Kryx RPGThemesMonsters

Death

Death is the final fate of all mortal life, though some would believe it is merely a transition to that which is next. Some do all they can to resist its inevitable pull by maintaining unnatural life, giving life to corpses, and ultimately perverting death. The Death theme focuses on necrotic damage, diseases, debuffs, utility, and raising undead creatures.

Spells from the Death theme allow you to prevent creatures from healing, drain the health of creatures, directly harm creatures, weaken and paralyze your foes, avoid death, animate corpses and grasping hands, fake death, slay and enslave your foes in undeath, protect corpses from decay and undeath, share wounds, speak with the dead, defy death, create walls of bones, create a macabre marionette of stitched corpses, write harmful glyphs, instantly kill the weak, and replicate the body of a creature as a reserve for its soul.

Power Sources

Divine

Table of Contents

Death feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to necrotic and poison damage.

You have advantage on death saving throws, and if you die, your corpse and remains are protected from decay as the gentle repose spell.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You don’t require air, food, drink, or sleep, although you still require rest to reduce being exhausted and still benefit from finishing short and long rests.

Additionally, you have advantage on saving throws against poison and disease.

Prerequisites: You know the animate dead spell and the ability to cast at least one spell

When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or ske1eton, as appropriate.

Whenever you create an undead using a spell, it has additional benefits:

  • The creature’s maximum health is increased by an amount equal to your level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
Prerequisites: You know the speak with dead spell

You can cast speak with dead at will, without expending mana.

Prerequisites: Death’s Gift feat

You have embraced dark energies to unnaturally extend your lifespan. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Death maneuvers

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property that deals piercing or slashing damage, you can administer a dozen precise cuts, causing the target to bleed.

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

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on undead, constructs, or any creature that cannot bleed.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 for the duration.

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

Enhance

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

As a bonus action when you hit a creature with a weapon attack, your weapon leaves a twisted wound that can’t be healed so easily. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and its maximum health is reduced for 1 hour by an amount equal to the damage taken by this maneuver. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

Enhance

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

As a bonus action when you hit a creature with an unarmed strike, you cause lethal vibrations in its body. The creature must make a Fortitude saving throw with disadvantage. A creature takes necrotic damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property, you can slice the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it takes damage equal to one of the stamina dice for every 1.5 meters it travels.

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

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

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

  • You can increase the slowed level by 1 for every other additional stamina die expended.

Death spells

As an action, you create a ghostly, skeletal hand in the space of a creature within 9 meters. Make a ranged spell attack against the creature to assail it with the chill of the grave.

On a hit, the target takes 1d8 necrotic damage and it can’t regain health until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Augment

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

5 minutes

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

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

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must succeed on a Fortitude saving throw or take 1d6 necrotic damage. You gain temporary health equal to half the amount of necrotic damage dealt.

This spell has no effect on undead or constructs.

Augment

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

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

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

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

Augment

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

5 minutes

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

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

As an action, you point at one creature that you can touch or see within 18 meters, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Will saving throw or take 1d4 necrotic damage. If the target is missing any of its health, it takes 1d4 extra damage.

Augment

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

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

Augment

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

24 hours

As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small humanoid you can see within 18 meters. Your spell imbues the target with a foul mimicry of life, 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.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 90 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 action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control on the creature you have animated with this spell, rather than animating new ones.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You animate or reassert control over two additional skeletons or zombies for every additional mana expended. You animate or reassert control over one additional ghoul for each additional mana expended and an additional ghoul at 3 and 5 mana.

  • Ghast. You can cast this spell at night and expend 1 additional mana 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 expended.

  • Gnoll Witherling. You can expend 1 additional mana 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 expended.

  • Minotaur Skeleton. You can expend 1 additional mana to animate or reassert control over a minotaur skeleton from a pile of bones of a minotaur or existing minotaur skeleton. You animate or reassert control over one additional minotaur skeleton for every other additional mana expended.

  • Ogre Zombie. You can expend 1 additional mana to animate or reassert control over an ogre zombie from a corpse of an ogre or existing ogre zombie. You animate or reassert control over one additional ogre zombie for each additional mana expended.

  • Wight or Deathlock Wight. You can cast this spell at night and expend 1 additional mana to animate or reassert control over a wight or deathlock wight from a corpse or existing wight or deathlock wight. You animate or reassert control over one additional wight or deathlock wight for every other additional mana expended.

  • Deathlock. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a deathlock from a corpse or existing deathlock. You animate or reassert control over one additional deathlock for every other additional mana expended.

  • Mummy. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a mummy from a corpse or existing mummy. You animate or reassert control over one additional wight for every other additional mana expended.

  • Bone Naga. You can expend 3 additional mana to animate or reassert control over a bone naga from a pile of bones of a naga or existing bone naga. You animate or reassert control over one additional bone naga for every other additional mana expended.

  • Flameskull. You can expend 3 additional mana to animate or reassert control over a flameskull from a humanoid skull or existing flameskull. You animate or reassert control over one additional flameskull for every other additional mana expended.

  • Beholder Zombie. You can expend 4 additional mana to animate or reassert control over a beholder zombie from a corpse of a beholder or existing beholder zombie.

4 hours/mana

As you spend 1 minute to cast this spell, you animate a pile of bones you can see within 18 meters to becomes a suit of armor around a willing creature that you can touch or see within 9 meters. The armor is molded for a specific creature and that creature is automatically proficient with it. The armor provides a Defense of 13 + the wearer’s Dexterity (max 4).

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

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

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

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

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

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

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

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

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

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

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

Augment

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

1 hour/mana

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 expended.

concentration, 1 minute/mana

As an action, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 9 meters. The claw lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The claw is an undead creature that has 15 Defense, health equal to twice your maximum health, and is immune to effects that turn undead. If it drops to 0 health, the spell ends.

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

Slashing Claw. The claw slashes one creature or object within 1.5 meters of it. Make a melee spell attack.

On a hit, the target takes 3d8 slashing damage.

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

On a failed save, the creature takes 4d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from the claw. The claw moves with the target to remain within 1.5 meters of it.

Grasping Claw. The claw attempts to grapple a Huge or smaller creature within 1.5 meters of it. The target must make a Reflex saving throw or take 2d8 bludgeoning damage and be grappled.

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

Augment

You can increase the damage from the slashing claw option by 4d8, the damage from the forceful claw by 6d6 and affect a creature of a larger size, and the damage from the grasping claw by 3d8 for each additional mana expended.

As an action, you lacerate the flesh of a creature that you can touch or see within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 5d8 necrotic damage.

Augment

You can increase the damage by 7d8 for each additional mana expended.

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

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

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

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

This spell has no effect on undead or constructs.

Augment

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

As an action, you sacrifice some of your health to mend another creature’s injuries. You take 2d8 necrotic damage, which can’t be reduced in any way, and one creature that you can touch or see within 9 meters regains an amount of health equal to twice the necrotic damage you take.

Augment

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

As a bonus action, choose one creature that you can touch or see within 18 meters of you, cursing it until the end of your next turn. The next time you or an ally of yours damages the cursed creature within the next minute, the creature takes an additional 3d6 necrotic damage, and then the curse ends.

Augment

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

concentration, 1 minute/mana

As an action, a black beam of enervating energy springs from your finger toward a creature within 18 meters who must make a Fortitude saving throw.

On a failed save, the target takes 3d10 necrotic damage and deals only half damage with weapon attacks until the spell ends.

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

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

Augment

You can increase the damage by 5d10 for each additional mana expended.

1 hour/mana

As an action, a shimmering barrier extends out from you in a 3-meters radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

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 is forced to pass through the barrier, the spell ends.

As an action, a sphere of negative energy ripples out in a sphere from a point within 35 meters. Each creature in that area must make a Fortitude saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

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

concentration, 1 minute/mana

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

While restrained by this spell, the target takes 6d6 bludgeoning damage at the start of each of its turns.

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

On a success, the target is freed.

Augment

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

concentration, 1 hour/mana

As an action, one undead creature that you can touch or see within 18 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 Will 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 your action 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.

4 hours/mana

As an action, you touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 health as a result of taking damage, the target instead drops to 1 health, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the target gains 3d10 temporary health when it drops to 1 health.

  • You can expend 1 additional mana so you can cast this spell as a reaction, which you take when a creature within 3 meters of you takes damage.

As a reaction, which you take 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. 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.

(ritual); 1 hour/mana

As an action, 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 and concentrate on this spell for the full duration so the the effect lasts until dismissed or dispelled.

As an action, you send negative energy coursing through a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw. Undead aren’t affected by this spell.

On a failed save, the creature takes 7d8 necrotic damage.

On a successful save, the creature 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 with this spell, the target doesn’t make a saving throw. Instead, roll 7d8. The target gains regains health equal to the total.

Augment

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

(ritual); 10 days

As an action, 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.

1 hour/mana

As an action, you connect your life to that of a willing creature within 18 meters. While the target is within 18 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 18 meters. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to target any creature within 18 meters which must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

  • You can expend 2 additional mana to cast the spell as a bonus action when you hit a creature with a weapon attack. The creature you hit must succeed on a Will saving throw or be affected by this spell. Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.

5 minutes/mana

As an action, you grant the semblance of life and intelligence to a corpse of your choice within 9 meters, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

concentration, 5 minutes/mana

As an action, you create a wall of animated, jagged, and twisted bones at a point you choose within 35 meters.

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

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

The wall doesn’t need to be vertical or rest on any firm foundation. The wall blocks line of sight.

The wall is an object made of bones that can be damaged and thus breached. Each panel has 10 Defense and 10 Health per inch of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

When the wall appears, each creature within its area must make a Reflex saving throw.

On a failed save, a creature takes 4d6 slashing damage and is grappled for the spell’s duration.

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

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

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

A creature can move through the wall, albeit slowly and painfully. For every 30 centimeters a creature moves through the wall, it must spend 1.2 meters of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Reflex saving throw as described above.

Augment

The damage increase by 2d6 for each additional mana expended.

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you can stitch together body parts within 35 meters to form a flesh golem. The flesh golem is friendly to you and your companions and deanimates when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command the flesh golem you animated with this spell if the creature is within 90 meters of you. You decide what action 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 expend 2 additional mana to call forth another golem.

concentration, 1 minute/mana

As an action, choose a creature that you can touch or see within 18 meters to start experiencing a heart attack.

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

On a failed save, the creature takes 7d6 necrotic damage and is paralyzed for the duration.

On a successful save, the creature takes half as much damage and the heart attack ends.

This spell has no effect on Constructs or Undead.

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

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

concentration, 1 minute/mana

As an action, grasping hands rise from the ground in a sphere on the ground that you can see within 35 meters. For the duration, these hands 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 take 1d6 bludgeoning damage and be restrained by the hands until the spell ends.

A creature that starts its turn in the area and is already restrained by the hands takes 1d6 bludgeoning damage. A creature restrained by the hands or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed.

When the spell ends, the hands sink in to the ground.

Augment

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

As an action, you speak a word of power that causes waves of intense pain to assail one creature that you can touch or see within 18 meters. If the target has 150 health or less, it is subject to crippling pain. Otherwise, the spell has no effect on it.

While the target is affected by crippling pain, any speed it has can be no higher than 3 meters. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Fortitude saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Fortitude saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Fortitude saving throw at the end of each of its turns.

On a successful save, the pain ends.

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

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

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

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

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

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

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

Death. On a failed save, a creature takes 10d10 necrotic damage.

On a successful save, the creature takes half damage.

Pain. On a failed save, a creature becomes incapacitated with excruciating pain for 1 minute.

M (diamond worth 1,000 sp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth 2,000 sp)

As you spend 1 hour to cast this spell, you grow an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel that is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. The clone grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick