Spirits are all around; they roam in nature and are the souls of the living. The Spirit theme focuses on utility, buffs, and summons, with some damage.
Spells from the Spirit theme allow you to receive spiritual guidance, summon terrifying spirits, manifest spiritual presence, summon familiars and phantom animals, call spirits to protect you and harm your foes, receive omens from the spirits, speak with ghosts, unleash the spirits of nature, witness ghostly impressions of the past, reincarnate the soul of creatures into a new body, create spiritual havens, possess creatures, and trap the soul of slayed foes.
Table of contents
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.
Home can be wherever you are. During a short or long rest, you can invoke ancestral spirits to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, up to 5-meter radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
The sphere vanishes at the end of the rest or when you leave the sphere.
Any ally who regains health as part of their rest by spending Health Dice while within the area gains 1d6 temporary health.
Once you use this feature, you must finish a long rest before you can use it again.
Your familiar is a part of you. While your familiar is within 20 meters of you can communicate with each other telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. While perceiving through your familiar’s senses, you gain the benefits of any special senses possessed by it, though you are blinded and deafened to your own surroundings. While perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
You can cast consult the spirits at will, without expending mana, psi, or material components.
You gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours.
You can end spells that hamper you and your allies. When you expend mana or psi to cast a spell that restores health, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend mana or psi as normal.
If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.
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.
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).
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 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 a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 2d8 temporary health.
You gain 2d8 additional temporary health for each additional mana or psi expended.
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.
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 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.
You can increase your familiar’s health by 15 for each additional mana or psi expended.
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.
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.
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.
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 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.
You can increase the damage by 1d12 and the maximum damage increased by 50 for each additional mana or psi expended.
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.
If you expend 4 or more mana or psi and the spell lasts for the duration, the transformation lasts until it is dispelled.
Your soul moves into the target’s body. Once you possess a creature’s body, your body falls into a catatonic state as your soul leaves it and enters the body of the creature which you control. Your game statistics are replaced by the statistics of the creature, though you retain your personality and your Intelligence, Wisdom, and Charisma. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
Meanwhile, the possessed creature’s soul can perceive using its own senses, but it can’t move or use any actions other than to make a Will saving throw as an action on its turn, ending the possession on a success.
While possessing a body, you can use an action to return from the host body to your body if it is within 20 meters of you. If the host body dies while you’re in it, the creature dies, and you must make a Will saving throw against your spell save DC.
On a successful save, you return to your body if it is within 20 meters of you. Otherwise, you die.
Unwilling. You can expend 1 additional mana or psi to target an unwilling target. The duration changes to 1 minute/mana or psi and the target must succeed on a Will saving throw or you possess it for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Each time the target takes damage, it makes a new Will saving throw against the spell. If the saving throw succeeds, the spell ends.
Creature. You can expend 1 additional mana or psi to target any creature.
As you spend 1 minute to cast this spell, you touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s species to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original species for the new one and changes its traits accordingly.
As two actions, you can speak to the spirit of a dead creature allowing it to answer the questions you pose. Choose a corpse you can see within 5 meters or an area where the creature died. The spell fails if the spirit’s body was made undead or if the spirit was the target of this spell within the last 10 days.
Until the spell ends, you can ask the spirit up to five questions. The spirit knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the spirit is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the spirit can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
As two actions, you, along with everything you’re wearing and carrying, become spectral for the duration. The spell ends if you drop to 0 health.
While in this form, the following rules apply:
- your speed is halved
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
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 two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Will saving throw.
On a failed save, it takes 1d4 psychic damage, its speed is halved while in the area, and the target has disadvantage on any attack roll while in the area.
On a successful save, it takes half as much damage, but incurs no other effects.
The guardian spirits that aid you provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana or psi expended to cast this spell and the attacker takes psychic damage equal to double the mana or psi expended to cast this spell.
You can increase the damage by 1d4 for each additional mana or psi expended.
As you spend 1 minute to cast this spell, you conjure ghostly historical impressions of a given location that only you can see within 10 meters or object you touch.
Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer you a ghostly recreation of the location’s past.
The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.
The ghostly impressions of the event are ethereal, and cannot be interacted with. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.
Beginning with the most recent significant event at a location and working backward in time, you can conjure one distinct event for every 10 minutes you maintain concentration, if any such events exist to be conjured.
Object. You conjure ghostly echoes which let you learn about the past owners of an object. You learn the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, you can conjure one distinct owner for every 10 minutes you maintain concentration, if any such owner exists to be conjured.
Track. You can track creatures with an Intelligence of −4 or greater by following the ghostly trails of spiritual energy they leave behind. You have advantage on Streetwise and Wilderness checks made to track such creatures.
The impressions can extend 100 years into the past.
The impressions can be 500 years further in the past for each additional mana or psi expended.
Shared Impressions. You can expend 1 additional mana or psi to share this impression with one other creature that you touch. An unwilling target may make a Will saving throw to avoid being affected.
As a reaction, which you use when you are reduced to 0 health, you can choose to let your soul emerge from your body to fight on. Your body remains unconscious and subject to death saving throws as normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting on, acting on your turn and every one of your subsequent turns under your control. Your spirit form has your physical attributes and Defense, as well as your weapons and ammunition, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and nonmagical weapon damage. Your spirit form has access to all of your abilities.
If your spirit form takes any damage or you are no longer unconscious, your spirit form vanishes. If your spirit form vanishes, it drops your weapons in its space.
You can expend 1 additional mana or psi to stabilize your dying body.
As you spend 1 minute to cast this spell, a 2-meter radius hut steps from the spirit world into existence around and above you and remains for the duration. The hut is an object with 12 Defense, 2 Soak, and 250 Health. It has legs which allow it to walk at a speed of 3 meters. If it drops to 0 health, the spell ends.
Nine creatures of Medium size or smaller can fit inside the hut with you. Until the spell ends, you can command the interior to become dimly lit or dark.
As two actions, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 20 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 2 meters of any tree in the sphere must succeed on a Reflex saving throw or take 3d6 slashing damage from whipping branches.
Roots and Vines. At the start of each of your turns, a creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save DC, ending the effect on itself on a success.
Rocks. As an action, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.
On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.
If you miss by 4 or less, the target takes half as much damage.
You can increase the damage from trees by 1d6 and the damage from rocks by 2d8 for each additional mana or psi expended.
As an action, your familiar within 5 meters of you takes over the responsibility of maintaining concentration for a spell you have cast that costs 1 or less mana and are concentrating on. While maintaining this concentration, your familiar is incapacitated. If this spell’s duration expires, the spell you transferred to your familiar ends.
The spell that you are concentrating on can cost 1 additional mana for each additional mana or psi expended.
As you spend 1 minute to cast this spell, you mentally contact the spirit of a long-dead creature. Contacting this creature can strain or even break your mind. When you cast this spell, make a DC 15 Will saving throw.
On a failed save, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t use actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A restoration spell augmented to greater restoration cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
As you spend 10 minutes to cast this spell, you invoke the spirits of nature to protect an area the size of a sphere twice as big as normal outdoors or underground. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 1-meter squares on the ground with thick fog, making them heavily obscured. The fog reaches 2 meters high. In addition, the distance moved through the fog is halved. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 1-meter squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to two trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. As an action on each of your turns, you can command the grove guardians if the guardian is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice.
- Spike growth in one location of your choice
- Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
As a reaction, which you use when a humanoid you can see within 10 meters of you dies, you snatch the soul of a humanoid as it dies and trap it inside the tiny silver cage. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. Once on your turn, you can drain vigor from the soul and regain 3d8 health.
Query Soul. Once on your turn, you ask the soul a question and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience. Once on your turn, you can bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one who can see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
As you spend 1 hour to cast this spell, you weave strands of astral ectoplasm into a diamond containing the seed of your living mind. The astral seed has 5 Defense and 1 health and remains inert and endures indefinitely. If you die, your soul transfers to the astral seed, which begins to dimly glow, provided that your soul is free and willing to return.
Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional. Once your body’s physical demise activates the astral seed, you morph into a mindcrystal. You know all the spells you knew and you have the maximum mana or psi you possessed when you died. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn’t entered a new body.
To grow a body, you (in the astral seed) must spend ten days in uninterrupted solitude. The body’s constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you cast astral seed (the crystal itself breaks down and becomes a part of the new organic body).
When the tenth day ends, you completely and totally inhabit the new body. You possess all the abilities you possessed when you died, but you have none of your equipment.
If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and you die.
|1 mana||2 mana||3 mana||4 mana||5 mana|
|Cone||3 meters long||5 meters long||10 meters long||10 meters long||20 meters long|
|Cylinder||1-meter-radius, 3 meters high||2-meter-radius, 6 meters high||3-meter-radius, 9 meters high||4-meter-radius, 12 meters high||5-meter-radius, 15 meters high|
|Line||5 meters long, 1-meter wide||5 meters long, 2-meter wide||10 meters long, 2-meter wide||10 meters long, 2-meter wide||20 meters long, 2-meter wide|
|Wall||5 meters long, 2 meters high, 30 centimeters thick||5 meters long, 4 meters high, 60 centimeters thick||10 meters long, 6 meters high, 90 centimeters thick||10 meters long, 8 meters high, 120 centimeters thick||20 meters long, 10 meters high, 150 centimeters thick|