Material: a fish scale.
You touch a creature. The target develops webbing between its toes and fingers, and gains a swim speed equal to its normal movement. It must still breathe as it normally does.
At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
As you target 1 creature with an intelligence score of at least 6 (no effect on creatures ?5 intelligence), blue ethereal tentacles apparate around its head and begin to envelop it in its grasp. As it does so, memories of Dal Quor and lifetimes of being hunted by the relentless Dreaming Dark flash within the mind's eye of the creature.
• A creature must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save or half as much on a success
• Any creature that failed becomes blinded, its focus completely occupied by the horrific visions. While this effect is in place, the caster is aware of the exact location of this creature even if they are beyond the casters telepathic range but on the same plane of existence. The caster may choose as its bonus action to cast an additional 1d10 psychic damage to the creature. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success the spell's effects end on that creature
At higher levels:
Increase the initial psychic damage by 1d10 for every level above 3rd.
A creature within range that you are aware of (not necessarily see) must make a Wisdom saving throw. On a failure, hundreds of shadowy eyes similar to the Inquisitor Kalaraq fill the creatures vision, each casting a scornful gaze as it passes judgement. The following effects are in place as long as the creature is on the same plane of existence as the caster (even if it is outside of their telepathic range), but the creature may make another wisdom saving throw to end the effect and connection each time it takes damage:
•The creature fills with unease and shares its surface thoughts with the caster
•One large eyeball reflects images of war among the rebel Quori and The Dreaming Dark, causing the creature to be stunned
•The exact location of the creature is automatically extracted from the surface level thoughts
At higher levels:
You can target 1 additional creature for every level above 3rd.
Material: A piece of hoove from an ungulate animal.
You touch a creature and it develops a wispy beard and its feet become cloven like that of a goat. It gains the following abilities:
•A climbing speed equivalent to its normal movement speed
•Sure-footed (gains advantage on Strength and Dexterity saving throws made against effects that would knock it prone)
At higher levels:
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Material: a short reed or piece of straw and a fish scale.
Choose one willing creature. Gills sprout from the neck and webbing forms between its toes and fingers, gaining the following abilities:
• The creature can breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration
• The creature gains a swim speed equal to its normal movement
Material: A natural focus, gemstone, or precious metal of some value.
This spell interweaves magical energy with natural growth, preserving and empowering the natural substance to become an everlasting form that does not degrade with the passage of time. The new form is also nearly impossible to destroy by mundane means.
The total volume of natural material that can be affected by this spell is dependent upon the amount of energy invested.
Material: A focus or substance that can be used to channel Tiv.
You touch a willing creature and magnificent magical horns erupt from its forehead, the size and shape of which is based on what Tiv thinks fits their character best. The creature gains the following abilities:
•The creature's jump distance is doubled until the spell ends
•It may as an action make a melee weapon attack (headbutt), adding proficiency to the strength-based attack. On a hit, it deals 1d8+strength score piercing/bludgeoning/ slashing damage (based on the type of horns)
•The creature suddenly becomes incredibly charming, and develops a penchant for making deals. The creature gains advantage on all Charisma-based skill checks
Material: a piece of lint & droplet of water.
A rumble precedes a snow-laden storm cloud appearing in the shape of a cylinder that is 15 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear. Naturally storm conditions increase the damage by 1d8 thunder and 1d10 lightning for any damage dealt.
The following effects last for the duration:
•Large heavy snowflakes drift down, making the area partially obscured and dousing any flames. The ground quickly is blanketed, making it difficult terrain.
•When you cast the spell, choose from the following actions:
A) Make a spell attack against a single creature you can see within range. On a successful attack, a bolt deals 6d8 lightning damage
B) All creatures within the radius of the storm must make a Constitution saving throw, excluding the spellcaster. On a failure, a creature takes 2d8 thunder damage and is deafened by crashing booms. Deafened creature(s) may make saving throws at the end of their turn each round to end the effect (otherwise it lasts for a minute), and are immune to subsequent rounds of this effect
as long as the deafened condition lasts. On a successful save creatures take half damage and are not deafened.
•On each subsequent turn until the spell ends, you can use your action to call forth either lightning or thunder to cause either of these effects to happen again
At higher levels:
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 thunder/1d10 lightning for each level above 5th.
Material: Water droplet & a twisted tuft of wolf fur.
The winds howl fervently as a swirling icy vortex forms centered on a point on the ground you can see within range (5 ft radius & 30 ft high cylinder). Along with the casting of this spell, wolf spirits are called forth, with a pair of spirits joining the vortex from the start. For every round that the spell lasts, another wolf joins the vortex at the start of the spell casters turn (total number of wolves in final round at 11). Until the spell ends, you can use your action to move the vortex up to 30 feet in any direction along the ground. Note:
• A creature must make a Strength saving throw when the creature enters the spells area for the first time or ends its turn there to avoid being caught up in the swirling vortex of ice and wolf fangs. On a failed save, a creature takes 1d8 piercing damage for every ice wolf that is within the vortex, or half as much damage on a successful one
• Any creature that fails the saving throw becomes restrained within the vortex (medium or smaller creature will be pulled along with the vortex as it moves) or knocked prone (large creature as long as the vortex is on top of it, but the large creature
cannot be pulled along the with the vortex) until the spell ends
• Creatures who are restrained within the vortex who wish to break free, must make an athletics check against the spell casters spell save DC as an action. At the end of their turn if the creature is successful, they are no longer restrained within the swirling confines of the vortex