Kryx RPGThemesMonsters

Spells

All spells

1 minute

As an action, you can convince a beast that you mean it no harm. Choose a beast that you can touch or see within 5 meters. It must see and hear you. If the beast’s Intelligence is −3 or higher, the spell fails. Otherwise, the beast must succeed on a Will saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

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

As an action, you extend your hand and trace a sigil of warding in the air. Until the start of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

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

On a failed save, you cloud your image from it as you are invisible to it until the end of your next turn.

As an action, a creature that has blood in its body that you can touch or see within 5 meters must make a Fortitude saving throw.

On a failed save, you siphon its life force to heal your wounds as it takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

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

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 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. Make a ranged spell attack against a creature or object within 10 meters of the object as it flies towards the target.

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

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

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 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, a creature below its maximum health that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you sear its wounds as it takes 1d10 fire damage and it can’t regain health until the start of your next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

At higher levels

You can increase this spell’s damage by 1d10 when you reach 9th level (2d10) and 17th level (3d10).

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 as it must make a Reflex saving throw.

On a failed save, it takes 1d8 damage. The number rolled determines the damage type.

On a successful save, 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). When you roll multiple d8s, choose one of the d8s. The number it rolled determines the damage type.

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

On a failed save, you beguile it as it is charmed by you until the end of your next turn.

The spell ends if you or your allies attack or damage the charmed target or if you or your allies cast a spell that targets the charmed target.

When the spell ends, the creature knows it was charmed by you. If you or one of your companions harms the target, the spells ends.

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

On a failed save, you obscure the creature’s senses as it takes 1d8 psychic damage and has disadvantage on the next attack roll it makes before 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, a creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, you obscure the creature’s ability to perceive coming events as it takes 1d6 psychic damage and the next attack roll made against this target before the end of your next turn has advantage.

At higher levels

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

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).

1 hour

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. Choose one of the following options.

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

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

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

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

On a failed save, it takes 1d8 piercing damage and is grappled as if its shadow were anchored to the terrain until the end of your next turn.

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

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

After causing the shadow to turn violent the spell ends.

At higher levels

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

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

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

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

After attacking with the glob, the spell ends.

At higher levels

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

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.

concentration, 1 minute

As an action, you create up to four torch-sized lights within 20 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 1-meter radius.

As an action, you can move the lights up to 10 meters to a new spot within 20 meters. A light must be within 4 meters of another light created by this spell, and a light winks out if it exceeds the spell’s range.

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

On a failed save, you confuse the creature as it takes 1d6 psychic damage, has disadvantage on the next attack roll 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 successful save, it takes half as much damage, but doesn’t suffer any other effect.

At higher levels

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

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

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

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

At higher levels

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

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 ability 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 failed save, a creature takes 1d6 psychic damage. This spell has no effect on a creature with an Intelligence of −4 or less.

At higher levels

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

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 a creature within 1 meter of you.

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

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

After you make the attack, hit or miss, the sand falls at the target’s feet, burying them in sand and your hand returns to normal. Its speed is reduced by 1 meter until the end of its next turn.

At higher levels

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

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 which must make a Fortitude saving throw.

On a failed save, it takes 1d10 damage. Choose a damage type: acid, cold, fire, or lightning.

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 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.

1 minute

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 a creature within 1 meter of you.

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

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

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

At higher levels

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

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

On a failed save, it takes 1d8 piercing damage, and if it is Medium or smaller, it is pulled 2 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; Huge).

1 hour

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 a creature within 1 meter of you.

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

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

The spell ends if you dismiss it on your turn (no action required), or if you cast it again.

At higher levels

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

5 minutes

As an action, you shape a small amount of water, ice, or snow 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 snow, you can hurl it. Make a ranged spell attack against a creature within 5 meters. On a hit, the target takes 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose snow, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 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 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 1d8 when you reach 9th level (2d8) and 17th level (3d8).

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

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

At higher levels

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

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

On a failed save, numbing frost forms on it as it takes 1d8 cold damage, and either its speed is reduced by 2 meters until the end of its next turn or it has disadvantage on the next weapon attack roll it makes before the end of its next turn (your choice).

At higher levels

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

1 hour

As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 5 meters.

When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek. A creature of your choice within 5 meters of the spirit must make a Will saving throw.

On a failed save, it takes 1d4 psychic damage, it has disadvantage on the next attack roll it makes before the end of its next turn, and it can’t willingly move closer to the space where the spirit was until the end of its next turn.

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

At higher levels

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

1 hour

As an action, you can decrease the amount of light emitted from objects in a 1-meter radius sphere 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.

You can gloom up to three areas at a time.

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature. A creature of you choice within 5 meters of the gloom must make a Fortitude saving throw.

On a failed save, it takes 1d8 necrotic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

After the gloom engulfs the spell ends.

At higher levels

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

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

On a failed save, you temporarily afflict undeath as the creature takes 1d10 necrotic damage and it can’t regain health until the start of your next turn. If the creature is undead, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels

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

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 your next turn, the first attack roll is made with advantage. If the attack hits, add 1d6 damage to the attack’s damage roll.

If the attack misses 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 up to 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 up to 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.

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 which must make a Reflex saving throw.

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

You can cause the jet to be harmless as it soaks the creature and reduces any burning condition by 2.

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).

1 minute

As an action, you can increase the amount of light emitted from objects in a 4-meter radius within 20 meters. You can increase the light level by one step (no light to dim light, or dim light to bright light).

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

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

On a failed save, it takes 1d8 poison damage, has disadvantage on the next weapon attack roll it makes before the end of its next turn, and moves 1 meter in a random direction if it can move and its speed is at least 1 meter. 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.

At higher levels

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

As an action, a creature that isn’t a construct or undead that you can touch or see within 5 meters must make a Fortitude saving throw.

On a failed save, you siphon its life force to heal your wounds as it takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

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

1 hour

As an action, you, or an object you touch that is no larger than 2 meters in any dimension sheds bright light in a 1-meter radius and dim light for an additional 1 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 flash brightly. A creature within 5 meters of you or the object must make a Fortitude saving throw.

On a failed save, it takes 1d8 radiant damage and has disadvantage on the next attack roll it makes before the end of its next turn.

After flashing brightly the spell ends.

At higher levels

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

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 5 meters which must make a Reflex saving throw.

On a failed save, it takes 1d8 lightning damage, and if it is Medium or smaller, it is pulled up to 3 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; Huge).

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw. Undead and creatures immune to being charmed automatically succeed on the saving throw.

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

1 minute

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 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 such as a broken key, a torn cloak, or a leaking wineskin.

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, a creature that you can touch or see within 5 meters must make a Will saving throw.

On a failed save, you unleash a psychic assault on it as it takes 1d6 psychic damage and the next attack roll against the target made before the end of your next turn has advantage.

At higher levels

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

1 minute

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 an ability check using Perception (Intelligence) against your spell save DC. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

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

On a failed save it takes 1d2 psychic damage, can’t take reactions, and the next attack roll made against this target before the end of your next turn has advantage.

At higher levels

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

1 hour

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).

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 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 1d8 bludgeoning damage. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 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 1d8 when you reach 9th level (2d8) and 17th level (3d8).

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. If you miss by 4 or less, the target takes half as much damage.
  • If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1 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 failed save, a creature takes 1d10 poison damage and has disadvantage on the next ability check or attack roll it makes before the end of its next turn.

At higher levels

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

1 hour

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 or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect 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 a creature within 1 meter of you.

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

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

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

At higher levels

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

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 or hurl the flame.

If you form the flame into a blade, make a melee spell attack against a creature within 1 meter of you.

If you hurl the flame, make a ranged spell attack against a creature within 5 meters.

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

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

The spell ends if you dismiss it 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 1d8 when you reach 9th level (2d8) and 17th level (3d8).

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

On a failed save, a creature takes 1d6 radiant 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 humanoid 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. When it attacks, make a melee spell attack in place of its attack.

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

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

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

At higher levels

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

As an action, you can create two rifts in spaces you can see within 5 meters of you. The rifts are no more than 30 centimeters across and last until the end of your turn or until you create another rift. A creature next to one rift is considered to be within 1 meter of the other rift and its surrounding area. Anything put through one rift emerges from the other and attacks through the rift are not enhanced or restricted by the rift in any way. You can then make a weapon attack through the rift before the end of your turn (no action required).

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

At higher levels

When you reach 9th level, the rift 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 which must make a Reflex saving throw.

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

At higher levels

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

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.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect 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. Choose a creature that you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, a creature takes 1d8 lightning damage and it can’t take reactions until the start 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, a ball of snow or icicle forms in your free hand. You can throw the snowball or icicle or stab a creature with the icicle.

If you stab a creature with the icicle, make a melee spell attack. If you throw the snowball or hurl the icicle, make a ranged spell attack against a creature within 5 meters.

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

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

At higher levels

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

As an action, a creature that isn’t a construct or undead that you can touch or see within 5 meters must make a Fortitude saving throw.

On a failed save, you siphon its life force to heal your wounds as it takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

At higher levels

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

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 a creature within 1 meter of you.

On a hit, it takes 1d8 bludgeoning damage.

If you 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 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, a ray of sunlight sears a creature that you can touch or see within 5 meters which must make a Reflex saving throw. The target gains no benefit from cover for this saving throw.

On a failed save, it takes 1d10 radiant 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 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 failed save, a creature takes 1d6 force 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, the target takes 1d6 piercing damage, and its speed is reduced by 2 meters until the start of your next turn.

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

At higher levels

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

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

On a failed save, it takes 1d8 piercing damage, and if it is Medium or smaller, it is pulled 2 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; 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 failed save, a creature takes 1d6 concussion 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 distort time around a creature that you can touch or see within 5 meters which must make a Will saving throw.

On a failed save, you rapidly accelerate and decelerate time, tearing it apart as it takes 1d6 force damage, and it can’t take reactions until the start of its next turn.

At higher levels

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

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

On a failed save, the sound of a dolorous bell fills the air around it for a moment, calling it to its final resting place as it takes 1d8 psychic damage. If the target is missing any of its health, it takes 1 extra damage.

At higher levels

This spell’s damage increases by 1d8 + 1 when you reach 9th level (2d8 + 2) and 17th level (3d8 + 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 your next turn, the first attack roll is made with advantage. On a hit, add 1d6 damage to the attack’s damage roll.

If you 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. If the target can hear you (though it need not understand you), it must succeed on a Will saving throw or it takes 1d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.

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

At higher levels

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

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

If you were hit by an attack, roll a d4 and add the result to your Defense against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

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

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

  • You can teleport up to an additional 5 meters for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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 2d8 temporary health.

Augment

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

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

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

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

Augment

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

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

On a failed save, a creature takes 3d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

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

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

Augment

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

concentration, 1 minute/mana or psi

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

Augment

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

1 minute/mana or psi

As an action, you afflict a fiend that you have summoned and can see within 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 targeted creature must succeed on a Will saving throw or it has disadvantage on ability checks and saving throws against you. In addition, creatures that demand payment for their services reduce the payment by 20%. However, beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release.

Augment

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

As a reaction, which you use when you are hit by an attack or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 10 meters it must make a Will saving throw.

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

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

Augment

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

3 hours/mana or psi

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 9 for the duration.

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

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

(ritual); 6 hours/mana or psi

As you spend 1 minute to cast this spell, you set an alarm against unwanted intrusion. Choose a door, a window, or an area within 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 or psi

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

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

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

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

Augment

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

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, your ancestral spirits guide the creature. Roll a d4 and add the result as a bonus to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

(ritual); 1 day/mana or psi

As an action, you use an animal to deliver a message. Choose a Tiny beast 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 beast travels for the duration of the spell toward the specified location, covering about 80 kilometers per 24 hours for a flying messenger, or 40 kilometers for other animals.

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

Augment

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

1 hour/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi to gain the benefit of both effects.

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

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

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

Augment

You can create 7 more tendrils for each additional mana or psi expended.

concentration, 1 hour/mana or psi

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

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

Augment

Astral Refuge. You can expend 1 additional mana or psi to stay in the Astral Plane, returning to the space you occupied at the start of your next turn. You take advantage of the timeless nature of the Astral Plane, allowing you to 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 failed save, a creature takes 3d8 bludgeoning damage and if it is Medium or smaller it is pushed 2 meters away from you in a direction following the cone or line.

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

Augment

You can increase the damage by 2d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana or psi expended.

As an action, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, its blood is violently purged from it body through its skin as it takes 3d12 necrotic damage.

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

Augment

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

As a reaction, which you use when you are hit by a weapon attack that you can see, you can redirect attacks with gusts of air. Roll a d4 and subtract the result from weapon attack rolls against you until the start of your next turn, including against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

Additionally, ranged weapon attacks have disadvantage against you until the start of your next turn, including the triggering attack.

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

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

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

concentration, 1 minute/mana or psi

As an action, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each target must make a Will saving throw. Whenever a target that fails this saving throw makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll, ability check, or saving throw.

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

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

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

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + 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 the next attack roll or Will saving throw made before the end of your next turn.

concentration, 1 minute/mana or psi

As an action, you can beguile a creature within 10 meters. The creature must succeed on a Will saving throw or it is charmed by one of your allies within 5 meters of it for the duration of the spell.

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

1 hour/mana or psi

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

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

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

Cat’s Grace (1 mana). You have advantage on dexterity checks and 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 or psi for each option.
  • You can increase the pool of mana by 1 for each additional mana or psi expended.

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

concentration, 1 minute/mana or psi

As an action, you create chain bindings that bind a creature that you can touch or see within 10 meters. The target must succeed on a Reflex saving throw or be restrained for the duration.

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

On a success, the target is freed.

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

Augment

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

concentration, 1 minute/mana or psi

As an action, you bless up to two creatures you can see within 5 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the result to the attack roll, ability check, or saving throw.

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

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

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

As an action, a creature or plant that isn’t undead or a construct that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you drain moisture and vitality from it as it takes 3d12 necrotic damage.

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

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

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.

Augment

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

concentration, 1 minute/mana or psi

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

On a failed save, you blind its eyes with light as it takes 3d6 radiant damage and is blinded for the duration.

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

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

Augment

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

concentration, 1 minute/mana or psi

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

On a failed save, you engulf its eyes or ears in shadow, blinding or deafening it as it takes 3d6 necrotic damage and is either blinded or deafened (your choice) for the duration.

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

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

Augment

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

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + 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, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon life force to heal your wounds as it takes 3d8 necrotic damage.

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

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

Augment

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

As a 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 or psi limit for another spell you cast this turn.

Augment

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

As a reaction, which you 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 blood in its body or this spell has no effect.

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

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

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

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

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

While your familiar is within 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 requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your familiar if it is within 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 familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form from the above list.

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

Augment

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

concentration, 5 minutes/mana or psi

As an action, a weapon that deals piercing or slashing damage that you touch thirsts for blood. For the duration, the weapon deals an extra 1d6 damage when it hits.

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

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

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

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

1 hour/mana or psi

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 ability checks to track any creature that doesn’t have full health.

1 minute/mana or psi

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

Augment

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

concentration, 1 minute/mana or psi

As an action, your voice strengthens the will of up to two creatures who can see or hear you within 5 meters. Whenever a target makes an attack roll, ability check, or saving throw during the duration, the target can roll a d4 and add the result to the attack roll, ability check, or saving throw.

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

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

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

3 hours/mana or psi

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 proficiency bonus + 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 5 Defense 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 successful save, 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 3d8 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

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 or psi expended.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d6 concussion damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi 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 or psi

As an action, you bind a creature, preventing it from leaving your side. Choose a creature that you can touch or see within 10 meters to be affected. While affected by this spell, if the target is more than 1 meter away from you at the start of your turn it must make a Will saving throw.

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

On a successful save, the spell ends.

As a reaction, which you use when you make a Coercion check, your words become more commanding. Roll a d4 and add the result to your roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

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

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

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

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

Augment

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

As you spend 10 minutes to cast this spell, you call forth a beast from the wilderness to be a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of a beast 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 or psi, up to your mana limit or psi limit. For each mana or psi you expend, the steed gains 3 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 or psi expended. The companion can have a burrow, flying, or swimming speed.

As a reaction, which you use when you roll an Intelligence check, you 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 failed save, a creature takes 3d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

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

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

  • Caustic Corruption. You can expend 1 additional mana or psi 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 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi 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 DC 20 Insight check.

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

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

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

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

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

Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 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 or psi for each option.
  • You can increase the damage of holy water by 6d6 for each additional mana or psi expended.

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

concentration, 1 minute/mana or psi

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

On a failed save, the creature is restrained by glowing golden chains composed of pure light for the duration. While restrained by this spell, the creature takes 1d6 radiant damage at the start of each of its turns.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 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 which must make a Reflex saving throw.

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

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

If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 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 4d8 for each additional mana or psi expended, but only the original 3d8 are used to determine the damage type and whether the bolt bounces.

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

As an action, a weapon you touch becomes infused with chaotic energy. For the duration, the weapon deals an extra 1d6 damage when it hits. Roll a d8 to determine the attack’s damage type, as shown below.

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

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

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

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

1 hour/mana or psi

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

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

Augment

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

1 minute/mana or psi

As an action, you exert an aura of sympathetic power. Each creature within 2 meters of you must succeed on a Will saving throw or become charmed by you for the duration.

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

Augment

You can target creatures within an additional 2 meters for each additional mana or psi expended.

1 hour/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana or psi

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

Augment

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

concentration, 1 minute/mana or psi

As an action, you fill the air with spinning daggers in a 1-meter cube within 10 meters. A creature must make a Reflex saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature takes 3d4 piercing damage on a failed save, or half as much damage on a successful one.

Augment

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

concentration, 1 minute/mana or psi

As an action, you shoot writhing strands of webbing that wrap up a creature like a mummy. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Reflex saving throw or be restrained for the duration.

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

On a success, the target is freed.

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

Augment

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

concentration, 1 minute/mana or psi

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

  • You can expend 1 additional mana or psi to changes to increase the slowed level by 1.

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

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

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

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1 meter of you.

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

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

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

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

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

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

concentration, 1 minute/mana or psi

As an action, you can make a weapon attack in an attempt to compel a creature into a duel. On a hit, the creature must make a Will saving throw.

On a failed save, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 5 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn.

The spell ends if you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Augment

You can target one additional creature for each additional mana or psi 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 or psi 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 failed save, the creature rolls on the Wild Surge table to create a random magical effect.

(ritual); 1 hour/mana or psi

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

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

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

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

1 minute/mana or psi

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

Augment

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

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

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

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

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

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as 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 an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment

You can increase the damage by 2d6 for each additional mana or psi 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 or psi for each option.
  • You can expend 1 additional mana or psi so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

concentration

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

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

concentration, 1 minute/mana or psi

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

On a failed save, the creature is restrained by magical bandages. While restrained by this spell, the creature takes 1d6 bludgeoning damage at the start of each of its turns.

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

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 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 Fortitude saving throw.

On a failed save, a creature takes 3d4 necrotic damage.

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

You regain health equal to half the amount of necrotic damage dealt to creatures that aren’t undead.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d4 for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

M (ruby dust worth 50 sp, consumed)

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

concentration, 5 minutes/mana or psi

As an action, you shape and alter existing sounds within 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 ability 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 an attack roll, an ability check, or a saving throw, the creature gains divine conviction. Roll a d4 and add the result as a bonus to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

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

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

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

On a failed save, a creature takes 2d8 radiant damage and is blinded until the end of its next turn.

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

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

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

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

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

concentration, 1 minute/mana or psi

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

On a failed save, it takes 4d6 acid damage.

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

Augment

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

concentration, 5 minutes/mana or psi

As an action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d6 acid damage when it hits.

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

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

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

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

(ritual)

As an action, you either create or purify water.

Create Water. You create up to 40 liters of clean water within 5 meters in an open container. Alternatively, the water falls as rain in a sphere twice as big as normal within 10 meters. Any burning creature in the area stops burning and exposed flames in the area are doused.

Purify Water. All nonmagical liquid within a sphere within 5 meters is purified and rendered free of poison and disease.

concentration, 1 minute/mana or psi

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

  • You can expend 1 additional mana or psi to changes to increase the slowed level by 1.

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

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

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

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

On a failed save, a creature takes 2d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters in a straight line, either clockwise or counterclockwise.

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

The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. 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 or psi for each option.
  • You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana or psi expended.

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

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

    You can change the direction of the cyclone as an action.

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

As a reaction, which you use when you take damage, you can dampen the pain. Roll 3d6 and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can reduce the damage by an additional 4d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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. Roll a d4 and subtract the result from the spell’s attack bonus or spell save DC. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

  • Counterspell. You can expend 1 additional mana or psi to attempt to interrupt the spell instead of dampen it. Make an ability check using your spellcasting ability which you are proficient with. The DC equals the creature’s spell DC + the spell’s effective mana. If you have identified the spell being cast, you have advantage on this ability 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 ability check for each additional mana or psi expended.

concentration, 1 hour/mana or psi

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

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

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

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

  • Hungering Darkness. You can expend 1 additional mana or psi 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 or psi 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 starts its turn in the sphere, it must make a Reflex saving throw, taking 2d6 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 each additional mana expended.

concentration, 5 minutes/mana or psi

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 1d6 radiant damage when it hits, or an extra 2d6 radiant damage against undead and oozes.

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

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

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

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

concentration, 1 hour/mana or psi

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.

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

  • Dawn. You can expend 1 additional mana or psi and cast the spell as two actions so the sunlight beams with radiant energy. The sphere is now sized based on the mana or psi expended and the duration changes to 5 minutes/mana or psi, 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 failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn.

    On a successful save, it takes half as much damage and isn’t blinded by this spell.

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

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

As a reaction, which you use when you make a Deception check, your words entice the gullible. Roll a d4 and add the result to your roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

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, a creature that has moisture in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon the moisture from its body as it takes 3d12 necrotic damage and 2 liters of water are removed from the creature. Unless it rehydrates, it can quickly become exhausted 1.

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

Augment

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

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

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

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 or psi

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 or psi

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 or psi

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 can make a weapon attack with advantage as you shift between two worlds. On a hit, add 3d6 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

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

1 hour/mana or psi

As an action, you change the appearance of a creature that you can touch or see within 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 an ability check using Perception (Intelligence) against your spell save DC. If it succeeds, it becomes aware that the creature is disguised.

Augment

You can target two additional creatures for each additional mana or psi 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, or a creation of magical force, such as the wall created by wall of force.

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

On a failed save, it takes 5d6 force damage, or half as much damage on a successful save. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

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

Augment

You can increase the damage by 7d6 for each additional mana or psi expended.

At 2 mana, this spell automatically disintegrates a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell disintegrates a 1-meter radius sphere portion of it.

At 3 mana, this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1-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.

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

On a failed save, 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.

On a successful save, it takes half the initial damage and no damage at the end of its next turn. If this 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 cast with 5 mana or a wish spell.

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 5d6 for each additional mana or psi 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, this spell automatically dissolves 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 dissolves 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, a creature that can hear that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, you whisper a discordant melody that only the creature can hear, wracking it with terrible pain as it takes 3d10 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

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

Augment

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

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

As you spend 10 minutes to cast this spell, you call forth an emissary of your deity. The emissary’s form is based on a creature that your deity is known for: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 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 requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your emissary if it is within 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 emissary at a time. If you cast this spell while you already have an emissary, you instead cause it to adopt a new form from the above list.

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

Augment

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

concentration, 1 minute/mana or psi

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failed save, a creature is affected.

  • Blinded and deafened: each creature CR ½ or lower is blinded and deafened for the duration.
  • Stunned: each creature CR ¼ or lower is stunned for the duration.
  • Banished or destroyed: each creature CR ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.

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

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 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 or psi for each option.
  • You can expend 1 additional mana or psi so a creature is blinded and deafened if its CR is 3 or lower, stunned if its CR is 2 or lower, and banished or destroyed if its CR is 1 or lower.

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

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

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

concentration, 1 minute/mana or psi

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 failed save, its flying speed (if any) is reduced to 0 meters for the spell’s duration. An airborne creature affected by this spell descends at 10 meters per round until it reaches the ground or the spell ends.

Augment

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

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

  • 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 creature rolls but before any effects of the roll occur.

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

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

  • You can expend 1 additional mana or psi to 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 or psi to instead become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or psi 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. A creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it takes 3d8 necrotic damage.

On a successful save, it takes half as much 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 2d10 health. A creature that you can touch or see within 5 meters of that creature must make a Fortitude saving throw.

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

Augment

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

concentration, 1 minute/mana or psi

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

On a failed save, your rapid mental lashings assault its ego, debilitating its confidence as it takes 2d10 psychic damage and has disadvantage on attack rolls and ability checks for the duration.

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

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d10 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

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

1 hour/mana or psi

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 or psi

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 Strength 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 Strength 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 or psi for each option.
  • You can expend 1 additional mana or psi so a creature you touch grows larger or smaller instead. You can target one additional creature for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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, 1 minute/mana or psi

As an action, you cause an object you can see within 5 meters that is neither worn nor carried to grow larger or smaller for the duration.

Augment

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

concentration, 1 minute/mana or psi

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

On a failed save, the creature is restrained by a writhing mass of thorny vines that wrap around it. While restrained by this spell, the creature takes 1d6 piercing damage at the start of each of its turns.

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

On a success, the target is freed.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d6 for each additional mana or psi expended.

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

1 minute/mana or psi

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

Augment

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

concentration, 5 minutes/mana or psi

As an action, a weapon you touch drips with poison. For the duration, the weapon deals an extra 1d6 poison damage when it hits.

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

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

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

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

As a reaction, which you use when you are hit by an attack, 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 failed save, 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.

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

Augment

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

concentration, 5 minutes/mana or psi

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

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

Augment

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

1 minute/mana or psi

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

On a failed save, 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 or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Zone of Truth. You can expend 1 additional mana or psi to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 10 meters. The duration changes to 5 minutes/mana or psi and until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

concentration, 1 minute/mana or psi

As an action, each creature and object in a sphere twice as big as normal within 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 roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

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

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 or psi

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

Augment

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

concentration, 5 minutes/mana or psi

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

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

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

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

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

Augment

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

concentration, 1 minute/mana or psi

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

While frightened by this spell, a creature must use the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

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

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

5 minutes/mana or psi

As an action, choose up to four 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 or psi expended. The creatures must be within 5 meters of each other when you target them.


Feather Fell

1
1 minute/mana or psi

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 or psi 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, 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 as it is surrounded by flames.

On a failed save, it takes 2d8 fire damage and is burning 1.

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

Augment

You can increase the damage by 3d8 and the burning level by 1 for each additional mana or psi expended.

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

As you spend 10 minutes to cast this spell, you gain the service of a familiar, a piece of you that takes an animal form you choose: awakened shrub, bat, cat, crab, crawling claw, fish (quipper), flying snake, frog (toad), hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0.

Appearing in an unoccupied space within 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 requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your familiar if it is within 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 familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form from the above list.

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

Augment

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

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of a beast 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 or psi, up to your mana limit or psi limit. For each mana or psi you expend, the steed gains 3 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 or psi expended. The companion can have a burrow, flying, or swimming speed.

concentration, 1 minute/mana or psi

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 while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, it takes 2d8 necrotic damage and rolls a d6.

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

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

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

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

Augment

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

concentration, 5 minutes/mana or psi

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 1d6 fire damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi 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.

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

On a failed save, it takes 2d6 piercing and 1d6 slashing damage and its flesh contorts and stretches, growing mouths filled with rows of sharp teeth and hands with vicious claws that shift to tear into its flesh.

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

At the start of each of its turns while its flesh contorts, the creature must make a Fortitude saving throw.

On a failed save, it takes 1d6 piercing and 1d6 slashing damage.

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

Augment

You can increase the initial damage and contorting damage by 2d6 piercing and 1d6 slashing for each additional mana or psi expended.

(ritual); 1 hour/mana or psi

As an action, you create a circular, horizontal plane of force, 1 meter in diameter and 2 centimeters thick, that floats 1 meter above the ground in an unoccupied space of your choice that you can see within 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.

concentration, 1 hour/mana or psi

As an action, you create a sphere twice as big as normal of fog centered on a point within 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 are have advantage on saving throws against the burning condition.

concentration, 5 minutes/mana or psi

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 or psi 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 or psi

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

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

  • You can expend 1 additional mana or psi to 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 3d6 force damage.

Augment

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

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes imbued with raw magical energy. For the duration, the weapon deals an extra 1d6 force damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi to imbue an additional weapon you touch with raw magical energy.

  • Magic Weapon. You can expend 1 additional mana or psi so the weapon becomes a magic weapon for the duration.

3 hours/mana or psi

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 proficiency bonus + its Dexterity (max 4).

concentration, 1 minute/mana or psi

As an action, you impart latent luck upon up to two creatures you can see within 5 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the result to the attack roll, ability check, or saving throw.

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

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

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

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d6 cold damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi 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. Roll a d4 and add the result to your roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + 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 failed save, a creature takes 2d10 cold damage and is slowed 1 until the end of its next turn.

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

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

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 13 + half its proficiency bonus + 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, winds lift you into the air, allowing you to fly up to 5 meters. If you move at least 2 meters straight toward a creature, you can make a melee weapon attack against it. On a hit, add 2d6 damage to the attack’s damage roll. If you miss by 4 or less, add half as much damage. If the target is your size or smaller it must succeed on a Reflex saving throw or you can push the target up to 4 meters away from you and knock it prone.

Augment

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

concentration, 1 minute/mana or psi

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 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 or psi for each option.
  • You can target one additional creature for each additional mana or psi 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 or psi expended.

concentration, 1 hour/mana or psi

As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use 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.

concentration, 1 minute/mana or psi

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 spell’s duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and as an action on each of your turns thereafter—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.

On a hit, it takes 5d8 slashing damage.

If you 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 failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it.

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

Grasping Claw. The claw attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled by the claw.

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

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 an Acrobatics check to tumble past it or a Brawn check to overrun it.

Augment

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

As an action, a berry appears in your hand and is infused with magic. A creature can use an action to eat the berry which restores 3d8 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 4d8 for each additional mana or psi expended.

As an action, a ravine of gravitational force shoots out in a cone or line. Each creature in the area must make a Reflex saving throw.

On a failed save, a creature takes 4d4 concussion damage, is slowed 1 until the end of its next turn, and if it is Medium or smaller it is pulled up to 2 meters toward the center of the area.

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

Augment

You can increase the damage by 3d4, pull the creature an additional meter, and affect a creature of a larger size for each additional mana or psi expended.

1 minute/mana or psi

As an action, slick grease covers the ground in a sphere centered on a point within 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 an Acrobatics check or fall prone. A creature that enters the area or ends its turn there must also make the saving throw or check.

If any fire touches the grease, it ignites. The grease no longer causes creatures to fall prone. When a creature enters the burning area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

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

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

As an action, a flash of light streaks toward a creature within 20 meters. Make a ranged spell attack against the target.

On a hit, the target takes 4d8 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

If you miss by 4 or less, the target takes half as much damage, but no additional effects apply.

Augment

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

1 minute/mana or psi

As an action, you unleash a strong gust of wind in a cone or line that lasts for the duration. Each creature in that area when you cast the spell must make a Reflex saving throw.

On a failed save, a creature takes 2d8 bludgeoning damage and if it is Medium or smaller it is pushed 2 meters away from you in a direction following the cone or line.

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

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. 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 2d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

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 failed save, 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 or psi for each option.
  • You can target one additional creature with haste or two additional creatures with slow for each additional mana or psi 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 or psi expended.

concentration, 1 minute/mana or psi

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

On a failed save, it takes 2d8 psychic damage and can’t see anything beyond 2 meters from it for the duration.

On a successful save, it takes half as much damage, but its mind isn’t hazed.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 5d8 for each additional mana or psi expended.

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

As an action, a creature that you can touch or see within 10 meters regains 3d8 health. This spell has no effect on constructs or undead.

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

  • Major Regeneration. You can expend 2 additional mana or psi to increase the healing by 3d8 and stimulate major natural healing. The duration changes to 1 minute/mana or psi and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

  • Power Word Heal. You can expend 3 additional mana or psi 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 or psi

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 2d6 temporary health at the start of each of its turns. When the spell ends, the target loses any remaining temporary health from this spell.

Augment

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

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 5 meters perceives everything as hilariously funny. A creature must make on a Will saving throw. This spell has no effect on a creature with an Intelligence of −4 or less.

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

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 or psi to target one additional creature for each additional mana or psi 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 an attack roll, an ability check, or a saving throw, you can hinder their effort. Roll a d4 and add the result as a penalty to the creature’s roll.

You can do so after the creature rolls but before any effects of the roll occur.

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

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

1 hour/mana or psi

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana or psi expended. The creatures must be within 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 target must make a Reflex saving throw.

On a failed save, it takes 3d12 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d12 and affect a creature of a larger size for each additional mana or psi expended.

  • Hard Rock. You can expend 1 additional mana or psi to make the boulder sturdy and hard. The boulder is a 1-meter-radius sphere with 5 Defense and 20 Health. On a failed save, the boulder lands at the creature or object’s feet or in its space if it is pushed. On a successful save, the GM determines where the boulder lands. When reduced to 0 health, the rock crumbles into rubble as the ground in that area becomes difficult terrain until cleared which takes at least 1 minute to clear by hand.

concentration, 1 minute/mana or psi

As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed by you for the duration. The charmed creature’s speed drops to 0, it cannot speak, and the creature is incapacitated and visibly dazed.

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

Augment

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

As a reaction, which you use when you are hit by an attack 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 creature rolls 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

  • You can expend 1 additional mana or psi to 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 or psi to instead become encased in ice as the damage against you is halved. For 1 minute/mana or psi 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 creature.

On a hit, its takes 2d8 piercing damage.

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

Hit or miss, the shard then explodes. The target and each creature within 1 meter of it must make a Reflex saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

If the knife strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 1 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 an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment

You can increase the piercing damage by 4d8 and the cold damage by 2d6 for each additional mana or psi expended.

As an action, a thin layer of ice covers the ground in a sphere centered on a point within 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 succeed on a Reflex saving throw or fall prone.

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 or psi so a number of objects equal to the mana or psi expended within the sphere that aren't being worn or carried are frozen cold for the same duration as the ice slick. A creature that touches an object covered in this ice takes 5d6 cold damage when it touches the object and at the end of each of its turns while touching the object.

As an action, a giant spear of ice lances up out of the ground within 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 failed save, it takes 1d10 piercing damage and 1d10 cold damage and is knocked prone.

On a successful save, it takes half as much damage and can’t be knocked prone by other spears from this casting of the spell.

Ice spears created by this spell persist, melting depending on the surrounding environment. They can provide cover. An ice spear has 12 Defense and 20 Health.

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

  • You can create two additional spears for each additional mana or psi expended. Additional augments to the damage increase the piercing damage by 1d10 and the cold damage by 1d10 for each additional mana or psi expended, instead of the normal increase.

(ritual); 10 days

As you spend 1 minute to cast this spell, you write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

concentration, 5 minutes/mana or psi

As an action, you create the image of an object, a creature, or some other visible phenomenon that is no larger than a sphere. The image appears at a spot within 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 an ability check using Perception (Intelligence) against your spell save DC. If it succeeds, it becomes aware that it is an illusion. If a creature discerns the illusion for what it is, the creature can see through the image, and any other sensory qualities of the image become faint to the creature.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • Major Image. You can expend 1 additional mana or psi so the image seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal concussion damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). Additionally, when you move the illusion you can cause it to make different sounds at different times, even making it carry on a conversation, for example.

  • Indefinite. You can expend 1 additional mana or psi so the spell lasts until dispelled, without requiring your concentration.

  • Programmed Image. You can expend 2 additional mana or psi so the illusion activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 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, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, flames wreathe the creature as it takes 4d6 fire damage and is burning 2.

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

Augment

You can increase the damage by 6d6 and the burning level by 2 for each additional mana or psi expended.

1 hour/mana or psi

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 DC. 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 or psi for each option.
  • You can expend 2 additional mana or psi so the duration changes to 6 hours/mana or psi, the DC increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana or psi so the spell lasts until dispelled, the DC increases by 10, and it can hold up to 9,000 kilos of weight.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective field of force force surrounds it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + 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 which must make a Fortitude saving throw.

On a failed save, it takes 3d6 necrotic damage and starts hemorrhaging.

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

At the start of each of its turns while hemorrhaging, the creature must make a Fortitude saving throw.

On a failed save, it takes 2d6 necrotic damage.

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

Augment

You can increase the initial damage and hemorrhaging damage by 3d6 for each additional mana or psi expended.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack roll, ability check, or saving throw roll, you can inspire it. Whenever the creature makes an attack roll, ability check, or saving throw before the start of your next turn, including the triggering attack or saving throw, the creature can roll a d4 and add the result to the attack roll, ability check, or saving throw. 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 or psi for each option.
  • You can expend 2 additional mana or psi so the target can roll 2d4.

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

  • You can inspire one additional creature for each additional mana or psi expended. The creatures must be within 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 makes an attack roll against you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

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

As an action, you endow yourself with energy fueled by magic. You gain 2 stamina dice.

Augment

You can expend 1 additional mana or psi to gain 3 additional stamina dice.

concentration, 1 minute/mana or psi

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • Shared Invisibility. You can expend 1 additional mana or psi so a creature you touch becomes invisible instead. You can target one additional creature for each additional mana or psi expended.

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

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

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

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

As a reaction, which you use when you make an Insight check, you gain temporary, intuitive insight into piercing lies. Roll a d4 and add the result to your roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

As an action, you pummel a creature that you can touch or see within 20 meters with kinetic energy so that it must make a Reflex saving throw.

On a failed save, it takes 3d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.

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

Augment

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

concentration, 5 minutes/mana or psi

As 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 or psi 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 or psi

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 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 failed save, a creature takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you.

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

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

As a reaction, which you use when you are hit by an attack, 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 creature rolls 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
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

  • Telekinetic Shelter. You can expend 2 additional mana or psi to instead become enclosed in telekinetic energy as the damage against you is halved. For 1 minute/mana or psi 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 DC to break it or pick any locks on it increases by 10.

1 hour/mana or psi

As you spend 10 minutes to cast this spell, you learn a language or gain proficiency in a skill for the duration.

Augment

You learn an additional language or gain an additional skill proficiency for each additional mana or psi expended.

concentration, 1 minute/mana or psi

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 or psi

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 or psi for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana or psi 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 or psi expended.

  • You can expend 1 additional mana or psi to target a creature 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 or psi expended.

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

As an action, a creature that isn’t a construct or undead that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you siphon life force to heal your wounds as it takes 3d8 necrotic damage.

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

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

Augment

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

As an action, you sacrifice some of your health to mend another creature’s injuries. You take 2d8 necrotic damage, which can’t be reduced in any way, and 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 3d8 for each additional mana or psi expended.

1 hour/mana or psi

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 or psi for each option.
  • You can reduce the weight by an additional 40 kilograms for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so the duration changes to 6 hours/mana or psi.

  • You can expend 1 additional mana or psi 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, taking 2d8 radiant damage on a failed save, or half as much damage on a successful one.

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

  • You can expend 1 additional mana or psi to double the extra movement from your Dash and increase the damage by 2d8.

As an action, a stroke of lightning blasts out from you in a direction you choose. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn.

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

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

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

  • Staggering Bolt. You can expend 1 additional mana or psi so each creature who fails the saving throw is staggered until the end of its next turn.

As a reaction, which you use when you are hit by an attack 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 have resistance to fire damage and advantage on saving throws against the burning condition until the start of your next turn.

Augment

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

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

As an action, describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 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 or psi to locate a creature instead of an object. Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 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.

(ritual)

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

(ritual)

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

(ritual)

As an action, you sense the direction of water. You learn the direction and distance to the closest substantial body of water within 10 kilometers, if any are present.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4), and it gains resistance to force damage. The spell ends if the target dons armor or if you dismiss the spell 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 five glowing darts of magical force. Each dart hits a creature that you can touch or see within 20 meters. A dart deals 1d4 force damage to its target. The darts all strike simultaneously, and you can direct them to hit a creature or several.

Augment

You can create seven additional darts for each additional mana or psi expended.

(ritual)

As you spend 1 minute to cast this spell, you implant a message within an object you can touch or see within 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 an amount of health equal to 3d8. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized.

Augment

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

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

On a failed save, if the creature has mana or psi, you pull magical energy out of a creature’s body as it loses 1 mana or psi (its choice), takes 1d10 force damage, and has disadvantage on saving throws to maintain concentration on a spell until the start of its next turn.

On a successful save, if the creature has mana or psi, it takes half as much damage, but doesn’t lose mana or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d10 and the target loses 1 additional mana or psi for each additional mana or psi expended.

  • Antimagic Rebuke. You can expend 1 additional mana or psi to cast the spell as a reaction, which you 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 and additional augments increase the damage by 2d10 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 requires an attack roll, you use your attack modifier for the roll.

As an action, you can temporarily dismiss your mindcrystal if it is within 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 roll against the killer.

Augment

You can increase your mindcrystal’s health by 5 for each additional mana or psi expended.

As a reaction, which you use when you are hit by an attack you can see, you can step back in time to avoid the attack. 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 creature rolls but before any effects of the roll occur.

You can then teleport up to 4 meters to an unoccupied space you can see that you occupied since the start of your last turn.

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

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

As a reaction, which you use when you make an ability check using Constitution, Dexterity, or Strength or a Fortitude or Reflex saving throw, you can focus your mind to overcome your body’s limitations. Roll a d4 and add the result to the roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

concentration, 1 hour/mana or psi

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

On a failed save, you reach into its mind as it takes 3d10 psychic damage and you know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

On a successful save, it takes half as much damage and you don’t know its location.

Augment

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

1 hour/mana or psi

As an action, you set a trap in your mind against mental intruders. 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 failed save, it takes 3d10 psychic damage and loses 1d6 mana or psi (its choice) if it has any mana or psi.

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

After the trap is triggered, the spell ends.

The spell ends if you dismiss it on your turn (no action required) or if you cast it again.

Augment

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

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Will saving throw. Undead and creatures immune to being charmed automatically succeed on the saving throw.

On a failed save, 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.

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

1 minute/mana or psi

As an action, three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can 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 12 + half your proficiency bonus + your Dexterity. If an attack hits a duplicate, the duplicate is destroyed.

A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Augment

Illusory Self. You can expend 1 additional mana or psi to cast the spell as a reaction, which you use when you are hit by an attack.

As a reaction, which you use when a creature that you can touch or see within 2 meters of you makes an attack roll against 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 you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

Augment

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

1 hour/mana or psi

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

3 hours/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 2 meters in any dimension. You can target one additional target for each additional mana or psi expended.

  • Sequester. You can expend 1 additional mana or psi and consume powder composed of diamond, emerald, ruby, and sapphire dust worth 5,000 sp to hide the target creature or object until the spell is dispelled. When you cast the spell and touch the target, it also becomes invisible.

    If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

    You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 2 kilometers of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

1 minute/mana or psi

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 12 + half your proficiency bonus + 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 or psi to cast the spell as a reaction, which you use when you are hit by an attack.

3 hours/mana or psi

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 proficiency bonus + its Dexterity (max 4), it gains a Soak of 1, and it has disadvantage on Charisma ability checks. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 hour/mana or psi

As an action, a veil of shadows and silence covers you, masking you from detection. For the duration, you have advantage on Stealth checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Augment

You can expend 1 additional mana or psi so each creature you choose within 5 meters of you (including you) has advantage on Stealth checks and can’t be tracked except by magical means.

As an action, you can make a weapon attack as you curse your target. On a hit, add 4d6 necrotic damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

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

1 hour/mana or psi

As you spend 1 minute to cast this spell, a Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 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 or psi for each option.
  • You can create one additional steed for each additional mana or psi expended.

  • Water Steed. You can expend 1 additional mana or psi so the steed can walk on water (per the water walk spell).

  • Flying Steed. You can expend 1 additional mana or psi so the steed can fly at its speed.

concentration, 1 minute/mana or psi

As an action, you let loose a magically amplified scream audible out to 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 that is twice as big as normal must succeed on a Fortitude saving throw.

On a failed save, a creature takes 1d6 psychic damage and is staggered for the duration.

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

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 or psi 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 Acrobatics, Athletics, Brawn, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

As an action, one willing creature you touch is surrounded in shimmering energy which protects it against creatures originating from beyond the Material Plane.

The protection grants several benefits. Creatures originating from beyond the Material Plane have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

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

As a reaction, which you use when you are hit by an attack, poison bursts from your skin.

If the creature who damaged you is within 10 meters it must make a Fortitude saving throw.

On a failed save, it takes 2d12 poison damage.

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

Augment

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

1 hour/mana or psi

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 or psi to target a willing creature you touch.

concentration, 1 minute/mana or psi

As an action, you predict the near future, aiding yourself in combat. Whenever you make an attack roll, ability check, or a saving throw before the spell ends, you can roll a d4 and add the result to the attack roll, ability check, or saving throw.

Additionally, whenever you are attacked before the spell ends, you can roll a d4 and add the result to your Defense.

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

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

3 hours/mana or psi

As an action, you predict strikes as they come at you. Your Defense becomes 13 + half your proficiency bonus + 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. On a failed save, a creature takes 3d6 fire damage and is burning 1. On a successful save, a creature takes half as much damage and doesn’t start burning. The fire ignites any flammable objects in the area that aren’t being worn or carried.

2. Orange. On a failed save, a creature takes 3d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

3. Yellow. On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

4. Green. On a failed save, a creature takes 3d8 poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t poisoned.

5. Blue. On a failed save, a creature takes 3d6 cold damage and is slowed 1 until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

6. Indigo. On a failed save, a creature is slowed 2 for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the slow ends.

7. Violet. On a failed save, a creature takes 1d4 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the blindness ends.

8. Special. A creature is struck by two rays. Roll twice more, rerolling any 8.

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

    1. Red. Increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.

    2. Orange. Increase the damage by 2d6 for each additional mana or psi expended.

    3. Yellow. Increase the damage by 2d8 for each additional mana or psi expended.

    4. Green. Increase the damage by 2d8 for each additional mana or psi expended.

    5. Blue. Increase the damage by 2d6 for each additional mana or psi 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 or psi expended.

    7. Violet. Increase the damage by 1d4 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.

1 hour/mana or psi

As an action, you have resistance to acid damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to acid damage.


Dampen Acid

1

As a reaction, which you 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 or psi 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.

1 hour/mana or psi

As an action, ice rimes your body. You have resistance to cold damage, and ignore the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to cold damage.

  • Fire Resistant. You can expend 1 additional mana or psi so you have resistance to fire damage.


Dampen Cold

1

As a reaction, which you 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 or psi 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.

1 hour/mana or psi

As an action, you are full of life-preserving energy. You have resistance to necrotic damage and your maximum health can’t be reduced for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to necrotic damage.


Dampen Death

1

As a reaction, which you 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 or psi 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 or psi

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature you touch for each additional mana or psi expended.

1 hour/mana or psi

As an action, harmless flames race across your body. As 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 ability checks to end the burning condition, and ignore the effects of extreme heat for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to fire damage.

  • Cold Resistant. You can expend 1 additional mana or psi so you have resistance to cold damage.


Dampen Fire

1

As a reaction, which you 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 or psi 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.

1 hour/mana or psi

As an action, you have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If you are poisoned, you neutralize the poison. If more than one poison afflicts you, you neutralize one poison that you know is present, or you neutralize one at random.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so you are immune to the poisoned condition and poison damage.


Dampen Poison

1

As a reaction, which you 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 or psi 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.

1 hour/mana or psi

As an action, you have resistance to radiant damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to radiant damage.


Dampen the Light

1

As a reaction, which you 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 or psi 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.

1 hour/mana or psi

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to concussion and lightning damage.


Dampen the Storm

1

As a reaction, which you 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 or psi 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 or psi

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi so you have advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana or psi so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to psychic damage.

As an action, a creature that you can touch or see within 10 meters can immediately repeat a saving throw against a magical effect afflicting it.

(ritual)

As an action, all nonmagical food and drink in a sphere within 5 meters is purified and rendered free of poison and disease.

(ritual)

As an action, all nonmagical food and drink within a sphere centered on a point of your choice within 5 meters is putrefied. If a creature consumes the putrefied food or water it must make a Fortitude saving throw against poison.

On a failed save, a creature takes 2d8 poison damage and is poisoned for 1 hour.

On a successful save, a target takes half as much damage and isn’t poisoned. Every 10 minutes, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Augment

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

As an action, choose an area of nonmagical flame that you can see and that fits within a 1-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 the target must succeed on a Fortitude saving throw or become blinded and deafened until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a sphere twice as big as normal, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind (at least 30 kilometers per hour) disperses it.

Augment

You can increase the smoke’s radius by 2 meters for each additional mana or psi expended.

As a reaction, which you use when you make a Reflex saving throw, you bend time, allowing yourself more time to react. Roll a d4 and add the result to the roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

  • You can expend 1 additional mana or psi to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw. Until the start of your next turn, you and all allies within 2 meters of you gain a bonus equal to the d4 roll to Reflex saving throws.

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 or psi 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 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 failed save, it takes 1d10 radiant damage and it is blinded until the end of its next turn.

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

Augment

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

concentration, 1 hour/mana or psi

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, any burning creature in the area stops burning, and exposed flames in the area are doused.

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 3d4 temporary health.

Augment

You can increase the temporary health by 3d4 for each additional mana or psi expended.

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

On a failed save, it takes 3d12 necrotic damage, or half as much damage on a successful save. If this damage leaves the creature with 0 health, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d12 for each additional mana or psi expended.

  • Rapid Aging. You can expend 4 additional mana or psi to rapidly age the target.

    On a failed save, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

concentration, 1 minute/mana or psi

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

On a failed save, it takes 3d10 necrotic damage and deals only half damage with weapon attacks until the spell ends.

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

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

Augment

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

concentration, 1 minute/mana or psi

As an action, a ray of sickening greenish energy lashes out toward a creature within 10 meters who must make a Fortitude saving throw against poison.

On a failed save, it takes 3d10 poison damage and is poisoned for the duration.

On a successful save, it takes half as much damage and isn’t poisoned.

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

Augment

You can increase the damage by 5d10 for each additional mana or psi expended.

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 fabric of time parts to your will, revealing wounds your foe has received in the past as it takes 3d12 psychic damage as the past impinges briefly on the present.

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

Augment

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

As an action, you take control of your body’s healing process, you regain 2d8 health immediately and again at the end of your next turn.

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

  • Major Regeneration. You can expend 2 additional mana or psi to increase the healing by 3d8 and stimulate major natural healing. The duration changes to 1 minute/mana or psi and for the duration of the spell, 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 3d4 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 4d4 for each additional mana or psi expended.

As an action, a Medium or smaller creature other than you that you can touch or see within 10 meters must make a Will saving throw. A creature can willingly fail this save.

On a failed save, you teleport the creature to an unoccupied space that you can see within 5 meters of it. The space must be no further than 5 meters above the ground.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can affect a creature of a larger size, increase the teleport distance by 10 meters, and increase the maximum distance from the ground by 10 meters for each additional mana or psi expended.

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

concentration, 1 minute/mana or psi

As an action, you can freeze your enemies. Each creature within 1 meter of you must succeed on a Fortitude saving throw or be restrained for the duration.

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

Augment

You can target creatures within an additional 1 meter for each additional mana or psi expended.

As an action, a column of superheated air lifts you into the air, allowing you to fly up to 5 meters. If you move at least 2 meters straight toward a creature, you can make a melee weapon attack against it. On a hit, add 3d8 fire damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

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

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and a protective casing of stone surrounds it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + 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 or psi

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

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

As a reaction, which you use when you are hit by an attack 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 or psi 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 or psi

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 or psi 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 or psi expended and the duration changes to 5 minutes/mana or psi.

Each creature that is completely within the cloud at the start of its turn must make a Fortitude saving throw.

On a failed save, the creature spends its 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 or psi

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

  • You can expend 1 additional mana or psi so the creature can move across any sandy surface—such as loose sand or quicksand—as if it were harmless solid ground.

    If you target a creature submerged in sand, the spell carries the target to the surface of the sand at a rate of 10 meters per round.

As an action, you hold your hands outstretched as sand shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d4 slashing damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell.

Augment

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

As an action, you create two bolts of fire and hurl them at two different targets within 20 meters.

Make a ranged spell attack for each bolt.

On a hit, the target takes 3d6 fire damage and is burning 1.

If you miss by 4 or less, the target takes half as much damage and doesn’t start burning.

Augment

You can create one additional bolt that targets any creature within range and the bolts deal additional 1d6 fire damage for every two additional mana or psi expended.

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

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

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d6 and the burning level by 1 for each additional mana or psi expended.

  • Blazing Inferno. You can expend 1 additional mana or psi so the flames around you are continuous. The duration changes to 1 minute/mana, concentration and the flames spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6, additional augments to the damage increase the damage by 1d6, and don’t increase the burning level for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, the creature has a second chance. Roll a d4 and apply the result as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

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

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

As an action, you can 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 failed save, it takes damage as if it were hit by the weapon or projectile plus an additional 3d6 damage, and you learn the creature’s current location.

Augment

You can increase the weapon or projectile damage by 4d6 and the range by 100 meters for each additional mana or psi expended.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.

The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can send an additional twenty-five words for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so you can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn’t arrive.

1 hour/mana or psi

As an action, you can sense the presence of non-mindless creatures within 10 meters for the duration, which allows you to pinpoint the space the creature occupies.

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

As 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 you can make a melee weapon attack against a creature. On a hit, add 2d8 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

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

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

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

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

As an action, shadowy tendrils erupt from you, battering creatures. Each creature of your choice in a sphere around you must make a Reflex saving throw.

On a failed save, a creature takes 4d4 necrotic damage and its speed is halved and it can’t take reactions until the start of its next turn.

On a successful save, a creature takes half damage, but suffers no other effect.

Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d4 for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

  • Shrouding Shadow. You can expend 1 additional mana or psi if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

As a reaction, which you 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 attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana or psi so attacks rolls against the target creature have disadvantage until the start of its next turn.

As a reaction, which you use when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 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 failed save, it takes 3d6 necrotic damage and if it is Medium or smaller it is pushed up to 2 meters away from you or pulled up to 2 meters toward you.

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

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, a slashing or piercing weapon you touch becomes becomes sharpened. For the duration, the weapon deals an extra 1d6 damage when it hits.

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

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

concentration, 5 minutes/mana or psi

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 or psi 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 or psi expended.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes electrified. For the duration, the weapon deals an extra 1d6 lightning damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to become electrified.

(ritual); concentration, 1 minute/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi to cast the spell centered on a point within 20 meters.

  • You can expend 1 additional mana or psi to change the duration to 5 minutes/mana or psi.

concentration, 5 minutes/mana or psi

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.

1 hour/mana or psi

As an action, your magic deepens your understanding of your own talent. You gain proficiency in one skill of your choice until the spell ends.

Augment

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

concentration, 1 hour/mana or psi

As an action, a creature that you can touch or see within 9m meters must make a Will saving throw. Undead and creatures immune to being charmed automatically succeed on the saving throw.

On a failed save, you send it into a magical slumber, causing it to fall unconscious for the duration.

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

Augment

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

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its body becomes slick until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4) and it has advantage on saving throws against the burning condition. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 minute/mana or psi

As an action, a thin layer of slipsand covers the ground in a sphere twice as big as normal centered on a point within 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 or psi

As an action, your poison slows the processing and reaction time of a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude saving throw against poison or be slowed 1 for the duration.

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

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

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

concentration, 1 hour/mana or psi

As an action, snow falls in a cylinder twice as big as normal centered on a point 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 or psi so the ground in the area is covered with slick ice, making it difficult terrain. The duration changes to 5 minutes/mana or psi. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw.

On a failed save, it falls prone.

If a creature starts its turn in spell’s area and is concentrating on a spell, the creature succeed on a Will saving throw against your spell save DC or lose concentration.

As an action, you siphon the souls of surrounding creatures. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 3d4 necrotic damage.

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

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 3d4 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so you continuously siphon souls around you. 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 each additional mana or psi expended, instead of the normal increase.

(ritual); 5 minutes/mana or psi

As an action, you gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

concentration, 1 minute/mana or psi

As an action, an invisible shield forms within a sphere twice as big as normal centered on you that moves with you. For the duration, The shield absorbs magical energy of spells that pass through it. The attack bonus of spell attacks and the spell save DCs of spells that pass through it are reduced by 2.

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

On a failed save, if the creature has mana, stamina dice, or psi, you drain the spiritual energy from a creature’s body as it loses 1 mana or psi or 3 stamina dice (its choice), takes 2d6 necrotic damage, and is slowed 1 until the end of its next turn.

On a successful save, if the target has mana, stamina dice, or psi, it takes half as much damage, but doesn’t lose mana, stamina dice, or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment

You can increase the damage by 6d6 and the target loses 1 additional mana or psi or 3 additional stamina dice for each additional mana or psi expended.

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 failed save, it takes 2d10 piercing damage and is knocked prone.

On a successful save, it takes half as much damage and can’t be knocked prone by other stalagmites from this casting of the spell.

Stalagmites created by this spell persist. They can provide cover. A stalagmite has 12 Defense and 20 Health.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 4d10 for each additional mana or psi expended.

  • You can create two additional stalagmites for each additional mana or psi expended. Additional augments to the damage increase the damage by 2d10 for each additional mana or psi expended, instead of the normal increase.

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw. This spell has no effect on creatures that do not breathe.

On a failed save, you pull the breath from the creature’s body as it takes 3d12 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

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

Augment

You can increase the damage by 4d12 for each additional mana or psi 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 failed save, a creature takes 2d10 lightning damage and it can’t take reactions until the start of its next turn.

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

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

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

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

1 hour/mana or psi

As an action, 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 or psi 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 that you can see, you can shrink in size to avoid the attack. 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 creature rolls but before any effects of the roll occur.

You can then move up to 1 meter without provoking opportunity attacks.

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

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

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As an action, a beam of brilliant light flashes out from your hand. Each creature in a cone or line must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded by this spell.

Augment

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

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

concentration, 5 minutes/mana or psi

As an action, you gain the ability to move or manipulate objects by thought. When you cast the spell, and as 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 an ability check with your spellcasting ability contested by that creature’s Brawn check. If you succeed, you pull the object away from that creature and can move it up to 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 or psi for each option.
  • You can expend 1 additional mana or psi so the maximum weight of objects that you can target with this spell increases by 150 kilos.

  • Telekinetic Grip. You can expend 1 additional mana or psi to target a Medium or smaller creature instead of an object. An unwilling creature must make a Reflex saving throw to avoid the effect. If the creature fails, you move the creature up to 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 or psi to target a Large or smaller creature instead of an object.

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

As 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 2 meters straight toward a creature, you can make a melee weapon attack against it. On a hit, add 3d8 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d8 for each additional mana or psi 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, you can make a melee weapon attack against a creature. On a hit, add 2d8 damage to the attack’s damage roll.

If you miss by 4 or less, add half as much damage.

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

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

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

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

  • Dimension Door. You can expend 1 additional mana or psi to teleport up to 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 or psi to change the duration to 1 minute/mana or psi and on each of your turns before the spell ends, you can use 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. Roll a d4 and add the result to the roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

  • You can expend 1 additional mana or psi to 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 gain a bonus equal to the d4 roll to 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, taking 1d10 concussion damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 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 or psi expended.

1 minute/mana or psi

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 concussion damage, is deafened for the duration, and if it is Medium or smaller it is pushed 4 meters away from you.

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

In addition, unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 4 meters away from you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana or psi expended.

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you use when you are hit by an attack, water swirls around your body.

If the creature who damaged you is within 10 meters it must make a Reflex saving throw as a jet of water shoots out at it.

On a failed save, it takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you.

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

Augment

You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.

As an action, a tidal wave surges forth from you or retreats to you. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wave surge or retreat.

On a failed save, a creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is knocked prone and pushed up to 3 meters away from you or pulled up to 3 meters closer to you (pushed if it surged, pulled if it retreated).

On a successful save, a creature takes half as much damage and isn’t knocked prone or pushed or pulled.

Additionally, any burning creature or object in the area stops burning and unprotected flames in the area are extinguished.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 and affect a creature of a larger size for each additional mana or psi expended.

  • You can expend 2 additional mana or psi so the waves surge continuously. The duration changes to 1 minute/mana, concentration and the waves surge toward and away from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

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

    You can change the direction of the waves as an action.

    The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

As an action, you manipulate time, ravaging a creature or an object that you can touch or see within 10 meters. A creature targeted by this spell must make a Fortitude saving throw.

On a failed save, it takes 3d12 necrotic damage, or half as much damage on a successful save. The target is ravaged if this damage leaves it with 0 health.

A ravaged 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 cast with 5 mana or a wish spell.

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 or psi for each option.
  • You can increase the damage by 4d12 for each additional mana or psi 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, 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 or psi and cast this spell as two actions to rapidly age the target.

    On a failed save, a creature is aged a number of years equal to half the amount of necrotic damage dealt.

As an action, you can make a melee weapon attack as you shift to an incredibly small size and then suddenly return to normal.

On a hit, add 2d6 damage 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 up to 4 meters away from you where it falls prone and takes 2d6 bludgeoning damage.

Augment

You can increase the initial damage by 4d6, the secondary damage by 3d6, and affect a creature of a larger size for each additional mana or psi expended.

3 hours/mana or psi

As an action, your skin becomes as tough as leather until the spell ends. Your Defense becomes 13 + half your proficiency bonus + 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 failed save, a creature takes 3d8 poison damage and is poisoned until the end of its next turn.

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

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

Augment

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

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

On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone.

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

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

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

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

As a reaction, which you use when you or another creature that you can touch or see within 10 meters makes an attack roll, an ability check, or a saving throw, you can twist fate. Roll a d4 and add the result as a bonus or penalty (your choice) to the creature’s roll.

You can do so after the creature rolls but before any effects of the roll occur.

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

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

concentration, 5 minutes/mana or psi

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 1d6 necrotic damage when it hits.

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

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

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

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to become sheathed in shadow.

As an action, a creature that you can touch or see within 10 meters regains 3d8 health that was lost within the last minute.

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

  • Undo Limb Loss. You can expend 2 additional mana or psi to increase the healing by 3d8. The duration changes to 1 minute/mana or psi and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on) 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 or psi

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 or psi

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 failed save, it is lifted up to 10 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 10 meters for each additional mana or psi expended.

5 minutes/mana or psi

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 succeed on a Reflex saving throw or be forced to release the grapple.

On a successful save, the creature can prevent you from moving.

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi 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 or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi expended. You must touch each creature when you target them.

1 hour/mana or psi

As you spend 10 minutes to cast this spell, you enter a deep contemplation. You learn a language or gain proficiency with one skill for the duration.

Augment

You learn an additional language or gain an additional skill proficiency for each additional mana or psi 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 attack roll. An attacker that can’t be blinded is immune to this feature.

Augment

You can expend 1 additional mana or psi so the creature has disadvantage on attack rolls until the start of its next turn.

concentration, 5 minutes/mana or psi

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 on the attack roll.
  • It had advantage on saving throws against the burning condition.
Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to give both benefits to the target.

  • You can target one additional creature for each additional mana or psi 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 or psi

As an action, you establish a telepathic link with one beast 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 beast are within line of sight of each other. Through the link, the beast 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 beast’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 beast’s senses, you gain the benefits of any special senses possessed by the beast, though you are blinded and deafened to your own surroundings.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • Dominate. You can expend 1 additional mana or psi to take control of the beast. 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 beast 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 beast 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 beast. Until the end of your next turn, the beast 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 beast to use a reaction, but this requires you to use your own reaction as well.

  • Unwilling. You can expend 1 additional mana or psi to target an unwilling beast. The duration changes to 1 minute/mana or psi and the beast 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 beast takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

concentration, 1 minute/mana or psi

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

On a failed save, its eyes or ears tear free from its head and scurry away, blinding or deafening it as it takes 3d6 necrotic damage and is either blinded or deafened (your choice) for the duration.

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

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

Augment

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

concentration, 1 minute/mana or psi

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 failed save, 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 or psi 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 failed save, a creature takes 3d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 2 meters away from you in a direction following the cone or line.

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

Augment

You can increase the damage by 2d8, push the creature an additional meter, and affect a creature of a larger size for each additional mana or psi 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 which must make a Reflex saving throw.

On a failed save, it takes 2d10 bludgeoning damage, is knocked prone, and is pulled up to 3 meters closer to you.

On a successful save, it takes half damage, but suffers no other effect.

Augment

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

5 minutes/mana or psi

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 succeed on a Reflex saving throw or be forced to release the grapple.

On a successful save, the creature can prevent you from moving.

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi 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 or psi for each option.
  • You can send an additional twenty-five words for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so you can send the message across any distance.

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw, reflections of yourself swarm about you, whispering suggestions. Roll a d4 and add the result as a bonus to the roll. 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 or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

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

1 minute/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi 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 failed save, a creature is confused until the end of its next turn.

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, the creature must make a Will saving throw.

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

On a successful save, the effect ends.

Prerequisites: Aarakocra
5 minutes/mana or psi

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, frost rimes you and your gear.

If the creature who damaged you is within 10 meters it must make a Fortitude saving throw as it is covered in the spectral frost.

On a failed save, it takes 2d6 cold damage and it is slowed 1 until the end of its next turn and has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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

Augment

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

As a reaction, which you use when you are hit by an attack, lightning dances around your body.

If the creature who damaged you is within 10 meters it must make a Reflex saving throw as lightning strikes it.

On a failed save, it takes 3d6 lightning damage and it can’t take reactions until the start of its next turn.

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

Augment

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

1 hour/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

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 failed save, a creature takes 3d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

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

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.

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

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

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

As two actions, acidic rain falls to the ground in a cylinder centered on a point within 100 meters. Each creature in the cylinder must make a Fortitude saving throw.

On a failed save, a creature takes 6d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

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

Augment

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

(ritual); 1 hour/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

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 expend 1 additional mana or psi to target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

  • Invisible Stalker. You can expend 2 additional mana or psi 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, 1 hour/mana or psi

As two actions, a creature within 10 meters of you must make a Fortitude saving throw.

On a failed save, it takes 2d6 necrotic damage, or half as much damage on a successful save. A blood ooze appears in an unoccupied space within 1 meter of the creature. The ooze has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the ooze gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command the ooze you created with this spell if the creature is within 100 meters of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment

You can target one additional creature for each additional mana or psi expended, creating an additional blood ooze.

concentration, 1 hour/mana or psi
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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi 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 a Medium or Small humanoid you can see within 10 meters. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Choose one 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.

Ghoul. If you cast this spell at night a corpse becomes a ghoul.

The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the creature gains 1 mana or 3 stamina dice.

As an action on each of your turns, you can mentally command any creature you animated with this spell if the creature 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). 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 or psi for each option.
  • You animate or reassert control over two additional skeletons or zombies for every additional mana or psi expended. You animate or reassert control over one additional ghoul for each additional mana or psi expended and an additional ghoul at 3 and 5 mana or psi.

  • Ghast. You can cast this spell at night and expend 1 additional mana or psi to animate or reassert control over a ghast from a corpse or existing ghast. You animate or reassert control over one additional ghast for each additional mana or psi expended.

  • Gnoll Witherling. You can expend 1 additional mana or psi to animate or reassert control over a gnoll witherling from a corpse of a gnoll or existing gnoll witherling. You animate or reassert control over one additional gnoll witherling for each additional mana or psi expended.

  • Minotaur Skeleton. You can expend 1 additional mana or psi 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 or psi expended.

  • Ogre Zombie. You can expend 1 additional mana or psi 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 each additional mana or psi expended.

  • Wight or Deathlock Wight. You can cast this spell at night and expend 1 additional mana or psi 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 or psi expended.

  • Deathlock. You can cast this spell at night and expend 2 additional mana or psi 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 or psi expended.

  • Mummy. You can cast this spell at night and expend 2 additional mana or psi 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 or psi expended.

  • Bone Naga. You can expend 3 additional mana or psi 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 or psi expended.

  • Flameskull. You can expend 3 additional mana or psi 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 or psi expended.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 minute/mana or psi

As two actions, objects come to life at your command. Choose two nonmagical objects within 20 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as four 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.

As an action, you can mentally command any creature you made with this spell if the creature 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). 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.

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, its speed is 0. 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 three additional objects for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, plants come to life at your command. Choose two nonmagical plants within 20 meters. Medium targets count as two plants, Large targets count as four 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.

As an action, you can mentally command any creature you made with this spell if the creature 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). 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.

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 three additional plants for each additional mana or psi expended.

concentration, 1 hour/mana or psi

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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 hour/mana or psi

As two actions, you call forth a lightning elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a lightning elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 1 hour/mana or psi

As two actions, you call forth a water elemental which appears in an unoccupied space that you can see within 10 meters. 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, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another elemental.

  • Water Weird. You can expend 1 additional mana or psi to call forth a water weird instead of a water elemental. It must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain.

concentration, 1 hour/mana or psi

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 or psi to cast the spell centered on a point within 20 meters.

concentration, 1 hour/mana or psi

As two actions, you close off the centers of a creature’s mind that deal with communication and social interaction. A creature that you can touch or see within 20 meters must succeed on a Will saving throw or lose knowledge of all languages (including telepathic and body language) and is treated as illiterate for the duration of the spell. Verbal components, if used, are not limited by this spell.

It may still “speak”, and to it they sound completely normal, but to anyone else they appear as complete gibberish.

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

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.
  • 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. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to water form, which also requires the 1-minute transformation.

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

  • Water Glide. You can expend 1 additional mana or psi to cast this spell without concentration and modify the effect so your swimming speed increases to 100 meters.

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

As two actions, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, its blood vessels are violently purged from its body through its skin as it takes 4d8 necrotic damage.

On a successful save, it takes half as much 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.

Each creature that starts its turn in the avascular mass or that enters it during its turn must make a Reflex saving throw.

On a failed save, 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 can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC. 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 4d8 for each additional mana or psi expended.

As a reaction, which you use when you detect a teleportation within 20 meters, you can halt incoming and outgoing teleportation attempts that occur within 20 meters. A creature teleporting in or teleporting out must succeed on a Will saving throw or have its teleportation 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 by you.

concentration, 1 hour/mana or psi

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.

As an action on each of your turns, you can mentally command the plant you awakened with this spell if the creature is within 100 meters of you. 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.

concentration, 1 minute/mana or psi

As two actions, a creature, or object weighing 200 kilos or less, within 10 meters is sent to another plane of existence. An unwilling 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. While there, the target is incapacitated. 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 for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d6 extra damage when it hits with a weapon attack.

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

Augment

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

concentration, 1 minute/mana or psi

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 or psi

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 900 kilos total, and has enough handholds and footholds that it can be climbed as if it were knotted rope (DC 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 200 kilos for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana or psi

As two actions, a creature that you touch must succeed on a Will saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the target has disadvantage on ability checks and saving throws made with that ability.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target 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 the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
  • While cursed, the target is blinded or deafened (your choice).
  • While cursed, the target 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 or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. You must touch each creature when you target them.

  • You can expend 1 additional mana or psi to bestow an additional curse.

  • Persistent. You can expend 1 additional mana or psi to change the duration to 3 hours/mana or psi.

  • Indefinite. You can expend 3 additional mana or psi so the spell lasts until it is dispelled.

concentration, 1 minute/mana or psi

As two actions, a creature that has blood in its body that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you stiffen its blood as it takes 6d6 necrotic damage and is stunned for the duration.

On a successful save, it takes half as much damage and isn’t stunned.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 7d6 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

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

  • You can expend 1 additional mana or psi so the creature is paralyzed instead of stunned.

concentration, 5 minutes/mana or psi

As two actions, you create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within 20 meters and lasts for the duration. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw. A creature takes 2d10 slashing damage on a failed save, or half as much damage on a successful one.

Augment

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

1 hour/mana or psi

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 or psi 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, it makes a new Fortitude saving throw against the spell. If the saving throw succeeds, the spell ends.

3 hours/mana or psi

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 or psi cost up to your mana limit or psi 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 or psi

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

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

The target 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 target, or the spell ends. Additionally, the target can make a Will saving throw at the end of each of its turns.

On a successful save, the spell ends.

Augment

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

concentration, 5 minutes/mana or psi

As an action, 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 or psi

As two actions, a creature that you can touch or see within 10 meters becomes starts to glow for the duration.

At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw. Undead and oozes have disadvantage on this saving throw.

On a failed save, light bursts from its wounds and orifices as it takes 8d6 radiant damage and is blinded and radiates bright light in a 4-meter radius and dim light for an additional 4 meters.

On a successful save, it takes half as much damage and the spell ends.

Augment

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

concentration, 1 hour/mana or psi

As two actions, you call forth a beast which appears in an unoccupied space that you can see within 10 meters. The beast assumes the form of a beast 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 proficiency bonus.

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

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • Faithful Beasts. You can expend 1 additional mana or psi 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 beast appears within 2 meters of the fallen creature, protects it from harm, and attack its foes.

  • You can expend 2 additional mana or psi to call forth another beast.

concentration, 5 minutes/mana or psi

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 as an action on each of your turns thereafter—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 failed save, a creature takes 3d8 lightning damage, is deafened for 1 minute, and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much 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 2d8 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you attempt to suppress strong emotions in a group of creatures. Each creature in a sphere twice as big as normal centered on a point within 10 meters must make a Will saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, you can make it indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. 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 spell’s 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 or psi 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 failed save, a target takes 6d8 lightning damage and it can’t take reactions until the start of its next turn.

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

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana or psi expended and the damage increases by 2d8 for each additional mana or psi expended. You can end the chain at any point.

As two actions, a sphere of negative energy ripples out in a sphere from a point within 20 meters. Each creature in that area must make a Fortitude saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

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

M (crystal ball, a silver mirror, or a font filled with holy water worth 500 sp); concentration, 5 minutes/mana or psi

As you spend 10 minutes to cast this spell, you can see and hear a particular creature that is within 2 kilometers. The target must make a Will saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target 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 target)+5
Firsthand (you have met the target)+0
Familiar (you know the target well)–5
ConnectionSave Modifier
Likeness or picture–2
Possession or garment–4
Body part, lock of hair, bit of nail, or the like–10

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 2 meters of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, 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.

Instead of targeting a creature, you can choose a location 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) as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

Augment

You can expend 1 additional mana or psi 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 or psi

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.

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

On a failed save, it takes 2d4 poison damage and is poisoned until the end of its next turn.

On a successful save, it takes half as much damage, but isn’t poisoned.

Additionally, you have advantage on Coercion checks but disadvantage on all other Charisma checks for 1 minute.

Augment

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

concentration, 5 minutes/mana or psi

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 failed save, a creature takes 2d8 poison damage and is poisoned until the end of its next turn.

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

Creatures are affected even if they hold their breath or don’t need to breathe.

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

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

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

concentration, 1 minute/mana or psi

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, 1 minute/mana or psi

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 failed save, a creature takes 2d4 cold damage and is slowed 1 until the end of its next turn.

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

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

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

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

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

(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 or psi expended.

(ritual)

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 or psi

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 failed save, 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 or psi

As two actions, one undead creature that you can touch or see within 10 meters must make a Will saving throw.

On a failed save, you take control of it for the duration. 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 the target has an Intelligence of −2 or higher, it has advantage on the saving throw. 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 or psi

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 or psi

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 spell’s 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 their attack rolls 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 their attack rolls 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 failed save, 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.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
concentration, 1 minute/mana or psi

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

On a failed save, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana or psi

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. If
  • 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. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to corrosive form, which also requires the 1-minute transformation.

A creature that enters your space while you are in the corrosive form for the first time on a turn or starts its turn there must make a Fortitude saving throw.

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

Augment

You can target one additional creature for each additional mana or psi 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 or psi 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 or psi expended.

concentration, 1 hour/mana or psi

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 or psi, up to your mana limit or psi limit. For each mana or psi you expend, the construct gains 3 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.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature 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). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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

  • You can expend 2 additional mana or psi to call forth another homunculus.

concentration, 5 minutes/mana or psi

As two actions, you create two star-like motes in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as an action on each of your turns thereafter—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 the point where the mote explodes must make a Reflex saving throw.

On a failed save, a creature takes 5d6 radiant damage and is blinded until the end of its next turn.

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

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 and the damage by 3d6 for each additional mana or psi expended.

1 hour/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Will saving throw. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you.

On a failed save, you magically whisper a phrase that only the creature can hear as 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. It 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.

On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

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.

When the effect ends, the creature has no understanding of why it held you in such fear.

concentration, 1 hour/mana or psi

As two actions, you sense the presence of danger within 20 meters. For the duration, you can’t be surprised, attack rolls 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 or psi

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

On a failed save, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi so the target gains 3d10 temporary health when it drops to 1 health.

  • You can expend 1 additional mana or psi 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 mana, psi, 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 or psi.

concentration, 1 minute/mana or psi

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 or psi 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 or psi expended to cast this spell.

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

On a success, the spell ends.

If you fail by 4 or less and the curse specifies that it is lifted by this spell, the spell is suppressed for 1 minute.

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

Augment

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

1 minute/mana or psi

As two actions, you gain the ability to temporarily extinguish a creature’s violent impulses. A creature you touch must make a Will saving throw or be 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. The target automatically succeeds if it’s missing any of its health.

While charmed, it can’t attack, cast spells that deal damage, or spells that force someone to make a saving throw for the duration.

3 hours/mana or psi

As you spend 1 minute to cast this spell, you shape a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. 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 can’t use actions or move.

If the target is asleep, 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. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

Once during the dream, the target can choose to make a Will saving throw to end its effect.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

concentration, 1 minute/mana or psi

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, the creature must make a Fortitude saving throw. A creature that doesn’t breathe isn’t affected by this spell.

On a failed save, it loses 8d6 health as it starts to drowns and it is deafened, can’t speak, and can’t see anything beyond 2 meters from it for the duration.

On a successful save, the target loses half as much health and the spell ends.

Augment

You can cause the target to lose 5d6 more health for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, choose an unoccupied 1-meter cube of air that you can see within 5 meters. An elemental force that resembles a dust devil appears in the cube.

When you cast the spell—and as an action on each of your turns thereafter—you can move the dust devil up to 5 meters.

When a creature comes within 1 meter of the dust devil for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is battered by winds, and it must make a Reflex saving throw.

On a failed save, it takes 3d8 bludgeoning damage and if it is Large or smaller it is pushed up to 3 meters away.

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

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 2d8 and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

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 spell’s duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and as an action on each of your turns thereafter—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.

On a hit, it takes 5d8 bludgeoning damage.

If you 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 failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it.

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

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled by the hand.

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

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 an Acrobatics check to tumble past it or a Brawn check to overrun it.

Augment

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

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 20 meters must make a Will saving throw. Creatures immune to being frightened automatically succeed on the saving throw.

On a failed save, you force it to see enemies everywhere as 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, a tendril of inky darkness reaches out from you. When you cast the spell—and as an action on each of your turns thereafter—the tendril can touch a creature that you can touch or see within 10 meters to drain life from it. The target must make a Reflex saving throw.

On a failed save, it takes 3d8 necrotic damage.

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

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

Augment

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

concentration, 1 minute/mana or psi

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 successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.

On a failed save, 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 1d8 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 an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed. A creature with a swimming speed has advantage on this ability 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.

As two actions, you can move the sphere up to 5 meters in a straight line. 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 or psi expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

concentration, 1 minute/mana or psi

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.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

When the spell ends, the conjured plants wilt away.

Augment

Grasping Vines. You can expend 1 additional mana or psi so the creature takes 3d6 slashing damage when it becomes restrained or starts its turn in the area and is already restrained. You can increase the damage by 1d6 for each additional mana or psi expended.

1 minute/mana or psi

As two actions, you weave a distracting string of words, causing creatures of your choice within 10 meters that can hear you to make a Will saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save.

On a failed save, the target 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. A creature takes 7d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, 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.

Augment

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

3 hours/mana or psi

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 or psi expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana or psi

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 fabricate a Large or smaller object (contained within a sphere), 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 (contained within a single 1-meter cube). 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 proficiency with the type of artisan’s tools used to craft such objects.

3 hours/mana or psi

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.

Any creature hostile to you that moves to a space within 2 meters of the hound for the first time on a turn must succeed on a Reflex saving throw. The creature takes 2d12 piercing damage on a failed save, or half as much damage on a successful one. The hound vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d12 and the maximum damage increased by 50 for each additional mana or psi expended.

(ritual); 1 hour/mana or psi

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 and incapacitated, and its speed drops to 0. 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 or psi 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, 1 hour/mana or psi

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 or psi by the amount the fiend expends.

You can call an Abyssal Wretch (+3 damage on bite), Dretch, Imp, Maw Demon, Nupperibo, or Quasit

On each of your turns, you can try to issue a verbal command to the fiend (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Coercion, Deception, 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—such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

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 or psi for each option.
  • You can call two additional creatures for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to call a Barghest, Bulezau, Hell Hound, Incubus, Merregon, Merrenoloth, Rutterkin, Shadow Demon, Succubus, Spined Devil, or Vargouille. You can call one additional creature for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to call a Babau, Barbed Devil, Bearded Devil, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Mezzoloth, Night Hag, or Tanarukk. You can call one additional creature for every two additional mana or psi expended.

  • You can expend 2 additional mana or psi to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every two additional mana or psi expended.

  • You can expend 3 additional mana or psi to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.

concentration, 3 hours/mana or psi

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, a creature that isn’t Undead that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you send negative energy coursing through it as it takes 9d8 necrotic damage.

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

A target killed by this spell rises at the start of your next turn as a zombie as it would via the animate dead spell.

If you target an undead creature with this spell, the creature doesn’t make a saving throw. Instead, roll 8d8. The target regains health equal to the total.

Augment

You can increase the damage or the healing by 5d8 for each additional mana or psi 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. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 7d6 fire damage and is burning 2.

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

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 and the burning level by 1 for each additional mana or psi expended.

  • Delayed Blast Fireball. You can expend 1 additional mana or psi 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 failed save, the spell ends immediately, causing the bead to explode.

    On a successful save, 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.

1 minute/mana or psi

As two actions, small fissures continuously open and close on the ground in a sphere centered on a point within 5 meters and turns it into difficult terrain for the duration.

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

concentration, 1 minute/mana or psi

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

On a failed save, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

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 as an action on each of your turns thereafter—you can move the sphere up to 5 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

Any creature that ends its turn within 1 meter of the sphere must make a Reflex saving throw.

On a failed save, a creature takes 4d6 fire damage and is burning 2.

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

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 2d6 and the burning level by 2 for each additional mana or psi expended.

As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point on the ground within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw. A creature takes 7d6 slashing damage on a failed save, or half as much damage on a successful one. Additionally, 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.

Augment

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

(ritual); M (rare incense and powdered ruby worth 500 sp); 6 hours/mana or psi

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 or psi for each option.
  • You can increase the area by 1000 square meters for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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 or psi 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 6d6 force damage.

Augment

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

concentration, 1 minute/mana or psi

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 spell’s 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 as an action on each of your turns thereafter—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.

On a hit, it takes 5d8 bludgeoning damage.

If you 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 failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from the hand. The hand moves with the creature to remain within 1 meter of it.

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

Grasping Hand. The hand attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled by the hand.

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

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 an Acrobatics check to tumble past it or a Brawn check to overrun it.

Augment

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

concentration, 1 minute/mana or psi

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 as an action on each of your turns thereafter—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 3d10 force damage.

Augment

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

concentration, 1 hour/mana or psi

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 an attack roll, ability check, or saving throw before the spell ends, you can roll a d4 and add the result to the attack roll, ability check, or saving throw.
2The High Priestess. You have advantage on Wisdom ability checks.
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 attack roll, ability check, or saving throw.
6The Lovers. Chose one willing humanoid 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 humanoid, 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 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 one ability check, attack roll, or 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 attack rolls, saving throws, and ability checks 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 failed save, 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 any attack roll, ability check, or saving throw. 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 failed save, 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 as an action on each of your turns thereafter—you can cause a creature in the aura to regain 2d10 health.
20Judgement. You have advantage on attacks 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 against you.
1 hour/mana or psi

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.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it takes 5d8 cold damage and is stunned for the duration.

On a successful save, it takes half as much damage and isn’t stunned.

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

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 6d8 for each additional mana or psi expended. If this spell is augmented to target additional creatures, this damage is halved.

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

  • You can expend 1 additional mana or psi 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 in a sphere. Each creature within the area must make a Fortitude saving throw.

On a failed save, a creature takes 6d6 cold damage and is slowed 1 until the end of its next turn.

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

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 an Acrobatics or Brawn check (its choice) against your spell save DC 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 augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

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

concentration, 1 minute/mana or psi

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

On a failed save, 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

Prerequisites:
1 hour/mana or psi

As two actions, you can touch your eidolon and fuse yourself with it. You can divide the fusion earlier by using an action on your turn. You automatically divide if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can expend additional mana or psi to extend the duration of the spell. When the fusion ends, you emerge prone in a space within 1 meter of your eidolon. If your eidolon is reduced to 0 health while you are fused, you are immediately ejected, and stunned for 1 round. Any excess damage carries over to you.

While you are fused, the following rules apply:

  • Your game statistics are replaced by the statistics of your eidolon, but you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your eidolon. If your eidolon has the same proficiency as you and the bonus in its stat block is higher than yours, use your eidolon’s bonus instead of yours.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your eidolon.
  • 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 eidolon also has that sense.
    • You retain your mana, mana limit, psi, psi limit, stamina dice, and dice limit, and your eidolon does as well. When you expend any such resource, you choose which pool to draw from.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana or psi so your form gains 3 stamina dice per mana or psi expended, up to your mana limit or psi limit.
  • You choose whether your equipment falls to the ground in your space, fuses into your new form, or is worn by your eidolon. 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 your eidolon’s shape. Your equipment doesn’t change shape to match your eidolon, and any equipment that the new form can’t wear must either fall to the ground or fuse with it. Equipment that fuses with the form has no effect until you leave the form.
Augment

If you expend 4 or more mana or psi and the spell lasts for the duration, the transformation lasts until it is dispelled.

concentration, 1 hour/mana or psi

As two actions, you and another willing, living, creature of the same or smaller size fuse into one being. As the caster, you control the actions of the fused being. However, 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. The fused being has your health plus the other creature’s health. The fused being knows all the maneuvers and spells you and the other creature know, has prepared any concoctions you or the other creature has prepared, and has the sum of your and the other creature’s catalysts, mana, and stamina dice. Likewise, all feats, abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once).

For each of the six abilities, the fused being’s ability is the higher of yours and the other creature’s. The fused being uses the higher proficiency bonus, saving throw proficiency, and skill proficiency of either member.

You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the spell ends.

When the spell ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 2 meters of solid material passed through.

Damage taken by the fused being is split evenly between you and the other creature when the spell ends. In a like manner, the fused being’s remaining mana is split between you and the other creature (you cannot leave with more than your maximum allowed).

If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.

concentration, 1 hour/mana or psi

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
  • 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. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to cloud form, which also requires the 1-minute transformation.

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

  • Wind Walk. You can expend 1 additional mana or psi to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters.

(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 or psi

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.

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 DC 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 6d10 acid, cold, concussion, fire, or lightning 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 2d10 for each additional mana or psi expended. If you create a spell glyph, you can store any spell of up to the same mana or psi as you expended.

concentration, 1 minute/mana or psi

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 attack rolls against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attack rolls 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. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 5d8 concussion damage, is slowed 1 until the start of your next turn, and if it is Large or smaller it is pulled up to 3 meters toward the center of the sphere.

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

The gravity spreads around corners.

Augment

You can increase the damage by 2d8 and affect a creature of a larger size for each additional mana or psi expended.