Powers
Alchemy
You can create potions, poisons, and bombs using reagents and the Alchemy skill. To perform alchemy, you must have the proper tools and ingredients, which is listed with recipe below. After the required time is spent crafting the item, you make an alchemy check to determine if you successfully created the item. If you succeed the item is created, otherwise the item is not created, and the ingredients are ruined.
You can memorize a recipe, taking an hour and a memory slot. Alternatively, you can copy a recipe into a book (1 page for simple, 5 pages for standard, and 10 pages for major). Assuming you have access to the recipe and the correct ingredients it takes 10 minutes to complete a potion, poison, or bomb.
Reagents. The term used for a wide array of ingredients used for alchemy are Reagents. There are 3 main categories of reagents: Basic (10gp), Advanced (100gp), and Rare (1000gp). Each item uses at least 1 reagent in the recipe and additional unique ingredients will be named in the recipe of the item.
Potion. A potion is consumed in some way by the user. Once consumed as swift action, or fed to another as an action, the imbiber benefits from any benefits and drawbacks as indicated in the description of the potion. A potion weighs 1 lb.
Poison. A poison can be consumed as a potion or applied to a piercing or slashing weaponry (10 pieces of ammunition) as an action. If the target of the poison takes any damage from the weaponry or consumes the poison, they take the effect of the poison as described. A poison weighs 1lb.
Bomb. A bomb is a device that is first armed as an action and takes 3 turns to detonate. That is, the next two creatures take their turn, and the bomb is activated at the end of the second creatures turn (turn 1 is the turn it is armed). Bombs can be thrown up to 20ft with accuracy or placed on the ground, this can be part of the same action to arm the bomb or as a reaction on a later turn. A bomb weighs 3 lbs.
Trivial Recipes. At certain skill levels recipes become trivial to the alchemist. Once you reach this skill level, you can no longer have a 1 in 6 chance to increase your skill when making this alchemical product. For simple recipes this skill level is Talented (18+), for standard recipes the skill level is Expert (26+).
Simple (DC 10, Trivial: Talented)
Basic Bomb. (2 Basic Reagent, Calcinator, Mortar and Pestle, 10 Minutes, Bomb) This bomb deals 2d12 damage in a 10ft radius.
Basic Poison. (1 Basic Reagent, Alembic, 1 Minute, Poison) This poison afflicts the target with Weak Poison (3 damage).
Boiling Blood Potion. (1 Basic Reagent, Alembic, 1 Minute, Potion) After drinking this potion you gain a burst of strength at the cost of health. You are poisoned (2 damage), but your Strength score is increased by 16 (+4 to modifiers). Once you resist the poison, your strength returns to normal.
Bouncing Bomb. (3 Basic Reagent, Calcinator, Mortar and Pestle, 10 Minutes, Bomb) This bomb deals 1d12 fire damage in a 15ft square area. Then, it bounces 15ft in a random direction (roll a 1d8 to determine the direction from the center of the explosion, 1 is north), it explodes and bounces again in a random direction. The bomb bounces twice and explodes a maximum of 3 times.
Crystalline Poison. (4 Basic Reagent, Alembic, 1 Minute, Poison) This poison afflicts the target with Standard Poison (5 damage).
Enigma Poison. (1 Basic Reagent, Alembic, 1 Minute, Poison) This poison muddles the target. Any skill check that uses Wisdom, Perception, or Charisma, is done with disadvantage.
Inferno Bomb. (3 Basic Reagent, Calcinator, Mortar and Pestle, 10 Minutes, Bomb) This bomb deals 2d12 damage in a 5ft radius. The target area or creature is lit aflame. Creatures or areas lit aflame are burning (fire).
Healing Potion. (2 Basic Reagent, Alembic, 1 Minute, Potion) After drinking this potion you heal 2d6 health points.
Love Potion. (1 Basic Reagent, Alembic, 1 Minute, Poison) This poison charms those it inflicts. While poisoned, the target is charmed by you.
Smelling Salts. (1 Basic Reagent, Calcinator, Mortar and Pestle, 1 Minute, Potion) This potion is kept in a gaseous state and inhaled. When consumed, this potion causes you to immediately awaken from sleep or unconsciousness.
Smoke Bomb. (1 Basic Reagent, Calcinator, Mortar and Pestle, 1 Minute, Bomb) This bomb explodes into a thick smoke. Upon detonation, the bomb deals no damage but produces a cloud of smoke in a 10ft radius.
Unstable Polymorph Potion. (2 Basic Reagents, Special Ingredient, Alembic, 1 Minute, Potion) This potion transforms you into a creature, depending on the special ingredient added. A portion (at least 0.5lb) of the creature must be used. Once consumed you transform into that creature type and use its stats while transformed. At the end of each of your turns, you have a 1 in 6 chance to revert to your original form.
Standard (DC 14, Trivial: Expert)
Demon Blood. (1 Advanced Reagent, Alembic, vial of Demon blood, 1 Minute, Poison) This poison afflicts the target with Strong Poison (10 damage).
Faerie Dust Potion. (1 Advanced Reagent, Alembic, vial of Fae blood or wing dust, 1 Minute, Potion) After drinking this potion you gain some aspects of a fae creature. You sprout insect-like wings and can fly at a speed of 30ft as long as you are not encumbered, have a 3 in 6 chance magic resistance, and have DR 3 against non-silvered damage.
Mana Potion. (1 Advanced Reagent, Alembic, 1 Minute, Potion) This potion reduces mana burn by 2d6.
Mutagen. (1 Advanced Reagent, Alembic, 1 Minute, Potion) After drinking this potion you have a 1 in 6 chance to gain a random mutation. Either way, after drinking this potion you are poisoned you are poisoned (1 damage) and while poisoned you gain radiance 1.
Ooze Bomb. (1 Advanced Reagent, Alembic, 10 Minutes, Bomb) On detonation, this bomb releases a deadly living ooze. The bomb deals 1d6 acid damage in a 5ft radius and an ooze appears in the target location. The ooze follows no instructions and merely attacks the closest creature.
Poison Bomb. (1 Advanced Reagent, Calcinator, Mortar and Pestle, Alembic, 1 Minute, Bomb) This bomb sends out toxic shards. Upon detonation, those within 10ft of the blast take 2d4 poison damage and are afflicted by Weak Poison (3 damage).
Rocket Bomb. (1 Advanced Reagent, Calcinator, Mortar and Pestle, 10 Minutes, Bomb) When using this bomb there is no detonation time, exploding immediately after making the attack. Additionally, you make an attack with your Alchemy skill instead of throwing. The bomb can be aimed as a ranged weapon up to 60ft and explodes for 4d12 fire damage in a 15ft radius.
Troll Blood Potion. (6 Advanced Reagent, Alembic, vial of Troll blood, 1 Minute, Potion) This potion gives you the regeneration power of a troll. At the beginning of your turn heal 15 hp and you cannot die while this potion is in effect. At the end of each of your turns there is a 1 in 6 chance that the effect ends, the effect also ends if you take any damage from fire or acid elements.
Major (DC 18)
Alteration Elixir. (1 Rare Reagent, Alembic, 1 Minute, Potion) This potion alters your form. After drinking this potion, you fall into a deep sleep lasting 1 hour. When you awake your form has changed. You determine the changes when you create the potion, allowing any changes that rely on Race, Sex, height, weight, or similar attribute. If you change your race, you lose all racial traits of your old race and gain traits of the new race (except skills).
Reality Acid. (3 Rare Reagent, Alembic, Vial made of adamantine, 1 Minute, Poison) This reality altering poison completely disintegrates its target. While inflicted with this poison you begin melting away from this reality, taking no damage but disappearing completely after 3 rounds. Once you disappear, all memory of you leaves this reality completely as if you never existed in the first place.
Philosopher’s Stone. (1 Rare Reagent, Calcinator, Mortar and Pestle, Alembic, a mote of earth, air, fire, and water elementals) The philosopher’s stone is magnus opus of many alchemists. Once created it can transmute up to 100lbs of material into any other material of your choice over the course of 1 round. This can not be used on the living. After the stone has transmuted an object, there is a 1 in 6 chance it loses its magical properties.
Soma. (5 Rare Reagent, Alembic, vial of the blood of an immortal, a black lotus flower, 1 Minute, Potion) Drinking this potion allows you to become immortal. The immortal whose blood you used to craft this potion loses their immortality and you no longer age. You can still die by losing health, but not by aging.
Arcane Research
You can change and adapt your spells to fit your wizarding style. To alter an arcane spell, you have to research which takes time and money. You must know a spell to research it, you then need components, ink, and paper to experiment and write down your findings. The cost of supplies needed is equal to half of the spell cost and takes 4 hours of work. The newly researched spell still only takes up a single memory slot but may be more difficult to cast, though you can also cast the spell at its normal DC without adding the benefit of the research. You can only perform arcane research on arcane spells.
You can experiment with the same spell and develop it multiple times. Although, the costs for the spell are cumulative. For example, the first researched alteration of a spell costing 50gp costs 25gp, the second researched alteration is half of 75gp (costing 37gp).
Research List
Alter Element Spell. (+1 DC) You are able to change the element of the spell each time you cast it (Poison, Acid, Cold, Lightning, or Fire). Changing the element type does not change the size of the dice being used but does change the effect on the highest possible number on the die appropriately to the new element effect. You can only change the damage type if the original type was also elemental damage.
Bardic Spell. (+0 DC) A bardic spell uses a mixture of arcane casting and performance skill. When casting a bardic spell, you use performance as the spellcasting skill and pick a performance type: sound (singing or playing music) or sight (dancing). The range of the spell becomes the target’s ability to see or hear you rather than the normal range. Concentration checks also rely on your performance skill instead of the concentration skill for a bardic spell.
Battle Spell. (+1 DC) You are able to use the motions of whatever you have on hand to cast a spell. You do not acquire any penalties for wielding items in one or both hands while casting this spell.
Defiling Spell. (+1 DC) A defiling spell saps the life force around you to power your spell. Any creature within 5ft of you takes 1d4 poison damage, and all plant life in the area withers. You increase your damage dealt with the defiling spell by 1 for each creature damaged.
Feign Spell. (-3 DC) A spell looks real but isn’t. For the non-illusion spell you alter, all sensory effects of the spell seem real, but the spell is in fact an illusion and will not do damage or effect anything physically. Those that interact with the spell by observing it closely can make an investigation check against your spellcasting check.
Metallic Summons. (+2 DC) The creatures summoned with this spell are made of metal. Their DR is increased by 5, and their weight is increased by eight times. Metallic creatures cannot fly.
Rapidfire Spell. (+3 DC per missile or ray) A spell that fires a missile or ray can fire additional times. When casting the spell, you can decide to fire additional missiles or ray. The spell DC increases by 3 for each additional attack you decide to fire.
Selective Spell. (+3 DC) A spell that has an area of effect, such as a sphere, can be altered in such a way that you can exclude certain spaces of that area. When casting the spell, you choose any number of targets within the effect area that avoid the effects of that spell.
Shrapnel Spell. (+3 DC) A spell explodes in all directions, possibly dealing damage to creatures nearby with magical shrapnel. This spell uses d8s instead of its normal die and loses its elemental damage, if it had any. When you roll for damage with the spell, it releases shrapnel from the damaged target and flies in a direction based on the results of the d8s rolled (1 is north). The shrapnel flies a maximum of 15 ft and deals 4 damage to the first target within range.
Divine Powers
Divine spellcasters are powered by a deity. You may choose powers granted to you by your deity. These powers are granted by your devotion to your deity and acting in ways that further their goals. A deity that grants divine powers has two main aspects: Domain, and Symbol. Divine powers can only affect divine spells.
Domains
The domain of a deity is an aspect of reality that they have mastery over. For example, Yaos the Goddess of fire’s domain would be fire. The domain can be any one word that relates to an element, sphere of thought, ideal, or profession.
There can be multiple deities that occupy the same domain. Different cultures may have their own pantheon not shown in the list below. Consult with your GM if you decide to include your own deity and to ensure that it fits within the GMs world.
Symbols
The symbol of a deity is how its worshipers tie themselves to the deity. Worshipers recognize other worshipers through the symbol as well. Some deities require followers to proudly display their symbol, where others might be more secretive.
Deity List
In Nevai, there are many deities. The most common non-evil deities are seen in the list below.
Divine Powers List
To gain a divine power, you must pray to your deity using some representation of their influence of the world, such as a symbol, shrine, or church. You can have a number of divine powers equal to your 1 + Divine skill modifier.
Aura. While you have radiance, enemies are compelled to attack you and ignore allies. If an ally is within your radiance and receives damage, you can take that damage instead. Damage received in this way cannot be reduced by any means.
Avatar. You channel your deity through you. You can add 1 + your Divine skill modifier to any skill check roll or damage roll. If you do you also gain 1 mana burn. Mana burn taken in this way cannot be reduced by any means.
Bestow Gift. With a touch can transfer the power of one divine spell that you have memorized to an ally of your choice, including yourself. You cast the spell as without making a roll, and the effects last as long as you also keep the spell memorized. You can only have 1 + your Divine skill modifier bestowed gift at a time.
Channel Energy. When you cast a divine spell that has a single target you can target a additional creatures equal to 1 + your divine skill modifier. The additional targets must be within 10ft of the original target.
Divine Reach. You can target a friendly character with divine touch spells at a distance up to 30ft.
Guidance. You deity helps guide you and your allies. When casting a detect, locate, or similar, divine spell you can give the spell a duration of 1 + your Divine modifier hours instead of concentrating on the spell.
Divine Health. You have a 4 in 6 disease and poison resistance.
Elemental Strike. When you make a damage roll, you can increase the amount once per turn. The amount and the element depends on the domain of your deity (poison 1d4, acid 1d6, cold 1d8, lightning 1d10 or fire 1d12).
Incorruptible. When you take mana burn, you take 1 less.
Planar Ally. At the beginning of your turn, you grant 1 warded to a creature you have summoned.
Righteous Shielding. When you are damaged by an enemy in combat, you gain 1 + your Divine modifier warded until the beginning of your next turn.
Smite. You can increase damage done to an enemy of your faith. When you make a damage roll against an enemy, you can add 1d6 smite damage. Smite damage ignores DR but can only be used once per turn.
Summoner’s Gift. You have advantage on concentration checks when concentrating on a spell that summons a creature. The creature must take a form that is associated with your deity’s domain.
Wildshape. Your deity favors forms that are within their domain. When you cast a divine spell that alters your form you do not need to concentrate on the spell, which now has a duration of 1 + your Divine modifier in hours. The new form must be that which is related to your deity’s domain.
Wrath. When you are damaged by an enemy in combat, you gain 1 + your Divine modifier radiance until the end of your next turn.
Exploration Talents
Exploration talents are special skills that allow you to go above and beyond the normal skills in a situation. Each talent has a requirement of skilled or higher in a specific skill, indicated within the parenthesis of the talent description.
To learn a talent, you must learn from an appropriate teacher. The gold amount to train the skill is indicated within the parenthesis of the description. Learning a talent takes up a memory slot. It takes 4 hours to learn the talent.
Blindsense. (Investigation, 50gp) Your other senses are heightened while you are blind. You can make a clicking noise to visualize vague objects within a line of sight up to 30ft, thwarting magic invisibility, non-tangible illusions, and lowering the DC to detect hidden objects by 2. You can target creatures this distance, even if you are blind.
Ghillie Suit. (Deception or Stealth, 40gp) You create a specialized stealth suit that keeps you hidden in a given terrain. Provided that you have the materials to do so you can create a ghillie suit without making a check. You choose a specific terrain type when you create the suit over 1 hour. While you wear it you can hide in plain sight in that terrain.
Interrogation Resistance. (Intimidation, Endurance, or Insight, 25gp) You are immune to interrogation techniques, even if you are tortured you cannot be forced to tell the truth unless through magical means.
Magnificent Crafter. (Crafting, or appropriate skill, 50gp) You’ve become adept at crafting a single thing. Choose a single item that you can craft. You need not roll to craft that particular item.
Mounted Expertise. (Animal Handling or Nature, 10gp) You are now an experienced rider, not requiring a check to control a domesticated mount, even in dire circumstances. In addition, you can choose to take half the damage dealt to your mount.
Sage. (Religion or Linguistics, 30gp) You recognize all almost any symbol. This includes symbols that identify cultists of dark gods, religious symbols of the pantheon, shamanistic or druidic symbols, as well as magical runes. Only some unique or personal runes may elude you.
Strider. (Nature or Navigation, 35gp) Specialized movement techniques allow you to move through natural terrain without being hindered, moving your regular movement while in areas such as forests, deserts, and mountainous areas.
Studied Enemy. (Tracking or related Skill, 15gp) You’ve studied your targets, their habitats, and behaviours. Choose a creature type or species of creature that the GM agrees with. General knowledge tests of the chosen creatures do not require a check by you. Checks against those creatures, including attacks, increase by 1.
Surgeon. (Medicine, 50gp) You’ve studied surgery, and can perform it very quickly if needed. You apply bandages as a swift action, patients are cured from disease on 5 in 6 chance, and you double your wisdom modifier to determine the amount of hp recovered from treatment.
Trap Expert. (Thievery or Engineering, 25gp) You specialize in creating and dealing with traps. You can craft a trap that you’ve seen, provided that you have the appropriate materials with lightning speed. Taking only 10 minutes for a complicated trap and a turn action for a simple trap and you need not roll to determine if the trap was created successfully. In addition, you take half damage from traps that you trigger.
Martial Disciplines
Martial techniques allow you to perform daring acts and special attacks in combat. Each technique will have an achievement requirement, only being available to characters that have significant skill. Martial techniques do not have scores and so cannot improve, and each technique takes up a memory slot.
To learn a technique, you must learn from an appropriate teacher. The teacher must know the technique and you require time and gold determined by the highest skill achievement level for the technique.
To perform a technique, you choose what skill you wish to use with the technique. That skill score must meet or exceed the skill required for the technique.
Competent (4+)
Cleave. You make a swinging attack with your weapon, possibly damaging two creatures within range of your melee attack. Make an attack against a target enemy, and an additional attack against an enemy that is 5ft within your first target.
Intimidating Stance. You hit your shield or weapons together and chant, provoking those around you. You can make a taunt action against all enemies within 30ft of you as a swift action.
Power Attack. You make a reckless melee attack roll that uses all your power as an action. You cannot use your precision modifier on the attack roll but add +2 to the damage roll, or +3 to the damage if using a two-handed weapon. This bonus to damage increases to +4, or +6 when using a two-handed weapon, when the skill of the weapon you are using is talented.
Rage. You fly into a reckless battle-trance as a swift action. While raging you gain the enraged condition, have -1 AC, but a +2 DR and +2 bonus damage with weapons that use strength, and you are at least competent with. You can end your rage on any of your subsequent turns as a swift action. If any other effect causes you to gain the enraged condition you also benefit from rage technique. The rage damage increases to +3 and DR increases to +3, while the AC penalty increases to -2 when you use weapons that you are proficient with.
Sneak Attack. If you have combat advantage when you hit with a finesse weapon or ranged weapon within 30ft, you deal an extra 1d6 damage. This bonus damage increases to 2d6 the skill of the weapon you are using is talented.
Trauma. When you damage a creature, it worsens bleed effects. If you successfully hit a creature that is suffering from bleed damage, you increase the bleeding dice by 1 step.
Twin Strike. When making a two-weapon attack, you can make a single attack roll for all damage rolls. If you hit with the attack roll all damage as if you succeeded on the attacks. The attacks must target a single enemy, but counts as a single attack for the purposes of calculating DR.
Skilled (8+)
Arcane Strike. If you are skilled with both the weapon you are using and Arcana, you can magically increase the damage you deal at the cost of your spirit. When you hit an enemy, you may increase the damage by 1d6, if you do you also take 1 mana burn. When you reach talented with the weapon and Arcana, you can increase the damage dice to 2d6 but take 2 mana burn when using this ability.
Bloodletting Strike. A precise strike deals damage and lacerates the target. When you make an attack that uses precision you can forgo any strength modifier bonuses to cause bleeding in your target. If you do, the target gains 1d4 bleeding. This bleeding damage increases as your skill in the weapon being used increases, at talented you cause 1d6 bleeding and 1d8 bleeding at expert. You can only use bloodletting once during your turn and the weapon you use must have an edge or point.
Bomber. You can throw bombs up to 60ft instead of 20ft provided you are at least skilled with both Alchemy and Throwing.
Counterattack. Whenever you successfully avoid an attack by blocking, parrying, or dodging, you can make a counterattack as part of the same reaction. Make a single attack against the creature that tried to attack you as your counterattack.
Cruel Strikes. You take advantage of those who have a negative condition, such as bleeding, feared, or charmed. You deal an additional 1d6 damage on a successful attack.
Defensive Stance. You withdraw into a defensive stance as a swift action. While in a defensive stance your base armor increases by +2 while you’re not wearing armor and you receive +2 to dodging and blocking checks but suffer a -1 to all other checks. You can only gain these benefits while you are at least skilled in dodging or blocking. These bonuses increase to +4, and the penalty to other checks becomes -2, when you reach at least talented with the dodging or blocking skill.
Flurry of Blows. As a turn action you can make several unarmed attacks in a row. Make 3 unarmed attacks while you are skilled in martial arts or force of might. At talented, the number of attacks increases to 4.
Protective Reaction. If an enemy attempts to attack an ally you may use your reaction to block or parry that attack if the enemy is adjacent to you.
Shift. If you haven’t yet moved on your turn, you can shift 5ft as a swift action. If you shift, you cannot move on your turn but shifting does not provoke attacks of opportunity. You must be skilled in Acrobatics, Dodging, or Martial Arts to perform a shift.
Spirit Shield. You may add 1d6 to a blocking attempt. If you succeed in blocking the attack, you take 1 mana burn.
Whirlwind. You swing wildly around you, attacking all that are close to you as a turn action. Make a normal melee attack against each creature within 5ft of you.
Proficient (14+)
Aggressive Stance. You may make melee attacks with advantage on your turn, if you do enemies also have advantage against you until the start of your next turn.
Aimed Attack. You make an attack as a turn action, if you hit you add your Wisdom modifier to the damage dealt with the attack.
Careful Attacks. When you would hit an ally with a weapon attack, you have a 5 in 6 chance to miss them instead.
Corrupted Strike. You make an attack as a turn action, if you hit you deal extra damage equal to half your current mana burn.
Enemy Hammer. If you have an enemy grappled, you can make an unarmed attack with that enemy, provided they are the same size as you, or smaller. If you make an unarmed attack, it deals 1d8 + your strength modifier and does damage to both the grappled enemy and the target.
Heartseeker. When you successfully hit with an attack and roll the highest value on a damage dice you roll that die again and add it to the damage dealt.
Implement Other. When you take mana burn from casting a spell and also have an enemy grappled you can have that creature take the mana burn instead of you. You must be proficient with Arcana and Martial Arts.
Iron Fist Style. Your unarmed strikes deal 1d6 damage. When you reach adept in martial arts or force of might your unarmed strikes deal 1d8 damage.
Lightning Reflexes. Each turn you can make a number of dodge reactions equal to 1 + your Reflex modifier.
Penetrating Strike. When you have advantage against an enemy you also ignore half their DR with weapon damage.
Poisoner. When you make an attack, you can apply a poison as part of the attack action. You must be proficient in both the weapon being used and Alchemy.
Spinning Deflection. While wielding a polearm you can block missiles, including ray spell attacks, and are granted a +3 bonus to do so. You must be proficient in blocking and polearms.
Talented (18+)
Combo Strikes. When you deal multiple unarmed strikes in a turn and roll double results on the damage die you can make an additional attack as part of that action. This can only occur once per round.
Crack the Skull. If you critically hit your target is also confused on their next turn.
Execute. You critically hit if your target is prone.
Ferocious Strikes. You critically hit on an 18, 19, or 20.
Titan’s Grip. You can wield a two-handed weapon in one hand. Alternatively, you may use a two-handed weapon meant for a creature larger than you, which deals one die higher in damage than its medium counterpart.
Adept (22+)
Rip and Tear. When you bring a creature to 0 hp using a weapon attack you can choose to end the creature in a gory flourish. All enemies who see the act are feared until the end of their next turn. All allies who see the act lose the feared condition if they are afflicted by it.
Sunder. Critical hits deal triple damage instead of double damage.
Unerring Strike. When you miss with your attack, you still roll damage but deal half damage you normally would.
Zenith. Your damage dice increases for weapons in which you have the adept skill level. The damage dice cannot exceed 1d12 or 2d6.
Expert (26+)
Relentless. When you reduce a creature to 0 hp using a weapon attack you gain an additional turn. This effect can only occur once per round.
Vorpal. Whenever you critically hit, there is a 1 in 6 chance the creature immediately dies instead.
Mutations
A mutation is an alteration to your character that can occur rapidly due to magic or chemical exposure, and occurs only during play. A mutation does not take up a memory slot.
1 - Acid Blood
2 - Deformed
3 - Degenerative
4 - Magic Resistance
5 - Magic Vulnerability
6 - Polymelia
7 - Regeneration
8 - Sixth Sense
9 - Telekinesis
10 - Telepathy
Acid Blood. Whenever you receive damage, you deal 1d6 acid damage to a random adjacent creature. Additionally, you deal 1d6 acid damage to any creature that bites or claws you.
Deformed. This agonizing mutation twists and deforms your body. All ability scores are reduced by 2, if this brings any of your ability scores to 0 you die.
Degenerative. This mutation significantly lowers your lifespan. Your lifespan is halved.
Magic Resistance. You gain a 2 in 6 chance to resist harmful magic.
Magic Vulnerability. You lose any magic resistance and gain 1 exhaustion whenever you have magic (beneficial or otherwise) cast on you.
Polymelia. You gain another arm. The extra limb acts similarly to a limb you already have.
Regeneration. You regain 5 hp at the beginning of your turn. Cut off limbs can be reattached, and you cannot die while you regenerate. Your regeneration ends if you receive damage from acid or fire. The regeneration is regained once you regain all your hp.
Sixth Sense. You can sense magic and the undead. This is as natural as any other sense, and the distance you can sense these objects and creatures extends out to 10 times your Perception score.
Telekinesis. You gain the telekinesis skill at a score of 0. This does not use a memory slot and is only available through this mutation. Telekinesis acts like Force of Might, except it uses your Wisdom and has a distance of sight. Use the carry capacity rules for a medium creature to determine how much weight you can manipulate using Wisdom instead of Strength.
Telepathy. You are able to communicate directly into the minds of other creatures you can see. You can share images, words, emotion, and meaning, and so don’t require to share a language with the creature you are communicating with. The creature may or may not understand complex meanings if it is a creature of low intellect.
Spellcasting
Spellcasting
Spells are immensely powerful but require exact wording and gestures to cast. When you cast a spell, you roll your skill check against the DC for the spell. If you succeed the spell is cast as indicated in the description of the spell. If you fail, then something went wrong, and you take a special type of damage called mana burn.
Arcane Spells
Arcane spells come from the manipulation of reality through careful incantation. Practice and study allow you to increase your ability to cast more complex and powerful spells.
Knowledge of your spells are kept on you for reference, usually in scrolls or in a spell book. Arcane spells use the arcane skill for spellcasting.
When spellcasting you need two free hands to effectively cast a spell. If you have only one hand available, you have disadvantage on the arcane skill check to cast a spell. Casting spells while holding a wand or staff substitute your need to have a two free hands, and you do not suffer disadvantage on your arcane skill while not having a free hand.
Divine Spells
Divine spells are granted by a higher power. This can be a deity, an ideology, or just an enormously powerful being. Take note of the entity you serve, because if you would act in a way that would anger or contradict that entity, they may strip you of your ability to cast divine spells under them.
When spellcasting you use the Divine skill to cast a spell. You need to have a symbol displayed of that which grants you your power. For example, it could be a medallion worn around the neck with the symbol of your chosen deity. The symbol is your conduit for your divine spellcasting, and you cannot cast divine spells without one.
Memorizing Spells
Memorizing any spell requires using a memory slot. To memorize arcane spells, you require a source where the knowledge of the spell is stored, such as a scroll. You commit it to memory over the course of 1 hour, provided you can understand the writing.
To memorize Divine spells, you must reach a higher state of mind to gain knowledge of the spells. This is done through a short 1 hour ritual by burning incense. During this ritual you can memorize certain spells, depending on the type of incense burned. Expensive incenses can grant you access to more powerful divine spells. You may also memorize divine spells from scrolls or other written source.
Magic Writing. Magical items, such as powerful wands, staffs, scrolls, spellbooks, or ancient relics hold the knowledge of certain spells. While you hold these items you do not need to memorize that spell to cast it, but it still requires a spellcasting check.
Spellcasting Skill
All spells are associated with at least one skill, Arcane or Divine, and that skill must be used to cast the spell. If a spell does not have an associated skill, then that spell does not exist in that type of magic. You may cast a spell from memorization or from a source (such as a spell book). If casting from a written source such as scroll or spellbook, you must use a turn action to cast the spell.
Channelling. Spells that are channeled require you to concentrate and use a turn action to continue the effect of the spell each turn.
Spell Missiles. If a spell fires a missile or ray, it requires an attack roll using your spellcasting skill check against the target’s AC, similar to a weapon attack. Casting a missile attack provokes attacks of opportunity from enemies within 5ft of you.
Spell Concentration. Spells that require concentration mean you must focus on the spell after you cast it to continue the effects. The effects last until something breaks your concentration, such as damage, you make a concentration check against the DC of the spell to keep focus on the spell. You can concentrate on multiple spells but must make a concentration check against the DC of each spell at the end of your turn to concentrate on them. You can end concentration as a reaction.
Touch Spells. You can touch a target as a swift action. If the target is hostile, it requires a spellcasting skill check against the target’s AC or it misses. If you miss the target, you can hold the spell in your open hand as long as you concentrate on the spell.
Mana Burn
If you attempt to cast a spell and fail, you gain mana burn equal to the amount you failed by. For example, if the result of your roll is an 8 when attempting to cast a Standard spell (DC 14), you instead take 6 mana burn and the spell effects do not occur. Mana burn can only be prevented by using a wand or staff. If you fail at casting a spell while your mana burn is equal to or higher than your hp, you are exposed to corruption.
Each hour of rest your mana burn is reduced by 1 + your CHA modifier.
Wands and Staffs. Wands and Staffs can allow you to mitigate some mana burn. Wands and staves have health points which take damage in mana burn before you do, if the hp of the wand or staff reaches 0 it is destroyed, and you take any remaining mana burn.
Corruption. When exposed to corruption you have a 2 in 6 chance to negate the effects of corruption, otherwise use the result of the die to determine what dark god has touched you, and the effect of the corruption. Corruption effects are cumulative and permanent. If any of your ability scores reaches 0, you die.
3 - Desuth - Lose 1d4 Charisma, 1d4 Strength, and 1d4 Reflex
4 - Gothmog - Gain 1d4 Strength, lose 2d4 Wisdom
5 - Morbus - Lose 1d4 Vitality
6 - Uth’saga - Lose 1d4 Perception and 1d4 Precision
Magic Resistance
Be aware that some creatures are resistant to magic. For example, Dwarves have a 1 in 6 chance to negate the effects of a spell entirely. If a creature resists a spell, they suffer no effects of the spell.
Magical Elements and Non-elemental Spells
There are 5 magical elements, each of which have their own unique qualities when rolling damage dice for them when casting a spell. These qualities are not unique to magical spells as explained later in the damage section. Poison (1d4), Acid (1d6), Cold (1d8), Lightning (1d10), and Fire (1d12), all have a special effect when you roll the die at its highest value; see the damage section for each effect.
Not all spells have a magical element attached to the damage, those without a referral to an element, simply roll the damage dice indicated. Spells that do not have an element are non-elemental spells, dealing magical force, entropic, or some other type of damage as described in the spell.
Spellcasting List
Elementary (DC 6)
Book Worm. (Arcane) Range: Touch. You touch a book that partially animates and speaks its content to you. You can ask the book a particular subject contained in the book or to read it in its entirety. Alternatively, you can ask the book to write within itself, if it has blank pages to do so. The book only writes in languages you know and speaks in the languages written within.
Detect or Hide Magic. (Arcane, Divine) Concentration, Range: Sight or Touch. Creatures and objects you can see reveal their magical nature (if any) as an aura around them. Alternatively, you can hide the aura of magic by touching the creature or object.
Hold Portal. (Arcane) Concentration, Range: Touch. You touch a door or other portal. The door is held in place at its current state (open or closed). Any creatures that attempt to force it otherwise must make Force of Might check contested with your Spellcasting check.
Icicle. (Arcane, Divine) Range: Touch. You create an icicle in your hand. The hardened ice takes the form of any thrusting weapon, or similar object, you choose and lasts 10 minutes before melting. The icicle cannot weight more than 15lbs.
Light or Darkness. (Arcane, Divine) Concentration, Range: Touch. You touch an object to create a fist-sized orb of light or darkness. The orb emits a 20ft radius of bright light or darkness. If magical light or darkness overlap, they cancel each other out.
Lucidity. (Arcane, Divine) Range: Touch. You touch a willing target who falls into a deep sleep for 8 hours, or until woken. During the sleep, the target dreams and is fully aware and in control of the dream.
Magic Missile (Arcane) Range: Sight. You fire a seeking missile at a target. An attack roll is not needed and the missile deals 1d4+1 damage.
Magic Weapon (Arcane, Divine) Concentration, Range: Self. While you concentrate, weapons that you use are considered magic.
Purify or Putrefy Food and Drink. (Arcane, Divine) Range: Touch. When purifying food and drink you remove any impurities from food and drink that you touch, making it safe to consume. When putrefying food and drink you defile it, causing food to rot and water to become impotable. Each casting of this spell can affect 1 pint of water and 2lbs of food.
Read Languages. (Arcane) Concentration, Range: Sight. You gain an insight and understanding to the words that you read, even though you do not understand the language.
Sand to Glass. (Arcane) Range: Touch. You touch an area of sand and up to 5 squared feet of sand turns to glass. Alternatively, you can touch glass to have up to 5 square feet of the glass turns to sand.
Sleep. (Arcane) Range: Touch. You touch a creature which causes it to fall asleep. A loud noise, any damage, sharp smells, or violent shaking will awaken the target, otherwise it sleeps for up to a minute.
Soothing Mist. (Arcane, Divine) Range: Sight. You create a 10ft square mist. The mist does not obscure vision but is soothing to the mind. While in the mist, creatures cannot be enraged or feared.
Spirit Animal. (Arcane, Divine) Range: 10ft. You conjure your spirit-linked animal called a Tonal, or Familiar. The spirit is an extension of your essence, shares your intelligence score, and a is fully corporeal. The Tonal can be any animal of your size or smaller. Once you have chosen your Tonal it cannot be changed, and only 1 Tonal can be active at a time. The Tonal can speak up to 2 languages that you know.
Tooth and Nail. (Arcane, Divine) Concentration, Range: Self. You grow your incisors into fangs or nails into claws. While you concentrate you can make an unarmed attack using your spellcasting check. The unarmed attack deals 1d6 damage instead of 1 damage, and you may add your Strength modifier to the damage.
Simple (DC 10)
Aflame. (Arcane) Range: Touch. You spark a fire with a touch. If you touch a creature, make an attack against them, causing them to gain the burning (fire) condition on a successful hit. Otherwise, you must touch a flammable material, which lights on fire.
Aquilan Tentacle. (Arcane) Concentration, Range: 30ft. You open a small portal to Aquila, a strange dimension of eldritch beasts. The portal is one-way, and a tentacle spews forth into your realm. The tentacle is stationary and attacks a random creature within 10ft of it at the end of your turn.
Animal Shape. (Arcane, Divine) Concentration, Range: Touch. You touch a creature to transform them into an animal of your choice. The target must be willing. While transformed you keep your hp, and you are damaged as normal but all other statistics from the animal are used.
Acid Orb. (Arcane) Range: Sight. You throw a ball of sizzling acid as a missile attack. It deals 2d6 acid damage.
Barbed Vines. (Arcane, Divine) Channeled, Range: 15ft. A pair of barbed vines spring out and constrict an enemy. While you channel this spell, your target is restrained by you and takes 1d6 damage from the barbs at the beginning of their turn. The opponent can escape with an opposing martial arts check against your spellcasting check.
Bless or Bane. (Arcane, Divine) Concentration, Range: Touch. You touch a creature and either bless or cause a bane to them. If you put a bane the creature, it temporarily reduces all checks by -1, or increases them by +1 if you bless a creature.
Blink. (Arcane) Range: 30ft. You teleport 30ft to an unoccupied square that you can see.
Call Lightning. (Arcane, Divine) Channeled, Range: Sight. While you channel this spell you call down a thin bolt of lightning each round which deals 2d10 lightning damage.
Charm Animal or Person. (Arcane, Divine) Channeling, Range: 30ft. You create a visual effect that magically charms a humanoid or animal. While charmed the creature follows your verbal commands.
Conjure Vermin. (Arcane, Divine) Concentration, Range: 5ft. You conjure a magical animal that follows your command. It must take a form you are familiar with and be of size small, or smaller.
Detect or Hide Trap. (Arcane) Concentration, Range: Sight or Touch. You sense the presence of any trap or trigger that would cause an unexpected harmful effect. Alternatively, you can hide a trap from magical detection by touching it.
Distortion. (Arcane) Concentration, Range: Self. You partially exist in another plane. While you are distorted you only take half damage, but only deal half damage and cannot score a critical hit.
Divine Sacrifice. (Divine) Channeled, Range: 60ft. You channel strings of energy to your allies. While you are channeling this spell, you may choose to transfer damage dealt (after resistances) to allies to yourself. This bypasses your damage resistance and magic resistance. In addition, the damage you take from this spell does not cause you to make a concentration check.
ESP. (Arcane) Concentration, Range: Sight. You detect the surface thoughts of any thinking creature. You can probe one creature on your turn while you concentrate, getting simple thoughts, and probes can continue from round to round to see if the thoughts change.
Hammer Down. (Arcane, Divine) Range: 5ft. You magically slam the ground beneath you. All those standing within 5ft of you fall prone.
Hold Person. (Arcane) Concentration, Range: Sight. You target a humanoid creature that becomes restrained by your spell. The creature can use an action to break free with an athletics check contested against your spellcasting check.
Ice Beam. (Arcane) Range: Sight. You fire a ray attack of pure frost that deals 1d8+3 cold damage.
Invisibility. (Arcane) Concentration, Range: Touch. You touch a creature or object that becomes invisible. While invisible your movements slightly blur the background behind you, so actions and movement become visible to others who are in line of sight with you.
Lightning Strike. (Arcane) Range: Self. Make a weapon attack if it hits it deals an extra 1d10 lightning damage. Your weapon is considered magical for the attack and the lightning damage dealt from this attack will not jump to you.
Levitate. (Arcane) Concentration, Range: Touch. You touch a creature or small object that begins to levitate, hovering 2 ft off the ground. All movement is considered difficult terrain unless there are holds to create leverage for the creature. Checks to manipulate the movement of the target creature (such as pushing or pulling) have advantage.
Magic Lock or Knock. (Arcane) Concentration, Range: Touch. You touch a lock, and it becomes magically locked, increasing its DC to your total spellcasting skill score. Alternatively, you can magically unlock a lock, using your spellcasting skill check to unlock the lock without lockpicks.
Locate Object. (Arcane, Divine) Concentration, Range: Self. You think of a specific object that you have seen before or type of object. You know the direction of that object as long as it is in the same dimension as yours.
Phantasmal Force. (Arcane) Concentration, Range: Sight. You create an illusion that can encompass a 60 cubic foot of volume. Touching the illusion provides some force, as to not immediately cause disbelief in the spell. The illusion can only support 100lbs of weight and cannot provide enough force to deal damage to a creature. If a creature inspects your illusion with an action, it can make a blind investigation check contested against your spellcasting skill check to disbelief the illusion.
Pillar or Pit. (Arcane, Divine) Range: Sight. You summon a pillar of rock at the target location. You must target a natural surface, and a pillar of rock springs forth outward from the target. The pillar is roughly cylindrical with a 5ft radius and height. It does not deal damage to any creatures in the area, unless the crushes a creature from above, dealing 3d6 damage. If a pillar is blocked from being created, it crushes anything in its path and then returns to the earth. Alternatively, you can create a pit that extends 5ft inward from the target.
Poison Spray. (Arcane) Range: 30ft line. You magically spray out a noxious poison in a 30ft line. Those within range take 3d4 poison damage.
Protection from Missiles. (Arcane, Divine) Concentration, Range: Touch. You touch a creature to have it gain cover (+4 to AC, dodging, and blocking checks) against missiles.
Rainstorm. (Arcane, Divine) Concentration, Range: Sight. You conjure a miniature rainstorm that applies heavy rainfall to a 20ft radius spherical area. The rain douses flames and causes elemental lightning to deal an extra 1d10 damage.
Searing Light. (Divine) Range: Sight. A flash of heavenly light burns through the target, dealing 1d12 fire damage.
Scorching Rays. (Arcane) Range: Sight. You cast 2 magical rays of fire against one, or two different targets. Each ray is a missile attack that deals 1d12 fire damage.
Shadow Walk. (Arcane) Range: Sight. You must be within darkness when casting this spell. You teleport to a point of darkness you can see. If the space is occupied, then you are shunted to the closest unoccupied space.
See Invisibility. (Arcane, Divine) Concentration, Range: Sight. Creatures that are magically or supernaturally invisible become visible to you.
Speak with Animals. (Arcane, Divine) Concentration, Range: Self. You can speak with any animal as if you shared the same language, others listening to the conversation only hear you making similar sounds that the animal would make.
Sun’s Radiance. (Arcane, Divine) Concentration, Range: Sight. You focus the sun on an 20ft radius spherical area of your choice. The area becomes uncomfortably warm. Wet areas dry within 1 round and elemental fire deals an extra 1d12 in the area. This spell must be cast in an area where the sun can reach.
Web. (Arcane) Range: Sight. A web magically appears with an area of 20 square feet. The web is subject to gravity and will fall like a net, restraining those entangled in it, if not anchored at each corner. The web is extraordinarily strong and sticky, supporting up to 1500lbs but movement speed is slowed to 5ft while climbing or walking the web. To cut through the web it has 5hp and AC 6 and a burst DC 10 using the Force of Might skill, the web is flammable and will erupt in flames within 2 turns if any part of it becomes in contact with fire.
Standard (DC 14)
Acid Arrow. (Arcane) Range: 60ft. An arrow of magical acid jolts out from you in a straight line 60ft and in a direction of your choosing. Those within the line take 5d6 acid damage.
Arc Lightning. (Arcane) Channeled, Range 30ft. You target an enemy within 30ft and sustain an arc of lightning to it. You make a ray attack when first casting the spell, although as you channel the spell you do not require another attack roll. While you channel this spell it deals 3d10 lightning damage at the beginning of each of your turns to the target. The arc is maintained while you can see the target and they’re within the range of the spell. If the arc is broken by not meeting these conditions it automatically arcs to the closest target that does, or until you end concentration as a reaction.
Bravery. (Divine) Concentration, Range: 30ft. You target an ally within 30ft who now gains immunity to being feared while you concentrate. In addition, whenever the target takes damage, they take 1d4 less damage.
Caustic Fallout. (Arcane) Range: Sight. You conjure a 10 ft radius of caustic dust. The dust reveals invisible creatures and causes burning (acid) and burning (fire) to all creatures within the affected area.
Conjure Animal. (Arcane, Divine) Concentration, Range: 5ft. You conjure a magical animal that follows your command. It must take a form you are familiar with.
Consecrate. (Divine) Concentration, Range: Self. You gain Radiance 4.
Continual Light or Dark. (Arcane, Divine) Range: Touch. You touch an object, and a fist-sized orb of light or dark appears. The orb emits a 20ft radius of bright light or darkness, and 20ft beyond that is dim light. This orb lasts 1d6 x 10 years. If magical light or darkness overlap, they cancel each other out.
Control Plants. (Arcane, Divine) Concentration, Range: 60ft. A plant within 60ft animates, becomes charmed, and follows your command while you concentrate. It cannot perform actions that would cause it obvious harm, such as uprooting itself.
Clairvoyance. (Arcane, Divine) Concentration, Range: Touch. You touch a reflective surface that begins to show you a location. The location must be known to you in some way. Creatures in the area can see you peering through a magical portal if they have some magical sight (such as detect magic or see invisibility).
Cure or Cause Disease. (Divine) Range: Touch. You can cure a disease that is afflicting a creature or cause a basic disease.
Darkvision. (Arcane, Divine) Concentration, Range: Sight. You can see through natural darkness with ease. All darkness becomes normal light to you.
Dominate Animal or Person. (Arcane, Divine) Concentration, Range: 30ft. You reach into the mind of a humanoid or animal, changing its thoughts. You gain control the target creature, and it follows your every command. Animals understand your spoken command even if they do not know any languages you know, although a humanoid must be able to understand you. The spell lasts until you dismiss the spell or 1 minute passes, and you cannot dominate more than 1 creature at a time.
Ebb and Flow. (Arcane, Divine) Concentration, Range: 60ft. You conjure a 20ft radius raging vortex of water. Choose creatures caught within, they are dealt 2d6 damage and pulled 5ft toward the center of the vortex. The area of the vortex is considered difficult terrain and its white waters block line of sight.
Elemental Shape. (Arcane, Divine) Concentration, Range: Self. You transform yourself into an elemental your size or one size smaller. You must have seen the elemental before choosing its shape. While transformed you keep your hp, and you are damaged as normal but all other statistics from the elemental are used.
Fan of Fire. (Arcane) Channeled, Range 15ft. A fan of continuous fire sprouts from your fingertips in a 15ft cone from you. Each turn it is channeled you deal 3d12 fire damage at the beginning of your turn.
Fireball. (Arcane) Concentration, Range: Sight. You create a marble sized orb of fire, which stays as such until you end concentration which can be at anytime on your turn, or a reaction on another creature’s turn. Once you end concentration the orb explodes dealing 3d12 fire damage to all creatures within a 20ft radius from the exploding orb.
Fly. (Arcane) Concentration, Range: Touch. You touch a creature allowing them to fly. They gain a magical fly speed of 30ft.
Haste or Slow. (Arcane) Concentration, Range: 30ft. You alter the flow of time in a minor way for a creature you see. If you speed up time, they get two turns on the same initiative and they have +2 to all checks that use precision, reflex, or strength and +2 to AC. If you slow down time then an action takes 1d4 turns to complete, they move at half speed, and they have -2 to all checks that use precision, reflex, or strength and -2 to AC.
Heavenly Hammer. (Divine) Range: Sight. You summon a spectral hammer from your deity. It falls from the sky and blasts your target for 3d8 damage. In addition, the target gains radiance 5 for 1 round, though this radiance only damages your enemies.
Lightning Bolt. (Arcane) Range: Sight. You launch a bolt of crackling lightning from your hand. You can make a ray attack with a range of 30ft, but the bolt is unpredictable beyond that point. The bolt hits the closest creature or object and arcs to each other creature and object in a crooked line away from you. It travels up to 100ft dealing 3d10 lightning damage to everything it strikes prioritizing metal objects.
Neutralize or Inflict Poison. (Divine) Range: Touch. You touch a creature and end a poison afflicting that creature or inflict a standard poison.
Remove or Cause Curse. (Arcane, Divine) Range: Touch. You touch to end the curse afflicting that creature. Alternatively, you can cause a basic curse.
Spores. (Arcane) Channeled, Range: 30ft. You conjure microscopic poisonous spores within the target while you channel this spell, dealing 6d4 poison damage. The channelling continues until you end concentration as a reaction or if the target leaves your line of sight or range of 30ft.
Squall. (Arcane, Divine) Concentration, Range: Sight. You create a channel of high winds within a 60ft line in an orientation of your choice within sight. It is impossible to fly through this area unless you are a dragon, or similar creature. Creatures within the area fall prone, or from the sky. If the creature spends a full round in the area, they are pushed 10ft in the direction of the wind.
Stoneskin. (Arcane, Divine) Concentration, Range: Self. You cover yourself in a rock armor. You cannot be wearing armor while using this spell. While covered in rock armor you have +5 DR.
Water Breathing. (Arcane, Divine) Concentration, Range: Touch. You touch a creature who can now breath water as if it were air.
X-ray Vision. (Arcane) Concentration, Range: Self. You can see through obstacles, but your vision is stopped by 2 or more feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead foil.
Major (DC 18)
Beacon. (Divine) Concentration, Range: Touch. You touch a willing creature who glows with radiant light. The target gains Radiance 7 while you concentrate.
Bolt of Chaos. (Arcane) Range: Sight. You make a ray attack against a target you can see. If the ray hits, there is a 3 in 6 chance it deals 3d12 fire damage and 3d6 Acid damage or else it deals 3d10 lightning damage and 3d8 cold damage.
Charm Monster. (Arcane, Divine) Channelling, Range: 30ft. You create a visual effect that magically charms a monster. While charmed the creature follows your verbal commands.
Dispel or Counter Magic. (Arcane, Divine) Range: Touch. You touch a magical object or creature and dispel magic from it. A magical object loses its magic qualities for 1d4 minutes, and a creature forgets any magical ability or spells it knew. Alternatively, you can cast the spell in preparation to counter another spell. When countering a spell, you cast the spell on your turn and can hold the spell for up to a minute, as a reaction you counter another target you can see.
Confusion. (Arcane, Divine) Concentration, Range: 30ft. A target that can see and hear you gains the confused condition.
Dimensional Portal. (Arcane) Concentration, Range: Sight. You open a small rift in space, about the size of a doorway. Creatures and objects can move one-way through the portal. The portal destination is a location that you are familiar with and is within 1 mile of the portal entrance. Those looking through the rift, see the portal’s destination and if there is no space for the creature or object at the portal destination then they cannot go through the portal. If you end concentration or go through the portal yourself then the portal closes.
Hallucinatory Terrain. (Arcane) Concentration, Range: 400ft radius. The area takes on features of the terrain type you choose. Real objects take on features that make sense in the context of the hallucination (such as a corridor looking like a path between dense tree lines). Those who take the time to investigate the realness of the hallucination make a blind investigation check against DC 18 to determine if the hallucination is real or not.
Martyrdom. (Divine) Range: Touch. You lose half your current health points and transfer Warded 3 to a target you touch. These warded levels last for 1 minute.
Morph. (Arcane) Concentration, Range: Touch. A creature you touch becomes 1 size larger or smaller. That creature doubles, if larger, or halves, if smaller, its damage (minimum 1 damage) and its size bonus to AC and health is adjusted accordingly.
Plant Growth. (Divine) Range: 400ft radius. Plants overgrow in the area around you. The area is completely overgrown with plants appropriate for the biome you are in, causing the area to be difficult terrain.
Pool of Acid. (Arcane) Range: 60ft. You create a 10ft radius pool of acid on the ground. Those within the acid take 4d6 acid damage and gain the burning (acid) condition. The acid will eat through up to 10ft of stone, metal, flesh, or wood.
Ride the Lightning. (Arcane) Range: Sight. You temporarily transform yourself into a bolt of lightning. The bolt hits the closest creature or object and arcs to each other creature and object in a direction you choose. It travels up to 100ft dealing 5d10 lightning damage to objects you choose in a line. You can alter the course of your travelling, but your next target must always be further away from your starting location. After you’ve travelled 100ft, or you choose to stop, you return to your previous form in the space where the lightning bolt ends.
Screamwave. (Arcane, Divine) Range: 60ft cone. You let out an impossibly loud scream that affects creatures in a 60ft cone. All creatures take 7d6 damage and become permanently deafened. The scream can be heard easily from 1 mile.
Seeking Eye. (Arcane, Divine) Concentration, Range: Touch. You touch a small object (fist-sized or smaller) or creature to see through. While you concentrate your vision is instead switched to the object or creature. You can use a minor telekinesis effect to move the small object which now has a flight speed of 10ft.
Speak with Plants. (Arcane, Divine) Concentration, Range: Self. You can speak with any plants as if you shared the same language, others do not hear any noises coming from you or the plants though there is a slight breeze flowing between you. The plants can communicate anything affecting the environment within the biome you are in.
Spear of the Gods. (Divine) Range: Sight. An enormous beam of piercing light falls upon your target, dealing 7d8 damage.
Sticks to Snakes. (Arcane, Divine) Concentration, Range: Sight. Small twigs, branches, or pieces of wood (such as wooden weapons), that you can see turn into snakes that attack your enemies or slither away. You create 2d4+1 vipers, which act on your turn.
Strengthen or Weaken Stone. (Arcane, Divine) Range: Touch. You touch the face of stone which strengthen or weakens its composition, affecting 5 cubic feet of stone with each casting of the spell. If you strengthen the stone, its DR increases by 5 and its health doubles. If you weaken the stone, then the DR is reduced to 1 and its health is halved.
Vomit Hellion. (Arcane) Range: Self. You summon a hellion, a tiny demon from the dimension of Deimos. The demon obeys you for 1 minute then will go about its own business in this dimension.
Wall of Fire or Ice. (Arcane) Concentration, Range: Sight. You create a straight wall that is 10ft high and made of magical fire or ice. If the wall is made of fire, then it counts as difficult terrain, and all that enter it or start their turn inside it takes 4d12 fire damage and 2d12 fire damage if they start their turn adjacent to the fire.
If the wall is made of ice, it becomes an opaque ice which blocks line of sight, trying to break the ice requires an athletics check contested against your spellcasting skill check, it has an AC of 6, and has health points equal to 2 times your spellcasting skill score.
Wave. (Arcane, Divine) Concentration, Range: Self. You conjure a wave that carries you long distances quickly. While concentrating your speed is doubled. The wave can also lift you up 10 ft high.
Powerful (DC 22)
Animal Growth. (Arcane, Divine) Range: 400ft radius or Touch. Animals within range grow into their adult forms and adult animals within your sight have a 1 in 6 chance of becoming a dire version of themselves, growing 1 size larger. Alternatively, you can touch an animal to have it growing it to its adult form or into the dire form of itself if it is already an adult.
Animate Dead. (Arcane, Divine) Range: Touch. You touch a corpse and infuse it with a dark energy. The corpse animates into a mindless zombie or skeleton of equal size. The animated dead instinctually seek out life and attempt to extinguish it. Casting this spell is an evil act.
Cloudkill. (Arcane) Concentration, Range: Sight. You create a 20 cubic foot cloud of noxious acid. The cloud is completely opaque, and those within it are blinded. When a creature starts their turn in the cloud, they take 12d4 poison damage.
Commune. (Arcane, Divine) Range: Touch. You touch a statue or symbol that represents the entity in which you intend to commune with and then ask it a question. There is a 1 in 6 chance the entity ignores your question completely, otherwise it answers the question if it can. After the entity finishes the question, it will ignore other requests for the next week.
Conjure Elemental. (Arcane, Divine) Range: Sight. You conjure an elemental creature from its corresponding element that you can see. The size of the elemental creature is relative to the size of the source that you create it from, and it acts and obeys your command on your turn. For example, a small campfire will create a small fire elemental and a pond may create a large water elemental. You can only create large or smaller sized elemental.
Contact Other Dimension. (Arcane, Divine) Concentration, Range: Touch. You touch a reflective surface to open a line of communication with a being in another dimension. You must know the creature being contacted or know the type of creature (which contacts a random being of that type), and the dimension in which you are contacting. You can converse with the creature as if talking through a window using the reflective surface.
Create Food and Drink. (Arcane, Divine) Range: Touch. You touch a flat empty surface and create up to a gallon of drink in a container and 20lbs of plated foods, provided it will fit on the surface. The food and drink can be anything you choose, as long as it is not poisonous to you.
Dragonfire. (Arcane) Range: 60ft Cone. You breathe out dragon’s fire. This intense flame melts almost anything and deals a massive 6d12 fire damage to all those within a 60ft cone.
Feeblemind. (Arcane) Range: Touch. You touch a creature and wither its intellect. The creature permanently loses 3d6 points of its intelligence score. If a creature falls to 0 intelligence it becomes catatonic. Alternatively, the creature forgets all skills, powers, and spells.
Hold Monster. (Arcane, Divine) Concentration, Range: Sight. You target a creature that is restrained by your spell. The creature attempts to break free at the end of its turn with an athletics check contested against your spellcasting check.
Insect Plague. (Arcane, Divine) Concentration, Range: 400ft radius. Insects in the area form 1d4+1 insect swarms that follow your command during your turn. The insects gain painful and poisonous bites if they do not already have them. Swarms can’t be targeted individually and are immune to most attacks that don’t cover an area of effect.
Passwall. (Arcane, Divine) Concentration, Range: Touch. You touch a stone or wooden wall and a straight corridor up to 100ft long and 5ft wide magically forms. The corridor connects two rooms. If you end your concentration the corridor closes and those with are shunted to the closest room, taking 1d6 damage per 10ft of movement.
Possession. (Arcane, Divine) Concentration, Range: Touch. You touch a creature’s mind and take possession of its body. At the end of the possessed creatures turn it can attempt to regain control of its mind with a concentration check contested against your spellcasting skill check, if it succeeds you lose control of the creature.
Alternatively, you can touch an object to have your soul enter the object. You can manipulate the object if it has moving parts. If the object or creature you enter is destroyed or you lose concentration, you are forced to return to your body. If you are forced to return to your body, but your body is on a different dimension or your body has been reduced to 0 hp, then you die instead.
Raise Dead. (Divine) Range: Touch. You touch a corpse and infuse it with magical lifegiving energy. The soul of the creature must agree to return to its body, which only partially regenerates. The spell cannot regenerate a corpse too far gone, such as missing a head, vital organs, rotted for more than a week, disintegrated, etc. Additionally, some scars may not fully heal.
Quest. (Arcane, Divine) Range: Touch. You touch a creature who carries out your command if it can understand you and if the command would not obviously result in certain death. The creature is charmed while carrying out the command. If the creature acts in opposition to this command, then it received 2d6 damage. The spell only ends when the target finishes the given command.
Rock to Mud. (Arcane, Divine) Range: Touch. You touch a rock face and up to 20 cubic feet of the rock turns to mud. Alternatively, you can touch mud to have up to 20 cubic feet of the mud turn to rock.
Summon Demon. (Arcane) Range: 5ft. You summon a demon from Deimos. You must know the name of the demon, otherwise a random demon is summoned. Demons are incarnations of pure evil and will only carry out evil deeds. The summoned demon is not bound to follow your command nor become your ally, though it can be convinced to do so.
Telekinesis. (Arcane) Channeled, Range: Sight. You can manipulate objects from afar, using your spellcasting skill score the same way as if it were a strength score. While holding an object with telekinesis, you can move objects up to 60ft on each of your turns.
Teleport. (Arcane) Concentration, Range: Dimensional. You can create a magical portal the size of a doorway that leads to a place that you know of, as long as the location is on the same dimension as you. Looking through the portal reveals the other side. You can choose a destination location on a map or picture, but there is a 3 in 6 chance that the location is off by 100 miles. If you end your concentration or step through the portal, the portal closes.
Wall of Stone or Iron. (Arcane) Range: Sight. A wall of solid stone 2 feet thick, or a 6 inch thick wall of iron, springs into existence. The wall can be 10ft high and 60ft long if made of stone, or 5ft high and 30ft long if made of iron.
Supreme (DC 26)
Anti Magic Shell. (Arcane, Divine) Concentration, Range: Self. A shell of anti magic forms around you. While you are enclosed in the shell, you resist hostile spells against you.
Control Weather. (Arcane, Divine) Range: 200 mile radius. The weather changes to your will. The limits can only be the utmost extreme that is possible in the biome you are in.
Death. (Arcane, Divine) Range: Sight. You attempt to end the life force of a living creature with a thought. You make a spellcasting skill check contested with the endurance check of the creature, if you succeed the contest the target dies.
Disintegrate. (Arcane) Range: Sight. You cast a green magical ray that disintegrates up to a 5ft cube of matter. If you are targeting a creature with the ray attack, it deals 10d6+40 damage.
Invisible Stalker. (Arcane, Divine) Concentration, Range: Self. You exhale out a special air elemental called an invisible stalker. While you concentrate you think of a specific creature you know. The elemental knows the location of the target and attempts to kill it. If you end your concentration, then the elemental disperses back into normal air.
Move Earth. (Arcane, Divine) Range: Sight. You cause an earthquake and the earth to move in an area you can see. Tremors cause 2d6 damage to creatures in the area and you can make cracks or sharp pillars in the earth up to 20ft wide and 6oft tall/deep and 100ft long. Creatures that fall in the cracks you create take 1d6 damage per foot fallen and falling rocks can deal up to 10d6+10 damage.
Move Water. (Arcane, Divine) Range: Sight. You shift the waters you can see, manipulating them in a way of your design. You can create tsunamis or part the waters for travel. Those caught in the turbulence of the waters can take up to 10d6+10 damage.
Projection. (Arcane, Divine) Range: Self. You can project yourself into another dimension. You must be aware of this other dimension, and you cannot project yourself again until 24 hours have passed. You can also project up to 8 other creatures who are touching you while you cast this spell.
Reincarnation. (Divine) Range: Touch. You touch the remnants of a creature. Over the course of 1 hour a magical pod forms and the soul of the creature is called to the pod which holds a new body. The body grows quickly into an adult over the next 3 hours, but the race of the new body is random. Despite this, the creature recalls their former life completely and retains all their statistics and skills (not mutations) but adjust their ability scores, subtracting their previous racial traits with their ability score bonuses. Roll a d8 to determine the creature’s new race: 1 – Birdfolk, 2 – Dwarf, 3 – Elf, 4 – Anuran, 5 – Halfling, 6 – Human (player chooses variant), 7 – Lacertian, and 8 – Orc.
Transformation. (Arcane) Concentration, Range: Self. Your body transforms into another creature of your choice while you concentrate. You return to your previous self after the spell ends. While transformed you keep your hp, and you are damaged as normal but all other statistics from the creature are used.
Ultravision. (Arcane, Divine) Concentration, Range: Sight. You see all. You can see through 1 ft of solid objects, you are immune to being blinded, you can see in natural and magical darkness, and you are immune to any hallucinations or illusions