Spells
Reading a Spell
All spell entries use the following format;
The Spell’s Name
- Keywords: Any important keyword or trait associated with the spell. Certain effects may interact with spells with a given keyword.
- School: Which spell list(s) the spell shows up on.
- Effect: The description of the spell.
- 5th/15th Level Bonus: If the spell becomes stronger as you gain class levels, the stronger versions of the spell are described here.
List of Spells
Animal Aspect
- Keywords: Enhancement, Polymorph, Personal
- School: Nature
Effect: Your form ripples and shifts as animal-like traits form onto you. Pick one animal you are familiar with. You gain 2 of the following effects from that animal for 30 minutes. Options can be selected more than once if the animal has multiple of a particular choice.
- Natural Attack: Gain 1 natural attack the animal possesses.
- Sense: Gain 1 of the senses (scent, darkvision, etc) the animal possesses.
Movement: Gain one movement type the animal possesses, with a speed equal to your highest speed.
- 5th Level Bonus: This spell loses the personal keyword and gains the touch keyword.
- 15th Level Bonus: Gain up to 3 benefits.
Animate Object
- Keywords: Summon, Corruption
- Schools: Arcane, Divine
Effect: You bestow part of your own soul and mind upon an object of medium size or smaller within 30 feet of you. Using this spell you can turn an object into a lesser animated object of the appropriate size (see the bestiary for its full description). This creature acts as your minion for 1 minute.
- 5th Level Bonus: You can create (non lesser) animated objects of an appropriate size.
- 15th Level Bonus: You can create greater animated objects of an appropriate size.
If your character is at least 15th level they can create masterwork animated objects if the object they target is of remarkable quality or value. This version of the spell can target up to giant objects.
Deeper Rules
- Form: If the object you animate lacks them it gains rough, rudimentary limbs without appendages like fingers. These often take the form of existing parts of the object being made pliable or able to bend.
- Sidebar: Not All Corruption Spells are “Evil”
- When you create an animated object you are technically puppeting a creature, though in this case it’s an extension of your own soul. While this is technically a corrupting spell, it’s mostly you imposing your will… on yourself. Few would fault you for temporarily animating a scarecrow to go do some farm work. You may have to explain what you’re doing to a paladin who happened to be walking by and sensed some corruption but this spell is not something anyone would reasonably object to. While most spells that corrupt the caster are considered immoral, not all of them are.
Antimagic Field
- Keywords: Summon
- Schools: Arcane
Effect: You warp the flow of magic within a small area, preventing it from functioning. This creates a 10-foot radius field around a point you choose within 30 feet of you. Creatures within that area have any active magic effects on them suppressed while they are in there (they lose access to them and lose benefits from them), and cannot be targeted or affected by spells cast outside the effect. Magic items within the area likewise have their magic properties suppressed, though they may still function as their base item. Attempting to cast a spell while located within an antimagic field requires an Absolute (50) Spellcasting check. The field lasts 1 minute.
- 5th Level Bonus: The field’s radius increases to 30 feet.
- 15th Level Bonus: You may choose to cast this spell as a curse; if cast this way it loses the summon keyword and gains the curse keyword. Choose a creature within 30 feet, which must attempt a Will save. If they fail, they become the center of a moving 5 feet diameter antimagic field for 1 minute.
Deeper Rules
- What Does This Dispel: This dispels/suppresses magic items and active magic effects. An “active magic effect” is defined as any effect created by a spell (innate or otherwise).
Astral Projection
- Keywords: Ritual, 5th Level, Personal
- Schools: Divine, Psychic
Effect: You create and project a purely psycho-spiritual manifestation of yourself, your literal soul, onto the Astral Plane where you can touch other minds and places with yours. This is a ritual that takes 10 minutes to cast but allows you to teleport your senses to any point in the Astral Plane. You may speak (via projecting thoughts) while in this form and have all of your normal senses but cannot be physically harmed while in this state. You may freely move to any point on the astral plane or cognitive realm at any time via teleportation. Your consciousness can still be subject to spells (though you are immune to all forms of damage) while in this state.
While in this state your body is asleep and you can only be awakened when your astral projection ends; normal stimuli do not awaken you as there is no soul left in your body.
Deeper Rules
- Your Presence: On such planes you appear as a glowing orb of flickering colors, though it is apparent to all who you are (if they see the orb and then see you later, they would recognize you the same as if they’d seen your face before).
- Targeting the Soul: Your soul is you. If it dies, you die. If your body doesn’t have a soul in it for too long… some things may try to inhabit your body; it’s wise to leave someone to watch over your body. If your soul has no body to return to it will be trapped on the astral plane for all eternity (or until you find a new vessel). This has been the tragic end of many astral projectors and their souls might very well wish to claim your body as their own…
- Planar Weirdness: If your soul ever leaves the astral plane while in this state you instead return to your body. If you do not have a body to return to you die as your soul is scattered to the astral winds.
Awaken
- Keywords: Ritual, 5th Level
- Schools: Arcane, Nature, Psychic
Effect: You perform a 1-day ritual over an animal or plant, slowly raising them to a humanoid level of awareness. The creature’s mental abilities scores are increased to +0, if any were lower than that. Additionally, the target gains the ability to speak Common.
Bane
- Keywords: Enhancement, Touch
- School: Divine
Effect: Specify a creature type. You or a target you touch gains 1 bonus damage dice on the next attack made against that sort of creature within the next minute. These bonus damage dice deal divine damage instead of their normal damage type. These bonus damage dice do not stack with other bonus damage dice.
- 5th Level Bonus: You add 2 bonus damage dice to the damage roll.
- 15th Level Bonus: You add 3 bonus damage dice to the damage roll.
Barrier
- Keywords: Personal, Summon
- Schools: Arcane, Divine
Effect: You conjure a shimmering barrier of magical force to shield yourself from harm. Choose 1 edge of your space; you create a 5×5 vertical barrier along that edge that lasts until the start of your next turn. This grants you cover and blocks line of effect (but not line of sight). As part of casting this spell, you may take a Defensive Action as a free action; doing so doesn’t end your turn. It has 10 HP but Absolute resistance.
- 5th Level Bonus: This spell lasts 1 minute. You may change which edge your barrier occupies once per turn as a free action.
- 15th Level Bonus: You may cast the spell as a reaction. It lasts until dismissed or dispelled.
Bless
- Keywords: Enhancement, Luck, Quick, Touch
- School: Divine
Effect: You touch a willing ally and grant them great fortune in the future. This lets them add 1 Free Hero Dice to the next d20 roll they make within 1 minute. A blessed character cannot spend Hero Dice in any other way on this action, though they can forgo the benefit of being blessed in favor of adding Hero Dice normally.
Break Curse
- Keywords: Touch
- School: Divine
Effect: You touch a creature and attempt to end a curse or corruption effect currently affecting them. Make a Spellcasting check. The touched creature receives a new save against the effect, and may use your Spellcasting result in place of their roll.
- 5th Level Bonus: You may attempt to cleanse an area of a curse or corruption effect. Make a Spellcasting check against a DC of 10 + the caster’s Spellcasting bonus. If you succeed the effect ends.
- 15th Level Bonus: You may always add dice from your Hero Dice pool to the Spellcasting checks made as part of casting this spell, even while debuffed.
Calm Emotions
- Keywords: Corruption, Mental
- Schools: Psychic
Effect: Choose a creature within 30 feet; they must attempt a Will save. If they fail, any strong emotions they are feeling are suppressed for 1 round (though they restart afterwards). This doesn’t necessarily force any specific actions (such as combat ending) or end any effects (it just suppresses them), though it does give a creature time to reflect on their actions free of any mental influence. If they successfully make the save, the creature is not affected. 10th Level Bonus: This spell can affect up to half your casting modifier worth of creatures (minimum 1 creature).
- 15th Level Bonus: This lasts for 1 minute rather than 1 round.
Champion’s Feast
- Keywords: Ritual, Summon
- Schools: Divine, Nature
Effect: With a 15-minute ritual, you conjure enough hearty quality food to feed up to a dozen creatures. The exact nature of the food is up to you, but it always appears ready to eat along with bowls, spoons, and serving utensils. You may cast this spell as part of taking a short rest; this does not disrupt the short rest. After 2 hours, or when the food is finished being eaten, the mess, utensils, and vessels for eating/serving magically evaporate - leaving only full bellies.
- 5th Level Bonus: Creatures who partake in the food over a short rest are restored up to their maximum number of Hero Dice.
- 15th Level Bonus: Creatures who partake in the food over a short rest count as having benefited from a long rest. A given creature may only benefit from this particular effect once in a given 24 hour period.
Deeper Rules
- 15th Level Bonus & Time: Things that take a long time but can be done within a day are generally described as being able to be done during a long rest. The 15th level version of this spell doesn’t allow you to do them faster- if it would take a long rest to craft something it still takes an actual long rest to craft something. The 15th level benefit really just provides the benefits associated with taking a long rest like HP recovery, Hero Dice recovery, spell recovery, etc.
Charm
- Keywords: Corruption, Touch, Mental
- Schools: Arcane, Psychic
Effect: You magically warp a creature’s perception of you, forcing them to act in a friendly manner towards you, as per the charmed condition, for 1 minute. The creature receives a Will save to negate the effect. A creature that makes their Will save is immune to your charm spells for 24 hours. Any hostile action taken by you or your allies immediately ends the effect, acting as though the creature had made their save (making them immune to subsequent applications for 24 hours).
- 5th Level Bonus: You may target any number of creatures within 30 feet of you, with each receiving its own Will save. The spell loses the touch keyword. Additionally, the effect lasts 1 hour.
- 15th Level Bonus: The effect lasts 24 hours.
Circle of Protection
- Keywords: Holy or Unholy
- School: Divine
Effect: You pray for protection and create a runic circle in a 10-foot radius burst that protects you from antagonistic forces while you reside in the radius. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. If cast as a Holy spell, you gain Resist 10 against Unholy creatures and spells, and vice versa. This lasts for 1 minute or until you leave the circle.
- 5th Level Bonus: All allies within the area of this spell are granted the same resistance as you.
- 15th Level Bonus: The spell’s radius increases to 20 feet, the resistance it grants is increased to Resist 15, and the spell’s duration lasts for up to 1 hour.
Clean
- Keywords: Cantrip
- Schools: Arcane, Divine, Nature
Effect: A 30-foot radius burst is instantly cleaned of all grime, grease, or filth. This has no effect on unwilling creatures (it doesn’t kill a slime for example) and never causes damage.
- 5th Level Bonus: This spell has up to a 100-foot radius. Items in this area are also generally tidied up; the limits being what the effort of a commoner doing 5 minutes of labor could do.
- 15th Level Bonus: Items within the affected area are meticulously tidied up and organized; the limits being what the effort of a dozen trained domestic staff could do with 30 minutes of labor. Cutlery is buffed and polished, table cloths are set, dishes are hand-washed, books are put away and alphabetized, corners are dusted, candles are lit, clothing is folded with care, horses are groomed, floors are mopped, perfumes are sprayed, etc. If cast in this way the spell loses the cantrip keyword.
Cleanse Corruption
- Keywords: Instant, Touch
- Schools: Divine, Nature
Effect: Select one creature or item that has been suppressed. Make a Spellcasting check against a DC 15 + the highest mental ability score of the creature that suppressed your target. If you succeed, the effect that suppressed your target immediately ends. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Challenging (20).
- 5th Level Bonus: This spell can target any number of creatures or items within 30 feet of you. Make a single check against the highest DC. If you are successful, all suppressing conditions end. The spell loses the touch keyword.
- 15th Level Bonus: The DC to end the effects is reduced to DC 10 + the highest mental ability score of the creature that suppressed your target. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Average (15).
Command
- Keywords: Corruption, Mental
- Schools: Arcane, Psychic
Effect: You overpower the will of a single creature within 30 feet, attempting to dictate their next course of action. You may command a creature to stop moving, run away, approach, drop all held items, or fall prone. On a failed Will save, the creature spends its next available action on its next turn performing the chosen action. If they successfully make the save, the creature is not affected. This is a mind-affecting effect.
- 5th Level Bonus: You may target any number of creatures within 30 feet of you with this spell.
- 15th Level Bonus: On a failed save, affected creatures spend 2 actions following your chosen command. If the command isn’t repeatable (e.g., they already fell prone or dropped their weapon), they spend the second action doing nothing.
Conjure Pit
- Keywords: Summon
- Schools: Arcane, Nature, Weird
Effect: You warp space to create a deep pit. Designate an unoccupied 10 feet x 10 feet space within 30 feet of you. You create a pit that is 20 feet deep plus 10 feet per 2 levels (minimum of 30 feet deep), and lasts for 1 minute.
- 5th Level Bonus: You can create the pit in occupied spaces; creatures in the area must make a Reflex save to avoid falling into the pit. On a successful save they move into an empty space adjacent to the pit, or fall prone next to the pit if no empty space exists.
- 15th Level Bonus: You can choose to create a bottomless pit. A creature caught in a bottomless pit simply falls until they manage to catch themselves on the walls (a Reflex save or Acrobatics check). Additionally, this spell’s effect now lasts for up to 1 hour.
Deeper Rules
- Climbing Out: It is an Average (15) check to climb the walls of such a pit. Grabbing the side of a pit (a Reflex or Acrobatics check) is a Dire (25) check.
- Ending the Spell: Creatures still in the pit when the spell ends are safely returned to the surface.
- Fall Damage: Remember- if you fall more than 20 feet you take 1 point of force damage for every foot you fall!
Counterspell
- Keywords: Instant, Quick
- Schools: Arcane, Divine, Psychic, Nature, Weird
Effect: This spell may be cast as a reaction. When targeted by a spell that you are aware of that has you as a target, you can counter it (as per the Counter action) with this spell. You must expend 1 mana to cast this spell as a counter action. You and the spell’s caster make opposed Spellcasting Proficiency rolls (1d20 + Spellcasting Proficiency). If yours is higher, the enemy’s spell fails. If the enemy’s roll is higher, their spell goes off without issue.
Deeper Rules
- Aware: You must know a spell is being cast and that it’s targeting you. You don’t need to know what kind of spell. This caveat is largely to prevent you from attempting to counter spells that were done stealthily or in a way you are otherwise unaware of.
- Counter Action: Casting this spell is technically 2 kinds of actions at once: the “casting a spell” action and the “counter” action. It only consumes 1 reaction however.
- Requires Mana: Spellcasters who cast spells without using mana, such as a warlock, cannot learn this spell.
Create Undead
- Keywords: Corruption, Ritual, Touch
- School: Divine
Effect: You touch the corpse of a creature who has been dead for less than 1 month. This ritual takes 1 hour to perform. That creature is raised as an undead with all its skills and abilities with the following exceptions. It gains the undead, minion, mook, and mindless special traits. They are corrupted into following any commands you issue them as per the rules for minions (including self-destructive ones). You can only use this on creatures whose level is no greater than half of yours. You must re-cast this spell on an undead every 24 hours for it to remain animated.
- 5th Level Bonus: The creature does not have the mook special rule. Creatures you use this spell on need to have this spell re-cast on them every week to remain animated.
- 15th Level Bonus: The creature targeted can be equal to your level. Creatures you use this spell on need to have this spell re-cast on them every year to remain animated.
Creeping Fog
- Keywords: Summon
- Schools: Nature
Effect: You summon a 30-ft diameter cloud of fog into a space within 60 feet of you. Creatures within the cloud are hidden. The cloud functions as a minion with a fly speed of 10 feet. The cloud lasts 1 minute.
- 5th Level Bonus: When casting this spell, you can choose to have the cloud be made of noxious gas; creatures within the cloud at the start of their turn must make a Fortitude save or become Impaired (2) until the start of their next turn.
- 15th Level Bonus: When casting this spell, you can choose to have the cloud be made of toxic gas; creatures within the cloud at the start of their turn must make a Fortitude save or take 1d4 acid damage and 1d4 poison damage per 2 levels and become blighted for 1 minute. A successful Fortitude save negates both the damage and the blighted condition.
Deeper Rules
- Blowing It Away: A strong gust of wind over at least half of the area covered by this spell can disperse it.
- Choice Of Effects: You cannot combine the 5th and 15th level effects of this spell. You can choose one or the other effect.
Cure Ailment
- Keywords: Healing, Instant.
- Schools: Divine, Nature
Effect: One creature within 30 feet of you is instantly cured of a poison or disease whose save DC is 20 or less.
- 5th Level Bonus: This affects up to 3 creatures and can cure poisons or diseases whose save DC is 25 or less.
- 15th Level Bonus: The maximum DC of diseases or poisons you can cure is equal to 20 + your Spellcasting or Medicine proficiency (whichever is higher).
Cure Wounds
- Keywords: Healing, Touch, Instant
- Schools: Divine
Effect: You can touch an adjacent creature and heal them for 1d6 points of damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. This is “life damage” (which heals living creatures and causes damage to things like undead). If a creature does not wish to be healed (or if healing would hurt them) they can attempt a Will save to avoid the spell entirely.
- 5th Level Bonus: The amount healed increases to 1d8 per 2 character levels.
- 15th Level Bonus: You can heal all willing creatures within a 30-foot radius, centered on you, with this spell. If used in this fashion, the spell loses the touch keyword.
Deeper Rules
- Is this “Damage”?: For the purpose of effects this is not damage unless it's used to cause damage to a target. For example: you could not apocalyptically heal someone with the apocalyptic metamagic. You could, however, use this spell on an undead who takes damage from life energy and modify it with the apocalyptic metamagic to deal Absolute damage.
Curse
- Keywords: Curse
- School: Divine
Effect: You can target a creature within 30 feet of you with a curse if they fail a Will save. You must state a restriction or request some action under penalty of the curse (“If you look at me, you will suffer this curse!” or “Leave this place and never return!”). If the creature willingly takes such an action, they become Impaired 2 for 1 hour (A GM may approve other appropriate results for curses). A curse is permanent until it is broken. If the curse has a condition that can be met (such as “Fetch me the Sword of Lies or suffer this curse!”), the curse is lifted once the order has been fulfilled. A creature who makes their save against this spell cannot be targeted by a curse from the same spellcaster for 1 week.
- 5th Level Bonus: The result becomes Impaired 3.
- 15th Level Bonus: The result becomes Impaired 5 and lasts for 24 hours.
Cursed Favor
- Keywords: Curse, Enhancement
- Schools: Divine
Effect: The target is “gifted” with a magical sigil of a white elephant that appears on their forehead. The target gets a subtle feeling of power and confidence, but the spell is otherwise useless. Target creature within 30 feet must attempt a Will save. If they fail this spell fills their enhancement slot for 1 minute, replacing their current enhancement effect if necessary. This spell cannot be replaced by another enhancement without a successful Spellcasting check (DC 10 + your Spellcasting proficiency).
- 5th Level Bonus: You may target any number of creatures within 30 feet of you with this spell.
- 15th Level Bonus: The Spellcasting DC to replace this enhancement is Absolute.
Deeper Rules
- Order of Operations: If you cast this spell on someone with a Spell Shield the Spell Shield would apply first as Cursed Favor requires the target to make a Will save.
Curse of Glass
- Keywords: Curse
- Schools: Arcane, Divine
Effect: You curse your foe to become exceptionally frail, suffering greatly from their next wound. Target creature within 30 feet becomes Vulnerable to the next instance of physical damage they take within the next minute. A Will save negates this effect. Creatures damaged while under the effect of this have odd wounds that seem to crack in spider web patterns out along the surface of their body, like glass.
- 5th Level Bonus: The target becomes Vulnerable to all physical damage types until the end of their next turn.
- 15th Level Bonus: The target becomes Vulnerable to all physical damage types for 1 minute.
Dancing Weapon
- Keywords: Summon, Touch
- Schools: Arcane, Divine
Effect: Select a weapon you are wielding and it becomes animated and fights by your side for 1 minute. Your weapon becomes a minion (as per the minion rules) and uses your proficiency bonuses, saves, and ability modifiers. As with all minions you must take the “Direct Minion” action to give it a command. A dancing weapon has 20 AC, is mindless, and has a fly speed of 30 feet.
- 15th Level Bonus: The dancing weapon lasts for 1 hour.
Deeper Rules
- Line of Sight/Effect: If you ever lose line of sight or line of effect with your weapon this spell’s effect ends prematurely.
- Bonuses: A dancing weapon doesn’t get any bonus damage dice or other bonuses from things like spells, class features, feats, etc. For example: a berserker's rage won’t grant the attacks a dancing weapon makes extra damage. Just the base abilities.
- When In Doubt, Use Your Stuff: There are strange edge cases where you’d need to know things like “What is the Acrobatics skill of the dancing weapon?”. When in doubt, look at the caster’s abilities.
- No Combat Maneuvers: A dancing weapon cannot do combat maneuvers.
Darkness
- Keywords: -
- Schools: Arcane, Nature, Weird
Effect: You magically darken an area with a radius of 30 feet for 1 minute, dropping the light level by 1 step (bright> normal> dim> dark).
- 5th Level Bonus: You can lower the light levels by up to 2 steps.
- 15th Level Bonus: You and any ally you designate at the time of casting are immune to the effects of this spell, treating the area as if it had the normal light level.
Deadly Pit
- Keywords: Summon
- Schools: Arcane, Nature, Weird
Effect: You warp space creating a dangerous pit. Designate an unoccupied 10 feet x 10 feet space within 30 feet of you; you create a pit that is 30 feet deep and lasts for 1 minute. The pit has sharp rocks, spikes, or other dangerous implements at the bottom. In addition to falling damage the target suffers 1d6 piercing damage for every 2 levels you have if they hit the bottom.
- 5th Level Bonus: You can create 3 deadly pits with a single casting of the spell. These collectively count as 1 summoned object for the purpose of determining how many summoned objects you can have active. Adjacent deadly pits don’t make a larger one- they are simply adjacent to each other.
- 15th Level Bonus: The pits are also full of acid gas. Creatures take 2d6 acid damage each round they are within the confines of a deadly pit.
Deeper Rules
- Climbing Out: It is an Average (15) check to climb the walls of such a pit. Grabbing the side of a pit (a Reflex or Acrobatics check) is a Dire (25) check.
- Ending the Spell: Creatures still in the pit when the spell ends are safely returned to the surface.
- Fall Damage: Remember- if you fall more than 20 feet you take 1 point of force damage for every foot you fall!
Death Curse
- Keywords: Curse, Death, 10th Level, Instant
- Schools: Arcane, Divine
Effect: You channel dark power through a foe within 30 feet of you, attempting to snuff out their life force. The target must make a Fortitude save. If they succeed, your target takes no damage and becomes immune to your death curse spell for 24 hours. Otherwise, if they fail they are killed outright. Undead and creatures without a life force are not valid targets for this spell.
Death Ward
- Keywords: Enhancement, Personal
- Schools: Divine
Effect: You gain Resist necrotic 20 and Absolute saves against death effects for 1 minute.
- 5th Level Bonus: This spell loses the personal keyword and gains the touch keyword.
- 15th Level Bonus: This spell lasts 1 hour.
Detect Divinity
- Keywords: Personal, Instant.
- School: Divine
Effect: You can see the divine auras of creatures with the holy or unholy keyword. This happens in a flash. You get a momentary vision of the souls of creatures you can perceive: either a saintly aura that signifies a holy creature or an ominous one that signifies an unholy one. Creatures without such keywords have nothing revealed about them. A creature who wishes to conceal this can attempt a Stealth or Bluff check vs a DC of 10 + your proficiency bonus in Spellcasting.
- 5th Level Bonus: The spell’s effect lasts for 1 hour. The spell loses the instant keyword and becomes an enhancement.
- 15th Level Bonus: The spell’s effect lasts for 24 hours. The spell loses the instant keyword and becomes an enhancement.
Detect Invisible
- Keywords: Enhancement, Personal
- Schools: Arcane, Psychic
Effect: Your eyes cloud over and the world fills with oily white clouds. You gain Detect (invisible) 60 feet for 1 minute, but have a hard time seeing anything else. You only see white on white approximations of the real world while in this form and no creatures who are not invisible. You are Debuffed on any actions that don’t involve an invisible creature.
- 5th Level Bonus: You retain your ability to see the real world and invisible creatures (you are no longer Debuffed).
- 15th Level Bonus: You gain Blindsense (invisible) with a range of 60 feet.
Detect Magic
- Keywords: Cantrip, personal
- Schools: Arcane
Effect: You gain Detect (magic) for 1 minute.
- 5th Level Bonus: The spell now grants Pinpoint (magic) with a range of 30 feet
- 15th Level Bonus: The range of the effect increases to 60 feet.
Dictate
- Keywords: Holy or Unholy, Instant, Mental, Fear
- School: Divine
Effect: Channeling divine power into your voice, you release an awe-inspiring shout. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. All valid creatures within the sound of your voice must make a Will save or fall prone and become scared of you for 1d4+1 rounds. This is a mind-affecting fear effect. Holy: This affects Unholy creatures and the spell gains the Holy keyword. Unholy: This affects Holy creatures and the spell gains the Unholy keyword.
- 5th Level Bonus: You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied.
- 15th Level Bonus: Affected creatures that fail their save are additionally paralyzed for 3 rounds.
Dimensional Anchor
- Keywords: Curse
- Schools: Arcane, Divine
Effect: Target creature within 60 feet must make a Will save. On failure, the creature is unable to teleport or travel between planes for 1 minute.
- 5th Level Bonus: The effect lasts 1 hour. The range is now 120 feet.
- 15th Level Bonus: The effect lasts for 1 month. The range is now simply any creature you have both line of sight and line of effect to.
Discern Oath
- Keywords: Ritual
- Schools: Arcane, Divine, Psychic
Effect: You meditate on the moral nature of a creature you have met. After 1 hour of doing so you may make a Challenging (20) Spellcasting check to discern one of their oaths. If the target is at least Professional in Bluff it is instead a Heroic (30) check. Special: If you have something deeply personal to the subject of this spell and destroy it as part of the ritual, you automatically succeed in the attempt to discern their oath.
- 15th Level Bonus: Casting this spell only takes 1 minute.
Sidebar: Oaths in the Game World
An “oath” is not so much a “thing” in the actual game; it is a mechanical abstraction. It is called different things by different people but ultimately represents their sense of morality. It might be their formal code of conduct, their religious beliefs, their personal philosophy, a literal oath they have sworn, what drives them, or even something as fluid as “just how they do things”. The discern oath spell is actually giving the caster insight into their heart, their underlying morality and what is important to them.
Disguise
- Keywords: Personal, Enhancement, Illusion
- Schools: Arcane
Effect: You can change your appearance to that of another creature for 1 hour. This may not make you appear as a specific creature, but one of that category. Creatures wishing to identify you must beat a check of DC 10 + your proficiency bonus in Spellcasting, Stealth, or Bluff (whichever is higher). You may make Spellcasting checks in place of Bluff when attempting an Impersonate.
- 5th Level Bonus: You can disguise yourself as specific individuals rather than a general type of creature. Additionally, the spell loses the personal keyword and gains the “touch” keyword. It only works on willing creatures.
- 15th Level Bonus: Until provided evidence of the deception, creatures attempting to identify you treat the DC as Absolute. The duration also increases to 24 hours.
Deeper Rules
- Known Targets: You must have intimate knowledge of what you are trying to appear as. You can appear as an orc only if you know what an orc looks like.
- General Form: This cannot change your size category or general form. For example: you could turn from an elf to a human but turning from an elf to a giant or an elf to a dog would not work.
Disintegrate
- Keywords: Instant
- Schools: Arcane, Weird
Effect: You fire a ray of destructive force at a target, tearing it apart on a fundamental level. Make a Spellcasting attack at a range of 60 feet. If you hit, the target takes 1d6 null damage per 2 levels + your highest mental ability modifier. Creatures killed by this damage are reduced to a pile of ash. If you target an object you deal 10 x your level in damage to it in a 10 ft cube.
- 5th Level Bonus: Increase the range of this spell to 120 feet.
- 15th Level Bonus: If you target an object, it destroys up to a 30-ft cube of material.
Sidebar: What is Null Damage?
Null damage is a special kind of damage that appears in the non-basic rules. If you are playing with the basic rules we suggest you use force damage instead of null damage.
Dispel Magic
- Keywords: Instant
- Schools: Arcane, Divine
Effect: Select an ongoing magical effect or magic item that you are aware of within 30 feet of you. Make a Spellcasting check (DC 10 + the Spellcasting proficiency of the source of the spell). If you beat it, the effect ends. Magic items become non-magical for 1 hour.
- 5th Level Bonus: You can select up to your highest mental ability score in magic items and/or effects within a 15-ft radius burst. Decide the highest DC and compare your result to that.
- 15th Level Bonus: Your bonus to dispel effects is Absolute.
Deeper Rules
- Magic Items: Magic items require a Heroic (30) Spellcasting check to dispel.
- Artifacts: Artifacts have dispel DC of Absolute.
- No Caster: If there is no “caster” of the spell, such as a phenomenon or a magical environmental effect, the GM should use their discretion. Most spells that aren’t cast by a spellcaster have a Challenging (20) DC.
Divine Bolt
- Keywords: Instant
- Schools: Divine
Effect: You conjure a divine bolt of power to strike your foes from above. Designate a 10 feet x 10 feet area within 30 feet of you. Creatures in that area take 1d6 divine damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. A Reflex save negates the damage.
- 5th Level Bonus: The range of the spell increases to 120 feet.
- 15th Level Bonus: Select the Holy or Unholy keyword and grant it to this spell. Any creature who has the opposite keyword takes double damage from this spell.
Dominate
- Keywords: Curse, Corruption, 5th Level, Mental
- Schools: Arcane, Psychic
Effect: You overwhelm the will of the target, enslaving them to your whim. Choose a target within 30 feet; that creature must attempt a Will save. On a failed save, the creature becomes your minion for 1 hour. If given no orders, it will attempt to follow you. The enslaved creature receives 1 new Will save every minute to end the effect prematurely. Ordering an enslaved creature to take a hostile action grants it a new save at the start of each round.
- 15th Level Bonus: The spell now lasts 24 hours.
=== Sidebar: Players, Consent, and Dominate === Spells like dominate are some of the most horrifying and upsetting spells in the world. You don’t kill someone, you steal their will and enslave them while they watch, horrified, as their body does things without their control. This robs the person you dominate of their consent and casting it is very corrupting, as well as morally repugnant. There are almost no “moral” ways to use this spell, perhaps using it to stop someone from committing murder and have them take a seat, and doing so will likely still upset people in game.
From an out of game perspective, using dominate needs to be a conversation about boundaries. Are players okay with having their character dominated? Are they okay with others in game losing agency due to magic? This is a tricky topic and deeply personal topic and should be handled with the utmost care. The game won’t break if you don’t involve spells like dominate but your friendships might if you don’t take care.
Dragon’s Breath
- Keywords: Fire, Personal, Enhancement
- Schools: Arcane, Nature
Effect: Like a dragon, you can belch forth a torrent of fire as smoke and ash escape your nostrils. For the next minute you gain a breath weapon. It deals 1d4 fire damage per 2 character levels + your highest mental ability modifier to all creatures within a 15-foot cone. A Reflex save negates the damage. Exhaling this cone of fire takes 1 action but can only be done once per round.
- 5th Level Bonus: Increase the damage to 1d6 per 2 character levels + your highest mental ability modifier.
- 15th Level Bonus: Increase the duration of this spell to 1 hour.
Elemental Touch
- Keywords: Touch, Instant
- Schools: Arcane, Nature
Effect: Your hand shimmers with pure elemental energy: ablaze with fire, seething with frigid cold, cracking with electricity, humming with a violent sonic edge, or even oozing with caustic acid. This spell allows you to touch a creature, causing 1d6 damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. At the time of casting you can choose one of the following damage types: acid, cold, electricity, fire, or sonic.
- 5th Level Bonus: You may additionally pick from mental, necrotic, or poison damage.
- 15th Level Bonus: The damage dice for this spell become d8s rather than d6s.
Critical: x2 damage.
Elemental Weapon
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: Choose one of the following damage types; acid, cold, electricity, or fire. A single weapon you wield has its damage type change to the chosen element for 1 minute. Ranged weapons confer this effect onto fired ammunition.
- 15th Level Bonus: This spell loses the personal keyword, and can affect any number of weapons within 30 feet. A creature unwilling to have their weapon affected may attempt a Will save to negate the effect for them.
Entangling Vines
- Keywords: Summon
- Schools: Nature
Effect: You conjure a mass of grasping vines, roots, and bushes with a 10-foot diameter anywhere within 30 feet of you. Creatures who touch this mass need to make a Reflex save or become entangled (only a single save is required each turn). The DC to escape the plants is DC 10 + your proficiency bonus in Spellcasting. The mass lasts for 1 hour or until removed. The plants can be destroyed: it has 3 HP per character level of the caster. This is considered difficult terrain.
- 5th Level Bonus: The mass can be summoned anywhere within 50 feet and has a malleable shape of up to 5 contiguous squares of plants.
- 15th Level Bonus: Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.
Exhaust
- Keywords: Curse
- Schools: Arcane, Divine, Nature
Effect: Target creature within 30 feet becomes Tired (2) until the end of their next turn. A successful Fortitude save negates this effect.
- 15th Level Bonus: The target is Tired (3) on a failed save.
Explosive Weapon
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: You wrap your weapon in volatile explosive force. The next time you strike an enemy with the weapon within the next minute, you deal bonus fire damage equal to your level to the struck creature. The bonus fire damage is also dealt to all creatures adjacent to the target (excluding you). Adjacent creatures can attempt a Reflex save (DC of your Spell DC or 10 + weapon proficiency) to negate the damage.
- 15th Level Bonus: The explosion effect now affects all creatures (other than you) within a 30 foot burst of the initial target. You may choose if this happens on a per-casting basis.
Fear
- Keywords: Corruption, Curse, Mental
- Schools: Nature, Psychic, Weird
Effect: A target within 30 feet of you gains the scared condition against you for 3 rounds. The target gets a Will save to resist this. This is a fear effect.
- 5th Level Bonus: You can target any number of creatures within 30 feet of you.
- 15th Level Bonus: The duration of the scared condition increases to 1 minute.
Note: As with all scared conditions the creature gets a new save every round to attempt to end it prematurely.
Fireball
- Keywords: Fire, Instant
- Schools: Arcane, Nature
Effect: You conjure a ball of fire that you hurl at your foes, causing it to violently explode. You hurl a fireball up to 100 feet and it causes 1d8 fire damage per 2 character levels (minimum 1d8) + your highest mental ability modifier in a 10-foot radius burst. All creatures in this area must attempt a Reflex save. If they are successful, they take no damage. This spell causes anything flammable to burn.
- 5th Level Bonus: The radius increases to 30 feet and the range increases to 120 feet.
- 15th Level Bonus: You can exclude any number of creatures in the area from taking damage from the effect.
Fire Shield
- Keywords: Enhancement, Fire, Personal
- Schools: Arcane, Nature
Effect: You cloak yourself in a wreath of fire for 1 minute that badly burns anyone who strikes you with a melee attack. Creatures that do so take 1d6 points of fire damage automatically. Attacks with manufactured reach weapons are immune to this effect.
- 5th Level Bonus: This damage increases to 2d6.
- 15th Level Bonus: This damage increases to 3d6.
Floating Disk
- Keywords: Summon, Cantrip
- Schools: Arcane, Divine
Effect: You conjure a 5ft diameter disk that hovers ~2 feet off the ground. As an action, a creature can grab the disk, in which case it follows their movement so long as no other creature is holding it as well. The disk can carry up to 3 + your highest mental ability modifier worth of bulk; attempting to apply more weight ends the spell. The disk lasts for 1 hour.
- 5th Level Bonus: You gain the ability to command the disk as a minion; it has a fly speed of 10 feet. If you move the disk while standing on it, it counts as a mount.
- 15th Level Bonus: Triple the disk’s bulk limit. The disk can last for up to 12 hours.
Flora Form
- Keywords: Polymorph, Personal, Enhancement
- School: Nature
Effect: Vines, thorns or other plantlike qualities form over your body. You are treated as if you're wearing a breastplate made of wood (overriding any lighter armor you are currently wearing). While in this form you gain vulnerability to fire damage and may use your Spellcasting proficiency on Stealth checks to hide in natural overgrowth. This lasts for 30 minutes.
- 5th Level Bonus: This spell loses the personal keyword and gains the touch keyword. It can only be used on willing creatures.
- 15th Level Bonus: You may pick any light, medium, or heavy armor for this spell to replicate. (It cannot replicate shields.)
Fly
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: You begin to float in the air. You gain a fly speed equal to your speed for 1 hour.
- 5th Level Bonus: The spell loses the personal keyword. You may affect any number of creatures within a 10-foot radius of yourself. Additionally, this spell now lasts for up to 5 hours.
- 15th Level Bonus: This spell’s granted fly speed becomes twice the target’s speed speed. Additionally, this spell now lasts for up to 24 hours.
Forbid
- Keywords: Curse, Metal, Corruption
- Schools: Divine, Psychic
Effect: A creature within 30 feet of you gains an oath not to do a specific thing for the next 3 rounds. This oath should be simple (~10 words or less) and cannot directly conflict with existing oaths they have. The target gains a Will save to negate the effect.
- 15th Level Bonus: You may target any creature you can draw line of sight and line of effect to.
Foresight
- Keywords: Ritual
- School: Divine
Effect: You can commune with the divine tempest or your patron to ask if a course of action will ultimately turn out well or badly for you. Casting this spell takes 1 hour and a specific question must be asked whose answer applies to events within the next 24 hours. You will then get either a “good feeling” about it (signifying that it will work out well for you), a “bad feeling” (implying things won’t work out so good), or a “slight numbing sensation” (which implies the results will not dramatically influence you).
The information is accurate unless a dramatic and unforeseen (typically divine) influence intervenes. It also assumes that you will follow through on your current course of action. The spell grants no additional information on the outcome. Example: A cleric may ask if a heist tomorrow will work out well. If they get a bad feeling about it and call off the heist, the ill fate may be avoided.
- 5th Level Bonus: The spell grants one sentence's worth of important information about why the situation will end as it does. (“The guards know.”, “The backdoor is unlocked.”, “The goblins will be fighting amongst themselves tomorrow.”.)
- 15th Level Bonus: The spell can be used to foresee events up to a month away.
Freedom of Movement
- Keywords: Enhancement, Personal
- Schools: Arcane, Divine, Nature
Effect: For 1 minute, you are supernaturally limber. You gain a Free Hero Dice on saves against effects that cause the bound, entangled, grappled, or paralyzed conditions. When you attempt to escape a grapple, you gain a Free Hero Dice on the attempt. Finally, while squeezing you don’t have to spend extra movement.
- 5th Level Bonus: The spell lasts for 1 hour. Additionally, you may end the effect of this spell as a free action to gain a retroactive Absolute save against an effect that inflicts bound, entangled, grappled, or paralyzed.
- 15th Level Bonus: While under the effects of this spell you gain an Absolute bonus on saves or checks made to resist or overcome the bound, entangled, grappled, or paralyzed conditions.
Frost Breath
- Keywords: Cold, Instant
- Schools: Arcane, Nature
Effect: You exhale a voluminous cloud of billowing cold and rhime. All creatures within a 15-foot cone take 1d8 cold damage per 2 character levels + your highest mental ability modifier. All creatures in the area must make a Reflex save. If they are successful, they take no damage.
- 5th Level Bonus: Increase the size of the cone to 30 feet.
- 15th Level Bonus: You can exclude any number of creatures in the area from taking damage from the effect.
Fumble
- Keywords: Curse, Luck
- Schools: Arcane, Divine
Effect: You curse a creature with bad luck. The target must make a Will save or be Impaired 2 for 1 round.
- 5th Level Bonus: You may target any number of creatures within a 30-foot radius of yourself.
- 15th Level Bonus: This inflicts Impaired 3 instead of Impaired 2.
Gaseous Form
- Keywords: Enhancement, Personal, Polymorph
- Schools: Arcane, Nature
Effect: You turn into a gaseous cloud of vapor with roughly the same mass as yourself until the end of the next turn. While in gaseous form you can’t interact with anything and can only drift forward at a rate of 5 feet per move action. You can pass through anything that a cloud of vapor can pass through. You cannot take anything that requires a physical form to do and can’t cast spells.
You are immune to physical damage while in this form but are vulnerable to fire damage.
As a translucent cloud of mist it’s also fairly easy to hide. You gain a Free Hero Dice on all attempts made to hide.
- 5th Level Bonus: This effect lasts for 3 rounds (ending at the end of your 3rd turn).
- 15th Level Bonus: This effect lasts for 1 minute.
Ghostform
- Keywords: Enhancement, Personal, Polymorph
- Schools: Arcane, Divine
Effect: You become intangible for 1 minute. After the first hostile action taken by or against you, you return to your normal, tangible, self. (Example: If someone attempts to stab you, you are immune to that stab but then return to normal immediately after.) You appear a little transparent, your skin looks a bit like you’re dead (a human’s skin would look kind of pallid), and you sometimes let off tiny wisps of smoke.
- 5th Level Bonus: This spell lasts for 1 hour at maximum and you no longer appear ghostly. A Challenging (20) Perception check could spot the subtle tells though.
- 15th Level Bonus: This spell allows you to remain intangible for the entire duration of the spell, regardless of how many hostile actions are taken against you. This spell still ends prematurely if you take hostile actions however.
Note: See the “intangible” condition in the section on conditions in the Core Rulebook.
Grease
- Keywords: Summon
- Schools: Arcane, Nature
Effect: You create a 30-foot radius puddle of oily grease that causes people to slip and fall when attempting to move through it. This puddle can be placed anywhere within 30 feet of you. A creature that begins or ends their turn in this area must make a Reflex save for fall prone. The area of this spell is considered difficult terrain.
The grease in this area is flammable; if ignited, creatures who end their turn in an area of grease take 1d6 fire damage (no save) at the end of their turn. This spell lasts for 1 minute before drying up. The oil is a magical substance that vanishes when removed from the main body of the puddle.
- 5th Level Bonus: The spell’s area is now shapeable; select up to 20 contiguous squares that the grease will occupy. Additionally, the spell now lasts for up to 1 hour.
- 15th Level Bonus: You may select up to 50 contiguous squares that the grease will occupy. Additionally, the spell’s effect is permanent and loses the summon keyword.
Grow
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: You can cause yourself to grow 1 size category (tiny> small> medium> large> giant) for 1 minute.
- 5th Level Bonus: You can grow up to 2 size categories. Additionally, this spell loses the personal keyword and gains the touch keyword instead. An unwilling creature may resist the effects of this spell with a successful Will save.
- 15th Level Bonus: You can grow up to 3 size categories and the spell lasts for up to an hour.
Gust of Wind
- Keywords: Instant
- Schools: Nature
Effect: You create a 30-foot cone of wind. All creatures within it must make a Reflex save or be knocked prone. Unsecured items of 1 or less bulk are blown to the end of the cone.
- 5th Level Bonus: Unsecured items of 2 or less bulk are blown to the end of the cone.
- 15th Level Bonus: The cone is now 60 feet. Creatures within the affected area also take 1d6 points of Force damage per 3 levels if they fail the save. Unsecured items of 3 or less bulk are blown to the end of the cone.
Haste
- Keywords: Enhancement, Quick, Personal
- Schools: Arcane
Effect: You become lightning fast after tampering with the flow of time around yourself. You get 1 extra action on your next turn and increase your movement speed by 10 feet.
- 5th Level Bonus: This spell grants 1 extra action for the next 3 turns (rather than 1 turn). Additionally, this spell loses the Personal keyword, and gains the Touch keyword.
- 15th Level Bonus: This spell grants 1 extra action for the next 5 turns (rather than 3 turns).
Deeper Rules
- Not Stacking: Extra actions granted by other sources, such as the fighter’s signature ability, do not stack. You may only ever have 1 extra action per turn.
Inflict Wounds
- Keywords: Divine, Touch, Instant
- School: Divine
Effect: You can touch an adjacent creature and cause their body to spontaneously develop horrific wounds all over. This causes 1d6 points of divine damage per 2 character levels (minimum 1d6) + your highest mental ability modifier.
- 5th Level Bonus: The damage increases to 1d8 per 2 character levels. Additionally, creatures hit by this take 1d8 points of bleed damage.
- 15th Level Bonus: You can cause wounds to all creatures within a 30-foot radius, centered on you, with this spell. Creatures receive a Will save to negate the damage. If used in this fashion, the spell loses the touch keyword.
Invisibility
- Keywords: Personal, Enhancement
- School: Arcane, Psychic
Effect: You become invisible for 1 minute. If you make a hostile action, the spell ends.
- 5th Level Bonus: The spell loses the personal keyword and gains the touch keyword.
- 15th Level Bonus: Taking a hostile action no longer ends the spell.
J’Accuse!
- Keywords: Curse
- Schools: Divine
Effect: Pick a target within 300 feet that has exhibited some dramatic behavior. Choose a keyword that you and the GM believe appropriately reflects that behavior; holy, unholy, fey, or monster. The creature gains that keyword until the end of your next turn. A Will save negates this effect.
- 5th Level Bonus: The effect lasts 1 minute.
- 15th Level Bonus: The spell gains the quick keyword.
Sidebar: J’Accuse! and Appropriate Actions
Using “J’Accuse!” on a target is meant to link their actions with a specific keyword. If someone is acting in a way that you might expect a demon to (duplicitously, ragefully, etc) you could use J’Accuse! to grant them the “unholy” keyword. You could not use it to cause random soldier #4 to gain the unholy keyword just because you don’t like them or because they were fighting you.
The holy keyword tends to be associated with selflessness, protection, and charity. The fey keyword is most often paired with mischievousness, pedantry, and spite. “Monstrous” actions are harder to pin down. Monsters always have a compulsion so if someone is hyper fixated on something, is slavishly following an order, or doing something to wild excess they would be a good target for that keyword.
This should, expressly, not be used just to grant the paladin the ability to smite anything they wish. (If you really want to do that, pick paladin as your primary class and enjoy the Discretion ability!)
Keen Vision
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: Your vision sharpens for 1 hour, granting you “keen vision”; this doubles the effective range of your senses. Additionally, you get 1 Free Hero Dice on Investigation and Perception checks.
- 5th Level Bonus: You gain darkvision for the duration. Additionally, you may target up to 4 creatures with this spell (including yourself). This spell loses the personal keyword and gains the touch keyword instead.
- 15th Level Bonus: Your Investigation and Perception checks cannot be debuffed.
Life Bubble
- Keywords: Nature, Personal, Enhancement
- Schools: Nature
Effect: You coat yourself in a thin veil of magic, creating a comfortable environment for yourself to carry wherever you go. This allows you to exist comfortably in most reasonable temperatures (-20 F to 120 F) and under mundane weather effects common to the mortal plane. It keeps you dry and warm in the rain, stable on a gusty day, and cozy in a blizzard. This also allows aquatic creatures or creatures with other mundane environmental needs for survival to survive in inhospitable environments. Finally, it provides clean air and relative cleanliness (e.g., your robes look nice even if you walked through a mud field) for the recipient. This lasts for 6 hours.
- 5th Level Bonus: This spell affects any number of creatures within 30 feet, loses the personal trait, and its effects now last for 12 hours.
- 15th Level Bonus: This allows you to exist comfortably, as though you were in ideal mundane living conditions for yourself, on any plane. This only wards off “normal” environmental hazards; for example, you don’t burn alive on the plane of fire but a fireball will still cause damage to you. The effects now last for 24 hours.
Light
- Keywords: -
- Schools: Arcane, Divine, Nature
Effect: Select an unattended object you can see with a bulk of 3 or less. It sheds light like a torch for 1 hour.
- 5th Level Bonus: The light shed by the spell can increase the light level by up to 2 steps (bright>normal>dim>dark). This is chosen at the time of casting. Alternatively, you may cast this spell as a ritual and it can be used to cause up to a dozen unattended objects to shed light like torches for 1 hour.
- 15th Level Bonus: Light shed by this spell counts as natural sunlight for the purpose of affecting creatures weakened or harmed by sunlight. The duration can now last up to 1 day.
Lightning Bolt
- Keywords: Electricity, Instant
- Schools: Arcane, Nature
Effect: You send a crackling tether of electricity from your palm, causing 1d8 electricity damage per 2 character levels (minimum 1d8) + your highest mental ability modifier in a 30-foot line. All creatures in this area must attempt a Reflex save. If they are successful, they take no damage.
- 5th Level Bonus: The distance of the line of this spell increases to 60 feet.
- 15th Level Bonus: The distance of the line of this spell increases to 120 feet.
Madness
- Keywords: Curse, Corruption, Mental
- Schools: Psychic
Effect: You muddle the mind of a creature, addling their thoughts. On a failed Will save, the creature becomes confused for 1 minute. If attacked, the creature will automatically retaliate on its turn. A creature gains a new save at the end of each turn to end the effect early.
- 5th Level Bonus: This spell lasts for 1 hour.
- 15th Level Bonus: This spell lasts until removed or dispelled.
Mage Armor
- Keywords: Enhancement, Personal
- School: Arcane
Effect: A shimmering barrier of force coats your body, protecting you from harm for 1 hour. You gain a +3 armor bonus to AC while unarmored.
- 5th Level Bonus: This spell may now be cast on someone else, losing the personal keyword and gaining the touch keyword instead. Additionally, this spell now lasts 12 hours.
- 15th Level Bonus: When cast this spell can target up to 5 creatures that you designate. Additionally, this spell now lasts 24 hours.
Magic Armor
- Keywords: Summon
- Schools: Arcane, Divine
Effect: You can summon a suit of otherwise mundane armor that resembles nothing so much as solid smoke. This can be any mundane armor or shield costing 200 GP or less. It is summoned onto yourself or a willing target within 30 feet of you in a fashion that is fit to wear. You can only summon armor the target has the capacity to use. This armor vanishes into smoke after 1 minute.
- 5th Level Bonus: You can cast this spell on a target that is already wearing armor. That armor is covered in a fine layer of smoke and no longer imposes any movement speed penalty for 1 minute. If cast in this fashion the spell loses the summon keyword and gains the enhancement keyword.
- 15th Level Bonus: The duration of the effect of this spell lasts for 24 hours. Additionally, the GP value of the armor you can summon increases to 1,000 GP.
Deeper Rules
- Breaking Magic Armor: Despite being from a spell magic armor creates mundane armor. It is damaged like a non-magical item.
- Material: The summoned armor is always treated like the most common material the armor would be made out of. (Metal for most armor.)
Magic Missile
- Keywords: Magic (damage), Cantrip, Instant
- School: Arcane
Effect: You fire a number of small darts of raw arcane force that home in on your foe. These magical energy darts have a range of 30 feet and automatically hit (so long as there is no cover or miss chance) the creature you target. Each dart causes only 1 magic damage and, by default, you fire 1d4 darts when you cast this spell.
- 5th Level Bonus: This spell conjures 1d4 darts per 2 character levels you have and has its range extended to 60 feet This spell loses the cantrip keyword when cast in this way.
- 15th Level Bonus: You conjure 1d4 darts per character level you have. The range of this spell is extended to 120 feet This spell loses the cantrip keyword when cast in this way.
Minor Magic
- Keywords: Cantrip, Quick
- Schools: All
Effect: You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects.
- Light a candle, torch, or lantern within 30 feet for 24 hours.
- Make a small etheric noise. This has the volume of a yelled word, is indistinct, and can be made to originate anywhere within 30 feet of you.
- Change the color of a touched object. This lasts indefinitely and can change anything that can be changed with a simple dye or paint. The object cannot be attended or otherwise be in use. The recoloring is simple and generally uniform. For example, you could change a shirt from blue to red.
- You can take a simple image that you have in your mind and project it in your hand. It is very clearly magical (it is somewhat see-through and sparkles) and doesn’t have much detail but is sufficient to convey a person’s general features, crudely reproduce an image, or display a simple mask. This lasts until you move your hand or stop focusing.
Minor Telekinesis
- Keywords: Cantrip, Quick
- Schools: All
Effect: You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects.
- Apply 5 lbs of force to an object or surface within 30 feet of you.
- Lift an object of light bulk into the air and move it. This object must be within 30 feet and cannot be attended by anyone or otherwise restrained. This allows you to move the object up to 10 feet per action.
- You can cause a light object to remain suspended in the air for 10 minutes.
- You can cause a light object to orbit you lazily for 10 minutes.
Mirror Image
- Keywords: Enhancement, Personal, Illusion
- Schools: Arcane, Weird
Effect: You split into a swarm of duplicate images and fractal clones. When you cast the spell, you gain 2 illusory copies (plus yourself). They mimic your actions and movements with subtle and confusing differences. When you are attacked or targeted by a hostile effect, the GM rolls 1d6; on the roll of a 5 or 6 the attack hits you. Otherwise, one of your illusory copies is destroyed (even if the effect would not normally cause damage). Area of effect effects automatically destroy all illusory copies. If unused, your copies vanish after 1 minute.
- 5th Level Bonus: You gain 5 illusory copies of yourself.
- 15th Level Bonus: You gain 10 illusory copies of yourself.
Deeper Rules
- I See You: Creatures that have the ability to detect you via nonvisual means roll the 1d6 twice and take the result they prefer.
- Hero Dice?: You can spend a Hero Dice on the roll made to detect the real person. Take the result you prefer between the d6 rolls.
Paralyze
- Keywords: Curse
- Schools: Arcane, Divine, Psychic
Effect: Shackling chains of power wrap around the target, binding or outright paralyzing them. Pick a target within 30 feet; that creature must make a Fortitude save. On a failed save, the creature is entangled until the end of their turn. If they successfully make the save, the creature is not affected.
- 5th Level Bonus: You may choose to inflict the paralyzed condition instead of the entangled condition. If you do, the spell gains the corruption keyword.
- 15th Level Bonus: The effect of this spell lasts for 3 rounds.
Phantom Servants
- Keywords: Summon
- Schools: Arcane
Effect: You summon a pair of humanoid phantasmal apparitions to serve you for 1 hour. These phantom minions have a 10 feet fly speed, can move up to 30 feet away from you, can each carry up to 3 bulk or push up to 5 bulk, and can perform mundane labor. The phantoms cannot attack or take hostile actions and are instantly dismissed when the subject of a hostile action or any harm befalls them. When the spell ends, anything the phantoms were carrying falls to the ground in the space the phantoms was in.
- 5th Level Bonus: You summon 3 phantom minions, and they each can carry up to 5 bulk or push up to 8 bulk. They last up to 12 hours.
- 15th Level Bonus: You summon 5 phantom minions, and they can move up to 60 feet from you. They last up to 24 hours.
Deeper Rules
- What Do They Look Like?: Each one is subtly different but are all vaguely humanoid “sheet ghosts” with hands and a blank face. They aren’t invisible but are slightly transparent.
- What Are They?: They are magical creations of force with no soul or mind.
- Are They Skilled?: While they are largely unskilled in all skills present in the game they are assumed to be able to undertake Trivial (5) or Easy (10) tasks without issue and can manage Average (15) tasks with a little time. If a GM allows it, a few working together may be able to get a Challenging (20) task over a period of time.
Plane Shift
- Keywords: Ritual
- Schools: Arcane, Divine, Nature
Effect: You punch a hole through the cosmos and travel to a different plane of existence. This spell takes 1 hour to cast and you may take up to 10 willing creatures. You must visualize the location you wish to arrive at and make a Spellcasting check. If you make a DC 20 you arrive at that destination in a safe place (or as safe as it can be - at the very least, unoccupied). If you fail the check you arrive 1d100 miles from your intended destination in a randomly determined direction.
If you are trying to enter a plane that is the personal dominion of a being, this spell automatically fails if the one who rules over that plane is hostile towards you.
- 5th Level Bonus: You never miss the destination (no need for a Spellcasting check). The casting time of this spell is now 1 minute.
- 15th Level Bonus: This spell is no longer a ritual. Its casting time is now 3 actions. You may cast this spell, instead targeting 1 unwilling creature within 30 feet of you. They can make a Will save, opposed by a Spellcasting check, and if they fail they are transported to the plane of your choice.
Pocket Dimension
- Keywords: Ritual, 5th Level
- Schools: Arcane, Divine, Psychic, Weird
Effect: Using a 1-day ritual, you create a small permanent dimensional bubble within the Astral Plane, a personal plane crafted to your design. Each casting creates a 100 feet x 100 feet x 100 feet cube of space, with additional castings expanding the space. The spell creates a breathable atmosphere and dirt floor, and the pocket plane generally follows the physical laws of the Mortal Plane. As part of casting the spell, choose an L bulk item or trinket to serve as the key to the space; while holding the key you may access the space via Plane Shift or similar spells.
Deeper Rules
- Renovating: Multiple castings of the spell may create multiple pocket dimensions, or increase the size of an existing pocket dimension.
- Decorations: You can bring objects into your pocket dimension. Like any other physical space, objects left in the pocket dimension stay there.
- Coming and Going: To enter or exit a pocket dimension you must use a spell like Plane Shift. Alternatively you can cast “Pocket Dimension” to allow yourself (and only you) to re-enter a previously created pocket dimension.
Sidebar: Thematic Dimensions
Your school of magic may determine some things about your pocket dimensions, though the specifics are up to your GM. A divine pocket dimension may shed light from the divine tempest (and you keep hearing this constant disembodied singing!), an arcane one might have some strange geometry, a psychic one may subtly reflect your mood, and a weird one might have strange cracks in reality lancing through it (probably not a good thing…). These are all superficial changes that a GM may approve or deny.
Poison
- Keywords:
- Schools: Nature
Effect: You inflict a target within 30 feet of you with a deadly poison. They must make a Fortitude save or take 10 persistent poison damage per round at the start of their turn for 5 rounds.
Alternatively, you can expend 1 dose of a poison you hold in your hand when casting this spell to replace this spell’s poison damage with the poison’s effect. Use the higher DC between the poison and your Spellcasting.
- 5th Level Bonus: The poison damage improves to 20 per round.
- 15th Level Bonus: The poison damage on a failed save improves to 30 per round.
Pollen Storm
- Keywords: Curse, Biological
- Schools: Nature
Effect: A silvery wind blows from your outstretched hands, coating everything in an irritating powder. Creatures within a 30-foot cone must make a Fortitude saving throw or become Impaired 1. Plants, constructs, and undead are immune to this effect. This lasts until your next turn and is a biological effect.
- 5th Level Bonus: This penalty becomes Impaired 2.
- 15th Level Bonus: On a successful save the creature still becomes Impaired 1.
Polymorph
- Keywords: Personal, Polymorph, Enhancement
- Schools: Arcane, Nature
Effect: You transform yourself into a non-humanoid creature. You must be familiar with this creature (having identified it previously) and the creature must have a CR no higher than your level -5 (minimum CR 1/2). Casting this spell takes 1 minute and lasts for 1 hour. You cannot turn into a specific individual (such as “Night Stalker - The King of the Tigers”) but rather into a general creature of that sort (“A Tiger”). This gives you their physical body, not any equipment or the like. All your equipment merges into you.
- 5th Level Bonus: This spell lasts for up to 12 hours. Additionally, you may perfectly assume the appearance of an individual creature rather than a general member of the species.
- 15th Level Bonus: Additionally, this spell loses the personal keyword and gains the touch keyword instead. Creatures targeted with this ability may attempt to resist the spell with a successful Will save.
Sidebar: Your Mental Faculties While Polymorphed
Just because you polymorph into a bunny doesn’t mean you are as dumb as a bunny, nor do you forget about the deadly mission you’re on. While polymorphed you are assumed to have the same cognitive capacity as you have in your normal form. However, you do not need to re-calculate the animal’s stats, simply use your own stats for skills, proficiencies, and saves that are based on mental ability modifiers (Intelligence, Wisdom, or Charisma). If an odd edge case arises from this, please discuss it with your GM.
Portal
- Keywords: Ritual
- Schools: Arcane, Divine, Weird
Effect: You perform a ritual that rips a hole in the fabric of reality itself, opening a gateway between your plane of existence and another one that you specify. The ritual takes 1 hour and creates a 10 feet x 10 feet temporary “window” of sorts that links one plane to another that lasts for 1 hour. You must clearly picture a location on the plane where you wish to open the portal. If you do not have a place in mind, the portal opens to a random place on that plane.
- 5th Level Bonus: The portal stays open for 1 day.
- 15th Level Bonus: The portal remains open until the caster wills it closed.
Rebuke
- Keywords: Divine, Holy/Unholy, Instant
- School: Divine
Effect: You channel the divine wrath of the Divine Tempest into a powerful blast that burns your foes. If cast as a Holy spell this affects creatures with the Unholy keyword, and vice versa. Affected creatures within 30 feet take 1d6 divine damage per 2 character levels + your highest mental ability modifier. A Will save negates the damage.
- 5th Level Bonus: Holy creatures that fail their save are scared for 1d4 rounds. Unholy creatures that fail their save are blinded for 1d4 rounds. This gains the fear keyword.
- 15th Level Bonus: You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied- for example, if a cleric witnesses someone commit murder they can assign them the Unholy tag for the purpose of this spell.
Regeneration
- Keywords: Healing, Personal, Enhancement
- Schools: Divine, Nature
Effect: You fill yourself with a surge of vital energies, causing your body to mend wounds and regrow limbs. This spell grants you regeneration 5 for 5 rounds. Additionally, you regrow 1 missing limb lost within the last 24 hours. The regained body part functions as normal, but is devoid of any previous injuries or markings (e.g., scars and tattoos). You can regenerate any missing limbs within 1 day, per day.
- 5th Level Bonus: This spell loses the personal keyword, gains the touch keyword, and grants regeneration equal to your character level (minimum 5) for 10 rounds. Additionally, you can regenerate one targeted ally’s body part per day.
- 15th Level Bonus: This spell’s regeneration effect now lasts for 10 minutes. You can regenerate up to 5 targeted allies’ body parts per day.
Resist Energy
- Keywords: Enhancement, Touch
- Schools: Divine, Nature
Effect: Choose one of the following damage types; acid, cold, electricity, or fire. Touched creature gains Resist 10 against that damage type for 1 minute.
- 5th Level Bonus: The Resist improves to 20. In addition, add the following damage types to your list of choices; necrotic, poison, sonic.
- 15th Level Bonus: The Resist improves to 30 and the duration increases to 1 hour.
Resurrect
- Keywords: Life, Healing, Ritual
- Schools: Divine
Effect: You return a recently slain creature to life with a 10-minute ritual. The creature must have been dead for no more than 1 minute at the beginning of casting, and not killed by old age or a death effect. You must have the creature’s remains (or a significant portion of the remains). The creature returns to life with 1 HP.
- 5th Level Bonus: The creature can have been dead for up to 1 week. Additionally, you may resurrect creatures slain by death effects.
- 15th Level Bonus: The creature can have been dead for up to 1 year. Additionally, you no longer need the creature’s remains to cast the spell.
Sidebar: Excessive Resurrections
Resurrection is hard on the soul. Characters who are resurrected too frequently (more than once every few sessions) may find it harder to come back or they may attract… unwanted attention. This might be a fey who is looking to harvest a bit of spiritual energy each time you pass between this world and the next, a demon who has some ancient claim to souls who return to life more than 20 times, something hitches a ride on your soul when you return to the mortal realm, or an upset psychopomp who feels you are not respecting death.
Death has gravity and defiling it is like desecrating sacred ground. It should be viewed as a permanent and grave event; transgressing its borders is dramatic and in many ways “against the natural order of things”. Even if the magic were widely available many would not partake as it is often looked at suspiciously or with fear, it is unnatural and seen as distasteful. A hero returning once or twice might be seen as heroic and sacrificial but to abuse such a thing? Few would dare and fewer would celebrate such an act.
Reveal
- Keywords: Quick, Instant
- Schools: Divine, Nature
Effect: All creatures within 30 feet of you who are hidden or invisible suddenly become visible to you until the end of your turn. After your turn ends they return to being hidden or invisible, though you retain knowledge of their approximate location, provided they don’t move.
- 5th Level Bonus: Creatures you reveal are highlighted by magical light (Will negates). This reduces their proficiency with Stealth to Unskilled for 1 minute. A creature marked in this fashion can take 3 actions to clean themselves of the effect. This is a curse effect.
- 15th Level Bonus: This spell now applies to all creatures within 120 feet of you.
Ritual of Disjunction
- Keywords: Ritual
- School: Arcane, Divine, Weird
Effect: This 1 hour long ritual allows you to remove the magic from a magic item. With much pageantry and complex incantations you draw the magic out and dissipate it, allowing it to return to where it once was.
After 1 hour make a Spellcasting check to disenchant the item. The DC required is Heroic (30) if the cost of the enchantment is ~10,000 GP or less. Anything above that and it’s Godlike (50). Artifacts can’t be disenchanted (they normally have a specific method of destruction). If the check fails, the item is not disenchanted.
A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted.
Rob Senses
- Keywords: Curse
- Schools: Nature, Psychic, Weird
Effect: Target creature within 30 feet must attempt a Fortitude save. On a failed save the creature becomes either blind or deafened (your choice) for 3 rounds.
- 5th Level Bonus: The condition’s duration is increased to 1 minute, or until the end of their next turn on a successful save.
- 15th Level Bonus: The condition becomes permanent on a failed save, or until the end of their next turn on a successful save.
Rope Trick
- Keywords: Quick, Cantrip
- Schools: Arcane
Effect: This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command.
- Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints.
- Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion.
- Whip: The rope fashions itself into a whip for 1 minute.
- Coil: The rope coils (or uncoils) itself neatly.
- Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less.
- 5th Level Bonus: You can give the following command, though doing so causes the spell to lose the “Cantrip” keyword.
- Trick Space: The rope levitates 30 feet into the air (or as far up as it can go) and secures itself on thin air; anyone who climbs up its length finds an extra-dimensional pocket dimension large enough for 5 creatures. Its entrance (about 5×5) is invisible to anyone until they reach the top of the rope. There is no way to close this entrance but the rope can be pulled up and coiled within. This pocket dimension lasts for 1 minute.
- 15th Level Bonus: The pocket dimension of “Trick Space” can last for up to 1 hour and the DC to escape the restraints of “Tie Up” improves to Heroic (30).
Sanctuary
- Keywords: Enhancement, Personal
- Schools: Divine
Effect: You inundate yourself with divine power, creating a palpable aura of sanctity few dare breach. Creatures attempting a directly hostile action against you must succeed a Will save. If they fail, they must take a different action instead of attacking you. This spell lasts for 1 minute, and taking a hostile action ends the effect early.
- 5th Level Bonus: If a creature succeeds their Will save and takes a hostile action against you, you can take a Counter action against that hostile action using Spellcasting. If you do so, this spell ends after the attempt.
- 15th Level Bonus: Attempting to Counter an effect using this spell no longer ends the spell.
Scry
- Keywords: Ritual
- Schools: Arcane, Divine, Psychic
Effect: With a 10 minute ritual, you project your senses into a magical sensor that spawns in a place you specify, within 1 mile of your location. The sensor lasts up to 10 minutes, though you may switch your attention between the sensor and your immediate surroundings during this time. You can see and hear things as though you were standing there, though you become blind and deaf to your body’s immediate surroundings. You must have some degree of knowledge of the target location, such as having visited before or having an item from that place. Special: If you use a large mirror, scrying crystal, water basin, or other magic viewing vessel as part of the spell, what you see and hear is shown through the medium. Otherwise, only you can see and hear what the spell shows you.
- 5th Level Bonus: The range of the spell increases to any point on the same plane.
- 15th Level Bonus: The range of the spell increases to include any plane, even if you aren’t on the same plane.
Silence
- Keywords: Curse
- Schools: Arcane, Divine, Psychic
Effect: Target creature or object within 30 feet becomes silenced for 1 minute (Will negates).
- 5th Level Bonus: This affects any number of creatures or objects within 60 feet of you.
- 15th Level Bonus: This spell lasts 1 hour. Alternatively, you may cast the spell as a 1 minute ritual; in this case it affects 1 creature or object and has a permanent effect.
Seek Item
- Keywords: Ritual
- Schools: Divine
Effect: Declare 1 specific item (“The King of the North’s Crown”). After a 5 minute ritual, you gain Detect (that item) 1,000 feet for 24 hours. If the item you are looking for does not exist or is not on your plane, the spell fails. You must know enough about the item to distinguish it from other similar items (though you do not need to have seen it).
- 5th Level Bonus: You get a feeling of faint mental pressure in the direction of the item. You also can gauge how far it is relative to you by the intensity of the pressure. If it is within 1,000 feet the pressure is “strong”, if it is within 10 miles it is “average”, if it is within 100 miles or beyond that it is “faint”.
- 15th Level Bonus: If you close your eyes you can see the object, as if by a scry spell, plus an area ~5 feet around it (viewed from above).
Shelter
- Keywords: Ritual
- Schools: Arcane, Divine, Nature
Effect: Each casting of this creates enough food for 1 filling but flavorless meal for each creature in your party, a rudimentary shelter (a 10 feet x 10 feet wooden hut) as well as a small, safely constructed, lit fire in the center of the hut. As part of the ritual you and your party (all who wish to benefit from it) must walk in a circle for 1 minute around something that obscures your vision of your starting point (walking around a low hill, walking through the forest, etc). When you return to your destination you find the hut fully built and food prepared. The hut vanishes as soon as everyone leaves or 12 hours pass (anything left inside remaining on the ground where it was).
- 5th Level Bonus: The food is of commercial quality, the “hut” is now a small 3 room house with stone walls (30 feet x 30 feet), with 1 bed of hay for each party member.
- 15th Level Bonus: The food is of exquisite quality and the hut is instead a well-appointed manor. It is 100 feet x 100 feet but has 2 floors with a half dozen rooms. It is well lit with torches, has a kitchen, and a nice bed suited for each of your party members.
Deeper Rules
- Size & Style Available: The size and style of the building reflects the area you make it in. If there is not enough room (say you cast the 15th level version of this spell in a dungeon) it adapts to the size available. It also reflects the school used to cast it. A druid casting this spell, for example, might have their building made of twisted vines and shaped earth rather than an urbanite worked stone.
- Removal: Anything removed from a shelter will quickly deteriorate (except the food you eat), turning to ash within a minute.
Shrink
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: You can cause yourself to fall 1 size category (tiny<small<medium<large<giant) for 1 minute.
- 5th Level Bonus: You can fall up to 2 size categories. Additionally, this spell loses the personal keyword and gains the touch keyword instead. An unwilling creature may resist the effects of this spell with a successful Will save. If cast on an unwilling creature, shrink loses the enhancement keyword and gains the curse keyword.
- 15th Level Bonus: You can fall up to 3 size categories.
Sleep
- Keywords: Curse
- Schools: Arcane, Nature, Psychic
Effect: You cause one creature within 30 feet to become increasingly drowsy. That creature must make a Will save or fall asleep at the end of their next turn.
- 5th Level Bonus: You can target up your casting modifier worth of creatures within 30 feet of you.
- 15th Level Bonus: Targeted creatures that fail their save fall asleep right away.
Spell Shield
- Keywords: Enhancement, Touch
- School: Arcane
Effect: The target of this spell gains 1 Free Hero Dice on their save against the next spell cast on them (or that includes them). This lasts for 1 hour if unused. The spell is “unintelligent” and reacts to the next spell, regardless of what it is. This spell has no visual appearance on the person it was cast on but anyone with Detect (magic) can see it as a shimmering aura around them.
- 5th Level Bonus: The target of this spell gains an Absolute bonus on their next save against a spell. This replaces the original benefit of the spell. This lasts for 1 hour if unused.
- 15th Level Bonus: This becomes a quick spell, requiring only a single action to cast.
Spider Climb
- Keywords: Personal, Enhancement
- Schools: Nature
Effect: You develop the ability to scale walls without the use of gear or natural climbing enhancements. You have a base climb speed of 30 feet for 1 minute. A creature may attempt to remove you from the surface against an opposed Strength check.
- 5th Level Bonus: Your base climbing speed increases to 60 feet, and you can stand on ceilings without falling. Additionally, this spell loses the personal keyword and gains the touch keyword instead.
- 15th Level Bonus: Any part of your body can be used to climb without the chance of slipping or losing your grip.
Summon Beast
- Keywords: Summon
- Schools: Nature
Effect: You can summon an animal or elemental creature to your aid. The creature’s level must not be greater than your level -2 and be one you have encountered before and identified (typically with a skill check). The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue to the best of its ability, though it refuses to take actions that violate its nature.
- 5th Level Bonus: You may divide the maximum CR of creatures you can summon among the creatures you summon, allowing you to summon multiple creatures of a lower CR. Example: If you were 8th level you could summon 6 level 1 creatures, or 2 level 3 creatures, or 4 level 1 creatures and 1 level 2 creature.
- 15th Level Bonus: The creature(s) last for 1 hour rather than 1 minute.
Sidebar: Summon Beast/Divine Ally/Monster
These spells specifically let you summon multiple creatures. Normally you can only have one thing summoned at a time. In these instances, specifically, all creatures summoned by one casting of the spell are treated as a single “summoned thing” for the purpose of how many things you can have summoned at once.
Summon Divine Ally
- Keywords: Summon
- School: Divine
Effect: You can summon an outsider to your aid. The creature summoned must be one appropriate to your outlook and relationship with the Divine Tempest. The creature’s level must not be greater than your level -2. The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue to the best of its ability, though it refuses to take actions that violate its nature or divine tenets.
- 5th Level Bonus: You may divide the maximum CR of creatures you can summon among the creatures you summon, allowing you to summon multiple creatures of a lower CR. Example: If you were 8th level you could summon 6 level 1 creatures, or 2 level 3 creatures, or 4 level 1 creatures and 1 level 2 creature.
- 15th Level Bonus: The creature(s) last for 1 hour rather than 1 minute.
Summon Monster
- Keywords: Summon
- School: Arcane
Effect: You can summon a monster to your aid. The creature summoned must have the “monster” keyword and be one you have encountered before and identified (typically with a skill check). The creature’s level must not be greater than your level -2. The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue it to the best of its ability, even to its doom (this allows you to control it directly).
- 5th Level Bonus: You may divide the maximum CR of creatures you can summon among the creatures you summon, allowing you to summon multiple creatures of a lower CR. Example: If you were 8th level you could summon 6 level 1 creatures, or 2 level 3 creatures, or 4 level 1 creatures and 1 level 2 creature.
- 15th Level Bonus: The creature(s) last for 1 hour rather than 1 minute.
Telepathy
- Keywords: Personal, Enhancement, Mental
- Schools: Arcane, Psychic
Effect: You can communicate mentally with a single creature within 30 feet of you for 1 minute and you can hear any replies directed at you. Your target can attempt a Will save to resist the messages.
- 5th Level Bonus: You can communicate with up to 10 creatures at a time and this mental bond lasts for 1 hour. The creatures may all speak via telepathy amongst themselves, though you act as a moderator and can remove anyone from the connection as a free action.
- 15th Level Bonus: Increase the number of creatures you can communicate with at once to any creatures within 30 feet of you. The duration is increased to 24 hours.
Teleport
- Keywords: Personal
- Schools: Arcane, Divine
Effect: You bend space and time around you, transporting yourself to a location on the same plane that you specify. Choose a space within 120 feet you can see. You move to that space and end your turn. If that space is occupied, the spell fails.
- 5th Level Bonus: You no longer need to see the space you are moving to, though you must have a clear vision of where you are going. If the destination doesn’t exist or is blocked, the spell fails. Additionally, you can move up 1 mile. Finally, you may bring up to 8 medium-sized, willing, touched creatures (or equivalent) along with you. The spell loses the personal keyword and gains the touch keyword.
- 15th Level Bonus: If you would attempt to move into an occupied space, you instead move into the nearest empty space. Additionally, you can move anywhere on the same land mass so long as you have a clear vision of the destination.
Deeper Rules
- Lines Of…: The base spell does not need line of effect but does need line of sight. The 5th level upgrade to this spell means you no longer need line of sight or line of effect, just a clear vision of the destination.
Tether Gravity
- Keywords: Personal, Enhancement
- Schools: Arcane, Nature
Effect: You gain a limited degree of control over your own personal gravity; you can jump a little farther and can “stick” a little harder. This has 3 benefits and last for 1 minute:
- Add 5 feet to any height you try to jump.
- You take no fall damage.
- You gain a Free Hero Dice to your AC when targeted by a Shove, Pull, or Trip combat maneuver.
- 5th Level Bonus: Designate a surface. Its orientation becomes “down” for you. This causes you to “fall” at a rate of 30 feet towards that surface. Ranged attacks you make obey this new gravity for about a second or two after leaving your person (enough to make an attack).
- 15th Level Bonus: The 5th level benefit is extended to all creatures within 30 feet of you. Only creatures you designate get the benefits of the basic effect of this spell. Unwilling creatures get a Will save to negate the effect. The spell loses the personal and enhancement keywords.
Time Stop
- Keywords: 10th Level, Personal, Quick
- Schools: Arcane, Weird
Effect: Take another turn after this one; you count as having entered into a new round (though others do not). You cannot affect other creatures during this additional turn, nor can you cast another Time Stop spell.
Transmutation
- Keywords: Touch
- Schools: Arcane, Nature
Effect: You can land your hands on a piece of unattended, contiguous, solid material that is approximately 5 feet x 5 feet x 5 feet and transmute it to another kind of material. You can transmute any of the following materials into any other of those materials: dirt, stone, lead, bronze, iron (not steel), or wood. This does not shape the material, simply change something to something else.
This material reverts to its original form after 1 hour. Any pieces that break off or are worked/shapes causes the effect to end and revert to its original form.
- 5th Level Bonus: You can transmute roughly 10 feet x 10 feet x 10 feet per casting. You also add bone, horn, leather, and steel to the list of materials you can transmute. Now the material reverts to its original form after 1 day.
- 15th Level Bonus: You can transmute roughly 30 feet x 30 feet x 30 feet per casting. You also add salt, sand, water, silver, gold, and flesh to the list of materials you can transmute. Now you may now set any duration you wish for it to remain in its new shape (breaking or shaping it still reverts it to its original form). You may set a permanent duration.
Deeper Rules
- Non-Solids: Materials like salt, sand, and water are not solids but are acceptable targets at 15th level despite this.
Trap Soul
- Keywords: Curse, Corruption, 5th Level, Ritual
- Schools: Arcane, Divine
Effect: You perform a 1 hour ritual, during which you must produce a small amount of blood of your target and a ritual vessel (such as a canopic jar, hollow gem, skull covered in runes, etc). When the ritual ends, the vessel is charged with powerful magics designed to trap and hold the soul of your target. If the target should die within 120 feet of the ritual vessel, their soul becomes trapped within the vessel. While their soul is trapped, they cannot be resurrected and the vessel counts as “them” for all intents and purposes. Destroying the vessel frees the soul.
- 15th Level Bonus: If the target dies on the same plane of existence, the ritual vessel traps their soul.
Vital Link
- Keywords: Enhancement, Curse*
- Schools: Divine, Nature
Effect: You link your vital essence to another creature, allowing you to share wounds between you and your target. This spell always counts as an enhancement on you. When you cast this spell, you choose to either cast it as a curse or an enhancement (depending on your target).
If cast as a curse, choose a creature within 30 feet; that creature must attempt a Will save. On a failed save, that creature is “linked” to you for 1 minute. Any time you would take damage, the linked creature takes half the damage for you, rounded down. Each time after the creature takes damage it receives a new save to end the effect. Non-damage effects still apply to you. The spell gains the curse keyword.
If cast as an enhancement, choose a willing creature within 30 feet; that creature becomes “linked” to you for 1 minute. Any time you take damage, the linked creature may choose to take up to half the damage for you (rounded down), and vice versa. The spell counts as both your enhancement and your target’s enhancement; the link is broken if either of you gain a different enhancement.
- 5th Level Bonus: The spell lasts 1 hour.
Wall
- Keywords: Summon
- Schools: Arcane, Divine, Nature
Effect: You summon a basic earthen barrier into existence. You summon a single 5 feet x 5 feet x 10 feet section per character level. These sections can be in any configuration, though they must be contiguous and all touch at least 1 other solid surface. The barrier blocks movement and line of sight, and each section has 10 HP per character level.
- 5th Level Bonus: The barrier is made of metal, and you now longer need to construct the barrier in a single contiguous wall. The barrier’s HP is now 20 HP per level.
- 15th Level Bonus: The barrier is made of magical force. The barrier gains Absolute Resist against all damage types.
Weakness
- Keywords: Curse
- Schools: Divine, Nature
Effect: Target creature within 30 feet becomes Impaired 1 and Tired (1) for 1 minute. A Fortitude save negates this effect.
- 5th Level Bonus: This becomes Impaired 2 and Tired (1) for the same duration.
- 15th Level Bonus: This becomes Impaired 3 and Tired (1) for the same duration.
Web
- Keywords: Summon
- Schools: Arcane, Nature
Effect: You conjure a hyper-sticky web with a 20-foot diameter anywhere within 30 feet of you. Creatures who touch this web need to make a Reflex save or become entangled (only a single save is required each turn). The DC to escape the web is DC 10 + your proficiency bonus in Spellcasting. The web lasts for 1 hour or until removed. A web can be destroyed; it has 3 HP per character level of the caster.
- 5th Level Bonus: The web can be cast anywhere within 100 feet and has a malleable shape of up to 10 contiguous squares of webs.
- 15th Level Bonus: Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.
Whispers of the Past
- Keywords: Ritual
- Schools: Divine, Nature, Psychic
Effect: You clear your mind by reciting meditative mantras for 1 minute, eventually becoming aware of whispers from the past. You can use the Religion or Academia skill to recall information about the location you are in, as well as events and people who have been there, as if you had access to a library. These whispers provide a firsthand source of knowledge and may be able to provide information not recounted in historical archives.
- 5th Level Bonus: You are made privy to a snippet of audio, typically a conversation or meaningful sound, no longer than a minute from the last week that occurred in the location you cast this spell. The snippet will be relevant to the Religion or Academia check you make.
- 15th Level Bonus: The snippets of audio can be up to 10 minutes long and can have occurred at any point in history so long as it occurred physically at this location.
Wildshape
- Keywords: Personal, Enhancement, Polymorph.
- Schools: Nature
Effect: You transform into an animal. This allows you to assume the form of any animal whose level is 1 and who you have witnessed before. You keep your own level of intelligence for thinking but otherwise use the ability scores in the animal’s entry.
- 5th Level Bonus: You can assume the form of animals up to 1/2 your level.
- 15th Level Bonus: You can assume the form of animals up to your level.
Wither
- Keywords: Biological, Curse.
- Schools: Divine, Nature
Effect: You force the target’s body to rot away. Choose a creature within 30 feet; that creature takes 1d4 biological necrotic damage per 2 caster levels and becomes Impaired (1) for 1 minute. A Fortitude save negates the damage and the impaired condition.
- 5th Level Bonus: The spell also inflicts the blighted condition for 1 minute on a failed save.
- 15th Level Bonus: The target is blighted and Impaired (1) for 1 hour on failed save.
