Traits: Attack, Cantrip, Necromancy, Negative
Save: FORT vs. SS DC
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
-Living Creature The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
-Undead Creature The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.
Traits: Cantrip, Evocation, Light
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Traits: Cantrip, Detection, Divination
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Traits: Abjuration, Cantrip
Attack: Spell Attack vs. AC
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
Heightened (6th) The status bonus increases to +2.
Traits: Auditory, Cantrip, Illusion
You create an auditory illusion of simple sounds that has a maximum volume equal to four normal humans shouting. The sounds emanate from a square you designate within range. You can't create intelligible words or other intricate sounds (such as music).
Heightened (3rd) The range increases to 60 feet.
Heightened (5th) The range increases to 120 feet.
Traits: Cantrip, Divination
Attack: Spell Attack vs. AC
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Traits: Cantrip, Detection, Divination
In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Heightened (7th) You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
Traits: Cantrip, Evocation, Light
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Heightened (4th) The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).
Traits: Cantrip, Evocation
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.
Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
Traits: Auditory, Cantrip, Illusion, Linguistic, Mental
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
Heightened (3rd) The spell's range increases to 500 feet.
Traits: Cantrip, Evocation
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
-Cook Cool, warm, or flavor 1 pound of nonliving material. -Lift Slowly lift an unattended object of light Bulk orless 1 foot off the ground.
-Make Create a temporary object of negligible Bulk,made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can't be used as a tool, weapon, or spell component.
-Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Traits: Cantrip, Detection, Divination
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Traits: Abjuration, Cantrip, Force
Attack: Spell Attack vs. AC
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.
Heightening the spell increases the shield's Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
SHIELD ACTIONSThe shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction.
SHIELD BLOCK [reaction]Trigger While you have your shield raised, you takedamage from a physical attack.
You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the
shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Traits: Cantrip, Transmutation
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it's on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
Heightened (3rd) The sigil instead fades after 1 month.
Heightened (5th) The sigil instead fades after 1 year.
Heightened (7th) The sigil never fades.
Traits: Attack, Cantrip, Evocation
Attack: Spell Attack vs. AC
You hurl a loose, unattended object that is within range andthat has 1 Bulk or less at the target. Make a ranged attackagainst the target. If you hit, you deal bludgeoning, piercing,or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier.
No specific traits or magic properties of the hurled itemaffect the attack or the damage.
Critical Success You deal double damage.
Success You deal full damage.
Heightened (+1) The damage increases by 1d6.
Traits: Abjuration
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.
Traits: Enchantment, Mental
Save: WILL vs. SS DC
You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.
Traits: Enchantment, Mental
Attack: Spell Attack vs. AC
Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack rolls. Once per turn, starting the turn after you cast bless, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet. Bless can counteract bane.
Traits: Emotion, Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you triedto charm it.
Success The target is unaffected but thinks your spell wassomething harmless instead of charm, unless it identifiesthe spell (usually with Identify Magic).
Failure The target's attitude becomes friendly toward you. If itwas friendly, it becomes helpful. It can't use hostile actionsagainst you.
Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The
duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
Traits: Illusion, Incapacitation, Visual
Save: WILL vs. SS DC
Swirling colors affect viewers based on their Will saves.
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, anddazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.
Traits: Auditory, Enchantment, Linguistic, Mental
Save: WILL vs. SS DC
You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.
Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do as you command.
Critical Failure The target must use all its actions on its next turn to obey your command.
Heightened (5th) You can target up to 10 creatures.
Traits: Uncommon, Detection, Divination
Your eyes glow as you sense aligned auras. Choose chaotic, evil, good, or lawful. You detect auras of that alignment. You receive no information beyond presence or absence. You can choose not to detect creatures or effects you're aware have that alignment.
Only creatures of 6th level or higher—unless divine spellcasters, undead, or beings from the Outer Sphere—have alignment auras.
Heightened (2nd) You learn each aura's location and strength.
The strength of an alignment aura depends on the level of the creature, item, or spell. The auras of undead, clerics and other divine spellcasters with a patron deity, and creatures from the Outer Sphere are one step stronger than normal (faint instead of none, for example).
Creature or Item Level | Spell or Effect Level | Aura Strength |
---|---|---|
0–5 | - | None |
6–10 | 0–3 | Faint |
11–15 | 4–7 | Moderate |
16–20 | 8–9 | Powerful |
21+ | 10 | Overwhelming |
Traits: Emotion, Enchantment, Fear, Mental
Save: WILL vs. SS DC
You plant fear in the target, it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Traits: Conjuration, Force
A disk of magical force materializes adjacent to you. This disk is 2 feet in diameter and follows 5 feet behind you, floating just above the ground. It holds up to 5 Bulk of objects (though they must be able to fit and balance on its surface). Any objects atop the disk fall to the ground when the spell ends.
The spell ends if a creature tries to ride atop the disk, if the disk is overloaded, if anyone tries to lift or force the disk higher above the ground, or if you move more than 30 feet away from the disk.
Traits: Necromancy, Negative
Save: FORT vs. SS DC
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half the negative damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double negative damageand double persistent bleed damage.
Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.
Traits: Illusion, Visual
You create an illusion that causes you to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds), as yourself.
The disguise is typically good enough to hide your identity, but not to impersonate a specific individual. The spell doesn't change your voice, scent, or mannerisms. You can change the appearance of your clothing and worn items, such as making your armor look like a dress. Held items are unaffected, and any worn item you remove returns to its true appearance.
Casting illusory disguise counts as setting up a disguise forthe Impersonate use of Deception, it ignores any circumstancepenalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks toprevent others from seeing through your disguise, and you addyour level even if you're untrained. You can Dismiss this spell.
Heightened (2nd) The spell also disguises your voice andscent, and it gains the auditory trait.
Heightened (3rd) You can appear as any creature of thesame size, even a specific individual. You must have seen anindividual to take on their appearance.
The spell also disguisesyour voice and scent, and it gains the auditory trait.
Traits: Illusion, Visual
You create an illusory visual image of a stationary object. The entire image must fit within the spell's area. The object appears to animate naturally, but it doesn't make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.
Heightened (5th) As the 2nd-level version, but the duration is unlimited.
Traits: Illusion, Visual
You make the target object look and feel as though it werein much better or worse physical condition. When you castthis spell, decide whether you want to make the object look decrepit or perfect. An item made to look decrepit appearsbroken and shoddy. An intact item made to look betterappears as though it's brand new and highly polished or wellmaintained. A broken item appears to be intact and functional.
Destroyed items can't be affected by this spell. A creature thatInteracts with the item can attempt to disbelieve the illusion.
Heightened (2nd) The duration is 24 hours.
Heightened (3rd) The duration is unlimited.
Traits: Abjuration
The target's latch mechanism clinks shut, held fast by unseen magical restraints. When you magically lock a target, you set an Athletics and Thievery DC to open it equal to your spell DC or the base lock DC with a +4 status bonus, whichever is higher. Any key or combination that once opened a lock affected by this spell does not do so for the duration of the spell, though the key or combination does grant a +4 circumstance bonus to checks to open the door.
If the target is opened, the spell ends. Assuming the target is not barred or locked in some additional way, you can unlock and open it with an Interact action during which you touch the target. This does not end the spell. You can Dismiss this spell at any time and from any distance.
Heightened (2nd) The duration increases to unlimited, but you must expend 6 gp worth of gold dust as an additional cost.
Traits: Abjuration
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
Traits: Uncommon, Illusion
You alter the appearance of an item's magic aura. You can choose to have the target's aura appear as that of common magic item of twice magic aura's level or lower, or to have it register as being under the effects of a spell of your choice of magic aura's level or lower. If the target is magical, you can instead choose to have it appear as entirely non-magical.
A caster using detect magic or study aura of an equal or higher spell level can attempt to disbelieve the illusion from magic aura. Magic aura doesn't mask the aura of spells that are 9th level or higher or of items that are 19th level or higher.
Heightened (3rd) You can target a creature instead of an object. When you do, you can either conceal the auras of all magic items it has or have that creature's aura appear as if it were under the effect of a spell you know.
Traits: Evocation, Force
You send a dart of force streaking toward a creature thatyou can see. It automatically hits and deals 1d4+1 forcedamage. For each additional action you use when Castingthe Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choosethe target for each missile individually. If you shoot morethan one missile at the same target, combine the damagebefore applying bonuses or penalties to damage, resistances,weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with eachaction you spend.
Traits: Transmutation
Attack: Spell Attack vs. AC
or wielded by you or a willing allyDuration 1 minuteThe weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Traits: Transmutation
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.
Heightened (2nd) You can target a non-magical object of 1 Bulk or less.
Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.
Traits: Divination, Mental
You link your mind to the target's mind and mentally impart to that target an amount of information in an instant that could otherwise be communicated in 10 minutes.
Traits: Illusion, Mental, Nonlethal
Save: WILL vs. SS DC
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, andthe target is sickened 1. If the target recovers from beingsickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.
Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Traits: Uncommon, Abjuration
Attack: Spell Attack vs. AC
You ward a creature against a specified alignment. Choose chaotic, evil, good, or lawful when you cast this spell. The target gains a +1 status bonus to Armor Class and saving throws against creatures and effects of the chosen alignment. This bonus increases to +3 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen alignment.
This spell gains the trait that opposes the alignment you chose—if you choose chaos, this spell gains the lawful trait, and vice versa, if you choose evil, this spell gains the good trait, and vice versa.
Traits: Attack, Necromancy
Save: FORT vs. SS DC
A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.
Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.
Traits: Abjuration
Attack: Spell Attack vs. AC
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical Success Sanctuary ends.
Success The creature can attempt its attack and any otherattacks against the target this turn.
Failure The creature can't attack the target and wastes theaction. It can't attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.
Traits: Enchantment, Incapacitation, Mental, Sleep
Save: WILL vs. SS DC
Each creature in the area becomes drowsy and might fall asleep. A creature that falls unconscious from this spell doesn't fall prone or release what it's holding. This spell doesn't prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
Critical Success The creature is unaffected.
Success The creature takes a –1 status penalty to Perceptionchecks for 1 round.
Failure The creature falls unconscious. If it's still unconsciousafter 1 minute, it wakes up automatically.
Critical Failure The creature falls unconscious. If it's stillunconscious after 1 hour, it wakes up automatically.
Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Traits: Emotion, Enchantment, Healing, Mental
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.
Traits: Healing, Necromancy
You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve positive or negative energy, spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Hit Points, spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.
Traits: Conjuration
You conjure a fey to fight for you. This works like summon animal, except you summon a common creature that has the fey trait and whose level is –1.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.
Traits: Divination, Fortune
Attack: Spell Attack vs. AC
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Traits: Conjuration
Attack: Spell Attack vs. AC
You summon an unseen servant (see the sidebar), which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.
UNSEEN SERVANTUse this stat block for an unseen servant.
UNSEEN SERVANT CREATURE –1MEDIUMMINDLESSPerception +0, darkvisionLanguages — (understands its creator)Skills Stealth +8Str –4, Dex +2, Con +0, Int –5, Wis +0, Cha +0Invisible An unseen servant is invisible, though itnormally doesn't Sneak, so it is usually only hidden. AC 13, Fort +0, Ref +4, Will +0HP 4, Immunities disease, mental, non-magical attacks,paralysis, poison, precision, unconscious, Resistancesall damage 5 (except force or ghost touch)Speed fly 30 feetForce Body An unseen servant's physical body is made of force. It can't use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects.
Traits: Auditory, Illusion
Whenever you speak or make any other sound vocally, you can make your vocalization seem to originate from somewhere else within 60 feet, and you can change that apparent location freely as you vocalize. Any creature that hears the sound can attempt to disbelieve your illusion.
Heightened (2nd) The spell's duration increases to 1 hour, and you can also change the tone, quality, and other aspects of your voice. Before a creature can attempt to disbelieve your illusion, it must actively attempt a Perception check or otherwise use actions to interact with the sound.
Traits: Divination, Prediction
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM's best guess among the following outcomes:-Weal The results will be good.
-Woe The results will be bad.
-Weal and Woe The results will be a mix of good and bad.
-Nothing There won't be particularly good or bad results. The GM rolls a secret DC 6 flat check. On a failure, the resultis always nothing. This makes it impossible to tell whether a nothing result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Traits: Illusion, Visual
The target's form appears blurry. It becomes concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.
Traits: Emotion, Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
You forcibly calm creatures in the area, soothing them into a nonviolent state, each creature must attempt a Will save.
Critical Success The creature is unaffected.
Success Calming urges impose a –1 status penalty to thecreature's attack rolls.
Failure Any emotion effects that would affect the creatureare suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical Failure As failure, but hostility doesn't end the effect.
Traits: Evocation, Light
A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.
Heightened (+1) The cost increases as follows: 16 gp for 3rd level, 30 gp for 4th, 60 gp for 5th, 120 gp for 6th,, 270 gp for 7th, 540 gp for 8th, 1,350 gp for 9th, and 3,350 gp for 10th.
Traits: Attack, Death, Necromancy
Save: WILL vs. SS DC
You snuff the life out of a creature on the brink of death. The target must attempt a Will save. If this kills it, you gain 10 temporary HP and a +1 status bonus to attack and damage rolls for 10 minutes.
Critical Success The target is unaffected.
Success The target's dying value increases by 1.
Failure The target dies.
Traits: Abjuration
You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.
Traits: Evocation, Light
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.
Traits: Necromancy
You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.
Heightened (+1) The temporary Hit Points increase by 3.
Traits: Necromancy
The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, raise dead), do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.
Heightened (5th) The spell's duration is unlimited, but the spell takes one more action to cast and requires a material component and a cost (embalming fluid worth 6 gp).
Traits: Attack, Disease, Evil, Necromancy
Save: FORT vs. SS DC
You touch the target to afflict it with ghoul fever, infesting it with hunger and a steadily decreasing connection to positive energy, the target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target is afflicted with ghoul fever at stage 1.
Failure The target is afflicted with ghoul fever at stage 2.
Critical Failure The target is afflicted with ghoul fever at stage 3. Ghoul Fever (disease), Level 3, Stage 1 carrier with no illeffects (1 day), Stage 2 3d8 negative damage and the creature regains half as many Hit Points from all healing (1 day), Stage 3 as stage 2 (1 day), Stage 4 3d8 negative damage and the creature gains no benefit from healing (1 day), Stage 5 as stage 4 (1 day), Stage 6 the creature dies and rises as a ghoul at the next midnight
Traits: Emotion, Enchantment, Mental
Save: WILL vs. SS DC
The target is overtaken with uncontrollable laughter. It must attempt a Will save.
Critical Success The target is unaffected.
Success The target is plagued with uncontrollable laugher. Itcan't use reactions.
Failure The target is slowed 1 and can't use reactions.
Critical Failure The target falls prone and can't use actions orreactions for 1 round. It then suffers the failure effects.
Traits: Polymorph, Transmutation
You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature's kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn't change your statistics in any way, and you don't gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.
Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you're untrained, but you can't make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won't factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.
Heightened (3rd) You gain darkvision or low-light vision
if the form you assume has that ability.
Heightened (5th) You can take on the appearance of a Large humanoid. If this increases your size, you gain the effects of the enlarge spell.
Traits: Auditory, Illusion, Visual
Attack: Spell Attack vs. AC
You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.
The image can't speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you're trying to imitate a specific person and engage with someone that person knows.
In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.
The illusion can cause damage by making the target believe the illusion's attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target
takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion's Strikes are nonlethal. If the damage doesn't correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt a Perception check to disbelieve the spell as a free action. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.
Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn't take any further damage from it.
Heightened (+1) The damage of the image's Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
Traits: Illusion
Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 466). If the target uses a hostile action, the spell ends after that hostile action is completed.
Heightened (4th) The spell lasts 1 minute, but it doesn't end if the target uses a hostile action.
Traits: Transmutation
You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you're untrained.
Knock counteracts lock.
Traits: Auditory, Illusion, Visual
You specify a trigger (described on page 305) and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.
Traits: Illusion, Visual
Attack: Spell Attack vs. AC
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Traits: Illusion
You reshape the magic aura of one creature or object to resemble that of another. You designate one target as the primary target and the other as the secondary target.
Effects that would detect auras on the primary target instead detect the same types of auras from the secondary target. A creature reading the aura can attempt to disbelieve the illusion. You can Dismiss the spell from up to a mile away.
Traits: Illusion, Mental
Save: WILL vs. SS DC
You cause the target to see all other creatures as dire threats. The target is stricken by intense paranoia toward all creatures around it and must attempt a Will save.
Critical Success The target is unaffected.
Success The target believes everyone it sees is a potentialthreat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
Failure As success, but the effect lasts 1 minute.
Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Heightened (6th) You can target up to 5 creatures.
Traits: Conjuration
You conjure a Large, magical, equine creature that only you(or another Medium or Small creature you choose) can ride.
The horse is clearly phantasmal in nature, has 20 AC and 10 Hit Points, and automatically fails all saves. If it's reduced to0 Hit Points, it disappears and the spell ends. The steed hasa Speed of 40 feet and can hold its rider's body weight, plus20 Bulk.
Heightened (4th) The steed has a Speed of 60 feet, can walkon water, and ignores areas of natural difficult terrain.
Heightened (5th) The steed has a Speed of 60 feet, can walkon water, and ignores areas of natural difficult terrain. It canalso air walk but must end its turn on solid ground or fall.
Heightened (6th) The steed can walk or fly at a Speed of 80feet, can walk on water, and ignores natural difficult terrain.
Traits: Enchantment
With a touch, you ease a creature's fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
Traits: Healing, Necromancy
A surge of energy frees a paralyzed creature. You can attempt to counteract a single effect imposing the paralyzed condition on the target. This does not cure someone who is paralyzed from some natural state or effect, such as paralysis caused by non-magical wounds or toxins.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
Traits: Abjuration
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.
Traits: Healing, Necromancy
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
-Reduce a Condition Reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
-Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.
Heightened (6th) As the 4th-level restoration, but you can reduce a permanent doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you
provide 100 gp worth of diamond dust as a cost.
Traits: Healing, Necromancy
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
Heightened (6th) The spell's range increases to 30 feet, and you can target up to 10 creatures. You can choose the effect to counteract separately for each selected creature.
Traits: Divination, Revelation
You can see invisible creatures and objects. They appear to you as translucent shapes, and they are concealed to you.
Heightened (5th) The spell has a duration of 8 hours.
Traits: Evocation, Sonic
Attack: Spell Attack vs. AC
A high-frequency sonic attack shatters a nearby object. You deal 2d10 sonic damage to the object, ignoring the object's Hardness if it is 4 or lower.
Heightened (+1) The damage increases by 1d10, and the Hardness the spell ignores increases by 2.
Traits: Illusion
Attack: Spell Attack vs. AC
The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can't use sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components.
Heightened (4th) The spell effect emanates from the touched creature, silencing all sound in or passing through a 10-foot radius and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a party, for example).
Traits: Evocation, Sonic
Save: FORT vs. SS DC
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage and isdeafened and stunned 1 for 1 minute.
Heightened (+1) The damage increases by 1d10.
Traits: Necromancy
Attack: Spell Attack vs. AC
You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee spell attack with the hand, you use your normal bonuses. The hand can move as far as it needs to within range. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.
Traits: Attack, Evocation, Force
Attack: Spell Attack vs. AC
A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as your deity's favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon's Strikes are melee spell attacks. Regardlessof its appearance, the weapon deals force damage equal to1d8 plus your spellcasting ability modifier. You can dealdamage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for aversatile weapon). No other statistics or traits of the weaponapply, and even a ranged weapon attacks adjacent creaturesonly. Despite making a spell attack, the spiritual weapon isa weapon for purposes of triggers, resistances, and so forth.
The weapon doesn't take up space, grant flanking, or have any other attributes a creature would. The weapon can't make any attack other
than its Strike, and feats or spells that affect weapons do not apply to it.
Heightened (+2) The weapon's damage increases by 1d8.
Traits: Detection, Divination
As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target's direction from you, distance from you, and any conditions affecting it.
Heightened (4th) The spell's range increases to 30 feet, and you can target up to 10 creatures.
Traits: Attack, Evocation, Force
Attack: Spell Attack vs. AC
With a rush of telekinetic power, you move a foe or something they carry. You can attempt to Disarm, Shove, or Trip the target using a spell attack roll instead of an Athletics check.
Traits: Enchantment, Mental
Save: WILL vs. SS DC
You dull the target's mind, the target must attempt a Will save.
Success The target is unaffected.
Failure The target is stupefied 2.
Critical Failure The target is stupefied 4.
Traits: Uncommon, Abjuration
You shroud a creature in wards that hide its alignment. The target appears to be neutral to all effects that would detect its alignment.
Traits: Necromancy
no greater than bind undead's spell levelDuration 1 dayWith a word of necromantic power, you seize control of the target. It gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends.
Traits: Incapacitation, Necromancy
Save: FORT vs. SS DC
You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.
Traits: Uncommon, Abjuration
Attack: Spell Attack vs. AC
creatureDuration 1 minuteYou ward a creature and those nearby against a specified alignment. Choose chaotic, evil, good, or lawful, this spell gains the opposing trait. Creatures in the area gain a +1 status bonus to AC against attacks by creatures of the chosen alignment and to saves against effects from such creatures. This bonus increases to +3 against effects from such creatures that directly control the target and attacks made by summoned creatures of the chosen alignment. Summoned creatures of the chosen alignment can't willingly enter the area without succeeding at a Will save, repeated attempts use the first save result.
Heightened (4th) The duration increases to 1 hour.
Traits: Divination, Scrying
You create an invisible floating ear at a location within range (even if it's outside your line of sight or line of effect). It can't move, but you can hear through the ear as if using your normal auditory senses.
Traits: Enchantment, Mental
You send a message to your target's dream. The message is one-way, up to 1 minute of speech (roughly 150 words). If the target is asleep, they receive the message instantly. If not, they receive it the next time they sleep. As soon as they receive it, the spell ends, and you know the message was sent.
Heightened (4th) You can target up to 10 creatures you know by name and have met in person. You must send the same message to all of them, the spell ends for each creature individually.
Traits: Auditory, Enchantment, Emotion
Save: WILL vs. SS DC
Your words fascinate your targets. You speak or sing without interruption throughout the casting and duration. Targets who notice your speech or song might give their undivided attention, each target must attempt a Will save. The GM might grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.
Each creature that comes within range has to attempt a save when you Sustain the Spell. If you're speaking, enthrall gains the linguistic trait.
Critical Success The target is unaffected and notices that youtried to use magic.
Success The target needn't pay attention but doesn't noticeyou tried to use magic (it might notice others are enthralled).
Failure The target is fascinated with you. It can attempt another Will save if it witnesses actions or speech with which it disagrees. If it succeeds, it's no longer fascinated and is temporarily immune for 1 hour. If the target is subject to a hostile act, or if another creature succeeds at a Diplomacy or Intimidation check against it, the fascination
ends immediately.
Critical Failure As failure, but the target can't attempt a save to end the fascination if it disagrees with you.
Traits: Transmutation
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It can be wielded by a corporeal or incorporeal creature and gains the effects of the ghost touch property rune.
Traits: Abjuration
You craft a trap by binding a hostile spell into a symbol. While Casting this Spell, you also Cast a Spell of a lower spell level to store in the glyph. The stored spell must take 3 actions or fewer to cast, have a hostile effect, and target one creature or have an area. You can set a password, a trigger, or both for the glyph. Any creature that moves, opens, or touches the target container or enters the target area that doesn't speak the password or that matches the trigger activates the glyph, releasing the harmful spell within.
Once a spell is stored in the glyph, the glyph gains all the traits of that spell. If the stored spell targets one or more creatures, it targets the creature that set off the glyph. If it has an area, that area is centered on the creature that set off the glyph. Glyph of warding's duration ends when the glyph is triggered. The glyph counts as a magical trap, using your spell DC for both the Perception check to notice it and the Thievery check to disable it, both checks require the creature attempting them to be trained in order to succeed.
You can Dismiss glyph of warding. The maximum number of glyphs of warding you can have active at a time is equal to
your spellcasting ability modifier.
Traits: Transmutation
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
Traits: Enchantment, Mental
Attack: Spell Attack vs. AC
You tap into the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
Heightened (6th) The status bonus increases to +2.
Heightened (9th) The status bonus increases to +3.
Traits: Divination
You rapidly catalog and collate information relevant to your current situation. You can instantly use up to 6 Recall Knowledge actions as part of Casting this Spell. For these actions, you can't use any special abilities, reactions, or free actions that trigger when you Recall Knowledge.
Traits: Illusion, Visual
Save: WILL vs. SS DC
You create a pattern of shifting colors that hovers in the air in a geometric cloud. Creatures are dazzled while inside the pattern. In addition, a creature must attempt a Will saving throw if it is inside the pattern when you cast it, when it enters the pattern, when it ends its turn within the pattern, or if it uses a Seek or Interact action on the pattern. A creature currently fascinated by the pattern doesn't attempt new saves.
Success The target is unaffected.
Failure The target is fascinated by the pattern.
Critical Failure The target is fascinated by the pattern. Whileit remains fascinated, it can't use reactions.
Traits: Illusion
You and all targets are invisible except to each other as long as you remain within the spell's area. If a creature made invisible by this spell leaves the spell's area, it becomes visible and remains so even if it returns to the spell's area. If any creature made invisible by this spell uses a hostile action, the spell ends after the hostile action is completed.
While exploring, it's easy to move together slowly andremain invisible. This is untenable in a battle, however. Oncean encounter begins, creatures remain invisible until at most the end of the first round, at which point the spell ends.
Heightened (5th) The duration increases to 1 hour.
Traits: Evocation
Attack: Spell Attack vs. AC
You defy gravity and levitate the target 5 feet off the ground. For the duration of the spell, you can move the target up or down 10 feet with a single action, which has the concentrate trait. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend an Interact action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.
Traits: Uncommon, Detection, Divination
You learn the direction to the target (if you picked a specific object, such as my mother's sword) or the nearest target (if you picked a type of object, such as swords). If the target is a specific object, you must have observed it directly with your own senses. If it's a type of object, you still need to have an accurate mental image of the type of object. If there's lead or running water between you and the target, this spell can't locate the object. This means you might find a type of object farther away if the nearest one is behind lead or running water.
Heightened (5th) You can target a specific creature or ancestry instead of an object, but you must have met or seen up close the creature or ancestry you want to target.
Traits: Uncommon, Detection, Divination, Mental
Save: WILL vs. SS DC
With a cursory mental touch, you attempt to read the target's mind. It must attempt a Will save. The target then becomes temporarily immune to your mind reading for 1 hour.
Critical Success The target perceives vague surface thoughtsfrom you when you Cast the Spell.
Success You find out whether the target's Intelligence modifieris higher than, equal to, or lower than yours.
Failure You perceive vague surface thoughts from the target when you Cast the Spell, and you find out whether its Intelligencemodifier is higher than, equal to, or lower than yours.
Critical Failure As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughtsagain. The target doesn't receive any additional saves.
Traits: Uncommon, Abjuration
You erect protective wards that make the target difficult to detect via magic. Nondetection attempts to counteract all detection, revelation, and scrying divinations made against the target or the target's gear throughout the duration, counting cantrips as 1st-level spells for this purpose.
Successfully counteracting a divination that targets an area or multiple targets negates the effects only for nondetection's target.
Traits: Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At theend of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.
Traits: Illusion, Visual
You change the target's text to different text entirely. If the text is a spellbook or a scroll, you can change it to show a spell you know of secret page's level or lower. The replacement spell cannot be cast or used to prepare a spell. You can also transform the text into some other text you have written or have access to. You can specify a password that allows a creature touching the page tochange the text back and forth. You must choose the replacementtext and the password, if any, when you Cast the Spell.
Traits: Transmutation
Save: FORT vs. SS DC
You dilate the flow of time around the target, slowing its actions.
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
Heightened (6th) You can target up to 10 creatures.
Traits: Death, Necromancy, Negative
Save: basic FORT vs. SS DC
Your touch leeches the lifeblood out of a target to empower yourself. You deal 6d6 negative damage to the target. You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.
Traits: Divination
You call upon the beyond to guide your route. When you Cast this Spell, choose a destination, you receive an inspired route to that destination, allowing you and allies who travel overland with you to reduce the movement penalty from difficult terrain by half for the duration, as long as you don't deviate from the inspired route. This doesn't have any effect on movement during encounters. If you use this ability again before the duration is over, this effect ends and is replaced by that of the new route.
Traits: Uncommon, Enchantment, Mental
Save: WILL vs. SS DC
You designate an area in which creatures are compelled to speak only truth. Creatures within or entering the area have difficulty lying. Each potentially affected creature must attempt a Will save when the spell is cast or when the creature first enters the area. It uses the results of this initial save if it leaves and reenters the area. Affected creatures are aware of this enchantment, therefore, they can avoid answering questions to which they would normally respond with a lie, or they can be evasive as long as they remain within the boundaries of the truth.
Critical Success The target is unaffected.
Success The target takes a –2 status penalty to Deception checks.
Failure The target can't speak any deliberate and intentionallies, and it takes a –2 status penalty to Deception checks.
Critical Failure The target can't speak any deliberate and intentional lies and takes a –4 status penalty to Deception checks.
Traits: Conjuration, Teleportation
You blink quickly between the Material Plane and the Ethereal Plane. You gain resistance 5 to all damage (except force). You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM, the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.
Heightened (+2) The resistance increases by 3.
Traits: Divination, Scrying
You create an invisible floating eye at a location within range (even if it's outside your line of sight or line of effect). The eye can't move, but you can see in all directions from that point as if using your normal visual senses.
Traits: Emotion, Enchantment, Mental
Save: WILL vs. SS DC
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.
Critical Success The target is unaffected.
Success The target babbles incoherently and is stunned 1.
Failure The target is confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.
Traits: Uncommon, Detection, Divination
By tapping into trace divinatory auras, you detect the presence of scrying effects in the area. If detect scrying is higher level than a scrying effect, you gain a glimpse of the scrying creature and learn its approximate distance and direction.
Heightened (6th) The duration is until the next time you make your daily preparations.
Traits: Conjuration, Teleportation
Opening a door that bypasses normal space, you instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost.
Heightened (5th) The range increases to 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are temporarily immune for 1 hour.
Traits: Abjuration
Save: WILL vs. SS DC
You interfere with the target's ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target's Will save.
Critical Success The target is unaffected.
Success The effect's duration is 1 minute.
Failure The effect's duration is 10 minutes.
Critical Failure The effect's duration is 1 hour.
Traits: Uncommon, Divination, Mental, Revelation
Falsehoods ring in your ears like discordant notes. You gain a +4 status bonus to Perception checks when someone Lies.
Traits: Transmutation
The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.
Heightened (7th) The duration increases to 1 hour.
Traits: Polymorph, Transmutation
Attack: Spell Attack vs. AC
The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell.
Traits: Uncommon, Enchantment, Mental
Falsehoods pass your lips as smoothly as silk. You gain a +4 status bonus to Deception checks to Lie and against Perception checks to discern if you are telling the truth, and you add your level even if you're untrained. If the implausibility of your lies prompts a circumstance penalty or a DC increase, reduce that penalty or increase by half.
Traits: Uncommon, Abjuration
You create an immobile globe around yourself that attemptsto counteract any spell from outside the globe whose areaor targets enter into the globe, as if the globe were a dispel magic spell 1 level lower than its actual spell level. If thecounteract attempt succeeds, it prevents only the portionof the spell that would have entered the globe (so if thespell also has targets outside the globe, or part of its areais beyond the globe, those targets or that area is affectednormally). You must form the sphere in an unbroken openspace, so its edges don't pass through any creatures orobjects, or the spell is lost (though creatures can enter theglobe after the spell is cast).
Traits: Uncommon, Illusion
You create an illusion that causes natural terrain to look, sound, feel, and smell like a different kind of terrain. This doesn't disguise any structures or creatures in the area.
Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve your illusion.
Heightened (5th) Your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).
Traits: Uncommon, Divination, Mental
Save: WILL vs. SS DC
You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.
Critical Success The target is unaffected and realizes you triedto alter its memory.
Success The target is unaffected but thinks your spell wassomething harmless instead of modify memory, unless itidentifies the spell.
Failure During the first 5 minutes of the spell's duration,you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.
Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.
Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.
Traits: Illusion, Mental
Save: WILL vs. SS DC
You send disturbing nightmares to your target. The next time the target falls asleep, it must attempt a Will save. If you know the target only by name and have never met them, the target gets a +4 circumstance bonus to the Will save.
Critical Success The target suffers no adverse effects and is temporarily immune for 1 week.
Success The target experiences the nightmares but suffers no adverse effects other than unpleasant memories.
Failure The target experiences the nightmares and awakens fatigued.
Critical Failure The target experiences the nightmares, awakens fatigued, and is drained 2 until it is no longer fatigued.
Traits: Attack, Curse, Enchantment, Mental, Misfortune
Save: WILL vs. SS DC
You afflict the target with a curse that makes its presence abrasive and off-putting. The target must attempt a Will save.
Critical Success The target is unaffected.
Success For 10 minutes, the target must roll twice anduse the worse result whenever attempting a Deception, Diplomacy, Intimidation, or Performance check, and creatures they encounter have an initial attitude toward them of one step worse (for instance, unfriendly instead of indifferent).
Failure As success, but the effect is permanent.
Critical Failure As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
Traits: Death, Emotion, Fear, Illusion, Mental
Save: WILL vs. SS DC
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and isfrightened 1.
Failure The target takes 8d6 mental damage and isfrightened 2.
Critical Failure The target is so afraid it might die. It mustattempt a Fortitude save, if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.
Heightened (+1) The damage increases by 2d6 on a failure and by 3d6 on a critical failure.
Traits: Uncommon, Abjuration
From outside, the area looks like a bank of impenetrable black fog. Sensory stimuli (such as sounds, smells, and light) don't pass from inside the area to outside the area. Scrying spells can't perceive any stimuli from the area, and mind-reading effects don't work in the area.
Traits: Uncommon, Divination, Prediction
You peek into the future. Choose a particular goal, event, or activity that will occur within 1 week. You learn a cryptic clue or piece of advice that could help with the chosen event, often in the form of a rhyme or omen.
Traits: Healing, Necromancy
Your touch grants a reprieve to a cursed creature. You attempt to counteract one curse afflicting the target. If the curse comes from a cursed item or other external source, a success indicates that the target creature can rid itself of the cursed item, but it doesn't remove the curse from the item.
Traits: Abjuration, Force
You create an immobile sphere of force to either trap or protect the target, blocking anything that would pass through the sphere. The sphere has AC 5, Hardness 10, and 40 Hit Points. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, the effects of the sphere depend on the target's Reflex save.
Critical Success The target disrupts the sphere's integrity,causing it to collapse entirely.
Success The sphere functions normally but has only 10 Hit Points instead of 40.
Failure The sphere has its normal effect.
Traits: Uncommon, Conjuration, Extradimensional
feet longDuration 8 hoursYou cause the target rope to rise vertically into the air. Where it ends, an extradimensional space opens, connected to the top of the rope. This space can be reached only by climbing the rope.
The entrance to the space can't be seen, and it can be pinpointed only by the presence of the rope. The rope can't be removed or hidden, though it can be detached from the extradimensional space by pulling it with 16,000 pounds of weight, critically succeeding at an Athletics check against the spell's DC, or destroying the rope. The space holds up to eight Medium creatures and their gear. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and a Gargantuan creature fills the space on its own.
If the rope is detached or destroyed, or if a creature attempts to enter the space that would put it over its capacity, the space begins to unravel. It disappears in 1d4 rounds, depositing the creatures within safely on the ground below.
Traits: Abjuration
You ward a creature against the effects of a single spell. Choose a spell and name it aloud as part of the verbal component. Spell immunity attempts to counteract that spell whenever spell immunity's target is the target of the named spell or in that spell's area.
Successfully counteracting a spell that targets an area or multiple targets with spell immunity negates the effects only for the target affected by spell immunity.
Traits: Enchantment, Incapacitation, Linguistic, Mental
Save: WILL vs. SS DC
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you triedto control it.
Success The target is unaffected and thinks you were talkingto them normally, not casting a spell on them.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.
Traits: Uncommon, Necromancy
Save: WILL vs. SS DC
You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.
Critical Success The target can lie or refuse to answer yourquestions, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.
Success The target can provide false information or refuse to answer your questions.
Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's
duration runs out before you can ask all your questions.
Critical Failure As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.
Traits: Divination, Linguistic, Mental
You can communicate telepathically with creatures within 30 feet. Once you establish a connection by communicating with a creature, the communication is two-way. You can communicate only with creatures that share a language with you.
Heightened (6th) Telepathy loses the linguistic trait. You can communicate telepathically with creatures using shared mental imagery even if you don't share a language.
Traits: Illusion, Visual
You disguise the targets as other creatures of the same body shape and roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise can hide the targets' identities or let them appear to be of another ancestry, but it's not precise enough to impersonate specific individuals. The spell doesn't change voice, scent, or mannerisms. You choose the disguise for each target, for example, you could make one target appear to be a dwarf and another an elf.
Casting veil counts as setting up a disguise for the purpose of the Impersonate action. It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained. You can Dismiss any or all of these disguises.
Heightened (5th) The spell also disguises the targets' voices and scents, it gains the auditory trait.
Heightened (7th) The targets can appear as any creature of the same size, even specific individuals. You must have seen an individual to reproduce their appearance. The spell also
disguises the targets' voices and scents, it gains the auditory trait.
Traits: Attack, Chaotic, Disease, Evil, Necromancy
Save: FORT vs. SS DC
Your touch afflicts the target with Abyssal plague, which siphons fragments of their soul away to empower the Abyss. The effect is based on the target's Fortitude save.
Critical Success The target is unaffected.
Success The target takes 2 evil damage per spell level, andtakes a –2 status penalty to saves against Abyssal plague for1 day or until the target contracts it, whichever comes first.
Failure The target is afflicted with Abyssal plague at stage 1.
Critical Failure The target is afflicted with Abyssal plague at stage 2. Abyssal Plague (disease), Level 9. The target can't recoverfrom the drained condition from Abyssal plague until the disease is cured. Stage 1 drained 1 (1 day), Stage 2 drained increases by 2 (1 day).
Traits: Abjuration, Incapacitation
Save: WILL vs. SS DC
You send the target back to its home plane. The target must attempt a Will save. You can spend an extra action while Casting this Spell and add a material component to give the creature a –2 circumstance penalty to its save. The component must be a specially gathered object that is anathema to the creature, and not from a spell component pouch. This spell fails if you aren't on your home plane when you cast it.
Critical Success The target resists being banished and you arestunned 1.
Success The target resists being banished.
Failure The target is banished.
Critical Failure The target is banished and can't return by anymeans to the plane it's banished from for 1 week.
Heightened (9th) You can target up to 10 creatures. The extra material component affects targets to which it is anathema.
Traits: Conjuration
Attack: Spell Attack vs. AC
Oily black tentacles rise up and attempt to Grapple each creature in the area. Make spell attack rolls against the Fortitude DC of each creature. Any creature you succeed against is grabbed and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven't already, and they deal 1d6 bludgeoning damage to any creature already grabbed.
The tentacles' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.
Traits: Abjuration
You create an opaque wall of light in a single vibrant color. The wall is straight and vertical, stretching 60 feet long and 30 feet high. If the wall would pass through a creature, the spell is lost. The wall sheds bright light for 20 feet on each side, and dim light for the next 20 feet. You can ignore the wall's effects.
Roll 1d4 to determine the color of the wall. Each color has a particular effect on items, effects, or creatures that attempt to pass through. Chromatic wall can't be counteracted normally, rather, each color is automatically counteracted when targeted by a specific spell, even if that spell's level is lower than that of chromatic wall.
1. Red The wall destroys ranged weapon ammunition (such as arrows and crossbow bolts) that would pass through, and it deals 20 fire damage to anyone passing through, with a basic Reflex save. Cone of cold can counteract a red chromatic wall.
2. Orange The wall destroys thrown weapons that would pass through, and it deals 25 acid damage to anyone passing through, with a basic Reflex save. Gust of wind can counteract an orange chromatic wall.
3. Yellow The wall stops acid, cold, electricity, fire, force, negative, positive,
and sonic effects from passing through, and it deals 30 electricity damage to anyone passing through, with a basic Reflex save. Disintegrate can counteract a yellow chromatic wall.
4.Green The wall stops toxins, gases, and breath weapons from passing through. It deals 10 poison damage to anyone passing through and makes them enfeebled 1 for 1 minute. A basic Fortitude save reduces the damage and negates the enfeebled condition on a success. Passwall can counteract a green chromatic wall.
Heightened (7th) The spell's duration increases to 1 hour. Roll 1d8 to determine the wall's color, the results for 5–8 are below. A red, orange, yellow, or green wall deals an extra 10 damage.
5. Blue The wall stops auditory, petrification, and visual effects from passing through, and creatures passing through are subject to the effects of flesh to stone. Magic missile can counteract a blue chromatic wall.
6. Indigo The wall stops divination and mental effects from passing through, and those passing through are subject to the effects of warp mind. Searing light can counteract an indigo chromatic wall.
7. Violet The wall prevents spells from targeting the other side (area effects still cross as normal).
Creatures passing through must succeed at a Will save or they are slowed 1 for 1 minute, on a critical failure, the creature is instead sent to another plane, with the effect of plane shift. Dispel magic can counteract a violet chromatic wall.
8. Reroll, and creatures that pass through the wall take a –2 circumstance penalty to their saves.
Traits: Illusion, Visual
Attack: Spell Attack vs. AC
A cloak of swirling colors shrouds the target. Creatures are dazzled while adjacent to it, and attacking the target causes a brilliant flash of light. A creature that hits the target with a melee attack must attempt a Will save.
Success The attacker is unaffected.
Failure The attacker is blinded for 1 round.
Critical Failure The attacker is stunned for 1 round.
The creature is temporarily immune until the end of its turn, this effect has the incapacitation trait.
Traits: Emotion, Enchantment, Mental
Save: WILL vs. SS DC
You inflict despair on creatures in the area. The effects for each creature are determined by its Will save.
Critical Success The creature is unaffected.
Success For 1 round, the creature can't use reactions and mustattempt another save at the start of its turn, on a failure, itis slowed 1 for that turn as it sobs uncontrollably.
Failure As success, but the slowed 1 duration is 1 minute.
Critical Failure As failure, and the creature is automaticallyslowed 1 for 1 minute.
Heightened (7th) The area increases to a 60-foot cone.
Traits: Abjuration
You shield a creature from the ravages of negative energy. It receives a +4 status bonus to saves against death and negative effects, gains negative resistance 10, and suppresses the effects of the doomed condition.
Traits: Enchantment, Mental
You draw the target into a lucid dream where it can explore the endless possibilities of its own potential within the ever-changing backdrop of its dreamscape. If it sleeps the full 8 hours uninterrupted, when it wakes, it counts as having spent a day of downtime retraining, though it can't use dreaming potential for any retraining that would require either an instructor or specialized knowledge it can't access within the dream.
Traits: Uncommon, Illusion
You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.
Traits: Illusion, Incapacitation, Mental
The target consistently detects one thing as another, can't detect something that's there, or detects something that's not there, though it doesn't alter their beliefs. You choose which of these effects applies, and you determine the specifics of the hallucination. For example, you could make the target see all elves as humans, be unable to detect the presence of their brother, see their beloved pocket watch on their person even when it isn't, or see a tower in the center of town.
The target can attempt an initial Will save, with effects below. They also receive a Will save to disbelieve the hallucination every time they Seek or directly interact with the hallucination. For example, the target could attempt to disbelieve the hallucination each time they interacted with an elf, bumped into their brother accidentally, tried to check their pocket watch, or studied the tower. The target can attempt to disbelieve with a large circumstance bonus in situations determined by the GM, such as if the target attempted to climb the nonexistent tower.
Critical Success The creature is unaffected.
Success The creature perceives what you chose until
itdisbelieves, but it knows what the hallucination is.
Failure The creature perceives what you chose until it disbelieves.
Critical Failure The creature perceives what you chose untilit disbelieves, and it trusts its false senses, taking a –4circumstance penalty to saves to disbelieve.
Heightened (6th) Choose to either target up to 10 creatures or change the spell's duration to until the next time you make your daily preparations.
Heightened (8th) Choose to either target any number of creatures or change the spell's duration to unlimited.
Traits: Auditory, Illusion, Visual
You form an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell's area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the illusory creature spell, creatures in your scene lack combat abilities and statistics. Your scene doesn't include changes to the environment around it, though you can place your scene within the illusory environment of a hallucinatory terrain spell.
When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it's hard to tell when the loop ends and begins. Anyone
observing the scene for more than a few minutes almost always notices it looping. You're unable to alter the program after you create the illusion.
Any creature that touches any part of the image or uses the Seek action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.
Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.
Heightened (8th) As the 6th-level version, and the duration is unlimited.
Traits: Attack, Curse, Necromancy
Save: WILL vs. SS DC
You afflict the target with the curse of the roiling, unforgiving sea. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickenedcondition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduceits sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.
Traits: Uncommon, Divination, Linguistic, Mental
Save: WILL vs. SS DC
You cast your thoughts through a creature's mind, sifting for information. You access the target's memories and knowledgeunless it fends you off with a Will save.
Success The target is unaffected.
Failure Each round of the spell's duration, you can Sustain the Spell to ask a different question and attempt to uncover the answer. For each question, the target can attempt a Deception check against your spell DC, if the target succeeds, you don't learn the answer, and on a critical success, the target gives you a false answer that you believe is truthful Once you've asked the target a given question, asking it again, even with a separate casting of mind probe, produces the same result.
Critical Failure As failure, and the target takes a –4 circumstance penalty to Deception checks against your questions.
Traits: Divination, Scrying
You create an invisible, floating eye, 1 inch in diameter, at a location you can see within 500 feet. It sees in all directions with your normal visual senses and continuously transmits what it sees to you.
The first time you Sustain the Spell each round, you can either move the eye up to 30 feet, seeing only things in front of the eye, or move it up to 10 feet, seeing everything in all directions around it. There is no limit to how far from you the eye can move, but the spell ends immediately if you and the eye ever cease to be on the same plane of existence. You can attempt Seek actions through the eye if you want to attempt Perception checks with it. Any damage dealt to the eye destroys it and ends the spell.
Traits: Divination, Mental
You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.
Traits: Evocation, Shadow
Save: basic REF. vs. SS DC
WILL vs. SS DC
You shape the quasi-real substance of the Shadow Plane into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 5d8 damage of the type you chose to each creature in the area.
Heightened (+1) The damage increases by 1d8.
Traits: Illusion, Shadow
Trigger: A spell or magical effect deals damage.
Exchanging material energy with that of the Shadow Plane, you transform the triggering spell into a partially illusory version of itself. Attempt to counteract the target spell. If the attempt is successful, any creatures that would be damaged by the spell instead take only half as much damage. but the spell otherwise works as normal. Treat shadow siphon's counteract level as 2 higher for this attempt.
Traits: Uncommon, Conjuration, Shadow, Teleportation
You access the Shadow Plane, using its warped nature to spread your travels. The targets enter the edge of the Shadow Plane where it borders the Material Plane. Targets can't see the Material Plane while on the Shadow Plane (although elements of that plane can sometimes be a hazy reflection of the Material Plane). While on the Shadow Plane, the targets are exposed to potential encounters with that plane's denizens. The shadows on the border between the planes bend space, speeding up your movement with respect to the Material Plane. Every 3 minutes the targets travel along this border, they move as far as they would through the Material Plane in 1 hour. At any point, a target can Dismiss the spell's effects, although this affects only that target. The shadow bending is inexact, so when the spell ends, the targets appear roughly 1 mile from their intended location on the Material Plane (though those who are traveling together and Dismiss the spell at the same point on the Plane of Shadow appear together).
Traits: Enchantment, Incapacitation, Linguistic, Mental
Save: WILL vs. SS DC
You implant a subconscious suggestion deep within the target's mind for them to follow when a trigger you specify occurs (as described on page 305). You suggest a course of action to the target. Your directive must be phrased in such a way as to seem like a logical course of action to the target, and it can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you triedto control it.
Success The target is unaffected and thinks you were talkingto them normally, not casting a spell on them.
Failure The suggestion remains in the target's subconscious until the next time you prepare. If the trigger occurs before then, the target immediately follows your suggestion. The effect has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomesself-destructive or has other obvious negative effects.
Critical Failure As failure, but the duration is 1 hour.
Heightened (9th) You can target up to 10 creatures.
Traits: Conjuration
You conjure an aberration to fight for you. This works like summon animal, except you summon a common creature that has the aberration trait and whose level is 5 or lower.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.
Traits: Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
You emit a pulsating mental blast that penetrates the minds of all enemies in the area. Each creature in the area must attempt a Will save.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned for 1 round.
Traits: Divination, Mental
Save: WILL vs. SS DC
The target's senses are suddenly rewired in unexpected ways, causing them to process noises as bursts of color, smells as sounds, and so on. This has three effects, and the target must attempt a Will save.
-Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted.
-The target's difficulty processing visual input makes all creatures and objects concealed from it.
-The creature has trouble moving, making it clumsy 3 and giving it a –10-foot status penalty to its Speeds.
Critical Success The target is unaffected.
Success The target is affected for 1 round.
Failure The target is affected for 1 minute.
Critical Failure As failure, and the target is stunned 2 as it attempts to process the sensory shifts.
Heightened (9th) You can target up to five creatures.
Traits: Evocation
dimension longer than 20 feetDuration sustained up to 1 minuteYou move the target up to 20 feet, potentially suspending it in midair. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move.
Traits: Uncommon, Divination, Mental
The targets can communicate telepathically with any or all of the other targets from any point on the same planet.
Traits: Uncommon, Divination
The target can understand all words regardless of language and also speak the languages of other creatures. When in a mixed group of creatures, each time the target speaks, it can choose a creature and speak in a language that creature understands, even if the target doesn't know what language that is.
Heightened (7th) The duration is 8 hours.
Traits: Conjuration, Teleportation
You teleport the targets to new positions within the area. The creatures must each be able to fit in their new space, and their positions must be unoccupied, entirely within the area, and in your line of sight. Unwilling creatures can attempt a Will save.
Critical Success The target can teleport if it wants, but itchooses the destination within range.
Success The target is unaffected.
Failure You teleport the target and choose its destination.
Heightened (+1) The number of targets increases by 1.
Traits: Uncommon, Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
your daily preparationsYou take command of the target, forcing it to obey your orders. If you issue an obviously self-destructive order, the target doesn't act until you issue a new order. The effect depends on its Will save.
Critical Success The target is unaffected.
Success The target is stunned 1 as it fights off your commands.
Failure The target follows your orders but can attempt a Will saveat the end of each of its turns. On a success, the spell ends.
Critical Failure As a failure, but the target receives a new save only if you give it a new order that is against its nature,such as killing its allies.
Heightened (10th) The duration is unlimited.
Traits: Curse, Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
You drastically reduce the target's mental faculties. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is stupefied 2 for 1 round.
Failure The target is stupefied 4 with an unlimited duration.
Critical Failure The target's intellect is permanently reduced below that of an animal, and it treats its Charisma, Intelligence and Wisdom modifiers as –5. It loses all class abilities that require mental faculties, including all spellcasting. If the target is a PC, they become an NPC under the GM's control.
Traits: Illusion
Attack: Spell Attack vs. AC
You turn yourself invisible and create an illusory duplicate of yourself. When you Sustain the Spell, you can mentally dictate a course of action for your duplicate to follow that round. Your duplicate acts as though it had your full number of actions, though it can't actually affect anything in the environment. Both the duplicate and your invisibility persist for the spell's duration. Performing a hostile action doesn't end mislead's invisibility, just like a 4th-level invisibility spell. A creature that determines the duplicate is an illusion doesn't necessarily know you're invisible, and one that can see your invisible form doesn't necessarily know your duplicate is an illusion.
If you Cast a Spell, attack, or otherwise interact with another creature, as a part of that action you can attempt a Deception check against observers' Perception DCs to convince them your duplicate used that action. This doesn't fool anyone who's aware your duplicate is an illusion, nor does it work if the attack obviously couldn't have come from the duplicate. For instance, if you fired a ray, you could make it look like it came from the duplicate as long as the duplicate
was positioned appropriately, but if you attacked with a sword and your duplicate was across the room from the target, your Deception check would automatically fail.
Traits: Illusion, Mental
Save: WILL vs. SS DC
A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it's trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it's also stunned for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the stunned condition.
Heightened (+1) The damage increases by 2d6.
Traits: Abjuration, Aura, Mental
Save: WILL vs. SS DC
You manifest an aura that prevents creatures from approaching you. When casting the spell, you can make the area any radius you choose, up to 40 feet. A creature must attempt a Will save if it's within the area when you cast the spell or as soon as it enters the area while the spell is in effect. Once a creature has attempted the save, it uses the same result for that casting of repulsion. Any restrictions on a creature's movement apply only if it voluntarily moves toward you. For example, if you move closer to a creature, it doesn't then need to move away.
Critical Success The creature's movement is not restricted.
Success The creature treats each square in the area as difficultterrain when moving closer to you.
Failure The creature can't move closer to you within the area.
Traits: Uncommon, Divination, Scrying
Save: WILL vs. SS DC
You magically spy on a creature of your choice. Scrying works like clairvoyance (page 324), except that the image you receive is less precise, insufficient for teleport and similar spells. Instead of creating an eye in a set location within 500 feet, you instead create an eye that manifests just above the target. You can choose a target either by name or by touching one of its possessions or a piece of its body. If you haven't met the target in person, scrying's DC is 2 lower, and if you are unaware of the target's identity (perhaps because you found an unknown creature's fang at a crime scene), the DC is instead 10 lower.
The effect of scrying depends on the target's Will save.
Critical Success The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of youand learns its rough distance and direction from you.
Success The spell fails and the target is temporarily immunefor 1 day.
Failure The spell succeeds.
Critical Failure The spell succeeds, and the eye follows thetarget if it moves, traveling up to 60 feet per round.
Traits: Abjuration, Curse, Force
Save: WILL vs. SS DC
You cause any spells cast on the target to spill out their energy in harmful surges. The target must attempt a Will save.
Critical Success The target is unaffected.
Success Whenever the target becomes affected by a spell witha duration, the target takes 2d12 persistent force damage. Each time it takes persistent force damage from spellwrack, it reduces the remaining duration of spells affecting it by 1 round. Only a successful Arcana check against your spell DC can help the target recover from the persistent damage, the curse and the persistent damage end after 1 minute.
Failure As success, but the curse and persistent damage do not end on their own.
Critical Failure As failure, but the persistent force damage is 4d12.
Traits: Force, Necromancy
Save: basic FORT vs. SS DC
You concentrate ethereal energy and attack a creature's spirit, dealing 16d6 force damage. Because spirit blast affects the creature's spirit, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The possessed creature isn't harmed by the blast. The blast doesn't harm creatures that have no spirit, such as constructs.
Heightened (+1) The damage increases by 2d6.
Traits: Uncommon, Conjuration, Teleportation
willing creatures or objects roughly the size of a creature. You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location's appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.
Heightened (7th) You and the other targets can travel to any location within 1,000 miles.
Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.
Heightened (9th) You and the other targets can travel to any location on another
planet within the same solar system. Assuming you have accurate knowledge of the location's position and appearance, you arrive on the new planet 100 miles off target.
Heightened (10th) As the 9th-level version, but you and the other targets can travel to any planet within the same galaxy.
Traits: Divination, Revelation
You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell).
Traits: Death, Necromancy, Negative
Save: basic FORT vs. SS DC
You draw in the blood and life force of other creatures through your outstretched arms. You deal 12d6 negative damage to living creatures in the area.
You gain temporary Hit Points equal to half the damage a single creature takes from this spell, calculate these temporary Hit Points using the creature that took the most damage. You lose any remaining temporary Hit Points after 1 minute.
Heightened (+1) The damage increases by 2d6.
Traits: Illusion, Incapacitation, Visual
Save: WILL vs. SS DC
You create a pattern of lights that pulses with intensity. Creatures are dazzled while inside the pattern.
In addition, a creature must attempt a Will saving throw if it's inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently blinded by the pattern doesn't need to attempt new saving throws.
Success The creature is unaffected.
Failure The creature is blinded by the pattern. If it exitsthe pattern, it can attempt a new save to recover from the blinded condition at the end of each of its turns, to a maximum duration of 1 minute.
Critical Failure The creature is blinded for 1 minute.
Traits: Evocation, Force
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).
Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.
Heightened (+2) The Hit Points of the wall increases by 20.
Traits: Enchantment
You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12temporary Hit Points and a +2 status bonus to Will savesagainst mental effects, as their faith overrides the signals fromtheir own bodies and minds. If you tell a target to do something,it must comply with your request, though if it would normallyfind the task repugnant, it can attempt a Will save at the endof its turn each round due to the cognitive dissonance. On asuccess, it ends the spell's effects on itself entirely.
Heightened (9th) The temporary Hit Points increase to 18, andthe status bonus to Will saves increases to +3.
Traits: Uncommon, Abjuration
You create a shimmering barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces (such as a bag of holding). Dimensional lock tries to counteract any attempt to summon a creature into the area but doesn't stop the creature from departing when the summoning ends.
Traits: Conjuration
Save: FORT vs. SS DC
You try to create a temporary duplicate of an enemy to fight on your behalf. The target can attempt a Fortitude save to disrupt the spell. The duplicate appears in an unoccupied space adjacent to the target and has the target's attack modifier, AC, saving throw modifiers, Perception, and skill modifiers, but it has only 70 Hit Points and lacks the target's special abilities, including immunities, resistances, and weaknesses. It has no magic items except weapon potency runes.
The duplicate gains the minion trait, and it can only Stride and Strike. Its Strikes deal the target's normal damage but don't apply added effects, since it doesn't have special abilities. The spell automatically ends if the duplicate's Hit Points drop to 0.
The duplicate attacks your enemies to the best of its abilities. You can also try to give it additional instructions, when you Sustain the Spell, you can also Command a Minion as part of your action, but the GM determines whether the duplicate follows your command.
The duplicate is unstable, so each turn after it takes its actions, it loses 4d6 Hit Points. It's not a living creature, and it can never regain its lost Hit
Points in any way.
Critical Success You fail to create a duplicate.
Success The duplicate deals half damage with its Strikes and the duration is reduced to a maximum of 2 rounds.
Failure The duplicate works as described.
Heightened (+1) The level of creature you can target increases by 2. The duplicate has 10 more HP.
Traits: Abjuration
You protect the target with a powerful, long-lasting energy barrier. The target gains resistance 5 to acid, cold, electricity, fire, force, negative, positive, and sonic damage.
Heightened (9th) The resistances increase to 10.
Traits: Uncommon, Conjuration, Teleportation
You travel to the Ethereal Plane, which overlaps the Material Plane. Material Plane creatures can't see you, and you can move through things on the Material Plane. You move at half your normal Speeds, but can move in any direction (including up and down).
You can see onto the Material Plane within a radius of 60 feet, it is gray, hazy, and concealed from you. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and abjurations originating there.
When the spell ends, you return to the Material Plane. If you're in the air, you fall (unless you can fly), and if you're inside an object, you're pushed into the nearest open space and take 1d6 damage per 5 feet you were pushed.
If you cast this spell when not on the Material Plane, it is lost.
Heightened (9th) You can target up to five additional willing creatures at a range of 30 feet. The duration is up to 10 minutes.
Traits: Uncommon, Conjuration, Extradimensional
You conjure an extradimensional demiplane consisting of a spacious dwelling with a single entrance. The entrance connects to the plane where you Cast the Spell, appearing anywhere within the spell's range as a faint, shimmering, vertical rectangle 5 feet wide and 10 feet high. You designate who can enter when you cast the spell. Once inside, you can shut the entrance, making it invisible. You and the creatures you designated can reopen the door at will, just like opening a physical door.
Inside, the demiplane appears to be a mansion featuring a magnificent foyer and numerous opulent chambers. The mansion can have any floor plan you imagine as you Cast the Spell, provided it fits within a space 40 feet wide, 40 feet deep, and 30 feet tall. While the entrance to the mansion is closed, effects from outside the mansion fail to penetrate it, and vice versa, except for plane shift, which can be used to enter the mansion. You can use scrying magic and similar effects to observe the outside only if they're capable of crossing planes.
A staff of up to 24 servants attends to anyone within the mansion. These are like the servant created by the unseen servant
spell, though they're visible, with an appearance you determine during casting. The mansion is stocked with enough food to serve a nine-course banquet to 150 people.
Traits: Emotion, Fear, Illusion, Mental, Visual
The target appears to be a gruesome and terrifying creature. The effect is unique to each observer, so a human viewing the target might see a demon with bloody fangs, but a demon observing the target might see a glowing angelic visage.
When any creature attempts a hostile action against the target, the creature must attempt a Will save. It is then temporarily immune until the end of its next turn.
Success The creature is unaffected.
Failure The creature becomes frightened 2 before using its action.
Critical Failure The creature becomes frightened 2, and its action fails and is wasted.
Heightened (8th) You can target up to 5 creatures. If a creature uses a hostile action or reaction that affects multiple targets simultaneously, it needs to attempt only one save against mask of terror.
Traits: Uncommon, Conjuration, Teleportation
creatures joining handsYou and your allies traverse the barriers between planes of existence. The targets move to another plane, such as the Plane of Fire, the Shadow Plane, or the Abyss. You must have specific knowledge of the destination plane and use a magic tuning fork created from material from that plane as a focus for the spell. While the tuning forks for most prominent planes are uncommon, just like the spell plane shift, more obscure planes and demiplanes often have rare tuning forks.
The spell is highly imprecise, and you appear 1d20×25 miles from the last place one of the targets (of your choice) was located the last time that target traveled to the plane. If it's the first time traveling to a particular plane for all targets, you appear at a random location on the plane. Plane shift doesn't provide a means of return travel, though casting plane shift again allows you to return to your previous plane unless there are extenuating circumstances.
Traits: Uncommon, Incapacitation, Mental, Necromancy, Possession
Save: WILL vs. SS DC
You send your mind and soul into the target's body, attempting to take control. The target must attempt a Will save. You can choose to use the effects of a degree of success more favorable to the target if you prefer.
While you're possessing a target, your own body is unconscious and can't wake up normally. You can sense everything the possessed target does. You can Dismiss this spell. If the possessed body dies, the spell ends and you must succeed at a Fortitude save against your spell DC or be paralyzed for 1 hour, or 24 hours on a critical failure. If the spell ends during an encounter, you act just before the possessed creature's initiative count.
Critical Success The target is unaffected.
Success You possess the target but can't control it. You ridealong in the body while the spell lasts.
Failure You possess the target and take partial control of it.
You no longer have a separate turn, instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn, if it succeeds, it chooses
its own actions, and if it critically succeeds, it forces you out and the spell ends.
Critical Failure You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.
Heightened (9th) The duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts.
Traits: Evocation, Light
A spray of rainbow light beams cascades from your open hand. Each creature in the area must roll 1d8 on the table below to see which beam affects it, then attempt a saving throw of the indicated type. The table notes any additional traits that apply to each type of ray. If a creature is struck by multiple beams, it uses the same d20 result for all its saving throws. For all rays, a successful saving throw negates the effect for that creature.
1d8 | Color Save | Effect (Traits) | |
---|---|---|---|
1 | Red | Reflex | 50 fire damage (fire) |
2 | Orange | Reflex | 60 acid damage (acid) |
3 | Yellow | Reflex | 70 electricity damage (electricity) |
4 | Green | Fortitude | 30 poison damage and enfeebled 1 for 1 minute (poison) |
5 | Blue | Fortitude | Affected as if by flesh to stone |
6 | Indigo | Will | Confused, as the warp mind spell (mental) |
7 | Violet | Will | Slowed 1 for 1 minute, |
if
Traits: Illusion, Mental
Attack: Spell Attack vs. AC
You project an illusory image of yourself. You must stay within range of the image, and if at any point you can't see the image, the spell ends. Whenever you Cast a Spell other than one whose area is an emanation, you can cause the spell effect to originate from either yourself or the image. Because the image is an illusion, it can't benefit from spells, though visual manifestations of the spell appear. The image has the same AC and saves as you. If it is hit by an attack or fails a save, the spell ends.
Heightened (+2) The maximum duration you can Sustain the Spell increases to 10 minutes.
Traits: Divination
Opening your mind to occult echoes, you gain impressions from past events that occurred in your current location. Retrocognition reveals psychic impressions from events that occurred over the course of the last day throughout the first minute of the duration, followed by impressions from the next day back the next minute, and so on. These echoes don't play out like a vision but instead reveal impressions of emotions and metaphors that provide cryptic clues and details of the past. If you witness a traumatic or turbulent event through an impression, the spell ends unless you succeed at a Will save with a DC of at least 30 and possibly as much as 50, depending on the severity of the event. The GM determines whether an event is traumatic and chooses the DC.
Heightened (8th) You gain impressions of events that occurred over the previous year for each minute you concentrate, instead of the previous day, though the details diminish, making it harder to distinguish impressions from all but the most major events.
Heightened (9th) You gain impressions of events that occurred over the previous century for each minute you concentrate, instead of the previous day, though the
details diminish, making it almost impossible to distinguish impressions from all but the most major events.
Traits: Uncommon, Evocation
You reverse gravity in the area. Creatures and objects that aren't secured to the ground immediately fall upward to the top of the area. A creature might be able to Grab an Edge to arrest its fall if it falls past an appropriate surface. If a creature falls against a solid object (such as a ceiling), it takes the appropriate amount of falling damage and lands on the surface. Once an object or creature reaches the top of the area, it floats, caught between the normal and reversed gravity. The creature can move along the plane where the two forms of gravity meet. Creatures that can levitate or fly can use those abilities to mitigate the effects of reverse gravity.
When reverse gravity ends, all creatures and objects caught in the area fall back down. Likewise, anything that moves beyond the spell's area is subjected to normal gravity again.
Traits: Divination, Fortune, Prediction
Attack: Spell Attack vs. AC
You delve into the possible futures of the next few seconds to understand all the ways your target might avoid harm, then cast out a vision of that future to those around you. On the first attack roll made against the target during true target's duration, the attacker rolls twice and uses the better result. The attacker also ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Traits: Auditory, Illusion, Visual
Save: WILL vs. SS DC
An illusion of horrific creatures fills the spell's area. The creatures look like Tiny swarming monsters with a specific appearance of your choice, such as Hellish flies or animated saw blades. The burst deals 8d8 mental damage to each creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst. A creature that critically succeeds at its will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the monsters or observes one with a Seek action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.
Heightened (+1) The mental damage increases by 1d8.
Traits: Emotion, Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
You scramble a creature's mental faculties and sensory input. The target must attempt a Will saving throw. Regardless of the result of that save, the target is then temporarily immune for 10 minutes. Warp mind's effects happen instantly, so dispel magic and other effects that counteract spells can't counteract them. However, alter reality, miracle, primal phenomenon, restoration, or wish can still counteract the effects.
Critical Success The target is unaffected.
Success The target spends the first action on its next turn with the confused condition.
Failure The target is confused for 1 minute.
Critical Failure The target is confused permanently.
Traits: Rare, Abjuration
You repel all magic from the target area, preventing spells and other magic from functioning. Spells can't penetrate the area, magic items cease to function within it, and no one inside can cast spells or use magic abilities. Likewise, spells— such as dispel magic—can't affect the field itself unless they are of a higher level. Magic effects resume the moment they pass outside the field. For example, a ray fired from one side of the field could target a creature on the other side (as long as caster and target are both outside the field). A summoned creature winks out of existence but reappears if the field moves or ends. Invested magic items cease to function, but they remain invested and resume functioning when they exit the field, the ability boost from an apex item isn't suppressed within the field. Spells of a higher level than the antimagic field overcome its effects, and can even be cast by a creature within the field.
The field disrupts only magic, so a +3 longsword still functions as a longsword. Magically created creatures (such as golems) function normally within an antimagic field.
Traits: Illusion
You shroud a creature from others' senses. The target becomes undetected, not just to sight but to all senses, allowing the target to count as invisible no matter what precise and imprecise senses an observer might have. It's still possible for a creature to find the target by Seeking, looking for disturbed dust, hearing gaps in the sound spectrum, or finding some other way to discover the presence of an otherwise-undetectable creature.
Traits: Uncommon, Detection, Divination
You learn the name of the target's exact location (including the building, community, and country) and plane of existence.
You can target a creature only if you've seen it in person, have one of its significant belongings, or have a piece of its body. To target an object, you must have touched it or have a fragment of it. Discern location automatically overcomes protections against detection and divination of lower level than this spell, even if they would normally have a chance to block it.
Traits: Illusion, Mental, Sleep
name and have met in personDuration 1 hourWhen you Cast this Spell, any targets—including you—can choose to immediately fall asleep. The spell ends for any creatures that don't choose to fall asleep. Sleepers join a shared dream, where they can communicate with one another as though they were in the same room. Individual targets leave this shared dream upon awakening, and if all the targets awaken, the spell ends.
Traits: Conjuration, Extradimensional, Teleportation
You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows.
Critical Success The target escapes and the spell ends.
Success The target is on the right path to the exit. If the targetwas already on the right path, it escapes the maze and thespell ends.
Failure The target makes no progress toward escape.
Critical Failure The target makes no progress toward escape,and if it was on the right path, it no longer is.
Teleportation magic doesn't help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.
Traits: Uncommon, Abjuration
Powerful wards hide a creature from divination magic. Thetarget gains a +4 status bonus to saves against mental effects.
Mind blank attempts to counteract any detection, revelation, and scrying effects as if its spell level were 1 higher than itsactual level. On a success, the divination effect functionsnormally except that it detects nothing about the target andits possessions. For instance, detect magic would still detectother magic in the area, but not any magic on the target.
Traits: Abjuration, Light
You create an opaque wall of shimmering, multicolored light. The wall is straight and vertical, stretching 60 feet long and 30 feet high. You must form the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. You can pass through the wall and ignore its effects. The wall sheds bright light out to 20 feet on each side (and dim light to the next 20 feet). Creatures other than you that come into the wall's light must attempt a Will save, they're dazzled for 1 round on a success, blinded for 1 round on a failure, and blinded for 1 minute on a critical failure. They are then temporarily immune to the blinding effect for 1 hour.
A prismatic wall has seven different layers, each a different color. Red, orange, yellow, and green have the effect of a 5th-level chromatic wall (page 323) spell of that color, and the others have the effect of a 7th-level chromatic wall spell of that color. A creature that tries to pass through the wall must attempt a saving throw against each component wall. The effects take place simultaneously, so a creature turned to stone by the blue wall is still treated as a creature for the indigo and violet
walls.
The wall as a whole is immune to counteracting effects of the wall's level or lower, each color must be counteracted by its specific spell, as described in chromatic wall. This must be done in order (red, orange, yellow, green, blue, indigo, then violet). A given color can't be affected until the previous color is counteracted. Counteracting a color wall removes that color's effect from the wall, and counteracting them all ends prismatic wall. You can Dismiss the spell.
Traits: Illusion, Incapacitation, Visual
Save: WILL vs. SS DC
A field of cascading, ever-changing colors manifests in the air. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. A creature must attempt a Will save if it is inside the pattern when you cast it, enters the pattern, ends its turn within the pattern, or uses a Seek or Interact action on the pattern. A creature currently affected by the pattern doesn't need to attempt new saves.
Success The creature is unaffected.
Failure The creature is confused for 1d4 rounds.
Critical Failure The creature is stunned for 1d4 rounds. Afterthe stunned condition ends, the creature is confused for the remaining duration of the spell.
Traits: Force, Necromancy
Save: basic FORT vs. SS DC
Your eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via project image) or possessing another creature even if the target's body is elsewhere. The vibrating waves of spiritual song penetrate into, but not through, solid barriers, damaging incorporeal creatures hiding in solid objects in the area but not passing onward to damage creatures in other rooms. Possessed creatures aren't harmed by the song. The song doesn't harm creatures that have no spirit, such as constructs.
Heightened (+1) The damage increases by 2d6.
Traits: Curse, Necromancy
Save: WILL vs. SS DC
You curse the target, sapping its spirit and leaving a contagious trap in its essence. The target must attempt a Will save. Any creature that casts a divine or occult spell on the target while it's affected is targeted by spiritual epidemic and must also attempt a Will save. The curse continues to spread in this way.
Critical Success The target is unaffected.
Success The target is enfeebled 2 and stupefied 2 for 1 round.
Failure The target is enfeebled 2 and stupefied 2 for 1 minuteand enfeebled 1 and stupefied 1 permanently.
Critical Failure The target is enfeebled 3 and stupefied 3 for 1minute and enfeebled 2 and stupefied 2 permanently.
FORCENECROMANCYTraditions occultCast [two-actions] somatic, verbalArea 60-foot coneSaving Throw basic FortitudeYour eldritch song sends pulsing waves of ethereal energy to attack creatures' spirits in the area, dealing 18d6 force damage. Because spirit song affects creatures' spirits, it can damage a target projecting its consciousness (such as via
Traits: Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
The target is overcome with an all-consuming urge to dance. For the duration of the spell, the target is flat-footed and can't use reactions. While affected, the creature can't use actions with the move trait except to dance, using the Stride action to move up to half its Speed.
Critical Success The target is unaffected.
Success The spell's duration is 3 rounds, and the target mustspend at least 1 action each turn dancing.
Failure The spell's duration is 1 minute, and the target mustspend at least 2 actions each turn dancing.
Critical Failure The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.
Traits: Divination, Scrying
This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it's out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the concealed or invisible condition, though physical barriers still provide cover.
The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn't matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don't see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.
If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.
Critical Success The creature or object
is unaffected.
Success As described, and the duration is 1 minute.
Failure As described, and the duration is 1 hour.
Traits: Uncommon, Evil, Necromancy
You wrench the target's soul away before it can pass on to the afterlife and imprison it in a black sapphire.
While the soul is in the gem, the target can't be returned to life through any means, even powerful magic such as wish. If the gem is destroyed or bind soul is counteracted on the gem, the soul is freed. The gem has AC 16 and Hardness 10. A gem can't hold more than one soul, and any attempt wastes the spell.
Traits: Divination, Mental, Prediction
Attack: Spell Attack vs. AC
You gain a sixth sense that warns you of danger that might befall the target of the spell. If you choose a creature other than yourself as the target, you create a psychic link through which you can inform the target of danger. This link is a mental effect. Due to the amount of information this spell requires you to process, you can't have more than one foresight spell in effect at a time. Casting foresight again ends the previous foresight. While foresight is in effect, the target gains a +2 status bonus to initiative rolls and isn't flat-footed against undetected creatures or when flanked. In addition, you gain the following reaction.
Foresight [reaction] Trigger The target of foresight defends against a hostile creature or other danger. Effect If the hostile creature or danger forces the target to roll dice (a saving throw, for example), the target rolls twice and uses the higher result, and this spell gains the fortune trait. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature or danger rolls twice and uses the lower result, and this spell
gains the misfortune trait.
Traits: Auditory, Enchantment, Incapacitation, Mental, Visual
Save: WILL vs. SS DC
You surround yourself with supernatural splendor, appearing to be a god or similarly majestic being. You choose the aspects of your new majestic appearance. This causes the targets to pay tribute to you by bowing or using some other action in keeping with your appearance. The number of times a target must do this depends on the result of their Will save.
Critical Success The target is unaffected.
Success The target must pay tribute twice.
Failure The target must pay tribute six times.
Critical Failure As failure, and the target must spend all itsactions paying tribute if possible.
Paying tribute is a manipulate action or move action, as chosen by the creature paying tribute. A creature under this effect must pay tribute to you at least once on each of its turns if possible. While affected by this spell, a creature is fascinated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute.
Traits: Abjuration, Light
You create a seven-layered sphere to protect an area. This multicolored sphere functions like a prismatic wall but is shaped in a 10-foot burst centered on a corner of your space. You must form the sphere in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.
Traits: Conjuration
You conjure a towering mansion up to four stories tall and up to 300 feet on a side. While Casting the Spell, you hold an image of the mansion and its desired appearance in your mind. The mansion can contain as many or as few rooms as you desire, and it is decorated as you imagine it. You can imagine a purpose for each room of the mansion, and the proper accouterments appear within. Any furniture or other mundane fixtures function normally for anyone inside the mansion, but they cease to exist if taken beyond its walls. No fixture created with this spell can create magical effects, but magical devices brought into the mansion function normally.
Your mansion contains the same types and quantities of foodstuffs and servants as created by the magnificent mansion spell.
Each of the mansion's exterior doorways and windows are protected by alarm spells. You choose whether each alarm is audible or mental as you Cast the Spell, and each has a different sound (for an audible alarm) or sensation (for a mental one), allowing you to instantly determine which portal has been used.
Traits: Enchantment, Incapacitation, Linguistic, Mental
contacted beforeSaving Throw Will, Duration variesYou send the target a message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer. Your message is insidious and has the effect of suggestion (page 374), with the message substituting for the spoken suggestion. On a successful save, the target is temporarily immune for 1 day, and on a critical success, the target is temporarily immune for 1 month. You can target a creature only if you have previously been in telepathic contact with it before, such as via the telepathy spell.
Traits: Auditory, Emotion, Enchantment, Fear, Incapacitation, Mental
Save: WILL vs. SS DC
Fleeting notes of a strange and unnatural song fill the air, overtaking the mind. Each target must attempt a Will save when you cast the spell, and again each time you Sustain the Spell. A creature needs to attempt only one save against the song each round, and you have to keep the same targets when you Sustain the Spell.
Critical Success The target is unaffected, can't be affected onsubsequent rounds, and is temporarily immune for 1 minute.
Success The target is unaffected this round, but it can be affected on subsequent rounds.
Failure Roll 1d4 on the table below.
Critical Failure Roll 1d4+1 on the table below.
Result | Effect |
---|---|
1 | The target is frightened 2. |
2 | The target is confused for 1 round. |
3 | The target is stupefied 4 for 1 round. |
4 | The target is blinded for 1 round. |
5 | The target is stunned for 1 round and stupefied 1 for an unlimited duration. |
Traits: Auditory, Death, Necromancy, Negative
Save: FORT vs. SS DC
Your scream chills the souls of enemies that hear it. Each living enemy in the area takes 8d10 negative damage and must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes full damage.
Failure The target takes full damage and is drained 1d4.
Critical Failure The target takes double damage and is drained 4.
Traits: Death, Emotion, Fear, Illusion, Mental
Save: WILL vs. SS DC
You fill the targets' minds with terrifying images of fearsome creatures, each drawn from the targets' worst fears. Only the targets can see their assailants. Each target takes 16d6 mental damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target is so afraid, it might instantly die.
It must attempt a Fortitude saving throw. If the target succeeds, it takes double damage and is frightened 2, and it's also fleeing until the end of its next turn unless it critically succeeded. If it fails, it is reduced to 0 Hit Points and dies.
Traits: Divination
You use your occult lore and the power of your mind to manipulate the spiritual multiverse, resulting in any of the following effects:-Duplicate any occult spell of 9th level or lower.
-Duplicate any non-occult spell of 7th level or lower.
-Produce any effect whose power is equivalent to anyoccult spell 9th level or lower, or non-occult spell 7thlevel or lower.
-Reverse certain effects that refer to the wish spellAt the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.
Traits: Enchantment, Incapacitation, Mental
Save: WILL vs. SS DC
Choose a single statement you want the targets to believe. The fact could be narrow, such as a dragon is circling overhead and wants to kill me, wide-reaching, such as all humanoids are disguised abominations, or conceptual, such as if I don't live a kinder life, I'll be punished in the afterlife. The targets' experiences color how they react to this truth and how their behavior changes. If the statement changes what they perceive, they treat the change as a sudden revelation.
The effect of the spell depends on the targets' Will saves. If a target is already subject to fabricated truth, your spell tries to counteract it. If the counteract check fails, the outcome of the target's saving throw can't be worse than a success.
Critical Success The target doesn't believe the statement, andit knows you tried to trick it.
Success The target doesn't believe the statement or realizeyou tried to trick it.
Failure The target believes the statement for a duration of 1 week.
Critical Failure The target believes the statement with unlimited duration.
Traits: Uncommon, Conjuration, Teleportation
You tear open a rift to another plane, creating a portal that creatures can travel through in either direction. This portal is vertical and circular, with a radius of 40 feet. The portal appears at a location of your choice on the destination plane, assuming you have a clear idea of both the destination's location on the plane and what the destination looks like. If you attempt to create a gate into or out of the realm of a deity or another powerful being, that being can prevent the gate from forming.
Traits: Uncommon, Conjuration
You fully re-create an object from nothing, even if the object was destroyed. To do so, you must be able to picture the object in your mind. Additionally, the material component must be a remnant of the item, no matter how small or insignificant (even a speck of dust that remains from disintegrate is enough). The spell fails if your imagination relied on too much guesswork, if the object would be too large to fit in a 5-foot cube, if the object still exists and you were simply not aware of it, or if the object is an artifact, has a level over 20, or has similar vast magical power.
The item reassembles in perfect condition. Even if your mental image was of a damaged or weathered object, the new one is in this perfected form. If the object was magical, this spell typically restores its constant magical properties, but not any temporary ones, such as charges or one-time uses. An item with charges or uses per day has all of its uses expended when remade, but it replenishes them normally thereafter.
Traits: Transmutation
Attack: Spell Attack vs. AC
You temporarily stop time for everything but yourself, allowing you to use several actions in what appears to others to be no time at all. Immediately after casting time stop, you can use up to 9 actions in 3 sets of up to 3 actions each. After each set of actions, 1 round passes, but only for you, effects specifically targeting or affecting you, and effects you create during the stoppage. All other creatures and objects are invulnerable to your attacks, and you can't target or affect them with anything. Once you have finished your actions, time begins to flow again for the rest of the world. If you created an effect with a duration that extends beyond the time stop's duration, such as wall of fire, it immediately affects others again, but it doesn't have any of the effects that happen only when you first cast the spell.