not long enough to scrutinize it in detail.

You can’t retry the skill check, even if you cast trace teleport again.

As two actions, choose a sphere twice as big as normal of stone or mud that you can see within 20 meters, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains until the spell is dispelled.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Movement through the ground is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.

On a failure, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Reflex saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 2 meters deep transforms into soft stone until the spell is dispelled. Any creature in the mud when it transforms must make a Reflex saving throw.

On a success, a creature is shunted safely to the surface in an unoccupied space.

On a failure, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a Difficulty 20 Brawn check or by dealing damage to it. The rock has 15 Defense, 2 Soak, and 25 Health, and it is immune to poison and psychic damage.

Augment

You can increase the damage from the mud falling by 2d6 for each additional mana expended.

As two actions, choose a sphere twice as big as normal of stone or sand that you can see within 20 meters, and choose one of the following effects.

Transmute Rock to Sand. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing sand that remains until the spell is dispelled.

The ground in the spell’s area becomes sandy enough that creatures can sink into it. Movement through the sand is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.

On a failure, a creature sinks into the sand and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the sand.

If you cast the spell on a ceiling, the sand falls. Any creature under the sand when it falls must make a Reflex saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Sand to Rock. Nonmagical sand or quicksand in the area no more than 2 meters deep transforms into soft sandstone until the spell is dispelled. Any creature in the sand when it transforms must make a Reflex saving throw.

On a success, a creature is shunted safely to the surface in an unoccupied space.

On a failure, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a Difficulty 20 Brawn check or by dealing damage to it. The rock has 15 Defense, 2 Soak, and 25 Health, and it is immune to poison and psychic damage.

Augment

You can increase the damage from the sand falling by 2d6 for each additional mana expended.

1 hour/mana

As two actions, you transform into an awakened tree companion form, using 2 resources.

You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the companion form, though you retain your personality, and Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used.
  • Your ability to speak or use any action that requires hands is limited to the aptitudes of your tree form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your catalysts, catalyst limit, mana, mana limit, ki, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana so your form gains 2 stamina dice per mana expended, up to your mana limit.
  • You can use an action to expend mana to regain 2d8 health per mana expended, up to your mana limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended. If you expend 4 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.

concentration, 1 minute/mana

As two actions, you gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 100 meters. Both trees must be living and at least the same size as you. You must use 1 meter of movement to enter a tree. You instantly know the location of all other trees of the same kind within 100 meters and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 1 meter of the destination tree, using another 1 meter of movement. If you have no movement left, you appear within 1 meter of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the distance by 100 meters for each additional mana expended.

  • Transport via Plants. You can expend 1 additional mana to create a magical link between a Large or larger inanimate plant within 5 meters and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For 1 round, any creature can step into the target plant and exit from the destination plant by using 1 meter of movement. After 1 round the spell ends.

As a reaction, which you use when you are targeted by a spell, you gain advantage on the saving throw against the spell. If the spell only targets you and you roll an 18, 19, or 20 for the save and the spell costs 3 or less mana, the spell has no effect on you and instead targets the caster, using the mana, spell save Difficulty, attack bonus, and spellcasting ability of the caster.

concentration, 5 minutes/mana

As two actions, another head sprouts from your body for the duration. You have advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Augment

You can expend 1 additional mana so a creature you touch grows another head instead. You can target one additional creature for each additional mana expended.

As two actions, you teleport entire chunks of the earth or stone 10 meters into the air, where they fall onto the targets below at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

In addition, the ground in the affected area becomes difficult terrain until cleared. Each 1-meter square portion of the area requires at least 1 minute to clear by hand.

Augment

You can increase the damage by 2d6 for each additional mana expended.

3 hours/mana

As a reaction, which you use when you are reduced to 0 health, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws as normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and Defense, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and nonmagical weapon damage. Your spirit form has access to all of your abilities.

If your spirit form takes any damage or you are no longer unconscious, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.

Augment

You can expend 1 additional mana to stabilize your dying body.

concentration, 5 minutes/mana

As two actions, the ground in a sphere centered on a point within 20 meters twists and becomes doughlike with hundreds of little teeth. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every meter it travels.

At the start of each of your turns if the maws are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

Augment

You can increase the damage by 1d4 for every two additional mana expended.

As two actions, a glowing 30-centimeter diameter ball of emerald acid flashes from your hand to a point within 20 meters and then blossoms into an explosion of acid. The acid spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 4d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn and its armor or natural armor is corroded 1 until the end of your next turn.

On a critical failure, it takes twice as much damage and its armor or natural armor is corroded 2 until the end of your next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Delay Blast. You can expend 1 additional mana so the ball lingers at the point of origin while you concentrate on the spell for up to 1 minute. If at the end of your turn the ball has not yet detonated, you can increase the damage by 1d4. When the spell ends, either because your concentration is broken or because you decide to end it, the ball explodes.

(ritual); 3 hours/mana

As you spend 1 minute to cast this spell, a 2-meter radius hut steps from the spirit world into existence around and above you and remains for the duration. The hut is an object with 12 Defense, 2 Soak, and 250 Health. It has legs which allow it to walk at a speed of 3 meters. If it drops to 0 health, the spell ends.

Nine creatures of Medium size or smaller, or a mix of Medium size or smaller and Large creatures which are equivalent to 4 Medium creatures, can fit inside the hut with you. Until the spell ends, you can command the interior to become dimly lit or dark.

concentration, 5 minutes/mana

As two actions, you create a wall of animated, jagged, and twisted bones at a point within 20 meters for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of bones that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 12 Defense, 2 Soak, and 1.5 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell so the bones aren’t animated to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without animation to create crenellations, battlements, and so on.

A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d8 slashing damage and is grappled for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

To break out, the grappled target can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target escapes and is no longer grappled by the bones.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of fire at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical, but doesn’t need to rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 and the burning level by 1 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of flesh, faces, and limbs at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of flesh that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 12 Defense, 1 Soak, and 1.5 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell so the flesh isn’t animated to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without animation to create crenellations, battlements, and so on.

A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and is grappled for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

To break out, the grappled target can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target escapes and is no longer grappled by the flesh.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, an invisible wall of force twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is weightless and 1 centimeter thick and each panel of the wall has 15 Defense, 2 Soak, 50 Health, and is immune to bludgeoning, necrotic, piercing, poison, and slashing damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in a sphere can breathe there. A creature or object inside can’t be damaged by attacks or effects originating from the other side.

You can size the wall to be just large enough to contain the creature or object inside. A creature enclosed in a spherical wall can use an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, a spherical wall can be picked up and moved by other creatures.

A disintegrate spell targeting the wall destroys it without harming anything inside it.

Augment

You can expend 1 additional mana to change the duration to 1 hour/mana and a creature trapped inside the wall can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the wall, it must first make a Will saving throw.

On a success, the creature can use that magic to exit the cage.

On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

concentration, 5 minutes/mana

As two actions, you create a wall of ice twice as big as normal at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of ice that blocks line of sight. The wall can be damaged and thus breached. It has 12 Defense, 2 Soak, and 1.5 Health per centimeter of thickness, and it is vulnerable to fire damage. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion. When destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Fortitude saving throw.

On a failure, it takes 5d8 cold damage and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 3d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a shimmering wall of bright light at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 20 meters and dim light for an additional 20 meters. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw, which it does with disadvantage if it is an ooze or an undead.

On a failure, it takes 4d8 radiant damage and is blinded until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 for each additional mana expended.

concentration, 5 minute/mana

As two actions, you create a wall of swirling sand twice as big as normal on the ground at a point you can see within 20 meters that lasts for the duration.The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.

A creature must spend 3 meters of movement for every meter it moves through the wall. A creature is blinded until the start of its next turn after moving through the wall.

concentration, 5 minute/mana

As two actions, a nonmagical wall of solid stone twice as big as normal springs into existence at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of stone that blocks line of sight. The wall can be damaged and thus breached. Each panel has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can use this spell to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

concentration, 5 minute/mana

As two actions, you create an invisible, insubstantial, wall of energy twice as big as normal at a point you can see within 20 meters. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. A creature attempting to move through the wall, willingly or unwillingly, must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.

On a failure, the creature can’t overcome its terror and can’t move through the wall.

On a success, the creature can pass through the wall.

concentration, 5 minutes/mana

As two actions, you create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of plants that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 10 Defense, 1 Soak, and 1 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell without thorns to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without thorns to create crenellations, battlements, and so on.

A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 3d8 piercing damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 1d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of water twice as big as normal at a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical and to rest on a firm foundation. The wall blocks line of sight, but creatures and objects can pass through it.

A creature must spend 2 meters of movement for every meter it moves through the wall. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage, is wet until the end of its next turn, and is knocked prone if it is Large or smaller.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Any creature or object in the area becomes went until the end of its next turn, any ranged attack that enters the wall’s space has disadvantage on the roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 1-meter square section is frozen). Each 1-meter square frozen section has 10 Defense, 1 Soak, and 15 Health. Reducing a frozen section to 0 health destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

concentration, 5 minutes/mana

As two actions, a pair of leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

(ritual); 1 hour/mana

As two actions, you grant the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) to a creature that you can touch or see within 5 meters.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 10 meters per round.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As two actions, you conjure a mass of thick, sticky webbing at a point of your choice within 10 meters. The webs fill a sphere from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1-meter cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/mana

As two actions, you transform into an animal companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your Aptitude Bonus.

You automatically revert if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can revert to your normal form earlier on your turn (no action required). You can expend additional mana to extend the duration of the spell.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the chosen companion form, though you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw aptitudes, in addition to gaining those of the creature. If the creature has the same capability as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.
  • You retain your health and Health Dice. You gain temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used. When the spell ends, any remaining temporary health vanishes.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your animal form.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You can’t cast spells. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from using actions that are part of a spell, such as call lightning, that you’ve already cast.
    • You retain your catalysts, catalyst limit, mana, mana limit, ki, stamina dice, and dice limit, but do not gain your new form’s mana or stamina dice.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana so your form gains 2 stamina dice per mana expended, up to your mana limit.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. Your equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended. If you expend 5 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

  • You can expend 1 additional mana to target a willing creature you touch while you concentrate on the spell.

concentration, 5 minutes/mana

As two actions, a wall of strong wind rises from the ground at a point within 20 meters and lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage and is pushed 3 meters away from you following the direction of the wind if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from you following the direction of the wind if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Additionally, any burning creature in the area has the burning condition reduced by 1.

Augment

You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

6 hours/mana

As two actions, you designate a sanctuary within a location. As an action before the duration expires, you can instantly teleport to a previously designated sanctuary that is on the same plane of existence as you. You appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.

Augment

Up to five willing creatures can be transported with you for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 20 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 2 meters of any tree in the sphere must succeed on a Reflex saving throw or take 2d8 slashing damage from whipping branches.

Roots and Vines. At the start of each of your turns, a creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save Difficulty, ending the effect on itself on a success.

Rocks. As an action, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.

On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.

On a miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage from rocks by 2d8 for each additional mana expended and the damage from trees by 1d8 and the damage for every two additional mana expended.

until dispelled

As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:

Bad Luck. The target is haunted by ill luck. It has disadvantage on skill checks.

Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.

Vulnerability. The target is easily injured. Other creatures have advantage on attacks made against the target.

A remove curse spell cast with 5 or more mana ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

concentration, 1 minute/mana

As two actions, an invisible sphere of antimagic surrounds you. Until the spell ends, the sphere moves with you, centered on you.

If a creature attempts to cast a spell using equal or less mana while within the sphere, it must succeed on a Will saving throw or the spell fizzles. Spells using equal or less mana cast from outside the sphere can’t affect creatures or objects within it. Such a spell can target creatures and objects within the sphere, but the spell impacts the invisible sphere and has no effect on them. Similarly, the area within the sphere is excluded from the areas affected by such spells.

Casting this spell on the same spot every day for a year makes this effect permanent on that spot.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to cast the spell centered on a point within 20 meters.

  • Antimagic Field. You can expend 2 additional mana so the area within the sphere is divorced from the magical energy that suffuses the multiverse and the duration changes to 1 hour/mana. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane.

    Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. Mana or ki expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

    Targeted Effects. Spells and other magical effects, such as magic missiles and charm creature, that target a creature or an object in the sphere have no effect on that target.

    Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

    Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

    Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a magical longsword in the sphere functions as a nonmagical longsword.

    A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

    Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

    Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

    Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

As you spend 1 hour to cast this spell, you project your astral body into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 30 centimeters. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.

Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends when you dismiss it on your turn (no action required). When the spell ends, you returns to your physical body, and awaken.

The spell might also end early. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 health, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation.

Augment

Up to five willing creatures can be transported with you for each additional mana expended. The creatures must be within 5 meters of each other when you target them. For each creature other than you that you affect with this spell, you must provide one jacinth worth at least 1,000 sp and one ornately carved bar of silver worth at least 100 sp, all of which the spell consumes.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 health.

concentration, 5 minutes/mana

As two actions, purifying energy radiates from you in an aura shaped as a sphere twice as big as normal. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against affects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralysed, poisoned, or stunned.

concentration, 1 hour/mana

As two actions, a creature that you can touch or see within 10 meters has its blood vessels violently purged through its skin. The creature must make a Fortitude saving throw. If the creature has no blood in its body, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature takes damage, the avascular mass erupts in a sphere centered on the target. The avascular mass is difficult terrain and lightly obscures its area.

If the avascular mass isn’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, it collapses on itself, and the spell ends at the start of your next turn. The mass layered over a flat surface has a depth of 1 meter.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, a creature is restrained as long as it remains in the avascular mass or until it breaks free.

A creature restrained by the avascular mass, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

Any 1-meter cube of avascular mass that takes more than 10 radiant damage on a single turn disintegrates. When the spell ends, the blood vessel mass becomes a small layer of limp, decaying tissue.

Augment

You can increase the damage by 2d8 for each additional mana expended.

1 minute/mana

As two actions, your familiar within 5 meters of you takes over the responsibility of maintaining concentration for a spell you have cast that costs 1 or less mana and are concentrating on. While maintaining this concentration, your familiar is incapacitated. If this spell’s duration expires, the spell you transferred to your familiar ends.

Augment

The spell that you are concentrating on can cost 1 additional mana for each additional mana expended.

concentration, 1 minute/mana

As two actions, squirming, ebony tentacles fill a sphere on the ground that you can see within 20 meters. For the duration, these tentacles turn the ground in the area into difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the tentacles takes 2d6 bludgeoning damage.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the tentacles are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

A creature restrained by the tentacles, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

When the spell ends, the tentacles wither away.

Augment

You can increase the damage by 1d6 for each additional mana expended.

(ritual); 1 minute/mana

As you spend 1 minute to cast this spell, you mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a Difficulty 15 Will saving throw.

On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t use actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A restoration spell augmented to greater restoration cast on you ends this effect.

On a success, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

(ritual); 1 minute/mana

As you spend 1 minute to cast this spell, you mentally contact the spirit of a long-dead creature. Contacting this creature can strain or even break your mind. When you cast this spell, make a Difficulty 15 Will saving throw.

On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t use actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A restoration spell augmented to greater restoration cast on you ends this effect.

On a success, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

7 days

As two actions, you inflict a contagion upon a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.

On a failure, it is becomes diseased for the duration.

When you cast this spell, choose one of the following diseases.

Since this spell induces a natural disease, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

At the start of each of its turns while diseased in this way, the creature must make a Fortitude saving throw. If the creature succeeds on three of these saves, it is no longer diseased, and the spell ends. If the creature fails three of these saves, the disease manifests. While diseased, the creature is subjected to the following effects.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature is blinded and has disadvantage on Will saving throws.

Filth Fever. A raging fever sweeps through the creature’s body. The creature is exhausted 2.

Flesh Rot. The creature’s flesh decays. The creature has vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature is confused for the duration and has disadvantage on Will saving throws.

Seizure. The creature is overcome with shaking. The creature has disadvantage on attacks and Reflex saving throws.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Fortitude saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

concentration, 1 minute/mana

As two actions, you telekinetically control the actions of a creature that you can touch or see within 20 meters. The creature must succeed on a Fortitude saving throw or you can control its body for the duration.

You can use two actions to take total and precise control of the target. Until the end of your next turn, the creature moves and takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. You cannot force the subject to cast spells or use any special ability that is not a function of just its body movements. If you lose sight to the subject, the effect of this spell ends.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

(ritual); concentration, 1 hour/mana

As you spend 10 minutes to cast this spell while outdoors, you take control of the weather within 10 kilometers of you for the duration.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Moving to a place where you don’t have a clear path to the sky ends the spell early.

Precipitation
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard
Temperature
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold
Wind
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm

6 hours/mana

As two actions, a creature that you can touch or see within 10 meters and that can hear you must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failure, the creature is charmed by you for the duration. While charmed the target regards you as a trusted friend to be heeded and protected. Although the target isn’t under your control, it takes your requests or actions in the most favorable way it can.

The effect ends if you or your companions do anything harmful to it, you die, a remove curse spell is cast on it, the charmed condition is removed from it, you use this spell again, you choose to end the effect, or you are on a different plane of existence than the target.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 10 meters starts experiencing a heart attack. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 4d6 necrotic damage and is stunned until the start of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage and and the effect ends.

On a critical success, it takes no damage and the effect ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 4d6 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As two actions, shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attacks made against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As two actions, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As two actions, a celestial, an elemental, a fey, a fiend, or an undead within 10 meters must make a Will saving throw.

On a failure, the creature is sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

As two actions, you instantly transport to a destination you select.

The destination must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.

FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent circle01–100
Associated object01–100
Very familiar01–0506–1314–2425–100
Seen casually01–3334–4344–5354–100
Viewed once01–4344–5354–7374–100
Description01–4344–5354–7374–100
False destination01–5051–100

Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a mage’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target. You appear where you want to.

Off Target. You appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 200 kilometers, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 30 kilometers. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 30 kilometers out at sea, you could be in trouble.

Similar Area. You wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Augment

You can transport five additional willing creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. If you target an object, it must be able to fit entirely inside a 2-meter cube, and it can’t be held or carried by an unwilling creature.

concentration, 1 minute/mana

As two actions, you create a sphere of acid with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failure, a creature is engulfed by the sphere of acid for the duration. At the start of each of its turns while it is engulfed, it takes 1d6 acid damage. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself.

A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. A creature with a swimming speed has advantage on this skill check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground. Any creature restrained by the sphere is knocked prone in the space where it falls. The acid then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

concentration, 1 minute/mana

As two actions, grasping weeds and vines sprout from the ground in a sphere centered on a point within 20 meters. For the duration, these plants turn the ground in the area into difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the vines takes 2d6 slashing damage.

On a failure, it takes 1d6 slashing damage and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the vines are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

A creature restrained by the vines, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

When the spell ends, the conjured plants wilt away.

Augment

You can increase the damage by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you manipulate matter in a sphere on the ground that you can see within 20 meters, causing wood, metal, grasses, bushes, and branches to entwine creatures. For the duration, these debris turn the ground in the area into difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the debris takes 2d6 bludgeoning damage.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the matter is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

A creature restrained by the debris, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

When the spell ends, the debris return to their former state.

Augment

You can increase the damage by 1d6 for each additional mana expended.

1 minute/mana

As two actions, you step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you dismiss the spell on your turn (no action required). During this time, you can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 10 meters away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to 10 for every meter you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target five additional willing creatures for each additional mana expended. The creatures must be within 5 meters of you when you cast the spell.

  • You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. The attacker must make an additional roll and use the worst result and the duration changes to the end of your next turn.

  • You can expend 1 additional mana to be able to move in any direction. If you move up or down, the distance is halved.

  • Continuous. You can expend 1 additional mana to change the duration to 1 hour/mana.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 10 meters turns to salt. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it is slowed 1.

On a critical failure, it is slowed 2.

On a success, its slowed level is reduced by 1.

On a critical success, the effect ends.

The spell ends if the slowed level is reduced to 0. If the slowed level reaches 3, the creature is turned to salt, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration.

Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to salt until the effect is removed.

concentration, 1 minute/mana

As two actions, a creature that is made of flesh that you can touch or see within 10 meters starts to turn to stone. At the start of each of its turns for the duration, the creature must make a Fortitude saving throw.

On a failure, it is slowed 1.

On a critical failure, it is slowed 2.

On a success, its slowed level is reduced by 1.

On a critical success, the effect ends.

The spell ends if the slowed level is reduced to 0. If the slowed level reaches 3, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration.

Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

concentration, 5 minutes/mana

As two actions, you create two linked teleportation portals in unoccupied spaces you can see within 100 meters of you that remain open for the duration. A circular portal, 2 meters in diameter, opens over each point.

The portals are two-dimensional glowing rings. When you cast this spell, choose whether both sides operate as a portal or if only one side does.

Any creature or object entering a portal exits from the other portal as if the two were adjacent to each other; passing through a portal from a nonportal side has no effect.

As an action on your turn, you can rotate the rings of each portal to activate or deactivate it.

The portal is stable enough for energy such as alchemical explosions or magic to pass through it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase each portal’s diameter to 10 meters.

  • You can expend 2 additional mana to increase each portal’s diameter to 50 meters.

30 days

As you spend 1 minute to cast this spell, you place a magical command on a creature that you can touch or see within 10 meters, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Will saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each round. A creature that can’t understand you is unaffected by the spell.

An affected creature can repeat the saving throw each time it takes damage from acting in a manner counter to your instructions, ending the effect on a success.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by dismissing it on your turn (no action required). A remove curse spell, restoration spell augmented to greater restoration, miracle spell, or wish spell also ends it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to change the duration to 1 year.

  • Indefinite. You can expend 2 additional mana so the spell lasts until it is ended by one of the spells mentioned above.

1 hour/mana

As two actions, you gain the gift of glibness. When you make a skill check using Charisma to make a social skill, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

concentration, 1 minute/mana

As two actions, grasping hands rise from the ground in a sphere on the ground that you can see within 20 meters. For the duration, these hands turn the ground in the area into difficult terrain.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the hands takes 2d6 bludgeoning damage.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the hands are within 20 meters of you, you can cause them to move up to 2 meters in a direction that you choose. If you spend an action, you can move them up to 10 meters.

A creature restrained by the hands, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed.

When the spell ends, the hands sink in to the ground.

Augment

You can increase the damage by 1d6 for each additional mana expended.

6 hours/mana

As you spend 10 minutes to cast this spell, you invoke the spirits of nature to protect an area the size of a sphere twice as big as normal outdoors or underground. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.

Solid Fog. You can fill any number of 1-meter squares on the ground with thick fog, making them heavily obscured. The fog reaches 2 meters high. In addition, the distance moved through the fog is halved. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 1-meter squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to two trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. As an action on each of your turns, you can command the grove guardians if the guardian is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

concentration, 1 minute/mana

As two actions, you create a sphere of gusting air with a 2-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failure, a creature is engulfed by the gusting air for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any burning creature that is engulfed has the burning condition reduced by 1.

A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. A creature with a flying speed has advantage on this skill check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere dissipates. Any creature restrained by the sphere is knocked prone in the space where it falls.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

M (gem-encrusted bowl worth 1,000 sp, consumed)

As you spend 10 minutes to cast this spell, you bring forth a great feast within 5 meters, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Will saving throws with advantage. Its maximum health also increases by 2d10, and it gains the same amount of health. These benefits last for 24 hours.

concentration, 5 minutes/mana

As two actions, you have resistance to all damage until the spell ends.

Augment

You can expend 2 additional mana to be immune to all damage instead of having resistance.

6 hours/mana

As you spend 1 minute to cast this spell, you conjure an extradimensional dwelling within 100 meters that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 1 meter wide and 2 meters tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 5 meters of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 2 meters on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or use any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

M (powdered adamantine worth 500 sp, consumed)

As two actions, you restore a broken item, or damaged robot or construct, to a functional state, as if it were new and intact. Any pieces missing from the item or construct remain missing. Significant missing pieces may prevent proper functioning. If the item uses charges, the item becomes fully charged.

Some campaign settings use “timeworn” to describe items that are “worn or impaired by time”. A timeworn item becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn item, that item does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged robot or construct, all health damage dealt to that creature is healed. When this spell is cast upon a destroyed robot or construct, it is restored to full functionality and full health, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Robots and constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

concentration, 1 minute/mana

As two actions, you cause a creature that you can touch or see within 10 meters to imprison itself with its mind. The creature must make a Will saving throw. If the creature is immune to being charmed, the spell has no effect on it.

On a failure, it takes 5d8 psychic damage and you make the area immediately around the creature’s space appear dangerous to it in some way. You might cause the creature to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the creature can’t see or hear anything beyond it andis restrained for the duration. If the creature is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the creature takes 5d8 psychic damage, and the spell ends.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the initial damage by 4d8 for each additional mana expended.

1 day/mana

As you spend 1 minute to cast this spell, you make terrain in a 20-meter cube within sight look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

A creature can use an action to examine the terrain, making a skill check using Insight (Intelligence) against your spell save Difficulty. If the check succeeds or if a creature has truesight, it can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Augment

You can increase the cube by 20 meters for each additional mana expended.

As you spend 10 minutes to cast this spell, you beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within 10 meters. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 sp per minute. A task measured in hours requires 1,000 sp per hour. And a task measured in days (up to 10 days) requires 10,000 sp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

As two actions, you are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

Augment

You can transport five additional willing creatures for each additional mana expended. The creatures must link hands with you in a circle.

concentration, 1 minute/mana

As two actions, a shimmering, multicolored vortex of light forms at a point that you can see within 20 meters. The vortex is a cylinder centered on that point.

At the start of each of your turns if the vortex is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

The vortex is full of different colors and each has a different power and purpose. A creature must make a Reflex saving throw the first time on a turn that it enters the vortex or that the vortex enters its space, including when the vortex first appears. For each creature, roll a d8 to determine which color affects it.

1. Red. It takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. It takes 2d8 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. It takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. It takes 2d8 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. It takes 2d8 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failure, it is slowed 1. A creature slowed by this spell must make Fortitude saving throw at the end of each of its turns.

On a success, the slowed level is reduced by 1.

On a failure, it takes 2d6 psychic damage and is slowed level increases by 1. The spell ends if the slowed level is reduced to 0.

7. Violet. On a failure, it is blinded. It must then make a Fortitude saving throw at the end of each of its turns.

On a success, the blindness ends.

8. Special. A creature is struck by two colors. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage for the red, orange, yellow, green, and blue colors by 1d8 and the indigo by 1d6 for every other additional mana expended. If you expend 4 or more mana the following colors change:

    Indigo. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.

concentration, 6 hours/mana

As two actions, you create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within 800 kilometers that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use an action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can use an action to examine the image, making a skill check using Insight (Intelligence) against your spell save Difficulty. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

concentration, 1 minute/mana

d10Effects
1–2Vision of the Far Realm. It takes 5d6 psychic damage and can’t move or use any actions this turn.
3–5Rending Rift. It takes 13d6 force damage.
6–8Wormhole. It takes 8d6 force damage, is teleported, along with everything it is wearing and carrying, up to 5 meters to an unoccupied space of your choice that you can see, and is knocked prone.
9–10Chill of the Dark Void. It takes 8d6 cold damage, and it is blinded until the end of the turn.

As two actions, you shatter the barriers between realities and timelines, thrusting a creature that you can touch or see within 10 meters into turmoil and madness. At the start of each of its turns for the duration, the creature must make a Will saving throw.

On a failure, the creature must roll a d10 to determine its behavior for that turn.

On a success, the creature must roll a d10 and take half as much damage as listed and the effect ends.

Augment

You can increase the damage by 3d6 for each additional mana expended.

concentration, 3 hours/mana

As two actions, spells that affect you are reflected back upon the original caster. Area spells are not affected. Up to 6 mana worth of spells are reversed in this fashion, then the spell ends.

When you are targeted by a spell using a higher amount of mana than the amount of reddopsi you have left, the spell functions as normal.

As you spend 1 minute to cast this spell, you touch a creature to cure one disease afflicting it. If more than one disease afflicts the drinker, one disease is cured at random.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

M (diamond worth 500 sp, consumed)

As you spend 1 hour to cast this spell, you touch a creature that has been dead for no longer than 10 days, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the creature is restored to life with 1 health.

This spell closes all wounds, but it doesn’t restore missing body parts, neutralizes any poison, and cures nonmagical diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty on skill checks and saving throws. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on skill checks and saving throws.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana and the diamond must be worth 1,000 sp so the creature must have been dead for no longer than 100 years. It is restored to life with all its health and any missing body parts are restored.

  • True Resurrection. You can expend 2 additional mana and the diamond must be worth 25,000 sp so the creature must have been dead for no longer than 200 years. The spell can target an undead creature, which is restored to its non-undead form. The spell can cure magical diseases and curses. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 2 meters of you and does not suffer any penalty on skill checks or saving throws from coming back from the dead.

concentration, 1 minute/mana

As two actions, you reverse gravity in a cylinder twice as big as normal centered on a point within 20 meters. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

When the spell ends, affected objects and creatures fall back down.

concentration, 1 minute/mana

As two actions, your mind splits into two independent parts. You have advantage on Will saving throws and your second mind has an action which it can use to take a purely mental action (such as identifying a plant, herb, concoction, or spell or casting a spell) in the same round you take your normal actions. It has a mana limit of 1 and the mana is removed from your mana.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to so the second mind’s mana limit increases to 2.

  • You can expend 2 additional mana to so the second mind can use two actions.

As a reaction, which you use when you are reduced to 0 health, you can instead burst with radiant energy. You instead drop to 1 health and regain 2d6 + your spellcasting ability health. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failure, it takes 3d6 radiant damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the healing by 1d6 and the damage by 1d6 for each additional mana expended.

1 minute/mana

As two actions, your mindcrystal within 5 meters of you takes over the responsibility of maintaining concentration for a spell you have cast that costs 1 or less mana and are concentrating on. While maintaining this concentration, your mindcrystal is incapacitated. If this spell’s duration expires, the spell you transferred to your mindcrystal ends.

Augment

The spell that you are concentrating on can cost 1 additional mana for each additional mana expended.

M (a tiny silver cage worth 100 sp); 3 hours/mana

As a reaction, which you use when a creature you can see within 10 meters of you dies, you snatch the soul of a creature as it dies and trap it inside the tiny silver cage. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead creature it came from can’t be revived.

Steal Life. Once on your turn, you can drain vigor from the soul and regain 3d8 health.

Query Soul. Once on your turn, you ask the soul a question and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. Once on your turn, you can bolster yourself with the soul’s life experience, making your next skill check or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the creature saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one who can see invisibility or truesight) sees a translucent image of the tormented creature whose soul you caged.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Fortitude saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Death. On a failure, a creature takes 8d10 necrotic damage.

On a success, a creature takes half damage.

Pain. On a failure, a creature becomes incapacitated with excruciating pain for 1 minute.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Fear. On a failure, a creature becomes frightened for 1 minute. While frightened, the target drops whatever it is holding and must move at least 5 meters away from the glyph on each of its turns, if able.

Discord. On a failure, a creature bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on skill checks.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates is targeted by its effect, as is a creature that enters the area for the first time on a turn or ends its turn there.

Insanity. Each target must make a Will saving throw.

On a failure, the target is driven insane for 1 minute. An insane creature can’t use actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must make a Will saving throw.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

Sleep. On a failure, a creature falls unconscious for 10 minutes. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save Difficulty to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must succeed on a Fortitude saving throw or be stunned for 1 minute.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

M (rare chalks and inks infused with precious gems worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you draw a 2-meter diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 1 meter of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

6 hours/mana

As you spend 1 hour to cast this spell while holding your holy symbol up, you cause a temple to shimmer into existence on ground you can see within 20 meters. The temple must fit within an unoccupied cube of space, up to 20 meters on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Will saving throw.

On a failure, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes a skill check or a saving throw inside the temple, it rolls with disadvantage.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains health from a spell that expends mana, the creature regains additional health equal to your spellcasting ability.

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temples interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

concentration, 1 minute/mana

As two actions, you create a sphere of water with a 1-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.

On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failure, a creature is engulfed by the sphere of water for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any creature that is engulfed is wet for 1 minute.

A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.

On a success, the target is freed. A creature with a swimming speed has advantage on this skill check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.

At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 5 meters of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Augment

The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

concentration, 5 minutes/mana

As you spend 1 minute to cast this spell, you can stitch together body parts within 20 meters to form a flesh golem. The flesh golem has no stamina dice, but you can infuse it with stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the flesh golem gains 2 stamina dice. The flesh golem is friendly to you and your companions and deanimates when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

10 days

As you spend 1 minute to cast this spell, you repel creatures of your choice. You target something within 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that repels the specified creatures for the duration. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 10 meters of it, the creature must succeed on a Will saving throw or become frightened. The creature remains frightened while it can see the target or is within 10 meters of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 10 meters from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 10 meters of it.

Ending the Effect. If an affected creature ends its turn while not within 10 meters of the target or able to see it, the creature makes a Will saving throw.

On a success, the creature is no longer affected by the target and recognizes the feeling of repugnance as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

M (diamond worth 1,000 sp, consumed)

As you spend 1 hour to cast this spell, you weave strands of astral ectoplasm into a diamond containing the seed of your living mind. The astral seed has 5 Defense and 1 health and remains inert and endures indefinitely. If you die, your soul transfers to the astral seed, which begins to dimly glow, provided that your soul is free and willing to return.

Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional. Once your body’s physical demise activates the astral seed, you morph into a mindcrystal. You know all the spells you knew and you have the maximum mana you possessed when you died. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn’t entered a new body.

To grow a body, you (in the astral seed) must spend ten days in uninterrupted solitude. The body’s constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you cast astral seed (the crystal itself breaks down and becomes a part of the new organic body).

When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when you died, but you have none of your equipment.

If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and you die.

M (diamond worth 1,000 sp and at least 15 cubic centimeters of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth 2,000 sp)

As you spend 1 hour to cast this spell, you grow an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel that is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. The clone grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

1 hour/mana

As you spend 1 minute to cast this spell, you create a door on a flat solid surface that you can see within 10 meters. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 5 meters in each dimension. The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The plane is filled with air or water (decided by you). The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use mold earth to create a small trench or fabricate to create a stone building.

Creatures can only enter the plane by the use of planar travel spells such as plane shift. You are considered “very familiar” with your entire demiplane.

When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the door connect to its demiplane instead.

As two actions, you blast the mind of a creature that you can touch or see within 20 meters, shattering its intellect and personality. The creature must make a Will saving throw. If the creature has no moisture in its body, the spell has no effect on it.

On a failure, it takes 6d6 psychic damage and the creature’s Intelligence and Charisma become −5. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by a restoration spell augmented to 4 mana or miracle or wish.

1 hour/mana

As you spend 1 minute to cast this spell, you gain a limited ability to see into the immediate future. For the duration, attacks made against you have disadvantage and can’t gain advantage and you have advantage on skill checks and saving throws.

Augment

You can expend 1 additional mana to target a willing creature you touch. This spell immediately ends if you cast it again before its duration ends.

concentration, 1 minute/mana

As two actions, a gravity vortex appears at a point that you can see within 100 meters. The gravity vortex is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the gravity vortex up to 5 meters in any direction. The gravity vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Loose, lightweight materials brought into the gravity vortex fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the gravity vortex are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature restrained by the gravity vortex can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the gravity vortex.

When the spell ends or if the creature escapes the gravity vortex, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.

M (a tiny reliquary worth 1,000 sp containing a sacred relic); concentration, 1 minute/mana

As two actions, divine light washes out from you and coalesces in a soft radiance in a sphere that is twice as big as normal around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 1-meter radius and have advantage on all saving throws, and other creatures have disadvantage on attacks made against them until the spell ends. In addition, when a fiend or undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Fortitude saving throw or be blinded until the spell ends.

concentration, 1 minute/mana

As two actions, you create a swirling mass of water at a point you can see within 100 meters. The maelstrom is a cylinder twice as big as normal centered on that point.

At the start of each of your turns if the maelstrom is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

The maelstrom sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Any creature in the maelstrom becomes wet for 1 minute. The maelstrom keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the maelstrom are sucked upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the maelstrom are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature restrained by the maelstrom can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the maelstrom.

When the spell ends or if the creature escapes the maelstrom, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.

M (ruby worth 500 sp, consumed)

As you spend 1 minute to cast this spell, a fortress of stone erupts from a square area of ground of your choice that you can see within 2 kilometers. The area is 20 meters on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 4 meters on a side and 5 meters tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 20 meters long, creating an enclosed area. Each wall is 1 meter thick and is composed of panels that are 2 meters wide and 4 meters tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 10 meters on each side, and it has three floors with 2-meter-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 1 meter on each side. The floors of the keep are connected by stone staircases, its walls are 1 meter thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each section of stone has 15 Defense, 3 Soak, and 2 Health per centimeter of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 health destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

10 days

As you spend 1 hour to cast this spell, you attract creatures of your choice. You target something within 10 meters, either a Huge or smaller object or creature or an area that is no larger than a 20-meter radius sphere. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that attracts the specified creatures for the duration. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 10 meters of it or able to see it. When such a creature can see the target or comes within 10 meters of it, the creature must succeed on a Will saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Will saving throw to end the effect, as described below.

Ending the Effect. If an affected creature ends its turn while not within 10 meters of the target or able to see it, the creature makes a Will saving throw.

On a success, the creature is no longer affected by the target and recognizes the feeling of attraction as magical. In addition, a creature affected by the spell is allowed another Will saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

concentration, 1 minute/mana

As two actions, a whirlwind howls down to a point that you can see within 100 meters. The whirlwind is a cylinder twice as big as normal centered on that point.

At the start of each of your turns if the whirlwind is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Any burning creature in the whirlwind stops burning. The strong wind 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.)

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature restrained by the whirlwind can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the whirlwind.

When the spell ends or if the creature escapes the whirlwind, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, you create an affinity feedback loop within a sphere twice as big as normal centered on you that moves with you. Enemies in the area takes all damage as you do and your allies in the area heal as you do.

Each time you are subject to a magical effect using 3 or less mana, choose up to six creatures within the sphere that are then subject to the same effect as if the spell were cast upon them normally. All magical effects transferred to targets fade at the end of this spell’s duration. If you suddenly become immune to a particular effect or spell, the effect or spell to which you are immune cannot be transferred to creatures that have affinity to you.

concentration, 1 minute/mana

As two actions, a dark sphere of destructive gravitational force forms, centered on a point you can see within sight range. For the duration, the black hole and any space within 30 meters of it are difficult terrain.

When the black hole appears and at the start of each of your turns thereafter:

  • Unsecured objects within 30 meters of the black hole are pulled toward its center.
  • Nonmagical objects fully inside the black hole are destroyed if they aren't being worn or carried.
  • Each creature within 30 meters of the black hole must succeed on a Reflex saving throw or be pulled 6 meters toward the center of the black hole.
  • Each creature inside the black hole must succeed on a Reflex saving throw.

On a failure, it takes 6d8 concussion damage, is pulled to the center of the black hole, and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature that enters the black hole for the first time on a turn must also make the Reflex saving throw.

If the black hole is in the air, creatures remain aloft while being pulled toward the black hole.

A creature restrained by the black hole, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

A creature reduced to 0 health by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

concentration, 5 minutes/mana

As two actions, a churning snow storm forms, centered on a point you can see within sight range and spreading to a radius of 200 meters. Hailstones, gusts, and freezing rain assail the area under the cloud from the cloud. The area is difficult terrain and is heavily obscured. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Gusts of strong wind (at least 30 kilometers per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failure, it takes 1d8 cold damage and is slowed 2 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 4 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be entombed far beneath the earth in an air pocket that is just large enough to contain the target. Nothing can pass through the pocket, nor can any creature teleport or use planar travel to get into or out of it. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

concentration, 1 minute/mana

As two actions, you create a seismic disturbance at a point on the ground that you can see within 100 meters. For the duration, an intense tremor rips through the ground in a 20-meter radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Will saving throw.

On a failure, the creature’s concentration is broken.

When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Reflex saving throw.

On a failure, the creature is knocked prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 2d6 meters deep, 2 meters wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Reflex saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 75 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 health, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Reflex saving throw.

On a failure, it takes 10d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a Difficulty 20 Brawn check as an action to escape. The GM can adjust the Difficulty higher or lower, depending on the nature of the rubble.

On a success, it takes half as much damage.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Reflex saving throw or vines, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

concentration, 1 minute/mana

As two actions, you can divide yourself, creating a duplicate that comes into existence 1 meter away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any magical equipment you have). Your duplicate has all other physical traits you had at the time you cast this spell. Spells or other effects affecting you when you cast this spell do not transfer to your duplicate. Your duplicate has the same amount of health you did at the time this spell was cast.

Your duplicate can move and use actions as normal. It can cast spells, using up to 2 mana per spell. The mana is removed from your mana.

As two actions, or when the duration expires, you and your duplicate rejoin, no matter how far from each other you are. At the time of rejoining, your health become the average between the health of you and your duplicate.

If you or your duplicate dies before the duration expires, no rejoining occurs. You take full control of the still living creature and you become exhausted 1 and you have disadvantage on skill checks for 10 minutes.

If you cast this spell again, the effect of another fission spell on you ends. You cannot use fusion with a duplicate, or share any other spell or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use spells and effects such as life drain to hurt your duplicate only damages your duplicate; these spells and effects do not heal you.

All beneficial spells affecting a fissioned creature, either the original or the duplicate, end when the fission ends.

Any detrimental spells affecting your duplicate end when the duration ends, unless you die and your duplicate survives, in which case any detrimental effects continue.

As you spend 1 minute to cast this spell, you freeze a creature that you can touch or see within 5 meters in time. The target must succeed on a Will saving throw or be paralyzed; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

As you spend 1 minute to cast this spell, you freeze a creature that you can touch or see within 5 meters in a solid block of ice. The target must succeed on a Fortitude saving throw or it is paralyzed and immune to all damage and effects while it is encased in ice; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

As two actions, you utter a foul incantation that causes the flesh, muscle, and bones of up to six creatures of your choice that you can touch or see within 20 meters to be ripped asunder. Each creature must make a Fortitude saving throw. If the creature is a construct, incorporeal undead, or lacks flesh and bones, the spell has no effect on it.

On a failure, it takes 10d8 poison damage and is knocked prone as its body is suddenly and violently twisted and contorted into unnatural shapes.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If a creature is killed by this damage, its body is twisted into shredded pieces and if the creature is not undead, you regain health equal to half the amount of necrotic damage dealt.

As you spend 1 hour to cast this spell, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before.

This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you cast the spell, you learn the following facts about the creature:

  • Its name, species, and character class.
  • A general estimate of its level or Health Dice: low (5 HD or lower), medium (6 to 10 HD), high (11 to 20 HD), very high (21 HD to 30 HD), or deific (31 HD or higher).
  • Its location (including place of residence, town, country, world, and plane of existence).
  • Significant items currently in its possession.
  • Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or species of those the creature fought, spells it has used, items it acquired, and items it left behind (including the location of those items).
  • A current mental view of the creature, as described in the clairvoyancence spell, which you can maintain with concentration for up to 1 hour.

Metafaculty can defeat spells and special abilities such as nondetection (or even a miracle or wish spell) that normally obscure divination spells. Make a skill check using your spellcasting skill. The Difficulty is 11 + twice the mana expended to cast the spell.

On a success, you defeat these sorts of otherwise impervious defenses.

The amount of information gained from metafaculty is taxing on the mind. You become exhausted 1 when you cast this spell.

As two actions, four blazing orbs of fire plummet to the ground at different points you can see within 2 kilometers. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Each creature within 2 meters of each point must make a Reflex saving throw.

On a failure, it takes 8d6 concussion damage and 7d6 fire damage and is burning 5.

On a critical failure, it takes twice as much damage and is burning 10.

On a success, it takes half as much damage and is burning 2.

On a critical success, it takes no damage.

A creature in the area of more than one fiery burst is affected only once.

M (diamond worth 1,000 sp, consumed)

As you spend 1 hour to cast this spell, you attempt impress the totality of your psyche into the subconscious of a creature that you can touch. The creature must make a Will saving throw.

On a failure, it is incapacitated.

At the end of each of its turns while incapacitated in this way, the creature must make a Will saving throw. If the creature succeeds on three of these saves, it is no longer incapacitated, and the spell ends. If the creature fails three of these saves, the creature is no longer incapacitated, but you impress the totality of your psyche into a creature’s subconscious.

If successfully implanted, the seed of your mind “germinates” over 7 days. During this time, the creature begins to unconsciously take on your mannerisms. When integration is complete, the creature becomes you in mind as you were when you cast the spell, but the creature’s level is eight lower than your own.

The creature does not have any of your physical abilities or equipment, but does have the Intelligence, Wisdom, and Charisma you had when you were eight levels lower. The creature also knows the spells you knew when you were eight levels lower.

While the creature is initially your mental duplicate, the two personalities diverge over time. Although the creature starts off with memories of your experiences, it possesses its original “soul” and physical body and is free to develop its own personality based on its own new experiences. Thus, the creature is not your slave or servant, but instead a nonplayer character in its own right that shares your earlier memories.

A germinating seed can be removed (prior to germination) only by miracle or wish. Casting mind seed again during the germination period also cleanses the creature’s mind.

The process of impressing your psyche into another is demanding and draining. You become exhausted 1 when you cast this spell.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Fortitude saving throw or shrink to a height of 2 centimeters and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

As two actions, you request a miracle that can alter the very foundations of reality.

The basic use of this spell is to duplicate any other spell of 4 mana or less. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 sp in value that isn’t a magic item. The object can be no more than 100 meters in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can touch or see to regain full health, you end all effects that cause them to be bleeding, blinded, burning, charmed, deafened, paralyzed, petrified, or poisoned, you remove any reductions to their abilities, you remove any effect that reduces their maximum health, and you reduce their exhausted levels by one.
  • You grant up to ten creatures that you can touch or see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a miracle spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your miracle to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the miracle, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the miracle. For example, requesting that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, requesting a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 2d10 necrotic damage for each mana expended. This damage can’t be reduced or prevented in any way. In addition, your Strength becomes −4, if it isn’t −4 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast miracle ever again if you suffer this stress.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be transported into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

A dispel magic spell can end the spell only if it is cast using 5 mana.

M (a diamond worth 5,000 sp); concentration, 1 minute/mana

As you spend 1 minute to cast this spell, you conjure a portal linking an unoccupied space you can see within 10 meters to a precise location on a different plane of existence. The portal is a circular opening, which you can make 1 meter to 4 meters in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

5 minutes/mana

As two actions, a shimmering, multicolored plane of light forms a vertical opaque wall centered on a point you can see within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation.

The wall sheds bright light out to a range of 20 meters and dim light for an additional 20 meters. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 4 meters of it or starts its turn there, the creature must succeed on a Fortitude saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Reflex saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall, but dispel magic can remove the violet layer.

1. Red. The creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 8d10 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 8d10 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 8d10 poison damage on a failed save, or half as much damage on a successful one. A stone shape spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 8d10 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failure, the creature is slowed 2. A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.

On a success, the slowed level is reduced by 1.

On a failure, the slowed level increases by 1. The spell ends if the slowed level is reduced to 0. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet. On a failure, the creature is blinded. It must then make a Fortitude saving throw at the end of each of its turns.

On a success, the blindness ends.

On a failure, the creature takes 3d10 radiant damage.

This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or be entombed far beneath the sands in an air pocket that is just large enough to contain the target. Nothing can pass through the pocket, nor can any creature teleport or use planar travel to get into or out of it. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

M (powdered ruby 1,000 sp, consumed)

As you spend 12 hours to cast this spell, you shape an illusory duplicate of one creature that you touch for the entire casting time. The duplicate is a creature, partially real and formed from ice or snow, and it can use actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s maximum health and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain catalysts, mana, ki, or stamina dice.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 sp per health it regains. The simulacrum lasts until it drops to 0 health, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 5 meters. The target must succeed on a Will saving throw or fall asleep and can’t be awoken; if it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

concentration, 1 minute/mana

As two actions, a churning storm cloud forms, centered on a point you can see within sight range and spreading to a radius of 100 meters. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 1 kilometer beneath the cloud) when it appears must make a Fortitude saving throw.

On a failure, it takes 7d6 concussion damage and is deafened 5 minutes.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Each round you maintain concentration on this spell, as an action, you can call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Reflex saving throw. The creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

concentration, 1 hour

As you spend 10 minutes to cast this spell, you tear a hole in the temporal timeline. Time around you passes significantly faster than regular time, allowing you to experience 24 hours of time while others only experience 1 hour.

The tear has a radius of 5 meters. If you leave that area or another creature enters that area the tear immediately ends.

concentration, 6 rounds

As you spend 1 minute to cast this spell, a wall of water springs into existence at a point within sight range and lasts for the duration. You can make the wall of water up to 100 meters long, 100 meters high, and 10 meters thick.

When the water appears and at the start of each of your turns thereafter, each creature inside the water or whose space the water enters when it moves must succeed on a Reflex saving throw.

On a failure, it takes nulldnull damage and 8d8 bludgeoning damage and is knocked prone.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

On subsequent rounds, the wall of water’s height is reduced by 10 meters, the damage is reduced by 1d8, and the water, along with any creatures in it, moves 10 meters away from you. When the wall of water reaches 0 meters in height, the spell ends.

Because of the force of the wave, creature must succeed on a successful Athletics check against your spell save Difficulty in order to swim. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

As two actions, by simply speaking aloud, you can alter the very foundations of reality as you wish.

The basic use of this spell is to duplicate any other spell of 4 mana or less. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 sp in value that isn’t a magic item. The object can be no more than 100 meters in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can touch or see to regain full health, you end all effects that cause them to be bleeding, blinded, burning, charmed, deafened, paralyzed, petrified, or poisoned, you remove any reductions to their abilities, you remove any effect that reduces their maximum health, and you reduce their exhausted levels by one.
  • You grant up to ten creatures that you can touch or see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 2d10 necrotic damage for each mana expended. This damage can’t be reduced or prevented in any way. In addition, your Strength becomes −4, if it isn’t −4 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again if you suffer this stress.