User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
spells_list [2024/12/25 01:27] scottspells_list [2024/12/25 01:55] (current) scott
Line 9: Line 9:
   * 5th/15th Level Bonus: If the spell becomes stronger as you gain class levels, the stronger versions of the spell are described here.   * 5th/15th Level Bonus: If the spell becomes stronger as you gain class levels, the stronger versions of the spell are described here.
  
 +===== List of Spells =====
  
 ==== Animal Aspect ==== ==== Animal Aspect ====
Line 154: Line 155:
 **Effect:** This spell may be cast as a reaction. When targeted by a spell that you are aware of that has you as a target, you can counter it (as per the Counter action) with this spell. You must expend 1 mana to cast this spell as a counter action. You and the spell’s caster make opposed Spellcasting Proficiency rolls (1d20 + Spellcasting Proficiency). If yours is higher, the enemy’s spell fails. If the enemy’s roll is higher, their spell goes off without issue. **Effect:** This spell may be cast as a reaction. When targeted by a spell that you are aware of that has you as a target, you can counter it (as per the Counter action) with this spell. You must expend 1 mana to cast this spell as a counter action. You and the spell’s caster make opposed Spellcasting Proficiency rolls (1d20 + Spellcasting Proficiency). If yours is higher, the enemy’s spell fails. If the enemy’s roll is higher, their spell goes off without issue.
 === Deeper Rules === === Deeper Rules ===
-Aware: You must know a spell is being cast and that it’s targeting you. You don’t need to know what kind of spell. This caveat is largely to prevent you from attempting to counter spells that were done stealthily or in a way you are otherwise unaware of. +  * Aware: You must know a spell is being cast and that it’s targeting you. You don’t need to know what kind of spell. This caveat is largely to prevent you from attempting to counter spells that were done stealthily or in a way you are otherwise unaware of. 
-Counter Action: Casting this spell is technically 2 kinds of actions at once: the “casting a spell” action and the “counter” action. It only consumes 1 reaction however. +  Counter Action: Casting this spell is technically 2 kinds of actions at once: the “casting a spell” action and the “counter” action. It only consumes 1 reaction however. 
-Requires Mana: Spellcasters who cast spells without using mana, such as a warlock, cannot learn this spell.+  Requires Mana: Spellcasters who cast spells without using mana, such as a warlock, cannot learn this spell.
  
-Create Undead+==== Create Undead ====
   * **Keywords:** Corruption, Ritual, Touch   * **Keywords:** Corruption, Ritual, Touch
   * **School:** Divine   * **School:** Divine
Line 165: Line 166:
   * **15th Level Bonus:** The creature targeted can be equal to your level. Creatures you use this spell on need to have this spell re-cast on them every year to remain animated.   * **15th Level Bonus:** The creature targeted can be equal to your level. Creatures you use this spell on need to have this spell re-cast on them every year to remain animated.
  
-Creeping Fog+==== Creeping Fog ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Nature   * **Schools:** Nature
Line 172: Line 173:
   * **15th Level Bonus:** When casting this spell, you can choose to have the cloud be made of toxic gas; creatures within the cloud at the start of their turn must make a Fortitude save or take 1d4 acid damage and 1d4 poison damage per 2 levels and become blighted for 1 minute. A successful Fortitude save negates both the damage and the blighted condition.    * **15th Level Bonus:** When casting this spell, you can choose to have the cloud be made of toxic gas; creatures within the cloud at the start of their turn must make a Fortitude save or take 1d4 acid damage and 1d4 poison damage per 2 levels and become blighted for 1 minute. A successful Fortitude save negates both the damage and the blighted condition. 
 === Deeper Rules === === Deeper Rules ===
-Blowing It Away: A strong gust of wind over at least half of the area covered by this spell can disperse it. +  * Blowing It Away: A strong gust of wind over at least half of the area covered by this spell can disperse it. 
-Choice Of Effects: You cannot combine the 5th and 15th level effects of this spell. You can choose one or the other effect.+  Choice Of Effects: You cannot combine the 5th and 15th level effects of this spell. You can choose one or the other effect.
  
-Cure Ailment+==== Cure Ailment ====
   * **Keywords:** Healing, Instant.   * **Keywords:** Healing, Instant.
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 182: Line 183:
   * **15th Level Bonus:** The maximum DC of diseases or poisons you can cure is equal to 20 + your Spellcasting or Medicine proficiency (whichever is higher).   * **15th Level Bonus:** The maximum DC of diseases or poisons you can cure is equal to 20 + your Spellcasting or Medicine proficiency (whichever is higher).
  
-Cure Wounds+==== Cure Wounds ====
   * **Keywords:** Healing, Touch, Instant   * **Keywords:** Healing, Touch, Instant
   * **Schools:** Divine   * **Schools:** Divine
Line 189: Line 190:
   * **15th Level Bonus:** You can heal all willing creatures within a 30-foot radius, centered on you, with this spell. If used in this fashion, the spell loses the touch keyword.   * **15th Level Bonus:** You can heal all willing creatures within a 30-foot radius, centered on you, with this spell. If used in this fashion, the spell loses the touch keyword.
 === Deeper Rules === === Deeper Rules ===
-Is this “Damage”?: For the purpose of effects this is not damage unless it's used to cause damage to a target. For example: you could not apocalyptically heal someone with the apocalyptic metamagic. You could, however, use this spell on an undead who takes damage from life energy and modify it with the apocalyptic metamagic to deal Absolute damage. +  * Is this “Damage”?: For the purpose of effects this is not damage unless it's used to cause damage to a target. For example: you could not apocalyptically heal someone with the apocalyptic metamagic. You could, however, use this spell on an undead who takes damage from life energy and modify it with the apocalyptic metamagic to deal Absolute damage. 
-Curse+ 
 +==== Curse ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **School:** Divine   * **School:** Divine
Line 197: Line 199:
   * **15th Level Bonus:** The result becomes Impaired 5 and lasts for 24 hours.   * **15th Level Bonus:** The result becomes Impaired 5 and lasts for 24 hours.
  
- +==== Cursed Favor ====
-Cursed Favor+
   * **Keywords:** Curse, Enhancement   * **Keywords:** Curse, Enhancement
   * **Schools:** Divine   * **Schools:** Divine
Line 204: Line 205:
   * **5th Level Bonus:** You may target any number of creatures within 30 feet of you with this spell.   * **5th Level Bonus:** You may target any number of creatures within 30 feet of you with this spell.
   * **15th Level Bonus:** The Spellcasting DC to replace this enhancement is Absolute.   * **15th Level Bonus:** The Spellcasting DC to replace this enhancement is Absolute.
- 
 === Deeper Rules === === Deeper Rules ===
-Order of Operations: If you cast this spell on someone with a Spell Shield the Spell Shield would apply first as Cursed Favor requires the target to make a Will save. +  * Order of Operations: If you cast this spell on someone with a Spell Shield the Spell Shield would apply first as Cursed Favor requires the target to make a Will save. 
-Curse of Glass+ 
 +==== Curse of Glass ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 214: Line 215:
    * **15th Level Bonus:** The target becomes Vulnerable to all physical damage types for 1 minute.    * **15th Level Bonus:** The target becomes Vulnerable to all physical damage types for 1 minute.
  
- +==== Dancing Weapon ====
-Dancing Weapon+
   * **Keywords:** Summon, Touch   * **Keywords:** Summon, Touch
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
 **Effect:** Select a weapon you are wielding and it becomes animated and fights by your side for 1 minute. Your weapon becomes a minion (as per the minion rules) and uses your proficiency bonuses, saves, and ability modifiers. As with all minions you must take the “Direct Minion” action to give it a command. A dancing weapon has 20 AC, is mindless, and has a fly speed of 30 feet.  **Effect:** Select a weapon you are wielding and it becomes animated and fights by your side for 1 minute. Your weapon becomes a minion (as per the minion rules) and uses your proficiency bonuses, saves, and ability modifiers. As with all minions you must take the “Direct Minion” action to give it a command. A dancing weapon has 20 AC, is mindless, and has a fly speed of 30 feet. 
   * **15th Level Bonus:** The dancing weapon lasts for 1 hour.   * **15th Level Bonus:** The dancing weapon lasts for 1 hour.
- 
 === Deeper Rules === === Deeper Rules ===
-Line of Sight/**Effect:** If you ever lose line of sight or line of effect with your weapon this spell’s effect ends prematurely. +  * Line of Sight/**Effect:** If you ever lose line of sight or line of effect with your weapon this spell’s effect ends prematurely. 
-Bonuses: A dancing weapon doesn’t get any bonus damage dice or other bonuses from things like spells, class features, feats, etc. For example: a berserker's rage won’t grant the attacks a dancing weapon makes extra damage. Just the base abilities. +  Bonuses: A dancing weapon doesn’t get any bonus damage dice or other bonuses from things like spells, class features, feats, etc. For example: a berserker's rage won’t grant the attacks a dancing weapon makes extra damage. Just the base abilities. 
-When In Doubt, Use Your Stuff: There are strange edge cases where you’d need to know things like “What is the Acrobatics skill of the dancing weapon?”. When in doubt, look at the caster’s abilities. +  When In Doubt, Use Your Stuff: There are strange edge cases where you’d need to know things like “What is the Acrobatics skill of the dancing weapon?”. When in doubt, look at the caster’s abilities. 
-No Combat Maneuvers: A dancing weapon cannot do combat maneuvers.+  No Combat Maneuvers: A dancing weapon cannot do combat maneuvers.
  
-Darkness+==== Darkness ====
   * **Keywords:** -   * **Keywords:** -
   * **Schools:** Arcane, Nature, Weird   * **Schools:** Arcane, Nature, Weird
Line 234: Line 233:
   * **15th Level Bonus:** You and any ally you designate at the time of casting are immune to the effects of this spell, treating the area as if it had the normal light level.   * **15th Level Bonus:** You and any ally you designate at the time of casting are immune to the effects of this spell, treating the area as if it had the normal light level.
  
-Deadly Pit+==== Deadly Pit ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Nature, Weird   * **Schools:** Arcane, Nature, Weird
Line 241: Line 240:
   * **15th Level Bonus:** The pits are also full of acid gas. Creatures take 2d6 acid damage each round they are within the confines of a deadly pit.   * **15th Level Bonus:** The pits are also full of acid gas. Creatures take 2d6 acid damage each round they are within the confines of a deadly pit.
 === Deeper Rules === === Deeper Rules ===
-Climbing Out: It is an Average (15) check to climb the walls of such a pit. Grabbing the side of a pit (a Reflex or Acrobatics check) is a Dire (25) check. +  * Climbing Out: It is an Average (15) check to climb the walls of such a pit. Grabbing the side of a pit (a Reflex or Acrobatics check) is a Dire (25) check. 
-Ending the Spell: Creatures still in the pit when the spell ends are safely returned to the surface. +  Ending the Spell: Creatures still in the pit when the spell ends are safely returned to the surface. 
-Fall Damage: Remember- if you fall more than 20 feet you take 1 point of force damage for every foot you fall!+  Fall Damage: Remember- if you fall more than 20 feet you take 1 point of force damage for every foot you fall!
  
-Death Curse+==== Death Curse ====
   * **Keywords:** Curse, Death, 10th Level, Instant   * **Keywords:** Curse, Death, 10th Level, Instant
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
 **Effect:** You channel dark power through a foe within 30 feet of you, attempting to snuff out their life force. The target must make a Fortitude save. If they succeed, your target takes no damage and becomes immune to your death curse spell for 24 hours. Otherwise, if they fail they are killed outright. Undead and creatures without a life force are not valid targets for this spell. **Effect:** You channel dark power through a foe within 30 feet of you, attempting to snuff out their life force. The target must make a Fortitude save. If they succeed, your target takes no damage and becomes immune to your death curse spell for 24 hours. Otherwise, if they fail they are killed outright. Undead and creatures without a life force are not valid targets for this spell.
  
-Death Ward+==== Death Ward ====
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **Schools:** Divine   * **Schools:** Divine
Line 257: Line 256:
   * **15th Level Bonus:** This spell lasts 1 hour.   * **15th Level Bonus:** This spell lasts 1 hour.
  
-Detect Divinity+==== Detect Divinity ====
   * **Keywords:** Personal, Instant.   * **Keywords:** Personal, Instant.
   * **School:** Divine   * **School:** Divine
Line 264: Line 263:
   * **15th Level Bonus:** The spell’s effect lasts for 24 hours. The spell loses the instant keyword and becomes an enhancement.   * **15th Level Bonus:** The spell’s effect lasts for 24 hours. The spell loses the instant keyword and becomes an enhancement.
  
-Detect Invisible+==== Detect Invisible ====
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **Schools:** Arcane, Psychic   * **Schools:** Arcane, Psychic
Line 271: Line 270:
   * **15th Level Bonus:** You gain Blindsense (invisible) with a range of 60 feet.   * **15th Level Bonus:** You gain Blindsense (invisible) with a range of 60 feet.
  
-Detect Magic+==== Detect Magic ====
   * **Keywords:** Cantrip, personal   * **Keywords:** Cantrip, personal
   * **Schools:** Arcane   * **Schools:** Arcane
Line 278: Line 277:
    * **15th Level Bonus:** The range of the effect increases to 60 feet.    * **15th Level Bonus:** The range of the effect increases to 60 feet.
  
-Dictate+==== Dictate ====
   * **Keywords:** Holy or Unholy, Instant, Mental, Fear   * **Keywords:** Holy or Unholy, Instant, Mental, Fear
   * **School:** Divine   * **School:** Divine
Line 287: Line 286:
   * **15th Level Bonus:** Affected creatures that fail their save are additionally paralyzed for 3 rounds.   * **15th Level Bonus:** Affected creatures that fail their save are additionally paralyzed for 3 rounds.
  
-Dimensional Anchor+==== Dimensional Anchor ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 294: Line 293:
   * **15th Level Bonus:** The effect lasts for 1 month. The range is now simply any creature you have both line of sight and line of effect to.   * **15th Level Bonus:** The effect lasts for 1 month. The range is now simply any creature you have both line of sight and line of effect to.
  
-Discern Oath+==== Discern Oath ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
 **Effect:** You meditate on the moral nature of a creature you have met. After 1 hour of doing so you may make a Challenging (20) Spellcasting check to discern one of their oaths. If the target is at least Professional in Bluff it is instead a Heroic (30) check. **Effect:** You meditate on the moral nature of a creature you have met. After 1 hour of doing so you may make a Challenging (20) Spellcasting check to discern one of their oaths. If the target is at least Professional in Bluff it is instead a Heroic (30) check.
-Special: If you have something deeply personal to the subject of this spell and destroy it as part of the ritual, you automatically succeed in the attempt to discern their oath.+**Special:** If you have something deeply personal to the subject of this spell and destroy it as part of the ritual, you automatically succeed in the attempt to discern their oath.
   * **15th Level Bonus:** Casting this spell only takes 1 minute.   * **15th Level Bonus:** Casting this spell only takes 1 minute.
-Sidebar: Oaths in the Game World+ 
 +=== Sidebar: Oaths in the Game World ===
 An “oath” is not so much a “thing” in the actual game; it is a mechanical abstraction. It is called different things by different people but ultimately represents their sense of morality. It might be their formal code of conduct, their religious beliefs, their personal philosophy, a literal oath they have sworn, what drives them, or even something as fluid as “just how they do things”. The discern oath spell is actually giving the caster insight into their heart, their underlying morality and what is important to them. An “oath” is not so much a “thing” in the actual game; it is a mechanical abstraction. It is called different things by different people but ultimately represents their sense of morality. It might be their formal code of conduct, their religious beliefs, their personal philosophy, a literal oath they have sworn, what drives them, or even something as fluid as “just how they do things”. The discern oath spell is actually giving the caster insight into their heart, their underlying morality and what is important to them.
  
-Disguise+==== Disguise ====
   * **Keywords:** Personal, Enhancement, Illusion   * **Keywords:** Personal, Enhancement, Illusion
   * **Schools:** Arcane   * **Schools:** Arcane
Line 310: Line 310:
   * **5th Level Bonus:** You can disguise yourself as specific individuals rather than a general type of creature. Additionally, the spell loses the personal keyword and gains the “touch” keyword. It only works on willing creatures.   * **5th Level Bonus:** You can disguise yourself as specific individuals rather than a general type of creature. Additionally, the spell loses the personal keyword and gains the “touch” keyword. It only works on willing creatures.
   * **15th Level Bonus:** Until provided evidence of the deception, creatures attempting to identify you treat the DC as Absolute. The duration also increases to 24 hours.   * **15th Level Bonus:** Until provided evidence of the deception, creatures attempting to identify you treat the DC as Absolute. The duration also increases to 24 hours.
- 
 === Deeper Rules === === Deeper Rules ===
-Known Targets: You must have intimate knowledge of what you are trying to appear as. You can appear as an orc only if you know what an orc looks like. +  * Known Targets: You must have intimate knowledge of what you are trying to appear as. You can appear as an orc only if you know what an orc looks like. 
-General Form: This cannot change your size category or general form. For example: you could turn from an elf to a human but turning from an elf to a giant or an elf to a dog would not work.+  General Form: This cannot change your size category or general form. For example: you could turn from an elf to a human but turning from an elf to a giant or an elf to a dog would not work.
  
-Disintegrate+==== Disintegrate ====
   * **Keywords:** Instant   * **Keywords:** Instant
   * **Schools:** Arcane, Weird   * **Schools:** Arcane, Weird
Line 322: Line 321:
   * **15th Level Bonus:** If you target an object, it destroys up to a 30-ft cube of material.   * **15th Level Bonus:** If you target an object, it destroys up to a 30-ft cube of material.
  
-Sidebar: What is Null Damage? +==== Sidebar: What is Null Damage? ==== 
-Null damage is a special kind of damage focused on in future works. If you are just playing with the basic rules we suggest you use force damage instead of null damage. +Null damage is a special kind of damage that appears in the non-basic rules. If you are playing with the basic rules we suggest you use force damage instead of null damage. 
-Dispel Magic+ 
 +==== Dispel Magic ====
   * **Keywords:** Instant   * **Keywords:** Instant
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 331: Line 331:
   * **15th Level Bonus:** Your bonus to dispel effects is Absolute.   * **15th Level Bonus:** Your bonus to dispel effects is Absolute.
 === Deeper Rules === === Deeper Rules ===
-Magic Items: Magic items require a Heroic (30) Spellcasting check to dispel. +  * Magic Items: Magic items require a Heroic (30) Spellcasting check to dispel. 
-Artifacts: Artifacts have dispel DC of Absolute. +  Artifacts: Artifacts have dispel DC of Absolute. 
-No Caster: If there is no “caster” of the spell, such as a phenomenon or a magical environmental effect, the GM should use their discretion. Most spells that aren’t cast by a spellcaster have a Challenging (20) DC.+  No Caster: If there is no “caster” of the spell, such as a phenomenon or a magical environmental effect, the GM should use their discretion. Most spells that aren’t cast by a spellcaster have a Challenging (20) DC.
  
-Divine Bolt+==== Divine Bolt ====
   * **Keywords:** Instant   * **Keywords:** Instant
   * **Schools:** Divine   * **Schools:** Divine
Line 342: Line 342:
   * **15th Level Bonus:** Select the Holy or Unholy keyword and grant it to this spell. Any creature who has the opposite keyword takes double damage from this spell.   * **15th Level Bonus:** Select the Holy or Unholy keyword and grant it to this spell. Any creature who has the opposite keyword takes double damage from this spell.
  
-Dominate+==== Dominate ====
   * **Keywords:** Curse, Corruption, 5th Level, Mental   * **Keywords:** Curse, Corruption, 5th Level, Mental
   * **Schools:** Arcane, Psychic   * **Schools:** Arcane, Psychic
Line 348: Line 348:
   * **15th Level Bonus:** The spell now lasts 24 hours.   * **15th Level Bonus:** The spell now lasts 24 hours.
  
-Sidebar: Players, Consent, and Dominate+=== Sidebar: Players, Consent, and Dominate 
 + ===
 Spells like dominate are some of the most horrifying and upsetting spells in the world. You don’t kill someone, you steal their will and enslave them while they watch, horrified, as their body does things without their control. This robs the person you dominate of their consent and casting it is very corrupting, as well as morally repugnant. There are almost no “moral” ways to use this spell, perhaps using it to stop someone from committing murder and have them take a seat, and doing so will likely still upset people in game. Spells like dominate are some of the most horrifying and upsetting spells in the world. You don’t kill someone, you steal their will and enslave them while they watch, horrified, as their body does things without their control. This robs the person you dominate of their consent and casting it is very corrupting, as well as morally repugnant. There are almost no “moral” ways to use this spell, perhaps using it to stop someone from committing murder and have them take a seat, and doing so will likely still upset people in game.
  
 From an out of game perspective, using dominate needs to be a conversation about boundaries. Are players okay with having their character dominated? Are they okay with others in game losing agency due to magic? This is a tricky topic and deeply personal topic and should be handled with the utmost care. The game won’t break if you don’t involve spells like dominate but your friendships might if you don’t take care. From an out of game perspective, using dominate needs to be a conversation about boundaries. Are players okay with having their character dominated? Are they okay with others in game losing agency due to magic? This is a tricky topic and deeply personal topic and should be handled with the utmost care. The game won’t break if you don’t involve spells like dominate but your friendships might if you don’t take care.
  
-Dragon’s Breath+==== Dragon’s Breath ====
   * **Keywords:** Fire, Personal, Enhancement   * **Keywords:** Fire, Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 360: Line 361:
   * **15th Level Bonus:** Increase the duration of this spell to 1 hour.   * **15th Level Bonus:** Increase the duration of this spell to 1 hour.
  
-+==== Elemental Touch ====
-Elemental Touch+
   * **Keywords:** Touch, Instant   * **Keywords:** Touch, Instant
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 367: Line 367:
   * **5th Level Bonus:** You may additionally pick from mental, necrotic, or poison damage.   * **5th Level Bonus:** You may additionally pick from mental, necrotic, or poison damage.
   * **15th Level Bonus:** The damage dice for this spell become d8s rather than d6s.   * **15th Level Bonus:** The damage dice for this spell become d8s rather than d6s.
-Critical: x2 damage.+**Critical:** x2 damage.
  
-Elemental Weapon+==== Elemental Weapon ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 375: Line 375:
    * **15th Level Bonus:** This spell loses the personal keyword, and can affect any number of weapons within 30 feet. A creature unwilling to have their weapon affected may attempt a Will save to negate the effect for them.    * **15th Level Bonus:** This spell loses the personal keyword, and can affect any number of weapons within 30 feet. A creature unwilling to have their weapon affected may attempt a Will save to negate the effect for them.
  
-Entangling Vines+==== Entangling Vines ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Nature   * **Schools:** Nature
Line 382: Line 382:
   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.
  
-Exhaust+==== Exhaust ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 388: Line 388:
   * **15th Level Bonus:** The target is Tired (3) on a failed save.   * **15th Level Bonus:** The target is Tired (3) on a failed save.
  
-Explosive Weapon+==== Explosive Weapon ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 394: Line 394:
   * **15th Level Bonus:** The explosion effect now affects all creatures (other than you) within a 30 foot burst of the initial target. You may choose if this happens on a per-casting basis.   * **15th Level Bonus:** The explosion effect now affects all creatures (other than you) within a 30 foot burst of the initial target. You may choose if this happens on a per-casting basis.
  
-+==== Fear ====
-Fear+
   * **Keywords:** Corruption, Curse, Mental   * **Keywords:** Corruption, Curse, Mental
   * **Schools:** Nature, Psychic, Weird   * **Schools:** Nature, Psychic, Weird
Line 401: Line 400:
   * **5th Level Bonus:** You can target any number of creatures within 30 feet of you.   * **5th Level Bonus:** You can target any number of creatures within 30 feet of you.
   * **15th Level Bonus:** The duration of the scared condition increases to 1 minute.   * **15th Level Bonus:** The duration of the scared condition increases to 1 minute.
-Note: As with all scared conditions the creature gets a new save every round to attempt to end it prematurely.+**Note:** As with all scared conditions the creature gets a new save every round to attempt to end it prematurely.
  
-Fireball+==== Fireball ====
   * **Keywords:** Fire, Instant   * **Keywords:** Fire, Instant
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 410: Line 409:
   * **15th Level Bonus:** You can exclude any number of creatures in the area from taking damage from the effect.   * **15th Level Bonus:** You can exclude any number of creatures in the area from taking damage from the effect.
  
-Fire Shield+==== Fire Shield ====
   * **Keywords:** Enhancement, Fire, Personal   * **Keywords:** Enhancement, Fire, Personal
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 417: Line 416:
    * **15th Level Bonus:** This damage increases to 3d6.    * **15th Level Bonus:** This damage increases to 3d6.
  
-Floating Disk+==== Floating Disk ====
   * **Keywords:** Summon, Cantrip   * **Keywords:** Summon, Cantrip
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 424: Line 423:
   * **15th Level Bonus:** Triple the disk’s bulk limit. The disk can last for up to 12 hours.   * **15th Level Bonus:** Triple the disk’s bulk limit. The disk can last for up to 12 hours.
  
-Flora Form+==== Flora Form ====
   * **Keywords:** Polymorph, Personal, Enhancement   * **Keywords:** Polymorph, Personal, Enhancement
   * **School:** Nature   * **School:** Nature
Line 431: Line 430:
   * **15th Level Bonus:** You may pick any light, medium, or heavy armor for this spell to replicate. (It cannot replicate shields.)   * **15th Level Bonus:** You may pick any light, medium, or heavy armor for this spell to replicate. (It cannot replicate shields.)
  
-Fly+==== Fly ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 438: Line 437:
   * **15th Level Bonus:** This spell’s granted fly speed becomes twice the target’s speed speed. Additionally, this spell now lasts for up to 24 hours.   * **15th Level Bonus:** This spell’s granted fly speed becomes twice the target’s speed speed. Additionally, this spell now lasts for up to 24 hours.
  
-Forbid+==== Forbid ====
   * **Keywords:** Curse, Metal, Corruption   * **Keywords:** Curse, Metal, Corruption
   * **Schools:** Divine, Psychic   * **Schools:** Divine, Psychic
Line 444: Line 443:
   * **15th Level Bonus:** You may target any creature you can draw line of sight and line of effect to.   * **15th Level Bonus:** You may target any creature you can draw line of sight and line of effect to.
  
-Foresight+==== Foresight ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **School:** Divine   * **School:** Divine
Line 450: Line 449:
  
 The information is accurate unless a dramatic and unforeseen (typically divine) influence intervenes. It also assumes that you will follow through on your current course of action. The spell grants no additional information on the outcome. The information is accurate unless a dramatic and unforeseen (typically divine) influence intervenes. It also assumes that you will follow through on your current course of action. The spell grants no additional information on the outcome.
-Example: A cleric may ask if a heist tomorrow will work out well. If they get a bad feeling about it and call off the heist, the ill fate may be avoided.+**Example:** A cleric may ask if a heist tomorrow will work out well. If they get a bad feeling about it and call off the heist, the ill fate may be avoided.
    * **5th Level Bonus:** The spell grants one sentence's worth of important information about why the situation will end as it does. (“The guards know.”, “The backdoor is unlocked.”, “The goblins will be fighting amongst themselves tomorrow.”.)    * **5th Level Bonus:** The spell grants one sentence's worth of important information about why the situation will end as it does. (“The guards know.”, “The backdoor is unlocked.”, “The goblins will be fighting amongst themselves tomorrow.”.)
    * **15th Level Bonus:** The spell can be used to foresee events up to a month away.    * **15th Level Bonus:** The spell can be used to foresee events up to a month away.
  
-Freedom of Movement+==== Freedom of Movement ====
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 461: Line 460:
   * **15th Level Bonus:** While under the effects of this spell you gain an Absolute bonus on saves or checks made to resist or overcome the bound, entangled, grappled, or paralyzed conditions.   * **15th Level Bonus:** While under the effects of this spell you gain an Absolute bonus on saves or checks made to resist or overcome the bound, entangled, grappled, or paralyzed conditions.
  
-Frost Breath+==== Frost Breath ====
   * **Keywords:** Cold, Instant   * **Keywords:** Cold, Instant
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 468: Line 467:
   * **15th Level Bonus:** You can exclude any number of creatures in the area from taking damage from the effect.   * **15th Level Bonus:** You can exclude any number of creatures in the area from taking damage from the effect.
  
-Fumble+==== Fumble ====
   * **Keywords:** Curse, Luck   * **Keywords:** Curse, Luck
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 475: Line 474:
    * **15th Level Bonus:** This inflicts Impaired 3 instead of Impaired 2.    * **15th Level Bonus:** This inflicts Impaired 3 instead of Impaired 2.
  
-+==== Gaseous Form ====
-Gaseous Form+
   * **Keywords:** Enhancement, Personal, Polymorph   * **Keywords:** Enhancement, Personal, Polymorph
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 487: Line 485:
   * **15th Level Bonus:** This effect lasts for 1 minute.   * **15th Level Bonus:** This effect lasts for 1 minute.
  
-Ghostform+==== Ghostform ====
   * **Keywords:** Enhancement, Personal, Polymorph   * **Keywords:** Enhancement, Personal, Polymorph
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 493: Line 491:
   * **5th Level Bonus:** This spell lasts for 1 hour at maximum and you no longer appear ghostly. A Challenging (20) Perception check could spot the subtle tells though.   * **5th Level Bonus:** This spell lasts for 1 hour at maximum and you no longer appear ghostly. A Challenging (20) Perception check could spot the subtle tells though.
   * **15th Level Bonus:** This spell allows you to remain intangible for the entire duration of the spell, regardless of how many hostile actions are taken against you. This spell still ends prematurely if you take hostile actions however.   * **15th Level Bonus:** This spell allows you to remain intangible for the entire duration of the spell, regardless of how many hostile actions are taken against you. This spell still ends prematurely if you take hostile actions however.
-Note: See the “intangible” condition in the section on conditions in the Core Rulebook.+**Note:** See the “intangible” condition in the section on conditions in the Core Rulebook.
  
-Grease+==== Grease ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 504: Line 502:
   * **15th Level Bonus:** You may select up to 50 contiguous squares that the grease will occupy. Additionally, the spell’s effect is permanent and loses the summon keyword.   * **15th Level Bonus:** You may select up to 50 contiguous squares that the grease will occupy. Additionally, the spell’s effect is permanent and loses the summon keyword.
  
-Grow+==== Grow ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 511: Line 509:
    * **15th Level Bonus:** You can grow up to 3 size categories and the spell lasts for up to an hour.    * **15th Level Bonus:** You can grow up to 3 size categories and the spell lasts for up to an hour.
  
-Gust of Wind+==== Gust of Wind ====
   * **Keywords:** Instant   * **Keywords:** Instant
   * **Schools:** Nature   * **Schools:** Nature
Line 518: Line 516:
   * **15th Level Bonus:** The cone is now 60 feet. Creatures within the affected area also take 1d6 points of Force damage per 3 levels if they fail the save. Unsecured items of 3 or less bulk are blown to the end of the cone.   * **15th Level Bonus:** The cone is now 60 feet. Creatures within the affected area also take 1d6 points of Force damage per 3 levels if they fail the save. Unsecured items of 3 or less bulk are blown to the end of the cone.
  
-+==== Haste ====
-Haste+
   * **Keywords:** Enhancement, Quick, Personal   * **Keywords:** Enhancement, Quick, Personal
   * **Schools:** Arcane   * **Schools:** Arcane
Line 526: Line 523:
   * **15th Level Bonus:** This spell grants 1 extra action for the next 5 turns (rather than 3 turns).   * **15th Level Bonus:** This spell grants 1 extra action for the next 5 turns (rather than 3 turns).
 === Deeper Rules === === Deeper Rules ===
-Not Stacking: Extra actions granted by other sources, such as the fighter’s signature ability, do not stack. You may only ever have 1 extra action per turn.+  * Not Stacking: Extra actions granted by other sources, such as the fighter’s signature ability, do not stack. You may only ever have 1 extra action per turn.
  
-+==== Inflict Wounds ====
-Inflict Wounds+
   * **Keywords:** Divine, Touch, Instant   * **Keywords:** Divine, Touch, Instant
   * **School:** Divine   * **School:** Divine
Line 536: Line 532:
   * **15th Level Bonus:** You can cause wounds to all creatures within a 30-foot radius, centered on you, with this spell. Creatures receive a Will save to negate the damage. If used in this fashion, the spell loses the touch keyword.   * **15th Level Bonus:** You can cause wounds to all creatures within a 30-foot radius, centered on you, with this spell. Creatures receive a Will save to negate the damage. If used in this fashion, the spell loses the touch keyword.
  
-Invisibility+==== Invisibility ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **School:** Arcane, Psychic   * **School:** Arcane, Psychic
Line 543: Line 539:
   * **15th Level Bonus:** Taking a hostile action no longer ends the spell.   * **15th Level Bonus:** Taking a hostile action no longer ends the spell.
  
-+==== J’Accuse! ====
-J’Accuse!+
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Divine   * **Schools:** Divine
Line 551: Line 546:
   * **15th Level Bonus:** The spell gains the quick keyword.   * **15th Level Bonus:** The spell gains the quick keyword.
  
-Sidebar: J’Accuse! and Appropriate Actions+=== Sidebar: J’Accuse! and Appropriate Actions ===
 Using “J’Accuse!” on a target is meant to link their actions with a specific keyword. If someone is acting in a way that you might expect a demon to (duplicitously, ragefully, etc) you could use J’Accuse! to grant them the “unholy” keyword. You could not use it to cause random soldier #4 to gain the unholy keyword just because you don’t like them or because they were fighting you. Using “J’Accuse!” on a target is meant to link their actions with a specific keyword. If someone is acting in a way that you might expect a demon to (duplicitously, ragefully, etc) you could use J’Accuse! to grant them the “unholy” keyword. You could not use it to cause random soldier #4 to gain the unholy keyword just because you don’t like them or because they were fighting you.
  
Line 558: Line 553:
 This should, expressly, not be used just to grant the paladin the ability to smite anything they wish. (If you really want to do that, pick paladin as your primary class and enjoy the Discretion ability!) This should, expressly, not be used just to grant the paladin the ability to smite anything they wish. (If you really want to do that, pick paladin as your primary class and enjoy the Discretion ability!)
  
-+==== Keen Vision ====
-Keen Vision+
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 566: Line 560:
   * **15th Level Bonus:** Your Investigation and Perception checks cannot be debuffed.   * **15th Level Bonus:** Your Investigation and Perception checks cannot be debuffed.
  
-+==== Life Bubble ====
-Life Bubble+
   * **Keywords:** Nature, Personal, Enhancement   * **Keywords:** Nature, Personal, Enhancement
   * **Schools:** Nature   * **Schools:** Nature
Line 575: Line 568:
    * **15th Level Bonus:** This allows you to exist comfortably, as though you were in ideal mundane living conditions for yourself, on any plane. This only wards off “normal” environmental hazards; for example, you don’t burn alive on the plane of fire but a fireball will still cause damage to you. The effects now last for 24 hours.    * **15th Level Bonus:** This allows you to exist comfortably, as though you were in ideal mundane living conditions for yourself, on any plane. This only wards off “normal” environmental hazards; for example, you don’t burn alive on the plane of fire but a fireball will still cause damage to you. The effects now last for 24 hours.
  
-Light+==== Light ====
   * **Keywords:** -   * **Keywords:** -
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 582: Line 575:
   * **15th Level Bonus:** Light shed by this spell counts as natural sunlight for the purpose of affecting creatures weakened or harmed by sunlight. The duration can now last up to 1 day.   * **15th Level Bonus:** Light shed by this spell counts as natural sunlight for the purpose of affecting creatures weakened or harmed by sunlight. The duration can now last up to 1 day.
  
-Lightning Bolt+==== Lightning Bolt ====
   * **Keywords:** Electricity, Instant   * **Keywords:** Electricity, Instant
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 589: Line 582:
   * **15th Level Bonus:** The distance of the line of this spell increases to 120 feet.   * **15th Level Bonus:** The distance of the line of this spell increases to 120 feet.
  
-+==== Madness ====
-Madness+
   * **Keywords:** Curse, Corruption, Mental   * **Keywords:** Curse, Corruption, Mental
   * **Schools:** Psychic   * **Schools:** Psychic
Line 597: Line 589:
    * **15th Level Bonus:** This spell lasts until removed or dispelled.    * **15th Level Bonus:** This spell lasts until removed or dispelled.
  
-Mage Armor+==== Mage Armor ====
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **School:** Arcane   * **School:** Arcane
Line 604: Line 596:
   * **15th Level Bonus:** When cast this spell can target up to 5 creatures that you designate. Additionally, this spell now lasts 24 hours.   * **15th Level Bonus:** When cast this spell can target up to 5 creatures that you designate. Additionally, this spell now lasts 24 hours.
  
-Magic Armor+==== Magic Armor ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 610: Line 602:
   * **5th Level Bonus:** You can cast this spell on a target that is already wearing armor. That armor is covered in a fine layer of smoke and no longer imposes any movement speed penalty for 1 minute. If cast in this fashion the spell loses the summon keyword and gains the enhancement keyword.   * **5th Level Bonus:** You can cast this spell on a target that is already wearing armor. That armor is covered in a fine layer of smoke and no longer imposes any movement speed penalty for 1 minute. If cast in this fashion the spell loses the summon keyword and gains the enhancement keyword.
   * **15th Level Bonus:** The duration of the effect of this spell lasts for 24 hours. Additionally, the GP value of the armor you can summon increases to 1,000 GP.   * **15th Level Bonus:** The duration of the effect of this spell lasts for 24 hours. Additionally, the GP value of the armor you can summon increases to 1,000 GP.
- 
 === Deeper Rules === === Deeper Rules ===
-Breaking Magic Armor: Despite being from a spell magic armor creates mundane armor. It is damaged like a non-magical item. +  * Breaking Magic Armor: Despite being from a spell magic armor creates mundane armor. It is damaged like a non-magical item. 
-Material: The summoned armor is always treated like the most common material the armor would be made out of. (Metal for most armor.)+  Material: The summoned armor is always treated like the most common material the armor would be made out of. (Metal for most armor.)
  
-Magic Missile+==== Magic Missile ====
   * **Keywords:** Magic (damage), Cantrip, Instant   * **Keywords:** Magic (damage), Cantrip, Instant
   * **School:** Arcane   * **School:** Arcane
Line 622: Line 613:
   * **15th Level Bonus:** You conjure 1d4 darts per character level you have. The range of this spell is extended to 120 feet This spell loses the cantrip keyword when cast in this way.   * **15th Level Bonus:** You conjure 1d4 darts per character level you have. The range of this spell is extended to 120 feet This spell loses the cantrip keyword when cast in this way.
  
-Minor Magic+==== Minor Magic ====
   * **Keywords:** Cantrip, Quick   * **Keywords:** Cantrip, Quick
   * **Schools:** All   * **Schools:** All
 **Effect:** You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects. **Effect:** You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects.
-Light a candle, torch, or lantern within 30 feet for 24 hours. +  * Light a candle, torch, or lantern within 30 feet for 24 hours. 
-Make a small etheric noise. This has the volume of a yelled word, is indistinct, and can be made to originate anywhere within 30 feet of you. +  Make a small etheric noise. This has the volume of a yelled word, is indistinct, and can be made to originate anywhere within 30 feet of you. 
-Change the color of a touched object. This lasts indefinitely and can change anything that can be changed with a simple dye or paint. The object cannot be attended or otherwise be in use. The recoloring is simple and generally uniform. For example, you could change a shirt from blue to red. +  Change the color of a touched object. This lasts indefinitely and can change anything that can be changed with a simple dye or paint. The object cannot be attended or otherwise be in use. The recoloring is simple and generally uniform. For example, you could change a shirt from blue to red. 
-You can take a simple image that you have in your mind and project it in your hand. It is very clearly magical (it is somewhat see-through and sparkles) and doesn’t have much detail but is sufficient to convey a person’s general features, crudely reproduce an image, or display a simple mask. This lasts until you move your hand or stop focusing.+  You can take a simple image that you have in your mind and project it in your hand. It is very clearly magical (it is somewhat see-through and sparkles) and doesn’t have much detail but is sufficient to convey a person’s general features, crudely reproduce an image, or display a simple mask. This lasts until you move your hand or stop focusing.
  
-Minor Telekinesis+==== Minor Telekinesis ====
   * **Keywords:** Cantrip, Quick   * **Keywords:** Cantrip, Quick
   * **Schools:** All   * **Schools:** All
 **Effect:** You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects. **Effect:** You perform one of a number of lesser magic effects. This only works on unattended, unprotected, and unrestrained objects.
-Apply 5 lbs of force to an object or surface within 30 feet of you. +  * Apply 5 lbs of force to an object or surface within 30 feet of you. 
-Lift an object of light bulk into the air and move it. This object must be within 30 feet and cannot be attended by anyone or otherwise restrained. This allows you to move the object up to 10 feet per action. +  Lift an object of light bulk into the air and move it. This object must be within 30 feet and cannot be attended by anyone or otherwise restrained. This allows you to move the object up to 10 feet per action. 
-You can cause a light object to remain suspended in the air for 10 minutes. +  You can cause a light object to remain suspended in the air for 10 minutes. 
-You can cause a light object to orbit you lazily for 10 minutes.+  You can cause a light object to orbit you lazily for 10 minutes.
  
-Mirror Image+==== Mirror Image ====
   * **Keywords:** Enhancement, Personal, Illusion   * **Keywords:** Enhancement, Personal, Illusion
   * **Schools:** Arcane, Weird   * **Schools:** Arcane, Weird
Line 646: Line 637:
   * **5th Level Bonus:** You gain 5 illusory copies of yourself.   * **5th Level Bonus:** You gain 5 illusory copies of yourself.
   * **15th Level Bonus:** You gain 10 illusory copies of yourself.   * **15th Level Bonus:** You gain 10 illusory copies of yourself.
- 
 === Deeper Rules === === Deeper Rules ===
-I See You: Creatures that have the ability to detect you via nonvisual means roll the 1d6  twice and take the result they prefer. +  * I See You: Creatures that have the ability to detect you via nonvisual means roll the 1d6  twice and take the result they prefer. 
-Hero Dice?: You can spend a Hero Dice on the roll made to detect the real person. Take the result you prefer between the d6 rolls.+  Hero Dice?: You can spend a Hero Dice on the roll made to detect the real person. Take the result you prefer between the d6 rolls.
  
-+==== Paralyze ====
-Paralyze+
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
Line 659: Line 648:
   * **15th Level Bonus:** The effect of this spell lasts for 3 rounds.   * **15th Level Bonus:** The effect of this spell lasts for 3 rounds.
  
-Phantom Servants+==== Phantom Servants ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane   * **Schools:** Arcane
Line 665: Line 654:
   * **5th Level Bonus:** You summon 3 phantom minions, and they each can carry up to 5 bulk or push up to 8 bulk. They last up to 12 hours.   * **5th Level Bonus:** You summon 3 phantom minions, and they each can carry up to 5 bulk or push up to 8 bulk. They last up to 12 hours.
   * **15th Level Bonus:** You summon 5 phantom minions, and they can move up to 60 feet from you. They last up to 24 hours.   * **15th Level Bonus:** You summon 5 phantom minions, and they can move up to 60 feet from you. They last up to 24 hours.
- 
 === Deeper Rules === === Deeper Rules ===
-What Do They Look Like?: Each one is subtly different but are all vaguely humanoid “sheet ghosts” with hands and a blank face. They aren’t invisible but are slightly transparent. +  * What Do They Look Like?: Each one is subtly different but are all vaguely humanoid “sheet ghosts” with hands and a blank face. They aren’t invisible but are slightly transparent. 
-What Are They?: They are magical creations of force with no soul or mind. +  What Are They?: They are magical creations of force with no soul or mind. 
-Are They Skilled?: While they are largely unskilled in all skills present in the game they are assumed to be able to undertake Trivial (5) or Easy (10) tasks without issue and can manage Average (15) tasks with a little time. If a GM allows it, a few working together may be able to get a Challenging (20) task over a period of time.+  Are They Skilled?: While they are largely unskilled in all skills present in the game they are assumed to be able to undertake Trivial (5) or Easy (10) tasks without issue and can manage Average (15) tasks with a little time. If a GM allows it, a few working together may be able to get a Challenging (20) task over a period of time.
  
-Plane Shift+==== Plane Shift ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 680: Line 668:
   * **15th Level Bonus:** This spell is no longer a ritual. Its casting time is now 3 actions. You may cast this spell, instead targeting 1 unwilling creature within 30 feet of you. They can make a Will save, opposed by a Spellcasting check, and if they fail they are transported to the plane of your choice.   * **15th Level Bonus:** This spell is no longer a ritual. Its casting time is now 3 actions. You may cast this spell, instead targeting 1 unwilling creature within 30 feet of you. They can make a Will save, opposed by a Spellcasting check, and if they fail they are transported to the plane of your choice.
  
-Pocket Dimension+==== Pocket Dimension ====
   * **Keywords:** Ritual, 5th Level   * **Keywords:** Ritual, 5th Level
   * **Schools:** Arcane, Divine, Psychic, Weird   * **Schools:** Arcane, Divine, Psychic, Weird
 **Effect:** Using a 1-day ritual, you create a small permanent dimensional bubble within the Astral Plane, a personal plane crafted to your design. Each casting creates a 100 feet x 100 feet x 100 feet cube of space, with additional castings expanding the space. The spell creates a breathable atmosphere and dirt floor, and the pocket plane generally follows the physical laws of the Mortal Plane. As part of casting the spell, choose an L bulk item or trinket to serve as the key to the space; while holding the key you may access the space via Plane Shift or similar spells. **Effect:** Using a 1-day ritual, you create a small permanent dimensional bubble within the Astral Plane, a personal plane crafted to your design. Each casting creates a 100 feet x 100 feet x 100 feet cube of space, with additional castings expanding the space. The spell creates a breathable atmosphere and dirt floor, and the pocket plane generally follows the physical laws of the Mortal Plane. As part of casting the spell, choose an L bulk item or trinket to serve as the key to the space; while holding the key you may access the space via Plane Shift or similar spells.
- 
 === Deeper Rules === === Deeper Rules ===
-Renovating: Multiple castings of the spell may create multiple pocket dimensions, or increase the size of an existing pocket dimension. +  * Renovating: Multiple castings of the spell may create multiple pocket dimensions, or increase the size of an existing pocket dimension. 
-Decorations: You can bring objects into your pocket dimension. Like any other physical space, objects left in the pocket dimension stay there. +  Decorations: You can bring objects into your pocket dimension. Like any other physical space, objects left in the pocket dimension stay there. 
-Coming and Going: To enter or exit a pocket dimension you must use a spell like Plane Shift. Alternatively you can cast “Pocket Dimension” to allow yourself (and only you) to re-enter a previously created pocket dimension.+  Coming and Going: To enter or exit a pocket dimension you must use a spell like Plane Shift. Alternatively you can cast “Pocket Dimension” to allow yourself (and only you) to re-enter a previously created pocket dimension.
  
-Sidebar: Thematic Dimensions+=== Sidebar: Thematic Dimensions ===
 Your school of magic may determine some things about your pocket dimensions, though the specifics are up to your GM. A divine pocket dimension may shed light from the divine tempest (and you keep hearing this constant disembodied singing!), an arcane one might have some strange geometry, a psychic one may subtly reflect your mood, and a weird one might have strange cracks in reality lancing through it (probably not a good thing...). These are all superficial changes that a GM may approve or deny. Your school of magic may determine some things about your pocket dimensions, though the specifics are up to your GM. A divine pocket dimension may shed light from the divine tempest (and you keep hearing this constant disembodied singing!), an arcane one might have some strange geometry, a psychic one may subtly reflect your mood, and a weird one might have strange cracks in reality lancing through it (probably not a good thing...). These are all superficial changes that a GM may approve or deny.
  
-Poison+==== Poison ====
   * **Keywords:**    * **Keywords:** 
   * **Schools:** Nature   * **Schools:** Nature
Line 702: Line 689:
   * **15th Level Bonus:** The poison damage on a failed save improves to 30 per round.   * **15th Level Bonus:** The poison damage on a failed save improves to 30 per round.
  
-Pollen Storm+==== Pollen Storm ====
   * **Keywords:** Curse, Biological   * **Keywords:** Curse, Biological
   * **Schools:** Nature   * **Schools:** Nature
Line 709: Line 696:
   * **15th Level Bonus:** On a successful save the creature still becomes Impaired 1.   * **15th Level Bonus:** On a successful save the creature still becomes Impaired 1.
  
-Polymorph+==== Polymorph ====
   * **Keywords:** Personal, Polymorph, Enhancement   * **Keywords:** Personal, Polymorph, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 716: Line 703:
   * **15th Level Bonus:** Additionally, this spell loses the personal keyword and gains the touch keyword instead. Creatures targeted with this ability may attempt to resist the spell with a successful Will save.   * **15th Level Bonus:** Additionally, this spell loses the personal keyword and gains the touch keyword instead. Creatures targeted with this ability may attempt to resist the spell with a successful Will save.
  
-Sidebar: Your Mental Faculties While Polymorphed+=== Sidebar: Your Mental Faculties While Polymorphed ===
 Just because you polymorph into a bunny doesn’t mean you are as dumb as a bunny, nor do you forget about the deadly mission you’re on. While polymorphed you are assumed to have the same cognitive capacity as you have in your normal form. However, you do not need to re-calculate the animal’s stats, simply use your own stats for skills, proficiencies, and saves that are based on mental ability modifiers (Intelligence, Wisdom, or Charisma). If an odd edge case arises from this, please discuss it with your GM. Just because you polymorph into a bunny doesn’t mean you are as dumb as a bunny, nor do you forget about the deadly mission you’re on. While polymorphed you are assumed to have the same cognitive capacity as you have in your normal form. However, you do not need to re-calculate the animal’s stats, simply use your own stats for skills, proficiencies, and saves that are based on mental ability modifiers (Intelligence, Wisdom, or Charisma). If an odd edge case arises from this, please discuss it with your GM.
-Portal+ 
 +==== Portal ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Weird   * **Schools:** Arcane, Divine, Weird
Line 725: Line 713:
   * **15th Level Bonus:** The portal remains open until the caster wills it closed.   * **15th Level Bonus:** The portal remains open until the caster wills it closed.
  
-+==== Rebuke ====
-Rebuke+
   * **Keywords:** Divine, Holy/Unholy, Instant   * **Keywords:** Divine, Holy/Unholy, Instant
   * **School:** Divine   * **School:** Divine
Line 733: Line 720:
   * **15th Level Bonus:** You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied- for example, if a cleric witnesses someone commit murder they can assign them the Unholy tag for the purpose of this spell.   * **15th Level Bonus:** You may treat enemies without the Holy/Unholy tag as if they had that tag. You cannot give a Holy creature the Unholy tag, and vice versa. There must be some reason that the tag is applied- for example, if a cleric witnesses someone commit murder they can assign them the Unholy tag for the purpose of this spell.
  
-Regeneration+==== Regeneration ====
   * **Keywords:** Healing, Personal, Enhancement   * **Keywords:** Healing, Personal, Enhancement
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 740: Line 727:
    * **15th Level Bonus:** This spell’s regeneration effect now lasts for 10 minutes. You can regenerate up to 5 targeted allies’ body parts per day.     * **15th Level Bonus:** This spell’s regeneration effect now lasts for 10 minutes. You can regenerate up to 5 targeted allies’ body parts per day. 
  
-Resist Energy+==== Resist Energy ====
   * **Keywords:** Enhancement, Touch   * **Keywords:** Enhancement, Touch
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 747: Line 734:
   * **15th Level Bonus:** The Resist improves to 30 and the duration increases to 1 hour.   * **15th Level Bonus:** The Resist improves to 30 and the duration increases to 1 hour.
  
-Resurrect+==== Resurrect ====
   * **Keywords:** Life, Healing, Ritual   * **Keywords:** Life, Healing, Ritual
   * **Schools:** Divine   * **Schools:** Divine
Line 754: Line 741:
   * **15th Level Bonus:** The creature can have been dead for up to 1 year. Additionally, you no longer need the creature’s remains to cast the spell.   * **15th Level Bonus:** The creature can have been dead for up to 1 year. Additionally, you no longer need the creature’s remains to cast the spell.
  
-Sidebar: Excessive Resurrections+==== Sidebar: Excessive Resurrections ====
 Resurrection is hard on the soul. Characters who are resurrected too frequently (more than once every few sessions) may find it harder to come back or they may attract... unwanted attention. This might be a fey who is looking to harvest a bit of spiritual energy each time you pass between this world and the next, a demon who has some ancient claim to souls who return to life more than 20 times, something hitches a ride on your soul when you return to the mortal realm, or an upset psychopomp who feels you are not respecting death. Resurrection is hard on the soul. Characters who are resurrected too frequently (more than once every few sessions) may find it harder to come back or they may attract... unwanted attention. This might be a fey who is looking to harvest a bit of spiritual energy each time you pass between this world and the next, a demon who has some ancient claim to souls who return to life more than 20 times, something hitches a ride on your soul when you return to the mortal realm, or an upset psychopomp who feels you are not respecting death.
  
 Death has gravity and defiling it is like desecrating sacred ground. It should be viewed as a permanent and grave event; transgressing its borders is dramatic and in many ways “against the natural order of things”. Even if the magic were widely available many would not partake as it is often looked at suspiciously or with fear, it is unnatural and seen as distasteful. A hero returning once or twice might be seen as heroic and sacrificial but to abuse such a thing? Few would dare and fewer would celebrate such an act. Death has gravity and defiling it is like desecrating sacred ground. It should be viewed as a permanent and grave event; transgressing its borders is dramatic and in many ways “against the natural order of things”. Even if the magic were widely available many would not partake as it is often looked at suspiciously or with fear, it is unnatural and seen as distasteful. A hero returning once or twice might be seen as heroic and sacrificial but to abuse such a thing? Few would dare and fewer would celebrate such an act.
  
-Reveal+==== Reveal ====
   * **Keywords:** Quick, Instant   * **Keywords:** Quick, Instant
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 766: Line 753:
   * **15th Level Bonus:** This spell now applies to all creatures within 120 feet of you.   * **15th Level Bonus:** This spell now applies to all creatures within 120 feet of you.
  
-Ritual of Disjunction+==== Ritual of Disjunction ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **School:** Arcane, Divine, Weird   * **School:** Arcane, Divine, Weird
Line 775: Line 762:
 A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted. A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted.
  
-Rob Senses+==== Rob Senses ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Nature, Psychic, Weird   * **Schools:** Nature, Psychic, Weird
Line 782: Line 769:
   * **15th Level Bonus:** The condition becomes permanent on a failed save, or until the end of their next turn on a successful save.   * **15th Level Bonus:** The condition becomes permanent on a failed save, or until the end of their next turn on a successful save.
  
-Rope Trick+==== Rope Trick ====
   * **Keywords:** Quick, Cantrip   * **Keywords:** Quick, Cantrip
   * **Schools:** Arcane   * **Schools:** Arcane
 **Effect:** This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command. **Effect:** This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command.
-Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints. +     Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints. 
-Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion. +     * Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion. 
-Whip: The rope fashions itself into a whip for 1 minute. +     * Whip: The rope fashions itself into a whip for 1 minute. 
-Coil: The rope coils (or uncoils) itself neatly. +     * Coil: The rope coils (or uncoils) itself neatly. 
-Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less.+     * Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less. 
  
   * **5th Level Bonus:** You can give the following command, though doing so causes the spell to lose the “Cantrip” keyword.   * **5th Level Bonus:** You can give the following command, though doing so causes the spell to lose the “Cantrip” keyword.
-Trick Space: The rope levitates 30 feet into the air (or as far up as it can go) and secures itself on thin air; anyone who climbs up its length finds an extra-dimensional pocket dimension large enough for 5 creatures. Its entrance (about 5x5) is invisible to anyone until they reach the top of the rope. There is no way to close this entrance but the rope can be pulled up and coiled within. This pocket dimension lasts for 1 minute. +    * Trick Space: The rope levitates 30 feet into the air (or as far up as it can go) and secures itself on thin air; anyone who climbs up its length finds an extra-dimensional pocket dimension large enough for 5 creatures. Its entrance (about 5x5) is invisible to anyone until they reach the top of the rope. There is no way to close this entrance but the rope can be pulled up and coiled within. This pocket dimension lasts for 1 minute. 
-  * **15th Level Bonus:** The pocket dimension of “Trick Space” can last for up to 1 hour and the DC to escape the restraints of “Tie Up” improves to Heroic (30).+  *   **15th Level Bonus:** The pocket dimension of “Trick Space” can last for up to 1 hour and the DC to escape the restraints of “Tie Up” improves to Heroic (30).
  
-+==== Sanctuary ====
-Sanctuary+
   * **Keywords:** Enhancement, Personal   * **Keywords:** Enhancement, Personal
   * **Schools:** Divine   * **Schools:** Divine
Line 804: Line 791:
   * **15th Level Bonus:** Attempting to Counter an effect using this spell no longer ends the spell.   * **15th Level Bonus:** Attempting to Counter an effect using this spell no longer ends the spell.
  
-Scry+==== Scry ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
 **Effect:** With a 10 minute ritual, you project your senses into a magical sensor that spawns in a place you specify, within 1 mile of your location. The sensor lasts up to 10 minutes, though you may switch your attention between the sensor and your immediate surroundings during this time. You can see and hear things as though you were standing there, though you become blind and deaf to your body’s immediate surroundings. You must have some degree of knowledge of the target location, such as having visited before or having an item from that place. **Effect:** With a 10 minute ritual, you project your senses into a magical sensor that spawns in a place you specify, within 1 mile of your location. The sensor lasts up to 10 minutes, though you may switch your attention between the sensor and your immediate surroundings during this time. You can see and hear things as though you were standing there, though you become blind and deaf to your body’s immediate surroundings. You must have some degree of knowledge of the target location, such as having visited before or having an item from that place.
-Special: If you use a large mirror, scrying crystal, water basin, or other magic viewing vessel as part of the spell, what you see and hear is shown through the medium. Otherwise, only you can see and hear what the spell shows you.+**Special:** If you use a large mirror, scrying crystal, water basin, or other magic viewing vessel as part of the spell, what you see and hear is shown through the medium. Otherwise, only you can see and hear what the spell shows you.
   * **5th Level Bonus:** The range of the spell increases to any point on the same plane.   * **5th Level Bonus:** The range of the spell increases to any point on the same plane.
   * **15th Level Bonus:** The range of the spell increases to include any plane, even if you aren’t on the same plane.   * **15th Level Bonus:** The range of the spell increases to include any plane, even if you aren’t on the same plane.
  
-Silence+==== Silence ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Divine, Psychic   * **Schools:** Arcane, Divine, Psychic
Line 819: Line 806:
   * **15th Level Bonus:** This spell lasts 1 hour. Alternatively, you may cast the spell as a 1 minute ritual; in this case it affects 1 creature or object and has a permanent effect.   * **15th Level Bonus:** This spell lasts 1 hour. Alternatively, you may cast the spell as a 1 minute ritual; in this case it affects 1 creature or object and has a permanent effect.
  
-Seek Item+==== Seek Item ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Divine   * **Schools:** Divine
Line 826: Line 813:
   * **15th Level Bonus:** If you close your eyes you can see the object, as if by a scry spell, plus an area ~5 feet around it (viewed from above).   * **15th Level Bonus:** If you close your eyes you can see the object, as if by a scry spell, plus an area ~5 feet around it (viewed from above).
  
-Shelter+==== Shelter ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 833: Line 820:
   * **15th Level Bonus:** The food is of exquisite quality and the hut is instead a well-appointed manor. It is 100 feet x 100 feet but has 2 floors with a half dozen rooms. It is well lit with torches, has a kitchen, and a nice bed suited for each of your party members.   * **15th Level Bonus:** The food is of exquisite quality and the hut is instead a well-appointed manor. It is 100 feet x 100 feet but has 2 floors with a half dozen rooms. It is well lit with torches, has a kitchen, and a nice bed suited for each of your party members.
 === Deeper Rules === === Deeper Rules ===
-Size & Style Available: The size and style of the building reflects the area you make it in. If there is not enough room (say you cast the 15th level version of this spell in a dungeon) it adapts to the size available. It also reflects the school used to cast it. A druid casting this spell, for example, might have their building made of twisted vines and shaped earth rather than an urbanite worked stone. +  * Size & Style Available: The size and style of the building reflects the area you make it in. If there is not enough room (say you cast the 15th level version of this spell in a dungeon) it adapts to the size available. It also reflects the school used to cast it. A druid casting this spell, for example, might have their building made of twisted vines and shaped earth rather than an urbanite worked stone. 
-Removal: Anything removed from a shelter will quickly deteriorate (except the food you eat), turning to ash within a minute.+  Removal: Anything removed from a shelter will quickly deteriorate (except the food you eat), turning to ash within a minute.
  
-Shrink+==== Shrink ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 843: Line 830:
    * **15th Level Bonus:** You can fall up to 3 size categories.    * **15th Level Bonus:** You can fall up to 3 size categories.
  
-Sleep+==== Sleep ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Arcane, Nature, Psychic   * **Schools:** Arcane, Nature, Psychic
Line 850: Line 837:
    * **15th Level Bonus:** Targeted creatures that fail their save fall asleep right away.    * **15th Level Bonus:** Targeted creatures that fail their save fall asleep right away.
  
-Spell Shield+==== Spell Shield ====
   * **Keywords:** Enhancement, Touch   * **Keywords:** Enhancement, Touch
   * **School:** Arcane   * **School:** Arcane
Line 857: Line 844:
    * **15th Level Bonus:** This becomes a quick spell, requiring only a single action to cast.    * **15th Level Bonus:** This becomes a quick spell, requiring only a single action to cast.
  
-Spider Climb+==== Spider Climb ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Nature   * **Schools:** Nature
Line 864: Line 851:
   * **15th Level Bonus:** Any part of your body can be used to climb without the chance of slipping or losing your grip.    * **15th Level Bonus:** Any part of your body can be used to climb without the chance of slipping or losing your grip. 
  
-Summon Beast+==== Summon Beast ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Nature   * **Schools:** Nature
Line 871: Line 858:
   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-Sidebar: Summon Beast/Divine Ally/Monster+=== Sidebar: Summon Beast/Divine Ally/Monster ===
 These spells specifically let you summon multiple creatures. Normally you can only have one thing summoned at a time. In these instances, specifically, all creatures summoned by one casting of the spell are treated as a single “summoned thing” for the purpose of how many things you can have summoned at once. These spells specifically let you summon multiple creatures. Normally you can only have one thing summoned at a time. In these instances, specifically, all creatures summoned by one casting of the spell are treated as a single “summoned thing” for the purpose of how many things you can have summoned at once.
  
-Summon Divine Ally+==== Summon Divine Ally ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **School:** Divine   * **School:** Divine
Line 881: Line 868:
   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-Summon Monster+==== Summon Monster ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **School:** Arcane   * **School:** Arcane
Line 888: Line 875:
   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.   * **15th Level Bonus:** The creature(s) last for 1 hour rather than 1 minute.
  
-+==== Telepathy ====
-Telepathy+
   * **Keywords:** Personal, Enhancement, Mental   * **Keywords:** Personal, Enhancement, Mental
   * **Schools:** Arcane, Psychic   * **Schools:** Arcane, Psychic
Line 896: Line 882:
   * **15th Level Bonus:** Increase the number of creatures you can communicate with at once to any creatures within 30 feet of you. The duration is increased to 24 hours.   * **15th Level Bonus:** Increase the number of creatures you can communicate with at once to any creatures within 30 feet of you. The duration is increased to 24 hours.
  
-Teleport+==== Teleport ====
   * **Keywords:** Personal   * **Keywords:** Personal
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 903: Line 889:
   * **15th Level Bonus:** If you would attempt to move into an occupied space, you instead move into the nearest empty space. Additionally, you can move anywhere on the same land mass so long as you have a clear vision of the destination.   * **15th Level Bonus:** If you would attempt to move into an occupied space, you instead move into the nearest empty space. Additionally, you can move anywhere on the same land mass so long as you have a clear vision of the destination.
 === Deeper Rules === === Deeper Rules ===
-Lines Of...: The base spell does not need line of effect but does need line of sight. The 5th level upgrade to this spell means you no longer need line of sight or line of effect, just a clear vision of the destination.+  * Lines Of...: The base spell does not need line of effect but does need line of sight. The 5th level upgrade to this spell means you no longer need line of sight or line of effect, just a clear vision of the destination.
  
-Tether Gravity+==== Tether Gravity ====
   * **Keywords:** Personal, Enhancement   * **Keywords:** Personal, Enhancement
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
 **Effect:** You gain a limited degree of control over your own personal gravity; you can jump a little farther and can “stick” a little harder. This has 3 benefits and last for 1 minute: **Effect:** You gain a limited degree of control over your own personal gravity; you can jump a little farther and can “stick” a little harder. This has 3 benefits and last for 1 minute:
-Add 5 feet to any height you try to jump. +     Add 5 feet to any height you try to jump. 
-You take no fall damage. +     * You take no fall damage. 
-You gain a Free Hero Dice to your AC when targeted by a Shove, Pull, or Trip combat maneuver.+     * You gain a Free Hero Dice to your AC when targeted by a Shove, Pull, or Trip combat maneuver.
   * **5th Level Bonus:** Designate a surface. Its orientation becomes “down” for you. This causes you to “fall” at a rate of 30 feet towards that surface. Ranged attacks you make obey this new gravity for about a second or two after leaving your person (enough to make an attack).   * **5th Level Bonus:** Designate a surface. Its orientation becomes “down” for you. This causes you to “fall” at a rate of 30 feet towards that surface. Ranged attacks you make obey this new gravity for about a second or two after leaving your person (enough to make an attack).
   * **15th Level Bonus:** The 5th level benefit is extended to all creatures within 30 feet of you. Only creatures you designate get the benefits of the basic effect of this spell.  Unwilling creatures get a Will save to negate the effect. The spell loses the personal and enhancement keywords.   * **15th Level Bonus:** The 5th level benefit is extended to all creatures within 30 feet of you. Only creatures you designate get the benefits of the basic effect of this spell.  Unwilling creatures get a Will save to negate the effect. The spell loses the personal and enhancement keywords.
  
-Time Stop+==== Time Stop ====
   * **Keywords:** 10th Level, Personal, Quick   * **Keywords:** 10th Level, Personal, Quick
   * **Schools:** Arcane, Weird   * **Schools:** Arcane, Weird
 **Effect:** Take another turn after this one; you count as having entered into a new round (though others do not). You cannot affect other creatures during this additional turn, nor can you cast another Time Stop spell. **Effect:** Take another turn after this one; you count as having entered into a new round (though others do not). You cannot affect other creatures during this additional turn, nor can you cast another Time Stop spell.
  
-Sidebar: Messing With the Flow of Time +==== Transmutation ====
-Hey! The Storyteller doesn’t like beings (other than himself) messing with the flow of time. In fact, lots of powerful entities take offense when a mortal starts messing with time. The universe particularly dislikes it and may send creatures to “send a message” to any mage that abuses time magic. You can use it, but use it responsibly and sparingly! +
- +
-Transmutation+
   * **Keywords:** Touch   * **Keywords:** Touch
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 932: Line 915:
   * **15th Level Bonus:** You can transmute roughly 30 feet x 30 feet x 30 feet per casting. You also add salt, sand, water, silver, gold, and flesh to the list of materials you can transmute. Now you may now set any duration you wish for it to remain in its new shape (breaking or shaping it still reverts it to its original form). You may set a permanent duration.   * **15th Level Bonus:** You can transmute roughly 30 feet x 30 feet x 30 feet per casting. You also add salt, sand, water, silver, gold, and flesh to the list of materials you can transmute. Now you may now set any duration you wish for it to remain in its new shape (breaking or shaping it still reverts it to its original form). You may set a permanent duration.
 === Deeper Rules === === Deeper Rules ===
-Non-Solids: Materials like salt, sand, and water are not solids but are acceptable targets at 15th level despite this.+  * Non-Solids: Materials like salt, sand, and water are not solids but are acceptable targets at 15th level despite this.
  
-Trap Soul+==== Trap Soul ====
   * **Keywords:** Curse, Corruption, 5th Level, Ritual   * **Keywords:** Curse, Corruption, 5th Level, Ritual
   * **Schools:** Arcane, Divine   * **Schools:** Arcane, Divine
Line 940: Line 923:
   * **15th Level Bonus:** If the target dies on the same plane of existence, the ritual vessel traps their soul.   * **15th Level Bonus:** If the target dies on the same plane of existence, the ritual vessel traps their soul.
  
-+==== Vital Link ====
-Vital Link+
   * **Keywords:** Enhancement, Curse*   * **Keywords:** Enhancement, Curse*
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
 **Effect:** You link your vital essence to another creature, allowing you to share wounds between you and your target. This spell always counts as an enhancement on you. When you cast this spell, you choose to either cast it as a curse or an enhancement (depending on your target). **Effect:** You link your vital essence to another creature, allowing you to share wounds between you and your target. This spell always counts as an enhancement on you. When you cast this spell, you choose to either cast it as a curse or an enhancement (depending on your target).
-If cast as a curse, choose a creature within 30 feet; that creature must attempt a Will save. On a failed save, that creature is “linked” to you for 1 minute. Any time you would take damage, the linked creature takes half the damage for you, rounded down. Each time after the creature takes damage it receives a new save to end the effect. Non-damage effects still apply to you. The spell gains the curse keyword. + 
-If cast as an enhancement, choose a willing creature within 30 feet; that creature becomes “linked” to you for 1 minute. Any time you take damage, the linked creature may choose to take up to half the damage for you (rounded down), and vice versa. The spell counts as both your enhancement and your target’s enhancement; the link is broken if either of you gain a different enhancement.+__If cast as a curse,__ choose a creature within 30 feet; that creature must attempt a Will save. On a failed save, that creature is “linked” to you for 1 minute. Any time you would take damage, the linked creature takes half the damage for you, rounded down. Each time after the creature takes damage it receives a new save to end the effect. Non-damage effects still apply to you. The spell gains the curse keyword. 
 + 
 +__If cast as an enhancement,__ choose a willing creature within 30 feet; that creature becomes “linked” to you for 1 minute. Any time you take damage, the linked creature may choose to take up to half the damage for you (rounded down), and vice versa. The spell counts as both your enhancement and your target’s enhancement; the link is broken if either of you gain a different enhancement.
   * **5th Level Bonus:** The spell lasts 1 hour.   * **5th Level Bonus:** The spell lasts 1 hour.
  
-+==== Wall ====
-Wall+
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Divine, Nature   * **Schools:** Arcane, Divine, Nature
Line 957: Line 940:
   * **15th Level Bonus:** The barrier is made of magical force. The barrier gains Absolute Resist against all damage types.   * **15th Level Bonus:** The barrier is made of magical force. The barrier gains Absolute Resist against all damage types.
  
-Weakness+==== Weakness ====
   * **Keywords:** Curse   * **Keywords:** Curse
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 964: Line 947:
   * **15th Level Bonus:** This becomes Impaired 3 and Tired (1) for the same duration.   * **15th Level Bonus:** This becomes Impaired 3 and Tired (1) for the same duration.
  
-Web+==== Web ====
   * **Keywords:** Summon   * **Keywords:** Summon
   * **Schools:** Arcane, Nature   * **Schools:** Arcane, Nature
Line 971: Line 954:
   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.   * **15th Level Bonus:** Creatures who fail the Reflex save against this spell are bound for 1 round, then entangled until they are removed.
  
-Whispers of the Past+==== Whispers of the Past ====
   * **Keywords:** Ritual   * **Keywords:** Ritual
   * **Schools:** Divine, Nature, Psychic   * **Schools:** Divine, Nature, Psychic
Line 978: Line 961:
   * **15th Level Bonus:** The snippets of audio can be up to 10 minutes long and can have occurred at any point in history so long as it occurred physically at this location.   * **15th Level Bonus:** The snippets of audio can be up to 10 minutes long and can have occurred at any point in history so long as it occurred physically at this location.
  
-Wildshape+==== Wildshape ====
   * **Keywords:** Personal, Enhancement, Polymorph.   * **Keywords:** Personal, Enhancement, Polymorph.
   * **Schools:** Nature   * **Schools:** Nature
Line 985: Line 968:
   * **15th Level Bonus:** You can assume the form of animals up to your level.   * **15th Level Bonus:** You can assume the form of animals up to your level.
  
-Wither+==== Wither ====
   * **Keywords:** Biological, Curse.   * **Keywords:** Biological, Curse.
   * **Schools:** Divine, Nature   * **Schools:** Divine, Nature
Line 991: Line 974:
   * **5th Level Bonus:** The spell also inflicts the blighted condition for 1 minute on a failed save.   * **5th Level Bonus:** The spell also inflicts the blighted condition for 1 minute on a failed save.
   * **15th Level Bonus:** The target is blighted and Impaired (1) for 1 hour on failed save.   * **15th Level Bonus:** The target is blighted and Impaired (1) for 1 hour on failed save.
- 

This website uses cookies. By using the website, you agree with storing cookies on your computer. Also, you acknowledge that you have read and understand our Privacy Policy. If you do not agree, please leave the website.

More information