Spellcasting
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Every spell belongs to a school of magic, and every school is a field of training measured by Skill Rank. Before you can cast a spell, three things must be true:
- You have learned the spell, or you are casting it from a magic item, such as a Spell Scroll (see “Learning Spells”).
- Your Skill Rank in the spell’s school is at least equal to the spell’s level (see “Spell Level and Skill Rank”).
- You can pay the spell’s Spell Point cost and provide its Material components (see “Spell Points” and “Components”).
No Preparation
There is no limit to the number of spells you can know, and there is no preparation step — every spell you have learned is always ready to cast. What limits a caster is Skill Rank, Spell Points, and her purse.
Schools of Magic
Each spell belongs to a school of magic, and the schools fall into four groups. The schools are listed in the Schools of Magic table. Your class and other features determine which schools you can learn spells from. You cannot learn spells from schools unavailable to you.
Schools of Magic
| Group | School | Typical Effects | Material |
|---|---|---|---|
| Elemental | Air | Winds, lightning, thunder, flight and leaping, far sight, concealment | Arcane gems |
| Elemental | Fire | Burning, heat, light, sudden destruction, conjured flame | Arcane gems |
| Elemental | Water | Cold, ice, acid, dissolution, passage and anchorage, binding magic into objects | Arcane gems |
| Elemental | Earth | Stone and soil, weight, hindrance, endurance, vermin, moving things at a distance | Arcane gems |
| Ego | Body | Flesh and blood: wounds, sickness, vigour, strength of limb | Aqua vitae |
| Ego | Mind | Thought and sense: fear, memory, tongues, concentration, deception of the senses | Aqua vitae |
| Ego | Spirit | The soul: blessing, cursing, fate, the restless dead, the spark of life | Aqua vitae |
| Moral | Light | Radiance, purity, revelation, the transmutation of base things into worthy ones | Holy relics |
| Moral | Dark | Blood, domination, terror, pain, raising and commanding the dead | Chunks of sulphur |
| Holy | Holy | Miracle and judgement: smiting, plague, retribution, provision, the wrath of the righteous | Holy relics |
The four Elemental schools govern the elements that compose the world. The three Ego schools govern what composes a person. The two Moral schools, Light and Dark, draw on grace and on damnation; no character can draw on both. Holy magic is not a learned art but a granted one, available only to those bound by an oath.
Spellcasting Classes
Most creatures are not spellcasters. A character has no Spell Points and cannot learn spells from any school unless a class or another feature says otherwise. Three core classes are spellcasting classes, as shown on the Spellcasting Classes table. Each of these classes also provides the formula for that character’s Spell Point maximum and the size of her Spell Die.
Spellcasting Classes
| Class | Spellcasting Ability | Schools Available | Knacks |
|---|---|---|---|
| Wizard | Intelligence | Air, Fire, Water, Earth | Two Elemental schools of your choice |
| Cleric | Wisdom | Body, Mind, Spirit, plus Light (good) or Dark (evil) | One Ego school and one Moral school, or all three Ego schools |
| Paladin | Charisma | Body, Mind, Spirit, Holy | None |
Wizard. A wizard learns only Elemental magic. At character creation, choose two of the four Elemental schools; you have a Knack in those two and not in the other two. You can still study the unknacked elements, but ranks in them cost twice as much and stop at Skill Rank 5.
Cleric. A good-aligned cleric can also learn Light magic, and an evil-aligned cleric can also learn Dark magic; such a cleric has a Knack in one Ego school of her choice and in her Moral school. A neutral cleric gains no fourth school, but has a Knack in all three Ego schools instead.
Paladin. A paladin learns from all three Ego schools and always gains Holy magic as a fourth school. A paladin has no Knack in any school, so every rank costs the unknacked price and stops at Skill Rank 5.
Other features, such as a feat or a magic item, can grant Spell Points or open a school to a character who has neither.
Spell Level and Skill Rank
Every spell has a level from 1 to 10, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is and of how much training it demands.
To cast a spell of a given level, your Skill Rank in that spell’s school must be at least equal to that level. A 5th-level fire spell requires Skill Rank 5 in Fire magic.
The caps on Skill Rank are described in “Skill Rank” in “Playing the Game.” A rank in a school you have a Knack for costs 2 Skill Points, and your maximum is your character level divided by two, rounded up. A rank in a school you have no Knack for costs 4 Skill Points, and your maximum is 5, and no more than your character level divided by two, rounded up. In practice, a knacked school reaches Skill Rank 5 at character level 10 and Skill Rank 10 at character level 20; an unknacked school never passes Skill Rank 5, however long it is studied. Holy magic therefore has no spells above 5th level, since no paladin can exceed Skill Rank 5.
Your Skill Rank in a school also applies to the spells you cast from it. You add it to your spell attack rolls and to your spell save DCs (see “Saving Throws” and “Attack Rolls”), and many spell effects scale with it.
Learning Spells
Before you can cast a spell, you must learn it. Learning a spell normally requires a consumable learning material — a page torn from a grimoire, a copied catechism, a written revelation — which is used up in the study. A teacher serves as well as a book, and the GM may have an NPC teach a character a spell for nothing.
You can learn a spell only from a school available to you, and only if its level is equal to or less than your current Skill Rank in that school.
Once learned, a spell is yours permanently. It is always prepared, and it doesn’t count against any limit.
Suggested Prices
Prices for learning materials and Spell Scrolls are given on the Learning Materials and Scrolls table, in copper pieces. Players should generally be allowed to buy these goods at the listed prices wherever such goods are sold, but the GM can adjust them when the setting or the circumstances of the adventure justify it.
A Spell Scroll costs one quarter of the learning material price for the same spell, rounded up. A scroll holds one casting and is spent when used; it teaches you nothing, and it cannot be copied.
Learning Materials and Scrolls (cp)
| Spell Level | Elemental & Ego | Scroll | Holy | Scroll | Light & Dark | Scroll |
|---|---|---|---|---|---|---|
| 1 | 50 | 13 | 75 | 19 | 150 | 38 |
| 2 | 100 | 25 | 150 | 38 | 300 | 75 |
| 3 | 150 | 38 | 225 | 57 | 450 | 113 |
| 4 | 200 | 50 | 300 | 75 | 600 | 150 |
| 5 | 250 | 63 | 375 | 94 | 750 | 188 |
| 6 | 450 | 113 | — | — | 1,350 | 338 |
| 7 | 525 | 132 | — | — | 1,575 | 394 |
| 8 | 600 | 150 | — | — | 1,800 | 450 |
| 9 | 900 | 225 | — | — | 2,700 | 675 |
| 10 | 1,000 | 250 | — | — | 3,000 | 750 |
The table is derived from the following rates. Elemental and Ego learning materials cost 50 cp per spell level for spells of level 1–5, 75 cp per spell level for levels 6–8, and 100 cp per spell level for levels 9–10. Holy learning materials cost 75 cp per spell level, and Holy magic has no spells above 5th level. Light and Dark learning materials cost three times the Elemental and Ego price at every level.
Spell Points
Spellcasting is taxing, so a spellcaster can cast only a limited number of spells before resting. Spell Points (SP) are the way a spellcaster’s magical potential is represented.
Your Spell Point Maximum
Your Spell Point maximum is determined by your class. A class’s formula draws on three things: your class level, your Mastery, and your spellcasting ability modifier. See your class’s description for the formula.
Mastery. Your Mastery is the total of your Skill Ranks in the magic schools your class and your other features grant you, divided by four. Every school open to you counts, whether or not you have a Knack for it and whether or not you have put any ranks in it; a school at Skill Rank 0 adds nothing to the total. Always divide by four, even if fewer than four schools are open to you. Whether a caster with a Mastery of 0 has any Spell Points at all depends on the class’s formula.
Examples of Mastery
A wizard has Skill Rank 8 in Fire magic, Skill Rank 6 in Air magic, Skill Rank 3 in Earth magic, and no ranks in Water magic, for 17 ranks in total. Her Mastery is 17 ÷ 4 = 4.25, which comes to 4.
A neutral cleric has Skill Rank 4 in Body magic, Skill Rank 3 in Mind magic, and Skill Rank 5 in Spirit magic, for 12 ranks in total. Her class grants her only those three schools, but she divides by four all the same, so her Mastery is 12 ÷ 4 = 3.
Because Mastery counts every rank you hold rather than your best one, a caster who studies all the schools open to her draws on a deeper reservoir than one who takes a single school to the same depth. Depth of study governs what you can cast, since Skill Rank caps spell level; breadth governs how much.
Recalculate your Spell Point maximum whenever your level, your Mastery, or your spellcasting ability modifier changes. Some feats, traits, and magic items increase it further.
Spell Point Cost
Unless a spell says otherwise, casting a spell costs 2 SP per spell level. If you don’t have enough Spell Points left to pay a spell’s full cost, you can’t cast it.
Examples of Spell Point Costs
- Fire Bolt, a 1st-level fire spell, costs 2 SP.
- Anchorage, a 2nd-level water spell, costs 4 SP. A wizard whose Skill Rank in Water magic is below 2 cannot cast it at any price.
- Ice Bolt states a Spell Point Cost of 1, so it costs 1 SP rather than the 2 SP its level would suggest.
Two Small Spells, or One Large
Under Spell Points, a caster may trade one 2nd-level spell for two 1st-level ones. Small magic is cheap and plentiful. Great magic is a decision.
Casting at a Higher Level
You can cast a spell at any level above its own, provided your Skill Rank in its school is at least equal to the level you choose. The casting costs 2 SP per level of the higher casting, and the spell takes on that higher level for that casting. Many spells describe stronger effects when cast this way, in a Casting as a Higher-Level Spell entry.
For instance, a wizard with Skill Rank 3 in Fire magic can cast Fire Bolt as a 3rd-level spell for 6 SP. That wizard cannot cast it as a 4th-level spell until her Skill Rank in Fire magic reaches 4.
Casting without Spending Spell Points
Some characters and monsters have features that cast a specific spell without cost. Such casting is usually limited in another way, such as a number of uses between Long Rests.
Casting from Scrolls and Magic Items
Any character can cast a spell from a consumable or a storing item, such as a Spell Scroll or a Ring of Spell Storing, even one who has never learned the spell, has no Skill Rank in its school, and belongs to no spellcasting class. The item supplies the knowledge. It doesn’t supply anything else.
Potency. The creator fixes a potency into the item when she makes it. That potency serves as the Skill Rank in the spell’s school for that casting, and determines the level at which the spell is cast, its attack rolls, its save DC, and any effect that scales with Skill Rank. Add your own spellcasting ability modifier if you have one, and nothing if you don’t.
Costs Still Apply. The Spell Point cost and the Material components are yours to provide. A knight has no Spell Points at all, so before reading a scroll she must first find some temporary source of them — a draught, a boon, or an enchanted trinket.
Regaining Spell Points
Spell Dice. Your class sets both the number and the size of your Spell Dice. A wizard or a cleric has one for each level in her class; a paladin has one for every odd level, and so half as many. During a Short Rest, you can spend any number of Spell Dice you have left. For each die spent, roll it and regain that many Spell Points. Nothing is added to the roll — neither an ability modifier nor a Skill Rank.
Long Rest. Finishing a Long Rest restores all your expended Spell Points and returns half your total Spell Dice, to a minimum of one.
Spell Points regained above your Spell Point maximum are lost.
Casting Spells
A spell’s name is followed by a series of entries giving the details needed to cast it. The sections below explain each of those entries in turn.
Casting in Armour
You must have a Skill Rank in every armour category you are wearing to cast spells while wearing it. A character in a gambeson under a hauberk needs a rank in both. You are otherwise too hampered by the armour for spellcasting.
Casting Time
Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.
One Paid Spell per Turn
On a turn, you can spend Spell Points only once. This rule means you can’t, for example, cast a spell using the Magic action and another one using a Bonus Action on the same turn.
Reaction and Bonus Action Triggers
A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.
Longer Casting Times
Certain spells require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Concentration”) while you do so. If your Concentration is broken, the spell fails, but you expend neither Spell Points nor Material components. To cast the spell again, you must start over.
Range
A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.
A range usually takes one of the following forms:
Distance. The range is expressed in feet.
Touch. The spell’s effect originates on something, as defined by the spell, that the spellcaster must touch within her reach.
Self. The spell is cast on the spellcaster or emanates from her, as specified in the spell.
If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.
Components
A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.
Verbal (V)
A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature that is gagged or in an area of magical silence can’t cast a spell with a Verbal component.
Somatic (S)
A Somatic component is a forceful gesticulation or an intricate set of gestures. A spellcaster must use at least one of her hands to perform these movements.
Material (M)
A Material component is costly matter consumed by the casting. Each school uses one kind of matter, listed on the Schools of Magic table and named in a spell’s Components entry: arcane gems for the Elemental schools, aqua vitae for the Ego schools, holy relics for Light and Holy magic, and chunks of sulphur for Dark magic. The Components entry states how many are required at the spell’s own level, and the casting uses them up. You must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any.
Casting at a higher level consumes proportionally more matter. Divide the listed number by the spell’s own level to find what one level of that spell costs, then multiply by the level you cast at, rounding up.
A single component of any kind costs 2 cp. The names differ for flavour; mechanically, one component is one component. Fire Bolt, a 1st-level spell whose entry reads M (1 arcane gem), spends 2 cp of matter along with its 2 SP, and 3 gems if it is cast as a 3rd-level spell. Anchorage, whose entry reads M (12 arcane gems), is a 2nd-level spell, so it costs 6 gems per level: 12 gems cast at 2nd level, 18 at 3rd, and 24 at 4th.
One Bag of Reagents
GMs are encouraged to let components stand in for one another. An evil cleric can burn sulphur for Ego spells as well as Dark ones, rather than carry two pouches that cost the same and do the same work. The names are there to colour a caster, not to make a player keep a ledger. A single line on the character sheet reading “37 arcane components” is a perfectly good way to play.
Duration
A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:
Concentration. A duration that requires Concentration follows the Concentration rules, described below.
Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.
Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Petrified or Unconscious condition.
Concentration
Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect’s creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect’s description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required).
The following factors break Concentration.
Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.
Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken, whichever number is higher, up to a maximum DC of 30.
Dead. Your Concentration ends if you die.
Spell Point Cost
Most spells carry no Spell Point Cost entry and cost 2 SP per spell level, as set out in “Spell Points” above. A spell that carries the entry costs what the entry names instead.
Effects
The effects of a spell are detailed after the entries above. Those details present exactly what the spell does, which ignores mundane physical laws; any outcome beyond those effects is for the GM to decide. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below.
Targets
A typical spell requires the caster to pick one or more targets to be affected by the spell’s magic. A spell’s description says whether the spell targets creatures, objects, or something else.
A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can’t be behind Total Cover.
Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you.
Areas of Effect. Some spells cover an area called an area of effect, which is defined in “Areas of Effect” in “Conditions of Play.” The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere.
Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s description says otherwise.
Invalid Targets. If you cast a spell on someone or something that can’t be affected by it, nothing happens to that target, but the Spell Points and the Material components are expended all the same.
If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target.
Saving Throws
Many spells specify that a target makes a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here’s how to calculate the DC for your spells:
Spell save DC = 8 + your spellcasting ability modifier + your Skill Rank in the spell’s school
A monster uses its Proficiency Bonus in place of a Skill Rank:
Monster spell save DC = 8 + its spellcasting ability modifier + its Proficiency Bonus
Attack Rolls
Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here’s how to calculate the attack modifier for your spells:
Spell attack modifier = your spellcasting ability modifier + your Skill Rank in the spell’s school
Monster spell attack modifier = its spellcasting ability modifier + its Proficiency Bonus
Combining Spell Effects
The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two clerics cast Bless on the same target, that target gains the spell’s benefit only once; the target doesn’t receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends.
Identifying an Ongoing Spell
You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on an Intelligence (Arcana) check against a DC of 10 plus the spell’s level.
Spell Lists
Water magic
Acid Spray
1st-level water magic
Casting Time: Magic action
Range: Self (10-foot radius)
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
You eject a burst of acid droplets that splash outward from your body. Each creature other than you within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d4 + your Skill Rank in Water magic Acid damage. On a successful save, the creature takes half as much damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4, and the radius of the spray increases by 5 feet.
Awaken
1st-level water magic
Casting Time: Magic action
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
Choose a number of creatures within range, up to your Skill Rank in Water magic, that are Unconscious due to sleep (natural or magical). Each chosen creature immediately awakens and can act on its upcoming turn as normal.
Ice Bolt
1st-level water magic
Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Spell Point Cost: 1
You hurl a shard of conjured ice at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 + your Skill Rank in Water magic Cold damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d6.
Talisman
1st-level water magic
Casting Time: 8 hours
Range: Touch
Components: V, S, M (15 arcane gems)
Duration: Permanent
You perform a slow ritual of infusion, binding latent magical patterns into a mundane item. Choose a nonmagical ring or amulet you touch for the entire casting time. At the end of the ritual, the item becomes an Enchanted Item.
When you cast this spell, the enchantment’s potency is determined by the level at which you cast this spell (this value is referred to as n in enchantment descriptions). The specific nature of the enchantment is determined randomly by dice rolls according to the rules in “Enchanted Items.”
The resulting enchantment is permanent unless otherwise specified. For the available enchantments and the resolution procedure, see “Enchanted Items.”
Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, the potency (n) of the enchantment increases accordingly.
Anchorage
2nd-level water magic
Casting Time: 1 hour
Range: Self
Components: V, S, M (12 arcane gems)
Duration: Instantaneous
When you cast this spell, choose one of the following effects:
Set an Anchorage. You mark your current physical location as a magical anchor point. The anchor is invisible and intangible. It persists for a number of days equal to your Skill Rank in Water magic, after which it fades.
Teleport. You and up to 8 willing creatures within 10 feet of you instantly teleport to an anchor point you have previously set. The destination must be on the same plane of existence and no more than 100 miles away for each point of your Skill Rank in Water magic. An anchor beyond that distance cannot be reached, though it does not fade.
You may maintain a number of active anchor points equal to your Skill Rank in Water magic, and you may teleport to any of them. If setting a new anchor would take you past that number, choose one of your existing anchors; it fades as the new one is set.
Casting as a Higher-Level Spell. This spell has no effect beyond its own level. What it does grows with your Skill Rank in Water magic and with nothing else.
Remove Obstacle
2nd-level water magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous
You choose a Medium-sized (barrel-sized) or smaller object within range that is not worn, carried, or attached to another structure or the ground. The object instantly vanishes and reappears in the nearest unoccupied space to a point 100 feet away from its original position, along the line extending from you through the object. If the space 100 feet away is occupied, the object appears in the closest unoccupied space to that point.
Medium-sized trees, bushes, and other flora may be affected by this spell despite being rooted to the ground.
Magical objects cannot be affected by this spell.
Any creature or unsupported object resting on or within the removed object remains in its position (and may fall).
Casting as a Higher-Level Spell. When cast as a 6th-level spell or higher, you may target a Large-sized (cart-sized) object.
Regalia [Not yet available]
2nd-level water magic
Casting Time: 8 hours
Range: Touch
Components: V, S, M (30 arcane gems)
Duration: Permanent
You perform a slow ritual of infusion, binding latent magical patterns into a mundane piece of protective equipment. Choose a nonmagical armour, shield, or apparel component you touch for the entire casting time. At the end of the ritual, the item becomes an Enchanted Item.
When you cast this spell, the enchantment’s potency is determined by the level at which you cast this spell (this value is referred to as n in enchantment descriptions). The specific nature of the enchantment is determined randomly by dice rolls according to the rules in “Enchanted Items.”
The resulting enchantment is permanent unless otherwise specified. For the available enchantments and the resolution procedure, see “Enchanted Items.” Enchantments for armour, shields, and apparel are not yet written.
Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, the potency (n) of the enchantment increases accordingly.
Fire magic
Burning Tar
1st-level fire magic
Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
You conjure a glob of burning tar and hurl it at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 + your Skill Rank in Fire magic Fire damage and must succeed on a Dexterity saving throw or gain the Burning condition. A creature can take an action to smother the flames, repeating the saving throw and ending the condition on a success.
A flammable object hit by this spell starts burning, taking the same damage the spell would deal to a creature.
Casting as a Higher-Level Spell. For each spell level above 1st the initial hit damage increases by 1d6, and the Burning damage increases by 1d4.
Fire Bolt
1st-level fire magic
Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
You hurl a compact lance of burning force at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 + your Skill Rank in Fire magic Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d12.
Fire Emanation
1st-level fire magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: Special
You imbue a nonmagical weapon you touch with a simmering heat. For the duration, the weapon deals an additional 1d4 Fire damage on each hit.
The effect lasts for a number of minutes equal to your Skill Rank in Fire magic.
Torchlight
1st-level fire magic
Casting Time: Magic action
Range: Touch
Components: V, S
Duration: Special
You kindle a steady magical flame that clings to an object you carry. The flame sheds dim light in a 30-foot radius and produces heat comparable to a mundane torch, though it does not consume fuel.
The flame lasts for a number of hours equal to your Skill Rank in Fire magic. It can ignite flammable objects as a normal torch would. Should you give an item carrying the flame to another creature or drop it, the spell ends.
Fiery Mines
2nd-level fire magic
Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem per mine)
Duration: 1 minute
You conjure three small fire mines and place each one in an unoccupied 5-foot square of your choice within range. You cannot place two mines in the same square. The mines are concealed and remain for the duration.
When a creature enters a mined space, the mine detonates. The creature takes 1d8 + your Skill Rank in Fire magic Fire damage. Each mine detonates only once.
The mines are concealed from sight. A creature can detect a mine by succeeding on a Wisdom (Perception) check against your spell save DC. The act of casting this spell is obvious to any creature that can witness it and comprehend what it sees (Intelligence score of 6 or higher), though the locations of the mines are not revealed.
Any creature can trigger a mine, including allies of the caster.
Casting as a Higher-Level Spell. For each spell level above 2nd, you place 2 additional mines.
Fiery Sword
2nd-level fire magic
Casting Time: Bonus Action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: 1 minute
You evoke a blade of living flame in your free hand, shaped like a backsword. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sword lasts for the duration. If you let go of it, the blade vanishes.
As a Magic action, you can make a melee spell attack with the fiery sword. On a hit, the target takes 2d6 + your Skill Rank in Fire magic Fire damage.
Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d6, and the duration increases by 1 minute.
Gadara’s Beast
2nd-level fire magic
Casting Time: Magic action
Range: Self
Components: V, S, M (3 arcane gems)
Duration: Instantaneous
You summon a blazing, boar-shaped beast that erupts from flame near you and charges in a straight line in a direction you choose. The beast uses the stat block of a Boar; it immediately moves, always taking the Dash action, and travels in the chosen direction.
The beast does not adjust its course, always continuing along its original path.
If the beast collides with a creature, that creature takes 2d8 Fire damage. If the beast moved at least 20 feet before the collision, the creature also takes 1d6 Bludgeoning damage and must succeed on a Dexterity saving throw or fall Prone.
After a collision, the beast continues moving in the same direction and may collide with additional creatures along its path. A creature struck after the first takes the same Fire damage, and also takes the Bludgeoning damage if the beast travelled at least 20 feet since the previous collision; those creatures can also be knocked Prone.
The beast vanishes after travelling 150 feet.
Air magic
Feather Fall
1st-level air magic
Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M (1 arcane gem)
Duration: 1 minute
Choose a number of falling creatures within range, up to your Skill Rank in Air magic. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Sparks
1st-level air magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
You release a burst of crackling air static that forms into small orbs of lightning. Choose a number of creatures you can see within range, up to your Skill Rank in Air magic. You cannot target the same creature more than once.
For each target, make a ranged spell attack. On a hit, the target takes 1d6 Lightning damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage of each Spark increases by 1d6.
Will-o’-Wisp
1st-level air magic
Casting Time: Magic action
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: Concentration, up to 10 minutes
You summon a small glowing orb of charged air and pale light. The orb hovers within 2 feet of you and drifts alongside you as you move. It sheds dim light in a 15-foot radius.
The orb possesses an instinctive awareness. When a creature you can see hits you with an attack, the orb instantly uses its Reaction to streak towards the attacker and release a crackling spark. The attack automatically hits and deals 3d4 Radiant damage, after which the orb vanishes.
Casting as a Higher-Level Spell. For each spell level above 1st, you create one additional orb. The light radius emitted by orbs increases by 15 feet.
Wizard Eye
1st-level air magic
Casting Time: Magic action
Range: 30 feet
Components: S, M (1 arcane gem)
Duration: Concentration, up to 1 hour
You create an invisible floating eye that transmits visual information to you. The eye has Darkvision out to 30 feet and a Passive Perception of 11. It can move up to 120 feet away from you and, as a Bonus Action, you may move it up to 30 feet in any direction.
The eye has physical substance and a shape that can be detected (by an ability to see invisible entities or by accidental physical collision, for instance). Solid and magical barriers prevent its passage, although it can pass through openings of at least 1 inch in diameter.
Casting as a Higher-Level Spell. For each spell level above 1st, the eye’s maximum range from you increases by 120 feet, and its Passive Perception increases by 1.
Vanish
2nd-level air magic
Casting Time: Bonus Action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: Instantaneous
You teleport up to 30 feet to an unoccupied space you can see. This movement does not provoke Opportunity Attacks.
Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum distance you can teleport increases by 5 feet.
Thunderbolt
2nd-level air magic
Casting Time: Magic action
Range: 60 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous
You call down a bolt of thunder that strikes a creature you can see within range. The spell automatically hits. The target takes 3d4 + your Skill Rank in Air magic Thunder damage.
Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d4.
Jump
2nd-level air magic
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (2 arcane gems)
Duration: Instantaneous
You touch a creature and fill its legs with a burst of propulsive force. The creature can immediately use its Reaction to jump up to a distance equal to 10 × your Skill Rank in Air magic feet in any direction.
If the creature falls after the jump, it takes no fall damage provided the falling distance does not exceed the jump distance. Any falling distance beyond the jump distance deals fall damage as normal.
Casting as a Higher-Level Spell. For each spell level above 2nd, you may affect one additional creature within reach.
Earth magic
Barkskin
1st-level earth magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 4 hours
You touch a willing creature. Its skin firms and takes on a muted texture. Until the spell ends, the target gains 3 Resistance Points against Bludgeoning, Slashing, and Piercing damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the Resistance Points increase by 1.
Elemental Protection
1st-level earth magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 2 hours
You touch a willing creature. Until the spell ends, the target gains 3 Resistance Points to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Casting as a Higher-Level Spell. For each spell level above 1st, the Resistance Points increase by 1.
Slow
1st-level earth magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: 1 minute
Choose a creature you can see within range. The target’s Speed is reduced by 5 feet for the duration. This spell requires no saving throw.
A creature’s Speed cannot be reduced below 10 feet by this spell, regardless of how many times it is affected.
Casting as a Higher-Level Spell. For each spell level above 1st, the Speed reduction increases by 5 feet (to a minimum of 10 feet remaining).
Trenching
1st-level earth magic
Casting Time: Reaction, which you take when you or a creature within 15 feet of you is targeted by an attack roll (before the result is known)
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: 1 round
A barrier of hardened earth momentarily rises to shield the target. The target gains +3 to Armour Class for the duration.
Casting as a Higher-Level Spell. For each spell level above 1st, the Armour Class bonus increases by 1.
Locust Swarm
2nd-level earth magic
Casting Time: Magic action
Range: Self
Components: V, S, M (1 arcane gem)
Duration: Instantaneous
You summon a cloud of locusts that pours outward from you in a 15-foot cone. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 3d4 Piercing damage. On a successful save, the creature takes half as much damage.
Food and drink carried by creatures within the cone becomes fouled by poison and disease, rendering it unsafe to consume.
Casting as a Higher-Level Spell. For each spell level above 2nd, the cone’s length increases by 5 feet, and the damage increases by 2d4.
Stun
2nd-level earth magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Concentration, up to 1 minute
Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature has the Stunned condition for the duration. At the end of each of its turns, the Stunned creature may repeat the saving throw, ending the effect on a success.
Telekinesis
2nd-level earth magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous
You extend your will towards an object within range and move it up to 30 feet in any direction. Casting the spell and moving the object are one action.
If the object is not worn or carried, it moves freely. If the object is worn or carried by a creature, the creature must succeed on a Strength check (DC = 3 + twice the level at which you cast this spell) or the object is pulled from its grasp.
The object’s weight must not exceed 10 lb. You can also use this force to trigger traps, open doors, windows, chests, or take similar actions of applied force against inanimate objects, provided the force required does not exceed the spell’s weight limit.
Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum weight increases by 10 lb, and the movement distance increases by 5 feet.
Body magic
Cure Weakness
1st-level body magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Special
You steady a creature’s breath, purge fatigue from its muscles, and temporarily restore physical resilience. The target ignores the Weakened condition for a number of minutes equal to your Skill Rank in Body magic.
When the duration ends, the target has the Weakened condition again, unless whatever caused it has ended in the meantime.
Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature.
Cure Wounds
1st-level body magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
A creature you touch regains 2d6 + your Skill Rank in Body magic Hit Points.
Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.
Harm
1st-level body magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
You focus your understanding of anatomy and vital stress points into a lance of controlled force. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 + your Skill Rank in Body magic Force damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d8.
Heroism
1st-level body magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Concentration, 1 minute
You flood a creature’s body with resolve, breath, and disciplined aggression. For the duration, the target gains the following benefits:
- It has Advantage on saving throws against being Frightened. If the creature is already Frightened, it may immediately make a saving throw to end that condition.
- The creature gains a bonus to all damage rolls equal to your Skill Rank in Body magic.
- At the start of each of its turns, the creature gains Temporary Hit Points equal to your Skill Rank in Body magic.
Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature.
Flying Fist
2nd-level body magic
Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
You manifest a flying fist in an unoccupied space you can see within range. The fist has a Fly Speed of 25 feet, Armour Class 13, and Hit Points equal to 3d4.
As a Bonus Action on your turn, you may mentally command the fist to move up to its speed and strike a creature within 5 feet of it. Make a melee spell attack using your spellcasting ability. On a hit, the target takes 1d4 + your Skill Rank in Body magic Force damage.
The fist cannot manipulate objects, activate items, carry creatures, or take any action other than punching. If the fist is reduced to 0 Hit Points, the spell ends.
You can have only one Flying Fist active at a time. Casting this spell while a fist already exists causes the casting to fail (Spell Points and Material components are still consumed).
Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, the fist’s Hit Points increase by 2d4 and its damage increases by 1d4 for each level above 2nd.
Antidote
2nd-level body magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (2 aqua vitae)
Duration: 1 hour
You touch a creature. For the duration, it has Resistance Points against Poison damage equal to your Skill Rank in Body magic.
Casting as a Higher-Level Spell. For each spell level above 2nd, you may affect one additional creature within reach.
Mallethands
2nd-level body magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
You touch a creature and imbue its fists with brutal striking force. For the duration, the creature adds your Skill Rank in Body magic to the damage it deals with Unarmed Strikes.
Mind magic
Mind Blast
1st-level mind magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
You unleash a focused surge of hostile thought towards a creature within range, even one you cannot see, provided you are aware of its presence. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 + your Skill Rank in Mind magic Psychic damage. On a successful save, the creature takes half as much damage.
Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, choose one of the following options for each level above 1st: the damage increases by 1d8, or you may target one additional creature within range.
Remove Fear
1st-level mind magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
You touch a creature that has the Frightened condition. The condition is immediately removed.
Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature within reach.
Fool’s Gold
1st-level mind magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Special
You touch a nonmagical object. The object’s perceived value by other creatures is either multiplied or divided (your choice) by your Skill Rank in Mind magic. The effect lasts for a number of minutes equal to your Skill Rank in Mind magic.
When the spell ends, all creatures immediately recognise the object’s true worth.
Meditation
1st-level mind magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Until expended or until the creature completes a Long Rest
You touch a creature and channel focused mental energy into its magical reserves. The creature gains 1d4 + your Skill Rank in Mind magic temporary Spell Points.
These temporary Spell Points can be used to cast spells as normal, and used first. Any temporary Spell Points remaining when the creature completes a Long Rest are lost.
A creature cannot benefit from this spell more than once before completing a Long Rest.
Babel’s Tongue
2nd-level mind magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (4 aqua vitae)
Duration: 1 minute
You curse a creature’s ability to communicate. The target must make a Wisdom saving throw. On a failed save, for the duration, the creature cannot understand any language, cannot be understood by any creature, and cannot cast spells with a Verbal component.
The creature can still gesture, fight, and otherwise act normally — it simply cannot comprehend or produce meaningful speech.
At the end of each of its turns, the affected creature may repeat the saving throw, ending the effect on a success.
Resilient Mind
2nd-level mind magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
Choose a creature within range. For the duration, the target gains a +2 bonus to Wisdom saving throws.
Casting as a Higher-Level Spell. For each spell level above 2nd, the bonus increases by 1.
Aim
2nd-level mind magic
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
You touch a creature to steady its perception and accuracy. Until the spell ends, the target gains a +1 bonus to all attack rolls it makes, including melee and ranged weapon attacks as well as spell attacks.
Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, you may affect one additional creature for each level above 2nd.
Spirit magic
Detect Vigour
1st-level spirit magic
Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
You briefly attune to the life force of a creature you can see within range. You learn the following information about the target:
- The number of Hit Dice the creature has (indicating its approximate maximum Hit Points).
- The creature’s current Hit Point state: full, three-quarters, one-half, or one-quarter.
If the target is a Construct, the spell reveals only whether the creature is currently functioning or not. No other information is gained.
First Aid
1st-level spirit magic
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous
You steady a creature’s resolve and call its spirit back into the struggle. A creature you touch regains 1d6 + your Skill Rank in Spirit magic Hit Points.
Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.
Bless
1st-level spirit magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Special
You bestow a benediction upon a creature within range. The blessing lasts for a number of minutes equal to your Skill Rank in Spirit magic.
While the blessing lasts, whenever the target makes an attack roll or a saving throw, it adds 1d4 to the roll.
Casting as a Higher-Level Spell. For each spell level above 1st, you may bless one additional creature.
Curse
1st-level spirit magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Concentration, up to 1 minute
You lay a malediction upon a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is cursed for the duration.
While cursed, the creature suffers the following effects:
- Whenever the creature deals damage, each damage die rolled is treated as having rolled its minimum value.
- Whenever the creature attempts to cast a spell, it must roll 1d10. If the result is equal to or less than the level at which you cast this spell, the spell fails, though any Spell Points and Material components are still expended.
At the end of each of its turns, the cursed creature may use its Bonus Action to repeat the saving throw, ending the curse on a success.
Casting as a Higher-Level Spell. The chance that the cursed creature’s spells fail rises with the level of the casting, as described above.
Preservation
2nd-level spirit magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 hour
You choose a creature within range. For the duration, the creature cannot die due to the loss of Hit Points. If the creature’s Hit Points drop below 1, the creature falls Unconscious but is Stable and makes no Death Saving Throws.
Casting as a Higher-Level Spell. For each spell level above 2nd, choose one of the following: affect one additional creature within range, or extend the duration by 1 hour.
Turn Undead
2nd-level spirit magic
Casting Time: Magic action
Range: Self (30-foot radius)
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
Each Undead creature within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition for the duration and must spend its turns trying to move as far away from you as possible.
At the end of each of its turns, an affected creature may repeat the saving throw, ending the effect on itself on a success.
Casting as a Higher-Level Spell. For each spell level above 2nd, the radius increases by 10 feet.
Fate
2nd-level spirit magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute
You choose a creature within range and one of the following effects:
Fortune. The creature gains a +2 bonus to attack rolls for the duration.
Misfortune. The creature suffers a −2 penalty to attack rolls for the duration.
Casting as a Higher-Level Spell. For each spell level above 2nd, the bonus or penalty increases by 1.
Light magic
Flesh and Blood
1st-level light magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (4 holy relics)
Duration: Instantaneous
You pronounce a blessing over what is set before you, and it is made otherwise. Choose one of the following.
Blood. You touch up to 1 gallon of water, which becomes wine. The wine is sound and ordinary, indistinguishable from a good vintage, and it intoxicates as wine does. It keeps no longer than wine would.
Flesh. You touch a portion of grain, meal, or bread no larger than your palm, which becomes a pale, brittle wafer. A creature that eats the wafer immediately sheds the Drunk condition. The wafer nourishes nothing and crumbles into dust by the end of your next Long Rest.
Casting as a Higher-Level Spell. For each spell level above 1st, you may transmute one additional gallon of water or create one additional wafer.
Light Bolt
1st-level light magic
Casting Time: Magic action
Range: 90 feet
Components: V, S, M (1 holy relic)
Duration: Instantaneous
You release a narrow ray of focused light that strikes a creature you can see within range. The spell automatically hits.
The target takes 1d4 + your Skill Rank in Light magic Radiant damage. If the target is Undead or of Evil alignment, the damage instead becomes 1d8 + your Skill Rank in Light magic Radiant damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4 (or 1d8 against Undead or Evil targets).
Midas’s Touch
1st-level light magic
Casting Time: Magic action
Range: Touch
Components: S
Duration: Instantaneous
You touch a nonmagical item you own, transforming it into raw gold — if fate allows. Roll a d10. If the result is equal to or less than your Skill Rank in Light magic, the item instantly turns into a pile of coins equal to the item’s base market value.
If the roll exceeds your Skill Rank, the item evaporates into harmless motes of light and is destroyed. Items transformed by this spell cannot be returned to their original form.
Dark magic
Bloodsucker
1st-level dark magic
Casting Time: Bonus Action
Range: Touch
Components: S, M (5 chunks of sulphur)
Duration: 10 minutes
You touch a nonmagical weapon. Until the spell ends, the weapon becomes a magic weapon. Whenever its wielder deals damage with that weapon, the wielder regains Hit Points equal to half the damage dealt with that weapon (including the attack’s ability modifier, but excluding any additional damage dealt with that hit, such as damage from a feat or another spell).
Casting as a Higher-Level Spell. For each spell level above 1st, the weapon deals an additional 1d8 Necrotic damage on each hit. This Necrotic damage is included when calculating the Hit Points restored to the wielder.
Enslavement
1st-level dark magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (3 chunks of sulphur)
Duration: Concentration, up to 1 minute
You point your finger and extend your will towards a Hostile creature within range. The target must be a creature with CR 1 or lower that can see you. The creature makes a Wisdom saving throw. On a failed save, its attitude towards you shifts to Indifferent, and it becomes Hostile to any creature it can see that is Hostile to you.
Casting as a Higher-Level Spell. For each spell level above 1st, the maximum CR of a valid target increases by 1.
Cause Fear
1st-level dark magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 chunks of sulphur)
Duration: 1 minute
Choose a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition for the duration. At the end of each of its turns, the Frightened creature may repeat the saving throw, ending the effect on a success.
Casting as a Higher-Level Spell. For each spell level above 1st, you may target one additional creature within range.
Spire of Babel
1st-level dark magic
Casting Time: Magic action
Range: Self
Components: V, S, M (5 chunks of sulphur)
Duration: 2 rounds
You slam your hand against the ground, and a jagged spire of dark stone erupts from the earth at a point within 5 feet of you. The spire is 20 feet tall with a 5-foot diameter at its base, tapering to a point at its top. The spire is a solid object that can be used as cover or as a terrain feature.
If there is not enough room for the spire to fully form, the spell silently fails (Spell Points and Material components are still consumed).
When the spell ends, the spire topples in the direction opposite to your current position relative to it. Each creature in the spire’s path must make a Dexterity saving throw. On a failed save, the creature takes 2d6 Bludgeoning damage. On a successful save, the creature takes no damage.
Casting as a Higher-Level Spell. For each spell level above 1st, the spire’s height increases by 5 feet, the duration increases by 1 round, and the falling damage increases by 1d6.
Pain Reflection
2nd-level dark magic
Casting Time: Magic action
Range: Self (20-foot radius)
Components: V, S, M (8 chunks of sulphur)
Duration: Concentration, up to 1 minute
A dark aura surrounds you. For the duration, whenever you take damage, you ignore half of that damage. The ignored portion is distributed equally among all other creatures within 20 feet of you (rounded up per creature), retaining the original damage type. This includes allies.
If no creatures are within range when you take damage, you take the full amount.
Raise Dead
2nd-level dark magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (12 chunks of sulphur)
Duration: 1 minute
You touch a dead creature that has been dead for no longer than 3 days. The creature’s body rises under your control. Its type changes to Undead, and it has 1d6 Hit Points. All other ability scores, speeds, and physical capabilities remain as they were before death.
The raised creature can take any action that relies on physical capability, including Attack, Dash, Dodge, Disengage, and the use of weapons or natural attacks. It cannot cast spells, use magical abilities, or activate magic items.
On each of your turns, you can use a Bonus Action to mentally command the raised creature. If you control multiple creatures raised by this spell, you command all of them with the same Bonus Action. If you issue no command, the creature takes no action.
When the spell ends, the creature falls dead. A creature’s body that has been raised by this spell is desecrated and cannot be raised again, resurrected, or restored to life by any means.
This spell does not require Concentration. You may cast this spell multiple times to raise and control multiple creatures simultaneously.
Casting as a Higher-Level Spell. For each spell level above 2nd, the raised creature’s Hit Points increase by 1d6, and the duration increases by 1 minute.
Shrapnel
2nd-level dark magic
Casting Time: Magic action
Range: 45 feet
Components: V, S, M (7 chunks of sulphur)
Duration: Instantaneous
You conjure a hot, glowing iron sphere in your hands that instantly shatters apart into jagged fragments. A number of fragments equal to your Skill Rank in Dark magic streak towards creatures of your choice that you can see within range.
For each fragment, make a ranged spell attack against a target. You may direct multiple fragments at the same creature or at different creatures. On a hit, a fragment deals 1d6 + your Skill Rank in Dark magic Piercing damage and 1d4 Fire damage.
Casting as a Higher-Level Spell. For each spell level above 2nd, you create one additional fragment, and the Piercing damage of each fragment increases by 1d4.
Holy magic
Divine Strike
1st-level holy magic
Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Attack
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 1d8 + your Skill Rank in Holy magic Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d8.
Dust and Breath
1st-level holy magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous
You touch a creature that has 0 or less Hit Points and is not dead. The creature becomes Stable.
The target briefly regains consciousness and may speak a single sentence of no more than seven words. After speaking, the creature immediately falls Unconscious again (yet remains Stable).
This spell does not restore Hit Points, end ongoing effects, or prevent the creature from dying if it takes further damage.
Eye for an Eye
1st-level holy magic
Casting Time: Reaction, which you take when you see a creature within 60 feet of you deal damage to another creature
Range: 60 feet
Components: V, S, M (1 holy relic)
Duration: Concentration, up to 1 minute
When a creature within range deals damage to another creature (except you), you mark the offender with a balancing judgement.
Until the spell ends, the marked creature cannot deal more damage on its turn to that creature than the total damage it has taken from that same creature since the end of its previous turn. Any excess damage it would deal is negated.
Feeding the Multitude
1st-level holy magic
Casting Time: Magic action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous
You touch a one-day ration and speak a prayer, transforming it into simple fresh food and wine sufficient to feed your entire adventuring group.
The food fully nourishes those who partake of it. Any portions remaining after the party completes a Long Rest crumble into ash and cannot be preserved by any means.
If you cast the spell again before food created by a previous casting has vanished, the spell fails, however the Spell Points are expended, and the Material component is consumed.
Inquisition
2nd-level holy magic
Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 holy relic)
Duration: Instantaneous
You speak a single question that can be answered with “yes” or “no” to a creature within range that can understand you and is capable of speech. The creature must make a Charisma saving throw. On a failed save, the creature is compelled to answer truthfully with either “yes” or “no.” On a successful save, the creature is still compelled to answer “yes” or “no,” but the caster has no way of knowing whether the response is truthful.
A creature that cannot understand you or is incapable of speech is unaffected.
Scapegoat
2nd-level holy magic
Casting Time: Magic action
Range: 15 feet
Components: V, S, M (2 holy relics)
Duration: Instantaneous
Choose a creature within range that is suffering from one or more conditions. Choose one condition affecting the target, except Unconscious, Grappled, Restrained, or Prone. The chosen condition is removed from the target and immediately applied to you.
You may end this condition on yourself on the same terms the original creature could have ended it on itself (such as repeating a saving throw at the end of your turn, or performing a specific action).
Casting as a Higher-Level Spell. For each spell level above 2nd, you have Advantage on the first attempt you make to end the transferred condition. For example, if you cast this spell at 4th level and the condition allows a saving throw at the end of your turn, you have Advantage on that saving throw for two consecutive attempts.
Pillar of Salt
2nd-level holy magic
Casting Time: Reaction, which you take when a creature within your melee range moves out of your melee range
Range: Self
Components: V, S, M (4 holy relics)
Duration: Instantaneous
When a creature provokes this reaction, it must make a Strength saving throw. On a failed save, the creature begins to turn into a pillar of salt and has the Restrained condition. At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.
Casting as a Higher-Level Spell. This spell may only be upcast at 5th level. When cast as a 5th-level spell, the creature has the Petrified condition instead of Restrained. The creature may repeat the saving throw at the end of each of its turns. If the creature fails three consecutive saving throws, it is Petrified permanently, and the condition can be ended only by using magic.