CHAPTER 10 - GRIMOIRE #
Magic shall be the undoing of our empire if we come to rely upon its wielders too much and yet without where are we, for surely, we cannot trust those accursed scientists.
SPELL DESCRIPTION #
Spells are presented here in alphabetical order. Each spell has a few parameters which are explained below.
SPELL PARAMETERS
Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here.
SPELL NAME PP COST
TRAITS
Tradition This entry lists the applicable tradition for the spell.
Cast The amount of time it takes to cast the spell is listed here. If a spell costs an amount of AP to cast it will be represented by a number and then AP (2 AP).
Spells that can be cast as a Reaction are notated with an ‘R’ and Free actions with an ‘F’. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.
Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.
If the area or range has a (B) next to it, the spell is considered to breach and bypasses barriers.
Saving Throw Some spells will allow the target to make a saving throw and if this is the case then this information will be presented here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw.
Base Damage If a spell inflicts damage, the amount will be given in its description. Each damage inflicting spell will have a Base Damage Value which is used to determine additional damage when warping the spell and inflicting criticals.
Be aware that if a spell does not have a base damage entry, it’s damage is not increased by factors which increase base damage.
Duration Most spells have a fixed duration which is measured in rounds, minutes, hours or some other increment of time.
If a spell has no duration entry, then its effects happen and wink out in a fraction of an instant.
If the spell has a duration of ‘Sustained’ it may be maintained with an action each round (see chapter 7).
If a spell has an (S) after its duration the spell does not end if it is not sustained, but has no effect for the current round.
If a spell has a (D) after its duration the spell may be dismissed (see chapter 7).
Warping Available Warping Options (along with the number of additional PP required) are listed right after the Spell’s description. Unless specified otherwise, each Warping Option can be selected multiple times.
Any warping option with this font colour replaces the core function of the spell with a new effect. When this warping option is applied, the base version of the spell is replaced and no longer takes effect.
If a spell has an applicable variable, you may apply any of the Metamagic feat options found in Chapter 7.
Be aware that specific warping options which are detailed in a spells description always override the Metamagic warping options in Chapter 9, even if the Metamagic option is better.
In some cases a spell will gain an automatic enhancement if you warp it to a certain level of power. This is notated as follows:
PP #
Caster Level Modifications If this option is present in a spell description it details any automatic enhancements a spell gains as your caster level increases. Such modifications are determined as follows:
Caster Level # The spell gains a new option at the stated Caster Level.
So Caster Level 4+ would indicate that the modifier is applied at caster level 4 and every 4 caster levels thereafter.
ABJURERS STRIKE PP 18 #
UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 weapon
Duration 1 minute
You touch a weapon granting it wondrous power for a short period of time. For the duration of the spell the weapon treats all targets as unarmoured and ignores all magical bonuses to DB.
If this spell is cast upon a missile weapon, then it affects the ammunition that is fired from it.
ACID ARROW PP 8 #
ACID ATTACK INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d8; Duration Sustained (1 minute)
You imbue one of your hands with acidic energy. As part of casting the spell you launch an arrow of acid at one target within range which inflicts 3d8 acid damage and 1d4 persistent damage. At the beginning of each turn, you may Sustain the Spell to make an Attack action using your Spellcraft skill to launch an additional arrow of acid at one target within range.
WARPING OPTIONS
+2 PP: The damage increases by 1d8 and the persistent damage by 1.
ACID BOLT PP 4 #
ACID ATTACK INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6
You unleash a crackling bolt of corrosive acid that streaks toward your target with destructive force. If you hit, you deal 4d6 acid damage plus 2 splash acid damage and on a critical hit, the target also takes 1 persistent acid damage.
ACID CLOUD PP 12 #
ACID PENETRATING SAVE TRANSLOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet
Area fog spreads in 20-ft. radius, 20 ft. high
Saving Throw Fortitude
Duration 1 minute (D)
The area floods with a mass of misty vapours. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw.
Critical The target is unaffected.
Success The target takes 1d6 acid damage.
Failure The target takes 2d6 acid damage and a -20 critical injury.
Fumble The target takes 3d6 acid damage and critical injury.
WARPING OPTIONS
+4 PP: increase the acid damage by 1d6.
ACIDIC ERUPTION PP 16 #
ACID INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet
Area 30-foot-radius, 40-foot tall cylinder
Saving Throw Basic Reflex
Base Damage 1d6
You channel your magical energy and focus it into a concentrated point. You then release it in a violent eruption, causing a surge of corrosive acid to burst forth and engulf the area inflicting 15d6 acid damage to all within.
ACIDIC SPRAY PP 10 #
ACID INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Basic Reflex
Base Damage 1d6
You release a jet of acid from the palm of your hand, damaging everything in its path. All creatures in the area take 12d6 acid damage.
ACIDIC STORM PP 10 #
ACID INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot-radius
Saving Throw Basic Reflex
Base Damage 1d8; Duration 1 minute
You invoke a powerful incantation which rains acid down in the area of effect for the duration of the spell. A creature that begins its turn in the area takes 4d8 acid damage.
ADAPT BODY PP 12 #
UTILITY WARDING
Tradition ethereal
Cast 2 AP (somatic, verbal)
Duration 8 hours
Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment.
You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals damage per round deals you only half the usual amount of damage.
WARPING OPTIONS
+2 PP: increase duration to next daily prep.
AID PP 4 #
EMOTION ENCHANTMENT UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
You grant the target a +1 status bonus on attack checks and saves against fear. The target also gains 1d8 + caster level temporary HP.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (max +4).
+3 PP: effect all allies in a 10-foot radius.
AIR WALK PP 6 #
AIR ALTERATION UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
The target can tread on air as if walking on solid ground. The target can ascend and descend in this way at a maximum of a 45-degree angle. Ascending is classed as moving on difficult terrain.
WARPING OPTIONS
+2 PP: increase the duration to 10 minutes.
ALARM PP 2 #
UTILITY WARDING
Tradition all
Cast 10 minutes (material, somatic, verbal)
Requirements 3 gp of silver dust sprinkled in a circle.
Range touch; Area 20-foot radius
Duration 8 hours (D)
You create an invisible magic sensor which warns you of intrusion with an audible or mental alarm that triggers whenever a small or larger corporeal creature enters the area without speaking a pre-defined password. The audible alarm can be heard within 60 feet. The mental (which gains the mental trait) alarm can only be heard by you and has a range of 1 mile.
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.
WARPING OPTIONS
+1 PP: increase the duration to 24 hours.
+1 PP: you can specify criteria for which creatures sound the alarm spell—for instance, orcs or masked people.
+2 PP: the alarm works against creatures of any size.
+4 PP: the alarm works against incorporeal creatures.
ALIGN WEAPON PP 4 #
ALIGNED ALTERATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets Weapon touched or 50 projectiles (all of which must be together at the time of casting)
Duration 10 minutes
The touched weapon or projectiles gain one of your deities aligned traits. All attacks made by them are treated as this type for overcoming resistances.
You can’t cast this spell on a natural weapon, such as an unarmed strike.
ANIMAL GROWTH PP 8 #
ALTERATION MORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 animal
Duration 1 hour
You draw upon your natural magic to alter the size of any one animal. You may adjust the animals size by one category. Its equipment grows with it but returns to natural size if removed. This spell has no effect on a Huge or larger animals.
WARPING OPTIONS
+1 PP: effect an additional target
+4 PP: alter the targets size by two categories (max huge)
ANIMAL MESSENGER PP 2 #
ENCHANTMENT MENTAL UTILITY
Tradition verdant
Cast 1 minute (material, somatic, verbal)
Requirements A piece of suitable food.
Range 120 feet
Duration see text
One tiny wild animal within range is drawn to you by the offer of food. The animal travels to a location which you have stored with the Study Target (Nature) action. You can affix a note or tiny object of up to 1 lb to it. The animal does its best to reach the destination; if it makes it there, it waits nearby until the duration expires, allowing other nonhostile creatures to approach it and remove the attached object. The spell ends after 24 hours or when a creature removes the attached object, whichever happens first.
If there are no Tiny wild animals in range, the spell is lost.
ANIMAL SENSE PP 4 #
INSIGHT MENTAL SCRYING UTILITY
Tradition verdant
Cast 1 minute (material, somatic, verbal)
Range 120 feet; Targets 1 animal
Duration 10 minutes (D)
You transfer one of your senses to the target animal allowing you to use that sense by using a 1 AP concentrate action. Whilst using the sense of the animal, you cannot use your own sense. If the target animal is an animal companion or familiar, the range of the spell increases to 1 mile and the duration to 1 hour.
WARPING OPTIONS
+2 PP: transfer an additional sense.
ANIMAL SPIRIT PP 8 #
ALTERATION MORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
You draw in the spirit of an animal to gain some of its physical qualities. You alter part of your body, without major physical changes. Any gear that you have, including armour, automatically adjusts to the new form.
When you cast animal spirit, you must select one of the following options and apply its benefits for the duration of the spell.
Bear: You take on an aspect of a bear. You gain a +1 Natural DR and a +2 status bonus to the Athletics skill.
Frog: Your legs become elongated and muscular. You gain a +4 status bonus on Jump (Athletics) checks, and you always jump as if you had a running start.
Gorilla: Your arms become long, flexible, and strong like those of a great ape. You gain a medium Slam attack, and you gain a +4 status bonus on grapple checks.
Monkey: Your hands and arms become dexterous like those of a simian. You gain a +2 status bonus on Climbing checks, and you can throw objects as if you had the Throw Anything feat.
Otter: Your hands and feet gain webbing, and your lungs gain capacity, allowing you to move through the water with ease. You gain a Swim speed equal to half your speed, and all the benefits of having a swim speed. Additionally, you can hold your breath for twice as long as normal before being forced to make Constitution checks to keep holding your breath.
Tree Lizard: Your hands and feet gain climbing claws and climbing pads. You gain a climb speed equal to half your normal speed and all the benefits of having a natural climb speed.
Be aware that you may only take on one animal spirit at any one time (unless you use the below warping option).
WARPING OPTIONS
+2 PP: you increase the duration to 1 hour.
+2 PP: you may take on an additional trait.
ANIMAL STAFF PP 10 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range touch; Targets your druidstaff
Duration 10 minutes
You transform your staff into an animal. This animal must have been previously memorised using the Study Target (Nature) action and be no more than 6th level. The creature gains the Conjured trait but only requires a Free Action to command it.
WARPING OPTIONS
+1 PP: increase the level of the creature by 1 (to a maximum of your caster level).
ANIMATE DEAD PP 2 #
SOUL UTILITY
Tradition arcane, divinity
Cast 3 AP (material, somatic, verbal)
Range 30 feet
Duration 1 minute (S)
Your magic animates the remains of any one medium or small corpse within the range of the spell. The corpse is animated as a 0 level Skeleton or Zombie (casters choice). This animated undead gains the Minion trait.
WARPING OPTIONS
+1 PP: increase the maximum level of the animated undead by 1.
+1 PP: You may animate an additional target; you may use a single sustain action to command the creatures to perform the same actions or separate sustain actions to have them act individually.
ANIMATE OBJECT PP 4 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 1 hour (somatic, verbal)
Range 10 feet; Targets 1 object
Cost rare oils (see below)
You transform the target into an animated object with a maximum level of 1 and of a type corresponding to the object (so a broom would become an animated broom).
You may use a warping option to increases the level of the object (see below) and rare oils must be used.
Object Level | Cost in gp |
|---|
1 | 5 |
2 | 20 |
3 | 45 |
4 | 80 |
5 | 125 |
6 | 180 |
7 | 245 |
8 | 320 |
9 | 405 |
10 | 500 |
11 | 605 |
12 | 770 |
13 | 845 |
14 | 980 |
15 | 1125 |
16 | 1280 |
17 | 1445 |
If it’s at least 4 levels lower than you, you can make it a minion. This gives it the minion trait. If it doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.
WARPING OPTIONS
+1 PP: increase level of the object by 1.
ANTICIPATE ATTACK PP 2 #
INSIGHT REVELATION UTILITY
Tradition ethereal
Cast R (verbal)
Trigger an attack is declared against you.
You gain a brief glimpse of your opponent’s next attack which allows you anticipate it. You gain a +1 circumstance bonus to your DB.
WARPING OPTIONS
+1 PP: the status bonus increases by 1, to a maximum of +5.
ANTICIPATE CASTING PP 4 #
UTILITY WARDING
Tradition ethereal
Cast 1 minute (somatic, verbal)
Duration 1 hour
Once this spell is cast, the next time that you cast a spell, you will have already subconsciously readied yourself to do so. The next spell that you cast within the duration of the spell has its AP cost lowered by 1 (min 1).
WARPING OPTIONS
+2 PP: increase duration until next daily preparation.
ANTICIPATIONS PP 4 #
INSIGHT UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
The spirits of nature or the helpful dead protect you from the attacks of your enemy. For the duration of the spell you gain a +4 status bonus to DB against attacks made by the target.
ANTIMAGIC FIELD PP 14 #
RARE UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast 3 AP (material, somatic, verbal)
Area 5-foot emanation
Duration 1 minute (D)
An invisible field surrounds you, suppressing all magic within, including yours. At the end of the spells duration, all magic continues to function as before.
ANTIPATHY PP 16 #
CURSE EMOTION ENCHANTMENT SAVE
Tradition arcane, divinity, ethereal, verdant
Cast 1 hour (material, somatic, verbal)`
Range 30 feet; Area 1 object or 1 30’ radius location (B)
Saving Throw Will
Duration Until next daily preparation
You curse an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of with a particular aligned trait, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific aligned trait to be repelled must be named.
Affected creatures feel an urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort causes them to take a -2 circumstance penalty to all mental actions.
WARPING OPTIONS
+2 PP: the duration becomes permanent.
APOCALYPSE PP 18 #
MENTAL SAVE SHADOW
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 30’ radius (B)
Saving Throw Will
Duration 1 minute
All creatures in the spells radius believe that the world is ending around them in the most cataclysmic way. The effects of the spell are dependent upon each targets saving throw
Critical The target takes 2d6 mental damage before realising that the events are not real. The target is then immune to this casting of the spell.
Success The target takes 2d6 mental damage and must make a fresh saving throw at the beginning of their next turn.
Partial As success but the target also takes a minor critical injury.
Failure The target takes 4d6 mental damage and a serious critical injury. The target may make a fresh saving throw at the beginning of their next turn.
Fumble As failure, but the target takes a deadly critical injury.
If at any point every affected character gets a success or greater on their saving throw, the spell immediately ends.
WARPING OPTIONS
+1 PP: increase damage by 1d6 or 2d6 on a failure.
ARCANE BARRIER PP 2 #
UTILITY WARDING
Tradition arcane
Cast 2 AP (somatic, verbal)
Duration 1 minute
You are closely surrounded by a barely visible magical field. The field provides a +1 status bonus to DB.
WARPING OPTIONS
+2 PP: increase the DB bonus by +1 (max +5).
+2 PP: increase the duration to 10 minutes.
ASTRAL CONCLAVE PP 16 #
SHADOW SLEEP UTILITY
Tradition arcane, ethereal
Cast 10 minutes (somatic, verbal)
Range planetary; Targets up to 12 stored creatures
Duration 1 hour (D)
You create a mystical connection that allows you and the targeted creatures to enter a shared dream realm. Upon casting, all targets, including yourself, have the option to choose to fall asleep immediately. Those who choose not to fall asleep are not affected by the spell, and it ends for them.
For the sleepers, a collective dream space is formed, enabling communication as if they were physically present in the same room. Individual targets will leave the shared dream upon awakening from their slumber. If all the targets awaken and none remain in the dream state, the spell automatically comes to an end.
AUGURY PP 4 #
INSIGHT UTILITY
Tradition divinity, ethereal
Cast 1 minute (material, somatic, verbal)
You spend 1 minute in quiet contemplation whilst casting the spell, gaining a glimpse of events yet to pass. During the casting you may specify a course of action for which you gain a vision of what will probably happen in the next minute if that course of action is taken.
The accuracy of the vision is not 100% and after specifying the course of action, you must make a Secret DC 5 Flat check. A failure reveals to you false information.
WARPING OPTIONS
+1 PP: you may gaze a further minute into the future.
+3 PP: reduce the DC of the Flat check by 1 (min 1).
AURA PP 4 #
LIGHT UTILITY WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You glow with divine energy distracting your foes. All attacks are made against you with a -2 circumstance penalty.
WARPING OPTIONS
+2 PP: change the duration to 10 minutes.
AURA OF VITALITY PP 12 #
LIGHT PENETRATING SOUL UTILITY
Tradition divinity
Cast 3 AP (somatic, verbal)
Area 20’ radius (B)
Duration 1 minute (D)
You emit a comforting glow that lights the area and restores the health of your allies. At the beginning of your turn, each ally within the spells radius is healed of 2d8 HP of damage and 1 point of persistent or bleed damage.
WARPING OPTIONS
+1 PP: the HP healed increases by 1d8 and the persistent or bleed by 1.
AVATAR PP 20 #
ALTERATION RARE UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You transform into an avatar of one of the gods. The GM will provide you with the statistics of the Avatar.
AWAKEN ANIMAL PP 14 #
ALTERATION UTILITY
Tradition verdant
Cast 1 day (material, somatic, verbal)
Range touch; Targets 1 animal
You awaken an animal to human-like sentience. The awakened animal is friendly toward you.
An awakened animal becomes a beast, amending its ability scores accordingly. An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened animal can speak one language that you know, plus any additional languages granted by Intelligence.
BALL LIGHTNING PP 16 #
ELECTRICITY INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 40 feet; Targets 1 creature
Saving Throw Basic Reflex
Base Damage 1d8; Duration 1 minute
You bring forth an orb of electrical energy. Immediately after casting the spell, one target within range suffers 6d8 electricity damage. At the start of each of your turns, you may as a free action direct the ball to a new target or have it hit the current target again.
WARPING OPTIONS
+4 PP: create an additional ball which must have a different target, you may direct both balls each turn.
BANE PP 2 #
ENCHANTMENT FEAR SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 30-foot emanation
Saving Throw Will
Duration Sustained (1 minute)
Adversaries in the area of effect are filled full of foreboding and must make a Will saving throw. Bane can counteract Bless.
Success No effect
Failure Target has a -1 status penalty to attack rolls as long as they remain with 30 feet of you.
Fumble Target has a -2 status penalty to attack rolls as long as they remain with 30 feet of you.
WARPING OPTIONS
+2 PP: you increase the penalty by -1 (max -4).
+2 PP: as target that fails their save is still affected for the duration if they leave the area of effect.
BANISHMENT PP 10 #
SAVE WARDING
Tradition all
Cast 3 AP (somatic, verbal)
Range 30 feet
Targets 1 creature that isn't on its home plane
Saving Throw Will
You send the target back to its home plane. The target must attempt a Will save. This spell fails if you aren't on your home plane when you cast it.
Critical The target resists being banished and you are stunned 1.
Success The target resists being banished.
Failure The target is banished.
Fumble The target is banished and can't return by any means to the plane it's banished from for 1 week.
WARPING OPTIONS
+1 PP: per additional target.
BARKSKIN PP 4 #
MORPH UTILITY WARDING
Tradition verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 10 minutes
The target's skin becomes toughened. The targets natural armour DR increases by +1. This spell only affects creatures that are not wearing metal armour.
WARPING OPTIONS
+2 PP: the bonus increases by +1 (max +5).
BEAST OF BURDEN PP 2 #
ALTERATION MORPH UTILITY
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 8 hours
You increase the targets mass and muscle density, allowing them to carry more weight. The target’s carrying capacity doubles. This does not affect the creature’s actual Strength in any way, merely the amount of material it can carry while benefiting from this spell.
BLESS PP 2 #
ENCHANTMENT MENTAL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 30-foot emanation
Duration Sustained (1 minute)
The power of the gods guides your companions attacks. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Bless can counteract Bane.
WARPING OPTIONS
+2 PP: you increase the bonus by +1 (max +4).
+2 PP: the spell affects all targets in range at the beginning of the spell after which the targets may move out of the area.
BLESS WEAPON PP 4 #
ENCHANTMENT ESSENCE UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 weapon
Duration 1 minute
The weapon touched is infused with deific energy. The weapon gains the essence type for the purposes of damage reduction and also gains a +2 item bonus to AB.
WARPING OPTIONS
+2 PP: you increase the AB by +5 (max +20).
BLIGHT CLOUD PP 12 #
AIR ALIGNED PENETRATING SAVE TRANSLOCATION
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 120 feet Area fog spreads in 20-ft. radius, 20 ft. high
Saving Throw Fortitude; Duration 1 minute (D)
The area floods cold greasy fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw to avoid taking aligned damage (based upon your deities aligned trait).
Critical The target is unaffected.
Success The target takes 2d6 aligned damage.
Partial The target takes 3d6 aligned damage.
Failure The target takes 3d6 aligned damage and a Minor Critical.
Fumble The target takes 4d6 aligned damage and a Serious Critical.
WARPING OPTIONS
+2 PP: increase the aligned damage by 1d6.
BLINDNESS PP 6 #
CURSE SAVE SOUL
Tradition all
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
You speak a powerful word of magic which may potentially blind the target. The target makes a fortitude save and then is immune to the spell for 1 hour.
Critical The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Fumble The target is blinded permanently.
WARPING OPTIONS
+4 PP: increase the range to 60 feet and the spell effects all targets in a 30’ radius.
BLINK PP 8 #
AIR TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
You phase rapidly between the material and ethereal planes of existence. You gain resistance to all damage (except force).
If you Sustain the Spell you may vanish and reappear 10 feet away in a random direction; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.
BLUR PP 4 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
The target becomes a blurred and slightly offset from where it is. The target gains the concealed condition but this condition cannot be used to hide.
BRAIN LOCK PP 6 #
ENCHANTMENT MENTAL SAVE
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration Sustained (1 minute)
You enter a battle of wills with the target in an attempt to hold them in place. The target must make a saving throw.
Critical The creature is unaffected and the spell ends.
Success The creature stunned 1.
Failure The creature is stunned 3.
Fumble As failure except the target is also paralyzed.
You must Sustain the Spell each round which forces the target to make a new saving throw.
WARPING OPTIONS
+1 PP: affect an additional target.
BRAWN PP 4 #
ALTERATION UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
The affected creature is imbued with a surge of magical energy which enhances one of their physical ability scores. The target gains a +1 status bonus to one physical ability score (Str, Con or Dex), selected when casting, for the duration of the spell.
WARPING OPTIONS
+4 PP: increase the bonus by +1 (max +4). +8 PP: you may affect up to 6 targets in a 30 foot radius.
BREEZE PP 2 #
AIR INVOCATION UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30-feet; Targets 1 creature or object
Duration 10 minutes
You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 circumstance bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapours and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater. You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
BREEZE STRIKE PP 2 #
AIR TRANSLOCATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
You summon a minor air elemental which guides your missile attacks to their targets. You ignore the first -4 worth of range penalties to any ranged attacks and also gain an additional range increment.
WARPING OPTIONS
+1 PP: increase the amount of penalty ignore by -1 (max -10).
BUNGLE PP 2 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast R (verbal)
Trigger a creature takes an action you are aware of
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 action
You let out a primitive cry which causes the target to lose their focus on the action they are attempting. The target must make a Will Saving Throw.
Success No effect.
Failure Target takes a -2 circumstance penalty to the action.
Fumble Target takes a -4 circumstance penalty to the action.
Blunder Target fails the action.
BURNING HANDS PP 2 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 15-foot cone
Saving Throw Basic Reflex
Base Damage 1d6
Searing jets of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.
CALL ITEM PP 2 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, divinity, ethereal
Cast 1 AP (verbal)
You summon one item which is currently stowed away in your pack. The item materializes in your hand.
WARPING OPTIONS
+1 PP: you summon the item as a free action.
CALL LIGHTNING PP 6 #
ELECTRICITY INVOCATION SAVE
Tradition verdant
Cast 2 AP (material, somatic, verbal)
Range 60 feet; Targets 1 creature or object
Saving Throw Basic Reflex; Duration 1 minute
Base Damage 1d12
Upon casting the spell, you call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that strikes the target inflicting 2d12 electricity damage. The bolt descends from a point 60 feet above the target and effects all creatures in its path.
If you are outdoors and in a stormy area the bolt inflicts an additional 1d12 damage.
If a target is wearing metal armour and in contact with the ground, they take an additional 1d12 damage.
Each of your turns whilst the spell is running, you may call down another bolt of lightning as a 2 AP manipulate action.
This spell does not function underwater.
CALM PP 4 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 5-foot radius
Saving Throw Will; Duration Sustained (1 minute)
You create a compelling aura that forcefully pacifies creatures within the area, soothing their aggression and inducing a nonviolent state. Each creature in the affected area is required to make a Will save to resist the calming effect.
Critical The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature's attack rolls.
Failure Any emotion effects that would affect the creature are 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.
Fumble As failure, but hostility doesn't end the effect.
CALM ANIMAL PP 2 #
EMOTION ENCHANTMENT SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet
Targets 1 animal no larger than medium
Saving Throw Will
Duration Sustained (1 minute)
You forcibly calm the target animal, soothing it into a nonviolent state; the creature must attempt a Will save.
Critical The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature's attack rolls.
Failure Any emotion effects that would affect the creature are 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.
Fumble As failure, but hostility doesn't end the effect.
WARPING OPTIONS
+2 PP: the size of the creature increases by one step.
CANCEL MAGIC PP 2 #
CHANCE UTILITY WARDING
Tradition all
Cast 2 AP (somatic, verbal)
Duration Sustained (1 minute)
When you cast this spell select one of the four magical traditions (arcane, divinity, ethereal or verdant). You make all saving throws against the specified realm with advantage whilst this spell is running.
WARPING OPTIONS
+2 PP: ward against an additional tradition of magic.
CHAIN LIGHTNING PP 12 #
ELECTRICITY INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 250 feet; Targets 1 creature, plus any number of additional creatures
Saving Throw Basic Reflex
Base Damage 1d12
You create an electrical discharge that begins at your fingertips and then strikes a target within range inflicting 8d12 electricity damage. After it strikes, the bolt arcs to another target within 30 feet of the original target and keeps then another within 30 feet of that target and so on, arcing to new targets inflicting damage. You cannot target the same creature more than once and you must have line of effect to all targets.
The chain ends of a target rolls a critical on their saving throw or may be ended by you at any time.
The attack deals an additional 1d12 damage against targets wearing metal armour.
WARPING OPTIONS
+2 PP: The damage increases by 1d12.
CHANGING LUNGS PP 8 #
ALTERATION MORPH UTILITY
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 1 hour
You can breathe freely when underwater or in areas with a poisonous or toxic atmosphere for the duration of the spell.
CHANNEL THE ASPECT PP 8 #
ALTERATION MORPH UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute
You draw upon the power of your deific aspect, granting you a specific ability. When you cast the spell, choose either body, limbs, mind or spirit. You may change the ability for 1 AP (manipulate).
Body You gain a +4 status bonus on Fortitude saving throws and Swim (Athletics) checks.
Limbs You are quickened but may only use this additional action for Move or Strike actions.
Mind You gain a +4 status bonus on Recall Knowledge and Awareness (Perception) checks.
Spirit You gain a +4 status bonus on Will Saving throws and Demoralise (Intimidate) checks.
CHARM ANIMAL PP 2 #
EMOTION ENCHANTMENT SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 animal
Saving Throw Will; Duration 1 hour
A creature of the animal type within range becomes more friendly towards you. 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.
If you use hostile actions against the target, the spell ends. When the spell ends, the animal may still follow you if you have provided it with food etc.
Success The target is unaffected.
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
WARPING OPTIONS
+4 PP: the duration lasts for a day.
+8 PP: target up to 1 animal per level.
CHARM KIND PP 2 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature of your race type
Saving Throw Will; Duration 10 minutes
The target believes that you are a good friend. 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.
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 The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
WARPING OPTIONS
+2 PP: use the spell on a creature of a different race type.
+6 PP: the duration lasts for a day.
+8 PP: target up to 1 creature per level.
CHILL STORM PP 4 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 500 feet; Area 20-foot radius
Duration 1 minute; Saving Throw Basic Reflex
Base Damage 1d6
You create a light storm which blankets the area in snow. All creatures within the storm become concealed, and all creatures outside the storm become concealed to creatures within it.
When you Cast the Spell, a heavy burst of snow inflicts 2d6 cold damage to all targets within the area.
Any creature that ends its turn in the storm must make the saving throw to avoid damage again.
WARPING OPTIONS
+4 PP: the initial storm is laced with icy hail which also inflicts 4d6 bludgeoning damage.
CHILL TOUCH PP 0 #
CANTRIP ESSENCE LIGHT SAVE SOUL
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Saving Throw Basic Fortitude
Base Damage 1d4
Your hand radiates pale blue light and harms the living. Any living creature that you touch takes 3d4 essence damage.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d4 and the Save DC by +2
CIRCLE OF WARMTH PP 2 #
FIRE UTILITY WARDING
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Area 10-foot radius
Duration Sustained (1 minute)
You emanate an aura of heat which protects you and creatures close to you. All creatures ignore the effects of naturally occurring cold weather for the duration.
WARPING OPTIONS
+1 PP: the duration changes to 1 minute.
+2 PP: the duration changes to 10 minutes.
+3 PP: the duration changes to 1 hour.
+4 PP: the duration changes until next daily preparation.
CLARITY PP 2 #
CHANCE INSIGHT UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch
Duration 10 minutes (D)
You grant the target brief insight into their future. The target gains advantage on the next mental saving throw made within the spells duration. Once the saving throw is made, the spell ends.
WARPING OPTIONS
+2 PP: the spell effects all targets in a 10-foot radius.
CLICK PP 0 #
ALTERATION CANTRIP UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet
You may toggle a single button, key, or switch that could typically be operated with a single finger. This spell cannot disable locks, sensors, or traps.
CLOAK OF GREYING PP 2 #
PHANTASM SAVE SHADOW VISUAL
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 10 minutes
You overrule your targets normal senses and force them to believe that you are not actually there.
The target makes a saving throw.
Critical The target is unaffected.
Success The target is aware of your presence, but will not directly interact with you unless you give them reason to (GM discretion). If questioned later, the target is unlikely to remember you being there.
Failure As success, but the target ignores you unless you attack them.
Fumble As failure and the target cannot sense you at all. If you attack the target, they can make another saving throw at -20 to resist the effects.
WARPING OPTIONS
+6 PP: the spell effects all targets in a 50 foot radius.
CLONE PP 18 #
RITUAL SOUL UTILITY
Tradition arcane
Cast 7 days (material, somatic, verbal)
Requirements A finger, toe, eye or some other appropriate piece of the targets flesh.
Range 10 feet; Targets 1 living creature
To begin the casting you must remove the required flesh from the target who must be within the range of the spell throughout the casting. The flesh is used to grow an exact copy of the target.
You must have a suitable lab in which to cast the spell. Once the casting is completed, the flesh must be left in the lab for 1d6+1 months to grow into a copy. If anything interferes with the process or contaminates it during this time the maximum spell result (see below) becomes fail.
Once the growth process is complete, the original creature’s soul is drawn to the body as soon as their original body dies, or immediately if they are already dead.
The body must be preserved if the soul is not ready to enter.
Unlike other spells, you make your casting check at the end of the growth process. Use the below results to determine the spell outcome rather than those presented in Chapter 7.
Critical The cloning process is successful. When the soul occupies the completed clone, it is Injured 2 for 1 week; this condition cannot be removed or reduced by any means until the week has passed.
Success As critical success, but the Injured condition is 4.
Failure You fail to form the clone.
Fumble The clone appears to be successful, but something went horribly wrong. Once it grows to its full size, it can't hold the target's soul and instead houses a malevolent intelligence or an invasive (possibly demonic) creature.
WARPING OPTIONS
+4 PP: you may inhabit the clone with another captured soul (if you have one).
CLOUDKILL PP 10 #
AIR PENETRATING POISON SAVE SOUL
Tradition arcane, ethereal, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Basic Fortitude
Duration 1 minute (D)
You flood the area with poisonous fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each breathing creature that starts its turn in the spell's area takes 6d8 poison damage.
WARPING OPTIONS
+2 PP: The damage increases by 1d8.
+2 PP: increase the duration to 10 minutes.
COGNITIVE COLLAPSE PP 12 #
CURSE ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You reach into the recesses of your targets minds and strip them of all sense. The target must attempt a Will save. The effects of this curse can be removed only through remove curse or another effect that removes curses.
Critical The target is unaffected.
Success The target is dazed 2 for 1 round.
Failure The target is dazed 4.
Fumble The target’s intellect is permanently reduced and all mental ability scores are reduced to -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.
COLD BALL PP 6 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Basic Reflex
Base Damage 1d8
You shoot a small sphere of pure cold that explodes in a freezing blast upon reaching its target. All creatures in the area of effect take 4d8 cold damage.
COLD BOLT PP 4 #
ATTACK COLD INVOCATION WATER
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d8
You throw a magically propelled and chilled ball of dense snow. If this spell attack hits, it inflicts 4d8 cold damage.
COLOUR SPRAY PP 2 #
LIGHT SAVE SHADOW VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet Area 15-foot cone
Saving Throw Will; Duration 1 or more rounds (see below)
A vivid cone of clashing colours springs forth from your hand affecting viewers based on their Will saves.
Critical The creature is unaffected.
Success The creature is dazzled for 1 round.
Partial The creature is dazzled for 1 minute.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Fumble The creature is stunned for 1 round and blinded for 1 minute.
COMMAND PP 2 #
ENCHANTMENT LINGUISTIC MENTAL SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration see below
Your voice takes on a powerful tone and becomes difficult to ignore. You command the target to take a Move action of your choice which it must perform as its first action on its next turn. The target 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.
Fumble The target must use all its actions on its next turn to obey your command.
WARPING OPTIONS
+8 PP: target up to 1 creature per level.
COMMAND SWARM PP 4 #
ENCHANTMENT MENTAL SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 non-magical swarm
Saving Throw Will Negates
Duration 1 minute (S)
You can take control over an existing swarm of insects. By using a sustain action each round you direct it with simple spoken commands such as “Attack,” or “Run.” The swarm obeys even suicidal commands for the duration of the effect. If you do not Sustain the Spell the swarm follows it normal behaviour pattern.
This spell bypasses the usual mental immunity of swarms
WARPING OPTIONS
+2 PP: command non-insect living swarms such as rats and bats.
COMMUNE PP 10 #
INSIGHT UTILITY
Tradition divinity
Cast 10 minutes (material, somatic, verbal)
You may contact a god or its agent and ask a question that can be answered by a simple “yes” or “no.” You can ask up to seven questions. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because a powerful being of the Outer Planes isn’t necessarily omniscient. The entity contacted structures its answers to further its own purposes. In cases where a one word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. If you lag, discuss the answers, or go off to do anything else, the spell effect ends.
CONCEAL THOUGHTS PP 4 #
INSIGHT MENTAL UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 willing creature
Duration 1 hour
You protect the subject’s thoughts from analysis. While the duration lasts, the subject gains a +2 circumstance bonus on Deception checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 circumstance bonus on its saving throw against any attempt to read its mind.
The target of this spell is either yourself or one studied target.
WARPING OPTIONS
+1 PP: increase the bonus by +1 (max +10).
CONCEALING TERRAIN PP 2 #
SHADOW UTILITY VISUAL
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
Your surroundings bend and weave, conspiring to mask your presence from others and granting you a +4 circumstance bonus with Hide & Sneak checks. This spell may only be cast in areas with significant plant life.
WARPING OPTIONS
+3 PP: the spell gains a 15-foot radius area of effect centred on you.
CONE OF COLD PP 10 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 60-foot cone
Saving Throw Basic Reflex
Base Damage 1d8
A blast of unearthly cold erupts from your outstretched hands, freezing everything in its path. Anyone in the area of effect takes 10d8 cold damage.
CONE OF DEATH PP 12 #
ESSENCE SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Basic Fortitude
Base Damage 1d6
You draw in the blood and life force of other creatures through your outstretched arms. All targets take 10d6 essence damage.
You are healed an amount of HP equal to half the damage a single creature takes from this spell; calculate these HP using the creature that took the most damage.
CONFOUNDED IMAGERY PP 6 #
MENTAL SAVE SHADOW VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Saving Throw see below; Duration 1 minute
You create bizarre images which twist and weave your form to onlookers. You gain concealment to all attacks and targets cannot use reactions against you. The first time an attacker misses you with an attack, they may make a Will save or Sense Motive check to disbelieve the images. If they are successful, they are then immune to this casting of the spell.
WARPING OPTIONS
+4 PP: the spell gains a 20-foot radius affecting all targets within.
CONFUSION PP 8 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 50 feet; Targets 1 creature
Saving Throw Will; Duration varies (D)
You addle the targets senses preventing it from telling friend from foe. The effects are determined by the target's Will save.
Critical The creature is unaffected.
Success The targets mind is addled slightly causing them to become 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.
Fumble The target is confused for 1 minute, with no save to end early.
WARPING OPTIONS
+1 PP: you can target an additional creature.
CONJURATION SHIELD PP 4 #
SAVE WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 10-foot radius
Duration 10 minutes
Within the area of effect, this spell impedes the use of spells which conjure creatures.
Any such creature invokes a Will save against this spell from the conjuring caster. A failed save prevents the spell from working, wasting the PP.
CONJURE ANIMAL PP 2 #
TRANSLOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (material, somatic, verbal)
Range 10 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the animal trait from the surrounding mana, which can appear at any point within the spell’s range. This animal must be no more than level 1. By sustaining the spell, you may command the creature to act.
The animal has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the level of the creature by 1 (to a maximum of your caster level).
CONJURE ELEMENTAL PP 4 #
TRANSLOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the elemental trait from the surrounding mana, which can appear at any point within the spell’s range. This elemental must no more than level 1. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE ENTITY PP 12 #
TRANSLOCATION UTILITY
Tradition ethereal
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the aberration trait from the surrounding mana, which can appear at any point within the spell’s range. This aberration must be 9th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE ETERNAL PP 10 #
ALIGNED TRANSLOCATION UTILITY
Tradition divinity
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the eternal trait from the surrounding mana, which can appear at any point within the spell’s range. This eternal must be 6th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE SPELLSWhen conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12.The exact creature conjured is always determined by the GM and will usually be appropriate to the environment that you are in when the spell is cast. CONJURE SPELLSWhen conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12.The exact creature conjured is always determined by the GM and will usually be appropriate to the environment that you are in when the spell is cast.
CONJURE FEY PP 4 #
TRANSLOCATION UTILITY
Tradition ethereal, verdant
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the fey trait from the surrounding mana, which can appear at any point within the spell’s range. This fey must be of 1st level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE GIANT PP 10 #
TRANSLOCATION UTILITY
Tradition verdant
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the giant trait from the surrounding mana, which can appear at any point within the spell’s range. This giant must be 7th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
When conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12When conjuring a creature using any of the conjure spells each description refers to the level of the creature. This level is either the creatures level or effective level (EL), whichever is highest. Effective Level (EL) is explained in Chapter 12
CONJURE PLANT PP 4 #
TRANSLOCATION UTILITY
Tradition verdant
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the plant trait from the surrounding mana, which can appear at any point within the spell’s range. This plant must be 1st level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE SWARM PP 6 #
TRANSLOCATION UTILITY
Tradition verdant
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the swarm trait from the surrounding mana, which can appear at any point within the spell’s range. The swarm can be no more than 1st level. By sustaining the spell, you may command the swarm to act. The swarm has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURE WYRM PP 10 #
TRANSLOCATION UTILITY
Tradition arcane
Cast 2 AP (material, somatic, verbal)
Range 50 feet; Duration 1 minute (S)
By a supreme exertion of will, you can create a facsimile of a creature with the wyrm trait from the surrounding mana, which can appear at any point within the spell’s range. This wyrm must be 6th level or lower. By sustaining the spell, you may command the creature to act. The creature has the Conjured trait (see appendix).
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1 (to a maximum of your caster level).
CONJURING CONTROL PP 10 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 conjured creature
Saving Throw Will; Duration 1 minute
You seize control of a creature with the conjured trait by disrupting the bond between it and the caster who summoned it.
The result is determined by the conjured creatures Will Saving Throw.
Critical The target is unaffected.
Success The target has free will until the end of its next turn and will act according to its nature.
Failure You may command the creature as if you conjured it.
WARPING OPTIONS
+2 PP: you can affect an additional target.
CONSECRATE PP 6 #
ESSENCE UTILITY WARDING
Tradition divinity
Cast 10 minutes (material, somatic, verbal)
Area 40-foot-radius (B); Range touch
Duration 1 day
Cost rare incense and offerings worth a total value of 10 gp × the spell PP cost.
You chant the ancient rituals of your deity to bless the area with positive energy.
All undead creatures within the consecrated area suffer a -2-circumstance penalty to all actions and DCs. Furthermore, all attacks made against undead creatures within the consecrated area gain a +2-circumstance bonus and inflict 1d4 essence secondary damage.
Finally, it is impossible for an undead to be animated or created with a consecrated area.
WARPING OPTIONS
+2 PP: increase duration to 1 month.
+2 PP: the consecrated area also effects eternals with the evil aligned trait.
+4 PP: increase the bonuses and penalties by +/-1 and the positive damage by 1d4.
+4 PP: increase duration to 1 year. +6 PP: increase duration to permanent.
CONTINGENCY PP 14 #
UTILITY WARDING
Tradition arcane
Cast 10 minutes (material, somatic, verbal)
Duration 24 hours
You hold in reserve a spell that will trigger later. While casting contingency, you also cast another spell with a PP cost of 8 or lower with a casting time of no more than 3 AP. This reserve spell must be one that can affect you. You must make any decisions for the spell when you cast contingency, such as choosing a damage type for resist energy. During the casting, you must also name a trigger that prompts the spell’s release (e.g. you’re attacked).
Once contingency is cast, you can cause the reserve spell to come into effect as a reaction with that trigger. It affects only you, even if it would affect more creatures. If you define complicated conditions, as determined by the GM, the trigger might fail. If you cast contingency again, the newer casting supersedes the older.
WARPING OPTIONS
+1 PP: increase the PP of the companion spell by 1.
CONTINUAL LIGHT PP 4 #
INVOCATION LIGHT UTILITY
Tradition all
Cast 3 AP (material, somatic, verbal)
Cost 50 gp worth of gem dust
Range touch; Targets 1 object
Duration unlimited
The target object emits a small flame. This provides an amount of light equal to that of a torch (increase illumination by two steps). It doesn't need oxygen, react to water, or generate heat.
WARPING OPTIONS
+1 PP: the duration becomes permanent.
+2 PP: +1 illumination level (max 9).
CONTROL UNDEAD PP 4 #
SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet
Targets 1 undead creature with a level no greater than 2.
Saving Throw Will; Duration varies
You seize control of the target undead using ancient words of necromantic power. The undead gains the minion trait. If you or an ally uses any hostile actions against the target, the spell ends. The target gets a saving throw (mindless treat their result as one degree less).
Critical The creature is unaffected.
Success The undead is stunned 1.
Partial The undead is controlled for 10 minutes.
Failure The undead is controlled for 1 day.
Fumble The undead is controlled until you release it or it is destroyed
If an undead is currently controlled by another creature it treats its result as one degree higher.
WARPING OPTIONS
+1 PP: increase the level of undead you may control by 1.
CONTROL WATER PP 10 #
INVOCATION UTILITY WATER
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 200 feet; Area 50 feet long by 50 feet wide
You focus your will upon the body of water causing it to raise or lower. The water in the spells area of effect is raised or lowered by 10 feet. Any creature with the water trait within the spells area of effect is Slowed 1.
WARPING OPTIONS
+2 PP: you may Sustain the Spell for up to 1 minute, raising or lowering the water level each turn.
COURAGE PP 6 #
CHANCE ENCHANTMENT MENTAL UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
You instil great courage into the target. For the duration of the spell the target gains advantage on all saving throws made against effects with the Fear trait.
WARPING OPTIONS
+1 PP: increase the duration to 1 hour.
CRACKLING TEMPEST PP 20 #
ELECTRICITY INVOCATION SAVE
Tradition divinity, verdant
Cast 1 minute (material, somatic, verbal)
Area 1-mile-radius
Saving Throw Basic Reflex
Base Damage 1d12
The sky explodes with an electrical deluge raining down bolts of lightning. Any huge or larger object or small or larger creature is struck by a bolt of lightning which inflicts 10d12 electricity damage.
WARPING OPTIONS
+4 PP: reduce the casting time to 3 AP.
CRASHING TORRENT PP 6 #
INVOCATION SAVE WATER
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Basic Reflex
Base Damage 1d6
You summon the power of the ocean, conjuring a colossal wave that sweeps away from you. You deal 6d6 bludgeoning damage to creatures in the area. Furthermore, the water also extinguishes non-magical fires in the area.
WARPING OPTIONS
+2 PP: increase the damage by 1d6.
CREATE UNDEAD PP 4 #
EVIL SOUL UTILITY
Tradition arcane, divinity
Cast 1 hour/creature level (somatic, verbal)
Range 10 feet; Targets 1 dead creature
Cost rare materials (see below)
You transform the target into a 1st level undead creature. Each undead type has its own unique formula which must be learnt before that undead can be created with this spell.
Rare materials must be used to create the undead with costs detailed below.
Creature Level | PP Cost | Cost in gp |
|---|
1 | 4 | 100 |
2 | 5 | 250 |
3 | 6 | 450 |
4 | 7 | 750 |
5 | 8 | 1250 |
6 | 9 | 2000 |
7 | 10 | 3000 |
8 | 11 | 4200 |
9 | 12 | 6000 |
10 | 13 | 8000 |
11 | 14 | 11000 |
12 | 15 | 16000 |
13 | 16 | 24000 |
14 | 17 | 36000 |
15 | 18 | 55000 |
16 | 19 | 80000 |
17 | 20 | 120000 |
The target becomes an undead creature of the appropriate type. If it’s at least 4 levels lower than your caster level, you can make it a minion. This gives it the minion trait, and commanding it is a single action that has the auditory and concentrate traits. If it’s intelligent and doesn’t become a minion, the undead is helpful to you for awakening it, though it’s still a horrid and evil creature. If it’s unintelligent and doesn’t become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.
An Intelligent Undead can also make a Will Saving throw when it is first created to avoid control.
WARPING OPTIONS
+1 PP: increase level of the undead by 1.
CRUSHING DESPAIR PP 10 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Will; Duration 1 or more rounds
All creatures with the spells area experience a great sense of desperation. Each target must make a Will save:
Critical The target is unaffected.
Success For 1 round, the creature can't use reactions or the delay action and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn.
Failure As success, but the duration is 1 minute.
Fumble As failure, and the creature is automatically slowed 1 for 1 minute.
CURE PP 2 #
HEALING ESSENCE SOUL UTILITY
Tradition divinity, verdant
Cast 1-3 AP (see below)
Range varies
Targets 1 willing creature
Base Damage 1d8
At its simplest, Cure allows you to channel healing energy directly into a single individual, restoring their vitality.
Cure heals 1d8 HP or stops 1 point of ongoing bleed damage. The spell’s application depends upon how many AP you expend when casting.
1 AP (somatic) The spell has a range of touch.
2 AP (somatic, verbal) The spell has a range of 30 feet and restores an additional 8 HP (if using the HP healing option).
3 AP (material, somatic, verbal) A surge of restorative energy spreads outward in a 30-foot radius, healing all creatures within its range.
WARPING OPTIONS
+2 PP: stop an additional point of bleeding.
+2 PP: the spell heals both HP and bleed.
+2 PP: the amount of healing increases by 1d8 and the extra healing for the 2-action version increases by 8.
DANCE MACABRE PP 16 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Will; Duration varies
The targets limbs begin to move and jerk of their own accord forcing them to move and dance against their will. The target is flat-footed and can't use reactions for the duration of the spell and the only move actions they can take is to dance, using half up to half their Speed.
Critical The target is unaffected.
Success The spell's duration is 3 rounds, and the target must expend at least 1 AP each turn dancing.
Failure The spell's duration is 1 minute, and the target must expend at least 2 AP each turn dancing.
Fumble The spell's duration is 1 minute, and the target must spend all its actions each turn dancing.
Blunder As fumble but the duration continues until the target falls from exhaustion (GM discretion).
WARPING OPTIONS
+4 PP: the spell affects all creatures in a 20-foot radius, and the spell gains a range of 50 feet.
DANCING LIGHTS PP 0 #
CANTRIP INVOCATION LIGHT UTILITY
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet
Duration sustained
You create up to four glowing spheres of light (which look like will-o’-wisps), that shed the same amount of light as a torch (increase illumination by two steps). The spheres must stay within a 10-foot-radius area in relation to each other and you can move all of them when you Sustain the Spell. A light winks out if the distance between you and it exceeds the spell’s range.
DANCING WEAPON PP 6 #
ALTERATION FORCE RUNE UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 weapon
Duration 1 minute
When you cast this spell, you animate your melee weapon, allowing it to float and defend you. The weapon always stays within 5’ of you and parries incoming melee attacks granting you a +2-dodge bonus to DB. Although you may not use another weapon while the Dancing Weapon is active, you may still perform other actions or cast spells.
By sustaining the spell, you may use the weapon to carry out the Aid Defensive action using your Spellcraft Bonus for the check.
WARPING OPTIONS
+2 PP: by sustaining the spell, the weapon may also attack once per round using, you’re multiple attack penalty and Spellcraft Bonus.
DANGEROUS VISION PP 14 #
AUDITORY SAVE SHADOW VISUAL
Tradition ethereal
Cast 3 AP (material, somatic, verbal)
Range 200 feet; Area 30-foot radius
Saving Throw Will
Duration 1 minute
You create an illusion of nightmarish creatures within the spells area of effect.
Any creature that's inside the burst when it's created, enters the burst, or starts its turn inside the burst must make a Will save to avoid Mental Damage.
Critical The target is unaffected.
Success The target takes 1d8 mental damage.
Partial The target takes 2d8 mental damage and a Minor Mental Critical.
Failure The target takes 4d8 mental damage and a Serious Mental Critical.
Fumble The target takes 6d8 mental damage and a Deadly Mental Critical.
A creature that critically succeeds at its Will save can immediately attempt to disbelieve the illusion. A creature that tries to Interact with the creatures or observes one with a Search action can attempt to disbelieve the illusion. Creatures that disbelieve the illusion take no damage from the illusion thereafter.
WARPING OPTIONS
+4 PP: all damage inflicted by the spell is doubled.
DAREVEIL PP 2 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You cloak yourself in an aura of bold confidence, creating a subtle illusion that amplifies your presence. You gain a +1-status bonus to any effects with the fear trait and to all Make an Impression (Diplomacy) checks.
WARPING OPTIONS
+2 PP: increase the duration to 1 hour.
DARK TENDRILS PP 2 #
ESSENCE SAVE SOUL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot line
Saving Throw Basic Fortitude
Base Damage 1d4
Tendrils of black energy erupt from your outstretched fingertips. You deal 2d4 essence damage to each living creature in the line and any target that takes a critical from this spell also takes 1 bleed damage.
WARPING OPTIONS
+1 PP: the area becomes a 15-foot cone instead of a line.
+2 PP: you are healed of half the damage this spell inflicts to one of its targets.
+2 PP: creatures that fail their save are clinging to shadowy strands for 1 round, reducing their speed by 10 ft.
DARKNESS PP 4 #
DARKNESS INVOCATION UTILITY
Tradition all
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Duration 1 minute
You create a globe of darkness that lowers the illumination level by four steps (min 3).
WARPING OPTIONS
+2 PP: -1 level of illumination.
PP +4: the minimum illumination level is reduced by 1
DARKVISION PP 4 #
INSIGHT UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Duration 1 hour
You grant yourself supernatural sight in areas of darkness. You gain Darkvision.
WARPING OPTIONS
+1 PP: the spell's range is touch and it targets 1 willing creature
+2 PP: the duration is until the next time you make your daily preparations.
DAZE PP 0 #
CANTRIP ENCHANTMENT MENTAL SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Will
Base Damage 1d6
You obscure the target's thoughts, causing a mental disruption. You cause 1d4 damage to the target.
CASTER LEVEL MODIFICATIONS
CL 4+: increase the damage by 1d4 and the Save DC increases by 2.
DEAD TONGUE PP 2 #
INSIGHT LANGUAGE UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 spirit or undead
Duration Sustained
You can communicate with the target spirit or sentient undead.
Be Aware that this spell merely enables communication it does not compel the target to answer nor will protect the caster from hostile targets.
WARPING OPTIONS
+1 PP: add one target.
+1 PP: if the spell is active, the target won’t attack you, unless attacked first (it can still attack your allies and followers).
+1 PP: increase duration to 10 minutes.
DEAFNESS PP 4 #
CURSE SAVE SOUL
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
The target loses hearing; it must attempt a Fortitude save. The target is then temporarily immune for 1 minute.
Critical The target is unaffected.
Success The target is deafened for 1 round.
Failure The target is deafened for 10 minutes.
Fumble The target is deafened permanently.
DEATH KNELL PP 4 #
DEATH ESSENCE SAVE SOUL
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 creature that has the Dying condition
Saving Throw Will
You kill a creature who is already on the verge of death. The result of the spell is based upon the targets Will save:
Critical The target is unaffected.
Success The target’s Dying condition increases by 1 and you regain 1 HP for every 2 levels it possesses.
Failure The target dies and you 1 HP for every level it possesses.
DEATH WARD PP 10 #
UTILITY WARDING
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch
Target 1 living creature touched
Duration 10 minutes
You enhance the life force of a living creature protecting it against essence energy and death effects.
The target gain a +4-status bonus to saving throws against essence and death effects, gains essence resistance and ignores the Doomed Condition for the duration of the spell.
WARPING OPTIONS
+1 PP: affect an additional target.
+2 PP: increase the spells duration to 1 hour.
DEATHLESS PP 10 #
ESSENCE SOUL UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Duration 1 minute
The target’s soul is strongly anchored to its body, preventing death when exceeding Death State.
This spell doesn’t prevent death from sources other than hit point damage—such as criticals, death effects, or soul drain. Spells that cure HP affect the creature normally.
WARPING OPTIONS
+4 PP: you become an anchor for the souls of you and your cohorts. The range increases to 30 feet, and instead of affecting one creature, it affects all allies within a 15-foot-radius centred on you.
DEATH’S MEMORY PP 12 #
INSIGHT UTILITY
Tradition divinity, ethereal
Cast 1 minute (material, somatic, verbal)
This spell gives you a vision of how someone died and an image of the killer, if any. This spell must be cast within one week of the death and must be cast at the place of death or in the presence of the body. The vision occurs in real time and covers the dying process.
WARPING OPTIONS
+2 PP: the spell must be cast within 1 month of the death.
+4 PP: the spell must be cast within 1 year of the death.
DEATHWATCH PP 2 #
DETECTION INSIGHT UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 20-foot emanation
Duration 10 minutes
You can determine the condition of creatures near death within the spell's range. You instantly know how many HP each creature has remaining (or negative value if they are dying) and if the value of any injured and bleed conditions that they have.
WARPING OPTIONS
+1 PP: increase the duration to 1 hour.
DECURSIVE VEIL PP 6 #
UTILITY SHADOW
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Target 1 creature
Duration 1 minute
You draw a veil of divine shadow over a creature, cloaking them from harmful spiritual threads and masking them from planar interference. The target gains concealment and is immune to insight spells and effects of PP 2 or lower. In addition, you reduce the frightened or sickened condition by 1.
WARPING OPTIONS
+1 PP: increase the PP of the immunity by 1.
+2 PP: increase the spells duration to 10 minutes.
DEFER FATALITY PP 14 #
UTILITY WARDING
Tradition ethereal
Cast R (verbal)
Trigger you die; Duration 1 hour
When death is about to claim you because of a lethal attack of any sort, you instead enter a state of suspended animation. While fatality is deferred, you do not age, breathe, grow hungry, sleep, or regain essence. You are unaware of your surroundings and cannot use subconscious abilities. Outside forces can damage your body, but as long as your head remains attached to your torso and your brain remains intact, the physical damage can be healed. A coup de ’grace still forces you to make a Fortitude save or die.
You remain in this state until you are healed of the injury.
WARPING OPTIONS
+1 PP: increase duration to 8 hours
+1 PP: increase duration to unlimited
DEFLECTIONS PP 4 #
UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast R (somatic)
Trigger You are aware of the physical ranged attack
Target 1 missile
You deflect a missile attack. The attack takes a -4-circumstance penalty to its attack check. You cannot use this spell to deflect massive, ranged projectiles (such as boulders or ballista bolts).
WARPING OPTIONS
+1 PP: you may instead deflect one melee attack that you are aware of within 30 feet.
+2 PP: increase the penalty by -1 (max -10)
+2 PP: you may instead deflect one spell attack that you are aware of within 30 feet.
DEIFIC ENHANCEMENT PP 6 #
ALTERATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Duration 1 minute
The affected creature is imbued with a surge of divine energy which enhances one of their ability scores. The target gains a +1-status bonus to one ability score, selected when casting, for the duration of the spell.
WARPING OPTIONS
+3 PP: increase the duration to 10 minutes.
+4 PP: you increase the bonus by +1 (max +4).
DEIFIC KNOWING PP 2 #
DETECTION INSIGHT UTILITY
Tradition divinity
Cast R (verbal)
Trigger You make a Recall Knowledge (Religion) or Deity specific skill check
You draw upon your deity’s immense knowledge of the world and all things religious. You make the triggering check with advantage.
WARPING OPTIONS
+2 PP: the spell effects any Religion skill check.
+4 PP: the spell effects any saving throw skill check (except spellcraft or any check with the attack trait).
+6 PP: the spell effects any check.
Gods do not appreciate their knowledge being drawn upon for trivial matters and may impose penalties upon you if this spell is used too often or for checks of little importance.
DEIFIC PRESENCE PP 18 #
AUDITORY EMOTION ENCHANTMENT SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Area 40-foot burst (B); Targets any number of creatures
Saving Throw Will
Duration until full tribute is paid
You surround yourself with supernatural splendour, 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 The target is unaffected.
Success The target must pay tribute twice.
Failure The target must pay tribute six times.
Fumble As failure, and the target must spend all its actions paying tribute if possible.
Paying tribute is a 1 AP (manipulate 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 fixated by you and can't use hostile actions against you. The target is then temporarily immune for 1 minute.
DELAY PAIN PP 4 #
EMOTION ENCHANTMENT HEALING UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
You override the target’s ability to feel pain. The target may ignore up to 10 points of the dazed or weakened conditions or 5 point of the injured condition for the duration of the spell. This does not negate any damage, but it does negate the penalty.
At the end of the spells duration, you gain an amount of fatigue equal to the value of any ignored conditions.
WARPING OPTIONS
+2 PP: ignore an additional point of a condition.
+2 PP: increase duration to 10 minutes.
+4 PP: increase duration to 1 hour.
DELAYED BLAST FIREBALL PP 14 #
FIRE INVOCATION SAVE
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Basic Reflex
Base Damage 1d6
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. All creatures within the area of effect take 15d6 fire damage.
The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the radius for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.
DESECRATE PP 6 #
ESSENCE UTILITY WARDING
Tradition divinity
Cast 10 minutes (material, somatic, verbal)
Area 40-foot-radius; Range 40 feet
Duration 1 day
Cost rare incense and offerings worth a total value of 20 gp × the spell PP
You chant the ancient rituals of your deity to bless the area with essence energy.
All living creatures within the desecrated area suffer a -2-circumstance penalty to all actions and DC’s. Furthermore, all attacks made against living creatures within the desecrated area gain a +2-circumstance bonus and inflict 1d4 essence secondary damage.
Finally, all Spellcraft checks made to cast animate undead or create undead spells gain +2 status bonus within the spells area of effect.
WARPING OPTIONS
+2 PP: increase duration to 1 month.
+2 PP: the desecrated area also effects eternals with the good, aligned trait.
+4 PP: increase the bonuses and penalties by +/-1 and the essence damage by 1d4.
+4 PP: increase duration to 1 year.
+6 PP: increase duration to unlimited.
DETECT AURA PP 2 #
DETECTION INSIGHT UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet; Area 5-foot radius
Duration 1 minute
As your eyes emanate a radiant glow, your heightened senses allow you to perceive the presence of aligned traits. Select from chaos, evil, good, or order, you can detect the presence or absence of such traits without gaining any additional information. You have the option to exclude specific creatures or effects that you are already aware possess the chosen trait from your detection.
WARPING OPTIONS
+2 PP: you learn each trait's location and strength.
Aligned Trait
The strength of an aligned trait depends on the level of the creature, item, or spell.
Level | Aura Strength |
|---|
0-5 | Faint |
6-10 | Moderate |
11-15 | Strong |
16-20 | Powerful |
21+ | Overwhelming |
DETECT LIFE PP 0 #
DETECTION CANTRIP INSIGHT UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute (S)
Upon casting the spell and then by sustaining the spell each round, you can detect the presence of living creatures. This acts as a Tertiary Sense using your Power Manipulation skill in place of Perception checks.
DETECT POISON PP 2 #
DETECTION INSIGHT UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 object or creature
You gain the ability to discern the presence of venom or poison within a creature or object. You can determine if a creature is venomous or poisonous, or if an object carries poison or has been tainted by it. However, this detection does not provide information about the specific ways in which the target may be poisonous, nor does it reveal the exact type or types of poison present. It's important to note that certain substances, such as lead and alcohol, possess their own poisonous properties, which can mask the presence of other poisons.
WARPING OPTIONS
+2 PP: you learn the number and types of poison.
DETECT SCRYING PP 8 #
DETECTION INSIGHT UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot radius
Duration 1 minute
You sense the presence of any active spell or effect with the scrying trait. The caster (or originator) of each active effect must make a Will save.
Success You learn only the presence of the spell or effect.
Failure You gain a glimpse of the scrying creature.
Fumble As failure but you also learn the approximate distance and direction to the scrying creature.
WARPING OPTIONS
+4 PP: the duration is until the next time you make your daily preparations.
DETECT UNDEAD PP 0 #
CANTRIP DETECTION INSIGHT UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute (S)
Upon casting the spell and then by sustaining the spell each round, you can detect the presence of undead creatures. This acts as a Tertiary Sense using your Power Manipulation skill in place of Perception checks.
DEVOTION BLAST PP 8 #
FORCE INVOCATION SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 20-foot radius
Saving Throw Basic Will
Base Damage 1d8
You release an explosion of power which emanates around you. Any creatures within the area of effect suffer 6d8 force damage. Creatures with an opposed aligned trait to your deity treat their saving throw result as one degree worse.
DIMENSION DOOR PP 8 #
MOVE TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane
Cast 3 AP (somatic, verbal)
You open a translucent magical doorway and step through it as part of the spellcasting. You are magically transported to any location that you can see within 1,000 feet.
WARPING OPTIONS
+1 PP: you may bring a touched target with you.
+2 PP: the range increases to 1 mile. You don't need to be able to see your destination, as long as you have it stored. You are temporarily immune for 1 hour.
DIMENSIONAL LOCK PP 12 #
TELEPORTATION UTILITY WARDING
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 60-foot radius
Duration 1 day
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.
DISAPPEARANCE PP 18 #
SHADOW UNCOMMON UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
You enshroud a chosen creature, rendering it completely hidden from the perception of others. The target becomes undetected, not only to sight but to all senses, making it effectively invisible regardless of the senses possessed by observers. However, it is still conceivable for a creature to uncover the presence of the target through active searching, such as by using the Search action, noticing disturbances in dust, perceiving gaps in the sound spectrum, or employing other methods that can reveal the existence of an otherwise undetectable creature.
DISCERN LIES PP 8 #
MENTAL INSIGHT REVELATION UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You develop an unnerving ability to sense when somebody is lying to you. For the duration of the spell, you gain a +4-status bonus to Detect Deception (Sense Motive) checks. You also gain a +2-status bonus to disbelieve illusions.
WARPING OPTIONS
+3 PP: increase the duration to 1 hour.
DISGRACE PP 6 #
SHADOW UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 10 minutes
You unravel a creature’s spiritual poise, cloaking them in an aura of shame and distrust. While affected, the target takes a –2 status penalty to social checks (Deception, Diplomacy, Intimidate, and Performance), and creatures within 30 feet perceive them as untrustworthy or dishonourable without understanding why. Attempts to magically bolster the target’s Charisma or social influence automatically fail for the duration.
The effect is subtle; there is no visible sign, only a creeping sense of unease. Creatures that interact with the target during the spell’s duration must succeed at a Will save against your spell DC when making any cooperative action (like an Aid reaction or forming an agreement). On a failure, they hesitate and refuse,.
WARPING OPTIONS
+2 PP: increase penalty by -1 (max -5).
DISINTEGRATE PP 12 #
ALTERATION ATTACK FORCE SAVE UNCOMMON
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature or unattended object
Saving Throw Fortitude
Base Damage 1d10
You fire a dark green ray of magical energy at one target within range. If the ray hits it inflicts force damage based upon the result of the targets saving throw. On a critical hit increase the DC of the saving throw by 2 per critical level.
Critical The target takes 2d10 damage.
Success The target takes 6d10 damage.
Failure The target takes 12d10 force damage.
Fumble The target takes 24d10 force damage.
A creature that is reduced to an amount of HP that takes them into the Death’s Door condition, is reduced to fine powder; its gear remains.
An object you hit is destroyed (no save), regardless of Hardness, unless it's magic item in which case a counteract check is made to destroy it. A single casting can destroy no more than a 10-foot cube of matter. This automatically destroys any force construct, such as a wall of force.
DISJUNCTION PP 18 #
SAVE WARDING
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 magic item
Intense energy crackles as you attempt to disrupt the target. You make a counteract check against the item. In the event of a success, the target's energy is rendered inert for one week. A critical destroys the item completely.
Be aware that this spell has effect on an artifact.
DISORIENT PP 2 #
ADVANTAGE AUDITORY ENCHANTMENT MENTAL SAVE
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
You cause the target to lose focus for a fraction of second. The target must make a Will Saving Throw.
Critical The target is unaffected.
Success The target takes a -1-circumstance penalty to the next check that they make before the end of their next turn.
Failure The next check the target makes before the end of their next turn is made with disadvantage.
Fumble The target has disadvantage to all checks made until the end of their next turn.
DISPLACEMENT PP 10 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
Your form is offset from its true location and keeps shifting and changing. Incoming melee and missile attacks are made with disadvantage. Once an attacker inflicts a critical hit against you, they are no longer affected by the spell.
DISRUPT UNDEAD PP 0 #
ATTACK CANTRIP ESSENCE SOUL
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 undead creature
Base Damage 1d10
You focus positive energy into a ray of blue light to strike your target. You deal 1d10 essence damage to the target on a successful hit
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d10.
DISRUPTING WEAPON PP 2 #
ESSENCE SOUL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets one touched weapon
Duration 1 minute
You infuse a weapon with positive energy. Attacks with this weapon inflict 1d6 essence damage as a secondary damage type.
WARPING OPTIONS
+1 PP: infuse an additional weapon.
+4 PP: increase the secondary damage by 1d6 (max 4d6).
DISTURBING TENTACLES PP 14 #
FEAR SAVE TRANSLOCATION
Tradition arcane, ethereal
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Area 20-foot radius adjacent to a flat surface
Duration 1 minute (D); Saving Throw Reflex & Will
Leathery tentacles, each with thousands of tiny eyes and other grotesque features rise from the ground in the spells area attempting to grapple and harm all creatures within. All creatures are affected based upon their reflex saving throw:
Critical The creature is unaffected.
Success The creature is not grappled but takes 1d10 bludgeoning damage from the tentacles.
Failure The creature takes 2d10 bludgeoning damage and gains the grabbed condition.
Fumble The creature takes 4d10 bludgeoning damage and a Minor Critical.
Whenever a creature ends its turn in the area, the sheer horror of the tentacles gibbering mouths and pus-filled eyes forces a Will save with the following results:
Success The creature is unaffected.
Failure The creature takes 1d10 mental damage.
Fumble The creature takes 2d10 mental damage and a Minor Critical.
The tentacles' Escape DC is equal to your Spell DC. A creature can attack a tentacle in an attempt to release its grip. Its DB is equal to your Spell DC, and it is destroyed if it takes 10 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends.
WARPING OPTIONS
+2 PP: double all damage inflicted by the spell and increase critical severity by one step.
DIVINE DECREE PP 14 #
INVOCATION SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 40-foot radius
Saving Throw Fortitude
You speak a powerful litany rooted in your faith, issuing a commanding mandate that inflicts harm upon those who stand against your ideals. You deal 10d8 force damage to all enemies in the area; each creature must attempt a Fortitude save.
Critical The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is injured 2 for 1 minute.
Fumble The creature takes double damage and is injured 2 for 1 minute. On your home plane, a creature that fumbles is banished with the effect of a failed banishment save. A 10th-level creature or lower must attempt a Will save. On a failure, it's paralyzed for 1 minute; on a fumble, it dies.
DIVINE FAVOUR PP 2 #
INVOCATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute
Calling upon the strength and wisdom of the gods, you gain a +1-circumstance bonus on attack checks and damage rolls. This bonus does not apply to attack spells.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (max +3).
DIVINE GRACE PP 2 #
AUDITORY SHADOW UTILITY VISUAL
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute
You make yourself powerful and imposing as if blessed by your deity. You gain a +3-status bonus to your next Charisma based skill check which must be made within the next minute.
WARPING OPTIONS
+2 PP: the check must be made within the next 10 minutes.
+4 PP: the check must be made within the next hour.
DIVINE LANCE PP 0 #
ATTACK CANTRIP INVOCATION
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6
You unleash a beam of divine energy. On a hit, the target takes 1d6 force damage. If the target has an opposed aligned trait the spell inflicts an additional 1d6 damage.
CASTER LEVEL MODIFICATIONS
CL 4+: both types of damage increase by 1d6.
DIVINE MIGHT PP 10 #
ALTERATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute
You empower yourself with deific energy. Your Base Attack Bonus becomes equal to your level; you gain a +1-status bonus to Con & Str.
WARPING OPTIONS
+2 PP: increase status bonus to Str & Con by +1 (max +4).
+2 PP: you gain physical resistance.
+4 PP: increase your size by one step.
DIVINE VISION PP 8 #
INSIGHT REVELATION UTILITY
Tradition divinity
Cast 10 minutes (somatic, verbal)
You all into a deep trance for the Duration. During the trance, you are oblivious to anything happening around you but receive a brief vision about the present of a specific item, person, or location. You must be able to name or personally know (Study Target works) the subject of the vision. The vision shows either where the subject is now; or a scene about what’s happening around it in the present (your choice).
However, visions are often ambiguous or hard to interpret: the vision will either be vague; or won’t show an important or dangerous detail.
WARPING OPTIONS
+2 PP: the vision is clear, and will be interpreted without errors
DIVINE WRATH PP 8 #
INVOCATION SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 10-foot radius
Saving Throw Basic Will
Base Damage 1d6
You can channel the fury of the gods against foes of your deity. You can't cast this spell if you do not have a specific deity. This spell gains the aligned traits of your deity and inflicts 6d6 force damage. Only your enemies are affected by this spell.
DIVINITY PURGE PP 8 #
UTILITY WARDING
Tradition divinity
Cast 3 AP (material, somatic, verbal)
Range touch; Targets 1 creature
You delve deep into the psyche of the target, purifying their thoughts and granting them forgiveness for their past transgressions.
Upon casting the spell, you envelope the target in a radiant aura of purification in an attempt to end all charm or compulsion effects affecting the target (including harmless compulsions, such as heroism) by making a counteract check against them. If the target was forced to perform any actions contrary to their loyalties, cleric edicts, crusader oath, or similar code of conduct by that charm or compulsion effect, that action doesn’t cause him to lose access to class abilities, including divinity spellcasting.
If the caster and the target similar beliefs or the same deity, the spell automatically works.
DOMINATE PP 14 #
ENCHANTMENT MENTAL SAVE UNCOMMON
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration until the next time you make your daily preparations
You seize control of the target, compelling it to obey your commands. The outcome of the spell is determined by the targets Will save.
Critical The target is unaffected.
Success The target resists your control but becomes stunned 1.
Failure You successfully control the target, imposing the controlled condition. However, the target can attempt a Will save at the end of each of its turns to break free from your influence. If successful, the spell ends.
Fumble As failure, but the target only gets another save if you issue a new order that contradicts its nature, such as harming its allies.
WARPING OPTIONS
+4 PP: the duration is unlimited.
DOUBT PP 4 #
CURSE ENCHANTMENT MENTAL SAVE SECRET
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration Sustained (1 minute)
You weave insidious uncertainty into the target's mind, causing them to question their abilities and choices. Each time you sustain this spell the target must make a new save.
Success The target is unaffected.
Failure The target experiences minor doubt. The next check that they make is made at disadvantage.
Fumble The target experiences serious doubt. All of their checks are made at disadvantage.
Be aware that any saving throw made against this spell is done in secret, thus the target does not know if the save has failed.
WARPING OPTIONS
+2 PP: shift the effect to a new target within range (may only shift one per turn).
+2 PP: effect an additional target.
DRAINING BURST PP 20 #
ESSENCE PENETRATING SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Area 10-foot radius
Saving Throw Basic Fortitude
A radius of black energy radiates outwards from you engulfing all targets in its path. All creatures in the spells area of effect take 20d8 Soul Drain.
DREAM MESSAGE PP 6 #
ENCHANTMENT MENTAL SLEEP UTILITY
Tradition arcane, divinity, ethereal
Cast 10 minutes (somatic, verbal)
Range planetary; Targets 1 stored creature
Duration 1 day
You send a one-way message, up to 1 minute of speech (roughly 150 words) to the target. 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.
WARPING OPTIONS
+4 PP: you can target up to 10 stored creatures. You must send the same message to all of them; the spell ends for each creature individually.
DROP DEAD PP 10 #
SHADOW UTILITY VISUAL
Tradition divinity
Cast R (somatic); Trigger a creature within range is hit by an attack from an enemy
Range 120 feet; Targets 1 creature
Duration sustained up to 1 minute
The target appears to fall dead, though it actually turns invisible. Its illusory corpse remains where it fell, complete with a believable fatal wound. This illusion looks and feels like a dead body. If the target's death seems absurd—for instance, a barbarian at full health appears to be slain by 2 damage—the GM can grant the attacker an immediate Perception check to disbelieve the illusion. If the target uses hostile actions, the spell ends. This ends the entire spell, so the illusory corpse disappears too.
WARPING OPTIONS
+4 PP: The spell doesn't end if the target uses hostile actions.
DULLING CLOUD PP 10 #
AIR PENETRATING POISON SAVE TRANSLOCATION
Tradition arcane, ethereal, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius (P)
Saving Throw Fortitude
Duration 1 minute (D)
You flood the area with poisonous fog. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each breathing creature that starts its turn in the spell's area must make a saving throw.
Critical The target is unaffected.
Success The target is stunned 1.
Failure The target is stunned 2.
Fumble The target is stunned 3.
EARTH BIND PP 6 #
ALTERATION EARTH SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 flying creature
Saving Throw Fortitude; Duration varies
Harnessing the weight of the earth, you impede the flight of a target, causing different effects depending on its Fortitude save. If the creature manages to safely reach the ground, it avoids taking any falling damage.
Critical The target is unaffected.
Success The target falls safely up to 120 feet.
Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.
Fumble The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.
EARTH GLIDE PP 8 #
ALTERATION EARTH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, giving them a burrow speed of 5 feet. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence.
This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath.
WARPING OPTIONS
+1 PP: increase the speed by 5 feet (max 20)
EARTH PRISON PP 20 #
ALTERATION EARTH SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Reflex
Duration 1 hour (D)
You lock your arms and point at the target. One target of a large or smaller size is grabbed by an enormous earthen hand that reaches up from the earth.
Critical The target is unaffected.
Success The target is slowed 1 for the duration.
Failure The target is dragged 100 ft. beneath the earth and held in a state of suspended animation, not aging and requiring no air, food, or drink to survive. The target can be dug out normally, if they can be located.
Fumble As failure except that attempts to locate the target suffer a -5 circumstance penalty.
WARPING OPTIONS
+1 PP: effect an additional target.
EARTHQUAKE PP 18 #
EARTH INVOCATION SAVE
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Range 500 feet; Area 60-foot radius
Base Damage 1d6; Duration 1 round
You cause an intense tremor to rip through the ground in the area effect of the spell. The following effects apply to all creatures within the spells area of effect:
Shaking Ground The ground is difficult terrain, and creatures on it take a –2 circumstance penalty to attack rolls, DB, and skill checks.
Fissures Each creature on the ground must attempt a Reflex Save at the start of its turn to keep its footing and avoid falling into 40-foot-deep fissures that open beneath it. The fissures are permanent, and their sides require DC 25 Climb (Climbing) check to climb.
Collapse Structures and ceilings might collapse. The GM rolls a flat check for each (DC 16 for a sturdy structure, DC 14 for an average structure and most natural formations, DC 10 for a shoddy structure, all adjusted higher or lower as the GM sees fit). A collapse inflicts a 10d6 bludgeoning damage (basic reflex). Any creature that fumbles the saving throw also falls into a fissure.
Be aware that based upon the natural terrain features in the locale, other effects may occur such as falling cliffs, quicksand or watery whirlpools.
ECHOLOCATION PP 10 #
INSIGHT REVELATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 hour
You can perceive the world by creating high-pitched noises and listening to their echoes. This gives you blindsight to a range of 40 feet.
EFFORTLESS ARMOUR PP 6 #
ALTERATION UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
Armour you wear no longer reduces your speed. You also reduce ACP by 1,
WARPING OPTIONS
+1 PP: reduce the ACP by an additional 1 (max 4).
+2 PP: increase the duration to 1 hour.
ELDRITCH BALL PP 10 #
FORCE INVOCATION SAVE
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 50 feet; Area 10-foot radius
Saving Throw Basic Reflex
Base Damage 1d10
A bolt of raw magical energy flies forth from your fingertips and explodes upon reaching its destination. All creatures in the area of effect take 6d10 force damage.
ELDRITCH BOLT PP 6 #
ATTACK FORCE INVOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 creature
Base Damage 1d10
A bolt of raw magical energy flies forth from your fingertips and strikes its target. On a successful attack, the target takes 4d10 force damage.
ELDRITCH DISRUPTION PP 12 #
FORCE INVOCATION SAVE
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 creature
Saving Throw Basic Will
Base Damage 1d10
You target the raw essence of the target. The spell inflicts 6d10 force damage but is particularly dangerous to targets with Power Points. A target that has Power Points is subjected to an addition effect based upon their saving throw.
Critical The creature is unaffected.
Success The creature is drained of 1d6 PP.
Failure The creature is drained of 2d6 PP.
Fumble The creature is drained of 4d6 PP.
If the target is reduced to below 0 PP by this spell, they take any excess PP drain as Soul Drain.
WARPING OPTIONS
+2 PP: you gain half the PP drained.
+4 PP: you gain all of the PP drained.
ELDRITCH SHIELD PP 4 #
FORCE UTILITY WARDING
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Target 1 creature
Duration 1 minute
You create a shell of pure energy around the target. The target gains a +4-status bonus to DB against all spell attacks.
WARPING OPTIONS
+1 PP: increase the bonus by +1 (max +8)
ELDRITCH TOUCH PP 2 #
ATTACK FORCE INVOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Target 1 creature
Base Damage 1d10
Your hand glows with blue magical energy and you deliver a surge of harmful magic to your target. On a successful attack, the target takes 1d10 Force damage.
WARPING OPTIONS
+2 PP: increase the damage by 1d10.
ELDRITCH WEAPON PP 6 #
FORCE TRANSLOCATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Duration 1 minute
You create a one-handed weapon simple melee weapon of pure magic sized appropriately for you that you can wield or give to another creature. The weapon requires any usual proficiencies but inflicts force damage rather than its normal type.
WARPING OPTIONS
+1 PP: the weapon can be a martial weapon.
+2 PP: the weapon is infused with a potency I rune.
+3 PP: the potency of the rune increases by one step (max IV).
ELEMENTAL SHIELD PP 10 #
ELEMENTAL SAVE WARDING
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Saving Throw Basic Reflex
Base Damage 1d6; Duration 1 minute
You enshroud yourself in either fire or cold which grants you resistance to the opposing element (fire grants cold resistance and cold grants fire). Furthermore, any adjacent creature that attacks you with a melee attack must make a Basic Reflex saving throw or take 2d6 damage.
WARPING OPTIONS
+2 PP: increase the damage by 1d6.
ELEMENTAL SPEECH PP 4 #
INSIGHT LINGUISTIC UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
This spell enables you to converse with creatures that have the elemental trait. Elemental speech does not guarantee a friendly reaction; it merely enables communication. You may converse with all creatures of the selected type with an Intelligence score of -2 or greater, even if they do not understand one another.
WARPING OPTIONS
+2 PP: increase duration to 1 hour.
ELUDE TIME PP 14 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You place yourself in a state of suspended animation, like temporal stasis. At the time of casting, you choose when the stasis will expire, up to the maximum duration of the spell. Until the duration ends, time ceases to flow for you, and all bodily functions cease. No force or effect can harm you until the spell expires or is removed, such as by a successful dispel magic spell.
WARPING OPTIONS
+1 PP: increase the duration to 1 hour.
EMBRACE DESTINY PP 4 #
INSIGHT UTILITY
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
Upon completing this spell, roll a d20 and record the result. At any point during the spells duration, you may use that roll for a single attack roll, saving throw, or skill check, using the recorded result in place of a roll. This spell cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Once you have used this recorded result or the duration of the spell ends, the spell’s effect ends. You can’t have more than one instance of embrace destiny active on you at the same time.
WARPING OPTIONS
+2 PP: increase the duration to 1 hour.
ENDURE ELEMENTS PP 4 #
UTILITY WARDING
Tradition all
Cast 10 minutes (somatic, verbal)
Range touch; Targets 1 willing creature
Duration until the next time you make your daily preparations
The target and their carried gear suffer no harm from hot and cold environments.
Be aware that the spell does not grant protection against fire or cold damage.
WARPING OPTIONS
+1 PP: effect an additional target.
ENERVATION PP 12 #
ESSENCE SAVE SOUL
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot line
Saving Throw Fortitude
You extend your hand and release a line of essence you’re your outstretched palm. Each living creature in the line must attempt a Fortitude save.
Critical The creature is unaffected.
Success The creature takes 1d8 persistent essence damage.
Failure The creature takes 2d8 persistent essence damage and 2d8 soul drain.
Fumble The creature takes 4d8 persistent essence damage, 4d8 soul drain and is doomed 1.
WARPING OPTIONS
+2 PP: the persistent essence damage increases by 1d8 on a success, or by 2d8 on a failure or critical failure
ENTANGLE PP 4 #
ALTERATION EARTH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal
Range 120 feet
Area all squares in a 20-foot-radius burst that contain plants
Duration 1 minute
Plants in the area entangle creatures. The area counts as difficult terrain. Each round that a creature starts its turn in the area; it must attempt an Escape Check at the spells DC. On a failure, it takes a –10-foot circumstance penalty to its Speeds until it leaves the area, and on a critical failure, it is also immobilized for 1 round. Creatures can attempt to Escape at entangles DC to remove these effects.
ENTHRALL PP 6 #
EMOTION ENCHANTMENT LINGUISTIC SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets all creatures in range
Saving Throw Will; Duration sustained
You hold a group of creatures in thrall with your words. You must speak or sing without interruption throughout the casting and duration of the spell. Any creature who notices your speech or singing must attempt a Will save.
Each creature that comes within range has to attempt a save when you Sustain the Spell.
Critical The target is unaffected and may make a check to notice your use of magic.
Success The target is unaffected.
Failure The target is fixated with you. If you or your allies carry out any action that the target does not agree with they make a new saving throw.
Fumble As failure, but the target can't attempt a save to end the fixation if it disagrees with you.
Be aware that the GM might grant a circumstance bonus (to a maximum of +5) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you're saying.
ENTROPIC SHIELD PP 2 #
SAVE VISUAL WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
You’re surrounded by an aura of distorted space which inflicts a –4 circumstance penalty upon incoming ranged attacks.
WARPING OPTIONS
+2 PP: the duration becomes 10 minutes.
ETERNAL ASPECT PP 4 #
ALTERATION CHANCE UTILITY
Tradition divinity, verdant
Cast 1 AP (verbal)
Duration 1 round
You assume the characteristics of a minor eternal granting yourself one of the following benefits.
Take a move action without provoking reactions.
+2 circumstance bonus to acrobatics checks.
+1 luck bonus to saving throws.
+1 luck bonus to ranged attacks.
WARPING OPTIONS
+2 PP: increase the duration to 1 minute.
ETHEREAL JAUNT PP 14 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration sustained (1 minute)
You and all of your equipment become ethereal, placing you in the ethereal plane. Whilst ethereal you become invisible and you can move through physical objects. You move at half your normal Speeds, but can move in any direction (including up and down).
An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. You can't affect the Material Plane, and you can't be affected by the Material Plane except by force effects and warding originating there.
When the spell ends, if you're inside an object, you're pushed into the nearest open space and take 1 damage per foot you were pushed.
If you cast this spell when not on the Material Plane, it is lost.
WARPING OPTIONS
+1 PP: target an additional willing creature at a range of touch.
FACE SHIFTING PP 2 #
ALTERATION POLYMORPH UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
When you cast this spell, you can alter the form of your face. You can take on the exact face of another being if you have memorised the target using Study Target.
WARPING OPTIONS
+2 PP: increase the duration to 1 hour.
FAIRY FIRE PP 4 #
INVOCATION LIGHT UTILITY
Tradition divinity, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 10-foot radius
Duration 10 minutes
All creatures in the area when you cast the spell are outlined in heatless fire of a colour 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.
FAITH’S SHIELD PP 4 #
FORCE UTILITY WARDING
Tradition divinity
Cast 2 AP (verbal)
Duration 10 minutes
You create a shield of divine force which either overlaps an existing shield, or forms as a blue shimmering shield in your hand. The shield increases your Shield DB bonus by +1 for the duration.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (max +5).
FALSE HEALTH PP 4 #
ESSENCE SOUL UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Duration 8 hours
You draw upon the power of unlife to grant yourself a font of additional health. While this spell is in effect, you gain temporary HP equal to your spellcasting ability score x2.
WARPING OPTIONS
+2 PP: increase the ability score multiplier by x1 (max x5).
FALSE MIRE PP 6 #
MENTAL SHADOW VISUAL UTILITY
Tradition ethereal, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Duration 1 minute
You weave illusory magic across the spells area to give the ground the appearance of quicksand. All ground in the area becomes difficult terrain.
All creatures in the area when the spell is cast must make a Will save:
Success The target is unaffected.
Failure The target believes that they are being sucked into the earth and takes a -10-foot circumstance penalty to all speeds.
Fumble As failure but the target is also immobilised.
An affected target can attempt to escape the spell with either a successful Will save or an Escape attempt at the beginning of each of their turns (the Will save still requires the use of AP to escape).
FALSE VISION PP 12 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 10 minutes (material, somatic, verbal)
Range touch; Area 100-foot radius
Duration until the next time you make your daily preparations
Any spell or effect with the Scrying trait which is used to sense anything within the spells area, senses whatever you wish instead of what is there.
Each round, you can Sustain the Spell to alter what is detected within the area of the spell.
If the scrying spell is of a higher PP than false vision, the scryer can attempt a Sense Motive check to disbelieve the illusion, though even if they're successful, they can't learn what's truly going on in the area.
FATIGUE PP 2 #
ESSENCE SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Duration varies, Saving Throw Fortitude
Your touch tires a target causing the target to become fatigued. The effect is based upon the saving throw.
Success Target is fatigued 1 for 1 round.
Failure Target is fatigued 1 for 1 minute.
Fumble Target is fatigued 1.
Multiple uses of this spell stack, with a second casting and a failed save resulting in multiple fatigued levels.
WARPING OPTIONS
+1 PP: increase the range to 30 feet.
+1 PP: increase the level of fatigue by 1 (max 5).
FEAR PP 2 #
ENCHANTMENT FEAR SAVE
Tradition all
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You scare one target within range. The results depend upon the targets saving throw.
Critical The target is unaffected.
Success The target is frightened 1.
Partial the target is frightened 2.
Failure The target is frightened 3.
Fumble The target is frightened 4 and fleeing for 1 round.
WARPING OPTIONS
+1 PP: effect an additional target.
FEATHER FALL PP 2 #
AIR UTILITY WARDING
Tradition arcane, ethereal, verdant
Cast R (verbal)
Trigger a creature within range is falling
Range 60 feet; Targets 1 falling creature
Duration 1 minute
You change the density of the air around a falling target. The speed of the target's fall slows to 60 feet per round, and the target takes no damage upon landing if the spell is still in effect. When the spell duration ends, the target begins falling again at the normal rate.
FIERY BODY PP 14 #
ALTERATION FIRE UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
Your body becomes living flame, granting you fire immunity, Critical Resistance (CR) 2 and weakness to cold and to water. Any creature that touches you or damages you with an unarmed attack or non-reach melee weapon takes 3d6 fire damage and must make a DC 4 flat check to avoid taking a Minor Fire Critical.
Your unarmed attacks deal 1d4 Secondary fire damage, and your fire spells inflict an additional die of damage. You can cast Orb of Fire as an innate spell; the casting is reduced from 2 AP to 1.
In fire form, you have a fly Speed of 40 feet and don't need to breathe.
WARPING OPTIONS
+2 PP: the flat check increases by 1.
CASTER LEVEL MODIFICATIONS
CL 16: the fire critical increases by one step.
FIND THE PATH PP 12 #
INSIGHT SCRYING UTILITY
Tradition divinity, verdant
Cast 1 minute (material, somatic, verbal)
Duration 8 hours
You commune with the gods or the spirits of nature to determine the shortest, most direct physical route to a specified destination. The destination must be on the same plane of existence.
If you have the destination stored with Study Target, the duration of the spell is unlimited and all traps along the route will be revealed as you approach them (but not creatures).
FIRE BOLT PP 4 #
ATTACK FIRE INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d6
You hurl a bolt of fire at the target. If the attack is successful, your target takes 6d6 fire damage. If the attack inflicts a critical, your target also takes 1 persistent fire damage.
FIRE MANIFEST PP 8 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Duration 1 minute
Range 60 feet; Area 10-foot radius
Saving Throw Basic Reflex
Base Damage 1d6
You summon a cluster of elemental flames, manifesting a semi-sentient blaze that illuminates and empowers allies. The flames increase light levels by 2 in a 30-foot radius and inflict 2d6 fire damage to all enemies in the area (basic Reflex). The manifested fire moves slowly at your command (10 feet per AP expended) and cannot pass through solid barriers.
FIRE SEEDS PP 12 #
FIRE INVOCATION SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
Saving Throw Basic Reflex
Base Damage 1d6
Four tiny or smaller non-living objects transform into fiery red acorns. Once created, the acorns can be thrown by anyone as a 1 AP (Interact) action up to 30 feet away.
The acorns explode in a 5-foot radius, dealing 4d6 fire damage. The save uses your spell DC, even if someone else throws the acorn.
The area where the acorns exploded continues to burn for 1 minute, inflicting 2d6 fire damage to anyone that begins their turn there (basic Reflex).
When the spell ends, any remaining acorns revert back to their original form.
WARPING OPTIONS
+2 PP: both the initial damage and the burning damage increase by 1d6.
FIRE STORM PP 16 #
FIRE INVOCATION SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 30-foot radius
Saving Throw Basic Reflex
Base Damage 1d6
Flames rain down in the target area. All targets take 12d6 fire damage. If a target takes a critical from this spell they also take 1d4 persistent fire damage.
FIRE TRAP PP 8 #
FIRE INVOCATION SAVE
Tradition arcane
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 object
Duration until discharged
Saving Throw Basic Reflex
Base Damage 1d6
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap spell can ward any object that can be opened and closed.
When casting fire trap, you select a point on the object as the spell’s centre. When someone other than you open the object, a fiery explosion fills the area within a 5-foot radius around the spell’s centre. Anyone in the radius of the spell takes 5d6 fire damage.
A fire-trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire-trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire-trapped object to an individual usually involves setting a password that you can share with friends.
FIREBALL PP 6 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Basic Reflex
Base Damage 1d6
You shoot a small sphere of flames, that explodes in a fiery conflagration upon reaching its target. All creatures within the area of effect take 6d6 fire damage.
FLAME ARROW PP 8 #
ATTACK FIRE INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d6; Duration Sustained (1 minute)
You imbue one of your hands with fire. As part of casting the spell you launch an arrow of fire at one target within range which inflicts 2d6 fire damage. At the beginning of each turn you may Sustain the Spell to launch an additional arrow of fire at one target within range using your Spellcraft as the attack bonus.
WARPING OPTIONS
+2 PP: The damage increases by 1d6.
FLAME BLADE PP 6 #
FIRE INVOCATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a scimitar using your Spellcraft bonus at -2 for your AB and inflicting fire criticals.
FLAME PRISON PP 16 #
FIRE UTILITY WARDING
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6; Duration 1 hour (D)
Flames form a barred cage around the target which inflict 1d6 fire damage per minute. Touching the bars inflicts 2d6 fire damage. Escaping the prison requires a successful Reflex save with the following results.
Critical The target takes 8d6 fire damage and escapes the prison.
Success The target takes 16d6 fire damage and escapes the prison.
Failure The target takes 24d6 fire damage, a Minor Fire critical and escapes the prison.
Fumble The target takes 24d6 fire damage, a Serious Fire critical and fails to escape the prison.
If the cage takes more than 150 points of water or cold based damage it is destroyed.
WARPING OPTIONS
+2 PP: the range of the spell increases to 60 feet and has a radius of 20-feet.
FLAME STRIKE PP 10 #
FIRE INVOCATION SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 120 feet
Area 10-foot radius, 40-foot-tall cylinder
Saving Throw Basic Reflex
Base Damage 1d6
You summon a pillar of flame that roars down from the heavens. The pillar inflicts 8d6 fire damage to all creatures within the area of effect. Due to the divine nature of the fire, it ignores all fire resistance against it and fire immunity becomes fire resistance.
FLAMING SPHERE PP 6 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 5-foot square
Saving Throw Reflex; Duration Sustained (1 min)
Base Damage 1d6
You form a burning globe of fire in the target area. The globe must be supported by a solid surface, such as a stone floor. The globe deals 3d6 fire damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. You may move the sphere each round up to the range of the spell by using a Sustain action to a new 5 foot square. It deals 3d6 fire damage (basic Reflex save) to each creature in that square.
Creatures that succeed at their save take no damage (instead of half).
WARPING OPTIONS
+2 PP: the damage increases by 1d6.
FLAMING WEAPON PP 6 #
FIRE INVOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 weapon
Duration 10 minutes
One melee weapon within Range is enshrouded in magical flames. The flames will not affect the weapon, nor harm you or its wielder, but all attacks made with the weapon inflict 1d6 secondary fire damage.
WARPING OPTIONS
+4 PP: the damage increases by 1d6 (max 3d6).
FLARE PP 2 #
INVOCATION LIGHT SAVE VISUAL
Tradition all
Cast 2 AP (somatic, verbal)
Range 50 feet
Area 10-foot radius
Saving Throw Fortitude
You create a burst of light. All creatures in the area are affected base upon their saving throw.
Success The target is unaffected.
Failure The target is dazzled until the end of their next turn.
Fumble The target is dazzled for 1 minute.
WARPING OPTIONS
+2 PP: increase the radius by 10-foot (max 50--foot).
FLAWLESS LIES PP 8 #
ENCHANTMENT MENTAL UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
The words you speak and the actions you take seem to make perfect sense to all of those around you. You gain advantage with all Bluff (Deception) checks for the duration of the spell.
FLEETING SPEED PP 4 #
ALTERATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
Your legs bulge with adrenal power as you move at incredible speeds. You gain a +30-foot status bonus to your Speed.
FLOATING DISK PP 2 #
FORCE TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 8 hours
You create a sightly concave disk of magical force which materializes adjacent to you.
It is 3 feet in diameter and 1 inch deep at its centre. The disk floats 3 feet above the ground at all times and follows 5 feet behind you.
The disk can hold up to 100 pounds of weight (though anything it holds 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.
WARPING OPTIONS
+1 PP: increase the amount the disk can hold by 10 lbs.
FLY PP 6 #
ALTERATION FORCE UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
You grant the target the ability to fly. The target gains a fly Speed equal to its land Speed or 20 feet, whichever is greater.
If the target is still airborne when the spell ends or is countered or suppressed, they drift to the ground as the Feather Fall spell.
WARPING OPTIONS
+2 PP: affect an additional target.
+2 PP: duration increases to 10 minutes.
+4 PP: duration increases to 1 hour.
FOCUS MIND PP 4 #
INSIGHT MENTAL SCRYING UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
You can determine the location of any one Studied Target. This tells you their exact location and the distance that you are to them. This spell does not detect the target if they are dead, or on another plane of existence.
FOE TO FRIEND PP 16 #
EMOTION ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast R (verbal)
Trigger target makes an attack against an ally
Range 50 feet; Targets 1 creature
Saving Throw Will
As an enemy makes an attack against one of your allies, you alter their perception of the tactical situation.
The target makes a Will Saving Throw
Critical The target is unaffected.
Success The target hesitates resulting in them taking a -5-circumstance penalty to the attack.
Failure The target makes the attack against a valid target of your choice instead or the attack is negated. In addition, the target is considered an ally for determining flanking for 1 round.
Fumble As a failure, but the target uses all of their actions for the round to attack the new target.
FORBIDDANCE PP 8 #
UTILITY WARDING
Tradition divinity
Cast 3 AP (material, somatic, verbal)
Requirements 80 gp of silver used to draw a circle.
Range 30 feet; Area 20-foot radius
Duration 1 hour (D)
You create a circle that will prevent summoning spells. All conjuration spells used to summon a creature or teleport are subjected to a countering effect when cast inside the circle.
WARPING OPTIONS
+1 PP: Increase the radius by 10-feet
FORBIDDING WARD PP 0 #
CANTRIP UTILITY WARDING
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 ally and 1 enemy
Duration sustained (1 minute)
You enshroud your ally warding against attacks made by the specified enemy. The target ally gains a +1-status bonus to DB and saving throws against the target enemy's attacks, spells, and other effects.
CASTER LEVEL MODIFICATIONS
CL 10: The bonus increases to +2.
FORCE PRISON PP 18 #
FORCE UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 hour (D)
Invisible energy forms a cage of force around the target. The prison is immune to damage. Objects, attacks, and effects may not pass through, with a few exceptions, notably aligned damage, electricity damage, and sonic attacks. You may choose whether the cell walls allow air to enter the prison; if not, the character is trapped in a state of suspended animation in which he doesn’t age and requires no air, food, or drink to survive.
Escaping the prison requires a successful Reflex save with the following results.
Critical The target takes 8d6 force damage and escapes the prison.
Success The target takes 12d6 force damage and escapes the prison.
Failure The target takes 16d6 force damage, a Minor Force critical and escapes the prison.
Fumble The target takes 16d6 force damage, a Serious Force critical and fails to escape the prison.
WARPING OPTIONS
+3 PP: the range of the spell increases to 60 feet and has a radius of 20-feet.
FORCE PUNCH PP 4 #
FORCE INVOCATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
You infuse your hand with telekinetic force. For the duration of the spell, your unarmed attacks inflict 1d6 secondary force damage. Additionally, if you inflict a critical hit to a medium or smaller creature with an unarmed attack, your target must make a Will Saving Throw with a failure resulting in them being pushed back 5 feet.
WARPING OPTIONS
+4 PP: your unarmed attacks gain a range of 30 feet.
FORCEFUL STRIKE PP 6 #
FORCE INVOCATION UTILITY
Tradition divinity
Cast R (verbal)
Trigger You confirm a strike with a melee attack.
Base Damage 1d6
You cast this spell as you strike a creature with a melee weapon, unarmed strike, or natural attack to unleash a concussive blast of force. As well as any normal damage, you also inflict 2d6 secondary Force damage with the attack.
The force of the blow may be enough to knock the target backward as well. To determine if the target is pushed back, use the result of the Spellcraft Check as a Shove action.
FORESIGHT PP 18 #
INSIGHT MENTAL UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 hour (D)
You are granted a powerful sixth sense in relation to yourself or another. You receive instantaneous warnings of impending danger to the target of the spell. 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.
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 with fortune. But if the hostile creature or danger is rolling against the target (an attack roll or skill check, for example), that hostile creature rolls with misfortune.
Due to the powerful nature of this spell, you may only have one instance of it in effect at any one time. If you cast the spell a 2nd time, the first casting is dismissed.
FORGET PP 18 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Will; Duration varies (D)
You suppress all of one creatures’ memories of 1 event, character, object, or other topic, weaving and supplementing the rest of his memories to conceal the holes.
Critical The target is unaffected.
Success The memories are suppressed for 1 week.
Failure The memories are suppressed for 1 month.
Fumble The memories are suppressed for 1 year.
FREEDOM PP 8 #
RUNE UTILITY WARDING
Tradition all
Cast 2 AP (somatic, verbal)
Range touch: Targets 1 creature touched
Duration 10 minutes
The target is covered in shimmering runes which counter any magical effects that would impair speed or move them.
Furthermore, when they attempt to Escape from a non-magical effect that has them immobilized, grabbed, or restrained, they automatically succeed.
WARPING OPTIONS
+1 PP: increase the duration to 1 hour.
+2 PP: effects that paralyse and confuse are also ignored for the duration.
FREEZING TOUCH PP 2 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature or 5 cubic foot of liquid
Your outstretched palm is enveloped by a slivery aura of frost. Any liquid you touch that falls within the size parameters of the spell, gradually freezes over the course of one round. A living creature touched takes a Minor Cold Critical if they fail a Will Saving Throw.
WARPING OPTIONS
+4 PP: increase cubic liquid by 5 feet
+4 PP: increase severity of critical by one step.
FREEZING WEAPON PP 6 #
COLD INVOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 weapon
Duration 10 minutes
One melee weapon within Range is enshrouded in magical ice. The ice will not affect the weapon, nor harm you or its wielder, but all attacks made with the weapon inflict 1d6 secondary cold damage.
WARPING OPTIONS
+4 PP: the damage increases by 1d6 (max 3d6).
FROSTBOUND SHADOW PP 6 #
ATTACK COLD DARKNESS EVIL SOUL
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Base Damage 1d6
You unleash a chilling and sinister ray of darkness infused with unholy power. Upon a successful hit, the target suffers 5d6 cold damage. Additionally, if the target is a good eternal, they also suffer an additional 5d6 evil damage, as the darkness saps at their virtuous essence.
Should the ray intersect with an area of magical light or target a creature affected by magical light, the chilling darkness seeks to counteract the illuminating magic. To determine if the ray passes through such an area, trace a line from yourself to the intended target.
WARPING OPTIONS
+2 PP: the damage increases by 1d6.
GASEOUS FORM PP 8 #
AIR ALTERATION POLYMORPH UTILITY
Tradition arcane, ethereal, verdant
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 10 minutes (D)
The target becomes misty and translucent, drifting through the air. In this state, the target is amorphous. It loses any item bonus to DB and all other effects and bonuses from armour. It gains resistance to physical damage and is immune to bleed and 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.
GATE PP 20 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 120 feet
Duration sustained up to 1 minute
You open a portal to another plane of existence. The plane must be stored using the Study Target (Planes) action. Creatures can travel through the portal in both directions. The portal stands vertical with a 20-foot radius appearing upon any flat surface within range.
GEAS PP 6 #
CURSE EMOTION ENCHANTMENT MENTAL UTILITY
Tradition all
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 willing creature of a level no greater than the spells PP cost.
Duration 1 week (D)
You compel the target to follow a specific set of instructions, or refrain from carrying out a certain act. You cannot direct the target to commit suicide or perform acts that would result in certain death.
If the target is unable to fulfil the geas, it becomes sickened 1, and the sickened condition increases by 1 for each consecutive day it is prevented from following the geas, to a maximum of sickened 4. The sickened condition ends immediately when it follows the geas again; it can’t remove the sickened condition in any other way.
WARPING OPTIONS
+4 PP: You can use geas on an unwilling creature; it can attempt a Will save to negate the effect. If the target fails this save, the geas lasts up to 1 week. A remove curse spell can counteract a geas on an unwilling creature, in addition to powerful magic such as a wish spell. A clever unwilling creature can subvert the geas by contriving situations that prevent it from complying, but in that case, it becomes sickened (as described above).
+8 PP: as above but the Geas lasts for up to 1 year.
+12 PP: as above but the Geas has unlimited duration.
GENTLE REPOSE PP 6 #
ESSENCE SOUL UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 corpse
Duration until the next time you make your daily preparations
You preserve one corpse, preventing it from decay and stopping it from being transformed into an undead. This extends the time limits on any spells that require a creature to have died within a certain period of time (such as resurrection).
This spell also prevents pests (such as maggots) from consuming the body.
WARPING OPTIONS
+5 PP: 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).
GHOST SOUND PP 0 #
AUDITORY CANTRIP SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal); Range 30 feet
Duration sustained
You create a volume of sounds that is the equivalent of four normal humans shouting. The sounds emanate from a location within range. You can't create intelligible words or other intricate sounds (such as music).
CASTER LEVEL MODIFICATIONS
CL 4: The range increases to 60 feet.
CL 10: The range increases to 120 feet.
GHOSTLY LANTERNS PP 4 #
LIGHT TRANSLOCATION UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 60 feet
Duration 1 hour
You summon 1d6 ghostly figures, each carrying an eerie lantern. Each lantern glows, increasing the illumination level by three steps (max 8). You may Sustain the Spell to move the figures anywhere within 60 feet of you, otherwise they form a 10 foot circle around you and move with you.
GHOSTLY WEAPON PP 6 #
ALTERATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 magical weapon that is either unattended or wielded by you or a willing ally
Duration 1 minute
The weapon touched, gains the ability to harm incorporeal creatures and objects. The weapon can also be wielded by incorporeal creatures in combat.
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+2 PP: target a creatures unarmed attacks.
GHOUL TOUCH PP 2 #
ESSENCE POISON SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Fortitude
Imbuing you with essence energy, this spell allows you to touch a target and paralyze them. A touched target must make a saving throw.
Critical No effect.
Success Target is stunned 1.
Failure Target is slowed 1 for 1 minute.
Fumble Target is paralyzed for 1 minute.
A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened 1 (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
GLIMPSE PP 2 #
INSIGHT SCRYING UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 50 feet
Your eyes glow bright blue for a fraction of a second, allowing you to perceive from a different location. Immediately after casting the spell, you can make a 1 AP visual Search (Perception) check from any point with the range of the spell, as if you were looking from that location.
WARPING OPTIONS
+1 PP: you may use a different sense.
GLITTERDUST PP 4 #
INVOCATION LIGHT SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 10-foot radius
Saving Throw Reflex
A cloud of glittering particles erupts from your hands and blankets the area. Each creature must attempt a Reflex save. If a creature has its invisibility negated by this spell, it is concealed instead of invisible. This applies both if the creature was already invisible and if it benefits from new invisibility effects before the end of the invisibility negation effect from this spell.
Critical The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.
Fumble The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.
GLOBE OF CANCELLATION PP 10 #
UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 10-foot radius
Duration 10 minutes
You create a stationary sphere of protective energy around yourself, which serves as a potent barrier against incoming spells originating from outside the sphere. When a spell's area or targets intersect with the boundaries of the sphere, you automatically attempt to counteract the spell using your Spellcraft bonus as the dispel check. If the counteract attempt is successful, only the portion of the spell that would have entered the sphere is nullified, while any targets or areas of effect outside the sphere remain unaffected.
To successfully cast the spell, you must create the sphere within an unoccupied space without passing through any creatures or objects. If the sphere's edges intersect with any living beings or objects during its formation, the spell is lost. However, once the sphere is in place, creatures are free to enter and exit the protective barrier as needed.
GLYPH OF PROTECTION PP 6 #
RUNE UTILITY WARDING
Tradition all
Cast 10 minutes (material, somatic, verbal)
Range touch
Targets 1 container or a 10-foot-by-10-foot area
Duration unlimited (D)
You create a trap by imbuing a hostile spell into an inscribed symbol. While casting this spell, you simultaneously store a lower-PP cost spell within the glyph. The stored spell must have a casting time of 3 AP or less, possess a hostile effect, and either target a single creature or have an area of effect.
You have the option to set a password, a trigger condition, or both for the glyph. Any creature that moves, opens, or touches the designated container or enters the specified area without speaking the password or triggering the set condition will activate the glyph, thereby releasing the harmful stored spell.
Once a spell is stored within the glyph, the glyph inherits all the traits and properties of the stored spell. If the stored spell originally targeted one or more creatures, it will now specifically target the creature that triggered the glyph. Similarly, if the stored spell had an area of effect, that area will centre itself on the creature that activated the glyph. The spell ends immediately upon its activation.
The glyph functions as a magical trap, employing your spell DC for both the Perception check required to notice it and the Thievery check needed to disable it.
The maximum number of active Glyphs of Protection you can maintain simultaneously is determined by your spellcasting ability score.
GOODBERRY PP 2 #
ALTERATION HEALING UTILITY
Tradition verdant
Cast 2 AP (material, somatic)
Range touch; Targets handful of fresh berries
Duration 1 day
Casting goodberry upon a handful of freshly picked berries makes 5 of them magical. You can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.
If combined with the Medicine skill to treat disease or poison, the berries give you a +2-circumstance bonus.
GRACE PP 6 #
UTILITY WARDING
Tradition divinity
Cast 1 AP (verbal)
Duration end of your turn
You spring into movement empowered by your deity. You immediately take a move action as part of casting the spell and until the end of your turn, your movement does not provoke reactions.
WARPING OPTIONS
+2 PP: your movement also ignore difficult terrain.
GRANT SPELL PP 8 #
INSIGHT UTILITY
Tradition divinity
Cast 10 minutes (somatic, verbal)
Range touch; Targets 1 creature
Duration until next daily preparation
You imbue one creature with a small fragment of the gods power. The target is granted the ability to cast any one PP 2 spell that is available to you at the point of casting.
The target treats the spell as an innate spell which they may use 1/day.
WARPING OPTIONS
+1 PP: the spell may be used an extra time per day (max 3/day).
+1 PP: increase the PP of the granted spell by 1.
GREASE PP 4 #
SAVE TRANSLOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 50 feet
Duration 1 minute
Slick grease covers the ground in a 10-foot radius centred on a point within range and turns it into difficult terrain for the duration.
At the start of their turn, each creature standing in its area must make a Reflex Saving Throw or fall prone. A creature that enters the area or ends its turn there must also make a Reflex Saving Throw or fall prone.
GUIDANCE PP 0 #
INSIGHT UTILITY
Tradition divinity, ethereal, verdant
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You imbue the target with a fragment of magical guidance, granting them a +1 status bonus to one attack roll, saving throw, or skill check the target attempts before the duration ends. If the target uses the bonus, the spell ends.
The target is then temporarily immune to the spell for 1 hour.
CASTER LEVEL MODIFICATIONS
CL 4: increase duration to 1 minute.
GUIDING BOLT PP 2 #
ATTACK ESSENCE FIRE INVOCATION LIGHT
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 60 feet
Base Damage 1d6
A flash of light streaks toward a creature of your choice within range. If the attack hits, it inflicts 1d6 Essence damage. On a hit the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
GUST PP 2 #
AIR INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 60-foot line
Saving Throw Fortitude
Duration until the start of your next turn
A torrent of air blast forth from your outstretched palms. The blast extinguishes small non-magical fires, disperses fog and mist, blows medium objects or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.
Critical The creature is unaffected.
Success The creature can't move against the wind.
Partial Movement against the wind is classed as difficult terrain.
Failure The creature is knocked prone. If it was flying, it suffers the effects of a fumble instead.
Fumble The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage.
HAND OF THE REAPER PP 14 #
ESSENCE SAVE SOUL
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 living creature
Saving Throw Fortitude
Base Damage 1d10
A beam of deadly energy bursts forward from your outstretched hand. The target must make a Fortitude Saving throw.
Critical The target is unaffected.
Success The target takes 4d10 essence damage.
Partial The target takes 6d10 essence damage.
Failure The target takes 8d10 essence damage and a Serious Critical.
Fumble The target takes 12d10 essence damage and a Deadly Critical.
If the damage from finger of death reduces the target to 0 HP, the target dies instantly.
HARROW PP 2 #
ALTERATION EARTH SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 10-ft. square
Saving Throw Reflex
The area of effect and the earth below it to a depth of 2 feet is loosened to the consistency of ploughed ground. Creatures standing on the targeted area when this Spell is cast must make a Very Easy (-5 DC) Reflex Saving Throw or fall Prone.
WARPING OPTIONS
+2 PP: increase difficulty by one step (Very Hard +5 DC).
HASTE PP 6 #
ALTERATION UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
The target is empowered to act quickly. They gain the quickened condition and can use the extra action each round only for Strike and Stride actions.
WARPING OPTIONS
+2 PP: the spell affects an additional target.
HAZE OF DREAMS PP 2 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration 1 minute
You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world.
The effect is based upon the targets Will Saving Throw.
Success The target is unaffected
Failure While in this strange dream state, the target moves at half its normal speed (round down to the next 5-foot increment).
Fumble As failure and the target is also slowed 1 for the duration.
HEAL PP 16 #
HEALING SOUL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range Touch; Targets 1 living or undead creature
You channel divinity energy into a creature to wipe away injury and afflictions. You immediately end any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, fatigued, injured, sickened, stunned & weakened. It also cures 100 HP of damage, 10 points of bleed and 50 points of soul drain.
WARPING OPTIONS
+1 PP: heal an additional 10 HP or 5 soul drain.
HEALING EARTH PP 0 #
ALTERATION CANTRIP EARTH UTILITY
Tradition verdant
Cast 1 AP (somatic)
Range 5 feet; Targets a handful of dirt or mud
Duration 10 minutes
You transform dirt or mud into a malleable earth with healing properties. This claylike substance can be used instead of traditional healer's tools for performing Medicine checks to Administer First Aid or Treat Wounds.
If the earth remains unused until the spell's duration expires, or if you cast the spell again before using it, the earth reverts back to its original non-magical form of ordinary dirt or mud, losing its healing properties.
CASTER LEVEL MODIFICATIONS
CL 5: The earth grants anyone using it to Administer First Aid or Treat Wounds a +1 item bonus to the Medicine check.
HEIGHTENED AWARENESS PP 2 #
INSIGHT REVELATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Duration 1 hour
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +1 circumstance bonus on Notice (Perception) checks and Recall, Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +20 bonus on that check.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (max +4).
HEROISM PP 6 #
ENCHANTMENT MENTAL UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
You bring forth a surge of bravery and prowess within the target. The target gains a +1 status bonus to attack checks, saving throws, and skill checks.
WARPING OPTIONS
+4 PP: the bonus increases by +1 (max +4).
HIDE FROM UNDEAD PP 2 #
SAVE WARDING
Tradition divinity, ethereal
Cast 2 AP (material, somatic)
Range touch; Target 1 creature
Saving Throw Will
Duration 10 minutes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If the target takes any attack action or casts a positive energy spell, the spell ends.
WARPING OPTIONS
+1 PP: you can target an additional creature (max 5).
+2 PP: increase duration to 1 hour.
HINDSIGHT PP 14 #
INSIGHT REVELATION UTILITY
Tradition arcane, divinity
Cast 10 minutes (material, somatic)
Area 20-foot radius
Duration Sustained (1 minute)
You project your vision and hearing back in time at your current location to a point up to 1 day ago. You may observe events in real time or skim them at up to 60 times their normal rate (e.g. observing a minute in a second).
You may make skill checks at the location as if you were there, but these checks have a -5-circumstance penalty when skimming.
WARPING OPTIONS
+2 PP: you may project up to 1 week ago.
+2 PP: you may Sustain the Spell for up to 10 minutes.
+4 PP: you may project up to 1 month ago.
+6 PP: you may project up to 1 year ago.
+8 PP: you may project up to 10 years ago.
+10 PP: you may project up to 100 years ago.
HOLD ANIMAL PP 4 #
ENCHANTMENT MENTAL SAVE
Tradition verdant
Cast 2 AP (material, somatic)
Range 30 feet; Target 1 animal
Saving Throw Will; Duration varies
You block signals from the targets brain to paralyse them.
The target animal must attempt a Will save.
Critical The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Fumble The target is paralyzed for 4 rounds. At the end 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.
WARPING OPTIONS
+1 PP: you can target an additional creature (max 5).
+4 PP: you can target a creature of the beast type.
HOLD KIND PP 6 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Range 30 feet; Target 1 creature of your race type
Saving Throw Will; Duration varies
You block signals from the targets brain in an attempt to paralyse them.
The target must attempt a Will save.
Critical The target is unaffected.
Success The target is stunned 1.
Failure The target is paralyzed for 1 round.
Fumble The target is paralyzed for 4 rounds. At the end 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.
WARPING OPTIONS
+1 PP: you can target an additional creature (max 5).
+4 PP: use the spell on a creature of a different race type.
HOLY SHOUT PP 14 #
AUDITORY ENCHANTMENT SAVE WORD
Tradition divinity
Cast 1 AP (verbal)
Area 20-foot-radius (B)
Saving Throw Will
You shout at the top of your lungs releasing a powerful prayer of stunning. All creatures who are your enemies must make a saving throw.
Critical The creature is unaffected.
Success The creature is stunned 1.
Partial The creature is stunned 2.
Failure The creature is stunned 1 round per 2 failure.
Fumble The target is unconscious for 1 round per 4 failure.
HORRID WILTING PP 16 #
ESSENCE SAVE SOUL
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 200 feet; Area 30-foot radius
Saving Throw Basic Fortitude
Base Damage 1d10
You draw the moisture from the targets' bodies. All creatures in the area of effect take 12d10 essence damage.
Creatures made of water (such as water elementals) and plant creatures use the outcome for one degree of success worse than the result of their saving throw and have any criticals increased by one step. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to horrid wilting.
HUNTERS SPIRIT PP 2 #
INSIGHT UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Duration 8 hours
You draw the power of nature spirits into yourself, granting you the mantle of a hunter.
You gain a +2-circumstance bonus on all Survival checks for the duration of the spell, and you do not have to move at half your speed while traveling through the wilderness or while tracking.
HURLING PP 0 #
ATTACK CANTRIP INVOCATION
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6
You hurl a loose, unattended object that is within range and that has a weight of 1 lb or less at the target. If the spell attack is successful, it inflicts 1d6 + magical ability score bludgeoning damage.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d6.
HYDRAULIC TORRENT PP 8 #
INVOCATION SAVE WATER
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Area 60-foot line
Saving Throw Basic Fortitude
Base Damage 1d6
A powerful, swirling torrent of water materializes in a straight line, forcefully striking creatures and unattended objects it encounters while potentially pushing them away from you. The torrent inflicts 8d6 bludgeoning damage upon its targets.
Every creature within the area of effect must make a save to withstand the torrent's force, while unattended objects automatically fail. Those who fail the save are not only subjected to the damage but also forcefully pushed back 5 feet. A critical failure results in being pushed back even farther, 10 feet.
HYPERCOGNITION PP 14 #
INSIGHT UTILITY
Tradition ethereal
Cast 1 AP (verbal)
Duration 1 hour (D)
You draw upon closed areas of your brain to allow you to multi-task for the duration. Once per round you may make a Detect Deception, Pierce Disguise, Recall Knowledge or Search check as a Free Action with no penalty. In addition, all such checks receive a +5-status bonus. You may dismiss the spell at any time to gain advantage on any of the above checks (which still gains the status bonus).
ICE SLICK PP 2 #
COLD INVOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 10-foot radius
Slick ice coats the area, causing it to become difficult terrain.
ICY DRAFT PP 4 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 30-foot line
Saving Throw Basic Reflex
Base Damage 1d8
You release a powerful and chilling wind in a line. All affected creatures take 3d8 cold damage.
ICY SPRAY PP 4 #
COLD INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 15-foot cone
Saving Throw Basic Reflex
Base Damage 1d8
A cone of icy shards erupts from your spread hands and coat the targets in a layer of frost. All creatures in the area of effect take 3d8 cold damage.
IDENTIFY PP 2 #
INSIGHT REVELATION UTILITY
Tradition arcane
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You concentrate on one object within range. When the casting is complete, you know whether that item is magical, you learn the school of magic and treat your spellcraft skill check as if you had attempted an Identify Power check for 1 round (-5) using the appropriate skill (without any penalties for failure).
If you fail to identify the object, any subsequent checks are made at +2.
IDIOCY PP 4 #
CURSE ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You cloud the targets common sense. The target must attempt a Will save.
Critical The target is unaffected.
Success The target is dazed 1 for 1 round.
Failure The target is dazed 1 for 1 minute.
Fumble The target is dazed 2 for 1 minute.
IMPLOSION PP 18 #
INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet
Targets 1 corporeal creature
Saving Throw Basic Fortitude
Base Damage 1d10
Duration Sustained (1 minute)
You exert immense force upon the target, causing it to implode upon itself and inflicting 12d10 bludgeoning damage.
Each round, when you Sustain the Spell, you must select a new target to be affected by the same crushing effect. However, a single casting of this spell cannot target the same creature more than once. Additionally, you can only affect one creature per turn with implosion. It is not possible to target creatures that are incorporeal, gaseous, liquid, or lack a solid form.
WARPING OPTIONS
+2 PP: you may target a single target twice.
INCANDESCENCE PP 6 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet
Targets 1 metal item of up to 2 lbs
Saving Throw Reflex
This spell momentarily heats the targeted metal, causing it to become red-hot. When used on an unattended metal item, it is typically harmless and does not require a saving throw. However, the GM may determine that flammable materials connected to the object catch fire or melt.
If you target a creature wearing or carrying a metal item, or a creature primarily composed of metal, the heat inflicts 3d6 fire damage and 1d4 persistent fire damage. The affected creature must attempt a Reflex save.
If the spell targets an item held by a creature, that creature has the option to release the item, which improves their degree of success on the saving throw by one step. The persistent fire damage is associated with the item and affects whoever is holding or wearing it. If no one is holding the item, the persistent damage has no effect. However, you still need to make flat checks to end the persistent damage as usual, as the item remains hot and can burn someone who picks it up.
Critical The creature is unaffected.
Success The creature takes half damage, and the object deals no persistent fire damage.
Failure The creature takes full damage, and the object deals full persistent damage.
Fumble As failure, but the creature takes double damage, and the object deals double persistent damage.
WARPING OPTIONS
+2 PP: damage increases by 1d6 and the persistent by 1d4.
INCENDIARY CLOUD PP 16 #
AIR FIRE SAVE TRANSLOCATION
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius (P)
Saving Throw Fortitude
Duration 1 minute (D)
You flood the area with smoke and burning embers. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the fog become concealed, and all creatures outside the fog become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a saving throw.
Critical The target takes 2d6 fire damage.
Success The target takes 4d6 fire damage.
Partial The target takes 4d6 fire damage and a Minor critical.
Failure The target takes 6d6 fire damage and a Serious critical.
Fumble The target takes 8d6 fire damage and a Deadly critical.
WARPING OPTIONS
+2 PP: damage increases by 1d6.
INDOMITABLE PP 2 #
UTILITY WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
You strengthen your body and mind with the power of the gods. You reduce the dazed or weakened conditions by 2 the first time you them whilst the spell is in effect. The spell then ends.
WARPING OPTIONS
+1 PP: instead ignore the injured condition.
+2 PP: increase the amount condition ignored by 1 (max 5).
+2 PP: increase the duration to 1 hour.
INFLICT PP 2 #
ESSENCE SAVE SOUL
Tradition divinity
Cast 1-3 AP (see below)
Range varies
Targets 1 living creature or 1 willing undead creature
Saving Throw Basic Will; Base Damage 1d8
You channel the power of essence to harm rather than to heal. You inflict 1d8 essence damage and 1 bleed to your target with the bleed being negated by a successful saving throw.
The spell’s application depends upon how many AP you expend when casting.
1 AP (somatic) The spell has a range of touch.
2 AP (somatic, verbal) The spell has a range of 30 feet and also inflicts an additional 8 points of HP damage.
3 AP (material, somatic, verbal) You disperse essence in a 30-foot radius. This targets all creatures in the area.
WARPING OPTIONS
+2 PP: The amount of damage increases by 1d8 or 1d8+8 for the 2 AP version. Furthermore, the bleed increases by 1.
INNER FOCUS PP 8 #
SHADOW UTILITY VISUAL
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Duration 1 hour
You draw forth an illusory representation of either your spell focus item, holy symbol or a spell focus component. Whilst the spell is in effect, you do not need to provide focus spell components and take no penalty for not using your Spell Focus item.
INNER SANCTUM PP 10 #
UTILITY WARDING
Tradition divinity, verdant
Cast 3 AP (material, somatic, verbal)
Area 20-foot radius (P)
Duration 1 hour
You create a sanctified space reinforced by spiritual and planar boundaries. Allies within the area gain a +2-status bonus to saving throws against possession, fear and translocation spells. Furthermore, any translocation spells cast within the spells area of effect must make a counteract check against your Spell DC or fail. Finally, the spell increases the light level within its area by 1 step.
INSANITY PP 4 #
EMOTION ENCHANTMENT SAVE
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You target loses their mind for a short space of time, causing them to act randomly. The target is insane for 1 round per 2 failure and must roll on the following table at the beginning of each of their turns to determine their behaviour.
D10 Roll | Behaviour |
|---|
1 | Target is unaffected this round. |
2-4 | Target is stunned 1d3. |
5-7 | Target is slowed 1d3 |
8-10 | Target is confused. |
WARPING OPTIONS
+2 PP: you can target an additional creature.
+4 PP: the target is insane for 1 round per 1 failure.
INVISIBILITY PP 4 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Duration 10 minutes
You throw a blanket of illusion across the target causing them to become invisible. This makes the target undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
WARPING OPTIONS
+1 PP: the spells range becomes touch, and you may target another creature.
+4 PP: if you make a hostile action, the spell ends until the beginning of your next turn.
+10 PP: you remain invisible even if you make a hostile action.
INVISIBILITY PURGE PP 8 #
INVOCATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 20-foot radius
Duration 10 minutes
You surround yourself with a sphere of power that negates all forms of invisibility. Anything invisible becomes visible while in the area.
INVISIBILITY SPHERE PP 8 #
SHADOW UTILITY
Tradition arcane
Cast 2 AP (material, somatic)
Area 5-foot radius
Targets you and any number of creatures in range
Duration 10 minutes
While you and all targets remain within the spell's area, you become invisible to everyone except each other. However, if a creature affected by this spell leaves the spell's area, it becomes visible and remains so even upon returning. Additionally, if any creature made invisible by this spell initiates a hostile action, the spell concludes once the hostile action is completed.
WARPING OPTIONS
+2 PP: duration increases to 1 hour.
INVISIBLE ITEM PP 2 #
SHADOW UTILITY
Tradition arcane
Cast 2 AP (material, somatic)
Range touch; Targets 1 object
Duration 1 hour
You render the object invisible, causing it to become undetectable to all creatures. However, creatures can still make an attempt to locate the target, which would then render it hidden from them if they succeed. If the invisible object is used in a hostile action, the spell ends once that action is completed. Generally, making a weapon invisible does not grant any advantage to the attack, except for the fact that an invisible thrown weapon or piece of ammunition can be used without revealing information about the attacker's position unless the weapon returns to the attacker.
WARPING OPTIONS
+2 PP: the duration is until the next time you make your daily preparations.
+8 PP: the duration is unlimited.
INVULNERABILITY PP 20 #
UTILITY WARDING
Tradition all
Cast 2 AP (somatic, verbal)
Duration until the start of your next turn
You possess the ability to determine whether or not you are affected by any external influence. You become immune to any effect or damage that would cause you harm, with the exception of effects stemming from artifacts, deific power, or other immensely potent sources. However, you remain susceptible to any influence that you willingly allow to affect you.
IRON BODY PP 16 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Duration 10 minutes (D)
You change your body into living iron. You gain the construct type but maintain your mental faculties. Your Base DR changes to 8, you gain Physical Resistance (Adamantine) and a Slam Attack. Your Str gains a +3 racial bonus but your Dex takes a -3 racial penalty. Your movement speed is halved (round up) and you take a -8 ACP (just as if you were wearing armour). Finally, your weight is multiplied by 10.
WARPING OPTIONS
+2 PP: duration increases to 1 hour.
IRON WOOD PP 12 #
ALTERATION UTILITY
Tradition verdant
Cast 2 AP (material, somatic)
Range touch; Targets 1 wooden object
Duration 1 hour
You transmute an existing wooden object into Densewood. The item must be no greater than large in size.
WARPING OPTIONS
+3 PP: duration increases to 1 day.
JAM CONSTRUCT PP 2 #
ALTERATION SAVE
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Range 30 feet; Targets 1 construct
Saving Throw Fortitude
You bypass the usual construct magical resistance in an attempt to slow one down. The construct must make a fortitude saving throw.
Critical The target is unaffected.
Success The target is stunned 1.
Failure The target is stunned 2.
Fumble The target is stunned 3.
Be aware that this spell overrides a constructs usual immunities.
JOLTS PP 2 #
ENCHANTMENT MENTAL SAVE
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Base Damage 1d6
You release a small charge of electricity which shocks the targets nervous system and inflicts 2d6 mental damage. The outcome is determined by the targets saving throw.
Critical The creature is unaffected.
Success The target half damage.
Failure The creature takes full damage.
Fumble As a failure and the target is Stunned 1.
JUMP PP 2 #
ALTERATION UTILITY
Tradition arcane, verdant
Cast 1 AP (somatic)
Duration 1 minute
Your legs surge with strength, ready to leap high and far. You gain a +4 status bonus to all High Jump and Long Jump actions.
WARPING OPTIONS
+1 PP: increase the bonus by +5 (max +50).
+1 PP: the range becomes touch and the target changes to one touched creature.
+2 PP: the duration becomes 10 minutes.
KEEN EDGE PP 8 #
ALTERATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch
Targets one weapon or 50 projectiles, all of which must be together at the time of casting
Duration 10 minutes
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation grants the weapon the Keen quality. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.
You can’t cast this spell on a natural weapon, such as a claw or upon a weapon that already has the Keen quality.
WARPING OPTIONS
+4 PP: the weapon is granted the razor trait.
KNOCK PP 4 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 door, lock, or container
Duration 1 minute
The target becomes easier to bypass. The spell provides a +4-status bonus to any creature attempting to open the target door, lock, or container using an Athletics or Thievery check. As part of casting knock, you can make a Pick Lock (Thievery) check to open the target, using your Spellcraft bonus (without the +4) or your Thievery skill.
Knock counteracts Lock.
LAY OF THE LAND PP 6 #
INSIGHT REVELATION UTILITY
Tradition verdant
Cast 1 minute (somatic, verbal)
Duration 1 day
In a flash of recognition, you learn about the geography of your surroundings within a radius of 5 miles. This instant familiarity grants you a +2-status bonus to Nature and Survival checks so long as you remain in the affected area.
WARPING OPTIONS
+2 PP: increase the radius by 5 miles.
+2 PP: increase the bonus by +1 (max +4).
LEVITATE PP 4 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing medium creature or 1 unattended item of 100 lbs or less
Duration 1 minute (D)
You lift the target 5 feet off the ground. For the duration of the spell, you can move the target on a vertical axis 10 feet for 1 AP (concentrate). A floating creature takes a –2 circumstance penalty to attack rolls. A floating creature can spend 1 AP (interact) to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a suitable surface, it may move itself horizontally with a speed equal to half its land speed.
WARPING OPTIONS
+2 PP: the duration increases to 10 minutes.
+2 PP: affect an additional target or an additional object.
LIFEKEEPING PP 2 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, verdant
Cast 3 AP (somatic, verbal)
Range touch; Targets 1 creature who has the Death’s Door condition
Duration Sustained
You place your hand upon a fading soul, infusing it with stabilizing life essence and warding off its final departure. While sustained, the target’s Dying condition cannot increase.
Be aware that this spell is useless if the target suffers an instant death effect
WARPING OPTIONS
+2 PP: increase the range to 30 feet.
+2 PP: the duration becomes 1 minute (S).
+2 PP: lower the AP cost to cast the spell by 1 AP (min 1).
+4 PP: the duration becomes 1 minute (no longer needs to be sustained each round).
LIGHT PP 0 #
CANTRIP INVOCATION LIGHT UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 object of 1 lb or less, either unattended or possessed by you or a willing ally
Duration until the next time you make your daily preparations
The object glows, increasing the illumination level by two steps (max 8). If you cast this spell again on a second object, the light spell on the first object ends.
LIGHT FEET PP 2 #
ALTERATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 10 minutes
Your legs and feet are infused with the power of your deity, and you gain a springy step. You gain a +2-status bonus to all attempts to Jump (Athletics) and Tumble (Acrobatics) for the duration.
LIGHTEN OBJECT PP 4 #
ALTERATION UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 object of up to 20 lbs
Duration 10 minutes
The target item’s weight decreases by half. If this spell is cast on armour, the armour’s ACP is reduced by 1, though its categorization as light, medium, or heavy does not change.
WARPING OPTIONS
+1 PP: +10 lbs of weight (max 60 lbs).
+2 PP: reduce the penalty by a further 1 (max 3).
+3 PP: increase the duration to 1 hour.
LIGHTNING BOLT PP 8 #
ATTACK ELECTRICITY INVOCATION LIGHT
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Base Damage 1d12
You hurl a bolt of lightning against the target. If the spell attack is successful, it inflicts 6d12 electricity damage. The attack deals an additional 1d12 damage against targets wearing metal armour.
LIGHTNING STORM PP 12 #
ELECTRICITY INVOCATION LIGHT SAVE
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 5-foot burst
Base Damage 1d12
Duration 1 minute (S)
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that strikes the target inflicting 4d12 electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
The first time you Sustain the Spell each round, you can call another lightning bolt within the area. You may call a total of 10 bolts.
If you are outdoors and in a stormy area the bolt inflicts an additional 1d12 damage.
This spell functions indoors or underground but not underwater.
WARPING OPTIONS
+2 PP: The damage of each bolt increases by 1d12.
LINE OF ACID PP 8 #
ACID INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 120-foot line
Saving Throw Basic Reflex
Base Damage 1d8
A line of sickly green acid erupts from your outstretched hand. All targets struck by the line take 6d8 acid damage.
LINE OF FIRE PP 8 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Area 120-foot line
Saving Throw Basic Reflex
Base Damage 1d6
You discharge a scalding line of fire. All targets struck by the line take 8d6 fire damage.
LINE OF LIGHTNING PP 6 #
ELECTRICITY INVOCATION LIGHT SAVE
Tradition arcane
Cast 2 AP (somatic, verbal)
Area 120-foot line
Saving Throw Basic Reflex
Base Damage 1d12
A line of lightning strikes outward from your hand. All targets in the line of effect take 4d12 electricity damage.
WARPING OPTIONS
+2 PP: The damage increases by 1d12.
LOCATE PP 6 #
INSIGHT SCRYING UTILITY
Tradition all
Cast 10 minutes (somatic, verbal)
Range 500 feet
Targets 1 specific object or type of object
Duration sustained
You gain knowledge of the direction to the target or the nearest target, depending on your selection. If you chose a specific object, such as "my brother's axe," you must have directly observed it or have it stored with Study Target. If you selected a type of object, like "bows," you need to have a clear mental image of that object type. However, if there are barriers like lead or running water between you and the target, this spell will be unable to locate the object. As a result, you may find an object that is farther away if the nearest one is obstructed by lead or running water.
WARPING OPTIONS
+2 PP: 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 or studied them with Study Target.
LOCK PP 4 #
UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 object or portal
Duration 1 day (D)
The target portal or object is magically locked. The DC to unlock it or force it open is equal to your spell DC +5.
WARPING OPTIONS
+1 PP: select a stored target that may open the lock normally.
+2 PP: the duration increases to unlimited.
LONG ARM PP 2 #
ALTERATION MORPH UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
LONG SENSE PP 6 #
INSIGHT SCRYING UTILITY
Tradition arcane
Cast 1 minute (material, somatic, verbal)
Range 500 feet
Duration 10 minutes
You place a static marker within the range of the spell which enables you to hear from the location as if you were there. You do not need either line of sight or line of effect for this spell to work.
WARPING OPTIONS
+2 PP: you instead place an invisible eye which enables you to see from the location as if you were there. The eye can't move, but you can see in all directions from that point as if using your normal visual senses.
LONG STRIDE PP 4 #
ALTERATION MORPH UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 1 hour
Your legs bend and flex becoming supple and longer. You gain a +10-foot status bonus to your Speed.
WARPING OPTIONS
+2 PP: the duration increases to 8 hours.
LULLABY PP 2 #
AUDITORY ENCHANTMENT MENTAL SAVE
Tradition ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot radius
Saving Throw Will
Duration Sustained (1 minute)
You sing a sweet lullaby which distracts creatures in the spells area. Targets are affected based upon their saving throws.
Success The target is unaffected
Failure The target takes a -2-status penalty to all Perception checks whilst the spell is sustained
Fumble As failure but the penalty is -5
WARPING OPTIONS
+2 PP: you no longer have to Sustain the Spell
MAGE ARMOUR PP 2 #
UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 hour
You enhance your armour or clothing with magical energy causing it to ripple slightly. Whilst this spell is in effect, your clothing hardens and grants you Armour DR 1 with 20 HP. If the armour is reduced to 0 Hits, it is destroyed and the spell cannot be cast again for 1 hour.
WARPING OPTIONS
+2 PP: the duration changes to until your next daily preparations.
+4 PP: the DR increases by +1.
CASTER LEVEL MODIFICATIONS
CL 4+: The armour HP increase by 20.
CL 6+: Armour DR multiplier increases by 1.
CL 8+: The armour also grants CR 1
CL 10: the armour is considered to be rigid for injury purposes.
MAGE ARMOUR & INCREASING DRJust as armour DR increases as a non-casters BDB increases, the bonus gained from this spell also increases based upon the casters BSB.So a Wizard with a BSB of 6, would gain DR 2 from the unmodified casting of this spell. If that Wizard was to then warp the spell by +4 PP, the DR would increase to 4.MAGE ARMOUR & INCREASING DRJust as armour DR increases as a non-casters BDB increases, the bonus gained from this spell also increases based upon the casters BSB.So a Wizard with a BSB of 6, would gain DR 2 from the unmodified casting of this spell. If that Wizard was to then warp the spell by +4 PP, the DR would increase to 4.
MAGE HAND PP 0 #
ALTERATION CANTRIP UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 unattended object of 1 lb or less
Duration sustained
You conjure a magical hand, which can be either invisible or ghostlike, to grip the target object and move it slowly up to a distance of 20 feet. As you levitate the object, you have complete control over its movement in any direction. When you choose to Sustain the Spell, you can continue moving the object for an additional 20 feet. However, if the spell ends while the object is still in the air, it will fall back to the ground.
CASTER LEVEL MODIFICATIONS
CL 5: You can target an unattended object with a weight of 5 lbs or less.
CL 10: Range increases to 60 feet.
CL 15: You can target an unattended object with a weight of 10 lbs or less.
MAGESWORD PP 14 #
ATTACK FORCE INVOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 miniature sword
Duration 1 minute (sustain)
You bring into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your spell attack bonus. As a force effect, it can strike ethereal and incorporeal creatures. It attacks as a broadsword inflicting force damage using your Spellcraft bonus for attack purposes.
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, goes out of your sight, or you are not directing it, it returns to you and hovers.
Each round after the first, you can Sustain the Spell to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.
The sword cannot be attacked or harmed by physical attacks but dispel magic & disintegrate affect it.
WARPING OPTIONS
+2 PP: the sword gains a +1-attack bonus (maximum of +3).
MAGIC JAR PP 12 #
ESSENCE EVIL SAVE SOUL
Tradition arcane
Cast 1 minute (focus, somatic, verbal)
Range 120 feet; Targets 1 living creature
Duration 8 hours; Saving Throw Will Negates
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range, and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force within 100 feet. You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures.
Attempting to possess a body is a 3 AP concentrate action. It is blocked by circle of protection or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your mental ability scores, level, class, skills, loyalties, and mental abilities. The body retains its physical ability scores, HP, natural abilities, and automatic abilities.
As a 1 AP action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or the host’s location.
MAGIC JAWS PP 4 #
ALTERATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 1 minute
You select one of the target's unarmed attacks and infuse it with verdant energy. The chosen unarmed attack becomes imbued with a Potency I Rune.
WARPING OPTIONS
+2 PP: increase the duration to 10 minutes.
+4 PP: increase the duration to 1 hour.
+4 PP: increase the Potency of the rune by one step (max IV).
MAGIC MISSILE PP 2 #
FORCE INVOCATION UTILITY
Tradition arcane
Cast 1-3 AP (somatic, verbal)
Range 60 feet; Targets 1 or more creatures
With a swift gesture, you unleash a precise and unstoppable dart of pure force from your fingertips. This dart unerringly seeks its target, dealing 1d4+1 force damage upon impact. By expending additional AP while casting the spell, you can increase the number of missiles you shoot by one, with a maximum of three missiles for 3 AP. Each missile can be directed at a different or the same target.
WARPING OPTIONS
+4 PP: you shoot one additional missile with each action you spend.
MAGIC MOUTH PP 4 #
AUDITORY LANGUAGE SHADOW UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 creature or object
Duration unlimited
By setting a trigger and composing a message of up to 25 words, you enchant the target with the magic mouth spell. Once the specified trigger occurs within 30 feet of the target, an illusory mouth materializes on it, delivering the message before the magic mouth spell dissipates.
MAGIC STONE PP 2 #
ESSENCE SOUL UTILITY
Tradition divinity, verdant
Cast 3 AP (somatic, verbal)
Range touch; Targets up to 3 pebbles
Duration 1 minute
You imbue positive energy into a maximum of 3 pebbles. Each of these pebbles gains a +1 item (magic) bonus and the disruptive magical trait. The pebbles may be fired from a sling weapon. Each pebble crumbles to dust after it is used or when the spells duration expires.
WARPING OPTIONS
+2 PP: increase the bonus to +2.
MAGIC VESTMENT PP 6 #
ALTERATION UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 suit of armour or shield
Duration 10 minutes
You imbue a suit of armour or a shield with magic granting it the effects of a Potency I rune. An outfit of regular clothing counts as armour that grants no bonus for the purpose of this spell.
WARPING OPTIONS
+6 PP: increase the Potency of the rune by one step (max III).
MAGIC VOLLEY PP 8 #
ALTERATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 30 arrows or bolts
Duration 10 minutes
You infuse the targeted arrows or bolts with elemental energy. The damage type of the arrows or bolts is changed to acid, cold, electricity, fire or sonic when the spell is cast. The spell also gains the corresponding elemental trait.
MAGIC WEAPON PP 4 #
ALTERATION UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 10 minutes
You touch a nonmagical weapon. The item gains the benefits of a Potency I weapon rune for the duration of the spell.
WARPING OPTIONS
+4 PP: increase the Potency of the rune by one step (max IV).
MAGNIFICENT DAWN PP 20 #
INVOCATION LIGHT POSITIVE SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 50-foot radius
Saving Throw see below
A brilliant sun-like orb appears in the sky casting its fiery rays down upon all creatures in the radius increasing the illumination level to 9. All creatures must make a Reflex Saving throw to avoid becoming blinded for 3d6 rounds. Furthermore, this saving throw is treated as a Basic Saving Throw as well against creatures of the Ooze or Undead types who take 100 Essence damage. Any undead with a weakness to natural daylight treats their saving throw as one degree worse.
Finally, any evil creatures of the eternal type must also make a Will saving throw to avoid being banished.
MAKE WHOLE PP 6 #
ALTERATION UTILITY
Tradition arcane, divinity
Cast 10 minutes
Range touch; Targets one construct
You repair the target construct. You restore 20 HP to the target. You can restore one destroyed part of the construct (such as a limb or other appendage).
WARPING OPTIONS
+1 PP: increase the amount healed by 5.
MANA DRAIN PP 12 #
CURSE SAVE WARDING
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute; Saving Throw Will
You can magically link with an unwilling caster. This enables you to use the targets power points to cast your spells. After the initial casting of the spell the target must make a Will Saving Throw.
Critical The target is unaffected.
Success You can use your targets PP as if they were your own until the end of your next turn.
Failure You can use the targets PP as if they were your own for the duration of the spell. After their first turn of PP drain, the target may make a new saving throw on their subsequent turns by expending a 3 AP concentrate action to break the link.
Fumble As failure but the target cannot break the link.
The initial range of the spell is 30 feet, but once a link has been established, the range becomes 1 mile.
WARPING OPTIONS
+4 PP: increase the link range to unlimited.
MARK OF FAITH PP 4 #
RUNE SHADOW UTILITY VISUAL
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
You place an illusory symbol upon the target representing your faith. Only you can see the symbol which increases the illumination level (for you only) by one step.
Additionally, you gain a +1-circumstance bonus to all attacks against the target, and the target takes a -1-circumstance penalty to all saving throws against your spells.
WARPING OPTIONS
+2 PP: you can target an additional creature.
+4 PP: increase the bonus and penalty by 1 (max +/-4).
+4 PP: the mark is visible to all of your allies who gain the same bonuses.
MAP OF THE ROOT-KNIT PP 10 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 300 feet
Duration 1 hour
You call upon the deep-rooted consciousness of the forest and inscribe a living map across the natural web of the terrain. As long as the area includes plant life or natural soil, you can mark up to five plant-covered or earthen surfaces within range. These locations become linked through root-memory, allowing you and your allies to use them as instantaneous travel points.
Once per round, as a 1 AP action, you or a willing ally within 10 feet of one of the marked points may teleport to another marked location.
WARPING OPTIONS
+4 PP: moving between marked points becomes a Free (0 AP) action.
MASSACRE PP 18 #
ESSENCE SAVE SOUL
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Area 60-foot line
Saving Throw Fortitude
Base Damage 1d6
You release a surge of necromantic energy that seeks to extinguish the life force of those caught in its path. Every creature within the line, who is 17th level or lower, must make a Fortitude save to resist its effects.
Critical The target is unaffected.
Success The target takes 9d6 essence damage.
Failure The target takes 18d6 essence damage.
Fumble The creature dies.
If the damage inflicted by Massacre reduces a creature to 0 HP, that creature is instantly killed. However, if Massacre fails to kill any creature, the essence energy unleashed violently explodes back towards you. This explosion deals an additional 6d6 Essence damage to every living creature in the line, regardless of their level, and also inflicts 6d6 Essence damage to you.
WARPING OPTIONS
PP +1: the level of the targets affected is increased by 1.
MASTERWORK ITEM PP 6 #
ALTERATION UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 object
Duration 10 minutes
You can improve an object’s quality, making it effectively an expert item. You can apply this spell effect to any item capable of gaining expert quality, including weapons, suits of armour, tools, and so on.
WARPING OPTIONS
+4 PP: item is classed as master quality.
+8 PP: item is classed as legendary quality.
MAZE PP 16 #
DIMENSIONAL SAVE TELEPORTATION TRANSLOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You imprison one character in a labyrinthine gap between worlds. The amount of time that they are imprisoned is based upon their saving throw.
Critical The target is trapped until the end of their next turn.
Success The target is trapped for 1d4+1 rounds.
Failure The target is trapped for 1 minute.
Fumble The target it trapped for 10 minutes.
Whilst trapped, the target is attacked and hunted by an equal level creature appropriate to the setting and caster. If the target defeats the creature, they are freed immediately and the caster is Stunned 2.
MELD INTO STONE PP 6 #
ALTERATION EARTH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
You meld with an adjacent block of stone, provided it has enough volume to accommodate you and your belongings. To cast the spell, you must touch the stone. While inside the stone, you can hear but not see what is happening outside. You are able to cast spells within the stone as long as they do not require line of effect beyond the stone.
If the stone sustains significant physical damage while you are melded within it, you are expelled and suffer a Serious Critical (the specific type is determined by the GM). If the spell Passwall is used on the stone, you are expelled without taking damage, and the meld into stone spell ends.
MEMORY LAPSE PP 4 #
CURSE ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 creature
Saving Throw Will
You cause the target to forget what happened for a period of time based upon their saving throw. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present.
Success The target is unaffected.
Failure You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn.
Fumble As failure and the target has no idea who you are for the next minute.
MESSAGE PP 0 #
AUDITORY CANTRIP LINGUISTIC MENTAL SHADOW UTILITY
Tradition all
Cast 1 AP (verbal)
Range 120 feet; Targets 1 creature
Duration varies
You silently mouth words, but instead of audible sound, they are directly transmitted to the ears of the target. While others around you cannot hear the words any better than if you were simply mouthing them, the target perceives your words as if they were spoken right beside them. The target can provide a brief response as a reaction, or on their next turn as a free action if they prefer. To respond, they must have visual contact with you and be within range. If they choose to respond, their message is delivered directly to your ear, mirroring the original method of communication.
METABOLISM PP 18 #
HEALING POSITIVE SOUL UTILITY
Tradition ethereal
Cast 3 AP (somatic, verbal)
Duration 10 minutes
While this spell is running you gain Regeneration 5 and restore 1 point of the dazed, injured or weakened condition. Furthermore, you reduce all bleeding results by 3.
You can even regenerate lost limbs and organs. Regenerating a limb or organ takes one minute.
If you are subjected to an affect or attack which kills you instantly then this spell has no benefit.
WARPING OPTIONS
+2 PP: duration increases to 1 hour.
METAL TO WOOD PP 16 #
ALTERATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 40-foot radius
This spell enables you to change all metal objects within its area to wood. Weapons, armour, and other metal objects carried by creatures are affected as well. A magic object may make a Will Saving Throw to avoid the change; Artifacts cannot be transmuted.
Weapons converted from metal to wood take a -2 penalty to attack and damage. The DR of any armour converted from metal to wood is reduced by 2, and its HP halved.
METEOR SWARM PP 18 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 500 feet; Area 4 x 40-foot radius
Saving Throw Basic Reflex
You summon four meteors from above that burst into flames upon impact. Each meteor inflicts 6d10 bludgeoning damage to any creatures within a 10-foot radius. Afterward, the meteors explode, unleashing a fiery eruption that deals 14d6 fire damage to any creatures within its expanded 40-foot radius. It's important to note that the initial radius of the meteors cannot overlap, and regardless of how many explosions a creature is caught in, it only takes the same amount of fire damage once. The saving throw applies to both the bludgeoning and the fire damage.
WARPING OPTIONS
+2 PP: The bludgeoning damage increases by 1d10, and the fire damage increases by 2d6.
MIND BLANK PP 16 #
UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration until the next time you make your daily preparations
The target becomes fortified against mental influences, receiving a +4-status bonus to saves against mental effects. Mind blank acts as a powerful shield, countering insight spells cast on the target as a spell which has a PP cost of 4 higher. If successfully countered, divination effects still function, but they provide no information about the target or its belongings.
MIND CLEANSE PP 16 #
EMOTION HEALING SOUL UTILITY
Tradition divinity, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
You immediately remove any mind-affecting effects such as those created by charm, mental ability penalties, and any fear conditions. If the target is a not yourself, then you must counteract each effect.
MIND READING PP 6 #
INSIGHT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration 1 round or sustained up to 1 minute
You lightly probe the targets mind in an attempt to read their thoughts. The target must make a Will save. If successful, the target becomes temporarily immune to further attempts of mind reading from you for a duration of 1 hour.
Critical The target perceives vague surface thoughts from you when you Cast the Spell.
Success You find out whether the target's Intelligence modifier is 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 Intelligence modifier is higher than, equal to, or lower than yours.
Fumble As failure, and for the duration of the spell, you can Sustain the Spell to detect the target's surface thoughts again. The target doesn't receive any additional saves.
MINDLINK PP 2 #
INSIGHT MENTAL UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
You establish a mental connection with the target, allowing you to transmit a significant amount of information instantaneously that would typically require 10 minutes to convey through normal communication.
MIRAGE ENTITY PP 4 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 500 feet
Duration sustained
You create an illusion of a Large or smaller creature that appears convincing in all aspects, including sounds, smells, and tactile sensations. The illusion cannot speak, but you can use your actions to speak through it, with the spell disguising your voice accordingly. Mimicking the creature may require a Deception or Perform check, as determined by the GM.
During combat, the illusion can take 2 AP per turn when you Sustain the Spell. It uses your Spellcraft as an attack bonus and DB, while its saving throw modifiers are equal to yours -2. The illusion is substantial enough to flank other creatures. If it is hit by an attack or fails a save, the spell ends.
While the illusion cannot directly affect the physical world, it can cause damage by tricking targets into believing its attacks are real. If the illusory creature successfully Strikes, the target takes 1d4+5 mental damage, which is considered a mental effect.
Any creature that touches the illusion or examines it using the Search (Perception) action can attempt to disbelieve the illusion. If successful, the creature recovers half of the damage it had taken from the illusion (if any) and is no longer affected by it.
WARPING OPTIONS
+2 PP: the maximum size of creature you can create increases by one (to a maximum of Gargantuan).
+2 PP: increase damage by 1d4.
+4 PP: the illusion gains 3 AP per round when you Sustain the Spell.
MIRAGE OBJECT PP 2 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 500 feet; Area 20-foot radius
Duration 10 minutes
You conjure an illusory stationary object within the spell's area. The visual image appears lifelike, but it lacks sounds or smells. For instance, an illusory waterfall would show cascading water, but it would be silent. If a creature touches the image or examines it using the Search action, they can attempt to disbelieve the illusion.
WARPING OPTIONS
+2 PP: your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory and olfactory traits. The duration increases to 1 hour.
+4 PP: the duration is unlimited.
MIRAGE SCENE PP 10 #
AUDITORY OLFACTORY SHADOW UTILITY VISUAL
Tradition arcane, ethereal, verdant
Cast 10 minutes (somatic, verbal)
Range 500 feet; Area 30-foot radius
Duration 1 hour
You create an imaginary scene within the spell's area, consisting of up to 10 separate creatures or objects. These elements possess realistic sounds, smells, and tactile sensations. However, they are incapable of speech and lack combat abilities or statistics. The scene does not alter the surrounding environment, although you can position it within the illusory terrain of a hallucinatory terrain spell.
When creating the scene, you have the option to make it static or follow a programmed sequence. A static scene appears stationary but may include basic natural movements, such as a rustling paper in the wind. A programmed scene can last up to 1 minute and repeats in a loop. While the loop may be seamless, careful observers will eventually notice the repetition after a few minutes. Once created, you cannot modify the program of the illusion.
Any creature that touches or examines a specific part of the scene can attempt to disbelieve that portion alone. To disbelieve the entire scene, a critical is required.
WARPING OPTIONS
+2 PP: 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.
+5 PP: as above and the duration is unlimited.
MIRAGE TERRAIN PP 8 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal, verdant
Cast 10 minutes (material, somatic, verbal)
Range 500 feet
Area 50-foot radius
Duration until the next time you make your daily preparations
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 Search action to examine it can attempt to disbelieve your illusion.
WARPING OPTIONS
+2 PP: your image can also disguise structures or create illusory structures (but still doesn't disguise creatures).
MIRROR IMAGE PP 6 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d100 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 26 or higher to change the attack's target to a duplicate. With two duplicates, you must roll a 34 or higher. With one duplicate, you must roll a 51 or higher. If an attack hits a duplicate, the duplicate is destroyed.
The spell ends when all three duplicates are destroyed.
Be aware that any effect or spell that does not have the attack trait affects you normally and does not destroy an image.
MISDIRECTION PP 4 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 2 creatures or objects
Duration until your next daily preparations (D)
You alter the magical aura of a creature or object, making it appear as though it possesses the aura of another target. You choose one target as the primary and another as the secondary. Any effects that detect auras on the primary target will instead detect the same types of auras from the secondary target. However, a creature capable of reading the aura can attempt to disbelieve the illusion.
MISLEAD PP 12 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration sustained up to 1 minute
You become invisible and create an illusory duplicate of yourself. When you Sustain the Spell, you can mentally command your duplicate to follow a specific course of action for that round. The duplicate appears to have the same number of actions as you, but it cannot physically interact with the environment. Both your duplicate and your invisibility remain active for the duration of the spell. Engaging in a hostile action does not end the spell's effects, similar to an invisibility spell.
If you cast a spell, make an attack, or interact with another creature, you can attempt a Deception check against the observers' Perception DC. The goal is to convince them that your duplicate performed the action. However, this deception does not work on individuals who are aware that your duplicate is an illusion, nor does it succeed if the attack or action clearly couldn't have originated from the duplicate.
MISSILE STORM PP 20 #
FORCE INVOCATION UTILITY
Tradition arcane
Cast 3 AP (somatic, verbal)
Area 50-foot radius
You may target each character in the spells area of effect with a massive salvo of Magic Missiles. Each target is hit by 2d6 +6 magic missiles (each inflicting 1d4+1 force damage) + 1d6 additional missiles per Size category above Medium.
MISTY STEP PP 6 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane
Cast 1 AP (verbal)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
MOMENT OF RENEWAL PP 16 #
HEALING SOUL UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets up to 6 creatures
The targets undergo a rapid recovery process equivalent to a full day of rest. Any negative effects that would naturally dissipate within 24 hours are immediately removed, although the duration of active spells affecting the targets remains unaffected. The targets regain lost HP and recover from any conditions as if they had taken a full 24 hours of rest. However, they do not repeat their daily preparations or gain any additional benefits typically associated with rest, apart from the healing aspect. Following this rapid recovery, the targets become temporarily immune to the spell's effects for a period of 1 day.
NATURAL ANIMOSITY PP 18 #
EMOTION ENCHANTMENT SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 500-foot radius
Targets up to 5 creatures
Duration 10 minutes
When you cast this spell, it infuses the target with an intense hostility that resonates with the forces of nature. The target becomes a beacon of animosity, drawing the ire and aggression of creatures tied to the natural order.
Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it's adjacent to the plants.
Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal Minor Slashing Criticals.
The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any verdant spell or the spell fails. Furthermore, animal or plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion.
Be aware that the GM might decide that you can't subject some creatures to the ire of nature.
NATURAL DEFENCE PP 0 #
CANTRIP UTILITY WARDING
Tradition verdant
Cast R (somatic); Trigger you make saving throw
Duration 1 minute
You draw upon the spirits of long dead animals and fey which grant you a +1 resistance bonus to the triggering saving throw.
CASTER LEVEL MODIFICATIONS
CL 10: The bonus increases to +2
NEUTRALISE POISON PP 6 #
HEALING SOUL UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
You infuse the target with magical healing in an attempt to remove a poison that is currently affecting them. Make a counteract check against the poison.
WARPING OPTIONS
+2 PP: effect up to 10 targets within a 20-foot emanation.
NEXUS OF ELEMENTAL ENERGY PP 10 INVOCATION SAVE #
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 60 feet
Area 10-foot radius
Saving Throw varies; Duration 1 minute
You create a zone infused with elemental energy, shaping the environment to your advantage. When you cast this spell, you select a specific elemental energy type either: acid, cold, electricity, or fire. The chosen energy type infuses the area, transforming the terrain and affecting creatures within it based upon their saving throw which varies based upon the elemental type (Fortitude for Acid and Cold, Reflex for Electricity and Fire). Any creature that begins their turn within the spells radius must make a saving throw.
Critical The creature resists the elemental energies and is unaffected.
Success The creature takes 2d6 damage of the appropriate elemental type.
Partial The creature takes 4d6 damage of the appropriate elemental type.
Failure The creature takes 4d6 damage of the appropriate elemental type and a Minor Critical.
Fumble The creature takes 4d6 damage of the appropriate elemental type and a Light Critical.
Furthermore, spells with the chosen elemental trait cast against creatures in the affected increase their total damage by one die and apply a -2 circumstance penalty to saving throws made to resist them.
NIGHTMARE PP 8 #
FEAR MENTAL SAVE SHADOW
Tradition arcane, ethereal
Cast 10 minutes (material, somatic, verbal)
Range planetary
Targets 1 creature you know by name
Saving Throw Will; Duration 1 day
You afflict your target with haunting nightmares, causing unsettling visions to plague their sleep. When the target succumbs to slumber, it must make a Will save to resist the spells effect. If you only know the target by name and have never encountered them in person, the target gains a +4 circumstance bonus to their Will save. If the target is stored with a Study Target, they take a -4 circumstance penalty to the save.
Critical 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 1 per point of failure (max 5).
Fumble The target experiences the nightmares, awakens fatigued, and has Soul Drain 20 until it is no longer fatigued.
NIGHTVISION PP 2 #
INSIGHT REVELATION UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 hour
You grant yourself the ability to see in dim light. You gain Nightvision.
WARPING OPTIONS
+1 PP: the spell's range is touch and it targets 1 willing creature
+2 PP: the duration is until the next time you make your daily preparations.
NONDETECTION PP 8 #
UTILITY WARDING
Tradition arcane, ethereal
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 creature or object
Duration 8 hours
You create powerful protective barriers that render the target highly elusive to magical detection. Nondetection, actively works to counteract any divination spells or abilities aimed at revealing or scrying on the target or their belongings. This includes attempts to detect, reveal, or observe the target's presence or any information about them. If Nondetection successfully counters a divination that targets an area or multiple targets, its effects are negated solely for the target of the Nondetection spell.
WARPING OPTIONS
+4 PP: the spell affects a 20’ by 20’
OASIS PP 14 #
ALTERATION UTILITY
Tradition verdant
Cast 10 minutes (material, somatic, verbal)
Range 30 feet; Targets 1 water source
This spell functions in any natural terrain on the Material Plane. It redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 50 gallons of pure drinking water each hour.
If the shape of the terrain is suitable, a pond forms around the spring. There must be a natural spring within 1 mile for this spell to work. The water output of the water source you draw from is reduced by an amount equal to the water produced by this spell’s spring. A spring that has its water output reduced to 0 gallons per hour dries up and ceases to be a spring.
WARPING OPTIONS
+2 PP: you can draw water from a source up to 50 miles away.
+3 PP: you can draw water from a source up to 500 miles away.
+4 PP: the water is drawn directly from the elemental plane of water.
OBJECT PROWESS PP 4 #
INSIGHT UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 8 hours
You enhance your crafting skills magically. You gain a +2 status bonus to all Create (varies) checks. You may dismiss the spell at any point to gain double this bonus to any one Create (varies) check.
WARPING OPTIONS
+2 PP: increase the bonus by +1.
OBSCURING MIST PP 2 #
AIR UTILITY TRANSLOCATION WATER
Tradition all
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Duration 1 minute
You call forth a cloud of mist. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it.
OPEN/CLOSE PP 2 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets object weighing up to 30 lbs. or portal that can be opened or closed
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
ORB OF ACID PP 0 #
ACID ATTACK CANTRIP INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6
You fire a small orb of acid that splatters your target and nearby creatures. If you hit, you deal 1d6 acid damage plus 1 splash acid damage.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d6 and the splash damage by 1.
ORB OF COLD PP 0 #
ATTACK CANTRIP COLD INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d6
You hurl a small orb of cold at your enemy. If your spell attack is successful, you inflict 1d6 cold damage to the target.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d6.
ORB OF FIRE PP 0 #
ATTACK CANTRIP FIRE INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d6
A small orb of flame appears in the palm of your hand, and you lash out with it either in melee or at range. If the attack is successful, you inflict 1d6 fire damage. If the attack inflicts a critical injury it also inflicts 1 persistent fire damage
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d6 and the persistent by 1.
ORB OF FORCE PP 0 #
ATTACK CANTRIP FORCE INVOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 40 feet; Targets 1 creature
Base Damage 1d4
You hurl a small orb of force at your enemy. If your spell attack is successful, you inflict 1d4 force damage to the target.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d4.
ORB OF LIGHTNING PP 0 #
ATTACK CANTRIP ELECTRICITY INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 20 feet; Targets 1 creature
Base Damage 1d8
You launch a crackling orb of electricity that zaps a single foe. If your spell attack is successful, you inflict 1d8 electricity damage to the target.
CASTER LEVEL MODIFICATIONS
CL 4+: the damage increases by 1d8.
ORB OF THE VOID PP 16 #
EVIL SAVE SOUL
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 1-ft.-diameter sphere
Saving Throw Fortitude
Duration 1 minute
You create a small weightless sphere of pure soul energy. As a 1 AP action, you can move it up to 30 feet per round in any direction. If it enters a space with a living creature, it stops moving for the round and that creature gains Soul Drain 2d8 (4d8 on a fumble). Any creature passing through or ending its turn in the space occupied by the sphere gains Soul Drain 2d8 (4d8 on a fumble).
An undead creature that passes through or ends its turn in the space occupied by the orb is unaffected.
WARPING OPTIONS
+1 PP: increase the Soul Drain by 1d8 (2d8).
ORIENTATE PP 0 #
CANTRIP INSIGHT UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
You sense the direction of north from your current position and gain a +1-status bonus with any checks made to navigate from your current location.
PAINFUL REBUKE PP 8 #
EMOTION SAVE SHADOW
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
With a word and a gesture, you instil such apprehension about attacking you in your target that doing so causes it mental distress and pain. Each time the target makes an attack against you, targets you with a harmful spell, or otherwise takes and action that would harm you, it is affected based upon its save.
Critical The target is unaffected.
Success The target takes 2d6 mental damage and then the spell ends.
Failure The target takes 2d6 mental damage each time for 1 minute.
Fumble As failure, and the target also takes a Light Critical.
PALE FLAME PP 6 #
ESSENCE SAVE SOUL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Will
Duration 1 minute
Base Damage 1d8
You ignite a spectral flame that latches onto a creature’s soul and burns with ghostly white fire. The target takes 2d8 essence damage at the beginning of each of its turns. If the target achieves a result of Critical or higher on the saving throw, the spell ends.
WARPING OPTIONS
+2 PP: target an additional creature (max 5).
PARIAH PP 10 #
CURSE ENCHANTMENT SAVE
Tradition divinity, ethereal
Cast 3 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Will
You place a curse upon a target that makes creatures react to them badly. The effects of the spell are determined by the targets saving throw.
Critical The target is unaffected.
Success For 10 minutes, the target has disadvantage whenever attempting a Deception, Diplomacy, Intimidate, or Perform 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.
Fumble As failure, and creatures that the target encounters have an initial attitude toward them of two steps worse.
WARPING OPTIONS
+4 PP: target up to 10 creatures.
PASS WITHOUT TRACE PP 2 #
EARTH UTILITY WARDING
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 hour
You conceal the traces of your passage, making it significantly more difficult for others to track your movements. The DC of checks made to track you gains a +4 status bonus, or it becomes equal to your spell DC, whichever option is higher.
Be aware that you can benefit from the effects of only one casting of this spell at a time.
WARPING OPTIONS
+1 PP: the duration increases to 8 hours.
+4 PP: the spell has a range of 20 feet and an area of a 20-foot-emanation, affecting up to 10 creatures of your choice within that area.
PASSWALL PP 10 #
EARTH TRANSLOCATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Area 5-foot-wide, 10-foot-tall, 10-foot deep section of wooden, plaster, or stone wall
Duration 1 hour
You create a tunnel that becomes visible within the designated area, effectively displacing the solid wall with empty space. If the wall's thickness exceeds 10 feet, the tunnel ends after 10 feet. It's important to note that the presence of even a thin layer of metal within the wall prevents this spell from taking effect. This spell does not compromise the structural integrity of the affected surface.
When the spell ends, any individuals inside the tunnel will be instantly transported to the nearest exit point.
WARPING OPTIONS
+2 PP: the tunnel can be up to 20 feet deep. The areas of the wall that contain your tunnel's entrance appear completely normal (unless viewed with true seeing or a similar effect), despite the tunnel's existence. The tunnel's entrance functions as a solid wall, but you can specify a password or a trigger, allowing creatures to enter the tunnel freely.
PETRIFICATION PP 14 #
ALTERATION EARTH SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature made of flesh
Saving Throw Fortitude; Duration varies
You attempt to transform the target's flesh into solid stone. The target must make a Fortitude save.
Critical The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure). A successful save reduces the slowed condition by 1. When a creature is unable to act due to the slowed condition from flesh to stone, the creature is permanently non-magically petrified. The spell ends if the creature is petrified or the slowed condition is removed.
Fumble As failure, but the target is initially slowed 2.
WARPING OPTIONS
+1 PP: if cast upon a creature which has already been petrified this spell restores them to their normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
PHANTASMAL KILLER PP 8 #
FEAR SAVE SHADOW
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet; Targets 1 living creature
Saving Throw Will
You conjure a phantasmal manifestation of the most terrifying creature imaginable, visible only to the spell's intended target. While you perceive only a faint outline of the illusion, the target perceives the killer in vivid detail as it launches its assault. The nature of the killer's impact is determined by the target's Will save.
Critical The target is unaffected.
Success The target takes 4d6 Mental damage and is frightened 1.
Partial The target takes 6d6 Mental damage, a Minor Critical and is frightened 2.
Failure The target takes 8d6 Mental damage, a Light Critical and is frightened 2.
Fumble The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 Mental damage, a Serious Critical, is fleeing until the end of its next turn, and is frightened 4.
WARPING OPTIONS`
+1 PP: the damage increases by 1d6 on a failure and by 2d6 on a fumble.
PHANTASMAL REVENGE PP 16 #
FEAR SAVE SHADOW
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet; Targets 1 dead creature
When you cast this eerie spell upon a creature slain in the last week, you cause a ghastly, spectral image of it to rise up from its corpse, shrieking for vengeance before it vanishes in a radius of unnatural light. This phantom then unerringly seeks out the creature that killed it, as long as that creature is on the same plane, and tries to slay its killer in turn. Only the corpse's killer can see the phantasmal image created by this spell. You and any others who witness the spell's casting or its ultimate effects see only a vague shape. The creature that killed it is then subjected to a phantasmal killer spell. Any given body can only be targeted by a phantasmal revenge spell once.
WARPING OPTIONS
+1 PP: target can have died within the last month.
+2 PP: target can have died within the last year.
PHANTOM PP 8 #
FEAR SAVE SHADOW
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet; Targets 1 living creature
Saving Throw Will
You create a phantasmal image of an enemy of the subject simply by forming the thoughts of the subject’s subconscious mind into something that its conscious mind can visualize: this enemy. Only the spell’s subject can see the enemy.
The enemy has the same capabilities as the target but does no damage (always misses, or the target always makes saving throws).
The target gains no initial saving throw against this spell, but if they have reason to believe that the phantom is not real, they may then make a Will saving throw to negate the effect.
WARPING OPTIONS
+1 PP: the phantom does not attack and taunts them instead. The taunting phantom will attempt to lead the target into physical danger as quickly as possible (run through a trapped door, jump across a ravine etc.)
+2 PP: the phantom is more substantial and inflicts mental damage (but no criticals) on attacks.
+3 PP: the phantom is almost real and inflicts mental damage and criticals at -20 on all attacks.
PHANTOM STEED PP 4 #
TRANSLOCATION UTILITY
Tradition arcane, ethereal, verdant
Cast 10 minutes (somatic, verbal)
Range 30 feet
Duration 8 hours
You summon a Large, ethereal creature with the appearance of a horse. The steed can be ridden only by you or by the one person for whom you specifically created the mount. The phantom steed features a black head and body, a gray mane and tail, and smoke-coloured, intangible hooves that produce no sound. It even appears to be equipped with a saddle, bit, and bridle. Although the steed does not engage in combat, other animals instinctively avoid it and refrain from attacking.
The mount has a DB 15, DR 4, 10 HP, and automatically fails all saves. If it's reduced to 0 HP, it disappears and the spell ends. The steed has a Speed of 40 feet and can hold its rider's body weight, plus 100 lbs of weight.
WARPING OPTIONS
+2 PP: per additional steed summoned.
+4 PP: the steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain.
+6 PP: the steed has a Speed of 60 feet, can walk on water, and ignores areas of natural difficult terrain. It can also air walk but must end its turn on solid ground or fall.
+8 PP: the steed can walk or fly at a Speed of 80 feet, can walk on water, and ignores natural difficult terrain.
PLANAR ALLY PP 8 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition divinity
Cast 10 minutes (focus, somatic, verbal) Requirements Offerings worth 500 silver pieces per level of creature called
Range 30 feet; Targets one called eternal
By casting this spell, you request the gods to send you an eternal (of 5 level or less). If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
WARPING OPTIONS
+1 PP: increase the level of the summoned creature by 1
PLANAR CONTACT PP 12 #
INSIGHT REVELATION UTILITY
Tradition arcane
Cast 10 minutes (material, somatic, verbal)
Duration 1 minute
You can send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there.
You must make a Will save, against your save DC, you suffer an amount of fatigue equal to how much you fail the saving throw by.
On a successful saving throw, you can ask the entity up to five questions. You must ask your questions before the spell ends. The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.). A short phrase may be used if deemed appropriate.
You must Sustain the Spell in order to ask questions at the rate of one per round.
PLANAR ENQUIRY PP 6 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, divinity
Cast 10 minutes (focus, somatic, verbal) Requirements Offerings worth 100 silver pieces per level of creature called
Range 30 feet; Targets one called eternal
This spell calls a creature of up to level 4 from another plane to your precise location. When you call a creature using planar enquiry, the only task that you can ask of the creature is for it to answer questions or gather information regarding a specific topic (a person, a place, or a thing). After hearing your request, if the creature has an appropriate skill, it can attempt a check to provide the information it has. If it lacks such a skill, the called creature leaves for 1d4 hours to gather this information. Upon its return, you make a Gather Information check using your Spell Tradition Skill and use the result to determine what information the creature has gathered about the subject. The called creature stays for up to 10 minutes as it relays this information to you, after which it departs to its home plane. If the creature is attacked or damaged at any time during the spell’s duration, the spell ends and the creature returns to the plane from which you summoned it.
When you cast this spell, you can choose a specific kind of eternal to call, even calling an individual creature by name. The kind of eternal called doesn’t alter the effects of the spell, but when you use planar inquiry to summon a creature with an aligned or elemental trait, the spell gains that trait.
WARPING OPTIONS
+1 PP: increase the level of the called creature by 1
PLANE SHIFT PP 14 #
TELEPORTATION TRANSLOCATION UNCOMMON UTILITY
Tradition all
Cast 10 minutes (focus, material, somatic, verbal)
Range touch
Targets 1 willing creature, or up to 8 willing creatures joining hands
You and your allies embark on a journey through the planes of existence. By utilizing a magic tuning fork attuned to a specific plane of existence, you can transport yourselves to another realm, such as the Plane of Fire, the Shadow Plane, or the Abyss. Precise knowledge of the destination plane is required which must be obtained with the Study Target (Planes) action. You also require a tuning fork crafted from a material native to that plane.
The spell's teleportation is not precise. Upon arrival, you and your allies find yourselves approximately 1d20x25 miles away from the last known location which was stored using Study Target. In the case of the first visit to a particular plane by all targets, you materialize at a random location within that plane. Regrettably, plane shift does not provide a direct means of return travel. However, casting plane shift once more enables you to return to your previous plane, unless there are exceptional circumstances preventing such a return.
POLAR RAY PP 16 #
ATTACK COLD INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Base Damage 1d8
A blue-white ray of freezing air and ice springs from your hand. This ray inflicts 10d8 cold damage on a successful spell attack. Additionally, the outcome of the spell varies based upon the attack result.
Critical The target takes 10 Soul Drain.
Success The target takes 5 Soul Drain.
POLYMORPH OTHER PP 14 #
ALTERATION POLYMORPH SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You transform the target creature into a harmless animal appropriate to the area, with effects based on its save.
Critical The target is unaffected.
Success The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.
Failure The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
Fumble The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.
PORTAL MAELSTROM PP 14 #
SAVE TELEPORTATION TRANSLOCATION
Tradition arcane
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 30-foot radius
Saving Throw Reflex; Duration 1 minute
You tear reality open into a swirling nexus of unstable gateways, creating a maelstrom of portals that drag creatures through planar rifts. All creatures must make a saving throw at the beginning of their turn:
Critical The creature leaps free of the pull and is unaffected.
Success The creature takes 4d8 force damage and is slowed 1 for 1 round.
Failure The creature takes 8d8 force damage and is teleported 1d4×10 feet in a random direction, landing prone.
Fumble The creature takes 12d8 force damage and is shunted into an adjacent plane (GM chooses) for 1 round before being expelled back into an open space near the maelstrom.
As well as the above effects, each target takes a force critical as if the saving throw was Basic.
While the maelstrom persists, the area is difficult terrain.
POSSESSION PP 14 #
MENTAL POSSESSION SAVE SOUL
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 living creature
Saving Throw Will; Duration 1 minute (D)
You project your consciousness and soul into the body of the target, seeking to take control. The target must make a Will save to resist your possession. You can choose to use the effects of a degree of success more favourable to the target if you prefer.
While you inhabit the target's body, your own physical form remains unconscious and unable to awaken naturally. You gain complete sensory perception of the possessed body and experience everything the target does. If the body you possess perishes, the spell immediately ends. At that moment, you must succeed at a Fortitude save against your spell DC. Failure results in temporary paralysis for 1 hour, while a critical failure extends the paralysis to 24 hours.
In the event that the spell concludes during a combat encounter, you retain control until just before the possessed creature's initiative count, allowing you to take appropriate actions before relinquishing control.
Critical The target is unaffected.
Success You possess the target but can't control it. You ride along 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.
Fumble You possess the target fully, and it can only watch as you manipulate it like a puppet. The target is controlled by you.
WARPING OPTIONS
+2 PP: the duration is 10 minutes, and you can physically enter the creature's body, protecting your physical body while the spell lasts.
+6 PP: the duration is unlimited, and you can physically enter the creature's body, protecting your physical body while the spell lasts.
POWER CRYSTAL PP 2 #
UTILITY WARDING
Tradition all
Cast 10 minutes (material, somatic, verbal)
Range touch
Duration 24 hours
You create a small crystal of raw magical energy, which appears in your hand. The crystal “contains” 1 PP, which any character holding it can use as if it was part of their PP reserve. The crystal dissolves into nothingness when the Duration expires or when all the PPs it contains are used up.
WARPING OPTIONS
+1 PP: increase the PPs contained in the crystal created by this Spell by 1.
PRAYER PP 6 #
AUDITORY ENCHANTMENT MENTAL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 30-foot radius (B)
Duration 1 minute (Sustained)
You and each ally gain a +1 luck bonus with attack checks, skill checks, and Will saves. Furthermore you and each ally also gain a +1 luck bonus to damage checks.
All foes within the radius of the spell suffer the same modifiers as a penalty.
PRESCIENCE PP 2 #
INSIGHT UTILITY
Tradition arcane, divinity, ethereal
Cast 10 minutes (somatic, verbal)
Duration 1 hour (D)
You gain a powerful sixth sense. Once during the Duration, you may end this spell as a free action to gain a +2 circumstance bonus with your next attack check, skill check, or saving throw. Alternately, you may dismiss this spell as a free action to gain a +2 circumstance bonus to DB for the next attack made against you. In either case you must end the spell and apply the bonus before dice are rolled.
WARPING OPTIONS
+2 PP: you increase the bonus by +1 (max +4)
+4 PP: you affect all allies in a 20-foot radius when you cast the spell
PROJECT IMAGE PP 14 #
MENTAL SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet
Duration Sustained (1 minute)
You create an illusory duplicate of yourself. To maintain the spell, you must remain within the range of the projected image. If you lose sight of the image at any point, the spell immediately ends.
When casting spells that don't have a radius, you have the flexibility to choose whether the spell's effects originate from your actual body or the illusory duplicate. Although the image appears visually real, it lacks substance and cannot directly benefit from any spells. However, visual manifestations associated with the spells can still be observed through the image.
The illusory duplicate possesses the same defensive capabilities and saving throws as you do. However, if the image is struck by an attack or fails a saving throw, the spell ends, causing the image to dissipate.
WARPING OPTIONS
+1 PP: the maximum duration you can Sustain the Spell increases to 10 minutes
PROTECTION PP 2 #
UTILITY WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
You ward a creature against a specified aligned trait. Choose chaos, evil, good, or order when you cast this spell. The target gains a +2 status bonus to DB and saving throws against creatures and effects of the chosen aligned trait. This bonus increases to +4 against effects from such creatures that would directly control the target and against attacks made by summoned creatures of the chosen aligned trait.
This spell gains the trait that opposes the aligned trait you chose—if you choose chaos, this spell gains the order trait, and vice versa; if you choose evil, this spell gains the good trait, and vice versa.
PROTECTION FROM ARROWS PP 6 #
UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 1 hour or until discharged
The warded creature gains resistance to missile attacks. This spell only provides resistance against missile attacks of large or smaller size.
Once the spell has provided resistance against a total of 10 attacks, it is discharged.
WARPING OPTIONS
+4 PP: increase the duration to 8 hours.
PROTECTIVE CIRCLE PP 6 #
ALIGNED UTILITY WARDING
Tradition divinity, ethereal
Cast 3 AP (material, somatic, verbal)
Range touch
Area 10-foot radius centred on the touched creature
Duration 1 minute
You ward the target and those in its radius, shielding them against a specific aligned trait. You can select from chaos, evil, good, or order, and the spell automatically gains the opposing trait.
Within the area of effect, creatures benefit from a +2 status bonus to their DB when defending against attacks made by creatures exhibiting the chosen aligned trait. They also gain the same bonus to their saving throws when resisting effects originating from such creatures.
Furthermore, the bonus increases to +4 when defending against effects from creatures of the chosen aligned trait that have direct control over the target. Additionally, attacks made by summoned creatures belonging to the chosen aligned trait are also subject to the heightened +4 DB bonus.
Summoned creatures of the chosen aligned trait, whether willingly or not, are unable to enter the protected area without first succeeding at a Will save. If multiple attempts are made, the result of the first successful save is applied to subsequent attempts.
WARPING OPTIONS
+1 PP: the bonus increases by +1 (max +6).
+2 PP: the duration increases to 1 hour.
PRYING EYE PP 10 #
INSIGHT SCRYING UTILITY
Tradition arcane, divinity, ethereal
Cast 1 minute (material, somatic, verbal)
Range see text
Duration 10 minutes
You summon a prying eye which has the appearance of an eyeball roughly the size of an apple. You can use your actions to move the eye which has a fly speed of 30 feet.
You can use a 3 AP concentrate action to transfer your vision to the eye (or back) which sees in all directions with your normal visual senses. Whilst you are viewing through the eye you have the blinded condition.
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 Search 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.
WARPING OPTIONS
+1 PP: the eye is invisible.
+2 PP: any spells or effects that alter your vision are transferred to the eye.
PUNISHING WINDS PP 16 #
AIR INVOCATION UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 100 feet
Area 30-foot radius, 100-foot-cylinder
Duration sustained up to 1 minute
A maelstrom engulfs the designated area, unleashing fierce winds and a potent downdraft. The force of this cyclone impacts all airborne creatures, forcing them to descend 40 feet. The area, becomes formidable terrain for flying creatures and difficult terrain for creatures on the ground. Should any flying creature end its turn airborne within the area, it is compelled to descend an additional 20 feet.
Furthermore, any creature pushed by the winds into a surface experiences bludgeoning damage equivalent to that of a fall.
The outermost area of the cylinder acts as a barrier, preventing creatures from leaving. These areas are formidable terrain, and a creature attempting to push through must succeed at an Athletics check or Acrobatics check to Manoeuvre in Flight against your spell DC to get through. A creature that fails ends its current action but can try again.
PURIFY PP 2 #
SOUL UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 cubic foot of contaminated food or water
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. One cubic foot of liquid is roughly 8 gallons.
QUALM PP 6 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 creature
Duration 1 minute; Saving Throw Will
You cause the target to suddenly become beset with unexplainable doubts about the effectiveness of their actions and the righteousness of their cause.
Critical The target is unaffected.
Success The target takes a –1 status penalty to all actions for 1 round.
Failure The target takes a –2 status penalty to all actions for the duration of the spell.
Fumble The target takes a –4 status penalty to all actions for the duration of the spell.
WARPING OPTIONS
+1 PP: per additional target.
QUENCH PP 4 #
SAVE WARDING WATER
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Base Damage 1d8
You release a massive amount of water vapour into the air. Non-magical fires within the area are extinguished and fire creatures take 4d8 damage (basic Fortitude). Select a specific enchanted flame, fire-based spell, or fire-infused item within the vicinity, and attempt to counteract. If you succeed against an item, the item loses its fire properties for 10 minutes. If the target is an artifact or similarly powerful item, you automatically fail to counteract it.
WARPING OPTIONS
+3 PP: spell gains the sustained duration and you may move it to a different area each turn.
RAGE PP 2 #
ENCHANTMENT MENTAL UTILITY
Tradition divinity, ethereal, verdant
Cast 3 AP (somatic, verbal)
Range touch; Targets one willing creature
Duration Sustained (1 minute)
You invoke the hidden fury within the target and send them into a frenzy. Whilst the target is under the effects of the spell they apply the following:
Cannot Fight Defensively, use the Full Defend action or use any kind of defensive reaction.
Gains a +1 bonus to Strength and Constitution.
Can’t use actions with the concentrate trait.
Gain a +1 bonus to mental saving throws
When the spell ends the target is fatigued 10 for 1 hour.
WARPING OPTIONS
+4 PP: effect up to 10 targets within 20-feet.
+6 PP: increase bonuses by +1.
RAINBOW CLOAK PP 10 #
LIGHT SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet Targets 1 creature
Saving Throw Will; Duration 1 minute
A vibrant cloak adorned with swirling colours envelops the target, creating dazzling visual effects. Creatures standing adjacent to the target become dazzled, their vision momentarily disrupted by the radiant display. Furthermore, when a creature launches a melee attack against the target, a brilliant flash of light erupts upon impact.
Upon successfully hitting the target with a melee attack, the attacker must immediately make a Will save to resist the effects. However, the attacker is temporarily immune to this effect until the end of their turn.
Success The creature is unaffected.
Failure The attacker is blinded for 1 round.
Fumble The attacker is stunned for 1 round.
RAMIREZ RHYTHM PP 6 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
This spell causes the target to begin clapping like a madman. The target must attempt a Will Saving Throw.
Critical The creature is unaffected.
Success The target is plagued with uncontrollable clapping. It can't use reactions.
Failure The target is slowed 1 and can't use reactions.
Fumble The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.
RAPID REPAIR PP 12 #
ALTERATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 construct
The target construct gains fast healing 1. This does not stack with any fast healing the construct already has. Fast healing has no effect on a construct that has been destroyed.
WARPING OPTIONS
+1 PP: increase the fast healing by 1 (max 5).
RAY OF ENFEEBLEMENT PP 2 #
ESSENCE EVIL SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
A strength sapping ray of energy erupts from your outstretched hand. If you succeed in touching the target, they must make a Fortitude save in order to determine the spell's effect. If you critically succeed on your Spellcraft attack check, use the outcome for one degree of success worse than the result of its save.
Critical The target is unaffected.
Success The target is weakened 1.
Failure The target is weakened 2.
Fumble The target is weakened 3.
Be aware that the results of this spell do not stack and a target affected multiple times will only suffer the most detrimental result.
READ AURA PP 0 #
CANTRIP DETECTION INSIGHT UTILITY
Tradition all
Cast 1 minute (somatic, verbal)
Range 30 feet; Targets 1 object
You target any one object in an attempt to discern its magical aura. You learn if the item is magical and also determine its school of magic.
You also determine if an item is an illusion if its PP cost is lower than your caster level
CASTER LEVEL MODIFICATIONS
CL 5: You can target up to 10 objects.
CL 15: You can target any number of objects.
REGENERATE PP 10 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, verdant
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 willing living creature
Duration 1 minute
An infusion of positive energy replaces a targets lost or destroyed limb, organ, or body part.
The creature can also reattach severed body parts by spending an Interact action to hold the body part to the area it was severed from.
The replaced part won’t be immediately functioning, but will be able to be healed normally.
WARPING OPTIONS
+1 PP: the casting time is 2 AP (somatic, verbal).
+1 PP: the target gains fast healing 5 for duration.
CASTER LEVEL MODIFICATIONS
CL 15: the fast healing becomes regeneration.
REINCARNATION PP 10 #
ESSENCE HEALING SOUL UTILITY
Tradition verdant
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 dead creature
You attempt to reincarnate a target creature. This allows you to bring back a dead creature in another body. The subject cannot have been dead for more than your caster level in days. If the check succeeds and the subject’s soul is free and willing to return, they are reincarnated into a new body. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
The new body can be of any race and the exact result will be determined by the GM.
REJOINING PP 8 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, ethereal
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 creature
You can reattach a target severed limb or body part to its original place. The target will not be immediately functioning but will be able to be healed normally.
REMOVE CURSE PP 8 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, ethereal, verdant
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 creature
You touch the target and attempt to counteract one curse afflicting them. If the source of the curse originates from an item, the counteract allows the target to discard the item but does not remove the curse from it.
REMOVE DISEASE PP 6 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 creature
Healing magic purges disease from a creature's body. You attempt to counteract one disease afflicting the target.
REMOVE FEAR PP 4 #
ENCHANTMENT UTILITY
Tradition divinity, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
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.
WARPING OPTIONS
+1 PP: you can target an additional creature.
+2 PP: increase the range of the spell to 30 feet.
REMOVE PARALYSIS PP 4 #
HEALING SOUL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
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.
WARPING OPTIONS
+1 PP: you can target an additional creature.
REPULSION PP 10 #
MENTAL SAVE WARDING
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 10-foot emanation
Saving Throw Will; Duration 1 minute
You create a barrier which prevents creatures from approaching you. Any creature that is within the spells area of effect, or who attempts to enter it must make a saving throw.
Critical The creature's movement is not restricted.
Success The creature treats each square in the area as difficult terrain when moving closer to you.
Failure The creature can't move closer to you within the area.
Failure As failure and the creature falls prone.
Once a creature has made a saving throw against this casting of the spell, they keep that result for its duration.
WARPING OPTIONS
+2 PP: the saving throw is also Basic to avoid 2d8 force damage.
RESILIENT SPHERE PP 8 #
FORCE UTILITY WARDING
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 Large or smaller creature
Duration 1 minute
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 DB 10, Hardness 10, and 40 HP. It's immune to critical hits and precision damage. Disintegrate destroys the sphere instantly. If the target is unwilling, they may make a Reflex save to avoid the sphere.
Critical The target disrupts the sphere's integrity, causing it to collapse entirely.
Success The sphere functions normally but has only 10 HP instead of 40.
Failure The sphere has its normal effect.
WARPING OPTIONS
+4 PP: Hardness +2 (max 14) and HP +10 (max 60).
RESIST ENERGY PP 4 #
ELEMENT UTILITY WARDING
Tradition all
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
You protect a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance against the damage type you chose.
WARPING OPTIONS
+2 PP: you can target an additional creature.
+4 PP: you may add an additional energy type.
RESISTANCE PP 2 #
UTILITY WARDING
Tradition all
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 10 minutes
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus to any one of its saving throws (selected when casting).
WARPING OPTIONS
+2 PP: affect all saving throws.
+4 PP: increase the bonus by +1 (max +5).
RESONANCE MANIPULATION PP 6 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature or object
Duration 10 minutes (D)
You choose a specific alteration to apply to the sounds made by the target. This alteration could include making something silent produce sound, changing the voice of a creature, amplifying or dampening a sound, or transforming one sound into another.
A creature that succeeds at a Perception or Sense Motive check against your spell DC can determine that the sound was altered by magic, including hearing faint traces of the original sound if you dampened it. However, they cannot discern the true nature of the altered sound unless they get a critical result on the check.
While Resonance Manipulation can obscure or alter sounds, it does not prevent a creature from using verbal spell components. However, it does hinder auditory effects that rely on accurate hearing by other creatures.
An unwilling target can attempt a Will save.
Success The affected sound from the creature isn't altered.
Failure The affected sound from the creature is altered in the way you determine.
Fumble The affected sound from the creature is altered and the target takes a -2 status penalty to mental ability scores for 1 minute as it struggles with the disorienting effects of its altered sound.
RESTORATION PP 2 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, ethereal, verdant
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 creature
You channel healing energy into the target over the course of the spell duration. This reduces the fatigued condition by 1.
WARPING OPTIONS
+1 PP: instead reduce the dazed or weakened conditions by 1.
+2 PP: instead reduce the injured condition by 1.
+2 PP: increase the amount of a condition reduced by 1 (or 5 for soul drain).
+4 PP: instead cure 5 points of soul drain.
+5 PP: cast time changes to 3 AP.
+6 PP: instead reduce the Doomed Condition.
Be aware this spell removes the penalty but does not necessarily repair permanent damage such as missing body parts and does not stop bleeding or other conditions. Furthermore, a creature may only benefit from one restoration spell each day.
HEALING MISCELLANOUS INJURIESSome critical injuries will leave a penalty without an attached condition. If this is the case, the injury can be healed using the Restoration spell. In this case, each severity level of the injury is considered to be the Injured 1 condition for healing purposes.Be aware that if a specific spell (such as Regenerate) can be used to heal an injury, then Restoration cannot be used.HEALING MISCELLANOUS INJURIESSome critical injuries will leave a penalty without an attached condition. If this is the case, the injury can be healed using the Restoration spell. In this case, each severity level of the injury is considered to be the Injured 1 condition for healing purposes.Be aware that if a specific spell (such as Regenerate) can be used to heal an injury, then Restoration cannot be used.
RESTORE SENSES PP 4 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
You attempt to counteract an effect that has inflicted the blinded or deafened conditions upon the target, seeking to restore their sight or hearing. This counteract action can address both temporary or permanent effects but cannot heal a physical injury or natural loss.
WARPING OPTIONS
+2 PP: you can target an additional creature.
+4 PP: you can regenerate any one damaged or destroyed eye/ear. The casting time changes to 10 minutes.
RESURRECTION PP 12 #
ESSENCE HEALING RARE SOUL UTILITY
Tradition divinity
Cast 10 minutes (material, somatic, verbal)
Requirements gemstones worth 200 gp x the targets level
Range 10 feet; Targets 1 dead creature of 12th level or lower
You restore life to a dead character whose body is whole and present, whose soul is free and willing to return, and who’s been dead no longer than 7 days.
If the spell is successful, the character is restored to life with 1 Hit Point, 0 Power Points, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body.
Be aware that if the spell check fails, it cannot be attempted again on the same target.
The time in the realm of the dead leaves the target temporarily debilitated, giving it the injured 2 condition for 1 week; this condition cannot be removed or reduced by any means.
A character returned to life will often have some kind of personality and/or appearance change.
Be aware that being restored to life is a traumatic experience and the targets Death State is reduced by 1 each time it occurs. If a targets Death State is reduced to 0, their soul is destroyed or corrupted (GM discretion).
WARPING OPTIONS
+1 PP: level of the creature that you can resurrect increases by 1.
+2 PP: the target can have been dead for up to 1 year.
RETROCOGNITION PP 14 #
INSIGHT REVELATION UTILITY
Tradition ethereal
Cast 1 minute (material, somatic, verbal)
Duration sustained
By attuning your mind to the ethereal echoes of the past, you unlock glimpses into the history of your present surroundings. Through the power of retrocognition, you can perceive psychic impressions of events that transpired in the current location. Within the initial minute of the spell's duration, you gain access to impressions from the preceding day. As each minute elapses, the focus of your insights shifts to the day that came before, and so forth. These echoes do not manifest as vivid visions but rather as fragments of emotions and symbolic representations, offering enigmatic clues and details about the past.
Witnessing a traumatic event (GM discretion) ends the spell unless you succeed at a Will save with a DC of at least 25 and possibly as much as 30, depending on the severity of the event.
WARPING OPTIONS
+2 PP: 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.
+4 PP: 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.
REVERSE GRAVITY PP 16 #
ALTERATION UTILITY
Tradition arcane, ethereal, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Area 20-foot radius, 40-foot tall cylinder
Duration 1 minute
You alter the gravitational forces within the designated area, causing them to reverse direction.
Unsecured creatures and objects within the area begin to ascend upwards towards the top of the area. Creatures and objects move as if falling in the opposite direction of normal gravity. They can still move and act normally within this reversed gravity field, though they must use appropriate means (such as climbing or flying) to navigate or remain in place.
A creature might be able to Grab an Edge (Climbing) to arrest its fall if it falls past an appropriate surface. If a creature hits a solid object, it takes the appropriate amount of falling damage and lands on the surface.
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.
RIDE THE LIGHTNING PP 6 #
ELECTRICITY TRANSLOCATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet
A bolt of lightning appears beneath your feet, carrying you to any location within the range of the spell which you have line of sight to. This lightning cannot cause damage, nor may it penetrate objects or barriers, though it may thread between objects and through openings if you can fit.
WARPING OPTIONS
+1 PP: take a willing target with you.
+2 PP: cast the spell as two verbal actions, thus avoiding reactions.
+10 PP: you physically become a line of lightning materialising at your destination. Any creatures that you pass through must make a basic Reflex save against 8d12 electricity damage.
ROPE TRICK PP 2 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet
Targets up to 50 feet of rope or a non-living rope-like object
Duration 1 minute (S)
You cause a length or section of rope or a rope-like object to animate and follow simple commands. You can give it two commands when you Cast the Spell, and one command each time you Sustain the Spell.
Bind (attack) The rope attempts to partially bind a creature. Make an attack against the target. The target inflicts no damage but if it hits, the target takes a –10-foot circumstance penalty to its Speed (–20-foot if a critical is indicated). This ends if the target Escapes against your spell DC or breaks the rope. (A standard adventuring rope has Hardness 2 & HP 8)
Coil The rope forms a tidy, coiled stack.
Crawl The rope inches along the ground like a snake, moving one of its ends 10 feet. The rope must move along a surface, but that surface doesn't need to be horizontal.
Knot The rope ties a sturdy knot in itself.
Loop The rope forms a simple loop at one or both ends, or straightens itself back out.
Tie The rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.
Undo The rope undoes one of its knots, ties, or bindings.
WARPING OPTIONS
+1 PP: you can animate 25 more feet of rope.
RUNE OF WARDING PP 4 #
RUNE UTILITY WARDING
Tradition arcane, divinity, verdant
Cast 10 minutes (material, somatic, verbal);
Range touch; Targets 1 object or surface
Area 10-radius
Duration 8 hours
You inscribe the Rune of Warding on the target object or surface. While the rune remains, it creates a subtle protective ward centred on the inscribed point. All creatures you designate at the time of casting gain a +1 status bonus to DB and saving throws whilst in the spells radius.
WARPING OPTIONS
+2 PP: change duration to 24 hours.
RUNE OF WARNING PP 2 #
RUNE UTILITY WARDING
Tradition arcane, divinity, verdant
Cast 10 minutes (material, somatic, verbal);
Range touch; Targets 1 object
Area 30-radius centred on the object
Duration 8 hours
You inscribe the Rune of Warning on the target object specifying a particular race trait (elf, orc, etc). The Rune will glow of a soft silver light if any creature of that trait type enters the area of effect.
WARPING OPTIONS
+2 PP: change duration to 24 hours.
SANCTUARY PP 2 #
SAVE WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Will
Duration 1 minute
Opponents suffer waves of uncertainty when attacking one character of your choice. The first time each opponent attempts to attack the protected character, he must first make a Will save. If the target uses a hostile action, the spell ends.
Success The creature can attempt its attack and any other attacks against the target normally.
Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn but may make the attempt triggering a fresh saving throw on their next turn.
Fumble The creature wastes the action and can't attempt to attack the target for the rest of sanctuary's duration.
SCINTILLATING PATTERN PP 16 #
LIGHT SAVE SHADOW VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Will
Duration sustained up to 1 minute
You create a vibrant and mesmerizing pattern of colourful lights and shapes in the air. The pattern twists and dances, confusing creatures within its area. 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 Search 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.
Fumble The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.
SCORCHING RAY PP 4 #
ATTACK FIRE INVOCATION
Tradition arcane, verdant
Cast 1-3 AP (somatic, verbal)
Range 30 feet
Targets 1 or more creatures
Base Damage 1d6
You blast your enemies with a searing beam of fire. If your spell attack is successful, the target takes 2d6 fire damage.
For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after your spell attacks have been resolved.
WARPING OPTIONS
+2 PP: the damage to each target increases by 1d6.
SCRIBERS CHANT PP 0 #
ALTERATION CANTRIP RUNE UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 5 feet; Targets one or more written objects
Duration 10 minutes (S)
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Culture skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.
This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.
SCRYING PP 12 #
INSIGHT SCRYING UTILITY
Tradition arcane, ethereal
Cast 10 minutes (material, somatic, verbal)
Range planetary; Targets 1 creature
Saving Throw Will
Duration sustained up to 10 minutes
You create a magical sensor that allows you to spy on either a creature, location or object of your choice.
When you cast Scrying, choose either a place you have visited, a person you know, or a specific object which is familiar to you (something stored with Study Target works). You place a magical sensor (usually an invisible eye) within 30 feet of target.
For the duration of the spell, you can use a 1 AP (Concentrate) action to perceive through the sensor as if you were there. You see and hear everything that occurs within 30 feet of the sensor. The sensor doesn't move, but you can rotate its viewpoint as a part of your action.
While scrying, you can use the Search (Perception) action to attempt to find a specific creature or object within the sensor's range.
The sensor is invisible and intangible, and it can't be physically interacted with or detected by normal means. However, it can be detected by spells and effects that reveal invisible or hidden objects.
If the target is a creature, they may make a Will save to resist.
Critical The spell fails and the target is temporarily immune for 1 week. The target also gains a glimpse of you and learns its rough distance and direction from you.
Success The spell fails and the target is temporarily immune for 1 day.
Failure The spell succeeds.
Fumble The spell succeeds, and the eye follows the target if it moves, traveling up to 60 feet
The target treats the saving throw result as one degree worse if they have been stored with the Study Target action.
SEARING RAY PP 6 #
ATTACK FIRE GOOD INVOCATION LIGHT
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Base Damage 1d6
You shoot a blazing ray of light tinged with holy energy. If the spell attack is successful, the ray inflicts 5d6 fire damage. If the target is a demon or undead, you deal an extra 5d6 good damage.
When the ray passes through an area of magical darkness. It attempts to counteract this darkness using your original Spellcraft check.
WARPING OPTIONS
+2 PP: the damage increases by 1d6.
SEE INVISIBILE PP 4 #
INSIGHT UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
Within the boundaries of your visual perception, the veil of invisibility is lifted, and the ethereal realm reveals its secrets to your discerning gaze. Objects and beings that would otherwise be hidden from sight become illuminated in your presence. You view invisible creatures as translucent shapes and ethereal beings take shape as eerie apparitions, each now having the concealed condition to you.
With this heightened sight, you effortlessly distinguish between the visible, the invisible, and those existing between realms, perceiving their true nature with clarity and understanding.
WARPING OPTIONS
+2 PP: the spell has a duration of 8 hours.
+4 PP: invisible creatures can be seen clearly and are not concealed.
SELF HEALING PP 2 #
ESSENCE HEALING SOUL UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
You channel your magical energy to repair your own wounds. The spell has one of the following results.
Heal yourself of 2d8 HP
Reduce your bleeding by 1
WARPING OPTIONS
+2 PP: the amount of bleeding is reduced by an additional point.
+2 PP: heal both HP and bleeding.
+2 PP: the amount of healing increases by 1d8.
SELF MIRAGE PP 2 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 hour
You make yourself--including your clothing, armour, weapons, and other belongings on your person--look different. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties you might take for disguising yourself as a dissimilar creature, it gives you a +4 status bonus to Deception checks to prevent others from seeing through your disguise. You can Dismiss this spell.
WARPING OPTIONS
+2 PP: the spell also disguises your voice and scent, and it gains the auditory and olfactory traits
+4 PP: you can appear as any creature of the same size, even a specific stored individual. The spell also disguises your voice and scent, and it gains the auditory trait.
SENDING PP 10 #
INSIGHT MENTAL UTILITY
Tradition arcane
Cast 3 AP (material, somatic, verbal)
Range planetary; Targets 1 creature with whom you are familiar
You transmit a concise message containing no more than 25 words to the targeted creature. In turn, the creature can swiftly reply with its own 25-word message.
If the target is stored with the Study Target action, you may exchange up to 50 words.
SENSORY LINK PP 2 #
INSIGHT MENTAL SCRYING UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 willing creature
Duration 10 minutes
You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same casting. You make any skill checks involving senses, as the subject, and only within the subject’s field of view. You are unaware while directly sensing what the subject senses.
Once sense link is cast, the link persists even if the subject moves out of the range of the original spell (but the link does not work across planes). You are subject to any attacks that target the linked sense.
WARPING OPTIONS
+2 PP: the target can perceive through one of your senses.
+2 PP: use an additional sense of the targets.
+4 PP: cast the spell on an unwilling target who may make a Will save to negate.
SERENITY PP 12 #
CURSE ENCHANTMENT MENTAL SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 10-foot radius
Saving Throw Will
Base Damage 5; Duration 1 minute
All creatures in the area have their minds filled with feelings of tranquillity. Each target must make a Will Saving Throw and suffers the result every time they take an offensive action.
Critical The target is unaffected.
Success The target takes 5 Mental damage.
Failure The target takes 10 Mental damage and -20 critical injury.
Fumble The target takes 10 Mental damage and a critical injury.
SHADOW BLAST PP 10 #
INVOCATION SAVE
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range varies; Area varies
Saving Throw Basic Reflex or Will
Base Damage 1d8
Harnessing the ephemeral essence of the Shadow Plane, you mould its energy into a devastating blast. Select acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic, you unleash a destructive force in the form of a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. This potent blast inflicts 5d8 damage of the chosen type upon each creature within its area of effect.
SHADOW FORM PP 8 #
SHADOW UTILITY
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Duration 10 minutes
Your body and essence dissolve into a shifting silhouette of darkness. While in shadow form you gain concealment against all attacks and can move through spaces as narrow as 6 inches without a Squeeze (Acrobatics) check.
Furthermore, you leave no scent and make little sound while moving, granting advantage to all Sneak (Stealth) checks and Hide (Stealth) checks if made in areas of visibility lower than 5 (Dim Light).
WARPING OPTIONS
+4 PP: you gain physical resistance.
SHADOW STEP PP 8 #
TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Range 50 feet
To use this spell, you must be in an area of dim light or darkness. You enter a shadow or area of darkness, which transports you along a coiling path of shadowstuff to another dim or dark location within range.
WARPING OPTIONS
+8 PP: when you appear at your destination, you immediately become invisible as if you had cast the invisibility spell.
SHADOW TETHER PP 6 #
ESSENCE SAVE SOUL
Tradition arcane, ethereal
Cast 2 AP (material, somatic)
Range 60 feet; Targets 1 creature
Saving Throw Basic Reflex
Base Damage 1d8; Duration 1 minute
You hurl a writhing lash of living darkness that seeks the target’s essence. The target takes 2d8 essence damage and on a failed save, becomes immobilised for the duration if they move more than 30 feet away from you.
WARPING OPTIONS
+2 PP: you may affect an additional target.
SHADOW WALK PP 10 #
TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 1 minute (material, somatic, verbal)
Range touch
Targets you and up to 5 willing creatures touched
Duration 8 hours (D)
You and the creatures you touch are transported along a coiling path of shadow, reaching the edge where the Material Plane meets the Plane of Shadow. Although the effect is mostly illusory, the path itself has a quasi-real nature.
In the realm of shadows, you move swiftly at a speed of 50 miles per hour, traversing the borders between the Plane of Shadow and the Material Plane. This allows you to travel great distances by stepping onto the Plane of Shadow, moving as desired, and returning to the Material Plane.
Due to the blurred reality between the two planes, you cannot discern specific details of the terrain or areas you pass over during the journey. It is also impossible to accurately predict where your travel will conclude. This makes the spell unsuitable for scouting or spying purposes. Additionally, when the spell effect ends, the targets appear roughly 1 mile from their intended location on the Material Plane.
Be aware, traversing the plane of shadow in this way can often draw unwanted attention and a Resonance Event occurs if you roll a 13 on the Spellcraft check made to cast the spell.
WARPING OPTIONS
+1 PP: select an additional target.
SHADOW WEAPON PP 6 #
INVOCATION UTILITY
Tradition ethereal
Cast 2 AP (material, somatic)
Duration 1 minute
A weapon composed entirely of shadow appears in your hand. The weapon has the appearance and statistics of a melee weapon of your choice. The weapon is classed as magical and ignores the concealed condition when striking.
WARPING OPTIONS
+4 PP: the weapon has a +1 magical bonus to attacks and treats all armour DR as half (round up).
SHAPE OF THE ABERRANT PP 10 #
ALTERATION POLYMORPH UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You warp your body and mind into a vessel of unfathomable alien essence, shifting into a medium aberrant form. While in your aberrant form:
You gain the Aberration and Polymorph traits.
You gain Darkvision and Telepathy (constantly as the spell)
You lose the ability to speak, but you may still cast spells that do not have a verbal component.
You retain your mental ability scores.
Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.
You gain temporary HP equal to the 3x the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain an appropriate natural attack (tentacle, claw, bite, pseudopod, etc.). Natural attacks automatically gain the Magical trait.
You may not use weapon or item-based abilities.
Choose one aberrant base form when casting:
Mind Leech: Str +0, Dex +2; Speed: 30 ft.; DR 1
Gain Psychic Lash Attack (range 30 ft) uses BSB to attack if higher than BAB, 1d10+5 damage
Chitin Horror: Str +3, Dex +1: Speed 25 ft; DR 3
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes
+1 PP: gain an additional natural attack (max of two additional attacks).
+1 PP: add Climb 20 ft., Burrow 15 ft., or Swim 30 ft.
+2 PP: increase a movement speed by 10 ft.
+2 PP: increase temporary HP to 4x PP cost of spell.
+2 PP: gain resistance to a physical type of your choice (slashing, piercing, or bludgeoning).
+2 PP: add Fly 30 ft.
+2 PP: add an aberrant trait (see Appendix, max 3).
+4 PP: you may increase or decrease the size of the form by one step.
+6 PP: you may increase or decrease the size of the form by two steps.
FORM SPELLSWhen using a Form spell, you gain racial modifiers and numerous other abilities. These replace any existing physical abilities you already have and racial ability scores are also replaced. If a Form spell alters your size, these modifiers are in addition to any ability score modifiers shown in the stat block.All damage and DR is base and modified for BAB/BDB accordingly. When using a form spell you may choose the appearance of any creature of the appropriate type. This has no bearing upon the abilities you gain from the spell, but may assist you in other ways.FORM SPELLSWhen using a Form spell, you gain racial modifiers and numerous other abilities. These replace any existing physical abilities you already have and racial ability scores are also replaced. If a Form spell alters your size, these modifiers are in addition to any ability score modifiers shown in the stat block.All damage and DR is base and modified for BAB/BDB accordingly. When using a form spell you may choose the appearance of any creature of the appropriate type. This has no bearing upon the abilities you gain from the spell, but may assist you in other ways.
SHAPE OF THE ANIMAL PP 4 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You shapeshift into a generic medium animal form, taking on bestial features infused with natural might. While in your animal form:
You gain the Animal and Polymorph traits.
You gain Nightvision and Scent.
You lose the ability to speak or cast spells unless you have specific class features that allow it.
You retain your mental ability scores.
Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.
You gain temporary HP equal to the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain an appropriate natural attack (bite, claw etc).
You may not use weapon or item-based abilities.
Choose one of the following base forms when casting the spell:
Agile: Str +1, Dex +2; Speed: 35 ft.; DR 1
Brawn: Str +2, Dex +0: Speed 25 ft; DR 2
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes
+1 PP: gain an additional natural attack (max of two additional attacks).
+1 PP: add Climb 20 ft., Burrow 15 ft., or Swim 30 ft.
+2 PP: your natural attacks gain the magical trait.
+2 PP: increase a movement speed by 10 ft.
+2 PP: increase temporary HP to 2x PP cost of spell.
+2 PP: add an animal trait (see Appendix, max 3).
+3 PP: add Fly 30 ft.
+4 PP: you may increase or decrease the size of the form by one step.
+6 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE BEAST PP 12 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
You channel the might of primal legends and become a medium beast—an avatar of ancient predator instincts or legendary animal power. While in your beast form:
You gain the Beast and Polymorph traits.
You gain Darkvision, Nightvision and Scent.
You retain your mental ability scores.
Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.
You gain temporary HP equal to the 4x the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain two appropriate natural attacks (bite, claw etc), these attacks have the magical trait.
You may not use weapon or item-based abilities.
You gain a single beast trait (see Appendix).
Choose one of the following base forms when casting the spell:
Predator: Str +4, Dex +2; Speed: 40 ft.; DR 3
Brawn: Str +6, Dex +0: Speed 30 ft; DR 5
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes
+1 PP: gain an additional natural attack (max of two additional attacks).
+1 PP: add Climb 30 ft., Burrow 30 ft., or Swim 50 ft.
+1 PP: add a beast trait (see Appendix, max 3).
+1 PP: gain immunity to either Frightened, Prone or Stunned.
+2 PP: increase a movement speed by 10 ft.
+2 PP: add Fly 50 ft.
+2 PP: you may increase or decrease the size of the form by one step.
+1 PP: gain immunity to either Frightened, Prone or Stunned.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE ELEMENTAL PP 10 #
ALTERATION POLYMORPH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You infuse your body with the pure essence of one of the primal planes, transforming into a medium elemental form. While in your elemental form:
You gain the Elemental (based upon your form) & Polymorph traits.
You gain Darkvision.
You retain your mental ability scores.
Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.
You gain temporary HP equal to 3x the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain a slam natural attack. This attack inflicts bludgeoning damage for Air, Earth and Water or Fire damage for Fire forms.
You may not use weapon or item-based abilities.
Choose one of the following base forms when casting the spell:
Air: Str +1, Dex +4; Speed: Fly 60 ft.; DR 1;
Traits Hover, Immunity to Electricity.
Earth: Str +4, Dex +0: Speed 25 ft, Burrow 20 ft; DR 4; Traits Immunity to Acid.
Fire: Str +2, Dex +3: Speed 30 ft; DR 2; Traits Immunity to Fire.
Water: Str +3, Dex +2: Speed 20 ft, Swim 50 ft; DR 3; Traits Immunity to Cold
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+1 PP: gain an additional immunity normally available to your elemental type (bleeding, paralysis, poison, sleep etc).
+2 PP: add an elemental trait (see Appendix, max 3).
+2 PP: increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE ETERNAL PP 12 #
ALTERATION POLYMORPH UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You embody the essence of your deity’s aligned force, transforming into a medium eternal — a sacred or profane champion of the outer planes. While in your eternal form:
You gain the Aligned (based upon your form if you do not already have it) & Polymorph traits.
You gain Darkvision and Nightvision
You retain your mental ability scores.
You gain immunity to your aligned damage type (unless balanced) and weakness to your opposed type.
You gain temporary HP equal to the 4x the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain a Slam attack that gains the aligned and magical traits.
You gain fast healing 1.
You gain a single eternal trait (see Appendix).
Choose one of the following base forms when casting the spell:
Balance: Str +2, Dex +2; Speed: 30 ft, DR 4; Traits Immunity to Mental.
Chaos: Str +4, Dex +1: Speed 35 ft, DR 3; Traits Immunity to Stunned.
Evil: Str +3, Dex +2: Speed 30 ft, DR 5; Traits Immunity to Poison and Sleep.
Good: Str +3, Dex +2: Speed 30 ft, Fly 40 ft; DR 3; Traits Gain immunity to disease and poison.
Order: Str +3, Dex +2: Speed 30 ft; DR 4; Traits Immunity to Confusion and Fear.
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+1 PP: any attacks that you make inflict 1d6 secondary aligned damage (if applicable).
+1 PP: add an eternal trait (see Appendix, max 3).
+2 PP: gain the ability to cast any one divinity spell of 8 PP or less as an innate spell with the focus trait.
+2 PP: increases the PP of the innate spell by 2.
+2 PP: gain an innate spell from an eternal of your aligned form (GM discretion).
+2 PP: gain the trait from a second aligned form (if you have access to another one).
+2 PP: you may increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE FEY PP 8 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You surrender to the wild magic of the Feywild and become one of its denizens—mischievous, unpredictable, and magically evasive, you shift into a medium fey form. While in your fey form:
You gain the Fey & Polymorph traits.
You gain Nightvision.
You retain your mental ability scores.
You gain immunity to sleep effects and resistance to mental damage.
You gain temporary HP equal to 2x the PP cost of the spell.
You gain a Slam attack that gains the magical trait.
You gain weakness to cold iron.
Choose one of the following base forms when casting the spell:
Glade Warden: Str +2, Dex +2; Speed: 35 ft, Climb 20 ft, Swim 20 ft; DR 2;
Traits You ignore difficult terrain caused by natural foliage.
Thorn Knight: Str +3, Dex +1: Speed 25 ft; DR 3; Traits Can cast Entangle as an innate spell with the focus trait.
Trickster: Str +0, Dex +4: Speed 40 ft; DR 1; Traits As a reaction, when missed by a melee attack, you may teleport 10 ft. This ability has the focus trait.
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+2 PP: gain the ability to cast any one ethereal spell of 4 PP or less as an innate spell with the focus trait.
+2 PP: increases the PP of the innate spell by 2.
+2 PP: add a fey trait (see Appendix, max 3).
+2 PP: add Fly 30 ft.
+2 PP: you may increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE HUMANOID PP 4 #
ALTERATION POLYMORPH UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
You reshape your body to assume the form of a generic member of any known humanoid ancestry of your size. You must have studied the ancestry using the Study Target (Culture) action. This form grants no combat bonuses or abilities by default but is perfect for infiltration, disguise, and social manoeuvring. While in your humanoid form:
You gain the Humanoid & Polymorph traits.
Your physical appearance becomes that of a generic member of a humanoid ancestry or ancestry heritage.
Your voice adjusts to match the target form.
Gain a +4 status bonus to Deception checks to pass as a member of that ancestry.
This form has no effect on your ability scores, combat stats, or senses.
WARPING OPTIONS
+1 PP: increase the duration to 1 hour.
+2 PP: assume the physical racial ability scores of the chosen form (replace Str, Dex & Con).
+2 PP: gain access to any one physical racial ability of the form (Nightvision, Resistance, Movement speed etc).
+2 PP: you may increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE PLANT PP 10 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You transform your body into a creature of bark, vines, thorns, or fungal mass, becoming a medium plant creature. While in your fey form:
You gain the Plant & Polymorph traits.
You retain your mental ability scores.
You gain Darkvision.
You gain immunity to disease, poison, sleep, and bleed effects.
You gain a Slam attack that gains the magical trait.
You cannot speak or cast spells unless allowed by another ability.
You have weakness to fire.
You gain temporary HP equal to 3x the PP cost of the spell.
Choose one of the following base forms when casting the spell:
Bulwark: Str +4, Dex +0; Speed: 20 ft; DR 4;
Traits Immunity to paralysis and prone.
Spore Warden: Str +2, Dex +2: Speed 30 ft; DR 2; Traits Gain Scent and Tremorsense.
Vine: Str +1, Dex +3: Speed 35 ft, Climb 30 ft; DR 3; Traits Immunity to charm and +2 racial bonus to disarm, grapple and trip.
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+1 PP: gain an additional natural attack (max of two additional attacks).
+1 PP: any attacks that you make inflict 1d6 secondary poison damage.
+2 PP: increase temporary HP to 4x PP cost of spell.
+2 PP: gain the ability to cast any one verdant spell of 6 PP or less as an innate spell with the focus trait.
+2 PP: increases the PP of the innate spell by 2.
+2 PP: add a plant trait (see Appendix, max 3).
+2 PP: you may increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE OF THE WYRM PP 12 #
ALTERATION POLYMORPH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You call upon ancient, arcane roots to become a medium wyrm, an apex predator infused with magic and scale. While in your wyrm form:
You gain the Wyrm & Polymorph traits.
You retain your mental ability scores.
You gain Darkvision and Nightvision.
You gain immunity to paralysis & sleep.
You gain a bite and claw natural attack which each have the magical trait.
Your gear merges into the form and becomes inaccessible. Any static magical bonuses remain, but non-magical gear no longer provides a bonus.
You gain temporary HP equal to 4x the PP cost of the spell.
You gain +2 to Fortitude Saving Throws.
You gain a breath weapon which costs 2 AP to activate and which has the following traits:
elemental, focus, invocation, save.
Your breath weapon inflicts an amount of elemental damage equal to 1d8 per PP -2 of the spell (initial 10d8). Targets may make a basic reflex save to avoid damage with a DC equal to the DC of this spell.
Choose one of the following base forms when casting the spell:
Cave: Str +5, Dex +0; Speed: 30 ft, Burrow 20 ft, Climb 20 ft; DR 5; Traits Immunity to acid and Tremorsense.
Breath Weapon: 60 ft line of acid.
Cold: Str +4, Dex +1: Speed 25 ft, Fly 40 ft; DR 4; Traits Gain immunity to cold and weakness to fire.
Breath Weapon: 30 ft cone of cold.
Fire: Str +4, Dex +1: Speed 30 ft, Fly 50 ft; DR 3; Traits Gain immunity to fire and weakness to cold.
Breath Weapon: 30 ft cone of fire.
Forest: Str +3, Dex +2: Speed 40 ft, Climb 30 ft, Fly 40 ft; DR 3; Traits Gain immunity to poison.
Breath Weapon: 30 ft cone of poison.
Light: Str +1, Dex +4: Speed 35 ft, Fly 60 ft; DR 2; Traits Gain immunity to electricity.
Breath Weapon: 60 ft line of electricity.
Sea: Str +2, Dex +3: Speed 20 ft, Swim 50 ft; DR 3; Traits Gain immunity to sonic.
Breath Weapon: 60 ft line of sonic.
WARPING OPTIONS
+1 PP: increase the duration to 10 minutes.
+1 PP: your natural attacks gain 1d6 secondary damage of your forms type.
+1 PP: gain an additional natural attack (available to your type).
+1 PP: add a wyrm trait (see Appendix, max 3).
+2 PP: gain the ability to cast any one arcane spell of 8 PP or less as an innate spell with the focus trait.
+2 PP: increases the PP of the innate spell by 2.
+2 PP: you may increase or decrease the size of the form by one step.
+4 PP: you may increase or decrease the size of the form by two steps.
SHAPE STONE PP 8 #
ALTERATION EARTH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch
Targets cube of stone 10 feet across or smaller
You mould the stone, shaping it into a coarse form according to your preference. However, this process lacks the precision required to create intricate components, delicate features, or movable parts. Creatures standing on the stone during its transformation must each make an Acrobatics check to maintain their balance.
Success The creature is unaffected.
Failure The creature falls prone atop the stone.
Fumble The creature falls off the stone (if applicable) and lands prone.
SHAPE WOOD PP 2 #
ALTERATION EARTH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range touch
Targets an unworked piece of wood up to 20 cubic feet in volume
You manipulate the wood, moulding it into a basic form based on your desire. However, the shaping process is limited in its ability to create intricate components, intricate details, movable parts, or similar features.
Be aware that this spell cannot be used to increase the value or quality of the wooden object you are shaping.
SHAPECHANGE PP 18 #
ALTERATION POLYMORPH UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes (D)
Calling upon powerful transformative magic, you can transform into any creature of up to 15th level. You must have the form stored using the Study Target action. While in this form, you gain the traits of the new form, but retain all of your mental abilities and ability scores. Your physical ability scores are replaced by those of the creatures form you assume and you gain any other physical abilities possessed by the form as well (including natural armour, natural attacks and senses).You can change your form to any other form you could choose with this spell by using a single action, which has the concentrate trait.
WARPING OPTIONS
+1 PP: increase the max level of the creature by 1.
+2 PP: increase the duration to 1 hour (D).
+2 PP: increase the duration to until next daily preparation (D).
SHARED WILL PP 12 #
MENTAL TELEPATHY UTILITY WARDING
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets up to 5 creatures
Duration 10 minutes
You form a weave of shared intellect that enables you and up to 5 targets within range of the spell to have a pooled Will saving throw. Each time a spell effects one of the recipients of the spell that results in a Will saving throw the highest Will saving throw bonus of the group is used +1 per target involved in the spell.
If a Will saving throw is failed, it affects every member of the Shared Will.
WARPING OPTIONS
+2 PP: increase the duration to 1 hour.
SHATTER PP 4 #
INVOCATION SONIC UTILITY
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 unattended object
Base Damage 1d10
With a powerful burst of high-frequency sound waves, you unleash a sonic assault that shatters a nearby object. The object sustains 2d10 points of sonic damage, bypassing any Hardness it possesses if it is 4 or lower.
WARPING OPTIONS`
+4 PP: the damage increases by 1d10, and the Hardness the spell ignores increases by 2.
SHIELD PP 2 #
FORCE UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
You create an invisible, mobile shield of force that hovers in front of you. This grants you a +1 shield bonus to DB.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has a base DR 1 (increased by BSB). After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. You can also for 0 AP, discharge the shield to absorb any number of Magic Missile that are fired at you. When you discharge the shield in this way, you lose its bonus until the beginning of your next turn.
WARPING OPTIONS
+4 PP: increase shield bonus & base DR by +1 (max +5).
SHIELD OF FAITH PP 2 #
UTILITY WARDING
Tradition divinity
Cast 2 AP (somatic, verbal)
Duration 10 minutes
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +1-status bonus to DB.
WARPING OPTIONS
+2 PP: increase the range to touch.
+6 PP: increase the bonus by +1 (max +3).
SHILLELAGH PP 2 #
ALTERATION UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 club or staff you hold
Duration 1 minute
The target weapon grows vines and leaves, brimming with verdant energy and gaining the benefit of a temporary Potency I rune.
WARPING OPTIONS
+6 PP: increase the potency of the rune by one step (max III).
SHOCK BOLT PP 4 #
ATTACK CANTRIP ELECTRICITY INVOCATION
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d12
You fire a swift, crackling bolt of electricity that surges toward a single target, carrying a sharp burst of energy. If the attack is successful, your target takes 2d12 electricity damage. If the attack inflicts a critical injury, all adjacent targets who are wearing metal armour take half damage (basic Reflex).
SHOCKING GRASP PP 2 #
ATTACK ELECTRICITY INVOCATION
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Base Damage 1d12
You envelop your hands in an electrically charged aura, crackling with energy. If your spell attack is successful, the target takes 2d12 electricity damage. If the target is wearing metal armour or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1 persistent electricity damage on a hit. On a critical hit, double the persistent damage.
WARPING OPTIONS
+2 PP: the damage increases by 1d12, and the persistent electricity damage increases by 1.
SHOUT PP 10 #
INVOCATION SAVE SONIC
Tradition ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Basic Fortitude
Base Damage 1d8
You emit an ear-splitting yell that deafens and damages creatures in its path. The spell inflicts 6d8 Sonic damage to all targets.
Additionally, a failure or fumble on the saving throw has the following results.
Failure The target is deafened until the end of their next turn.
Fumble The target is deafened for 1 minute.
Any exposed brittle or crystalline object or crystalline creature takes doubled damage. A shout spell cannot penetrate a silence spell.
SHRINK ITEM PP 6 #
ALTERATION POLYMORPH UTILITY
Tradition arcane
Cast 10 minutes (material, somatic, verbal)
Range touch
Targets 1 non-magical object up to 20 cubic feet in volume.
Duration 1 day (D)
You diminish the target's size significantly, reducing it to the size of a coin. This transformation renders the target virtually weightless. However, if you toss the object onto a solid surface, the spell abruptly ends. It's important to note that the shrunken object cannot be utilized as a means of attack or to inflict harm while it undergoes the process of returning to its original size. If there isn't sufficient space for the object to resume its normal size when the spell concludes, its duration extends until it finds a suitable location large enough to accommodate its original dimensions.
SHROUD PP 2 #
DARKNESS INVOCATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 10 minutes
You envelop the target in a shroud of shadow. The target perceives light as two steps lower than it actually, affecting their ability to sense creatures and objects accordingly. The shroud also provides the target a +2 circumstance bonus to saving throws against light effects. While this effect is helpful to creatures sensitive to light, if the creature is unwilling, it can attempt an Acrobatics check to avoid the shroud and reduce the effect.
Critical The target is unaffected
Success The effect lasts for 1 round
Failure The effect lasts its normal duration.
SILENCE PP 4 #
SHADOW UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
Duration 1 minute
The target becomes completely silent, making no sound that can be detected by creatures relying on hearing. While under this effect, the target is unable to use sonic attacks or actions that have the auditory trait. Additionally, the target is unable to cast spells that require verbal components as part of their casting process.
WARPING OPTIONS
+2 PP: increase the duration to 10 minutes
+2 PP: 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).
SIZE ALTERATION PP 6 #
ALTERATION POLYMORPH UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute (D)
Bolstered by magical power, the target increases in size by one step. Its equipment grows with it but returns to natural size if removed. The creature gains all modifiers to size (see Chapter 12). This spell has no effect on a Large or larger creature.
WARPING OPTIONS
+2 PP: reduce the size of a creature (tiny min).
+2 PP: effect an additional target.
+3 PP: increase the duration to 10 minutes.
+6 PP: change the targets size by two steps, or a large creature by one step.
SLAY THE SOUL PP 10 #
ESSENCE SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Fortitude
Your touch draws the life force from a target and disperses it into the nether. The result is determined by the targets Saving Throw.
Success The target is unaffected.
Partial The target takes 1 essence damage per point of failure and a Light Critical.
Failure The target is reduced to 0 HP and gains the Dying condition.
Fumble The target dies
SLEEP PP 2 #
ENCHANTMENT MENTAL SAVE SLEEP
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 5-foot radius
Saving Throw Will
You cause any creatures within the spells radius to become drowsy. 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 The target is unaffected.
Success The creature takes a –1 status penalty to Perception checks for 1 round.
Failure The creature falls unconscious. If it's still unconscious after 1 minute, it wakes up automatically.
Fumble The creature falls unconscious. If it's still unconscious after 1 hour, it wakes up automatically.
WARPING OPTIONS
+8 PP: 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.
SLEEPWALKER PP 14 #
ENCHANTMENT MENTAL SAVE SLEEP
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Target 1 creature
Duration 24 hours; Saving Throw Will
You compel the target creature to rise from its sleep as if sleepwalking and perform a course of activity (limited to a sentence or two). The spell takes effect immediately if the target is already asleep, or as soon as the target falls asleep if it is conscious. You can specify that the creature should wait before taking action when you give your instructions if you so choose.
The suggested activity must not cause the target to directly harm itself or others, but it doesn’t need to be reasonable. For example, you could instruct the target to unlock doors and windows or poison its ally’s rations, but not jump off a roof or perform a coup de grace action against a sleeping ally. Instructions that cause direct harm prompt the target to awaken just prior to performing the action and the target experiences a vague memory of what it was supposed to do.
The target moves at its speed. It moves in dark conditions as if it had Darkvision and can perform most simple and skill-based actions, but it can’t engage in combat, spellcasting, or actions that require significant cognitive awareness (like making complex decisions, solving puzzles, or using complicated magic items). If the creature takes any damage while sleepwalking, it must attempt a new saving throw. If it succeeds, the spell ends and the creature awakens. When the target completes the suggested course of activity, or when the spell ends or is dismissed, the target remains unconscious and returns to where it was sleeping and must be awoken normally.
Attempts to use sleepwalking suggestion on a creature that is unconscious for any reason other than sleep automatically fail.
When the spell is cast, the target may make a Will Saving Throw.
Critical The target is aware of the casting and can choose to go along with the spell without alerting you that it has failed.
Success The target is affected by the spell but has full awareness of its actions and your involvement when they wake.
Failure The target is affected normally and has no memory of their actions.
WARPING OPTIONS
+4 PP: the target can carry out a complex mission during their sleepwalk.
SLIDE PP 4 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing creature
The target is transported up to 30 feet away to a location to which you have line of sight. Sliding is not an exact science however and when you cast the spell you must roll a d12. On a roll of 1-9 the target appears at the exact location. A roll of 10-12 and the target appears between 5 and 15 feet off target (10 = 5 feet, 11 = 10 feet and 12 = 15 feet).
If this places the target in a solid object they take 2d6 force damage and return to their initial location.
WARPING OPTIONS
+1 PP: the range increases by 5 feet.
+2 PP: you may target an additional creature.
SLOW PP 6 #
ALTERATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You attempt to alter the flow of time around the target, forcing their actions to become more laboured.
Critical The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Fumble The target is slowed 2 for 1 minute.
WARPING OPTIONS
+2 PP: the spell affects an additional target.
SMASH PP 6 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 hour (D)
You gain a +1 status bonus to base damage rolls against objects and constructs. As a 0 AP action, you may end this spell early to double the bonus with one damage roll.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (+5 max).
SNAGGING PIT PP 4 #
ALTERATION EARTH SAVE
Tradition verdant
Range 30 feet; Area 5-foot square, 10 foot pit
Saving Throw Reflex
Duration 1 minute
The roots and earth in one natural area of terrain respond to your call, forming a 10 foot deep pit.
A pit opens in the target area. A creature standing on the pit when it opens must make a saving throw.
Critical The target is unaffected.
Success The target avoids falling into the pit but is stunned 1.
Failure The target falls into the pit using the normal falling rules.
Fumble The target falls into the pit but has no time to use reactions.
WARPING OPTIONS
+2 PP: increase the depth of the pit by 5 feet.
+4 PP: the pit has spikes which inflict half the fall damage as secondary piercing damage.
+4 PP: increase the area of the pit to 10 foot radius.
SOLID FOG PP 8 #
AIR TRANSLOCATION UTILITY WATER
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Duration 1 minute
You call forth a cloud of mist which is so thick that it hampers movement as well as sight. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. The area is also difficult terrain.
SOLITUDE PP 10 #
SHADOW UTILITY
Tradition ethereal
Area 30-foot radius (P)
Saving Throw Will
Duration 10 minutes
An immobile blanket of gray fog descends over the area of effect, entirely concealing it from outside scrutiny.
No one can see in or hear any sounds made within, while those inside can see and hear as if the fog weren’t present.
Those within cannot be targeted with spells or other effects, except as you allow. The fog has no mass, however, and characters and objects can enter and leave as they wish. This spell ends if you leave the area of effect.
Each creature interacting with the fog for the first time can make a Will save to ignore its effects with a critical success, but no further saving throws can be made.
WARPING OPTIONS
+2 PP: the spell allows no saving throw.
+4 PP: the fog is replaced with a cloaking field that makes targets invisible.
SONIC BOLT PP 6 #
ATTACK INVOCATION SONIC
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d10
A bolt of sound erupts from your outstretched hand. If the spell attack hits, it inflicts 4d10 sonic damage to the target. If the attack inflicts a critical, it bypasses light armour when reading the critical result.
WARPING OPTIONS
+2 PP: the damage increases by 1d10.
+2 PP: the type of armour ignored increases by one step.
SONIC RUPTURE PP 20 #
INVOCATION SAVE SONIC
Tradition ethereal
Cast 1 AP (verbal)
Area 30-foot cone
Saving Throw Basic Fortitude
Your ultrasonic screech ruptures blood vessels, inflicting 4d6 Bleed damage to living beings in the area of effect. Creatures which are immune to bleed take 5d8 sonic damage instead due to the vibrations (even those usually immune to such damage).
SOUL BIND PP 20 #
EVIL SOUL UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Requirements black sapphire with a gp value of at least the target's level × 100
Range 30 feet; Targets 1 creature that died within the last day
Duration unlimited
You trap the soul of a character been dead no longer than 1 day and has not yet been resurrected, reincarnated, or otherwise brought back to life. 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 DB 10, Hardness 10 and HP 200. A gem can't hold more than one soul, and any attempt wastes the spell.
SOUL BLEED PP 2 #
ESSENCE SOUL UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 dying creature
Your touch forces a living creature that currently has the Dying condition to make an immediate Dying Check with disadvantage.
SOUL DESTRUCTION PP 20 #
ESSENCE SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 living creature
Saving Throw Fortitude
You raise your hand and speak a deadly word in a language long since forgotten. The target is then assaulted by the power of the grave itself. The results of the spell are based upon the targets saving throw.
Critical The target takes 2d10 essence damage
Success The target takes 4d10 Soul Drain and a minor critical.
Partial The target takes 6d10 Soul Drain and a serious critical.
Failure The target takes 10d10 Soul Drain and a mortal critical.
Fumble The target dies and their soul is destroyed, making resurrection impossible (GM discretion).
SOUND BURST PP 4 #
INVOCATION SAVE SONIC
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 10-foot burst
Saving Throw Fortitude
Base Damage 1d10
A deafening roar echoes forth, filling the air a cacophony of sound., dealing 2d10 sonic damage. Each creature must make a Fortitude Save.
Critical The target is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Fumble The target takes full damage and a light critical.
SPEAK WITH ANIMALS PP 2 #
INSIGHT LINGUISTIC UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You can understand and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may perform a favour or service for you.
SPEAK WITH DEAD PP 6 #
LINGUISTIC SOUL UTILITY
Tradition divinity, ethereal
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 corpse
Duration 10 minutes
You call forth the shade of a target dead humanoid creature within range that has been dead for no more than one year per caster level, compelling it to answer the questions you pose.
Until the spell ends, you can ask the corpse up to three questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, but the corpse must offer a truthful answer. If anyone has cast this spell on the corpse in the last month, the spell automatically fails.
An unwilling corpse can attempt a Will saving using its original statistics.
Critical The target possesses the ability to deceive or withhold answers to your inquiries, and their spirit relentlessly haunts you for a full day. During this time, they incessantly torment and disturb you, preventing any chance of rest or respite.
Success The target can choose to ignore your questions or answer them falsely.
Failure The target answers your questions truthfully but in a cryptic fashion.
Fumble As failure but the answers are in a more direct fashion.
WARPING OPTIONS
+1 PP: you can ask the shade an additional question (this warping option may be used after the initial casting on a question for question basis and does not increase the casting DC).
+2 PP: the shade must answer as clearly as possible rather than cryptically, though it still cannot reveal information it didn’t know in life.
+2 PP: you can summon the shade of a target dead creature within Range that has been dead for 10 years per caster level.
+4 PP: the shade manifests as a semi-corporeal spirit, visible and audible to all creatures within 30 feet. It can move up to 20 feet around the corpse but cannot leave the area. You can now ask any number of questions for the duration (up to 10 minutes), and the spirit answers in full sentences rather than brief or cryptic phrases. The spirit can even gesture or demonstrate events it remembers in life.
CASTER LEVEL MODIFICATIONS
CL 10: you can now understand any language spoken by the shade.
SPEAK WITH PLANTS PP 8 #
INSIGHT LINGUISTIC UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative than normal. If a plant creature is friendly toward you, it may perform a favour or service for you.
SPECTRAL GRASP PP 6 #
ATTACK EVIL SOUL
Tradition arcane
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
You summon long dead spirits to in an attempt to hinder your target. When you cast the spell, a number of spectral limbs surround the target and either Disarm, Grapple, Shove or Trip using your Spellcraft check at -4.
WARPING OPTIONS
+2 PP: The spell gains the sustained duration and you may use one of the options each turn.
+4 PP: as above and you may select a different target within range each time you Sustain the Spell.
SPECTRAL HAND PP 4 #
SOUL UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet
Duration 1 minute (D)
You create a partially tangible hand formed from your own essence, which can deliver touch spells for you. Whenever you Cast a Spell with a range of touch, the hand crawls along the ground to reach the target, make contact with them, and return to you. When the hand engages in a melee spell attack, it benefits from your usual attack bonuses. It can travel any distance necessary within the spell's range. The hand possesses your defences and saves, but if it sustains damage, it disintegrates, and you suffer 5 points of damage in return.
SPEED PP 4 #
ALTERATION UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
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.
When the spell ends, the target must make a Will Saving Throw.
Critical The target is fatigued 1.
Success The target is fatigued 2.
Failure The target is fatigued 3.
Fumble The target is fatigued 4 and takes a minor mental critical.
WARPING OPTIONS
+2 PP: the spell affects an additional target.
SPELL DRAIN PP 14 #
SAVE WARDING
Tradition arcane, divinity
Cast R (verbal)
Trigger you have awareness of the target casting a spell
Range 50 feet; Targets 1 creature
Saving Throw Will
When a target within range casts a spell you attempt to drain the energy from the spell, causing it to fail and replenishing your own power points. The target must make a Will Saving Throw
Critical The target is unaffected.
Success The target takes a -2 penalty to their Spellcraft check.
Failure The targets spell is classed as a failure and you absorb the spell PP adding them to your total.
Fumble As failure and the targets check is a fumble.
SPELL IMMUNITY PP 8 #
UTILITY WARDING
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 hour
You protect a creature against the effects of a specific spell.
Choose any one spell that you have knowledge of with a PP cost of 5 or lower and name it aloud as part of the casting. The target of the spell is then immune to the spell and any effects it may produce.
A creature can have only one spell immunity spell in effect on it at any one time.
WARPING OPTIONS
+1 PP: increase the PP of the warded spell by 1.
+2 PP: increase duration to 24 hours.
SPELL PRIME PP 2 #
UTILITY WARDING
Tradition divinity
Cast 1 minute (somatic, verbal)
Duration 1 hour
You incant a prayer which binds another spell to you. As soon as you finish casting this spell, select another PP 2 spell and cast it immediately. This spell may be cast as a 0 AP action at any time within the spells duration.
The spell that you prime cannot have the attack or save trait and you may only have one spell primed at any one time.
WARPING OPTIONS
+1 PP: increase the PP cost of the additional spell by 1 PP.
+4 PP: prime an additional spell.
SPELL TRANSFER PP 6 #
UTILITY WARDING
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 willing creature
Duration 1 minute
The next spell you cast within the Duration is transferred to a willing sentient creature within range. The transferred Spell resolves normally, but its point of origin is considered to be the selected creature rather than the caster.
WARPING OPTIONS
+4 PP: you can target any willing creature that you know the exact location of.
SPELL TURNING PP 14 #
UTILITY WARDING
Tradition arcane
Cast 3 AP (somatic, verbal)
Duration 1 hour
You throw up a defensive ward which turns spells back at their caster. Each time you’re the target of a spell, you may as a reaction, make a counteract check using your Spellcraft bonus and the PP cost of this casting of Spell Turning. If you are successful, the spell is turned back on its caster (they must deal with the spell as if it were successfully cast on them using their Spellcasting result).
SPIDER CLIMB PP 4 #
ALTERATION UTILITY
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 10 minutes
The target can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The target gains a climb Speed equal to its Speed.
WARPING OPTIONS
+4 PP: the duration increases to 1 hour.
SPIKE STONES PP 6 #
EARTH TRANSLOCATION UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 60 feet; Area 20-foot radius
Duration 1 hour
Ground-level surfaces in the area of effect become jagged patches of magically concealed spikes that are only spotted ahead of time with a successful Search check opposing your Spell DC.
The area becomes difficult terrain and hazardous terrain. A creature that moves on the ground through the area takes 1d8 piercing damage for every square of that area it moves into.
WARPING OPTIONS
+2PP: increase the damage by 1d8.
SPIRIT BLAST PP 14 #
FORCE SAVE SOUL
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Will
Base Damage 1d8
You blast a creature's spirit, dealing 12d8 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.
SPIRIT LORE PP 2 #
INSIGHT UTILITY
Tradition divinity, ethereal, verdant
Cast 1 minute (material, somatic, verbal)
Summoned spirits provide clues to information you desire. After casting this spell you may immediately make 1 Recall Knowledge check, gaining a +4 status bonus.
WARPING OPTIONS
+1 PP: increase the bonus by +1 (max +10).
SPIRIT MARK PP 6 #
INSIGHT UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Saving Throw Will
Duration 10 minutes
You brand a creature’s essence with an invisible sigil that glows faintly in your spiritual perception. While marked:
You always know the direction and distance to the target (within 10 miles).
The target cannot become invisible without succeeding at a Will save each time it attempts to do so.
Any attempt to conceal its aura or signature (via magic or ability) fails unless the caster succeeds at a counteract check against your spell DC.
If the target fumbles its save when you cast the spell, the mark becomes vivid and tangible to all creatures using Sense Magic.
WARPING OPTIONS
+2 PP: increase the tracking distance to 100 miles.
SPIRIT TRAP PP 2 #
SAVE SOUL
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration 1 minute
You pin the target’s shadow to its current location. The target must make a saving throw.
Critical The creature is unaffected.
Success All terrain is considered difficult to the target and they make a new saving throw at the beginning of their next turn.
Failure The target cannot move more than 5 feet from their current location and they may make a new saving throw at the beginning of their next turn.
Fumble As failure except the effect lasts for the duration with no further saving throw.
This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.
WARPING OPTIONS
+2 PP: per additional target.
SPIRITUAL WEAPON PP 4 #
FORCE INVOCATION UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Requirements you are holding a melee weapon
Range 120 feet
Duration 1 minute (S)
A weapon composed of force emerges from your melee weapon and attacks 1 target you can see within range.
The weapon always strikes from your direction and cannot flank. It has the appearance and statistics of the melee weapon you are currently wielding.
The weapon attacks using your Spellcraft bonus with a +1 item bonus. Each hit inflicts force damage equal to the weapon’s normal damage modified by your magical ability score.
Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it.
WARPING OPTIONS
+4 PP: The weapon's item bonus increases by +1.
SPOOK PP 0 #
CANTRIP ENCHANTMENT FEAR UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 willing target
Duration 1 minute
You imbue the target with a compulsion to avoid threats, enhancing its defensive instincts. So long as the affected creature does not move closer to enemies during its turn, or moves at least 5 feet away from adjacent enemies, it gains a +1 status bonus to its DB, and a +1 status bonus on Saving Throws. If the target of the spell willingly moves toward a threatening creature, the spell immediately ends.
While affected by spook, a creature takes a –2 circumstance penalty on all saving throws against fear effects.
SPOT PP 2 #
INSIGHT UTILITY
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Duration 1 minute
You are more aware of your surroundings. You gain a +1 status bonus to Search (Perception) and Track (Survival) checks.
WARPING OPTIONS
+2 PP: increase the bonus by +1 (max +5).
STABILISE PP 0 #
CANTRIP ESSENCE HEALING SOUL UTILITY
Tradition divinity, verdant
Cast 2 AP (verbal)
Range 30 feet; Targets 1 creature with the Dying condition.
Duration 1 round
Positive energy pushes back against the pull of death. The target’s Dying condition does not increase at the end of their turn.
Be aware, a creature can only benefit from Stabilise once per round.
STARTLE PP 2 #
ENCHANTMENT FEAR MENTAL SAVE
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic)
Range 30 feet; Targets 1 creature
Saving Throw Will
The target is startled by something causing them to step back. The result is based upon the targets saving throw.
Success The target is unaffected.
Failure The target takes a forced Step action away from you.
Fumble As failure except the target is also frightened 1.
STATUS PP 4 #
DETECTION INSIGHT UTILITY
Tradition divinity, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet
Targets 1 willing studied creature
Duration 1 day
You remain mentally aware of the targets, damage, and conditions as long as you both remain on the same plane of existence and are both alive.
WARPING OPTIONS
+1 PP: you can affect an additional target.
STINKING CLOUD PP 6 #
AIR POISON SAVE TRANSLOCATION
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Fortitude
Duration 1 minute
The area of effect floods with a cloud of reeking mist. The cloud may be stationary or move 10 ft. away from you each round (choose when the spell is cast). All creatures within the cloud become concealed, and all creatures outside the cloud become concealed to creatures within it. Each creature that starts its turn in the spell's area must make a Fortitude saving throw.
Critical The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 1 and slowed 1 while in the cloud.
Fumble The creature is sickened 2 and slowed 1 until it leaves the cloud.
STONE CALL PP 6 #
EARTH INVOCATION SAVE
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 10-foot radius
Duration 1 minute
Saving Throw Basic Reflex
Base Damage 1d6
A rain of dirt, gravel, and small pebbles fills the area. All creatures in the area when the spell is cast take 4d6 bludgeoning damage.
For the remaining duration of the spell, this debris covers the ground, making the entire area difficult terrain. At the end of the duration, the rocks disappear, leaving no aftereffects (other than the damage dealt).
STONE SHIELD PP 2 #
EARTH TRANSLOCATION UTILITY
Tradition arcane, verdant
Cast R (verbal)
Duration until the start of your next turn
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 circumstance bonus to DB. If the opponent’s attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has Hardness 8 and Hits 15. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.
You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall.
STONE TO FLESH PP 12 #
ALTERATION EARTH UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets petrified creature or human-size stone object
By harnessing the essence of matter's building blocks, you transmute stone into living tissue. You have the power to restore a petrified creature to its original form or morph a stone object into a shapeless, non-responsive mass of flesh, devoid of its original Hardness.
STONE TONGUE PP 12 #
EARTH INSIGHT UTILITY
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You gain the ability to communicate with natural or crafted stone, allowing you to ask questions and receive answers. Although stone itself lacks intelligence, you tap into the essence of the stone's natural spirits, which possess personalities influenced by the type of stone and the structure it forms in the case of crafted stone. The stone's perspective and knowledge provide a unique worldview that may not prioritize the same details as humans. You can inquire about creatures that have interacted with the stone in the past and uncover hidden information about what lies beneath or behind it.
STONESKIN PP 10 #
EARTH UTILITY WARDING
Tradition arcane, verdant
Cast 2 AP (somatic, verbal)
Duration 10 minutes
Your skin hardens like stone. You gain physical resistance (adamantine). Each time you are hit by a physical attack, the duration of the spell decreases by 1 minute.
WARPING OPTIONS
+4 PP: the resistance applies to adamantine damage as well.
STORM OF VENGEANCE PP 20 #
AIR EARTH ELECTRICITY INVOCATION SAVE
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 500 feet; Area 360-foot radius
Duration sustained (1 minute)
A massive storm cloud forms in the air in a 360-foot burst. Beneath it, rain begins to fall, and gales impose a –4 circumstance penalty to physical ranged attacks and weapon ranged attacks, and the air in the area becomes greater difficult terrain for flying creatures. When you Cast this Spell and the first time each round you Sustain the Spell, you can choose one of the following storm effects. You can't choose the same effect twice in a row.
Acid Rain Each creature in the storm takes 4d8 acid damage with no saving throw.
Hail The storm inflicts 4d10 Bludgeoning damage, (basic Fort).
Lightning Up to 10 bolts of lightning strike down, targeting creatures of your choice in the storm. No more than one bolt can target any one creature. Each bolt deals 4d12 electricity damage (basic Reflex).
Rain and Wind Heavy rain and whipping wind reduce visibility and mobility, making the area under the storm cloud difficult terrain and making everything seen within or through the area concealed.
Thunderclap Each creature in the storm must succeed at a Fortitude save or be deafened for 10 minutes. A creature that succeeds is temporarily immune to thunderclaps from storm of vengeance for 1 hour.
STUN RELIEF PP 6 #
UTILITY WARDING
Tradition ethereal
Cast R (verbal)
Trigger you gain the stunned condition
When you take the stunned condition, you reduce the condition by 1.
WARPING OPTIONS
+2 PP: reduce an additional level of stun.
STUNNING GLARE PP 4 #
ENCHANTMENT MENTAL SAVE VISUAL
Tradition divinity
Cast 1 AP (somatic)
Range 30 feet; Targets 1 creature
Saving Throw Will
You throw a forceful glare of power at your target, the result of which is determined by a Will save.
Success The target is unaffected.
Partial The target is stunned 1.
Failure The target is stunned 2.
Fumble The target is stunned 3.
SUDDEN CLAW PP 0 #
ALTERATION ATTACK CANTRIP MORPH
Tradition verdant
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Base Damage 1d6
You temporarily morph your limb into a clawed appendage. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus Strength.
CASTER LEVEL MODIFICATIONS
CL 4+: The damage increases by 1d6.
SUDDEN SICKENING PP 8 #
CURSE SAVE SOUL
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude
The targets stomach churns and they come over all queasy.
Critical The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 2.
Fumble The creature is sickened 3.
WARPING OPTIONS
+6 PP: you can target up to 10 targets within range.
SUGGESTION PP 8 #
EMOTION ENCHANTMENT LINGUISTIC SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The target must attempt a Will save.
Critical The target is unaffected and knows you tried to control it.
Success The target is unaffected and thinks you were talking to 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.
Fumble As failure, but the base duration is 1 hour.
WARPING OPTIONS
+2 PP: you can affect an additional target.
SUNBURST PP 14 #
ESSENCE FIRE INVOCATION LIGHT SAVE
Tradition divinity, verdant
Cast 2 AP (somatic, verbal)
Range 300 feet; Area 60-foot burst
Saving Throw Basic Reflex
Base Damage 1d10/1d4
You cause a globe of searing radiance to explode silently from a point you select. The attack inflicts 8d10 fire damage and 8d4 essence damage to undead creatures. Each creature in the area must attempt a Reflex save.
Critical The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Fumble The creature takes full damage and becomes blinded permanently.
WARPING OPTIONS
+2 PP: The fire damage increases by 1d10, and the essence damage against undead increases by 1d4.
SUSPENDED UNREST PP 2 #
ESSENCE SOUL UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 corpse
Duration 1 day
The remains of the target do not decay, even if they’re only partial. This does not extend the character’s Resurrection window.
SWALLOW SOUL PP 8 #
ESSENCE EVIL SOUL UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 target
You touch a creature who died in the current or previous round, draining their dwindling life force and gaining a number of HP equal to their level. Furthermore, after swallowing a soul in this way, you may release the soul energy to cast as spell before the end of your next turn for no PP cost as if using a spell adder. You may cast this spell only once on each corpse.
WARPING OPTIONS
+4 PP: effects all creatures that have died in the last minute in a 50-foot radius (P). You regain HP equal to the highest level creature +1 per additional creature.
+4 PP: target(s) must have died within an hour.
SYMPATHY PP 16 #
CURSE EMOTION ENCHANTMENT SAVE
Tradition arcane, divinity, ethereal, verdant
Cast 1 hour (material, somatic, verbal)`
Range 30 feet; Area 1 object or 1 30’ radius location (B)
Saving Throw Will
Duration Until next daily preparation
You curse an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures with a particular aligned trait, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific aligned trait to be repelled must be named.
Affected creatures feel an urge to possess the object or occupy the area.
A creature that makes a successful saving throw can leave the area or move away from the item but becomes Sickened 4.
WARPING OPTIONS
+4 PP: the duration becomes permanent.
TAME PP 0 #
AUDITORY CANTRIP ENCHANTMENT MENTAL UTILITY
Tradition ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 10 feet; Targets 1 non-hostile domesticated animal
Saving Throw Will
Duration 1 minute
With gentle sounds and reassuring gestures, you approach the target in a friendly and cautious manner. Through your efforts, you manage to improve the target's disposition towards you by one step, shifting it from unfriendly to neutral, neutral to friendly, or friendly to helpful. This effect lasts for the duration of the spell, unless the target successfully resists with a save. However, once the spell ends, the target becomes temporarily immune to its effects for a period of 1 day.
CASTER LEVEL MODIFICATIONS
CL 5: The duration becomes 10 minutes.
ATTACK CANTRIP TRANSLOCATION
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
From thin air you summon a vine coated in sticky sap. With a flick of your hand, it lashes out towards the target, attempting to ensnare it in a grapple. Use your Spellcraft result at -4 to perform a grapple action against the target. The effects of the spell end at the beginning of your next turn.
TANGLING CREEPERS PP 12 #
ATTACK TRANSLOCATION
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 300 feet; Area 40-foot burst
Duration 10 minutes
Dense, twitching creepers sprout from every surface and fill any bodies of water in the area. Any creature moving on the land, or Climbing or Swimming within the creepers, takes a –10-foot circumstance penalty to its Speeds while in the area. As part of casting the spell and then once per round as a 1 AP attack action, you can make a vine lash out from any square within the expanse of creepers. This vine has a 15-foot reach is a grapple attack using your Spellcraft bonus.
TELEKINETIC HAUL PP 10 #
INVOCATION UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 100 feet
Targets 1 unattended object of up to 200 lbs with no dimension longer than 20 feet
Duration sustained (1 minute)
With a wave of your hand, you exert a force upon the target, causing it to move up to a distance of 20 feet. The target may be lifted off the ground, suspended in mid-air, or relocated within the designated range. When you Sustain the Spell, you can do so again, or you can choose a different eligible target to move.
TELEKINETIC MANOEUVRE PP 4 #
ATTACK FORCE INVOCATION
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 50 feet; Targets 1 creature
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 your Spellcraft check instead of a Combat check.
TELEPATHIC BOND PP 12 #
INSIGHT MENTAL SCRYING UTILITY
Tradition arcane, ethereal
Cast 1 minute (material, somatic, verbal)
Range touch
Targets you and up to 4 willing creatures touched
Duration 8 hours
The targets gain the ability to establish telepathic communication with each other regardless of their location on the same planet. They can exchange thoughts and messages without the need for verbal or written communication.
TELEPATHIC DEMAND PP 18 #
ENCHANTMENT LINGUISTIC MENTAL SAVE
Tradition arcane, divinity, ethereal
Cast 3 AP (material, somatic, verbal)
Range planetary
Targets 1 creature you've telepathically contacted before
Saving Throw Will; Duration varies
You transmit a message of 25 words or fewer to the target, who can immediately respond with their own message of 25 up to words. Your message carries an insidious influence akin to a suggestion. The message replaces spoken suggestion. The target must attempt a save, and if successful, it gains temporary immunity for 1 day. On a critical success, the immunity lasts for 1 month. To use this spell, you must have established prior telepathic contact with the target, such as through the telepathy spell.
TELEPATHY PP 8 #
INSIGHT LINGUISTIC MENTAL UTILITY
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You gain the ability to engage in telepathic communication with creatures within a range of 30 feet. This connection allows for two-way communication once established. However, you can only communicate with creatures that share a common language with you.
WARPING OPTIONS
+4 PP: the spell loses the linguistic trait and you can using mental imagery instead of language.
TELEPORT PP 12 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 10 minutes (material, somatic, verbal)
Range 100 miles; Targets you and up to 4 targets touched, either willing creatures or objects roughly the size of a creature.
You and the targeted individuals are immediately transported to a specific location within the spell's range. However, the location must be accurately identified in relation to your starting point and its visual characteristics. If you possess incorrect knowledge of the location's appearance, the spell may fail or result in unexpected consequences as determined by the GM.
If you use this spell to teleport to a known teleportation circle or a studied location (using Study Target), there is no error chance.
WARPING OPTIONS
+2 PP: you may transport an additional target
+2 PP: you and the other targets can travel to any location within 500 miles
+4 PP: you and the other targets can travel to any location within 1000 miles
+6 PP: you and the other targets can travel to any location on the same planet.
+10 PP: you and the other targets can travel to any location on another planet within the same solar galaxy.
TELEPORTATION CIRCLE PP 14 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition arcane
Cast 1 hour; Cost rare incense, precious metals, and purified chalk worth 500 gp
Range 20 feet; Duration 1 day
You create a portal in the form of a 10-foot-diameter circle on the ground. This circle serves as a teleportation device that transports individuals to a predetermined destination set during the casting of the spell. The destination cannot be changed once established. The teleportation can only occur within a maximum range of 1,000 miles and must be on the same plane as the original teleportation circle. To successfully designate the destination, you need to have precise knowledge of its relative position to the location of the teleportation circle and its visual or distinguishing characteristics. The destination must also feature a 10-foot-diameter circle, free from solid structures, although it can be located in a hazardous or dangerous area.
While the circle is active, any creature that moves to be fully within the circle is instantly teleported to the destination.
The teleportation circle normally goes only in one direction, though you can double the Cost to make the teleportation work in both directions.
WARPING OPTIONS
+2 PP: you may add another location to the circle.
+4 PP: the cost increases to 2,000 gp, the duration increases to 1 month, and the destination can be anywhere on the same planet.
+6 PP: the cost increases to 10,000 gp, the duration is unlimited, and the destination can be anywhere on the same planet.
TEMPORAL STASIS PP 16 #
ALTERATION UTILITY
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Saving Throw Will
Duration 1 day
The target is held in a state of suspended animation, not aging and requiring no air, food, or drink to survive. The character may still be moved normally.
WARPING OPTIONS
+2 PP: the duration becomes unlimited.
THRALL PP 18 #
AUDITORY ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You fill the creature with a mad desire to serve you. The target is affected as determined by their Saving Throw.
Critical The target is unaffected.
Success The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. The spell has a duration of 10 minutes.
Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you. The spell has a duration of 24 hours.
Fumble As failure, but the duration is unlimited.
TIME HOP PP 8 #
ALTERATION UTILITY
Tradition ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
You hop forward in time 1 minute. In effect, you seem to disappear in a shimmer of silver energy, then reappear after the duration of this spell expires. You reappear in exactly the same orientation and condition as before. From your point of view, no time has passed at all.
At the beginning of each of your turns, you may choose to return. But you of course have no awareness of what is happening in your absence.
If the space from which you departed is occupied upon your return to the time stream, you appear in the closest unoccupied space, still in your original orientation. Determine the closest space randomly if necessary.
WARPING OPTIONS
+4 PP: increase the duration to 1 hour.
TIME STOP PP 20 #
ALTERATION UTILITY
Tradition arcane, ethereal
Cast 3 AP (material, somatic, verbal)
Time speeds up for you, making it appear that others are frozen around you. Immediately after casting time stop, you can use up to 1d6+3 AP (a secret roll made by the GM). This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it
WARPING OPTIONS
+2 PP: you gain an additional 1d6 actions.
TINKER PP 2 #
ALTERATION UTILITY
Tradition all
Cast 10 minutes
Range touch; Targets non-magical object of 5 lbs or less
You repair the target item. You restore 5 HP per caster level to the target. You can't replace lost pieces or repair an object that's been completely destroyed.
WARPING OPTIONS
+1 PP: +5 lbs of weight.
+2 PP: item can be magical.
+4 PP: repair one lost or destroyed part of the item.
TONGUES PP 6 #
INSIGHT LINGUISTIC UTILITY
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 hour
The target can understand, read, and write one language it is hearing or reading when you cast the spell.
WARPING OPTIONS
+2 PP: you can target an additional creature.
+2 PP: the target can also speak the language.
+4 PP: the duration is 8 hours.
+6 PP: the target can understand all languages that they are hearing or reading.
TRACE LOCATION PP 16 #
DETECTION INSIGHT SCRYING UNCOMMON UTILITY
Tradition all
Cast 10 minutes (material, somatic, verbal)
Range unlimited
Targets 1 creature or object
You gain precise knowledge of the target's current location, including details such as the specific building, community, and country it is in, as well as the plane of existence it occupies. In order to target a creature, you must have personally seen it, possess one of its significant belongings, have a piece of its body, or have it studied (Study target). When targeting an object, you must have physically touched it or possess a fragment of it.
Be aware that this spell, bypasses any defences or protections that may typically hinder insight spells of a lower PP, regardless of whether they would normally have the ability to block such attempts.
TRADE ESSENCE PP 2 #
ESSENCE SOUL UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Range touch; Targets two creatures
You form a spiritual conduit between two creatures, allowing them to redistribute Power Points (PP). One target transfers up to 2 PP per caster level (yours) to the other.
Be aware that the donor cannot reduce their PP below 0, and the recipient cannot exceed their normal maximum PP.
WARPING OPTIONS
+2 PP: increase the transferable amount by +1 PP per caster level.
+2 PP: the range increases to 30 feet.
+4 PP: you can link up to four willing creatures, redistributing PP among them in any arrangement you choose.
TRANSMUTE ROCK & MUD PP 10 #
ALTERATION EARTH UTILITY
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 60 feet; Area 2 adjacent 10-foot areas
You manipulate the composition of earthen materials, causing rock to transform into mud or mud to transmute into solid rock. Choose one of these two options when you Cast the Spell.
Mud to Rock The mud within the area undergoes a transformation, changing into unworked stone. Any creatures present in the affected mud must make a Reflex saving throw or an Acrobatics check to avoid being affected by the transformation.
Critical The creature escapes the mud and is atop the stone, unaffected.
Success The creature climbs out of the mud as it turns to rock and is prone atop the stone.
Failure The creature is partially stuck in the mud and is grabbed for 1 round or until it Escapes, whichever comes first.
Fumble The creature is entirely stuck. It is restrained for 1 round or until it Escapes, whichever comes first.
Rock to Mud You transmute the non-magical, unworked, and unattended stone within the area, converting it into an equivalent volume of mud. If cast on a stone floor, it becomes difficult terrain, and if the resulting mud is at least 3 feet deep, it becomes formidable terrain or requires a DC 10 Swim (Athletics) check to move through. If the mud is too deep to touch the bottom, swimming is required. When cast on a ceiling, the falling mud can cause a light bludgeoning critical (Reflex save to avoid) and the difficult terrain radius increases by 10 feet . The mud remains non-magical and persists until natural conditions cause it to dry out or disperse.
WARPING OPTIONS
+2 PP: add an additional 10-foot area to the spell, adjacent to at least one of the other areas.
TREE SHAPE PP 6 #
ALTERATION POLYMORPH UTILITY
Tradition verdant
Cast 2 AP (somatic, verbal)
Duration 8 hours (D)
You change your shape into that of a Large tree. Your true nature can only be revealed with a successful Nature or Survival check against your spell DC. If such a check is made, it only determines that you are a tree that is new to the area.
While transformed into the form of a tree, you have full awareness, allowing you to observe your surroundings. However, you are unable to take any actions other than to dismiss the spell. In tree form, your DB is 10, and only status bonuses, status penalties, circumstance bonuses, and circumstance penalties have any effect on you.
TREE WALK PP 10 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition verdant
Cast 1 minute (material, somatic, verbal)
You can enter a living tree with a trunk big enough for you to fit inside and, as a 3 AP action, shift inside any other living tree of the same type within 1 mile (you automatically sense all other trees of the same type within that distance).
You can't carry extradimensional spaces with you; if you attempt to do so, the spell fails.
WARPING OPTIONS
+1 PP: the tree you exit can be up to 10 miles away.
+4 PP: the tree you exit can be up to 50 miles away.
+6 PP: the tree you exit can be up to 500 miles away.
+8 PP: the tree you exit can be anywhere on the same planet.
+10 PP: the tree you exit can be anywhere on the same planet or on the First World.
TRUE SEEING PP 14 #
INSIGHT REVELATION UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You see things within 60 feet as they actually are. You see through normal and magical darkness, see through displacement and blur spells and see invisible things normally. You also see through visual illusions and see polymorphed creatures in their true form.
WARPING OPTIONS
+2 PP: you may target another creature and the range becomes touch.
TRUE STRIKE PP 2 #
UTILITY INSIGHT
Tradition arcane, ethereal
Cast 1 AP (verbal)
Focus a weapon that you are wielding
Your mind flashes with magical foresight, guiding your next strike with supernatural clarity. You gain advantage on the next Strike you make with the weapon you were wielding when you cast this spell before the end of your turn.
The attack also ignores circumstance penalties to the attack roll and the concealed or hidden conditions.
TRUE TARGET PP 14 #
CHANCE INSIGHT UTILITY
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 60 feet; Targets 2 creatures
Duration until the start of your next turn
You tap into potential futures, envisioning how your foe may evade harm, and project this vision to those nearby. Choose a target creature as you cast the spell. The first time each target makes an attack roll against that creature during the spells duration, the attacker gains advantage. The attacker also ignores circumstance penalties to the attack roll and any penalties due to the creature being concealed or hidden.
WARPING OPTIONS
+1 PP: you may affect another creature.
TURN UNDEAD PP 2 #
ESSENCE SAVE SOUL
Tradition divinity
Cast 2 AP (somatic, verbal)
Area 30-foot emanation
Duration Sustained; Saving Throw Will
You release a powerful wave of positive energy which may repel or possibly destroy undead. All 1st level undead within the spells emanation that can see or hear you are affected and must make a saving throw if they begin their turn in the spells area of effect:
Critical No Effect
Success Undead creature is stunned 1 (even if such creatures are normally immune)
Failure Undead creature gains the fleeing condition
Fumble As failure but the undead creature also takes a minor essence critical.
WARPING OPTIONS
+1 PP: increase the level of affected undead by 1
Special: for every 4 levels that the undead is below your caster level, increase the severity of the critical by one step.
TWISTED FATE PP 6 #
CURSE ENCHANTMENT SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
By rearranging the threads of fate, you disrupt fortunate outcomes for other creatures. The target must make a saving throw.
Critical The creature is unaffected.
Success Target cannot benefit from chance effects for the duration.
Failure As success and the target has disadvantage on all checks made during their next turn.
Fumble As failure, but target has disadvantage on all checks for the duration.
WARPING OPTIONS
+2 PP: per additional target.
UMBRAL BLAST PP 14 #
COLD DARKNESS ESSENCE SAVE SOUL
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Range 300 feet; Area 60-foot radius
Saving Throw Basic Reflex
Base Damage 1d10/1d4
You hurl a globe of freezing darkness which explodes in the area. The spell inflicts 8d10 Cold damage and 8d4 Secondary Essence damage to creatures in the area.
Any light effects which the spell overlaps may be countered.
A target that takes a critical injury must also make a Fortitude Save.
Success The creature is unaffected.
Failure The creature is blinded for 1 round per point of failure.
Fumble The creature is blinded for an unlimited duration.
WARPING OPTIONS
+2 PP: The cold damage increases by 1d10, and the essence damage by 1d4.
UNPREPARED COMBATANT PP 2 #
ENCHANTMENT MENTAL SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration 10 minutes
Your spell causes the target to hesitate in combat. The target must make a Will Saving Throw.
Success No effect.
Failure Target takes a -2 circumstance penalty to DB.
Fumble Target takes a -4 circumstance penalty to DB and Reflex Saving Throws.
SHADOW UTILITY VISUAL
Tradition ethereal
Cast 2 AP (somatic, verbal)
Area 30-foot emanation
Targets all non-allied creatures in the emanation
Saving Throw Will
Duration 10 minutes
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.
For example, if you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against an affected creature or its allies allow a saving throw to end the spell.
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.
UNSEEN SERVANT PP 2 #
TRANSLOCATION UTILITY
Tradition arcane, ethereal
Cast 3 AP (material, somatic, verbal)
Range 60 feet
Duration 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has DB 0, 1 hit point, and a Strength of -2, and it can't attack. If it drops to 0 HP, the spell ends.
You may Sustain the Spell to command the servant. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
UNSHAKABLE PP 6 #
UTILITY WARDING
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Duration 1 minute
You infuse yourself with magical energy. For the duration of the spell you are immune to the stunned condition.
WARPING OPTIONS
+2 PP: the spell has a duration of 10 minutes.
+4 PP: the spell gains a range of touch (arcane only).
UNTAMED JOURNEY PP 14 #
UTILITY WARDING
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets up to 10 creatures
Duration 1 hour
You liberate your companions from the constraints of their surroundings, allowing them to move unhindered by environmental obstacles. The targets are immune to Speed penalties caused by vegetation, rubble, winds, or other environmental factors, regardless of whether they are magical. Additionally, they can traverse difficult terrain created by these environmental factors without any impediment.
WARPING OPTIONS
+2 PP: the spell lasts until your next daily preparation.
+4 PP: the targets also ignore formidable terrain from environmental properties.
UNWELCOME HALO PP 2 #
INVOCATION LIGHT SAVE
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 10 minutes
Saving Throw Will
This spell causes the target to glow as if surrounded by a halo of light. This halo increases the illumination level by two steps in a 20-foot radius from the creature as determined by their saving throw.
Critical The target is unaffected.
Success The target sheds light until the beginning of their next turn.
Failure The target sheds light for the duration.
Fumble As failure, but all attacks made against the target receive a +2 circumstance bonus.
VAMPIRIC TOUCH PP 8 #
ESSENCE SAVE SOUL
Tradition arcane
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Saving Throw Basic Fortitude
Base Damage 1d6
Your touch drains the life force from a target, channelling it to empower yourself. You inflict 6d6 points of essence damage upon the target, siphoning its life essence in the process.
You gain temporary HP equal to half the damage the target takes. You lose any remaining temporary HP after 1 minute.
VEIL OF THE SHROUD PP 8 #
SHADOW UTILITY VISUAL
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets up to 10 creatures
Duration 1 hour
You alter the appearance of the targets, disguising them as creatures of similar body shape and approximate height (within 6 inches) and weight (within 50 pounds). The disguise allows the targets to conceal their true identities or appear as different races, but it is not detailed enough to impersonate specific individuals. The spell does not affect the targets' voices, scents, or mannerisms. You can individually choose the disguise for each target.
The spell is treated as a Disguise (Deception) check which uses the Spellcraft DC at +4 instead of the Deception skill (see Chapter 4).
WARPING OPTIONS
+2 PP: the spell also disguises the targets' voices and scents; it gains the auditory and olfactory traits.
+6 PP: 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 and olfactory traits.
VENTRILOQUISM PP 2 #
AUDITORY SHADOW UTILITY
Tradition all
Cast 2 AP (somatic, verbal)
Duration 10 minutes
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else within 60 feet. You can speak in any language you know. Any creature that hears the sound can attempt to disbelieve your illusion.
WARPING OPTIONS
+2 PP: 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 Sense Motive check or otherwise use actions to interact with the sound.
VERBAL ABUSE PP 2 #
INVOCATION SAVE SONIC
Tradition ethereal
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Will
Base Damage 1d6
You throw a tirade of insults at a target. This tirade causes the target to cry out in pain taking 2d6 sonic damage. This damage is modified by the targets saving throw.
WARPING OPTIONS
+2 PP: the damage increases by 1d6.
VERDANT RETRIBUTION PP 14 #
ALTERATION POISON UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Area all squares on the ground that contain plants in an 80-foot radius
Saving Throw Basic Fortitude
Duration 1 minute; Base Damage 1d8
You unleash a wrathful assault on your enemies, compelling the surrounding plant life to rise against them. To your enemies, the area becomes difficult terrain, and areas that were naturally difficult terrain due to plants become greater difficult terrain as well as hazardous terrain, dealing 2d8 poison damage to an enemy each time it enters an affected area (square).
WARPING OPTIONS
+2 PP: increase damage by 1d8.
VIGOUR PP 2 #
ESSENCE SOUL UTILITY
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Duration 1 minute
You create a chain of energy from you to the target which slowly restores their health. The target is healed of 2 HP at the end of each of their turns.
WARPING OPTIONS
+1 PP: effect an additional target.
+2 PP: the healing increases by 1 HP per round.
VISAGE OF HORROR PP 14 #
FEAR SAVE SHADOW VISUAL
Tradition all
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 1 minute
The target assumes a horrifying and monstrous form. The appearance varies depending on the viewer, with a human perceiving a demonic figure while a demon may see a radiant angelic presence.
When any creature makes an aggressive move against the target, it must make 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.
Fumble The creature becomes frightened 2, and its action fails and is wasted.
WARPING OPTIONS
+2 PP: 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.
VISION OF HAVOC PP 12 #
EMOTION SAVE SHADOW
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 200 feet; Area 30-foot radius
Saving Throw Basic Will
Base Damage 1d6
A haunting vision of catastrophic devastation overwhelms the consciousness of every creature within the designated area. The vision inflicts 4d6 mental damage, (Basic Will save).
On a fumble, the creature must also make a Reflex save. Failure on the Reflex save results in the creature believing it is trapped in a dire circumstance aligned with the nature of the vision—such as being trapped in a fissure or adrift at sea. Additionally, if the creature fails the second save, it becomes stunned for a duration of 1 minute. The affected creature can attempt a new Will save at the end of each of its turns. Success on this subsequent save allows the creature to disbelieve the illusion and recover from the stunned condition.
VITAL BEACON PP 8 #
ESSENCE HEALING SOUL UTILITY
Tradition divinity
Cast 1 minute (somatic, verbal)
Duration until your next daily preparations
You infuse your hands with healing energy. Once per round, either you or an ally can use an Interact action to touch you and regain HP. Each time the beacon heals someone; it decreases in strength. It initially restores 4d12 HP but after each use of healing, the die type is reduced by one step. After healing 4d4, the spell ends. You can have only one vital beacon active at a time.
WARPING OPTIONS
+2 PP: the beacon restores an additional die of HP..
+4 PP: the beacon may also stop bleeding at a rate of 1 point per die of healing used.
VOICE OF HEALING PP 2 #
ENCHANTMENT HEALING MENTAL UTILITY
Tradition ethereal
Cast 2 AP (verbal)
Range 30 feet; Targets 1 willing living creature
Duration 1 minute
Your peaceful words of healing invigorate your target mentally and physically. The target regains 1d6+6 HP when you Cast the Spell and may ignore up to -1 of the Dazed or Weakened condition for the duration.
WARPING OPTIONS
+2 PP: ignore the injured condition.
+2 PP: the amount of healing increases by 1d6+6.
+2 PP: ignore a further -1 injury (max -5).
+2 PP: reduce a bleeding wound by 1.
VOLCANIC INFERNO PP 14 #
FIRE INVOCATION SAVE
Tradition verdant
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 5-foot radius, 80-foot tall cylinder
Saving Throw Reflex
Base Damage 1d6
The earth ruptures, spewing forth a towering column of molten lava in a vertical column. Creatures in the area are engulfed, taking 14d6 fire damage. The lava quickly solidifies, trapping creatures within hardened rock. A creature trapped in the rock becomes slowed 1 and suffers a -10-foot circumstance penalty to its Speeds. Normal terrain becomes difficult for flying creatures, causing them to descend 20 feet upon being encased, without taking fall damage. A trapped creature can attempt to Escape against your spell DC to break free. Otherwise, it must inflict a total of 50 damage to the rock to break free.
Furthermore, creatures in the area and those within 5 feet of the cylinder automatically take 3d6 fire damage from the intense heat, regardless of the results of their saving throws.
Critical The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is encased.
Fumble The creature takes full damage, a light fire critical and is encased.
WAIL OF THE BANSHEE PP 20 #
AUDITORY ESSENCE SAVE SOUL
Tradition divinity, ethereal
Cast 2 AP (somatic, verbal)
Area 40-foot emanation
Saving Throw Fortitude
Base Damage 1d10
Your piercing scream sends a wave of chilling terror through the souls of enemies within the area. Each living foe suffers 8d10 essence damage and must make a Fortitude save to resist its effects.
Heroic The creature takes no damage.
Critical The creature takes half damage.
Success The creature takes full damage.
Failure The creature takes full damage and a serious critical.
Fumble The creature takes double damage and a deadly critical.
Blunder The creature dies instantly.
WAKE PP 2 #
ALTERATION MENTAL UTILITY
Tradition arcane, ethereal
Cast 1 AP (somatic)
Range 30 feet; Targets 1 creature
You snap your fingers, and one sleeping creature within range immediately awakens, as though slapped awake.
WARPING OPTIONS
+1 PP: per additional target.
WALL OF BLADES PP 12 #
INVOCATION SAVE
Tradition divinity
Cast 3 AP (somatic, verbal)
Range 50 feet
Saving Throw Basic Reflex
Duration 1 minute; Base Damage 1d8
A wall of whirling blades springs into existence. The wall is a straight line 10 feet high, 20 feet long, and 2 inches thick, and it provides cover. The wall deals 8d8 force damage to each creature that's in the wall's space when it is created, that attempts to pass through the wall, or that ends its turn inside the wall. A basic Reflex save reduces the damage. A creature that succeeds at this save when the wall is created is pushed to the nearest space on the side of its choice. Creatures trying to move through the wall fail to do so if they critically fail the save, ending their movement adjacent to the wall.
WARPING OPTIONS
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
+2 PP: increase the damage by 1d8.
WALL OF DISPELLING PP 10 #
UTILITY WARDING
Tradition arcane
Cast 3 AP (somatic, verbal)
Range 50 feet
Duration 1 minute
An invisible wall springs into existence, countering spell effects that pass through it. The wall is a straight line 20 feet high, 40 feet long, and 2 inches thick.
WARPING OPTIONS
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
WALL OF FIRE PP 8 #
FIRE INVOCATION SAVE
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Duration 1 minute; Base Damage 1d6
An unyielding, fiery wall materializes before you which burns creatures passing through it.
The wall is 5-foot thick and may be shaped into a straight line up to 20 feet long and 10 feet high, or a circular ring with a 10-foot radius and the same height.
Everything on each side of the wall is concealed from creatures on the opposite side. Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 4d6 fire damage (Basic Reflex).
WARPING OPTIONS
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
+2 PP: increase the radius of the ring by 5 feet.
+2 PP: the damage increases by 1d6.
WALL OF FORCE PP 12 #
FORCE UTILITY WARDING
Tradition arcane
Cast 3 AP (material, somatic, verbal)
Range 30 feet
Duration 1 minute
Your create an invisible wall of force up to 20 feet long and up to 10 feet high with no discernible thickness.
To successfully create the wall, you must ensure that it materializes in an uninterrupted open space, free from any obstruction caused by creatures or objects. Failing to do so will cause the spell to dissipate.
The wall has DB 0, Hardness 30, and 60 HP, 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.
WARPING OPTIONS
+1 PP: the HP of the wall increases by 5.
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
WALL OF ICE PP 10 #
COLD INVOCATION UTILITY WATER
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Duration 1 minute
You form a barrier of ice that obstructs vision and freezes adversaries upon shattering. You have the option to create a 1-foot-thick wall of ice in a straight line, extending up to 20 feet in length and 10 feet in height. Alternatively, you can craft a 1-foot-thick, 10-foot radius of ice. While the wall can be oriented in a non-vertical position, it must be securely anchored to solid surfaces on both ends. The ice forming the wall is completely opaque. You may adjust the dimensions of the wall as desired. However, it is crucial to ensure that the wall is created in an unobstructed area, without passing through any creatures or objects, as this would cause the spell to fail.
Each 10-foot-by-10-foot section of the wall has DB 0, Hardness 5, and 40 HP, and it's immune to critical hits, cold damage, and precision damage. A section also has weakness to fire; a section of the wall destroyed by fire melts, evaporating into water and steam. A section destroyed by means other than fire leaves behind a chilling mass of ice that is difficult terrain and deals 2d6 cold damage to any creature passing through it.
WARPING OPTIONS
+2 PP: the HP of each section increase by 5.
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
+2 PP: increase the radius of the ring by 5 feet.
+4 PP: the cold damage dealt to creatures crossing a destroyed section increases by 1d6.
WALL OF LIGHT PP 6 #
ESSENCE INVOCATION LIGHT SAVE
Tradition divinity
Cast 3 AP (somatic, verbal)
Range 50 feet
Saving Throw Basic Reflex
Duration 1 minute; Base Damage 1d8
A wall of light springs into existence, causing -30 to all sight based checks made through the illumination. The wall is a straight line 10 feet high, 20 feet long, and 5 feet thick. Each undead and ooze in or moving through the curtain suffers 2d8 positive damage (Basic Reflex).
WARPING OPTIONS
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
+2 PP: increase the damage by 1d8.
WALL OF STONE PP 10 #
EARTH TRANSLOCATION UTILITY
Tradition arcane, divinity, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Duration 10 minutes
You form a wall of solid stone. This wall can be up to 20 feet long, 10 feet high, and 1 inch thick. You have control over the path of the wall, allowing you to position each 5-foot section along the borders between spaces. It doesn't need to be vertically oriented, giving you the flexibility to create bridges, stairs, or other configurations. However, it is important to summon the wall in an unobstructed area, ensuring that its edges do not pass through creatures or objects, as doing so would cause the spell to fail.
Each 5-foot-by-5-foot section of the wall has a DB of 0, Hardness of 14, and 50 HP. The wall is immune to critical hits and precision damage. If a section of the wall is destroyed, it can be traversed, but the resulting rubble creates difficult terrain.
WARPING OPTIONS
+2 PP: the HP of each section increase by 5.
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
WALL OF THORNS PP 6 #
PLANT TRANSLOCATION UTILITY
Tradition verdant
Cast 3 AP (material, somatic, verbal)
Range 60 feet
Duration 10 minutes
Over the course of one minute, you command a dense wall of thorny brambles to sprout from the ground. This wall is 5 feet thick and can stretch up to 20 feet in length and 10 feet in height. It must be created in an unobstructed area to ensure that it doesn't pass through creatures or objects, as doing so would cause the spell to fail. The wall stands vertically, though you have the option to shorten its length or height as desired.
Both sides of the wall provide cover from creatures on the opposite side, granting a degree of protection. The spaces occupied by the wall are difficult terrain, impeding movement. Additionally, any creature that uses a move action to enter one of the wall's spaces suffers 2d8 piercing damage.
Each 5-foot-by-5-foot section of the wall has a DB of 0, Hardness of 5, and 20 HP. The wall is immune to critical hits and precision damage. Should a section be destroyed, it can be traversed without obstruction.
WARPING OPTIONS
+2 PP: the HP of each section increase by 5.
+2 PP: increase the length of the wall by 10 feet or its height by 5 feet.
+2 PP: the piercing damage dealt to creatures crossing a destroyed section increases by 1d8.
WALL OF WIND PP 6 #
AIR INVOCATION UTILITY
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 120 feet
Duration 1 minute
You conjure a wall of gusting winds that obstructs movement. This wall of swirling winds is 5 feet thick, 20 feet long, and 10 feet high, and it stands vertically. You have control over the path it takes, allowing you to shape it as desired. Despite the swirling winds, the wall does not impede sight.
The wall of wind brings forth the following effects:
Ammunition from physical ranged attacks, such as arrows, bolts, sling bullets, and similar small objects, cannot pass through the wall. Should the trajectory of larger ranged weapons, like javelins, intersect with the wall, a -2 circumstance penalty is applied to their attack rolls.
Massive ranged weapons and spell effects that do not create physical objects can pass through the wall unhindered, without any penalty.
The wall itself acts as difficult terrain for creatures attempting to traverse it overland.
Gases, including creatures in gaseous form, are unable to pass through the wall.
A creature attempting to fly through the wall using a move action must attempt a Fortitude save.
Critical The creature can move through the wall normally this turn.
Success The flying creature can move through the wall this turn, but the wall is difficult terrain.
Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.
Fumble As failure, and the creature is pushed 10 feet away from the wall.
WARP MIND PP 14 #
EMOTION ENCHANTMENT SAVE
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet; Targets 1 creature
Saving Throw Will; Duration varies
You disrupt the mental faculties and sensory perception of a creature, causing confusion and disarray. The target must make a Will saving throw to resist the effects. Regardless of the outcome, the target becomes temporarily immune to the spell for 10 minutes.
Critical 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.
Fumble The target is confused permanently.
Be aware that this spell cannot be dispelled by traditional means such as a Dispel (Power Manipulation) check, as it induces physical alterations in the target's mental state.
WATER BREATHING PP 4 #
ALTERATION UTILITY
Tradition arcane, divinity, verdant
Cast 1 minute (somatic, verbal)
Range 30 feet; Area 5-foot radius
Duration 1 hour
The targets can breathe water freely.
WARPING OPTIONS
+2 PP: the duration increases to 8 hours.
+4 PP: the duration increases to until your next daily preparations.
WATER WALK PP 6 #
ALTERATION UTILITY
Tradition arcane, divinity, verdant
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Duration 10 minutes
The target can tread on any liquid as if it were firm ground. It can go underwater if it wishes, but in that case it must Swim normally. This spell doesn't grant the ability to breathe underwater.
WARPING OPTIONS
+1 PP: you can target an additional creature.
WAVES OF FATIGUE PP 8 #
CURSE ESSENCE SAVE SOUL
Tradition arcane, divinity
Cast 2 AP (somatic, verbal)
Area 5-foot radius
Duration varies; Saving Throw Fortitude
You emanate waves of strength sapping power. All targets in the radius of the spell must make a saving throw.
Success Targets are fatigued 1 for 1 round.
Failure Targets are fatigued 1 for 1 minute.
Fumble Targets are fatigued 1.
Multiple uses of this spell stack, with a second casting and a failed save resulting in two fatigued levels.
WARPING OPTIONS
+2 PP: increase the level of fatigue by 1 (max 5).
WEB PP 6 #
TRANSLOCATION UTILITY
Tradition arcane, verdant
Cast 3 AP (material, somatic, verbal)
Range 30 feet; Area 10-foot radius
Duration 1 minute
You conjure a sticky web that hinders the movement of creatures within the area. Any space filled with the web becomes difficult terrain, impeding movement. Each space of the web has a DB of 10 and automatically fails any saving throws.
When a creature starts to move through the web or enters it during a move action, it must make an Athletics or Acrobatics check against your DC to avoid penalties to its Speeds or becoming immobilized. To clear a space of the web, a single attack or effect that deals at least 5 slashing damage or 1 fire damage is sufficient.
Once a creature successfully breaks free from the web, it is no longer affected by the speed penalties caused by the web.
Critical The creature is unaffected, and it doesn't need to attempt further checks against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Fumble The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
WHISPERING WIND PP 4 #
AIR ALTERATION LINGUISTIC UTILITY
Tradition arcane, ethereal, verdant
Cast 2 AP (somatic, verbal)
Range 10 miles
You send a verbal message up to 25 words, or a sound up to 1 round in length, to a familiar location within range (range is doubled if the location is stored). The wind carries the communication 1 mile every 10 minutes. While enroute the message feels and sounds like a gentle breeze.
WARPING OPTIONS
+1 PP: the message travels at 1 mile per minute.
+4 PP: increase the range to 100 miles.
WIND WALK PP 16 #
AIR ALTERATION POLYMORPH UTILITY
Tradition divinity, verdant
Cast 10 minutes (material, somatic, verbal)
Range touch
Targets you and up to five creatures touched
Duration 8 hours
Each target of the spell undergoes a transformation, taking on a cloud-like form and being lifted by a directional wind of your choice. You can alter the wind's direction by using a 1 AP (concentrate) action.
The wind carries the targets at a Speed of 20 miles per hour. However, if any of the targets engage in combat, attack, cast a spell, or become the target of an attack, the spell abruptly ends for all affected targets. This occurs immediately after the initiative is rolled, and the targets descend gently to the ground.
WINDY ESCAPE PP 2 #
AIR ALTERATION UTILITY
Tradition verdant
Cast R (verbal)
Trigger you are attacked and are aware of the attack
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you.
You gain Physical Resistance (non-magic) against this attack.
You cannot use windy escape against a reaction you provoked by casting a spell or using any other magical ability that provokes a reaction when used.
WARPING OPTIONS
+4 PP: the spell effects magical physical attacks.
WITS PP 4 #
ALTERATION UTILITY
Tradition arcane, divinity, ethereal
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
The affected creature is imbued with a surge of magical energy which enhances one of their mental ability scores. The target gains a +1 status bonus to one mental ability score (Int, Wis or Cha), selected when casting, for the duration of the spell.
WARPING OPTIONS
+4 PP: you increase the bonus by +5 (max +20).
+8 PP: you may affect up to 6 targets in a 30 foot radius.
WOEFUL DREAD PP 18 #
FEAR SAVE SHADOW
Tradition arcane, ethereal
Cast 2 AP (somatic, verbal)
Range 120 feet
Targets any number of creatures
Saving Throw Will
You weave the fabric of fear, conjuring terrifying apparitions tailored to each target's worst nightmares. Only the targeted creatures can perceive these assailants, and they must each attempt a Will save.
Critical The target remains unaffected, its mind resolute against the horrors conjured.
Success The target experiences great fear, suffering a -20 mental critical injury and becoming frightened 1.
Partial The target is very afraid, taking a -10 mental critical injury and becoming frightened 2.
Failure The target succumbs to the overwhelming fear, taking a mental critical injury and becoming frightened 2.
Fumble The target's fear is so intense that it risks its own life. It must immediately attempt a Fortitude save; failure results in instant death. On a successful Fortitude save, the target takes a +10 mental critical injury, is fleeing until the end of its next turn, and is frightened 4.
WARPING OPTIONS
+2 PP: the spell bypasses any abilities that grant a bonus to fear saving throws or that lower the condition (but not fear immunity).
WORD OF BITING PP 2 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Fortitude
Base Damage 1d4
Your voice becomes suffused with magic so that you can harm your opponents with but a word. The target takes 2d4 sonic damage.
WARPING OPTIONS
+2 PP: increase damage by 1d4.
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF BLINDING PP 14 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You speak a potent magical word that has the potential to blind the target upon hearing it. However, once the target has been affected, they become temporarily immune to the spell for 10 minutes. The effect of the spell depends on the target's saving throw.
Critical The target is dazzled for 1 round.
Success The target is dazzled for 1 minute.
Failure The target is blinded for 1d4 minutes.
Fumble The target is blinded permanently.
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF DEAFENING PP 6 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You speak a potent magical word that has the potential to deafen one creature of your choice, whether the creature can hear the word or not. The duration of the spell depends upon the targets saving throw.
Critical The target is deafened or 1 round.
Success The target is deafened or 1 minute.
Failure The target is deafened or 10 minutes.
Fumble The target is deafened permanently.
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF DEATH PP 20 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You speak the most powerful word of magical power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's saving throw.
Critical The target takes 20 damage
Success The target takes 50 damage; if this brings the target to 0 HP, the target dies instantly.
Failure If the target has 100 HP or fewer, it dies instantly; otherwise, it drops to -10 HP.
Fumble The target dies instantly.
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF DISTRACTION PP 4 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will Negates
You utter a single word of magic that instantly causes one creature of your choice to become briefly distracted, whether the creature can hear the word or not. The creature is treated as flat-footed until the end of its next turn.
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF FATIGUE PP 10 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane, ethereal
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You utter a single word of magic that instantly causes one creature of your choice to become fatigued. The level of fatigue depends upon the targets saving throw.
Critical The target is fatigued 1 for 1 round.
Success The target is fatigued 1
Failure The target is fatigued 2
Fumble The target is fatigued 4
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
WORD OF RECALL PP 14 #
TELEPORTATION TRANSLOCATION UTILITY
Tradition divinity
Cast 3 AP (material, somatic, verbal)
Range touch; Targets You and touched objects or other willing creatures
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a place that you have stored with the Study Target action. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. An unwilling creature can't be teleported by word of recall.
WORD OF STUNNING PP 16 #
AUDITORY ENCHANTMENT MENTAL SAVE WORD
Tradition arcane
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration varies
You stun the target with a magical word of power. Once targeted, the target is then temporarily immune for 10 minutes. The effect of the spell depends on the target's saving throw.
Critical The target is stunned 1.
Success The target is stunned 2.
Failure The target is stunned for 1 round.
Fumble The target is stunned for 1d6 rounds.
WARPING OPTIONS
+4 PP: the spell effects all creatures in a 20 feet radius.
ZEALOUS CONVICTION PP 12 #
EMOTION ENCHANTMENT UTILITY
Tradition divinity
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets up to 10 willing creatures
Duration 10 minutes
You transcend the rational thoughts of your targets, filling them with unwavering conviction and fervour. Each target gains 5 temporary HP and a +2 status bonus to Will saves against mental effects. Their faith overrides their own bodily and mental signals. When you issue a command to a target, it is compelled to comply, even though it may find the task repugnant. However, at the end of its turn each round, the target can attempt a Will save to overcome the cognitive dissonance. If successful, the target completely ends the effects of the spell on itself.
WARPING OPTIONS
+2 PP: increase temporary HP by 1.
PP 14: the status bonus increases to +15
SPECIALIST SPELLS #
Specialist spells are granted by your race, character class and archetype feats. Their descriptions follow the same format as normal spells as discussed at the beginning of this chapter with the exception that a magical tradition is not provided as this will always be based upon your primary tradition.
Each of the spells will have at least one trait relating to a race, class or archetype.
ALLURING CARESS PP 1 #
EMOTION ENCHANTMENT SAVE WIZARD
Cast 1 AP (somatic)
Range touch; Targets 1 creature that could find you attractive
Saving Throw Will; Duration 10 minutes (D)
You brush your hand across the target in an attempt to enhance the target's attitude towards you, compelling them to view you in a more favourable light.
The target must make a Will save, with a +4 circumstance bonus if you or your allies have recently posed a threat or displayed hostility towards it.
Critical The target remains unaffected by your spell and becomes aware of your attempt to influence them.
Success The target is unaffected but perceives your spell as something harmless unless it identifies it.
Failure The target's attitude becomes friendly towards you, or helpful if it was already friendly. It is unable to engage in hostile actions against you.
Fumble The target becomes helpful and cannot take hostile actions against you.
If you initiate hostile actions against the target, the spell immediately ends. After the spell ends, the target may not realize that they were charmed unless your subsequent interactions or actions contradict their expectations, allowing you to maintain a friendship through normal means.
ANIMAL HEALING PP 1 #
DRUID ESSENCE HEALING SOUL UTILITY
Cast 2 AP (somatic, verbal)
Range touch
Targets 1 willing living animal
You heal an animal's wounds, restoring 2d6 HP and reducing its bleed condition by 1.
WARPING OPTIONS
+1 PP: the amount of healing increases by 1d6.
+2 PP: the amount bleeding reduced increases by 1.
+2 PP: reduce the dazed or weakened condition by 1.
+3 PP: reduce the injured condition by 1.
ARC OF FIRE PP 1 #
ATTACK CLERIC FIRE INVOCATION
Cast 2 AP (somatic, verbal)
Range 60 feet; Targets 1 creature
Base Damage 1d6
You unleash a scorching beam of fire that streaks towards your target. On a successful spell attack, the target is engulfed in intense flames, taking 2d6 fire damage. If your attack results in a critical injury, the target also suffers 1d4 persistent fire damage.
WARPING OPTIONS
+2 PP: The ray's initial damage increases by 2d6, and the persistent fire damage on a critical injury increases by 1.
ARROW OF THE WILD HUNT PP 1 #
INVOCATION RANGER UTILITY
Cast 1 AP (somatic)
Range touch; Targets 1 arrow or bolt
Base Damage 1d6
You imbue an arrow with primal energy. Make a ranged weapon Strike. On a hit, deal normal damage plus 1d6 force damage. The arrow must be fired as your next action or the energy disperses harmlessly.
WARPING OPTIONS
+4 PP: the arrow ricochets to another enemy within 30 ft (make a new Strike with the same MAP).
AUGMENT CONJURATION PP 1 #
TRANSLOCATION UTILITY WIZARD
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature you conjured
The targeted creature becomes instantly stronger gaining a +1 status bonus all checks, DC’s and DB.
WARPING OPTIONS
+2 PP: the bonus increases by 1 (max +5).
BANISH FATIGUE PP 1 #
CLERIC ESSENCE SOUL UTILITY
Cast 1 AP (verbal)
Range touch; Targets 1 creature
Duration 1 hour
You reinvigorate the target causing them to ignore 1 point of fatigue for the duration.
WARPING OPTIONS
+2 PP: ignore an additional point of fatigue.
+4 PP: the spell removes the fatigue permanently.
BATTLE’S CALL PP 1 #
AUDITORY BARD EMOTION ENCHANTMENT UTILITY
Cast R (verbal)
Trigger You are about to roll for initiative.
Area 20-foot radius
You unleash a resounding battle cry, emboldening your comrades and igniting their spirits to join the fight. Every ally within the area is infused with a moment of heightened alertness, granting them +10 status bonus to their initiative roll. Furthermore, each target also gains 5 temporary HP.
WARPING OPTIONS
+4 PP: increase the bonus and HP by +5 (max +20).
BLESS WATER PP 1 #
ALTERATION CLERIC GOOD ESSENCE UTILITY
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 pint of water
Cost religious ingredients worth 15 gp
You imbue a flask of water with positive energy, turning it into holy water.
CHARM UNDEAD PP 1 #
CONCENTRATE LINGUISTIC SAVE SOUL WIZARD
Cast 1 AP (verbal
Range 30 feet; Targets 1 undead creature
Saving Throw Will
Duration Sustained (1 minute)
This spell allows you a degree of control over an undead creature. If the subject is intelligent, it receives a Will save
Critical The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells).
Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.
Fumble The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
A mindless undead creature gets no saving throw against this spell and is automatically controlled by you. It gains the minion trait and can be commanded by you when you Sustain the Spell.
Any act by you or your apparent allies that threatens the undead (regardless of its Intelligence) breaks the spell.
WARPING OPTIONS
+2 PP: per additional target.
+4 PP: the duration lasts for a day.
CLOAK OF INVISIBILITY PP 7 #
SHADOW UTILITY WIZARD
Cast R (somatic)
Duration 1 minute
Cloaked in illusion, you become invisible. You become undetected to all creatures, though the creatures can attempt to find you, making you hidden to them instead. If you use a hostile action, the spell ends after that hostile action is completed.
WARPING OPTIONS
+2 PP: duration increases to 10 minutes.
+4 PP: duration increases to 1 hour.
CLOUD MIND PP 1 #
BARD ENCHANTMENT MENTAL SAVE
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Basic Will
You throw the target off balance with a quick blast of mental noise. This blast inflicts 1d6 mental damage. If the target fumbles the save, it is also suffers Dazed 1 until the end of its next turn.
WARPING OPTIONS
+2 PP: Increase the damage by 1d6 (max 5d6) and Dazed by 1 (max 5).
COERCIVE RETRIBUTION PP 7 #
CLERIC ENCHANTMENT MENTAL SAVE
Cast 1 AP (verbal); Requirement Your most recent action dealt damage to a target
Range 100 feet; Targets A creature you dealt damage to on your most recent action.
Saving Throw Will
Duration until the end of your target's next turn
Harnessing the lingering threat of further agony, you exert a compelling force over a creature you have recently harmed. You assert a commanding influence upon the target, subjecting it to the effects of the spell command.
CONFIDENT VEIL PP 1 #
CLERIC ENCHANTMENT MENTAL UTILITY
Cast 1 AP (verbal)
Duration 1 minute
You enshroud yourself in a reassuring aura of self-assurance. This lowers your existing frightened condition by 1, and whenever you would normally become frightened during the spell's duration, effect is reduced by 1. In the event that you fumble a saving throw against fear while under the influence of the spell, the spell ends and your frightened condition is increased by 1.
WARPING OPTIONS
+2 PP: duration increases to 10 minutes.
+4 PP: duration increases to 1 hour.
COUNTER PERFORM PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast R (somatic or verbal)
Range 30 feet; Targets 1 creature
Trigger you or a studied ally within range make a saving throw.
Your performance creates a shield of protection against the incoming effect. Your Perform check for casting this spell is compared to the Bonus check table against the Save DC of the incoming spell. Any positive modifier is then granted as a status bonus to the targets saving throw. Any negative modifier is disregarded.
WARPING OPTIONS
+1 PP: the spell effects an additional target.
+2 PP: you may target creatures that are not studied.
CUTTING WORDS PP 1 #
BARD COMPOSITION ENCHANTMENT MENTAL SAVE
Cast R (verbal)
Range 30 feet; Targets 1 creature
Trigger target makes an attack or skill check
Saving Throw Will
With your clever words and sharp wit, you sow confusion and doubt in the mind of your enemies during a crucial moment.
Critical No effect
Success Target takes a -1 penalty to the action
Failure Target takes a -1 penalty per point of failure to the action (min -1, max -10)
DEATH’S DEFIANCE PP 7 #
CLERIC ESSENCE HEALING SOUL UTILITY
Cast 1-3 AP (somatic)
Area 20-foot radius
Targets 1 living creature per action spent to cast this spell
You channel the divine power of healing, pulling creatures back from the brink of death. By expending 1 to 3 AP to cast this spell, you can target creatures equal to the amount of AP expended. Each target is restored with 5d6 HP, their life force revitalized by the touch of your divine magic. If the target had the Dying condition, coming back from dying due to this healing doesn't increase its Fatigued condition.
WARPING OPTIONS
+1 PP: increase the healing by 1d6.
DEFLECT FLAME PP 7 #
CLERIC UTILITY WARDING
Cast R (verbal); Trigger An effect would deal fire damage to either you or an ally within range.
Range 60 feet; Targets the creature that would take fire damage
As the threat of flames approaches, you conjure a protective shield of blazing energy. The target is enveloped in a resilient barrier that grants them fire resistance against the triggering effect.
WARPING OPTIONS
+4 PP: the resistance lasts for 1 minute.
DELAYED RESPITE PP 1 #
CLERIC ESSENCE UTILITY WARDING
Cast R (somatic)
Trigger A creature or object within range takes damage from an attack.
Range 30 feet
Targets the triggering creature or object
Duration 1 round (D)
You manipulate the flow of time, causing the impact of the attack to be delayed. Although damage and critical hits are determined as usual, the target's HP remain unaffected, and no other effects of the attack take hold until the spell's duration has passed. Once the spell ends, the results of the attack manifest instantly, subjecting the target to the full damage and any additional effects of the attack.
DESTRUCTIVE ROAR PP 1 #
CLERIC INVOCATION SAVE SONIC
Cast 2 AP (somatic, verbal)
Area 15-foot cone
Saving Throw Basic Fortitude
Base Damage 1d8
You unleash the power of your resounding voice. All creatures and unattended objects within the area are subjected to the spell's effect. The damage inflicted is1d8 sonic damage, which is increased to 1d12 if you have successfully dealt damage to an enemy earlier in the same turn through a Strike or spell.
WARPING OPTIONS
+2 PP: increase the damage by 1d8 (or 1d12).
DETECT SIGNATURE PP 1 #
INSIGHT UTILITY WIZARD
Cast 3 AP (somatic, verbal)
Range 50 feet; Targets 1 active spell
Duration 1 minute
You detect the signature of any active spell. This only tells you the class of who cast the spell, not who they are, or any other information. Each caster has a unique signature, so you will always be able to differentiate between the signature of one spell caster and another without needing to make any checks. This spell has several unique warping options.
Trace Signature – This allows you to track the caster of a specific signature detected by this spell. For you, it is as if you are following a trail of phosphorescent light between the detected spell and its caster. The actual tracking of this trail is accomplished by making a Very Easy (-5 DC) Tracking skill check with a difficulty equal to the level of the caster. For every two hours since the casting of the spell being traced, the DC is increased one step, to a maximum of Incredibly Hard (+10).
Detect Expired Spell – This allows you to detect a spell whose duration has already expired. You will detect any expired spells within a 10' radius, and you may search a different 10' radius within range each round.
WARPING OPTIONS
+2 PP: per additional piece of information about the spell.
+3 PP: Trace Signature.
+3 PP: Detect Expired Spell.
DEVASTATING MIGHT PP 7 #
CLERIC INVOCATION UTILITY
Cast 2 AP (somatic, verbal)
Area 15-foot emanation
Duration 1 minute
Unleashing the power of divine fury, you summon a swirling aura of devastation. All creatures within the spell's radius, including yourself, have their DR reduced by 3.
WARPING OPTIONS
+4 PP: increase the amount you reduce by 1.
+6 PP: also negate physical resistance (except adamantine).
+8 PP: also negate all physical resistance.
+10 PP: negate all resistance.
DIMENSION SHIFT PP 7 #
TELEPORTATION TRANSLOCATION UTILITY WIZARD
Cast 1 AP (verbal)
You instantly shift your position, teleporting to a location within your line of sight that is up to 50 feet away.
WARPING OPTIONS
+1 PP: the distance you can teleport increases by 10 feet.
DISSIPATE INTO MIST PP 7 #
AIR ALTERATION CLERIC POLYMORPH UTILITY
Cast R (somatic)
Trigger You take damage from an enemy or a hazard.
Upon taking the triggering damage, you transform into a swirling mist. Until the end of the current turn, you become insubstantial, immune to attacks and targeting, and unable to take actions. Your presence does not occupy physical space, and any ongoing auras or emanations are temporarily suppressed. As the turn ends, you reform in a space within 15 feet of your original location where you can exist. Any auras or emanations you possessed are reinstated, provided their duration did not expire during your mist form.
ELEMENT WARD PP 7 #
UTILITY WARDING WIZARD
Cast R (verbal)
Trigger An effect would deal acid, cold, electricity, or fire damage to you.
You draw upon the elemental forces to shield yourself from harm. You gain resistance acid, cold, electricity, or fire damage from the triggering effect (choose one type). This resistance applies only to the initial damage of the triggering effect.
WARPING OPTIONS
+8 PP: you instead gain immunity.
ELEMENTAL FURY PP 7 #
INVOCATION UTILITY WIZARD
Cast 1 AP (verbal)
You unleash a tempest of elemental power. If your next action is to Cast a Spell from your wizard spell repertoire that falls under the category of invocation and deals acid, cold, electricity, or fire damage, a swirling storm of energy engulfs you. Within a 10-foot radius, foes are subjected to 1 HP damage per PP of the spell you just cast, corresponding to the same damage type of the spell (choose one if multiple types apply). The damage inflicted by both Elemental Fury and the other spell is combined when targeting foes who are affected by both, before applying bonuses, penalties, resistance, weakness, or similar modifiers.
EMBER OF DEVOTION PP 1 #
AURA CRUSADER LIGHT UTILITY WARDING
Cast 1 AP (verbal)
Area 10-foot emanation
Duration Sustained (1 minute)
You emit a 10-ft aura of devotion. Allies in the aura gain +1 status bonus to Will saves. The aura sheds dim light (+1 light level) in the area.
WARPING OPTIONS
+2 PP: increase the radius by 10-foot (max 50 feet).
+3 PP: increase the bonus by +1 (max +5).
ENCHANTING UTTERANCE PP 1 #
AUDITORY ENCHANTMENT LINGUISTIC MENTAL SAVE WIZARD WORD
Cast 1 AP (verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration until the end of your next turn
You utter bewitching words to redirect your foe's aggression. The target must make a Will save.
Critical The target is unaffected by the spell's effects.
Success The target suffers a -1 circumstance penalty to attack rolls and a -1 penalty to damage rolls against you.
Failure The target is unable to take hostile actions against you.
Fumble The target is stunned 1 and incapable of taking hostile actions against you.
ENERGY BOLT PP 1 #
ATTACK DRUID ELEMENTAL INVOCATION
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Base Damage 1d8
You manipulate a localised energy source and draw upon it to shoot a tiny bolt of elemental energy as a spell attack inflicting 1d8 damage. When you cast this spell, select an element type from the following: acid, cold, electricity or fire. There must be an appropriate element for you to draw upon as follows:
Acid – Solid or packed earth that you are in contact with.
Cold – Packed snow or ice. If the air temperature is less than -5C you can draw the energy from the air.
Electricity – You must outdoors and the weather must be overcast.
Fire – You must be able to draw upon an open flame.
FALSE ARROGANCE PP 7 #
CLERIC EMOTION ENCHANTMENT SAVE
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will
Duration varies
You instil a false sense of superiority in the target, causing it to attribute its failures to external factors. When the target fails an attack roll or skill check, it incurs a -1 status penalty to subsequent attack rolls and skill checks until the end of its turn (or the end of its next turn if the roll was made outside its turn). If the target fails again while under this penalty, the penalty increases to -2. The duration of the effect varies based on the target's Will save. After making the save, the creature becomes temporarily immune to the spell for 24 hours.
Critical The target is unaffected.
Success The duration is 1 round.
Partial The duration is 1 minute.
Failure The duration is 10 minutes.
Fumble The duration is 24 hours.
FATEFUL TEMPTATION PP 7 #
CHANCE CLERIC INSIGHT UTILITY
Cast R (somatic)
Trigger You or an ally within range attempts a saving throw
Range 120 feet; Targets the triggering creature
You manipulate the threads of destiny, altering the outcome of a critical moment for better or worse. The target of this spell gains a +2 status bonus to the saving throw that triggered the spell. If the original saving throw would have been a success, it instead becomes a critical. Conversely, if it would have been a failure, it becomes a fumble.
Be aware that this fumble cannot be mitigated by any abilities or effects that typically reduce the severity of fumbles.
WARPING OPTIONS
+2 PP: the bonus to the saving throw increases by +1 (max +5).
FLUIDITY PP 1 #
ALTERATION CLERIC UTILITY
Cast 1 AP (somatic)
Duration 1 round
You enhance your agility and swiftness, granting you a +5-foot status bonus to your Speed and the ability to ignore difficult terrain. You may take a Stride or Step action as part of casting the spell.
FOOLS RICHES PP 1 #
CLERIC SHADOW UTILITY
Cast 2 AP (somatic, verbal)
Range 30 feet; Area 5-foot burst
Saving Throw Will
Duration sustained up to 1 minute
You create a captivating vision of boundless wealth, filling the designated area with shimmering illusions. Any creature within 20 feet of the area, susceptible to the allure of material riches, must make a Will saving throw. A creature that enters the area automatically recognizes the illusion and is not at risk of becoming fascinated. However, as long as you Sustain the Spell, other creatures react to the illusory treasure as they would any other illusion.
Critical The creature disbelieves the illusion and is unaffected by it.
Success The creature is fascinated by the illusion until it completes its first action on its next turn.
Failure The creature becomes completely enthralled by the illusory riches, remaining fascinated by their allure.
FORCE BOLT PP 1 #
ATTACK FORCE INVOCATION WIZARD
Cast 1 AP (somatic)
Range 30 feet; Targets 1 creature
Base Damage 1d6
You fire a small bolt of force energy from your fingertips. Upon a successful hit, it inflicts 2d6 force damage.
GRAVITY WEAPON PP 1 #
ALTERATION RANGER UTILITY
Cast 2 AP (somatic, verbal)
Targets 1 held weapon
Duration 1 minute
You empower the kinetic energy and density of one chosen weapon in your grasp. The base damage die of the weapon gains a +2 bonus for duration of the spell.
WARPING OPTIONS
+1 PP: You can affect two weapons.
+4 PP: You increase the damage by an additional +2 (max +4).
GUIDING STONE PP 1 #
ATTACK CLERIC EARTH INVOCATION
Cast 1 AP (somatic)
Range 60 feet; Targets 1 creature
Base Damage 1d6
You summon a mystical stone infused with divine energy, and with the guidance of your deity, you hurl it towards your target. Upon impact, the stone inflicts bludgeoning damage equal to 2d6 plus your melee damage modifier.
GUSTBORN MOVEMENT PP 7 #
AIR ALTERATION DRUID UTILITY
Cast 2 AP (somatic, verbal)
Duration 1 minute
Gusts of wind lift you gracefully into the air, granting you the ability to fly with a speed equal to your Speed. As the spell's duration nears its end, if you are still airborne, you descend slowly and safely to the ground, akin to the effect of a feather fall spell.
WARPING OPTIONS
+2 PP: when you fly using gustborn movement, you don't count flying against the wind as difficult terrain.
HAUNTING MIASMA PP 7 #
ENCHANTMENT FEAR UTILITY WIZARD
Cast 2 AP (somatic, verbal)
Area 30-foot emanation
Duration 1 minute
You exude an aura of dread. Enemies within the area are afflicted with a fear so potent that they become frightened 1 and are incapable of diminishing the effect.
HEALER’S GRACE PP 1 #
CLERIC SOUL UTILITY
Cast 1 AP (verbal)
Duration 1 minute
For the duration of this spell, your spoken words carry a sacred resonance, granting you an augmented affinity for healing magic. Whenever you cast a spell that possesses the Healing Trait, it is considered to be warped 2 PP higher at no extra PP cost.
WARPING OPTIONS
+4 PP: increase the amount warped by healing spells by an additional 1 PP (max +4).
HIDE FROM ANIMALS PP 1 #
DRUID SHADOW UTILITY
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 creature
Duration 1 minute
Animals cannot sense the warded creature. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creature is not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.
WARPING OPTIONS
+1 PP: per additional target.
HUNTER’S VEIL PP 1 #
RANGER UTILITY WARDING
Cast 1 AP (verbal)
Duration 1 minute (S)
You blur with the surrounding wilderness, gaining concealment against creatures more than 20 ft away until the start of your next turn. You may sustain each round to maintain the effect.
WARPING OPTIONS
+4 PP: affects all allies within 30 feet.
INSPIRATION PP 1 #
ENCHANTMENT MENTAL UTILITY
Cast R (verbal)
Trigger you make a non-attack skill check
You draw upon you’re your magical resources to enhance your skill check. You may roll 1d6 and add it to the total result of the check. This modifier cannot prevent you from succumbing to an open ended result.
WARPING OPTIONS
+2 PP: you may use Inspiration to modify an attack check or a saving throw.
+2 PP: increase the die by one step (max d10).
+6 PP: roll an additional die
INSPIRE COMPETENCE PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (verbal)
Range 60 feet; Targets 1 ally
Your words of encouragement fill your ally with inspiration, boosting their chances of success. This counts as if you had taken an Aid action, using the result of the spell's check instead of a specific skill. The minimum bonus granted is +1.
However, there might be situations where your ability to encourage your ally could interfere with the skill check, such as when attempting to sneak quietly or maintain a disguise. In such cases, the GM may rule that this spell has no effect.
INSPIRE COURAGE PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (verbal)
Area 60-foot emanation
Duration sustained (1 minute)
Your inspiring words or melodies uplift and motivate your allies. They gain a +1 status bonus attack rolls and saves against fear effects.
WARPING OPTIONS
+4 PP: the bonus increases by +1.
INSPIRE DEFENCE PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (verbal)
Area 60-foot emanation
Duration sustained (1 minute)
Your inspiring presence empowers your allies to enhance their defensive capabilities. You and all allies in the area gain a +1 status bonus to DB and saving throws.
WARPING OPTIONS
+4 PP: the bonus increases by +1.
INSPIRE HEROICS PP 7 #
BARD CHANCE COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (verbal)
Area 60-foot emanation
Duration sustained (1 minute)
Your captivating performance fills your allies' hearts with hope and unwavering heroism. You and all studied allies in the area may make one skill check each round with advantage.
WARPING OPTIONS
+4 PP: the spell may also be used with saving throws.
+8 PP: the spell may be used with saving throws & attack checks.
+12 PP: the spell may be used with any check.
LAY ON HANDS PP 1 #
ESSENCE HEALING SOUL UTILITY
Cast 2 AP (somatic or verbal)
Range touch; Targets 1 willing creature
You channel positive energy to heal the target. You restore 1d10 HP.
WARPING OPTIONS
+2 PP: The amount of healing increases by 1d10.
LEARNED COUNCIL PP 1 #
INSIGHT LOREMASTER UTILITY
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 ally
Duration 1 round
You can call upon your vast array of knowledge to provide advice and assistance to one ally within range. The ally gains a +2 circumstance bonus on any attack roll, saving throw, or skill check made before the beginning of your next turn.
LIFE SIPHON PP 7 #
ESSENCE HEALING SOUL UTILITY WIZARD
Cast R (verbal)
Trigger You cast an arcane soul spell of at least 2 PP.
You channel some of the spell's power to heal yourself, regaining 1d6 HP per 2 PP of the spell.
WARPING OPTIONS
+4 PP: increase the amount you heal by 1d6 per 2 PP.
LOCALISED QUAKE PP 7 #
ALTERATION CLERIC EARTH SAVE
Cast 2 AP (somatic, verbal)
Area 15-foot emanation or 15-foot cone
Saving Throw Basic Reflex
Base Damage 1d6
You invoke a minor earthquake in the targeted area. Choose whether the spell's area is a 15-foot emanation or a 15-foot cone when you cast it. Each creature in the area standing on solid ground may take 4d6 bludgeoning damage and must attempt a Reflex saving throw.
LOREMASTERS EDGE PP 1 #
CHANCE INSIGHT LOREMASTER UTILITY
Cast R (somatic)
Trigger You attempt a Recall Knowledge check.
You draw upon the ancient texts and scriptures that you have previously perused. You gain advantage on the check.
WARPING OPTIONS
+2 PP: target an ally within 30 feet.
LUCKY BREAK PP 7 #
CHANCE CLERIC INSIGHT UTILITY
Cast R (verbal)
Trigger You fail (but don't fumble) a saving throw.
A brief glimpse of insight allows you to reroll the failed saving throw. You then become temporarily immune for 10 minutes.
LUMINANCE PP 7 #
CLERIC ESSENCE LIGHT SOUL UTILITY
Cast 2 AP (somatic, verbal)
Duration 1 minute (D)
By drawing life force into yourself, you radiate an aura of positive energy. A bright light emanates from you in a 10-foot radius (increasing the light level by three steps). All creatures that begin their turn in the radius of the spell are healed of 1d8 HP, or in the case of an Undead creature, take 1d8 HP of essence damage.
At the beginning of each of your turns, you can Sustain the spell to increase the healing (or damage to undead) by 1d8 (max 5d8) or allow the spell to remove 1 point of bleed damage.
WARPING OPTIONS
+2 PP: increase the healing amount and the sustained max by 1d8 (or bleed amount by 1).
LUMINOUS FLARE PP 1 #
CLERIC INVOCATION LIGHT SAVE VISUAL
Cast 2 AP (material, verbal)
Area 15-foot cone
Saving Throw Fortitude
You raise your holy symbol and unleash a radiant burst of light. Every creature within the area must attempt a Fortitude save.
Critical The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can spend a 1 AP (interact) action rubbing its eyes to end the blinded condition.
Fumble The creature is blinded for 1 round and dazzled for 1 hour.
WARPING OPTIONS
+2 PP: increase the area by 15-feet (max 60 feet).
MIND’S DOUBLE PP 7 #
CLERIC SAVE SHADOW VISUAL
Cast 2 AP (material, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration 1 minute
You possess a penchant for ubiquity, refusing to be confined to a single location. Select a spot within 100 feet of the target, which is visible to the target. An illusion of yourself materializes at that location, perceptible only to the target, flawlessly imitating your every movement and action. The target must attempt a Will save.
Critical The target is unaffected.
Success The target believes that you are present in the designated location and remains oblivious to your actual whereabouts. It perceives the illusion as genuine, but its belief can be shattered if you perform an action that contradicts the plausibility of the image. Additionally, if the target interacts with the illusion by attacking, touching, searching, or engaging with it in any meaningful way, the illusion is automatically disbelieved. Finally, should you initiate a hostile action against the target, the spell promptly terminates.
Failure As success, but the target must succeed at a Will save to disbelieve the illusion when one of the listed events occurs.
Fumble As success, but the target must critical a Will save to disbelieve when one of the listed events occurs.
MOMENT OF FORTUNE PP 1 #
CHANCE CLERIC INSIGHT UTILITY
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 willing creature
Duration 1 minute
You tip the balance of fortune in favour of the chosen target, shielding them from mishap. When the target would attempt a saving throw, it can roll with advantage. Once it does this, the spell ends.
Be aware that you may only have one version of this spell running at any one time, if you cast the spell again, the previous version fades.
NATURE’S BOUNTY PP 7 #
CLERIC DRUID ESSENCE TRANSLOCATION UTILITY
Cast 1 AP (somatic)
Requirements You have a free hand.
You conjure a fresh and natural palm-sized fruit or vegetable, which materializes in your open hand. You have control over the type of food that appears. When a creature eats the food using a 1 AP (Interact) action, they regain 3d10+12 Hit Points, while also receiving the nourishment equivalent to having consumed a meal. If the food remains uneaten, it deteriorates and disintegrates into dust after 1 minute.
WARPING OPTIONS
+2 PP: : The HP restored increase by 1d10.
PHYSICAL BOOST PP 1 #
ALTERATION UTILITY WIZARD
Cast 1 AP (verbal)
Range touch; Targets 1 living creature
Duration until the end of the target's next turn
You briefly improve the target's physique. The target gains a +1 status bonus to the next Constitution, Strength, or Dexterity based check that it makes.
WARPING OPTIONS
+2 PP: status bonus increases by 1 (max +5).
PHYSICAL SURGE PP 1 #
ALTERATION CLERIC UTILITY
Cast 1 AP (somatic)
Duration 1 round
Your form brims with unparalleled strength and expertise. You are infused with a +10-foot status bonus to your Speed and a +2 status bonus to all Athletics checks. As you cast this spell, you harness your newfound abilities and can as a 0 AP action use a Stride, Leap, Climb, or Swim action.
PRECIOUS METALS PP 7 #
ALTERATION CLERIC UTILITY
Cast 1 AP (material)
Range touch
Targets 1 metal weapon, up to 10 pieces of metal or metal-tipped ammunition, 1 suit of metal armour, or up to 1 bulk of metal material (such as coins)
Duration 1 minute
You infuse base metal with deific power to transform it into precious materials. The target item transforms from its normal metal into cold iron, copper, gold, iron, silver, or steel. An item transmuted in this way deals damage according to its new material.
Be aware that this change is both magical and temporary and so cannot be used to satisfy expensive material components.
WARPING OPTIONS
+8 PP: : Add adamantine, Eaog and mithril to the list of metals you can transform the item into.
PROTECTIVE WARD PP 1 #
UTILITY WARDING WIZARD
Cast 1 AP (somatic)
Area 10-foot-radius centred on you
Duration 1 minute
You emit a radiant aura of protective magic that envelops you and your allies. Within the area, you all benefit from a +1 status bonus to your DB. You can Sustain the Spell each round to extend the radius of the aura by 5 feet, up to a maximum of 30 feet.
WARPING OPTIONS
+2 PP: status bonus increases by 5 (max +25).
PROTECTOR’S SPHERE PP 7 #
UTILITY WARDING WIZARD
Cast 2 AP (somatic, verbal)
Area 15-foot radius
Duration sustained up to 1 minute
A shielding aura radiates from you, providing protection to both you and your allies. You gain Physical Resistance (adamantine). Furthermore, any ally within the area of effect also gains this resistance.
WARPING OPTIONS
+6 PP: The resistance also applies against adamantine.
+10 PP: The resistance applies against all damage.
PURGE THE UNLIFE PP 7 #
CLERIC ESSENCE SAVE SOUL
Cast 2 AP (somatic, verbal)
Area 30-foot cone
Saving Throw Basic Fortitude
Base Damage 1d12
You unleash a torrent of divine energy that severs the unholy ties of undeath. Each undead creature within the area takes 4d12 essence damage.
WARPING OPTIONS
+2 PP: increase damage by 1d12.
QUICK TIME PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (somatic)
Area 60-foot radius
Duration sustained (1 minute)
You move with a spirited rhythm, quickening the pace of your allies' movement. Both you and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.
RADIANT AEGIS PP 1 #
ALIGNED AURA CRUSADER LIGHT UTILITY WARDING
Cast 1 AP (verbal)
Area 10-foot emanation
Duration Sustained (1 minute)
A halo of energy appears around which grants your allies a +1 status bonus to DB against attacks made by creatures with an opposing aura type to your own.
WARPING OPTIONS
+2 PP: increase the radius by 10-foot (max 50 feet).
+3 PP: increase the bonus by +1 (max +5).
REAPER’S RESONANCE PP 1 #
CLERIC EVIL SOUL UTILITY
Cast R (verbal)
Trigger A creature within 20 feet of you dies or is destroyed (in the case of an undead).
Duration 1 minute
The essence of the departed creature heals your wounds. You gain a surge of vitality, healing HP equal to the level of the triggering creature plus 5. If the triggering creature was undead, the amount healed is doubled.
WARPING OPTIONS
+2 PP: for every 5 HP healed (round down), you may also reduce any bleeding damage by 1.
REINCARNATED EMBRACE PP 7 #
CLERIC HEALING POSITIVE SOUL UTILITY
Cast 10 minutes (material, somatic, verbal)
Range touch; Targets 1 dead animal, beast, humanoid, plant or wyrm creature.
You retrieve the soul of a recently dead creature and restore it to life in a different form. As the spell is completed, the dead body of the creature (which must be present and intact), is returned to life but its physical form changes to that of a different creature of the same type. The creature’s race changes completely for the purpose of game mechanics but all existing feats (racial or otherwise) remain the same.
This spell can only revive a creature that has been dead for less than an hour. Once reincarnated, the creature initially has no memory of anything that has occurred within the last 24 hours and has no PP or spells memorised. Memories, PP and spells return upon the next daily preparation.
Be aware that if a character chooses to not be returned to life, the spell has no effect.
RENEWAL’S TOUCH PP 7 #
CLERIC ESSENCE SOUL UTILITY
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 living creature
Duration 1 minute
You imbue the target with restorative healing energy, allowing them to use that energy to heal their wounds. Upon casting the spell, the target is immediately healed of 2d8+16 HP. Additionally, at the beginning of each of the targets turns, it may choose to use one of the following effects for 2 AP (concentrate):
Heal 1d8+8 HP
Stop 1 point of bleeding
Reduce the fatigued condition by 1
As part of a recovery check (Free Action) ignore fumble and blunder results
WARPING OPTIONS
+2 PP: increase the healing by 1d8+8.
+2 PP: target may reduce bleeding by an additional 1.
+2 PP: the target may also reduce the injured condition by 1 or the dazed and weakened conditions by 2.
+2 PP: reduce the fatigued condition (or another condition if you have used that option) by an additional 1.
+4 PP: the target may also reduce the soul drain condition by 5.
RESILIENT FORTITUDE PP 7 #
CLERIC UTILITY WARDING
Cast R (somatic); Trigger An attack or effect would deal damage to you.
Your indomitable might blends with divine energy to shield you. You gain resistance against the triggering attack or effect.
WARPING OPTIONS
+10 PP: you instead gain immunity.
REVEALING GLANCE PP 7 #
CLERIC INSIGHT REVELATION UTILITY
Cast 1 AP (somatic)
Area 30-foot radius
Duration 1 round
Your divine insight pierces through illusions, revealing the truth beneath. The GM makes a secret counteract check against each illusion partially within the area. Instead of counteracting the illusion, you gain the ability to see through it, perceiving the true nature of what lies hidden (e.g., seeing through an illusory disguise spell to reveal the creature's true form without ending the illusion).
The area of revelation moves with you throughout the duration of the spell, and the GM makes a secret counteract check whenever a new illusion enters the area.
WARPING OPTIONS
+5 PP: You can allow everyone to see through illusions you succeed against, not just yourself.
REVELATION DIVINE PP 1 #
ADVANTAGE CLERIC INSIGHT UTILITY
Cast R (verbal)
Trigger You attempt a Search (Perception) check, or you attempt a skill check to Recall Knowledge with a skill you're trained in.
With a brief prayer and the guidance of your deity, you tap into the vast well of divine knowledge that surrounds you. When you trigger this spell, your connection to your deity grants you divine revelation, enhancing your ability to uncover information. You gain advantage on the triggering check.
SACRIFICING SHIELD PP 1 #
UTILITY WARDING WIZARD
Cast R (somatic)
Range 30 feet
You shield your ally by absorbing their wounds. The HP damage that would have been inflicted upon them is reduced by 5. However, you absorb this damage instead, and any immunities, weaknesses, or resistances you possess do not come into effect.
Be aware that you only absorb HP damage with this spell and suffer no effects from any other part of the attack.
WARPING OPTIONS
+1 PP: damage you redirect increases by 1.
+2 PP: you may also absorb any condition that the target suffers.
SEARING BURST PP 7 #
DRUID ELEMENTAL INVOCATION SAVE
Cast 2 AP (somatic, verbal)
Range 120 feet; Area 20-foot radius
Saving Throw Basic Reflex
Base Damage 1d8
You cause the area of effect to become charged with elemental energy. When you cast this spell, select an element type from the following: acid, cold, electricity or fire. There must be an appropriate element for you to draw upon as follows:
Acid – Solid or packed earth that you are in contact with.
Cold – Packed snow or ice. If the air temperature is less than -5C you can draw the energy from the air.
Electricity – You must outdoors and the weather must be overcast.
Fire – You must be able to draw upon an open flame.
All creatures within the area of effect take 5d8 damage of the appropriate element type.
SEER’S VISION PP 1 #
CHANCE CONCENTRATE INSIGHT UTILITY WIZARD
Cast 1 AP (verbal)
Range 30 feet; Targets 1 willing living creature
Duration until the end of your next turn
You glimpse the target's near future, foreseeing a pivotal moment. Roll a d20 and record the result. When the target attempts a non-secret saving throw or skill check, they may use the recorded number instead of rolling, ending the spell. Casting this spell again immediately cancels any active instance of Seer’s Vision.
SHIFTING FORM PP 7 #
ALTERATION MORPH UTILITY WIZARD
Cast 1 AP (somatic)
Duration 1 minute (D)
You change your form in a minor way, gaining one of the following abilities:
A +20-foot status bonus to your Speed.
A climb or swim Speed equal to half your Speed.
Darkvision.
Gain a pair of claws. These are medium, agile finesse unarmed attacks that inflict slashing damage.
Scent.
SHIFTING STEP PP 1 #
CLERIC SHADOW UTILITY
Cast R (somatic)
Trigger An enemy misses you with a melee attack.
Duration until the end of your next turn
You move and enshroud yourself in shadow. You Step and become concealed.
SICKLY RAY PP 1 #
ATTACK SOUL WIZARD
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 living creature
A sickly green ray of energy is released from your outstretched palm. The result of your attack determines the outcome of the spell.
Critical Inflicted The target becomes sickened 2 and slowed 1 as long as it's sickened.
Hit for Damage The target becomes sickened 1.
Miss The target is unaffected.
This spell inflicts no actual HP damage.
SILENT BINDING PP 1 #
CLERIC SAVE WARDING
Cast 2 AP (material, somatic)
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration varies
You impose a binding silence upon the target, preventing it from divulging important information. While under this spell's effect, the target can still speak and perform verbal spell components, but its whispers are muffled, making them inaudible to creatures more than 10 feet away without a successful Perception check against your spell DC. This also interferes with auditory and linguistic effects, as well as communication. The duration of the spell depends on the target's Fortitude save.
Critical The target is unaffected.
Success The duration is 1 round.
Failure The duration is 1 minute.
Fumble The duration is 10 minutes.
SONG OF DESPAIR PP 1 #
BARD COMPOSITION ENCHANTMENT FEAR UTILITY
Cast 1 AP (verbal)
Area 30-foot emanation
Duration sustained (1 minute)
Foes within the area are filled with a deep sense of despair, causing them to be afflicted with fear. They become frightened 1 and cannot reduce their frightened condition below 1 as long as they remain within the area.
SOOTHING BALLAD PP 13 #
BARD COMPOSITION EMOTION ENCHANTMENT HEALING UTILITY
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets you and up to 9 allies
You use the power of performance to soothe the ailments of your allies:
The spell attempts to counteract fear effects on the targets.
The spell attempts to counteract effects imposing paralysis on the targets.
The spell restores 8d8 HP to the targets.
The spell lowers the severity of one Injury (only once per injury) by 1.
WARPING OPTIONS
+1 PP: : when used to heal, soothing ballad restores 1d8 more HP.
SOOTHING WORDS PP 1 #
CLERIC DRUID EMOTION ENCHANTMENT
Cast 1 AP (verbal)
Range 30 feet; Targets 1 ally
Duration 1 round
You calm the target with your simple prayers or words. The target gains a +1 status bonus to Will saving throws. This bonus increases to +2 against emotion effects.
In addition, when you Cast this Spell, you can attempt to counteract one emotion effect on the target.
WARPING OPTIONS
+2 PP: bonus to saves increases by +1 (max +4).
SPELL STORING PP 1 #
UTILITY WARDING WIZARD
Cast 1 minute (somatic, verbal)
Range touch; Targets your arcane bond
Duration until next daily preparation
The next spell that you cast within one round is stored in your Mage Staff. The stored Spell has no immediate effect (other than of being stored), but you can then release the spell at any time for 1 AP.
You may only have one spell stored in your staff at any one time and if you cast the spell again the last spell you stored is dismissed.
WARPING OPTIONS
+4 PP: the stored spell is released as a reaction, the specifics of which you must determine when casting.
+8 PP: the stored spell is released as a free action.
SPIRIT OF THE HUNT PP 1 #
RANGER SOUL UTILITY
Cast 1 minute (somatic, verbal)
Range touch; Targets 1 living target
Duration 10 minutes
A spirit animal blesses the targets senses granting advantage on Search (Perception) checks for the duration.
WARPING OPTIONS
+2 PP: also gain advantage on Track (Survival) checks.
+2 PP: target an additional creature.
SPOIL THE PROFANE PP 1 #
ALIGNED CRUSADER SOUL UTILITY
Cast 1 AP (verbal)
Range touch; Targets a weapon you are currently wielding
Immediately after casting the spell, make a melee or ranged weapon Strike against a creature within range. On a hit, in addition to normal damage the target becomes weakened 1 until the beginning of your next turn. If the target has an opposing aura, it also takes 1d6 secondary aligned damage.
WARPING OPTIONS
+2 PP: increase secondary damage by 1d6 (max 5d6).
+3 PP: increase the weakened by 1 (max +5).
STASIS PP 7 #
ALTERATION CLERIC SAVE
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature or up to 10 lbs of objects
Saving Throw Will; Duration varies
Time freezes in its tracks around a chosen object or creature, rendering it immobile. The target must make a Will save to resist this effect. An inanimate object that is unattended automatically fumbles its save.
Critical The target is unaffected.
Success The target is stunned 1 as time thickens around it.
Failure Time comes to a complete halt for the target for 1 round. During this period, the target becomes impervious to all forms of damage and cannot be targeted by anything. No rounds pass for any timed effects, conditions, afflictions, or other ongoing effects that may affect the target. While in this state of stasis, the target becomes immovable, defying even the forces of gravity.
Fumble As failure, but the target is held in stasis for 3 rounds. At the end of each of its turns, it can attempt a new save to reduce the remaining duration by 1 round or end it entirely on a critical.
SURGE OF THE TEMPEST PP 1 #
AIR DRUID ELECTRICITY INVOCATION SAVE
Cast 2 AP (somatic, verbal)
Range 30 feet; Targets 1 creature
Saving Throw Reflex
Base Damage 1d12
You envelop your target in a tempest of raging winds, turbulent clouds, and electrifying lightning. The storm unleashes a surge of electrical energy, dealing 1d12 damage. The target must make a basic Reflex save to partially avoid the effects. In the event of a fumble, the target is not only struck with the damaging electricity but also becomes temporarily dazzled for 1 round and suffers from 1 persistent electricity damage.
WARPING OPTIONS
+2 PP: The initial damage increases by 1d12, and the persistent electricity damage on a fumble increases by 1.
SWIFT SONATA PP 1 #
BARD COMPOSITION EMOTION ENCHANTMENT UTILITY
Cast 1 AP (verbal)
Range 30 feet; Targets 1 ally
Duration sustained (1 minute)
Your performance infuses the target with a surge of rhythmic energy, enhancing their speed. The target becomes quickened and can use the additional action to Strike, Stride, or Step.
WARPING OPTIONS
+2 PP: affect an additional ally.
TALON STRIKE PP 1 #
RANGER INVOCATION UTILITY
Cast 2 AP (somatic, verbal)
Range touch; Targets a weapon you are currently wielding
Duration 1 minute
Your attacks with the target weapon tear at the target with the ferocity of a wild animal inflicting 1d6 secondary slashing damage.
WARPING OPTIONS
+4 PP: increase the secondary damage to 2d6.
TOUCH OF OBEDIANCE PP 1 #
CLERIC ENCHANTMENT MENTAL SAVE
Cast 1 AP (somatic)
Range touch; Targets 1 living creature
Saving Throw Will; Duration varies
With your commanding touch, you corrode the essence of the target, weakening its resistance to manipulation. The target must make a Will saving throw to resist your influence.
Critical The target is unaffected.
Success The target takes a -1 status penalty to Will saves until the end of your current turn.
Failure The target takes a -1 status penalty to Will saves until the end of your next turn.
Fumble The target takes a -2 status penalty to Will saves for 1 minute.
TOUCH OF UNDEATH PP 1 #
CLERIC ESSENCE SAVE SOUL
Cast 1 AP (somatic)
Range touch; Targets 1 living creature
Saving Throw Fortitude
Base Damage 1d6
You sap the targets lifeforce, dealing 1d6 essence damage. The target must attempt a Fortitude save.
Critical The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage, and a minor critical.
Fumble The target takes double damage, and a light critical.
TRUTHFUL WORDS PP 1 #
CLERIC INSIGHT UTILITY
Cast 1 AP (somatic)
Duration sustained (1 minute)
You confidently speak a truthful statement, devoid of any intention to deceive or manipulate. The statement must be concise, consisting of no more than 25 words. As you speak, a radiant symbol of your deity appears above you, signifying your sincere belief in the statement's truth. Those who witness this display know that you believe your words to be true.
Each time you Sustain this Spell, you can repeat this effect.
UMBRAL VEIL PP 1 #
DARKNESS INVOCATION UTILITY WIZARD
Cast 1 AP (somatic)
Range touch; Targets 1 willing creature
Duration 1 minute
You enshroud the target in a swirling mantle of shadows, obscuring their presence and making it harder for others to see. Within a 20-foot emanation centred on the target, the illumination level is reduced by three steps (to a minimum of 2).
By using a 1 AP (Interact) action, the target can remove the cloak of shadows and leave it behind as a decoy, where it continues to diminish the light for the remaining duration of the spell. If someone retrieves the cloak after the original target discards it, the cloak dissipates, and the spell abruptly ends.
UNITY PP 7 #
CHANCE CLERIC UTILITY WARDING
Cast R (verbal)
Trigger You and 1 or more allies within range are targeted by a spell or ability that allows a saving throw.
Range 30 feet
Targets each ally targeted by the triggering spell
You release a wave of energy which engulfs your allies, granting them your innate resistance. Each ally can use your saving throw modifier instead of its own against the triggering spell. Each ally decides individually which modifier to use.
UNLIVING VITALITY PP 7 #
CLERIC ESSENCE EVIL SOUL UTILITY
Cast 2 AP (somatic, verbal)
Range touch; Targets 1 willing undead creature
Duration 1 minute
You revitalize an undead creature, granting it natural healing. The target is granted fast healing 5, for the duration of the spell.
WARPING OPTIONS
+1 PP: The fast healing increases by 1 (max 10).
VEILED PRESENCE PP 1 #
CLERIC SHADOW UTILITY VISUAL
Cast 1 AP (verbal)
Duration 1 minute
As you merge into a crowd of similar beings, your features blend into a faceless visage. Your appearance becomes indistinct and unremarkable. You gain a +2 status bonus to Deception and Stealth checks, allowing you to seamlessly blend into the crowd and go unnoticed. Additionally, you effortlessly navigate through the crowd, ignoring any difficult terrain it may present.
WARPING OPTIONS
+2 PP: increase the bonus by 1 (max +5).
VEILED SECRET PP 7 #
MENTAL UTILITY WARDING WIZARD
Cast 1 minute (somatic, verbal)
Range 10 feet
Targets you and any number of willing allies
Duration 1 hour
You hide a secret, ensuring its protection from prying spies. Select a specific piece of information known by at least some of the targets. It is essential that the targeted creature remains within range for the full minute while you cast the spell. Those who possess the chosen knowledge gain a +4 status bonus to skill checks, to effectively conceal the secret. Additionally, they receive the same bonus to saving throws against spells that specifically aim to extract the knowledge and any effects that attempt to coerce its disclosure.
If you cast this spell again, any previous Veiled Secret spell you had cast will be nullified, and its effects will cease.
VERDANT SNARE PP 1 #
ALTERATION RANGER UTILITY
Cast 1 AP (verbal)
Range 30 feet; Area 10-ft radius
Roots and vines lash out, creating natural difficult terrain until the start of your next turn.
WARPING OPTIONS
+2 PP: increase the radius by 10-feet (max 50- feet).
+3 PP: duration becomes 1 minute.
VIBRANT THORNS PP 1 #
ALTERATION CLERIC DRUID MORPH PLANT UTILITY
Cast 1 AP (somatic)
Duration 1 minute
Your body grows thorny brambles, which exact a toll on those who dare to strike you, while also thriving on the essence of life magic. Whenever a creature adjacent to you or a creature that hits you with an unarmed attack lands a melee blow, they suffer 1 piercing damage. Furthermore, whenever you cast an essence spell, the potency of your thorns intensifies, inflicting 1d6 damage on those who come into contact with them until the beginning of your next turn.
WARPING OPTIONS
+4 PP: The damage increases by 1, or 1d6 after you cast a positive spell.
VIGILANT EYE PP 7 #
INSIGHT UTILITY WIZARD
Cast 1 AP (somatic)
Range 500 feet
Duration 1 hour
You create an invisible floating eye at a location within range. When created, this eye must be in your line of sight. The eye can't move, but you can see in all directions from that point as if using your normal visual senses.
When the spell's duration ends, you can spend 2 PP as a free action to extend the duration for another hour, though as normal, it ends immediately during your next daily preparations.
WAR CRY PP 7 #
CLERIC INVOCATION SONIC UTILITY
Cast R (verbal)
Trigger An ally within range inflicts a critical strike with a melee weapon
Range 30 feet; Targets the triggering ally
Your deific cry imbues your ally’s weapon with power. The weapon used to make the Strike deals an additional 1d6 sonic damage and the ally can immediately attempt an additional attack against the same target as a free action using their current multiple attack penalty.
WARPED TERRAIN PP 1 #
SHADOW UTILITY VISUAL WIZARD
Cast 1 AP+ (somatic, verbal)
Range 60 feet; Area 5-foot radius or more
Duration 1 minute
You conjure illusory hazards that cover the ground. These illusions create false hazards, causing any creature that traverses them to perceive the area as difficult terrain. However, a creature can attempt to disbelieve the illusion by using a Search action or other means of interacting with it. If successful, the creature sees through the deception and can move through the area unaffected for the remaining duration of the spell.
By investing additional actions while casting the spell, you can expand the radius of the illusion. Each extra AP spent increases the radius by 5 feet, allowing you to extend the deceptive terrain up to a maximum of 10 extra feet when utilizing 3 AP.
WARPING OPTIONS
+6 PP: : you can make the illusion appear in the air rather than on a surface, causing it to function as difficult terrain for flying creatures.
WASH AWAY SIN PP 1 #
ALIGNED CRUSADER ESSENCE HEALING SAVE SOUL
Cast 2 AP (somatic, verbal)
Area 15-foot cone
Saving Throw Basic Will
Base Damage 1d6
Allies in the cone regain 1d8 HP and gain +1 status bonus to saves vs. fear and disease until the start of your next turn.
Creatures with an opposed aura take 1d6 essence damage.
WARPING OPTIONS
+2 PP: increase both the healing and damage by 1 die.
+4 PP: cone increases to 30-feet.
WEAPON SURGE PP 1 #
CLERIC INVOCATION UTILITY
Cast 1 AP (somatic)
Range touch; Targets 1 weapon you're wielding
You imbue your weapon with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage.
If the target weapon leaves your possession, weapon surge immediately ends.
WELLSPRING OF VALOUR PP 1 #
ALIGNED AURA CRUSADER HEALING UTILITY WARDING
Cast 1 AP (verbal)
Area 20-foot emanation
Duration Sustained (1 minute)
You create an aura of vitality which grants allies a +1 status bonus to attack rolls vs any creatures of an opposed aura.
Whenever an ally in the aura first takes damage each round, they regain 1d6 HP from the wellspring’s restorative flow.
WARPING OPTIONS
+2 PP: increase the radius by 10-foot (max 50 feet).
+4 PP: increase the bonus by +1 and the healing by 1d6.
WILD MORPH PP 1 #
ALTERATION DRUID MORPH
Cast 1 AP (somatic)
Duration 1 minute
You draw upon your Wildshape power, altering a portion of your physical form. You gain a single natural attack form from one of your Studied Targets.
WARPING OPTIONS
+2 PP: You gain an additional natural attack form (max 3).
+2 PP: You instead gain a movement type from one of your Studied Targets.
+4 PP: instead gain special ability from one of your Studied Targets.
If this spell is used to gain an ability from a creature that you would not normally gain whilst you are wildshaped into its form, the duration of this spell changes to that of your Wildshape ability.
WIZARD STRIKE PP 1 #
ADVANTAGE INSIGHT WIZARD
Cast 1 AP (verbal)
Duration until the end of your turn
A fleeting glimpse into the future grants certainty to your next strike, ensuring its accuracy. The next time you make an attack check before the end of your turn, the attack gains advantage.
ZEALOUS BATTLECRY PP 7 #
CLERIC CHANCE EMOTION ENCHANTMENT UTILITY
Cast R (verbal)
Trigger You and at least 1 ally are about to roll initiative.
Range 10 feet; Targets you and the triggering ally
You ignite the flames of righteous anger within yourself and a chosen ally. Both you and the target ally roll a d100, and the higher result is used for determining initiative rolls.