All spell entries use the following format;
Effect: Your form ripples and shifts as animal-like traits form onto you. Pick one animal you are familiar with. You gain 2 of the following effects from that animal for 30 minutes. Options can be selected more than once if the animal has multiple of a particular choice.
Movement: Gain one movement type the animal possesses, with a speed equal to your highest speed.
Effect: You bestow part of your own soul and mind upon an object of medium size or smaller within 30 feet of you. Using this spell you can turn an object into a lesser animated object of the appropriate size (see the bestiary for its full description). This creature acts as your minion for 1 minute.
If your character is at least 15th level they can create masterwork animated objects if the object they target is of remarkable quality or value. This version of the spell can target up to giant objects.
Effect: You warp the flow of magic within a small area, preventing it from functioning. This creates a 10-foot radius field around a point you choose within 30 feet of you. Creatures within that area have any active magic effects on them suppressed while they are in there (they lose access to them and lose benefits from them), and cannot be targeted or affected by spells cast outside the effect. Magic items within the area likewise have their magic properties suppressed, though they may still function as their base item. Attempting to cast a spell while located within an antimagic field requires an Absolute (50) Spellcasting check. The field lasts 1 minute.
Effect: You create and project a purely psycho-spiritual manifestation of yourself, your literal soul, onto the Astral Plane where you can touch other minds and places with yours. This is a ritual that takes 10 minutes to cast but allows you to teleport your senses to any point in the Astral Plane. You may speak (via projecting thoughts) while in this form and have all of your normal senses but cannot be physically harmed while in this state. You may freely move to any point on the astral plane or cognitive realm at any time via teleportation. Your consciousness can still be subject to spells (though you are immune to all forms of damage) while in this state.
While in this state your body is asleep and you can only be awakened when your astral projection ends; normal stimuli do not awaken you as there is no soul left in your body.
Effect: You perform a 1-day ritual over an animal or plant, slowly raising them to a humanoid level of awareness. The creature’s mental abilities scores are increased to +0, if any were lower than that. Additionally, the target gains the ability to speak Common.
Effect: Specify a creature type. You or a target you touch gains 1 bonus damage dice on the next attack made against that sort of creature within the next minute. These bonus damage dice deal divine damage instead of their normal damage type. These bonus damage dice do not stack with other bonus damage dice.
Effect: You conjure a shimmering barrier of magical force to shield yourself from harm. Choose 1 edge of your space; you create a 5×5 vertical barrier along that edge that lasts until the start of your next turn. This grants you cover and blocks line of effect (but not line of sight). As part of casting this spell, you may take a Defensive Action as a free action; doing so doesn’t end your turn. It has 10 HP but Absolute resistance.
Effect: You touch a willing ally and grant them great fortune in the future. This lets them add 1 Free Hero Dice to the next d20 roll they make within 1 minute. A blessed character cannot spend Hero Dice in any other way on this action, though they can forgo the benefit of being blessed in favor of adding Hero Dice normally.
Effect: You touch a creature and attempt to end a curse or corruption effect currently affecting them. Make a Spellcasting check. The touched creature receives a new save against the effect, and may use your Spellcasting result in place of their roll.
Effect: Choose a creature within 30 feet; they must attempt a Will save. If they fail, any strong emotions they are feeling are suppressed for 1 round (though they restart afterwards). This doesn’t necessarily force any specific actions (such as combat ending) or end any effects (it just suppresses them), though it does give a creature time to reflect on their actions free of any mental influence. If they successfully make the save, the creature is not affected. 10th Level Bonus: This spell can affect up to half your casting modifier worth of creatures (minimum 1 creature).
Effect: With a 15-minute ritual, you conjure enough hearty quality food to feed up to a dozen creatures. The exact nature of the food is up to you, but it always appears ready to eat along with bowls, spoons, and serving utensils. You may cast this spell as part of taking a short rest; this does not disrupt the short rest. After 2 hours, or when the food is finished being eaten, the mess, utensils, and vessels for eating/serving magically evaporate - leaving only full bellies.
Effect: You magically warp a creature’s perception of you, forcing them to act in a friendly manner towards you, as per the charmed condition, for 1 minute. The creature receives a Will save to negate the effect. A creature that makes their Will save is immune to your charm spells for 24 hours. Any hostile action taken by you or your allies immediately ends the effect, acting as though the creature had made their save (making them immune to subsequent applications for 24 hours).
Effect: You pray for protection and create a runic circle in a 10-foot radius burst that protects you from antagonistic forces while you reside in the radius. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. If cast as a Holy spell, you gain Resist 10 against Unholy creatures and spells, and vice versa. This lasts for 1 minute or until you leave the circle.
Effect: A 30-foot radius burst is instantly cleaned of all grime, grease, or filth. This has no effect on unwilling creatures (it doesn’t kill a slime for example) and never causes damage.
Effect: Select one creature or item that has been suppressed. Make a Spellcasting check against a DC 15 + the highest mental ability score of the creature that suppressed your target. If you succeed, the effect that suppressed your target immediately ends. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Challenging (20).
Effect: You overpower the will of a single creature within 30 feet, attempting to dictate their next course of action. You may command a creature to stop moving, run away, approach, drop all held items, or fall prone. On a failed Will save, the creature spends its next available action on its next turn performing the chosen action. If they successfully make the save, the creature is not affected. This is a mind-affecting effect.
Effect: You warp space to create a deep pit. Designate an unoccupied 10 feet x 10 feet space within 30 feet of you. You create a pit that is 20 feet deep plus 10 feet per 2 levels (minimum of 30 feet deep), and lasts for 1 minute.
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: You touch the corpse of a creature who has been dead for less than 1 month. This ritual takes 1 hour to perform. That creature is raised as an undead with all its skills and abilities with the following exceptions. It gains the undead, minion, mook, and mindless special traits. They are corrupted into following any commands you issue them as per the rules for minions (including self-destructive ones). You can only use this on creatures whose level is no greater than half of yours. You must re-cast this spell on an undead every 24 hours for it to remain animated.
Effect: You summon a 30-ft diameter cloud of fog into a space within 60 feet of you. Creatures within the cloud are hidden. The cloud functions as a minion with a fly speed of 10 feet. The cloud lasts 1 minute.
Effect: One creature within 30 feet of you is instantly cured of a poison or disease whose save DC is 20 or less.
Effect: You can touch an adjacent creature and heal them for 1d6 points of damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. This is “life damage” (which heals living creatures and causes damage to things like undead). If a creature does not wish to be healed (or if healing would hurt them) they can attempt a Will save to avoid the spell entirely.
Effect: You can target a creature within 30 feet of you with a curse if they fail a Will save. You must state a restriction or request some action under penalty of the curse (“If you look at me, you will suffer this curse!” or “Leave this place and never return!”). If the creature willingly takes such an action, they become Impaired 2 for 1 hour (A GM may approve other appropriate results for curses). A curse is permanent until it is broken. If the curse has a condition that can be met (such as “Fetch me the Sword of Lies or suffer this curse!”), the curse is lifted once the order has been fulfilled. A creature who makes their save against this spell cannot be targeted by a curse from the same spellcaster for 1 week.
Effect: The target is “gifted” with a magical sigil of a white elephant that appears on their forehead. The target gets a subtle feeling of power and confidence, but the spell is otherwise useless. Target creature within 30 feet must attempt a Will save. If they fail this spell fills their enhancement slot for 1 minute, replacing their current enhancement effect if necessary. This spell cannot be replaced by another enhancement without a successful Spellcasting check (DC 10 + your Spellcasting proficiency).
Effect: You curse your foe to become exceptionally frail, suffering greatly from their next wound. Target creature within 30 feet becomes Vulnerable to the next instance of physical damage they take within the next minute. A Will save negates this effect. Creatures damaged while under the effect of this have odd wounds that seem to crack in spider web patterns out along the surface of their body, like glass.
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: You magically darken an area with a radius of 30 feet for 1 minute, dropping the light level by 1 step (bright> normal> dim> dark).
Effect: You warp space creating a dangerous pit. Designate an unoccupied 10 feet x 10 feet space within 30 feet of you; you create a pit that is 30 feet deep and lasts for 1 minute. The pit has sharp rocks, spikes, or other dangerous implements at the bottom. In addition to falling damage the target suffers 1d6 piercing damage for every 2 levels you have if they hit the bottom.
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 gain Resist necrotic 20 and Absolute saves against death effects for 1 minute.
Effect: You can see the divine auras of creatures with the holy or unholy keyword. This happens in a flash. You get a momentary vision of the souls of creatures you can perceive: either a saintly aura that signifies a holy creature or an ominous one that signifies an unholy one. Creatures without such keywords have nothing revealed about them. A creature who wishes to conceal this can attempt a Stealth or Bluff check vs a DC of 10 + your proficiency bonus in Spellcasting.
Effect: Your eyes cloud over and the world fills with oily white clouds. You gain Detect (invisible) 60 feet for 1 minute, but have a hard time seeing anything else. You only see white on white approximations of the real world while in this form and no creatures who are not invisible. You are Debuffed on any actions that don’t involve an invisible creature.
Effect: You gain Detect (magic) for 1 minute.
Effect: Channeling divine power into your voice, you release an awe-inspiring shout. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. All valid creatures within the sound of your voice must make a Will save or fall prone and become scared of you for 1d4+1 rounds. This is a mind-affecting fear effect. Holy: This affects Unholy creatures and the spell gains the Holy keyword. Unholy: This affects Holy creatures and the spell gains the Unholy keyword.
Effect: Target creature within 60 feet must make a Will save. On failure, the creature is unable to teleport or travel between planes for 1 minute.
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.
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.
Effect: You can change your appearance to that of another creature for 1 hour. This may not make you appear as a specific creature, but one of that category. Creatures wishing to identify you must beat a check of DC 10 + your proficiency bonus in Spellcasting, Stealth, or Bluff (whichever is higher). You may make Spellcasting checks in place of Bluff when attempting an Impersonate.
Effect: You fire a ray of destructive force at a target, tearing it apart on a fundamental level. Make a Spellcasting attack at a range of 60 feet. If you hit, the target takes 1d6 null damage per 2 levels + your highest mental ability modifier. Creatures killed by this damage are reduced to a pile of ash. If you target an object you deal 10 x your level in damage to it in a 10 ft cube.
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.
Effect: Select an ongoing magical effect or magic item that you are aware of within 30 feet of you. Make a Spellcasting check (DC 10 + the Spellcasting proficiency of the source of the spell). If you beat it, the effect ends. Magic items become non-magical for 1 hour.
Effect: You conjure a divine bolt of power to strike your foes from above. Designate a 10 feet x 10 feet area within 30 feet of you. Creatures in that area take 1d6 divine damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. A Reflex save negates the damage.
Effect: You overwhelm the will of the target, enslaving them to your whim. Choose a target within 30 feet; that creature must attempt a Will save. On a failed save, the creature becomes your minion for 1 hour. If given no orders, it will attempt to follow you. The enslaved creature receives 1 new Will save every minute to end the effect prematurely. Ordering an enslaved creature to take a hostile action grants it a new save at the start of each round.
=== 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.
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.
Effect: Like a dragon, you can belch forth a torrent of fire as smoke and ash escape your nostrils. For the next minute you gain a breath weapon. It deals 1d4 fire damage per 2 character levels + your highest mental ability modifier to all creatures within a 15-foot cone. A Reflex save negates the damage. Exhaling this cone of fire takes 1 action but can only be done once per round.
Effect: Your hand shimmers with pure elemental energy: ablaze with fire, seething with frigid cold, cracking with electricity, humming with a violent sonic edge, or even oozing with caustic acid. This spell allows you to touch a creature, causing 1d6 damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. At the time of casting you can choose one of the following damage types: acid, cold, electricity, fire, or sonic.
Critical: x2 damage.
Effect: Choose one of the following damage types; acid, cold, electricity, or fire. A single weapon you wield has its damage type change to the chosen element for 1 minute. Ranged weapons confer this effect onto fired ammunition.
Effect: You conjure a mass of grasping vines, roots, and bushes with a 10-foot diameter anywhere within 30 feet of you. Creatures who touch this mass need to make a Reflex save or become entangled (only a single save is required each turn). The DC to escape the plants is DC 10 + your proficiency bonus in Spellcasting. The mass lasts for 1 hour or until removed. The plants can be destroyed: it has 3 HP per character level of the caster. This is considered difficult terrain.
Effect: Target creature within 30 feet becomes Tired (2) until the end of their next turn. A successful Fortitude save negates this effect.
Effect: You wrap your weapon in volatile explosive force. The next time you strike an enemy with the weapon within the next minute, you deal bonus fire damage equal to your level to the struck creature. The bonus fire damage is also dealt to all creatures adjacent to the target (excluding you). Adjacent creatures can attempt a Reflex save (DC of your Spell DC or 10 + weapon proficiency) to negate the damage.
Effect: A target within 30 feet of you gains the scared condition against you for 3 rounds. The target gets a Will save to resist this. This is a fear effect.
Note: As with all scared conditions the creature gets a new save every round to attempt to end it prematurely.
Effect: You conjure a ball of fire that you hurl at your foes, causing it to violently explode. You hurl a fireball up to 100 feet and it causes 1d8 fire damage per 2 character levels (minimum 1d8) + your highest mental ability modifier in a 10-foot radius burst. All creatures in this area must attempt a Reflex save. If they are successful, they take no damage. This spell causes anything flammable to burn.
Effect: You cloak yourself in a wreath of fire for 1 minute that badly burns anyone who strikes you with a melee attack. Creatures that do so take 1d6 points of fire damage automatically. Attacks with manufactured reach weapons are immune to this effect.
Effect: You conjure a 5ft diameter disk that hovers ~2 feet off the ground. As an action, a creature can grab the disk, in which case it follows their movement so long as no other creature is holding it as well. The disk can carry up to 3 + your highest mental ability modifier worth of bulk; attempting to apply more weight ends the spell. The disk lasts for 1 hour.
Effect: Vines, thorns or other plantlike qualities form over your body. You are treated as if you're wearing a breastplate made of wood (overriding any lighter armor you are currently wearing). While in this form you gain vulnerability to fire damage and may use your Spellcasting proficiency on Stealth checks to hide in natural overgrowth. This lasts for 30 minutes.
Effect: You begin to float in the air. You gain a fly speed equal to your speed for 1 hour.
Effect: A creature within 30 feet of you gains an oath not to do a specific thing for the next 3 rounds. This oath should be simple (~10 words or less) and cannot directly conflict with existing oaths they have. The target gains a Will save to negate the effect.
Effect: You can commune with the divine tempest or your patron to ask if a course of action will ultimately turn out well or badly for you. Casting this spell takes 1 hour and a specific question must be asked whose answer applies to events within the next 24 hours. You will then get either a “good feeling” about it (signifying that it will work out well for you), a “bad feeling” (implying things won’t work out so good), or a “slight numbing sensation” (which implies the results will not dramatically influence you).
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.
Effect: For 1 minute, you are supernaturally limber. You gain a Free Hero Dice on saves against effects that cause the bound, entangled, grappled, or paralyzed conditions. When you attempt to escape a grapple, you gain a Free Hero Dice on the attempt. Finally, while squeezing you don’t have to spend extra movement.
Effect: You exhale a voluminous cloud of billowing cold and rhime. All creatures within a 15-foot cone take 1d8 cold damage per 2 character levels + your highest mental ability modifier. All creatures in the area must make a Reflex save. If they are successful, they take no damage.
Effect: You curse a creature with bad luck. The target must make a Will save or be Impaired 2 for 1 round.
Effect: You turn into a gaseous cloud of vapor with roughly the same mass as yourself until the end of the next turn. While in gaseous form you can’t interact with anything and can only drift forward at a rate of 5 feet per move action. You can pass through anything that a cloud of vapor can pass through. You cannot take anything that requires a physical form to do and can’t cast spells.
You are immune to physical damage while in this form but are vulnerable to fire damage.
As a translucent cloud of mist it’s also fairly easy to hide. You gain a Free Hero Dice on all attempts made to hide.
Effect: You become intangible for 1 minute. After the first hostile action taken by or against you, you return to your normal, tangible, self. (Example: If someone attempts to stab you, you are immune to that stab but then return to normal immediately after.) You appear a little transparent, your skin looks a bit like you’re dead (a human’s skin would look kind of pallid), and you sometimes let off tiny wisps of smoke.
Note: See the “intangible” condition in the section on conditions in the Core Rulebook.
Effect: You create a 30-foot radius puddle of oily grease that causes people to slip and fall when attempting to move through it. This puddle can be placed anywhere within 30 feet of you. A creature that begins or ends their turn in this area must make a Reflex save for fall prone. The area of this spell is considered difficult terrain.
The grease in this area is flammable; if ignited, creatures who end their turn in an area of grease take 1d6 fire damage (no save) at the end of their turn. This spell lasts for 1 minute before drying up. The oil is a magical substance that vanishes when removed from the main body of the puddle.
Effect: You can cause yourself to grow 1 size category (tiny> small> medium> large> giant) for 1 minute.
Effect: You create a 30-foot cone of wind. All creatures within it must make a Reflex save or be knocked prone. Unsecured items of 1 or less bulk are blown to the end of the cone.
Effect: You become lightning fast after tampering with the flow of time around yourself. You get 1 extra action on your next turn and increase your movement speed by 10 feet.
Effect: You can touch an adjacent creature and cause their body to spontaneously develop horrific wounds all over. This causes 1d6 points of divine damage per 2 character levels (minimum 1d6) + your highest mental ability modifier.
Effect: You become invisible for 1 minute. If you make a hostile action, the spell ends.
Effect: Pick a target within 300 feet that has exhibited some dramatic behavior. Choose a keyword that you and the GM believe appropriately reflects that behavior; holy, unholy, fey, or monster. The creature gains that keyword until the end of your next turn. A Will save negates this effect.
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.
The holy keyword tends to be associated with selflessness, protection, and charity. The fey keyword is most often paired with mischievousness, pedantry, and spite. “Monstrous” actions are harder to pin down. Monsters always have a compulsion so if someone is hyper fixated on something, is slavishly following an order, or doing something to wild excess they would be a good target for that keyword.
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!)
Effect: Your vision sharpens for 1 hour, granting you “keen vision”; this doubles the effective range of your senses. Additionally, you get 1 Free Hero Dice on Investigation and Perception checks.
Effect: You coat yourself in a thin veil of magic, creating a comfortable environment for yourself to carry wherever you go. This allows you to exist comfortably in most reasonable temperatures (-20 F to 120 F) and under mundane weather effects common to the mortal plane. It keeps you dry and warm in the rain, stable on a gusty day, and cozy in a blizzard. This also allows aquatic creatures or creatures with other mundane environmental needs for survival to survive in inhospitable environments. Finally, it provides clean air and relative cleanliness (e.g., your robes look nice even if you walked through a mud field) for the recipient. This lasts for 6 hours.
Effect: Select an unattended object you can see with a bulk of 3 or less. It sheds light like a torch for 1 hour.
Effect: You send a crackling tether of electricity from your palm, causing 1d8 electricity damage per 2 character levels (minimum 1d8) + your highest mental ability modifier in a 30-foot line. All creatures in this area must attempt a Reflex save. If they are successful, they take no damage.
Effect: You muddle the mind of a creature, addling their thoughts. On a failed Will save, the creature becomes confused for 1 minute. If attacked, the creature will automatically retaliate on its turn. A creature gains a new save at the end of each turn to end the effect early.
Effect: A shimmering barrier of force coats your body, protecting you from harm for 1 hour. You gain a +3 armor bonus to AC while unarmored.
Effect: You can summon a suit of otherwise mundane armor that resembles nothing so much as solid smoke. This can be any mundane armor or shield costing 200 GP or less. It is summoned onto yourself or a willing target within 30 feet of you in a fashion that is fit to wear. You can only summon armor the target has the capacity to use. This armor vanishes into smoke after 1 minute.
Effect: You fire a number of small darts of raw arcane force that home in on your foe. These magical energy darts have a range of 30 feet and automatically hit (so long as there is no cover or miss chance) the creature you target. Each dart causes only 1 magic damage and, by default, you fire 1d4 darts when you cast this spell.
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.
Effect: You split into a swarm of duplicate images and fractal clones. When you cast the spell, you gain 2 illusory copies (plus yourself). They mimic your actions and movements with subtle and confusing differences. When you are attacked or targeted by a hostile effect, the GM rolls 1d6; on the roll of a 5 or 6 the attack hits you. Otherwise, one of your illusory copies is destroyed (even if the effect would not normally cause damage). Area of effect effects automatically destroy all illusory copies. If unused, your copies vanish after 1 minute.
Effect: Shackling chains of power wrap around the target, binding or outright paralyzing them. Pick a target within 30 feet; that creature must make a Fortitude save. On a failed save, the creature is entangled until the end of their turn. If they successfully make the save, the creature is not affected.
Effect: You summon a pair of humanoid phantasmal apparitions to serve you for 1 hour. These phantom minions have a 10 feet fly speed, can move up to 30 feet away from you, can each carry up to 3 bulk or push up to 5 bulk, and can perform mundane labor. The phantoms cannot attack or take hostile actions and are instantly dismissed when the subject of a hostile action or any harm befalls them. When the spell ends, anything the phantoms were carrying falls to the ground in the space the phantoms was in.
Effect: You punch a hole through the cosmos and travel to a different plane of existence. This spell takes 1 hour to cast and you may take up to 10 willing creatures. You must visualize the location you wish to arrive at and make a Spellcasting check. If you make a DC 20 you arrive at that destination in a safe place (or as safe as it can be - at the very least, unoccupied). If you fail the check you arrive 1d100 miles from your intended destination in a randomly determined direction.
If you are trying to enter a plane that is the personal dominion of a being, this spell automatically fails if the one who rules over that plane is hostile towards you.
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.
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.
Effect: You inflict a target within 30 feet of you with a deadly poison. They must make a Fortitude save or take 10 persistent poison damage per round at the start of their turn for 5 rounds.
Alternatively, you can expend 1 dose of a poison you hold in your hand when casting this spell to replace this spell’s poison damage with the poison’s effect. Use the higher DC between the poison and your Spellcasting.
Effect: A silvery wind blows from your outstretched hands, coating everything in an irritating powder. Creatures within a 30-foot cone must make a Fortitude saving throw or become Impaired 1. Plants, constructs, and undead are immune to this effect. This lasts until your next turn and is a biological effect.
Effect: You transform yourself into a non-humanoid creature. You must be familiar with this creature (having identified it previously) and the creature must have a CR no higher than your level -5 (minimum CR 1/2). Casting this spell takes 1 minute and lasts for 1 hour. You cannot turn into a specific individual (such as “Night Stalker - The King of the Tigers”) but rather into a general creature of that sort (“A Tiger”). This gives you their physical body, not any equipment or the like. All your equipment merges into you.
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.
Effect: You perform a ritual that rips a hole in the fabric of reality itself, opening a gateway between your plane of existence and another one that you specify. The ritual takes 1 hour and creates a 10 feet x 10 feet temporary “window” of sorts that links one plane to another that lasts for 1 hour. You must clearly picture a location on the plane where you wish to open the portal. If you do not have a place in mind, the portal opens to a random place on that plane.
Effect: You channel the divine wrath of the Divine Tempest into a powerful blast that burns your foes. If cast as a Holy spell this affects creatures with the Unholy keyword, and vice versa. Affected creatures within 30 feet take 1d6 divine damage per 2 character levels + your highest mental ability modifier. A Will save negates the damage.
Effect: You fill yourself with a surge of vital energies, causing your body to mend wounds and regrow limbs. This spell grants you regeneration 5 for 5 rounds. Additionally, you regrow 1 missing limb lost within the last 24 hours. The regained body part functions as normal, but is devoid of any previous injuries or markings (e.g., scars and tattoos). You can regenerate any missing limbs within 1 day, per day.
Effect: Choose one of the following damage types; acid, cold, electricity, or fire. Touched creature gains Resist 10 against that damage type for 1 minute.
Effect: You return a recently slain creature to life with a 10-minute ritual. The creature must have been dead for no more than 1 minute at the beginning of casting, and not killed by old age or a death effect. You must have the creature’s remains (or a significant portion of the remains). The creature returns to life with 1 HP.
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.
Effect: All creatures within 30 feet of you who are hidden or invisible suddenly become visible to you until the end of your turn. After your turn ends they return to being hidden or invisible, though you retain knowledge of their approximate location, provided they don’t move.
Effect: This 1 hour long ritual allows you to remove the magic from a magic item. With much pageantry and complex incantations you draw the magic out and dissipate it, allowing it to return to where it once was.
After 1 hour make a Spellcasting check to disenchant the item. The DC required is Heroic (30) if the cost of the enchantment is ~10,000 GP or less. Anything above that and it’s Godlike (50). Artifacts can’t be disenchanted (they normally have a specific method of destruction). If the check fails, the item is not disenchanted.
A creature attuned to a magic item will feel a stab of pain and longing when the item is disenchanted.
Effect: Target creature within 30 feet must attempt a Fortitude save. On a failed save the creature becomes either blind or deafened (your choice) for 3 rounds.
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: You inundate yourself with divine power, creating a palpable aura of sanctity few dare breach. Creatures attempting a directly hostile action against you must succeed a Will save. If they fail, they must take a different action instead of attacking you. This spell lasts for 1 minute, and taking a hostile action ends the effect early.
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.
Effect: Target creature or object within 30 feet becomes silenced for 1 minute (Will negates).
Effect: Declare 1 specific item (“The King of the North’s Crown”). After a 5 minute ritual, you gain Detect (that item) 1,000 feet for 24 hours. If the item you are looking for does not exist or is not on your plane, the spell fails. You must know enough about the item to distinguish it from other similar items (though you do not need to have seen it).
Effect: Each casting of this creates enough food for 1 filling but flavorless meal for each creature in your party, a rudimentary shelter (a 10 feet x 10 feet wooden hut) as well as a small, safely constructed, lit fire in the center of the hut. As part of the ritual you and your party (all who wish to benefit from it) must walk in a circle for 1 minute around something that obscures your vision of your starting point (walking around a low hill, walking through the forest, etc). When you return to your destination you find the hut fully built and food prepared. The hut vanishes as soon as everyone leaves or 12 hours pass (anything left inside remaining on the ground where it was).
Effect: You can cause yourself to fall 1 size category (tiny<small<medium<large<giant) for 1 minute.
Effect: You cause one creature within 30 feet to become increasingly drowsy. That creature must make a Will save or fall asleep at the end of their next turn.
Effect: The target of this spell gains 1 Free Hero Dice on their save against the next spell cast on them (or that includes them). This lasts for 1 hour if unused. The spell is “unintelligent” and reacts to the next spell, regardless of what it is. This spell has no visual appearance on the person it was cast on but anyone with Detect (magic) can see it as a shimmering aura around them.
Effect: You develop the ability to scale walls without the use of gear or natural climbing enhancements. You have a base climb speed of 30 feet for 1 minute. A creature may attempt to remove you from the surface against an opposed Strength check.
Effect: You can summon an animal or elemental creature to your aid. The creature’s level must not be greater than your level -2 and be one you have encountered before and identified (typically with a skill check). The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue to the best of its ability, though it refuses to take actions that violate its nature.
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.
Effect: You can summon an outsider to your aid. The creature summoned must be one appropriate to your outlook and relationship with the Divine Tempest. The creature’s level must not be greater than your level -2. The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue to the best of its ability, though it refuses to take actions that violate its nature or divine tenets.
Effect: You can summon a monster to your aid. The creature summoned must have the “monster” keyword and be one you have encountered before and identified (typically with a skill check). The creature’s level must not be greater than your level -2. The creature appears in an adjacent square, gains the minion keyword, and remains for 1 minute. The creature will attempt to follow any commands you issue it to the best of its ability, even to its doom (this allows you to control it directly).
Effect: You can communicate mentally with a single creature within 30 feet of you for 1 minute and you can hear any replies directed at you. Your target can attempt a Will save to resist the messages.
Effect: You bend space and time around you, transporting yourself to a location on the same plane that you specify. Choose a space within 120 feet you can see. You move to that space and end your turn. If that space is occupied, the spell fails.
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: 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: You can land your hands on a piece of unattended, contiguous, solid material that is approximately 5 feet x 5 feet x 5 feet and transmute it to another kind of material. You can transmute any of the following materials into any other of those materials: dirt, stone, lead, bronze, iron (not steel), or wood. This does not shape the material, simply change something to something else.
This material reverts to its original form after 1 hour. Any pieces that break off or are worked/shapes causes the effect to end and revert to its original form.
Effect: You perform a 1 hour ritual, during which you must produce a small amount of blood of your target and a ritual vessel (such as a canopic jar, hollow gem, skull covered in runes, etc). When the ritual ends, the vessel is charged with powerful magics designed to trap and hold the soul of your target. If the target should die within 120 feet of the ritual vessel, their soul becomes trapped within the vessel. While their soul is trapped, they cannot be resurrected and the vessel counts as “them” for all intents and purposes. Destroying the vessel frees the soul.
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.
Effect: You summon a basic earthen barrier into existence. You summon a single 5 feet x 5 feet x 10 feet section per character level. These sections can be in any configuration, though they must be contiguous and all touch at least 1 other solid surface. The barrier blocks movement and line of sight, and each section has 10 HP per character level.
Effect: Target creature within 30 feet becomes Impaired 1 and Tired (1) for 1 minute. A Fortitude save negates this effect.
Effect: You conjure a hyper-sticky web with a 20-foot diameter anywhere within 30 feet of you. Creatures who touch this web need to make a Reflex save or become entangled (only a single save is required each turn). The DC to escape the web is DC 10 + your proficiency bonus in Spellcasting. The web lasts for 1 hour or until removed. A web can be destroyed; it has 3 HP per character level of the caster.
Effect: You clear your mind by reciting meditative mantras for 1 minute, eventually becoming aware of whispers from the past. You can use the Religion or Academia skill to recall information about the location you are in, as well as events and people who have been there, as if you had access to a library. These whispers provide a firsthand source of knowledge and may be able to provide information not recounted in historical archives.
Effect: You transform into an animal. This allows you to assume the form of any animal whose level is 1 and who you have witnessed before. You keep your own level of intelligence for thinking but otherwise use the ability scores in the animal’s entry.
Effect: You force the target’s body to rot away. Choose a creature within 30 feet; that creature takes 1d4 biological necrotic damage per 2 caster levels and becomes Impaired (1) for 1 minute. A Fortitude save negates the damage and the impaired condition.