Fleshwarp

Fleshwarping warps creatures in a bizarre ways. The Fleshwarp theme focuses on buffs, utility, and debuffs.

Power sources

Occult

Table of contents

Fleshwarp 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 vision. Speak to your GM.

You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 meters.

Your locomotive limbs grow incredibly long and springy. Your walking speed increases by 2 meters.

Your movement is unaffected by difficult terrain, you have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

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

You gain the ability to sprout a pair of leathery wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling.They last until you dismiss them (no action required).

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.

Fleshwarp concoctions

As two actions, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. Choose fins or gills as the concoctions’s effect. A creature can drink the contents as an action to gain the chosen effect:

Fins. The creature grows fins and webbing between its fingers and toes; it gains a swimming speed of 5 meters for the duration.

Gills. The creature grows gills; it gains the ability to breathe underwater for the duration. It also retains its normal breathing pattern.

Augment

You can expend 1 additional catalyst so the concoction produces both effects.

1 hour/catalyst

As an action, you can create a vial of liquid with hooked claws suspended in it. A creature can drink the contents as an action to grow tiny hooked claws that allow it to climb. The creature gains a climbing speed equal to its walking speed for the duration.

Augment

You can expend 1 additional catalyst so the creature can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

unstable, 5 minutes/catalyst

As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.

Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature attains the maximum possible size in the space available. Until the effect ends, the creature has advantage on Athletics and Brawn checks and any weapon it wields grows to match its new size, dealing 1d6 extra damage.

Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature has disadvantage on Athletics and Brawn checks and any weapon it wields shrinks to match its new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

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

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

    Enlarge. The creature gains 10 temporary health and its reach increases by 1 meter.

    Reduce. The creature had advantage on Stealth checks.

1 hour/catalyst

As an action, you can create a vial of liquid that smells of a certain creature. When you create this concoction choose claws, fangs, spines, horns, or a different natural weapon. Some examples could be that hands turn into claws, two teeth turn into tusks, or a whip-like tail is grown. A creature can drink the contents as an action to grow the chosen natural weapons. Its natural weapon, which you can use to make unarmed strikes that it is capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Its natural weapons are magical.

Augment

You can expend 1 additional catalyst so the creature becomes proficient with the natural weapons.

1 hour/catalyst

As an action, you can create a vial of liquid with sinew suspended in it. A creature can drink the contents as an action to become more bulky and powerful. The creature counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

unstable, 1 minute/catalyst

As two actions, you can create a vial of liquid with grasshopper legs in it. A creature can drink the contents as an action so its legs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with leather suspended in it. A creature can drink the contents as an action to alter their physical form so a pair of leathery wings spread out from their back and they gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 10 meters per round.

Fleshwarp spells

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

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

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

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

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

At higher levels

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

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

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

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At higher levels

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

As an action, you 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 hour/mana

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

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

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

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

1 hour/mana

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

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

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

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

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

1 hour/mana

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

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

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

1 minute/mana

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

Augment

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

concentration, 1 minute/mana

As an action, you inflict crippling agony upon up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

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

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

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

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

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

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

1 hour/mana

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

concentration, 5 minutes/mana

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

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

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

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

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

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

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

    Reduce. You have advantage on Stealth checks.

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

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

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

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability.

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

concentration, 1 minute/mana

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

On a failure, it takes 4d6 slashing damage.

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

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

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

Augment

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

concentration, 1 minute/mana

As an action, the arms of a willing creature become tentacles with fingers on the ends, increasing its reach by 1 meter.

1 hour/mana

As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are capable with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Your unarmed strikes become magical, if they aren’t already.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you become proficient with the natural weapons.

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

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its bones creak and contort to protrude from its skin. Its ribs and shoulders strengthen and protrude to protect it until the spell ends. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4), it gains a Soak of 1, and it has disadvantage on Charisma skill checks using a social skill. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 hour/mana

As an action, your body becomes more bulky and powerful. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Augment

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

As a reaction, which you use when you make a Reflex saving throw or you are hit by an attack or missed by 4 or less that you can see, you can shrink in size to avoid the attack. You make the roll with advantage or attacks made against you are made with disadvantage until the start of your next turn, including the triggering attack. You can do so after the roll but before any effects of the roll occur.

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

You can then move up to 2 meters without provoking opportunity attacks.

Augment

You can expend 1 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Reflex saving throw or is hit by an attack or missed by 4 or less that you can see. The attacked creature gains the benefits instead.

As an action, you shift to an incredibly small size and then suddenly return to normal as make a weapon attack.

On a hit, add 1d6 + your spellcasting ability to the attack’s damage roll and if the creature is your size or smaller it must succeed on a Reflex saving throw or it is flung 2 meters away from you where it falls prone and takes 1d10 bludgeoning damage.

On a critical hit, add twice as much damage.

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

Augment

You can increase the initial damage by 3d6, fling the creature an additional meter, the secondary damage by 1d10, and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

As an action, the eyes or ears of a creature that you can touch or see within 10 meters tear free from its head and scurry away. The creature must make a Fortitude saving throw.

On a failure, it takes 2d6 necrotic damage and is blinded or deafened (your choice) for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

Augment

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

concentration, 1 minute/mana

As an action, you warp the locomotive limbs of creatures which are typically its legs though it may be its wings or other limbs. Choose lengthen or shorten as the spell’s effect.

Lengthen. A creature that you can touch or see within 10 meters has its locomotive limbs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

Shorten. Up to two creatures that you can touch or see within 10 meters and within 5 meters of each other must make a Fortitude saving throw.

On a failure, one or more of the creature’s limbs grows longer or shrinks shorter than its other limbs as its speed decreases by 2 meters and it has disadvantage on Athletics checks to jump for the duration.

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

Augment

You can target one additional creature with lengthen or two additional creatures with shorten for each additional mana expended. The creatures must be within 5 meters of each other when you target them. You can choose to mix and match the effects by lengthening one creature and shortening two creatures for example.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

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

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

Augment

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

3 hours/mana

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Augment

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

As two actions, you fuse the flesh of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature is not composed of flesh, the spell has no effect on it.

On a failure, its flesh ripples, grows together, and fuses into a nearly seamless whole until the end of its next turn as it is paralyzed and is forced into a fetal position, with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target retains the ability to breathe, eat, and excrete.

A shapechanger can revert to its normal form on its turn.

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

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

1 hour/mana

As two actions, you and another willing, living, creature fuse into one being for the duration. If the creature is the same size, you choose whether to fuse into it or if it fuses into you. If the creature is a different size, the smaller creature fuses into the larger creature. While you are fused, the following rules apply:

  • The fused being’s game statistics are that of the creature that was fused into, though for Intelligence, Wisdom, and Charisma it uses the higher of each creature’s ability. Similarly, it uses the higher Aptitude Bonus, saving throw aptitudes, and skill aptitudes of either creature.
  • Any condition on either creature is applied to the fused creature, increasing in level if each creature has the condition and the condition has levels.
  • The creature fusing into the other retains the benefit of any traits, feats, or features from its class, species, or other source and can use them if the fused being is physically capable of doing so with the following limitations:
    • The creature who fused into the other can’t use any of its special senses, such as darkvision, unless the other creature also has that sense.
    • Use the highest of each creature’s catalyst limit, dice limit, and mana limit. Each creature retains its catalysts, mana, ki, and stamina dice. When the fused being expends any such resource, it chooses which pool to draw from, as long as the expended resource is below both limits, otherwise use the pool with the higher limit. Pools of the same resource can be combined, but must use the lowest limit.
    • The fused being knows all the concoctions, maneuvers, and spells that either creature knows.
    • The fused being has prepared any concoctions either creature has prepared.
  • You control the actions of the fused being, though you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it.

You choose whether your equipment falls to the ground in your space, merges into the fused being, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the fused being to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the fused being, and any equipment that the fused being can’t wear must either fall to the ground or merge with it. Equipment that merges with the fused being has no effect until the fusion ends.

If the fused being is reduced to 0 health, the creature that was fused into is dying and any excess damage carries over to the creature that fused into the other. Otherwise, the fused being automatically divides if the spell ends or if it dies. If a fused being is killed, it separates into its constituent creatures, both of which are also dead. The fused being can divide early as an action on its turn.

When the fusion ends, any conditions that the fused being has carries over to both creatures and the creature that fused into the other emerges prone in a space within 1 meter of the other creature.

You cannot use fission on a fused being.

Augment

If you expend 3 or more mana and the spell lasts for the duration, the transformation lasts until it is dispelled.

1 minute/mana

As two actions, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 5 meters. The claw lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and once on on each of your turns thereafter as an action—you can move the claw up to 5 meters and then cause one of the following effects with it.

Slashing Claw. The claw slashes a creature or object within 1 meter of it. Make a melee spell attack against the target.

On a hit, it takes 4d8 slashing damage and its speed is reduced by 3 meters until the end of its next turn.

On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.

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

Forceful Claw. The claw attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from the claw. The claw moves with the creature to remain within 1 meter of it if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

On a failure, it takes 3d8 bludgeoning damage and is grappled by the claw if it is Medium or smaller.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Interposing Claw. The claw interposes itself between you and a creature. The claw moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the claw’s space unless it succeeds on a Brawn check to overrun it or a Nimbleness check to tumble past it.

Augment

You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the slashing claw option, push the creature an additional meter for the forceful claw option, and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

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

On a failure, the creature’s arms and legs switch places for the duration as it is unable to move unless it crawls and it has disadvantage on any attack made with a weapon. If a creature is lacking arms or legs, then any limbs used in locomotion are swapped or rotated, causing the same effect.

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

concentration, 5 minutes/mana

As two actions, another head sprouts from your body for the duration. You have advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Augment

You can expend 1 additional mana so a creature you touch grows another head instead. You can target one additional creature for each additional mana expended.

concentration, 5 minutes/mana

As two actions, the ground in a sphere centered on a point within 20 meters twists and becomes doughlike with hundreds of little teeth. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every meter it travels.

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

Augment

You can increase the damage by 1d4 for every two additional mana expended.

concentration, 5 minutes/mana

As two actions, you create a wall of flesh, faces, and limbs at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical, though it needs a firm foundation.

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

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

The wall is an object made of flesh that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 12 Defense, 1 Soak, and 1.5 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell so the flesh isn’t animated to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without animation to create crenellations, battlements, and so on.

A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and is grappled for the duration.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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

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

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

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

concentration, 5 minutes/mana

As two actions, a pair of leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

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

concentration, 5 minutes/mana

As you spend 1 minute to cast this spell, you can stitch together body parts within 20 meters to form a flesh golem. The flesh golem has no stamina dice, but you can infuse it with stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the flesh golem gains 2 stamina dice. The flesh golem is friendly to you and your companions and deanimates when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

M (diamond worth 1,000 sp and at least 15 cubic centimeters of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth 2,000 sp)

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

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

As two actions, you utter a foul incantation that causes the flesh, muscle, and bones of up to six creatures of your choice that you can touch or see within 20 meters to be ripped asunder. Each creature must make a Fortitude saving throw. If the creature is a construct, incorporeal undead, or lacks flesh and bones, the spell has no effect on it.

On a failure, it takes 10d8 poison damage and is knocked prone as its body is suddenly and violently twisted and contorted into unnatural shapes.

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

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If a creature is killed by this damage, its body is twisted into shredded pieces and if the creature is not undead, you regain health equal to half the amount of necrotic damage dealt.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick