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Magic

Magic fills all of creation; it is often used by spellcasters to create effects by altering reality by performing following set actions and rules to produce a specific effect, this is known as a spell. This Chapter will contain the rules for spellcasting, psionic powers, and powerful rites.

Magic tends to come in four varieties based on how magic is channelled by the caster to generate the effect. These are:

This Chapter will go into the rules concerning how spellcasting, psionics, and rites work and general rules of magic. At the end of the section tied to that kind of magic within this Chapter will be a list of spells/powers/rites known by each Class as well as what each they do.

The Fifth Kind of Magic

There is theorised to be a Fifth kind of magical source. This is raw mortal emotions and belief. This is theorised why mortals can sometimes perform feats and actions that would rationally be deemed impossible. It is also believed that this is why mortal Faith can power Eternals or why their emotions and beliefs can shape so many aspects of Creation. But considering all this, there is no known way to reliably channel such magic, if even such magic exists. As the only thing that can be observed is the effect, and some believe scholars are merely trying to draw commonality to a number of random unconnected effects.

Spells

Spells are specific effects generated by a spellcaster. In this section we will describe the types of spells, how they are described, and how they work. All spellcasters should read this section as should those looking at psionic powers as they are built around exceptions to the rules presented here.

Kinds of Spell

There are three kinds of spells within the game: Spells, Rituals, and Rites.

  • Spells. These follow all the rules presented in this section.
  • Rituals. These are spells that have the Ritual Spell Tag in its description. Only spellcasters who are capable of ritual casting, as denoted by the Ritual Caster Class Tag, can Prepare a spell with the Ritual Spell Tag. Spells with this Spell Tag do not require Spell Slots to cast, are always cast at the highest Circle of spell the Character can Prepare currently, though they do count against the number of spells you can Prepare each Day.
  • Rites. These are advanced versions of spells/powers which require the spellcaster that knows the rite to lead it, but otherwise acts as a Party Challenge are part of the casting/manifesting. These are displayed seperately from spells and powers, with their unique rules and descriptions covered in their own section at the end of this Chapter.

Schools of Magic

Schools of magical theory group spells into ten categories called Schools of Magic. Scholars, particularly arcanists, apply these categories to all magic, believing that all magic functions in essentially the same way, whether it derives from rigorous study or bestowed by an external power.

The Schools of Magic help describe spells; they have no direct rules of their own, although some rules refer to the Spell School and they are included in the spell's description.

  • Abjuration School. Abjuration spells involve the negation, manipulation, or alteration of other spells. These are often associated with the Cosmic Realm.
  • Conjuration School. Conjuration spells involve the transportation of entities and objects from one location to another. Some spells summon or banish entities/objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjuration spells create objects or effects out of nothing.
  • Dictation School. Dictation spells affect the minds of others, influencing or controlling their behaviour. Such spells can make enemies see the caster as a friend, force others to take a specific course of action, or even control another entity like a puppet. These are often associated with the Realms of Dreams and the Thoughtweb.
  • Divination School. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant folk or places. These are often associated with the Cosmic Realm, the Realms of the Heavens, and the Realms of Dreams.
  • Evocation School. Evocation spells involve the manipulation of magical energy to preduce a desired effect. Some call up blasts of the fire or lightning. These are often associated with the energies of the Realms Primordial, especially the Outer Realms Primordial.
  • Illusion School. Illusion spells involve the decieving the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any entity can see, but the most insidious illusions plant an image directly into the mind fo an entity. These are often associated with the Realms of Dreams and the Realms of the Masquerade.
  • Necromancy School. Necromancy spells involve the manipulation of the energies of life an death. Such spells can grant an extra reserve of life force, drain the life energy of another, or create undead. These are often associated with the Realms of Death, the Realms of the Masquerade, the Realms of Fungi, and the Realms of Wood.
  • Protection School. Protection spells involve barriers, wards, and other effects based around the negation of harmful effects, most focused on defence though some have aggressive uses. These are often associated with the Realms of Metal and the Cosmic Realm.
  • Restoration School. Restoration spells involve the restoration and rejuvination of orgnaic materials and bodies back to health, even returning a deceased entity to life. These are often associated with the Realms of the Heavens and the Realms of Wood.
  • Transmutation School. Transmutation spells involve change, be it an entity, object, or environment. They might transform an enemy into a harmless animal, bolster the strength of an ally, make an object move at the caster's command, or enhance an entities innate healing ability to rapidly recover from an injury. These are often associated with the Realms of Metal and the Realms of Wood.

Spell Circles

Every spell has a numerical level of power known as its Circle, it symbolises how complex the spell is to cast, with higher Circle spells being only able to be cast by higher Level spellcasters. These Circles normally go from 1st Circle spells to 9th Circle spells.

There are also Cantrips which are effectively 0 Circle spells (see below), and there are 10th Circle spells which can only be learnt by gaining specific Class Features.

Preparing Spells

Before a spellcaster can use a spell, they must have the spell firmly fixed in mind, or must have access to the spell in a Magic Item. Spellcasters undergo a process of Preparing spells, preparing a number of spells from their Spell List granted to them by their Class' Spellcasting Feature or Class' unique equivalent Feature. The exception to this is Arcanists who instead Prepare spells from their Spellbook's list of spells.

The spellcaster can choose a number of spells equal to their Spellcasting Trait + their Level in that spellcasting Class (minimum of 1 spell). These spells must be of a Circle for which they have Spell Slots. If a Feature would state they always have a spell Prepared as part of its effect, the spell being Prepared does not count against the number of spells they can Prepare each day.

The caster can then change their list of Prepared spells whenever they finish a Long Rest. Preparing a new list of their spells requires time spent in appropriate rituals that take about 5 Minutes to perform.

Cantrips are not Prepared, a Character Learns new Cantrips as they gain certain Class Levels, they are fixed and cannot be changed during their Long Rest. Whenever they gain a Character Level they can exchange a number of Cantrips they have Learnt with others equal to their Spellcasting Trait (minimum of 1). If a Feature would state a Character Learns a Cantrip as part of its effect, the Cantrip bestowed does not count against the number of Cantrips they can know at one time and cannot be exchanged when they gain Character Levels for another Cantrip.

Spell Slots

Retaining spells in the mind, manipulating the fabric of magic, and then channelling the magical energy into a specific form is a mentally and physically taxing progress, regardless of how many spells a caster Prepares or how simple the spell is, they can cast only a limited number of spells before requiring a rest. Higher Circle spells are hwoever more taxing to cast than lower Circle spells. Thus, each spellcasting Class' description includes a Table showing how many Spell Slots of each Circle a Character can use at each Class Level in the "Spell Slots per Spell Circle" coulmns.

When a Character casts a spell, they expend a Spell Slot of that spell's Circle or higher, effectively "filling" up the Spell Slot with the spell.

Unless otherwise stated, all Spell Slots are replenished upon completing a Long Rest.

Casting a spell at a higher Circle

When a spellcaster casts a spell using a Spell Slot that is of a higher Circle than that of the spell, the spell assumes the higher Circle for that casting. Effectively, the spell expands to fill the Spell Slot it is put into.

Some spells have more powerful effects when cast at a higher Circle, as detailed in the spell's description.

If a spell with the Ritual Spell Tag can be cast at a higher Circle, then it still does not expend a Spell Slot to cast, but is automatically cast at the highest Circle of Spell Slots the Character can cast at, at their current Character Level.

Cantrips

A Cantrip, otherwise known as a 0 Circle spell, is a spell that can be cast easily, with little physiqcal or mental strain due to frequent practise, without requiring a Spell Slot.

Casting a Spell

When a Character casts any spell, the same basic rules are followed, regardless of the Character's Class or the spell's effects.

Each spell's description begins with a block of information, including the spell's name, Circle, Spell School, Spell Tags, Casting Time, Triggers (for reactions), Targets, Range, AoE, Components, and Duration. The rest of a spell's description describes the spell's effects, any effects when cast at a higher Circle, and the spell's Empowered effects.

Casting in Armour

Because of the mental focus and precise gestures requires for spellcasting, the cster must be Trained in the use of any Armour Pieces they are wearing in order to cast the spell. They are otherwise too distracted and physically hampered by their Armour to cast spells.

Casting Time

All spells require using the Cast action, however its AP/RP cost can vary based on the spcific spell. Most spells requires an action with an AP cost to cast the spell, but some spells require reactions (RP), or potentially Realm Time Measurements to cast the spell.

Whilst the Cast action may be performed multiple times on the same Turn per the Combat section of the Active Time Chapter. A Character cannot cast the same spell more than once on the same Turn.

Cantrips

Normally when performing the Cast action multiple times on the same Turn, for each use of the action after the first, the AP cost of the action increases by 2. However, if the spell you wish to cast is a Cantrip, then you may ignore the AP cost increase for that use of the Cast action.

Reactions

Some spells can be cast as reactions with an RP cost. These spells take a fraction of a second to bring about and are cast in response to a specified event, which is shown as the Trigger in the spell's description. When the Trigger occurs you are able to perform that reaction so long as you hav esufficient RP remaining.

Casting Times Longer Than 1 Turn

Certain spells require more time to cast, often shown in Real Time Measurments such as Minutes or Hours, or with a length in Rounds. When a Character casts a spell with such a Casting Time, they must use the Cast action (2AP) once per Round to maintain the casting of the spell and must maintain Concentration whilst doing so.

If their Concentration is broken or the action does not occur during a Round, then the spell fails but the caster does not expend their Spell Slot. If they want to attempt to cast the spell again, they must start over from the beginning. Should this spell's casting be cancelled due to a failed Concentration Test and that Test rolled a Critical Failure, then the caster must roll on the Magical Mishap Table.

Targets

A typical spell requires the caster to choose one of more Targets to be affected by the spell. The Target section of the spell's description should state what the spell can Target and how many Targets can be chosen. For a spell like Magic Missile, the Target is an entity, whereas for a spell like Fireball the Target is a point in space where the ball of fire will erupt.

Unless otherwise stated in the Target section, the caster must be able to see the Target to choose them when casting the spell.

Unless a spell has a perceptible effect, a Target might not know they were Targeted by a spell at all. An effect like crackling lightning is obvious, but more subtle effects, like trying to read a Target's mind, typically goes unnoticed unless the spell says otherwise. Though a spell's Components (see below) may also draw attention to the caster raising the alarm that something is not right.

A Clear Path to the Target

To Target something, there must be a clear path between the caster and the Target, so it cannot be behind Total Cover. If a caster would place an Area of Effect at a Target point they cannot see and an obstruction blocks the path between the caster and the Target, then the Target point where the Area of Effect will appear from becomes the nearest side of the obstruction to the caster where the most direct path would meet the obstruction.

Targetting Yourself

If a spell Targets an entity of the caster's choosing within Range, then they can always choose themself as a Target unless the Target must be a hostile entity or is specified to be an entity other than the caster. A caster that finds themself within the Area of Effect of a spell they cast, unless specified otherwise, the caster can be affected by the spell's effect.

Range

The Target of a spell must be within the spell's Range. Most spells have Ranges expressed in metres as well as a narrative distance for Theatre of the Mind play.

Some spells have a Range of Touch, meaning you must be able to touch the Target and has a Range equal to that of your Unarmed Strikes' Reach.

Other spells have a Range of Self, meaning they only effect the caster. Spells that create Cone or Line AoEs that originate from the caster will have a Range of Self, as the Range is designating the origin point of the spell's effect as being you.

Once a spell is cast, unless specified in the spell's description, its effects are not limited by the spell's Range.

Areas of Effect

Spells such as the Fireball spell have an effect that covers a specified area known as an Area of Effect (AoE), allowing the effect to potentially affect multiple Targets at once.

A spell's description will specify the type of AoE which detmines the shape of the AoE: Cone, Cube, Cylinder, Line, or Sphere, as well as its size. Each AoE has a point of origin which may be the caster or a different Target which it eminates from. The rules for each shape specifies how the caster positions the point of origin. For spells that Target an enity, object, structure, or vehicle you would instead treat that as the point of origin.

A spell's effect will expand in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to another point within the AoE's Range, then that point is not included within the spell's AoE. To block one of these imaginary lines, the obstruction must provide Total Cover. Though some AoE spells will state their effects move around obstacles at which point the point is only not part of the AoE, if no unobstructed path within the AoE's Range can be drawn between the point of origin and the point.

Circle

The point of origin must be placed against the surface of a solid or liquid. The point of origin of a Circle is located at the centre of the Circle, from which the Radius of the Circle is measured in metres across the surface.

A Circle's point of origin is included in the Circle's AoE.

Cone

A Cone extends in a direction chosen by the caster from the point of origin to a point at the Cone's stated maximum length. The width of the AoE from either side of this line between the point of origin and the chosen ponint is equal to half the distance to that point of the line from the point of origin.

A Cone's point of origin is not included in the Cone's AoE unless the caster chooses otherwise.

Cube

The point of origin of a Cube can be located anywhere on any of the faces of the Cube or at its centre. The Cube's size determines the length of each side.

A Cube's point of origin is not included in the Cube's AoE unless the caster chooses otherwise.

Cylinder

The point of origin of a Cylinder is located at the centre of either circular face of the Cylinder, from which the Radius of the Cylinder is measured from. One of the circular faces must be in contact with the ground or another surface of a solid or liquid. The second distance is the height of Cylinder which determines the distance between the two circular faces.

A Cylinder's point of origin is included in the Cylinder's AoE.

Line

A Line extends in a direction chosen by the caster from the point of origin located at the mid point of the line's shortest side which is its width. It then extends in a straight path from the point of origin up to largest side which is its length.

A Line's point of origin is not included in the Line's AoE unless the caster chooses otherwise.

Sphere

The sphere extends outwards from the point of origin. The Sphere's size is expressed as a Radius in metres that extends from the point.

A Sphere's point of origin is included in the Sphere's AoE.

Square

The point of origin must be placed against the surface of a solid or liquid. The Square extends outwards from the point of origin along the surface. The Square's size determines the length of each side.

A Square's point of origin is not included in the Square's AoE unless the caster chooses otherwise.

Components

A spell's Components are the physical requirements that the caster must meet in order to cast the spell. Each spell's description indicates whether it requires Verbal (V), Somatic (S), or Material (M) Components. If the caster cannot provide one or more of a spell's Components, they are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power, rather, the combination of the sounds, with specific pitch and resonance, sets the magic in motion. Thus, a Character who is gagged or under the effects of the Silenced condition, can't cast spells with a Verbal Component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a Somatic Component, the caster must have a free use of at least one hand, or equivalent dexterous appendage, to perform these gestures.

Material (M)

Casting some spells requires objects, specified in the parentheses in the Component section fo the spell's description. A caster may use a Component Pouch or a Spellcasting Focus specified in the caster's Spellcasting or equivalent Feature, these Items can be found in the Equipment Chapter, in place of the Components specified by the spell's description.

But if a GP costs is indicated for a Component or if it states the Component is Consumed by the spell, then the specified Material Component must be used for the casting of the spell (Consumed Components must be provided for each casting), and a Component Pouch or Spellcasting Focus cannot be used instead.

A spellcaster must have a hand, or equivalent dexterous appendage, free to access the Material Components or to hold the Spellcasting Focus.

Casting Spells Using a Spellcasting Focus That Does Not Require Material Components

Some Spellcasting Foci may provide additional bonuses to spells cast using them. When this is the case, you may choose to, even if the spell does not have Material Components that can be replaced with the Spellcasting Focus, cast a spell through the Focus.

The caster must still have a hand free to make physical contact with the Focus, as well as any additional requirements of the spell's normal Components, but they can cast the spell and gain the benefits of using that Spellcasting Focus.

Duration

A spell's Duration is the length of time the spell's effect persists. A Duration can be expressed in Rounds, Minutes, Hours, or even Years. Some spells may specify that their effects last until they are Dispelled or Destroyed.

Instantaneous

Many spells are Instantaneous. The magic exists only for an instant, causing the effect to immediatley occur and then finish, also meaning the spell's effect cannot be Dispelled.

Concentration

Some spells require the caster to maintain concentration on the strands of the magic and their spell's effect for the spell to remain active. This is shown by stating in the spell's Duration that the spell requires Concentration to maintain, also stating the maximum length of time the Concentration can be maintained for. If the caster loses Concentration or chooses to end it, which can be done at any time with no action required, the spell also immediately ends.

Normal activities, such as moving or attacking, do not interfere with the caster's Concentration. The following factors, however, will cause the caster to lose Concentration:

  • Being Incapacitated or Killed. A Character instantly loses Concentration if they are Incapacitated or if they Die.
  • Performing Another Concentration Action. If a Character performs any action//reaction that requires Concentration, most often being casting another spell that requires Concentration, they lose Concentration on the previous effect immediatly in order to Concentrate on the new effect. A Character can only Concentrate on one effect at once.
  • Taking Damage. Whenever a Character recieves damage whilst Concentrating on an effect, they must make an Endurance (Focus) Test to maintain the Concentration, this is also known as a Concentration Test. The TG of the Test equals 10 or half the total damage recieved from that instance of damage, whichever is greater.

The GG might also decide that certain environmental phenomena, such as a wave crashing into the Character, will require them to make a TG 10 Concentration Test in order to maintain Concentration.

Trait Tests

Many spells specify that a Target can make a Trait Test to avoid some or all of a spell's effects. The spell specifies the Trait that the Target uses for the Test and what happens on a success or failure. The TG of to resist, avoid, or end the effects of the caster's spells is equal to the following calculation:

8 = the caster's Spellcasting Trait + their SB + any special modifiers

If a spell states that a Character would take half as much damage on a successful Test, if they rolled an Inspired Event on the Test, they instead take no damage.

Attack Rolls

Some spells require the caster to make an Attack Roll to determine whether the spell's effects hit the intended Target.

The caster's Spell Attack Bonus of the Attack Roll equals their Spellcasting Trait + their SB.

Most spells that require Attack Rolls involve ranged attacks. Remember that a caster has Disadvantage on ranged Spell Attack Rolls if they are within the AoC of a hostile entity, which can see the caster and isn't Incapacitated.

Empowering a Spell

When a caster casts a spell, they can choose to cast a spell with a higher Circle Spell Slot, as covvered above, for a reliably empowered spell, however, there are times where they may seek to push the limits of the power available to their Spell Slots, though with a risk of instability.

To do so the caster when choosing to cast a spell, they should declare they are Empowering the spell and the chosen Casting Time they are choosing to cast the Empowered spell with. The caster must make a Focus Skill Roll using their Spellcasting Trait. The TG of the Test equals the Empower TG listed in the spell's description + how much AP they are choosing the Casting Time to have. As part of this Test, the caster may choose to expend an unexpended Hit Die to reroll the d20 result, though this can only be done once per Test made to Empower the spell, and must use the rerolled result.

For Empowering spells with a Casting Time of RP or Real Time Measurments, look at the three options for the Casting Times, the smallest is treated as 1AP for determining the TG of the Focus Skill Roll to Empower the spell, the middle result is treated as 2AP, and the largest as 3AP.

On a successful Test, the spell is cast applying the chosen Empower effect for the chosen Casting Time. The Empowered effect can occur in concert with the effects of casting the spell with a Higher Circle Spell Slot.

On a failed Test, the Spell Slot and AP/RP is still expended, but the spell is not cast. The caster also takes Cosmic damage equal to the Circle of the Spell Slot expended + the caster's Spell TG, this damage cannot be reduced or mitigated in any way.

On a Critical Failure, in addition to the effects of failing the Test, the caster also rolls on the Magical Mishap Table.

Empowering Spells That Become Permanent

If a caster chooses to Empower a spell that states after X castings the spell's Duration would become Permanent. The Empower effects only apply to the Permanent effect if each casting was Empowered at that level. Otherwise, the effect is at the highest Empower level each casting shared.

Magical Mishap Table

When the caster rolls on this Table, they can choose to take any amount of Necrotic damage, which cannot be reduced or ignored in any way, to increase the result of the d20 roll by the chosen amount of damage. The caster can never choose to take damage that would reduce them below 0HP.

If the Table makes reference to the Triggering spell it is either the spell the caster attempted to Empower or the spell they were Concentrating on, depending on what caused the caster to roll on the Table.

Results
1

Magical Vortex. Each entity within a number of metres of the caster, equal to double their Character Level/CR, must make an Agility Test against the caster's Spell TG.

Failed Test: The entity takes Xd12 Cosmic damage, where X equals the caster's SB. If the entity has the Spellcaster Class/Entity Tag they also expend their three highest Circle unexpended Spell Slots or expend unexpended Psi/Soul Points equal to three times their Psi Limit/Soul Point Limit.

Failed by 5+: Double the damage and the entity rolls on the Cosmic Chaos Table (see Soulshaped Playbook Appendix B).

Successful Test: The entity takes half as much damage and loses half the number of Spell Slots/Psi Points/Soul Points (rounded down).

The caster who rolled this result instead of taking the above effects is reduced to 0HP and gains 3 Degrees of the Wounded condition.

2

Distorted Form. The caster gains 1d4 Degrees of the Exhaustion, they become unable to breathe for 1d8 Minutes, and all their unexpended Hit Dice are expended. When the caster next completes a Long Rest, they gain a permanent Mutation, working with the GG to develop a suitable Mutation or reffering to the Game Guide's Companion for the Mutation Table.

3

Distortion Field. For 1d100 Years an 10th Circle Antimagic Field and 10th Grade Null Field appears, these effects occur in a Sphere with a Radius equal to double the caster's Character Level/CR centred on the caster's position appears. This Sphere also dims to become Dimly Lit no matter what light sources are brought into the area or would immuniate it from outside, and no sounds can be made or heard whilst within the Sphere, making all entities within the Sphere Immune to Thunder damage and under the Silenced condition.

4

Mental Purge. The caster takes Cosmic damage equal to the Circle of Spell Slot expended + their Spell TG, and 1d4 spells they Prepared since their last Long Rest are forgotten until they next complete a Long Rest and cannot be replaced. They then roll on the Cosmic Chaos Table (see Soulshaped Playbook Appendix B).

5

Horrific Explosion. Each entity within a number of metres of the caster, equal to half their Character Level/CR, must make an Agility Test against the caster's Spell TG. The caster automatically fails by 5+.

Failed Test: The entity takes Xd6 Fire damage (if the Triggering spell would deal damage combine its Damage Type with the Fire damage for this effect), where X equals the caster's SB, and gain 2 Degrees of the Burned (dealt Damage Type) condition.

Failed by 5+: Double the damage and increase the Degrees of the Burned condition applied by 1 Degree.

Successful Test: The entity takes half as much damage.

6

Arcane Incineration. The caster gains 5 Degrees of the Burned (Cosmic) condition, and until they use an action (2AP) to focus their magic, they double the damage recieved from all sources before other modifications are applied.

7

Death Wave. All Animals, Flora, and plants, bar those chosen by the caster which they can see, within 1km of them immediately Die. The caster recovers all expended Hit Dice and all their HP.

8

Time Warp. The current Turn ends and the next 1d6 Turns in the Initiative Order are skipped.

9

Dellayed Effect. Roll of this Table again, the new effect occurs within the next 24 Hours (the timing is determined by the GG, though the delay has a minimum time of 1 Hour).

10

Chaos. The caster rolls on the Cosmic Chaos Table (see Soulshaped Playbook Appendix B).

11

Rampant Energies. The next entity in the Initiative Order who has the Spellcaster Class/Entity Tag may cast/manifest a spell/power of the same Circle/Grade as the Triggering spell. If it is a spell, it is Empowered without a Test being needed with the Empower level being determined by a d3 roll (roll a d6 1-2 = 1, 3-4 = 2, and 5-6 = 3).The GG may spend a Mark of Fate to choose any entity with the Spellcaster Class/Entity Tag to benefit from this effect.

12

Explosion. Each entity within the caster's AoC must make an Agility Test against the caster's Spell TG. The caster automatically fails by 5+.

Failed Test: The entity takes Xd6 Fire damage (if the Triggering spell would deal damage combine its Damage Type with the Fire damage for this effect), where X equals half the caster's SB, and gain a Degree of the Burned (dealt Damage Type) condition.

Failed by 5+: Double the damage and increase the Degrees of the Burned condition applied by 1 Degree.

Successful Test: The entity takes half as much damage.

13

Erie Light. For 1 Day, so long as the caster is not Incapacitated, they emit light to create a Dimly Lit area, a number of metres around the caster equal to their SB. An entity within this Dimly Lit area, bar the caster, gains a Degree of Exhaustion at the start of each of their Turns, all Degrees are removed upon leaving the Dimly Lit area.

14

Backblast. The caster is thrown 1d12m in a random direction (use a d8 to determine a cardinal direction). When they land they take 3d8 Force damage and are knockec Prone. If they hit an obstacle before reaching the rolled distance to damage die increases to a d12, the obstacles takes an equal amount of FOrce damage, and if the obstacle was an entity they are also knocked Prone.

15

Cosmic Feedback. The caster gains the Mind Lock condition for 1d4 Rounds. Each other entity with the Spellcaster Class/Entity Tag, within a number of metres of the caster equal to half their Character Level/CR, take 1d12 Cosmic damage.

16

Drained Body. The caster gains the Sap [Trait] 1d6 condition until they next complete a Long Rest. To determine the affected Trait the caster must roll a d6, 1=Physique, 2=Agility, 3=Endurance, 4=Knowledge, 5=Intuition, 6=Determination.

17

Mild Amnesia. The caster cannot cast the Triggering spell again during this Encounter/Scene.

18

Incindiary Reversal. The caster expends and rolls their largest unexpended Hit Die, taking Entropic Fire damage equal to the roll of the expended Hit Die, this cannot be reduced or mitigated. If the caster has no unexpended Hit Die available they take 12 Entropic Fire damage.

19

Sudden Blast. The caster gains a Degree of Exhaustion and are knocked Prone.

20

Overcharged Spell. The Triggering spell is cast, automatically Critically Hitting its Target(s) or the Target(s) automatically fail the Trait Test against the spell by 5 or more, the caster expends an additional Spell Slot of the same Circle of the spell or higher or Soul Points of the same amount as originally spent. The caster also gains the Mind Lock condition until the end of the Encounter/Scene.

21-29

Suppressed Magic. Nothing happens.

30

Restored Spell. The Triggering spell is cast though it is not Empowered.

Combining Magical Effects

The effects of different spells add together while the Durations of those spells overlap.

The effects of the same spell cast multiple times don't combine. Instead, the most potent effect, such as the highest Bonus, from those castings applies while their Durations overlap, or the most recent effect applies if the castings are equally potent, and their Durations overlap.

Countering a Spell

Characters with 5 or more Character Levels in Classes with the Spellcaster Class Tags learn the ability to Counter spells of other spellcasters.

In response to a spell with a Casting Time of AP that a caster can see being cast, they may use their reaction (1RP) to attempt to Counter the spell. To do this they must cast a spell they have Prepared which meets the following conditions:

  • Casting Time. It must have a Casting Time of either 1AP, 2AP, or 1RP.
  • Opposing Concept. It is in opposition to the original spell being cast, this could include a spell whose Spell School, Spell Tag, or Damage Type is in opposition to the original spell, though a caster could use any spell with sufficient reason with the GG having final decision on if it is appropriate. Some suggested opposites are presented in the Table below.
  • Range. The spell must have a Range that can reach either the Triggering spell’s caster, the Triggering spell’s Target, or able to cross between the path drawn directly between the Triggering spell’s caster and Target.
  • Spell Circle. It must be of a spell whose Spell Circle is equal to or less than half the caster's SB.

The normal effect of the spell they cast will not occur. Instead, an Opposed Trait Test is made between the caster and the spellcaster they are countering.

The caster countering the spell's result = d20 roll + their Spellcasting Trait + the Circle of the spell they cast + theirr SB (if they know either the Magical Lore or Focus Skill).

Original Spellcaster’s result = d20 roll + their Spellcasting Trait + the Circle of the spell they cast + their SB.

The caster attempting to counter the spell makes the Test with Disadvantage, if they do not know the spell they are Countering (it is not one they can currently Prepare) or have not encountered it before.

If the original caster rolled a higher result than the countering caster, then the spell occurs as normal, though the Spell Slot of the spell the countering caster cast is still expended.

If the countering caster rolled a higher result than the original caster then the spell is Countered, the Spell Slots of both of casters spells are still expended.

In the event of a tied result an explosion occurs, at the closest point between the path of the original spell and the countering caster. All entities within a number of metres of the point, equal to the original spell’s Circle, must make an Agility Test against the highest Spell TG between the two casters.

On a failed Test, the entity takes Xd6 of the combined Damage Type of both spells (if any spell has no Damage Type use Cosmic damage), where X equals the combined spell Circles of both spells.

On a successful Test, they take half as much damage.

Example Oppositions

This Table contains some example oppositions, however there may be times where the situation leads to other opposites.

Spell School Can Counter These Spell Schools
Abjuration All
Conjuration All
Dictation Transmutation
Divination Illusion
Evocation Protection
Illusion Divination
Necromancy Restoration
Protection Evocation
Restoration Necromancy
Transmutation Dictation

Spell Tag Can Counter These Spell Tags
Air Earth
Earth Air
Fire Water
Fungi Wood
Metal Thunder
Space Time
Thunder Metal
Time Space
Water Fire
Wood Fungi

Damage Type Can Counter These Damage Types
Acid Cold
Cold Acid, Fire
Cosmic All
Entropic All
Fire Cold, Poison
Force Lightning, Psychic
Lightning Force, Vorpal
Necrotic Radiant
Poison Fire, Radiant
Psychic Force
Radiant Necrotic, Poison
Thunder Vorpal
Vorpal Lightning, Thunder

Spell Lists

Cosmic Spell List

Cantips (0 Circle)

Acid Splash Dancing Lights Mending Shocking Grasp
Blade Guard Dispel Cantrip Mental Cloud Shooting Star
Bone Shield Eldritch Recollections Message Spell Shift
Capture Image Empowered Ammunition Minor Illusion Spell Transfer
Chill Grasp Firebolt Minor Shield Store Memories
Cloak of Static Firework Poison Spray Store Sounds
Conjure Fields of Flowers Forced March Prestidigitation Temporal Dislocation
Conjure Quill Illusory Art Protect Pages Thunderous Repulsion
Corporeal Disruption Keen Edge Ray of Frost True Strike
Cosmic Bolt Light Sapping Bolt Vicious Mockery
Cosmic Strike Lightning Dance Shape Elements Vine Whip
Create Element Mage Hand Shape Sound

1st Circle

Alarm Disorienting Thoughts Feather Fall Quick Read
Animal Friendship Elemental Barrier Hideous Laughter Reveal Tracks
Arcing Bolt Elemental Bolt Identify Shield
Bane Enchanted Dictation Illusory Script Silent Image
Burning Hands Eternal’s Rebuke Jump Sleep
Burning Mixture Exchange Vitality Lift Sonic Push
Channel the Primordial Expeditious Retreat Mage Armour Sonic Shield
Charm Humanoid Find Familiar Magic Missile Spell Extension
Colour Spray Floating Disk Minor Barrier Stasis
Comprehend Languages Fog Cloud Minor Creation Strikedown
Converse with Animals Frighten Open Minor Fissure Temporal Push
Dazing Jolt Frost Dart Poisonous Bolt Thunderwave
Detect Magic Grease Protection From Other Realms Unseen Servant
Disguise Self Heroism Pull Water Breathing

2nd Circle

Acid Arrow Distracting Light Gust of Wind Psychic Lash
Addled Mind Eldritch Shield Heat Metal Rope Trick
Alter Self Elemental Exhalation Hold Humanoid Scorching Ray
Animal Messenger Elemental Ray Impairment See Invisibility
Arcane Lock Elemental Restraint Incite Rage Shatter
Arcanist's Magic Aura Elemental Sphere Invisibility Silence
Assize Enervating Ray Knock Spell Acceleration
Augury Enhance Ability Levitate Spell Warp
Bestow Luck Enlarge/Reduce Locate Animals or Plants Spider Climb
Bladestorm Enthrall Locate Object Suggestion
Blur Fall Mage’s Mark Void Breathing
Calm Emotions Flash Magic Mouth Web
Cloud Shape Flash Learning Magic Weapon Wind Dance
Continual Flame Flock of Craben Mirror Image
Dark Blade Forced Transposition Misty Step
Darkness Freezing Blast Momentary Erasure
Detect Thoughts Gentle Repose Nightvision

3rd Circle

Blink Fear Mental Fortress Summon Undead
Charmed Service Fire Breathing Nondetection Temporal Rush
Clairvoyance Fireball Noxious Cloud Temporal Sap
Converse with Dead Fly Open Fissure Tiny Hut
Crown of the Elements Gaseous Form Phantom Steed Tongues
Daylight Glyph of Warding Protection from Energy Vampiric Touch
Dispel Magic Hypnotic Pattern Sending Wall of the Outer Elements
Echo Step Investiture of the Spirit Shockwave Water Walk
Elemental Stride Lightning Bolt Sleet Storm Whirlpool
Elemental Weapon Magic Circle Stone Lance Whispers of the Void
Exchange Life Major Image Summon Nightmare

4th Circle

Accelerated Duration Control Water Greater Invisibility Resilient Sphere
Arcane Eye Dimension Door Hallucinatory Terrain Secret Chest
Banishment Divination Ice Storm Singularity
Black Tentacles Echoed Pain Locate Individual Sphere of Imprisonment
Blight Eldritch Scar Messenger of Dreams Stone Shape
Charm Entity Elemental Ruin Minor Note of Death Stoneskin
Compulsion Elemental Shield Phantasmal Killer Summon Creation
Confusion Emergency Restoration Polymorph Summon Fae
Control Stone Fabricate Private Sanctum Walking Bomb

5th Circle

Animate Objects Control Air Inflict Paradox Seeming
Arcane Hand Control Fire Insect Plague Summon Masked
Arcane Osmosis Creation Legend Lore Summon Primordial
Antimagic Shell Dominate Humanoid Mirror Message Tactical Distribution
Awaken Earth Breathing Mislead Telekinesis
Cloudkill Eldritch Eye Misty Sprint Telepathic Bond
Cone of Cold Flash Mastery Paradoxical Weapon Training Teleportation Circle
Conjure Unstable Primordial Geas Passwall Vampiric Chains
Contact Other Realm Hold Entity Phased Form Wall of Force

6th Circle

Chain Lightning Disintegrate Globe of Invulnerability Summon Outsider
Chains of Shadow Eldritch Wound Magic Jar Summoner’s Mark
Circle of Death Elemental Boon Mass Suggestion Sunbeam
Conjure Fae Mesmer Elemental Rebuke Paradoxical Restoration Temporal Ward
Contingency Eyebite Programmable Shield True Seeing
Corrupted Boon Find the Path Programmed Illusion
Dancing Plague Flesh to Stone Summon Draconic Avatar
Dimension Tunnel Freezing Sphere Summon Dreamed

7th Circle

Brain Drain Earthly Star Open Major Fissure Teleport
Combat Senses Etherealness Prismatic Spray Triplecast
Conjure Sword Finger of Death Project Image Wings of Stars
Cosmic Restoration Firestorm Realm Shift Woodsong Armour
Delayed Blast Fireball Forcecage Reverse Gravity
Dream Shift Magnificent Mansion Shield of Snow
Dual Element Blast Mirage Arcane Simulacrum
Dual Element Ray Note of Senses Symbol

8th Circle

Antimagic Field Dominate Entity Horoscope Sunburst
Boon of the Arcana Earthheart Armour Illusory Monstrosity Temporal Tear
Clone Earthquake Incendiary Cloud Virulent Walking Bomb
Control Weather Field of Blades Mass Mirror Image Wither
Dark Sphere Fungal Infestation Mind Blank
Demiplane Glibness Note of Stasis

9th Circle

Annihilation Field Imprisonment Phantom Army True Polymorph
Arcane Inscription Meteor Swarm Prismatic Wall Visions of the Void
Death Cloud Note of Death Shapechange Weird
Foresight Note of Knowledge Temporal Acceleration Wish
Gate Note of the Elements Temporal Reset

Eternal Spell List

Cantips (0 Circle)

Bone Shield Eternal Bolt Illusory Art Sacred Flame
Conjure Quill Eternal Strike Keen Edge Show the Way
Corporeal Disruption Eternal’s Censure Light Spare the Dying
Discordant Note Firework Mending System Jolt
Dispel Cantrip Forced March Mental Cloud Thaumaturgy
Encourage Recovery Guidance Resist Elements True Strike

1st Circle

Bane Detect Other Realm Heroism Quick Read
Boon Detect Poison and Disease Inflict Wounds Sanctuary
Command Disrupt Rhythms Minor Note of Determination Shield of Faith
Create or Destroy Water Eternal’s Rebuke Minor Note of Healing
Cure Wounds Exchange Vitality Protection From Other Realms
Detect Magic Guiding Bolt Purify Food and Drink

2nd Circle

Augury Enhance Ability Lesser Restoration Reinforced Stamina
Bestow Luck Find Steed Light Blade Silence
Calm Emotions Flash Learning Locate Object Solemn Exultations
Conjure Spiritual Weapon Gentle Repose Magic Weapon Warding Bond
Continual Flame Hold Humanoid Prayer of Healing Zone of Truth
Detect Traps Impairment Reinforced Form

3rd Circle

Beacon of Hope Daylight Magic Circle Sending
Charmed Service Dispel Magic Meld into Stone Tongues
Clairvoyance Eternal’s Weapon Minor Chorus of Determination Water Walk
Conjure Spirit Guardians Exchange Life Minor Chorus of Healing
Converse with Dead Glyph of Warding Protection from Energy
Create Food and Water Investiture of the Spirit Revivify

4th Circle

Banishment Death Ward Locate Individual Stone Shape
Conjure Eternal’s Guardian Divination Minor Note of Death Zone of Healing
Control Stone Emergency Restoration Minor Note of Endurance
Control Water Freedom of Movement Sphere of Imprisonment

5th Circle

Antimagic Shell Control Fire Geas Mirror Message
Chorus of Exultation Dawn Strike Greater Restoration Roar of the Eternals
Commune Dispel Other Realm Insect Plague Summon Demi-Eternal
Contagion Eternal’s Illumination Legend Lore Tactical Distribution
Control Air Flash Mastery Mass Cure Wounds

6th Circle

Call For Aid Forbiddance Minor Chorus of Death Wall of Blades
Circle of Death Heal Summon Draconic Avatar Word of Recall
Eternal’s Boon Heroes’ Feast Sunbeam
Find the Path Insightful Resuscitation True Seeing

7th Circle

Combat Senses Etherealness Note of the Eternal’s Domain Strategic Foresight
Conjure Eternal’s Emissary Firestorm Realm Shift Symbol
Cosmic Restoration Note of Senses Regenerate

8th Circle

Antimagic Field Earthquake Note of Endurance Tree of Life
Control Weather Field of Blades Note of Stasis Wither
Earthheart Armour Holy Aura Sunburst

9th Circle

Death Cloud Mass Heal Note of Healing Note of the Elements
Eternal’s Ward Note of Death Note of Intuition Temporal Reset
Gate Note of Determination Note of Knowledge

Primordial Spell List

Cantips (0 Circle)

Beast Weapons Firework Poison Spray Shooting Star
Conjure Field of Flowers Forced March Primalcraft Spare the Dying
Conjure Quill Guidance Primordial Bolt Spell Shift
Create Element Illusory Art Produce Flame Store Sounds
Dispel Cantrip Lightning Dance Resist Elements System Jolt
Earthen Repulsion Mending Shape Elements Thunderous Push
Empowered Ammunition Message Shillelagh True Strike
Encourage Recovery Nature’s Balm Show the Way Vine Whip

1st Circle

Alarm Cure Wounds Goodberry Reveal Tracks
Animal Friendship Dazing Jolt Identify Shielding Form
Bane Detect Magic Jump Sonic Push
Boon Detect Other Realms Longstrider Sonic Shield
Channel the Primordial Detect Poison and Disease Minor Note of Healing Stone’s Throw
Charm Humanoid Entangle Protection From Other Realms Strikedown
Comprehend Languages Faerie Fire Purify Food and Drink Thunderwave
Converse with Animals Fog Cloud Quick Read Water Breathing
Create or Destroy Water Frost Dart Razor Wind

2nd Circle

Animal Messenger Enlarge/Reduce Locate Animals or Plants Reinforced Stamina
Assize Fall Locate Object See Invisibility
Augury Flame Blade Mage’s Mark Silence
Barkskin Flash Learning Magic Weapon Spike Growth
Bestow Luck Freezing Blast Moonbeam Tornado
Cloud Shape Gust of Wind Nightvision Wind Dance
Continual Flame Heat Metal Pass Without Trace Wind Shield
Detect Traps Hold Humanoid Plant Strike Void Breathing
Enhance Ability Lesser Restoration Reinforced Form

3rd Circle

Call Lightning Dispel Magic Plant Growth Summon Animal
Clairvoyance Daylight Nondetection Summon Nightmare
Conjure Animal Warden Echo Step Protection from Energy Tongues
Conjure Minor Primordials Elemental Weapon Revivify Wall of the Outer Elements
Conjure Spirit Guardians Fire Breathing Sleet Storm Water Walk
Converse with Plants Meld into Stone Stone Lance Whirlpool

4th Circle

Blessing of the Wilds Control Stone Ice Storm Regen
Blight Control Water Locate Individual Stone Shape
Charm Entity Divination Messenger of Dreams Stoneskin
Confusion Freedom of Movement Polymorph Summon Fae
Conjure Woodland Beings Hallucinatory Terrain Radiance of Life Zone of Healing

5th Circle

Antilife Shell Contagion Flash Mastery Mass Cure Wounds
Awaken Control Air Geas Summon Primordial
Call the Primordial Control Fire Greater Restoration Tree Stride
Commune with Nature Earth Breathing Insect Plague
Cone of Cold Eldritch Eye Legend Lore

6th Circle

Conjure Fae Mesmer Heroes’ Feast Transport via Plants
Elemental Boon Summon Draconic Avatar True Seeing
Find the Path Summon Dreamed Wall of Thorns
Flesh to Material Sunbeam Wind Walk

7th Circle

Combat Senses Realm Shift Strategic Foresight
Firestorm Regenerate Symbol
Mirage Arcane Reverse Gravity Woodsong Armour

8th Circle

Aerial Gale Earthheart Armour Fungal Infestation Sunburst
Boon of the Arcana Earthquake Horoscope Tidal Wave
Control Weather Field of Blades Incendiary Cloud Tree of Life

9th Circle

Death Cloud Meteor Swarm Note of Intuition Storm of Vengeance
Foresight Note of the Elements Shapechange True Polymorph

10th Circle Spell List

10th Circle spells are rare to find outside of hands of a few gifted Arcanists. These spells are not split by kind of magic, meaning they are open to any Class with the ability to Prepare 10th Circle spells.

Adamantine Shield Open the Gate Time Stop Universal Truths
Apocalypse Rewrite the Soul True Invisibility
Death Syphon Spellcaster’s Truth Undo Time

Spell School Lists

The following section will contain lists of each Spell School split by Spell Circle. This is to aid with finding spells with specific Spell Schools, especially for Features that add spells with specific Spell Schools to your normal Spell List.

Abjuration School

Cantips (0 Circle)
Corporeal Disruption Dispel Cantrip Spell Shift Spell Transfer
1st Circle
Channel the Primordial Spell Extension
2nd Circle
Arcane Lock Spell Acceleration Spell Warp
3rd Circle
Dispel Magic Glyph of Warding Nondetection Private Sanctum
4th Circle
Accelerated Duration Banishment Emergency Restoration Resilient Sphere
5th Circle
Antimagic Shell Arcane Osmosis Dispel Other Realms Tactical Distribution
6th Circle
Contingency Forbiddance Globe of Invulnerability
7th Circle
Symbol Triplecast
8th Circle
Antimagic Field Mind Blank
9th Circle
Arcane Inscription Imprisonment

Conjuration School

Cantips (0 Circle)
Conjure Field of Flowers Dancing Lights Poison Spray
Conjure Quill Mage Hand Vine Whip
1st Circle
Entangle Floating Disk Grease Unseen Servant
Find Familiar Fog Cloud Open Minor Fissure
2nd Circle
Bladestorm Find Steed Misty Step
Conjure Spiritual Weapon Flock of Craben Rope Trick
Elemental Sphere Forced Transposition Web
3rd Circle
Blink Conjure Spirit Guardians Open Fissure Summon Nightmare
Call Lightning Echo Step Phantom Steed Tiny Hut
Conjure Animal Warden Investiture of the Spirit Sleet Storm Whirlpool
Conjure Minor Primordials Noxious Cloud Summon Animal
4th Circle
Black Tentacles Conjure Woodland Beings Messenger of Dreams Summon Creation
Conjure Eternal’s Warden Dimension Door Secret Chest Summon Fae
5th Circle
Arcane Hand Insect Plague Summon Masked Tree Stride
Call the Primordial Misty Sprint Summon Primordial
Conjure Unstable Primordial Summon Demi-Eternal Teleportation Circle
6th Circle
Call For Aid Heroes’ Feast Summon Outsider Wall of Blades
Conjure Fae Mesmerist Summon Draconic Avatar Summoner’s Mark Wall of Thorns
Dimension Tunnel Summon Dreamed Transport Via Plants Word of Recall
7th Circle
Conjure Eternal’s Emissary Dream Shift Open Major Fissure Teleport
Conjure Sword Magnificent Mansion Realm Shift
8th Circle
Demiplane Temporal Tear Tree of Life
Incendiary Cloud Terror of the Abyss
9th Circle
Gate Storm of Vengeance Wish

Dictation School

Cantips (0 Circle)
Forced March Mental Cloud Store Memories Vicious Mockery
1st Circle
Animal Friendship Disorienting Thoughts Hideous Laughter
Charm Humanoid Enchanted Dictation Sleep
Command Heroism Stasis
2nd Circle
Addled Mind Detect Thoughts Hold Humanoid Psychic Lash
Animal Messenger Distracting Light Incite Rage Suggestion
Calm Emotions Enthrall Momentary Erasure Zone of Truth
3rd Circle
Charmed Service Whispers of the Void
4th Circle
Charm Entity Compulsion Confusion Minor Note of Death
5th Circle
Animate Objects Dominate Humanoid Geas Hold Entity
6th Circle
Dancing Plague Mass Suggestion Minor Chorus of Death
7th Circle
Brain Drain Note of Senses
8th Circle
Note of Death Note of Knowledge
9th Circle
Brain Drain Note of Senses

Divination School

Cantips (0 Circle)
Eldritch Recollection Guidance Show the Way True Strike
1st Circle
Bane Converse With Animals Detect Poison and Disease Reveal Tracks
Boon Detect Magic Identify
Comprehend Languages Detect Other Realm Quick Read
2nd Circle
Augury Detect Traps Locate Animals or Plants Mage’s Mark
Bestow Luck Flash Learning Locate Objects See Invisibility
3rd Circle
Clairvoyance Converse With Plants Tongues
4th Circle
Arcane Eye Divination Locate Individual
5th Circle
Commune Contact Other Realm Flash Mastery Telepathic Bond
Commune With Nature Eldritch Eye Legend Lore
6th Circle
Find the Path True Seeing
7th Circle
Combat Senses Strategic Foresight
8th Circle
Boon of Arcana Horoscope
9th Circle
Foresight Note of Intuition Visions of the Void

Evocation School

Cantips (0 Circle)
Acid Splash Eternal’s Censure Primordial Bolt Shooting Star
Cosmic Bolt Firebolt Produce Flame Thunderous Push
Cosmic Strike Light Ray of Frost
Discordant Note Lightning Dance Sacred Flame
Earthen Repulsion Message Shocking Grasp
1st Circle
Arching Bolt Elemental Bolt Lift Sonic Push
Burning Hands Eternal’s Rebuke Magic Missile Stone’s Throw
Burning Mixture Frost Dart Pull Strikedown
Dazing Jolt Guiding Bolt Razor Wind Thunderwave
2nd Circle
Acid Arrow Flash Moonbeam Wind Shield
Darkness Freezing Blast Scorching Ray
Elemental Ray Gust of Wind Shatter
Flame Blade Light Blade Tornado
3rd Circle
Crown of Elements Fireball Sending Wall of the Outer Elements
Daylight Lightning Bolt Shockwave
4th Circle
Echoed Pain Radiance of Life Sphere of Imprisonment
Ice Storm Singularity
5th Circle
Cone of Cold Eternal’s Illumination Mirror Message Wall of Force
Dawn Strike Inflict Paradox Roar of the Eternals
6th Circle
Chain Lightning Eldritch Wound Freezing Sphere Sunbeam
7th Circle
Delayed Blast Fireball Dual Element Ray Forcecage Prismatic Spray
Dual Element Blast Fire Storm Note of the Eternal’s Domain Wings of Stars
8th Circle
Aerial Gale Earthquake Sunburst
Dark Sphere Field of Blades Tidal Wave
9th Circle
Annihilation Field Meteor Storm Note of the Elements Prismatic Wall

Illusion School

Cantips (0 Circle)
Capture Image Firework Minor Illusion
Cloak of Static Illusory Art
1st Circle
Colour Spray Faerie Fire Illusory Script Silent Image
Disguise Self Frighten Shadow Claw
2nd Circle
Arcanist’s Magic Aura Dark Blade Magic Mouth Pass Without Trace
Blur Invisibility Mirror Image
3rd Circle
Fear Hypnotic Pattern Major Image
4th Circle
Greater Invisibility Hallucinatory Terrain Phantasmal Killer
5th Circle
Mislead Seeming
6th Circle
Chains of Shadow Programmed Illusion
7th Circle
Mirage Arcane Project Image
8th Circle
Illusory Monstrosity Mass Mirror Image
9th Circle
Phantom Army Weird

Necromancy School

Cantips (0 Circle)
Bone Shield Eternal Bolt Sapping Bolt
Chill Grasp Eternal Strike
1st Circle
Disrupt Rhythms Exchange Vitality Inflict Wounds Poisonous Bolt
2nd Circle
Enervating Ray Gentle Repose Impairment
3rd Circle
Converse With Dead Exchange Life Summon Undead Vampiric Touch
4th Circle
Blight Eldritch Scar Walking Bomb
5th Circle
Cloudkill Contagion Vampiric Chains
6th Circle
Circle of Death Eyebite Harm Magic Jar
7th Circle
Earthly Star Finger of Death
8th Circle
Fungal Infestation Virulent Walking Bomb Wither
9th Circle
Death Cloud Well of Decay

Protection School

Cantips (0 Circle)
Blade Guard Minor Shield Resist Elements
1st Circle
Alarm Minor Barrier Sanctuary Sonic Shield
Elemental Barrier Minor Note of Determination Shield
Mage Armour Protection From Other Realms Shield of Faith
2nd Circle
Eldritch Shield Solemn Exultations Warding Bond
3rd Circle
Magic Circle Mental Fortress Minor Chorus of Determination Protection From Energy
4th Circle
Death Ward Elemental Shield Freedom of Movement
5th Circle
Antilife Shell Chorus of Exultation
6th Circle
Elemental Rebuke Programmable Shield Temporal Ward
7th Circle
Shield of Snow Woodsong Armour
8th Circle
Earthheart Armour Holy Aura
9th Circle
Eternal’s Ward Note of Determination

Restoration School

Cantips (0 Circle)
Encourage Recovery Nature’s Balm Spare the Dying System Jolt
1st Circle
Cure Wounds Goodberry Minor Note of Healing
2nd Circle
Assize Prayer of Healing Reinforced Stamina
Lesser Restoration Reinforced Form
3rd Circle
Beacon of Hope Minor Chorus of Healing Revivify
4th Circle
Minor Note of Endurance Regen Zone of Healing
5th Circle
Greater Restoration Mass Cure Wounds
6th Circle
Heal Insightful Resuscitation Paradoxical Restoration
7th Circle
Cosmic Restoration Regenerate
8th Circle
Major Restoration Note of Endurance
9th Circle
Mass Heal Note of Healing

Transmutation School

Cantips (0 Circle)
Beast Weapons Keen Edge Protect Pages Store Sounds
Create Elements Mending Shape Elements Temporal Dislocation
Empowered Ammunition Prestidigitation Shape Sound Thaumaturgy
Flash Step Primalcraft Shillelagh
1st Circle
Create Food & Water Feather Fall Minor Creation Temporal Push
Create or Destroy Water Jump Purify Food and Drink Water Breathing
Expeditious Retreat Longstrider Shielding Form
2nd Circle
Alter Self Elemental Restraint Knock Void Breathing
Barkskin Enhance Ability Levitate Wind Dance
Cloud Shape Enlarge/Reduce Plant Strike
Continual Flame Fall Silence
Elemental Exhalation Heat Metal Spike Growth
3rd Circle
Elemental Stride Fly Stone Lance
Elemental Weapon Gaseous Form Temporal Rush
Etherealness Meld Into Stone Temporal Sap
Fire Breathing Plant Growth Water Walk
4th Circle
Blessing of the Wilds Control Water Fabricate Stone Shape
Control Stone Elemental Ruin Polymorph Stoneskin
5th Circle
Awaken Control Fire Earth Breathing Phased Form
Control Air Creation Paradoxical Weapon Training Telekinesis
6th Circle
Corrupted Boon Elemental Boon Wind Walk
Disintegrate Flesh to Material
7th Circle
Quantum Tether Reverse Gravity
8th Circle
Control Weather Glibness
9th Circle
Temporal Acceleration Temporal Reset

Spell Tag Lists

The following section will contain lists of each Spell Tag split by Spell Circle. This is to aid with finding spells with specific Spell Tags, especially for Features that add spells with specific Spell Tags to your normal Spell List.

Air Tag

Cantips (0 Circle)
Cosmic Bolt Create Elements Resist Elements Shocking Grasp
Cosmic Strike Lightning Dance Shape Elements
1st Circle
Arching Bolt Dazing Jolt Elemental Bolt Razor Wind
Channel the Primordial Elemental Barrier Fog Cloud
2nd Circle
Cloud Shape Elemental Restraint Tornado
Elemental Exhalation Elemental Sphere Wind Dance
Elemental Ray Gust of Wind Wind Shield
3rd Circle
Call Lightning Elemental Stride Gaseous Form Wall of the Outer Elements
Conjure Minor Primordials Elemental Weapon Lightning Bolt
Crown of Elements Fly Protection From Energy
4th Circle
Elemental Ruin Elemental Shield
5th Circle
Call the Primordial Conjure Unstable Primordial Control Air Summon Primordial
6th Circle
Chain Lightning Elemental Boon Elemental Rebuke Wind Walk
7th Circle
Dual Element Blast Dual Element Ray
8th Circle
Aerial Gale Control Weather
9th Circle
Note of the Elements Storm of Vengeance

Earth Tag

Cantips (0 Circle)
Cosmic Bolt Create Elements Resist Elements
Cosmic Strike Earthen Repulsion Shape Elements
1st Circle
Channel the Primordial Elemental Bolt Strikedown
Elemental Barrier Stone’s Throw
2nd Circle
Elemental Exhalation Elemental Ray Elemental Restraint Elemental Sphere
3rd Circle
Conjure Minor Primordials Elemental Stride Meld Into Stone Stone Lance
Crown of Elements Elemental Weapon Protection From Energy Wall of the Outer Elements
4th Circle
Control Stone Elemental Shield Stoneskin
Elemental Ruin Stone Shape
5th Circle
Call the Primordial Creation Summon Primordial
Conjure Unstable Primordial Earth Breathing
6th Circle
Elemental Boon Elemental Rebuke Flesh to Material
7th Circle
Dual Element Blast Dual Element Ray
8th Circle
Earthheart Armour Earthquake
9th Circle
Meteor Storm Note of the Elements

Eldritch Tag

Cantips (0 Circle)
Cloak of Static Eldritch Recollections
1st Circle
Open Minor Fissure Shadow Claw
2nd Circle
Eldritch Shield Spell Warp
3rd Circle
Open Fissure Whispers of the Void
4th Circle
Black Tentacles Eldritch Scar Walking Bomb
5th Circle
Eldritch Eye Phased Form
6th Circle
Corrupted Boon Eldritch Wound Eyebite Summon Outsider
7th Circle
Brain Drain Open Major Fissure
8th Circle
Temporal Tear Terror of the Abyss Virulent Walking Bomb
9th Circle
Annihilation Field Visions of the Void

Fire Tag

Cantips (0 Circle)
Cosmic Bolt Create Elements Produce Flame Shape Elements
Cosmic Strike Firebolt Resist Elements
1st Circle
Burning Hands Channel the Primordial Elemental Barrier Elemental Bolt
2nd Circle
Continual Flame Elemental Ray Elemental Sphere Heat Metal
Elemental Exhalation Elemental Restraint Flame Blade Scorching Ray
3rd Circle
Conjure Minor Primordials Elemental Stride Fire Breathing Protection From Energy
Crown of Elements Elemental Weapon Fireball Wall of the Outer Elements
4th Circle
Elemental Ruin Elemental Shield
5th Circle
Call the Primordial Conjure Unstable Primordial Control Fire Summon Primordial
6th Circle
Elemental Boon Elemental Rebuke Sunbeam
7th Circle
Delayed Blast Fireball Dual Element Blast Dual Element Ray Fire Storm
8th Circle
Incendiary Cloud Sunburst
9th Circle
Meteor Storm Note of the Elements

Fungi Tag

Cantips (0 Circle)
Bone Shield Poison Spray Sapping Bolt
Chill Grasp Resist Elements
1st Circle
Elemental Barrier Elemental Bolt Inflict Wounds Poisonous Bolt
2nd Circle
Assize Elemental Ray Enervating Ray
Elemental Exhalation Elemental Restraint Impairment
3rd Circle
Crown of Elements Elemental Weapon Protection From Energy
Elemental Stride Noxious Cloud Vampiric Touch
4th Circle
Blight Elemental Ruin Elemental Shield Walking Bomb
5th Circle
Call the Primordial Conjure Unstable Primordial Summon Primordial
Cloudkill Contagion Vampiric Chains
6th Circle
Circle of Death Elemental Boon Elemental Rebuke
7th Circle
Dual Element Blast Dual Element Ray Finger of Death
8th Circle
Fungal Infestation Virulent Walking Bomb Wither
9th Circle
Death Cloud Note of the Elements Well of Decay

Metal Tag

Cantips (0 Circle)
Blade Guard Keen Edge True Strike
Empowered Ammunition Resist Elements
1st Circle
Elemental Barrier Elemental Bolt
2nd Circle
Bladestorm Elemental Exhalation Elemental Ray Elemental Restraint
3rd Circle
Crown of Elements Elemental Stride Elemental Weapon Protection From Energy
4th Circle
Elemental Ruin Elemental Shield
5th Circle
Call the Primordial Conjure Unstable Primordial Creation Summon Primordial
6th Circle
Elemental Boon Elemental Rebuke Flesh to Material Wall of Blades
7th Circle
Dual Element Blast Dual Element Ray
8th Circle
Earthheart Armour Field of Blades
9th Circle
Meteor Swarm Note of the Elements

Ritual Tag

1st Circle
Alarm Detect Poison and Disease Illusory Script Unseen Servant
Comprehend Languages Find Familiar Minor Creation Water Breathing
Converse With Animals Floating Disk Purify Food and Drink
Detect Magic Identify Quick Read
2nd Circle
Augury Gentle Repose Magic Mouth Void Breathing
Find Steed Locate Animals or Plants Prayer of Healing
3rd Circle
Clairvoyance Converse With Pants Magic Circle Tiny Hut
Conjure Animal Warden Fire Breathing Phantom Steed Water Walk
Converse With Dead Glyph of Warding Private Sanctum
4th Circle
Conjure Woodland Beings Divination Hallucinatory Terrain Messenger of Dreams
5th Circle
Awaken Contact Other Realm Legend Lore
Commune Creation Telepathic Bond
Commune With Nature Earth Breathing Teleportation Circle
6th Circle
Call For Aid Find the Path Heroes’ Feast Wind Walk
Contingency Forbiddance Summoner’s Mark
7th Circle
Mirage Arcane Woodsong Armour
8th Circle
Control Weather Earthheart Armour

Space Tag

Cantips (0 Circle)
Cosmic Bolt Cosmic Strike Shooting Star
1st Circle
Feather Fall Lift Pull
2nd Circle
Fall Levitate Moonbeam Void Breathing
Forced Transposition Misty Step Rope Trick
3rd Circle
Blink Fly Shockwave
4th Circle
Dimension Door Secret Chest Singularity
5th Circle
Misty Sprint Teleportation Circle
6th Circle
Dimension Tunnel Forbiddance Summoner’s Mark
7th Circle
Cosmic Restoration Magnificent Mansion Reverse Gravity
Dream Shift Quantum Tether Teleport
Earthly Star Realm Shift Wings of Stars
8th Circle
Dark Sphere Demiplane
9th Circle
Annihilation Field Gate Imprisonment

Thunder Tag

Cantips (0 Circle)
Discordant Note Shape Sound Thunderous Push
Resist Elements Store Sounds
1st Circle
Elemental Barrier Sonic Push Thunderwave
Elemental Bolt Sonic Shield
2nd Circle
Elemental Exhalation Elemental Ray Elemental Restraint Shatter
3rd Circle
Crown of Elements Elemental Stride Protection From Energy
Echo Step Elemental Weapon
4th Circle
Elemental Ruin Elemental Shield
5th Circle
Call the Primordial Conjure Unstable Primordial Summon Primordial
6th Circle
Elemental Boon Elemental Rebuke
7th Circle
Dual Element Blast Dual Element Ray
8th Circle
Aerial Gale Control Weather
9th Circle
Note of the Elements Storm of Vengeance

Time Tag

Cantips (0 Circle)
Flash Step Temporal Dislocation
1st Circle
Spell Extension Stasis Temporal Push
2nd Circle
Gentle Repose Spell Acceleration
3rd Circle
Temporal Rush Temporal Sap
4th Circle
Accelerated Duration Echoed Pain
5th Circle
Inflict Paradox Paradoxical Weapon Training
6th Circle
Paradoxical Restoration Temporal Ward
7th Circle
Combat Senses Strategic Foresight Triplecast
8th Circle
Note of Stasis Temporal Tear
9th Circle
Foresight Temporal Acceleration Temporal Reset

Tonomancy Tag

Cantips (0 Circle)
Discordant Note
1st Circle
Minor Note of Determination Minor Note of Healing
2nd Circle
3rd Circle
Minor Chorus of Determination Minor Chorus of Healing
4th Circle
Minor Note of Death Minor Note of Endurance
5th Circle
Roar of the Eternals
6th Circle
Minor Chorus of Death
7th Circle
Note of Senses Note of the Eternal’s Domain
8th Circle
Note of Endurance Note of Stasis
9th Circle
Note of Death Note of Healing Note of Knowledge
Note of Determination Note of Intuition Note of the Elements

Water Tag

Cantips (0 Circle)
Cosmic Bolt Create Elements Resist Elements
Cosmic Strike Ray of Frost Shape Elements
1st Circle
Channel the Primordial Create Or Destroy Water Elemental Bolt Frost Dart
Create Food & Water Elemental Barrier Fog Cloud Water Breathing
2nd Circle
Elemental Exhalation Elemental Restraint Freezing Blast
Elemental Ray Elemental Sphere
3rd Circle
Conjure Minor Primordials Elemental Weapon Wall of the Outer Elements
Crown of Elements Protection From Energy Water Walk
Elemental Stride Sleet Storm Whirlpool
4th Circle
Control Water Elemental Ruin Elemental Shield Ice Storm
5th Circle
Call the Primordial Cone of Cold Conjure Unstable Primordial Summon Primordial
6th Circle
Elemental Boon Elemental Rebuke Freezing Sphere
7th Circle
Dual Element Blast Dual Element Ray
8th Circle
Control Weather Tidal Wave
9th Circle
Note of the Elements Storm of Vengeance

Wood Tag

Cantips (0 Circle)
Conjure Field of Flowers Nature’s Balm Shillelagh System Jolt
Encourage Recovery Resist Elements Spare the Dying Vine Whip
1st Circle
Create Food & Water Elemental Barrier Entangle Minor Creation
Cure Wounds Elemental Bolt Goodberry Minor Note of Healing
2nd Circle
Assize Elemental Ray Plant Strike Spike Growth
Barkskin Elemental Restraint Reinforced Form
Elemental Exhalation Lesser Restoration Reinforced Stamina
3rd Circle
Crown of Elements Elemental Weapon Plant Growth Revivify
Elemental Stride Minor Chorus of Healing Protection From Energy
4th Circle
Conjure Woodland Beings Elemental Shield Radiance of Life Zone of Healing
Elemental Ruin Minor Note of Endurance Regen
5th Circle
Call the Primordial Creation Mass Cure Wounds Tree Stride
Conjure Unstable Primordial Greater Restoration Summon Primordial
6th Circle
Elemental Boon Flesh to Material Wall of Thorns
Elemental Rebuke Transport Via Plants
7th Circle
Dual Element Blast Dual Element Ray Regenerate Woodsong Armour
8th Circle
Major Restoration Note of Endurance Tree of Life
9th Circle
Mass Heal Note of Healing Note of the Elements

Spell Descriptions

A

Accelerated Duration

4th Circle Abjuration [Time]


Casting Time: 2AP

Target: A spell within Range with a Duration greater than 1 Round

Range: Touch

Components: V, S, M (A pinch of powdered rust)

Duration: Instantaneous

Empower TG: 16


You increase the time surrounding a spell. The Target spell decreases its remaining Duration by 1 Encounter/Scene or 1 Minute. If this would reduce the remaining Duration of the spell to 0 or less, then the Target spell immediately ends.

If the Target spell is of a Circle larger than that which this spell is cast at, make a Knowledge Test, with a TG of 10 + the Circle of the spell.

On a failed Test, this spell has no effect.


At Higher Circles. When you cast this spell using a Spell Slot of 5th or 6th Circle, the Duration decreases by 1 Hour.

When you cast this spell using a Spell Slot of 7th or 8th Circle, the Duration decreases by 8 Hours.

When you cast this spell using a Spell Slot of 9th Circle, the Duration decreases by 1 Day.

When you cast this spell using a Spell Slot of 10th Circle, the Duration decreases by 1 Year.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The amount of Duration the spell is reduced by is doubled. You can add your SB to the Knowledge Test made for affecting higher Circle Spells.


3AP. The amount of Duration the spell is reduced by is multiplied by 5. You can add double your SB to the Knowledge Test made for affecting higher Circle Spells.



Acid Arrow

2nd Circle Evocation


Casting Time: 2AP

Target: An entity/object/vehicle/structure within Range

Range: 18m | At Range

Components: V, S, M (Powdered rhubarb leaf and an adder’s stomach)

Duration: Instantaneous

Empower TG: 14


A shimmering green arrow streaks toward a target and bursts in a spray of acid. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 5d6 Acid damage immediately and gains two Degrees of the Burned (Acid) condition.

On a miss, the arrow splashes the Target with acid for half as much damage and applies one Degree of the Burned (Acid) condition.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 3d6 for each Slot Circle above 2nd, and every two Circles above 2nd also increases the number of Degrees of the Burned (Acid) condition dealt by one.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range is increased to 30m | Far. On a Hit, after the effect has resolved each entity within 1m (Melee) of the Target must make an Agility Test against your Spell TG, and each object, vehicle, and structure in 1m (Melee) of the Target is treated as having failed the Trait Test.

On a failed Test, the entity takes damage as if they were hit by the spell.

On a successful Test, the entity takes half as much damage.


3AP. The Range is increased to 120m | Far. On a Hit, after the effect has resolved each entity within 3m (Near) of the Target must make an Agility Test against your Spell TG, and each object, vehicle, and structure in 3m (Near) of the Target is treated as having failed the Trait Test.

On a failed Test, they take damage and gains Degrees of the Burned condition as if they were hit by the spell.

On a successful Test, they take damage and gains Degrees of the Burned condition as if they were missed by the spell.

On a miss, the above effect for hitting occurs but only for entities, objects, vehicles, and structures within 1m (Melee) of the Target.



Acid Splash

Evocation Cantrip


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 1m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous


You hurl a bubble of acid. Each entity within the AoE must make an Agility Test, and each object, vehicle, and structure in the AoE is treated as having failed the Trait Test.

On a failed Test, they take 1d8 Acid damage.


At Higher Levels. This spell’s damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Adamantine Shield

10th Circle Protection


Casting Time: 2AP

Range: Self

Components: V, S, M (A small piece of adamantine worth at least 500GP, which the spell Consumes)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 30


You create an arcane shield as hard as adamantine around you. For the Duration of this spell, you are Immune Critical Hits, Overwhelming Blows, and all Damage Types except Entropic and Cosmic damage which you gain Resistance to.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. For the Duration, your Movement speed is halved, but you also cannot be moved against your will or knocked Prone.


3AP. Upon casting the spell, you gain 100 BP. For the Duration, your Movement speed is halved, but you also cannot be moved against your will or knocked Prone, and you provide Total Cover for entities, of your Size Category or smaller, adjacent to you.



Addled Mind

2nd Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A vial of alcohol)

Duration: Instantaneous

Empower TG: 14


You disrupt the thoughts of the target. The Target must make a Knowledge Test.

On a failed Test, until the start of your next Turn, the Target reduces the size of the damage die of their spells and powers by 1 (to a minimum of 1d4).

For the same Duration, the Target suffers a Divination Penalty to their Damage Rolls equal to your SB.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose a second Target within 2m of the original Target.


3AP. Each entity within 3m of the original Target is also considered a Target of this spell.



Aerial Gale

8th Circle Evocation [Air, Thunder]


Casting Time: 2AP

Range: Self

AoE: 30m x 4m Line, Emanating from You

Components: V, S, M (A set of silver wind chimes carved with the words “Storm’s Wind” in Runic)

Duration: Instantaneous

Empower TG: 20


You channel primordial power to release a blast of thunder and wind. Each entity or object in the AoE, must make an Agility Test, with objects automatically failing the Test.

On a failed Test, the Target takes 7d10 Thunder damage. They are also flung up to 12m in a direction directly away from the central length of the line and knocked Prone. If a thrown Target collides with an immovable object/structure, such as a wall or floor, the Target takes 1d6 Force damage for every 2m it was thrown before impact. If the Target would collide with another entity or object instead, that other Target must succeed on an Agility Test or take the same damage and be knocked Prone.

On a successful Test, the entity/object is not moved but does take half the damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Entities/objects that succeed the Trait Test are thrown 6m in a direction away from the line and knocked Prone.


3AP. Entities/objects that succeed the Trait Test are thrown 9m in a direction away from the line and knocked Prone. Those that fail it are instead thrown 18m.



Alarm

1st Circle Protection [Ritual]


Casting Time: 15 Minutes

Target: A door, a window, or an area within Range that is no larger than a 4m Cube

Range: 6m | Near

Components: V, S, M (A tiny bell and a piece of fine silver wire)

Duration: 8 Hours

Empower TG: 13


You set an alarm against unwanted intrusion. For the Duration of this spell, an alarm alerts you whenever a Tiny or larger Sized entity touches or enters the Target area. When you cast the spell, you can designate individuals that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1.5km of the warded area. This ping also awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 12m.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. When casting the spell, you can choose a number of entities you can see up to your Spellcasting Trait (minimum of 1). Should you choose the mental alarm option each chosen entity will also receive the mental ping as well as you.


1 Hour. The Duration increases to 1 Day and the cubic area you can Target increases to 10m. When casting the spell, you can choose a number of entities you can see up to your Spellcasting Trait (minimum of 1). Should you choose the mental alarm option each chosen entity will also receive the mental ping as well as you.



Alter Self

2nd Circle Transmutation


Casting Time: 2AP

Range: Self

Components: V, S, M (The pelt of an Animal whose features you wish to adopt with this spell)

Duration: 1 Hour

Empower TG: 14


You assume a different form. When you cast the spell, choose one of the following options, whose effects remain for the Duration of this spell.

At any point during the Duration of the spell, you can end one option as an action (1AP) to gain the benefits of a different one.


Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a Swimming Speed equal to your Walking Speed.

Whilst underwater your Movement action only increases its AP cost by 1 AP for each use after the first.


Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another ancestry, though none of your statistics change.

You also can't appear as an entity of a different Size Category than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the Duration of the spell, you can use your action (1AP) to change your appearance in this way again.

You have Advantage on Deception Skills Rolls, and others have Disadvantage on Empathy, Investigation, and Perception Skill Rolls that rely on sight and your new appearance.


Natural Weapons. You grow claws, fangs, spines, horns, or a different Natural Weapon of your choice. Your Unarmed Strikes use your Spellcasting Trait for Attack and Damage Rolls and have a +1 Magic Bonus to these rolls.

They also increase the size of your Unarmed Strike damage die by 1, choosing to deal either Acid, Bludgeoning, Piercing, Poison, or Slashing damage, as appropriate to the Natural Weapon you chose.

Finally, the Natural Weapon is considered magical for overcoming Resistances.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can select an additional effect for each Slot Circle above 2nd.

For every two Circles above 2nd the size of your Unarmed Strike damage die increases by an additional 1.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Each option gains the following benefit:

  • Aquatic Adaptation. You ignore the penalties for swimming at low depths and gain Nightvision out to 12m.
  • Change Appearance. You can choose either Hearing, Sight, or Smell when you choose this option. For the Duration you gain the chosen Sense as a Skill Foci for the Empathy, Investigation, Perception, and Survival Skills.

    You can choose to alter your form a different body type than your normal form so long as it is the form of the animal whose pelt you are using as the Material Component.

  • Natural Weapons. You have Advantage on Concentration Tests.

3AP. Each option gains the following benefit:

  • Aquatic Adaptation. You have Advantage on Stealth and Survival Skill Rolls made whilst Underwater.

    You ignore the penalties for swimming at low depths and gain Nightvision out to 12m.

  • Change Appearance. You can choose either Hearing, Sight, or Smell when you choose this option and a Movement speed type. For the Duration you gain the chosen Sense as a Skill Foci for the Empathy, Investigation, Perception, and Survival Skills and you gain the chosen Movement speed equal to your Walking speed.

    You can choose to alter your form a different body type than your normal form so long as it is the form of the animal whose pelt you are using as the Material Component.

    You can choose a voice you have heard for at least 5 Minutes and can whilst in this form perfectly mimic that voice for the Duration. You can change your chosen voice whenever you change your form with this option.

  • Natural Weapons. You gain a +3 Shield Bonus to your HT and have Advantage on Concentration Tests.


Animal Friendship

1st Circle Dictation


Casting Time: 2AP

Target: An Animal within Range that can see/hear you

Range: 6m | Near

Components: V, S, M (A morsel of food suitable for the Target Animal)

Duration: 1 Day

Empower TG: 13


This spell lets you convince an animal that you mean it no harm. They must make an Intuition Test and do so with Advantage if you or your allies are fighting them.

On a failed Test, the Target becomes Charmed by you for the Duration, or your companions do anything harmful to them. The Charmed Animal regards you as a friendly acquaintance for the Duration.

When the spell ends, they know they were Charmed by you, unless they failed the Test by 5 or more at which point, they remain unaware of the spell being cast upon them. If this happens, they will be aware of any unusual behaviour they performed under the effects and may be able to work out if you cast the spell on them, they just cannot automatically know you cast the spell on them.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can affect one additional Animal for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the spell ends, they do not learn they were Charmed by you.


3AP. You can Target a Flora within Range that can see/hear you.

The Target whilst Charmed by this spell, will try to assist you by offering you shelter and helping you find Food & Drink if able. They also may try to warn you away from locations they know to be dangerous.

When the spell ends, they do not learn they were Charmed by you.



Animal Messenger

2nd Circle Dictation


Casting Time: 15 Minutes

Target: A Tiny Animal within Range

Range: 6m | Near

Components: V, S, M (A morsel of food suitable for the Target Animal)

Duration: 1 Day

Empower TG: 14


By means of this spell, you use an animal to deliver a message. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words.

The Target travels for the Duration of the spell toward the specified location, covering about 75 km per Day for a Flying Animal, or 38 km for other Animals.

When the messenger arrives, it delivers your message to the entity that you described, replicating the sound of your voice. The messenger speaks only to an entity matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the Animal makes its way back to where you cast this spell.


At Higher Circles. If you cast this spell using a Spell Slot of 3rd Circle or higher, the Duration of the spell increases by 2 Days for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Your message can consist of up to fifty words.


1 Hour. Your message can consist of up to one hundred words and the Duration becomes Until the Animal arrives at the Location.



Animate Objects

5th Circle Dictation


Casting Time: 15 Minutes

Target: Up to five nonmagical Huge or smaller objects within Range that are not being worn or carried, with Small and Large Targets counting as two objects, and Tiny and Huge Targets counting as four objects

Range: 24m | At Range

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


Objects come to life at your command. For the Duration, each Target animates and becomes an entity under your control. Each Target uses the Animated Object Stat Block and follows the rules presented in the Summoned Entities section of the Other Rules Chapter. Many of their abilities are determined by the Size Category of the Target uses the appropriate number in relation to the Size Category in the options.

You can mentally command any entity you made with this spell if they are within 100m of you. If you issue no commands, the entity only defends itself against hostile entities. Once given an order, the entity continues to follow it until its task is complete.

If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.

When the Animated Object drops to 0 HP, it reverts to its original object form, and any remaining damage carries over to its original object form.

The GG might rule that a specific object inflicts Slashing or Piercing damage based on its form.


At Higher Circles. If you cast this spell using a Spell Slot of 6th Circle or higher, you may animate an additional object for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Your Animated Objects gain +1AP and benefit from your Marked condition. They can use the Mark action, to apply the Marked condition for you.


3AP. The Duration becomes Concentration, up to 1 Hour.

Your Animated Objects gain +1AP, +1RP, and benefit from your Marked condition. They can use the Mark action, to apply the Marked condition for you.

Your Animated Objects can use their reaction (1RP), if you are within their AoC and receive damage, to have the damage dealt to them instead.



Annihilation Field

9th Circle Evocation [Eldritch, Space]


Casting Time: 15 Minutes

Range: Self

AoE: A 4m (Near) Radius Sphere, Centred on You

Components: V, S, M (A vial of stardust)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 25


You channel your magic into breaking the fabric of space to harm your foes. The AoE moves with you. You are Immune to the effect of this spell. For the Duration of this spell, the Sphere, and any space within 20m of it are Difficult Terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried.

When the Sphere appears and at the start of each of your Turns until the spell ends, unsecured objects within 20m of the Sphere are pulled toward the Sphere’s centre, ending in an unoccupied space as close to the centre as possible.

An entity that starts their Turn within 20m of the Sphere must make a Physique Test.

On a failed Test, the entity is pulled straight toward the Sphere’s centre, ending in an unoccupied space as close to the centre as possible.

An entity that enters the Sphere for the first time on a Turn or ends their Turn there takes 8d10 Force damage and is Restrained until they are no longer in the Sphere. If the Sphere is in the air, the Restrained entity Hovers inside the Sphere.

An entity can use their action (2AP) to make a Physique Test, ending this Restrained condition on themself or another entity in the Sphere that they can reach.

An entity reduced to 0HP by this spell is annihilated leaving behind no remains, along with any nonmagical Items they are wearing or carrying.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a successful Physique Test against getting pulled into the Sphere, they are still pulled 1m towards the Sphere’s centre.

The Difficult Terrain Movement speed penalty is doubled for all Movement speeds bar Walking and Swimming speed.


3AP. On a successful Physique Test against getting pulled into the Sphere, they are still pulled 3m towards the Sphere’s centre.

The Sphere is an area of magical Darkness that suppresses all magical light sources for as long as they remain in the area of the Sphere.

The Difficult Terrain Movement speed penalty is doubled for all Movement speeds bar Walking and Swimming speed.

Once per Turn, when an entity moves through the Difficult Terrain created by the spell, the entity takes 1d10 Entropic damage.



Antilife Shell

5th Circle Protection


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S, M (A pinch of powdered arsenic)

Duration: Concentration, up to 1 Hour

Empower TG: 17


For the Duration of this spell, A shimmering barrier extends out from you, the AoE with you, remaining centred on you.

All entities other than Constructs, Outsiders, and Undead cannot pass or reach through the barrier. Though those entities that cannot pass through can still use ranged attacks and attacks made with Weapons with the Reach Weapon Property to attack through the barrier.

If you would move, willingly or unwillingly, such that the barrier would pass into an entity that cannot pass through the barrier, the spell immediately ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Radius of the AoE increases to 3m (Near).


3AP. This spell will now affect entities with the Construct and Undead Entity Types.

The Radius of the AoE increases to 5m (Near).

If the barrier would pass into an entity that cannot pass through the barrier, they must make a Physique Test.

On a failed Test, the entity is pushed to an unoccupied space that will fit in. If they cannot be moved the barrier breaks.

On a success Test, the barrier breaks.



Antimagic Field

8th Circle Abjuration


Casting Time: 2AP

Range: Self

AoE: 2m (Near) Radius Sphere, Centred on You

Components: V, S, M (A pinch of powdered iron or iron filings)

Duration: Concentration, up to 1 Hour

Empower TG: 20


An invisible sphere of an antimagic field surrounds you. This area is divorced from the magical energy that suffuses Creation. Within the Sphere, spells can't be cast, and magically summoned entities disappear. For the Duration of this spell, the AoE moves with you, centred on you.

Spells and other magical effects, except those created by an Artefact or an Eternal, or that are Psionic powers and effects, are suppressed in the sphere and can't protrude into it. Spell Slots expended to cast a suppressed spell are expended. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.


Targeted Effects. Spells and other magical effects, such as Firebolt and Charm Person, that Targets an entity or an object in the Sphere have no effect on that Target.


Areas of Magic. The Area of Effect of another spell or magical effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of a spell, the part of the area that is covered by the Sphere is suppressed.


Spells. Any active spell or other magical effects on an entity or an object in the Sphere is suppressed while the entity or object is in it.


Magic Items. The properties and powers of Magic Items, without the Psionic Item Tag, are suppressed in the Sphere. For example, a Longsword, +1 in the Sphere functions as a nonmagical Longsword.

A Magic Weapon's properties and powers are suppressed if it is used against a Target in the Sphere or wielded by an attacker in the Sphere. If a Magic Weapon or a piece of Magic Ammunition fully leaves the Sphere (for example, if you fire a magic Arrow or throw a magic Spear at a Target outside the Sphere), the magic of the Item ceases to be suppressed as soon as it exits.


Magical Travel. Teleportation and cross Realm travel fail to work in the Sphere, whether the sphere is the destination, or the departure point for such magical travel. A portal to another location, world, or Realm, as well as an opening to an extradimensional space such as that created by the Rope Trick spell, temporarily closes while in the Sphere.


Entities and Objects. An entity or object summoned or created by magic temporarily winks out of existence in the Sphere. Such an entity/object instantly reappears once the space they occupied is no longer within the Sphere.


Dispel Magic. Spells and magical effects such as Dispel Magic have no effect on the Sphere. Likewise, the Spheres created by different Antimagic Field spells don't nullify each other.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This spell cannot be Countered. The Radius of the AoE increases to 3m (Near).


3AP. This spell cannot be Countered. The Radius of the AoE increases to 5m (Near).

You can choose instead of forming a Sphere around yourself, choose a Target point within 24m (At Range) of you. For the Duration, the Sphere manifests around that point and does not move, rather than Centring on and following you.



Antimagic Shell

5th Circle Abjuration


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S, M (A pinch of powdered iron or iron filings)

Duration: Concentration, up to 1 Hour

Empower TG: 17


For the Duration of this spell, a shimmering barrier extends out from you, the AoE moves with you, remaining centred on you.

All entities within the barrier (including you) have Advantage on Trait Tests to resist, avoid, or end spells and other magical effects cast from outside the barrier. This has no impact on psionics.

Should an entity within the barrier have Advantage on a Trait Test to resist, avoid, or end a spell or magical effect that deals half as much damage on a successful Trait Test, they take no damage instead on a successful Test.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This spell cannot be Countered. The Radius of the AoE increases to 3m (Near).


3AP. This spell cannot be Countered or Dispelled. The Radius of the AoE increases to 5m (Near).

For the Duration, you can choose which entities within the barrier gain the benefits of this spell’s effects.



Apocalypse

10th Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 5km | Beyond

AoE: 125m (Far) Radius Circle, Centred on Target

Components: V, S, M (A golden disk worth 5000GP, etched with the wrongdoings of the Target you seek to end, Consumed by the spell)

Duration: Instantaneous

Empower TG: 30


You bring destruction upon the land, that it may be cleansed of its darkness and those who reside there may pay for their wrongs. A churning storm cloud forms, centred on the Target point and spreading to a Radius of the AoE. Each entity in the spell’s AoE must make an Endurance Test.

On a failed Test, the entity takes 10d6 of the Round’s associated Damage Type and its listed effect occurs.

On a successful Test, they take half as much damage.

This spell alters its effect each Round, with entities needing to retake the Endurance Test at the start of each your Turns, experiencing that effect based on how many Rounds it has been since this spell was cast.


Round 1. The damage is Cold Acid damage. All water within the AoE turns into blood or evaporates entirely.


Round 2. The damage is Poison damage. All entities in the AoE gain 5 Degrees of the Poisoned condition and a random Disease.


Round 3. The damage is Necrotic damage. All food and vegetation in the AoE wilts and rots.


Round 4. The damage is Vorpal damage. In place of vegetation, blades of metal sprout from the ground making the AoE permanently Difficult Terrain until they are removed. Entities who move through the area on their Turn take 1d12 Vorpal damage for every metre they move through the area.


Round 5. The damage is Thunder Lightning damage. You call six bolts of lightning from the cloud to strike six entities or objects of your choice within the AoE. A given Target can't be struck by more than one bolt. A struck Target must make an Agility Test.

On a failed Test, the Target takes 10d6 Thunder Lightning damage.

On a successful Test, they take half as much damage.


Round 6. The damage is Necrotic damage. All Animals and Flora with an Endurance of -1 or less in the AoE are reduced to 0HP. All other entities gain another random Disease and a Degree of Exhaustion.


Round 7. The damage is Fire Force damage. You call eight meteors to strike six entities, objects, or structures of your choice within the AoE. A given Target can't be struck by more than one meteor. A struck Target must make an Agility Test.

On a failed Test, the Target takes 10d6 Fire Force damage. Structures take twice as much damage from this effect.

On a successful Test, they take half as much damage.


Round 8. The damage is Radiant Acid damage. Acidic rain falls from the cloud within the AoE. Each entity and object in the area takes 5d12 Acid damage.


Round 9. The damage is Entropic damage. The AoE is enveloped in magical Darkness.


Round 10. The damage is Cosmic damage. All entities within the AoE must succeed on a Determination Test or die. All objects not being worn or carried, structures, and the dead, turn to dust.

The spell then ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Radius of the AoE increases to 250m (Beyond). From Round 5 onwards, each entity that fails the Endurance Test gains the Doom 1 condition, and then with subsequent failures increases it by 1.


3AP. The Radius of the AoE increases to 1km (Beyond). From Hour 5 onwards, each entity that fails the Endurance Test gains the Doom 1 condition, and then with subsequent failures increases it by 1. They can only increase their Doom condition by 1 once per Hour effect.

Replace each instance of Round in the spell’s effect with Hour. With each Hour’s effects repeating at the start of the Turn bar more passive effects which just remain in place, such as Round 4’s effect, bar the Endurance Test effect.



Arcane Eye

4th Circle Divination


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

Components: V, S, M (The eye of an owl or hawk)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You create an Invisible, magical eye at the Target point that hovers in the air for the Duration.

You mentally receive visual information from the eye, which has normal vision and Nightvision out to 6m (Near). The eye can look in every direction.

As an action (1AP), you can move the eye up to 6m (Near) in any direction. There is no limit to how far away from you the eye can move, but it can't enter another Realm of Creation. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 2.5cm in diameter.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This magical eye cannot be seen by the See Invisibility spell/power. You also receive audible information from the eye as if you were stood in its current position.


3AP. This magical eye can only be seen with Truesight. You also receive audible information from the eye as if you were stood in its current position.

The magical eye can be moved up to 12m (At Range) with the action, and it can enter other Realms of Creation.



Arcane Hand

5th Circle Conjuration


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 15m | At Range

Components: V, S, M (A leather glove)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You create a Large sized hand of shimmering, translucent force in the Target space. For the Duration of this spell, the hand moves at your command, mimicking the movements of your own gloved hand.

The hand is an object that has HT 20 and HP equal to your Hit Point Maximum. If it drops to 0 HP, the spell ends. It has a Physique of 8 and an Agility of 0. The hand doesn't occupy its space, nor does it have an AoC.

When you cast the spell and as an action (1AP) on your subsequent Turns, you can move the hand up to 12m (At Range), it can Fly and Hover with this movement, and then cause one of the following effects with it:


Clenched Fist. The hand strikes one entity or object within 2m of it. Make a melee Spell Attack Roll against the Target.

On a hit, the Target takes 12d8 Force damage.


Forceful Hand. The hand attempts to push an entity or object within 2m of it in a direction you choose. Make a check with the hand's Physique contested by the Physique (Athletics) Test of the Target if it is an entity, you have Advantage on this Test if the Target is Medium Size or smaller.

If you win the contest, the hand pushes the Target up to 1m plus a number of metres equal to five times your Spellcasting Trait. The hand moves with the Target to remain within 1m of it.


Grasping Hand. The hand attempts to Grapple a Huge or smaller entity within 2m of it. Make a melee Spell Attack Roll against the Target.

On a hit, the Target becomes Grappled, and whilst Grappled this way, they are Restrained. To determine the TG to escape the Grapple, use either the normal Escape TG (you use your SB and the hand’s Physique Value) or your Spell TG whichever is greater. If the Grappled Target is Medium Sized or smaller, they have Disadvantage on the Test.

While the hand is Grappling the Target, you can use an action (1AP) to have the hand crush it. When you do so, the Target takes Force damage equal to 10d6 + your Spellcasting Trait.


Interposing Hand. The hand interposes itself between you and an entity you choose until you give the hand a different command. The hand moves to stay between you and the Target, providing you with Half Cover against the Target.

The Target can't move through the hand's space if their Physique is less than or equal to the hand's Physique. If their Physique is higher than the hand's Physique, the Target can move toward you through the hand's space, but that space is Difficult Terrain for the Target.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage from the Clenched Fist option increases by 2d8 and the damage from the Grasping Hand increases by 3d6 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. So long as you are within the Range the hand can affect, and you chose the Clenched Fist or Forceful Hand option, you also may gain the benefit of Interposing Hand option.


3AP. The hand is treated as a Huge Sized object and can affect entities within 3m of it. Effects that effect Medium and smaller entities, now also effect entities with the Large Size Category.

So long as you are within the Range the hand can affect, and you chose the Clenched Fist or Forceful Hand option, you also may gain the benefit of Interposing Hand option.



Arcane Inscription

9th Circle Abjuration


Casting Time: 2AP

Range: Touch

Components: V, S, M (A page of Magically Conductive Paper, which the spell Consumes)

Duration: Instantaneous

Empower TG: 25


You apply a spell of your choice onto the page used as a Component of this spell.

As part of casting this spell, you must spend a Spell Slot and select a separate spell you have Prepared of that can be cast with that Spell Slot.

You inscribe the chosen spell’s details on the page turning it into a Spell Scroll of the expended Spell Slot’s Circle for that chosen spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose a spell you have not Prepared but is in a Spell List you can Prepare from.


3AP. You can choose a spell you have not Prepared but is in a Spell List you can Prepare from.

You treat the Circle of the Spell Scroll as being one Circle higher than that of the expended Spell Slot.



Arcane Lock

2nd Circle Abjuration


Casting Time: 2AP

Target: A closed door, window, gale, chest or other entryway within Range

Range: Touch

Components: V, S, M (Gold dust worth at least 25GP, which the spell Consumes)

Duration: Until Dispelled

Empower TG: 14


You channel your magic into an arcane lock unbreakable by even the most nimbly fingered thief. For the Duration of this spell, the Target becomes locked.

You and the entities you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 1m of the object, suppresses this spell for 1 Minute. Otherwise, the Target is impassable until it is broken, or the spell is Dispelled or Suppressed. Casting Knock on the object Suppresses Arcane Lock for 10 Minutes.

While affected by this spell, the object is more difficult to break or force open; the TG to break it or pick any locks on it increases by 10.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The TG to break the Target object becomes your Spell TG + 10.


3AP. The Suppression from the Knock spell only lasts for 1 Minute and only occurs if the Circle the Knock spell was cast at is greater than the Circle this spell was cast at.

The TG to break the Target object becomes your Spell TG + 15.



Arcane Osmosis

5th Circle Abjuration


Casting Time: 2AP

Target: A willing entity within Range

Range: 12m | At Range

Components: V, S

Duration: 1 Hour

Empower TG: 17


You enchant an ally to make them more receptive to absorbing magic. For the Duration of this spell, the Target treats the Circle of all spells being cast upon them as being 1 Circle higher than what it was cast as (to a maximum of 10th Circle).


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the Spell Circle boost increases by 1 Circle for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target gains Resistance to damage from spells.


3AP. This spell only increases the Circle of spells that the Target chooses to increase the Circle of.

The Target gains Resistance to damage from spells.

Should the Target gain an Inspired Event when making a Trait Test to resist or avoid the effects of a spell of 1st Circle or higher, they can recover an expended Spell Slot or Soul Points of a Circle equal to half the Circle of the spell they resisted (minimum of 1st Circle).



Arcanist’s Magic Aura

2nd Circle Illusion


Casting Time: 2AP

Target: A willing entity or an object that isn’t being worn or carried by another entity within Range

Range: Touch

Components: V, S, M (A small square of silk)

Duration: 1 Day

Empower TG: 14


You channel magic to help disguise yourself or others from magic sources of finding information. You place an illusion on the Target so that Divination School Spells, Powers, and Rites alongside other magical effects reveal false information about it.

When you cast the spell, choose one or both of the following effects. The effect lasts for the Duration.

If you cast this spell on the same entity or object every Day for 30 Days, placing the same effect on it each time, the illusion lasts until it is Dispelled.


False Aura. You change the way the Target appears to spells, psionics, and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appears nonmagical or change the object's magical aura so that it appears to belong to a specific School of Magic that you choose. When you use this effect on an object, you can make the false magic apparent to any entity that handles the Item.


Mask. You change the way the Target appears to spells, psionics, and magical effects that detect Entity Types or utilise it as a trigger for an effect, such as a Detect Other Realms or the Trigger of a Symbol spell. You choose an Entity Type and other spells, psionics, and magical effects treat the Target as if they were of that Entity Type.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Casting this spell on a Target count as 5 Days’ worth of casting for making the effect indefinite.


3AP. Casting this spell on a Target count as 10 Days’ worth of casting for making the effect indefinite.

The Target if they are the recipient of the Mask option, gain that chosen Entity Type for the Duration of the illusion.



Arching Bolt

1st Circle Evocation [Air]


Casting Time: 2AP

Target: An entity/object within Range

Range: 12m | At Range

Components: V, S, M (A twig from a tree struck by lightning or a copper key)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


You channel lightning to form a continual arc between you and a target. Make a ranged spell Attack Roll against the Target, you have Advantage if the Attack Roll is against an entity wearing metallic Armour Pieces or Wielding a metallic Shield.

On a hit, the Target takes 2d12 Lightning damage, and on a Critical Hit, the Target also gains a Degree of the Dazed condition.

For the Duration, on each of your Turns, you can use your action (1AP) to force the Target to make an Agility Test.

On a failed Test, the Target takes 2d12 Lightning damage.

If they fail the Test by 5 or more, they also gain an additional Degree of the Dazed condition.

The spell ends if you do not spend 1AP to maintain it during your Turn. The spell also ends if the Target is further from you than this spell's Range or if they have Total Cover from you.

When the spell ends the Target gains a number of Degrees of the Burned (Lightning) condition, equal to the number of Turns the Target was affected by the spell after its initial casting (maximum of 5).


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, the initial and subsequent damage increases by 1d12 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range the Target can move away from you before the spell ends increases to 24m (At Range).


3AP. You can Target an additional entity with this spell, the action on subsequent Turns forces both Targets to make the Agility Test.

The Range the Target can move away from you before the spell ends increases to 24m (At Range).



Assize

2nd Circle Restoration [Fungi, Wood]


Casting Time: 2AP

Target: Each entity of you choosing you can see within the AoE

Range: Self

AoE: 3m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: Instantaneous

Empower TG: 14


You channel the powers of the Realms of Life and Decay, to heal your allies and hurt your foes. Each Target must make an Endurance Test.

On a failed Test, the Target takes 4d6 Necrotic damage.

On a successful Test, they take half as much damage.

You may choose another group of entities within the AoE who each may expend one of their unexpended Hit Die, to recover HP equal to the amount they rolled on their Hit Die + your Spellcasting Trait + the number of Targets who failed their Endurance Test. Entities who failed the Test by 5 or more, count as two entities failing the Test.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 2d6 for each Slot Circle above 2nd, and the number of Hit Dice that can be expended and added to the roll increases by one for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for nonmagical plants in the area to either wither away and fungal growths to quickly grow, or the plants to bloom with enhanced growth and fungal growths decay and breakdown.


3AP. Instead of the number of Targets who failed their Endurance Test being used for calculating the HP restored use the total number of Targets. Entities that failed the Test by 5 or more, still count as two entities for the effect.

You can choose for nonmagical plants in the area to either wither away and fungal growths to quickly grow, or the plants to bloom with enhanced growth and fungal growths decay and breakdown.



Augury

2nd Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (Specially marked sticks, bones, or similar tokens worth at least 25GP)

Duration: Instantaneous

Empower TG: 14


By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 Minutes. The GG chooses from the following possible omens:

  • Weal, for good results.
  • Woe, for bad results.
  • Weal & Woe, for good and bad results.
  • Nothing, for results that aren't especially good or bad.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a Companion.

If you cast the spell two or more times before completing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GG makes this roll in secret.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The action you are seeking guidance on can be one you plan to take within the next Hour.


1 Hour. The action you are seeking guidance on can be one you plan to take within the next Day.

You are granted knowledge of one factor the source of the omen used to determine their result. This often appears as a vision and may require some pondering to work out its meaning.



Awaken

5th Circle Transmutation [Ritual]


Casting Time: 8 Hours

Target: A Huge or smaller Animal or Flora with no Knowledge or a Knowledge less than or equal to -1 you can see within Range

Range: Touch

Components: V, S, M (An agate worth at least 1,000GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 17


After spending the casting time tracing magical pathways within a precious gemstone, you touch the Target with the stone. The Target gains a Knowledge Trait of 0, a Skill Bonus equal to half your own, the ability to speak one Language you know, and Learns one Knowledge Skill you have at least Learnt.

If the Target is an Animal, it is considered to be from the Awakened Ancestry.

If the Target is a Flora, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GG chooses statistics appropriate for the awakened plant, such as the statistics for the Awakened Shrub or the Awakened Tree. The plant is considered to have the Plantoid Ancestry.

The awakened Animal or Flora is Charmed by you for 30 days or until you or your allies do anything harmful to it. When the Charmed condition ends, the awakened entity chooses whether to remain friendly to you, based on how you treated them while they were Charmed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Hour. The spell’s default Effect occurs.


8 Hours. The Awakened entity gains a Knowledge Trait of 2.


1 Day. The Awakened entity gains a Knowledge Trait equal to your Spellcasting Trait, it gains a Skill Bonus equal to your own, the ability to speak all Languages you know, and Learns an additional two Skills you have Learnt and Masters any one of its Learnt Skills.

You can grant the Awakened entity one Template of your choosing.



B

Bane

1st Circle Divination


Casting Time: 2AP

Target: Up to three entities within Range

Range: 6m | Near

Components: V, S, M (A drop of blood)

Duration: Concentration, up to an Encounter/Scene

Empower TG: 13


You magically curse the target with bad luck. Each Target must make a Determination Tests.

On a failed Test, whenever a Target makes a Trait Test before the spell ends, the Target must roll a d4 and subtract the number rolled as a Divination Penalty from the Test.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Determination Test, the Target also increases their Critical Failure Scope by 1 for the Duration of the spell.


3AP. On a failed Determination Test, the Target also increases their Critical Failure Scope by 2 for the Duration of the spell.

Whenever the Target fails a Trait Test where they rolled the d4 Divination Penalty, until the start of their next Turn, one of their Concepts can be Invoked against them once without requiring a Mark of Fate.



Banishment

4th Circle Abjuration


Casting Time: 2AP

Target: An entity or object within Range

Range: 12m | At Range

Components: V, S, M (an Item distasteful to the Target)

Duration: Concentration, up to 1 Minute

Empower TG: 16


You attempt to break apart the arcane connections that maintain a Target’s connection to the current Realm. The Target must make a Determination Test.

On a failed Test, the Target is banished with a faint popping noise, returning to their home Realm. If the spell ends before 1 Minute has passed, the Target reappears in the space they left or in the nearest unoccupied space if that space is occupied. Otherwise, the Target doesn't return.

If the Target’s home Realm is the currently Realm you are located when you cast this spell, the Target automatically passes the Determination Test. Their “home” Realm is considered the Realm they have bonded with or have the strongest emotional attachment to as “home”, for objects it is their Realm of origin.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target one additional entity you can see within Range for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can telepathically communicate with the Target for the Minute that they are temporarily banished to their home Realm.


3AP. If the Target fails the Determination Test by 5 or more, then 1 Minute is considered to have immediately passed for the purposes of the spell’s effect.

You can telepathically communicate with the Target for the Minute that they are temporarily banished to their home Realm.



Barkskin

2nd Circle Transmutation [Wood]


Casting Time: 1AP

Target: A wiling entity within Range

Range: Touch

Components: V, S, M (A handful of oak bark)

Duration: Concentration, up to 1 Hour

Empower TG: 14


You enchant the bark to spread across your body providing an ablative layer of protection. Until the spell ends, at the start of each of the Target’s Turns, they gain BP equal to your Spellcasting Trait + your SB.

While the Target has any BP remaining from this spell, they gain a +1 Natural Armour Bonus to their HT.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target one additional willing entity in Range for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. For the Duration, at the start of each of your Turns so long as you have BP from this spell, increase the BP by half your SB (To a maximum of your Character Level).


2AP. The Duration becomes 1 Hour. For the Duration, at the start of each of your Turns so long as you have BP from this spell, increase the BP by your SB. (To a maximum of your Character Level).

So long as you have BP from this spell you gain Bludgeoning, Piercing, and Slashing Reduction 5.


3AP. The Duration becomes 1 Hour. The Natural Armour Bonus increases to a +2.

For the Duration, at the start of each of your Turns so long as you have BP from this spell, increase the BP by your Spellcasting Trait (To a maximum of double your Character Level).

So long as you have BP from this spell you gain Bludgeoning, Piercing, Poison, Radiant, and Slashing Reduction 5.



Beacon of Hope

3rd Circle Restoration


Casting Time: 2AP

Target: A number of entities within Range

Range: 6m | Near

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


This spell bestows hope and vitality. For the Duration, each Target has Advantage on Determination Tests, bar Attack Rolls, and regain the maximum number of HP possible from any healing.

For the Duration, you may as an action (1AP) select an entity within Range. The Target regains 2d6 HP.


At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the healing increases by 1d6 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When you use the action granted by this spell, you can choose to harm the Target entity instead of healing them. To do this make a Spell Attack Roll against the Target and on a hit, you deal Necrotic damage equal to the number of d6s rolled for the healing effect + your Spellcasting Trait.


3AP. When you cast this spell for each Target of this spell, they immediately recover HP as if you had used the action granted by this spell Targeting them.

When you use the action granted by this spell, you can choose to harm the Target entity instead of healing them. To do this make a Spell Attack Roll against the Target and on a hit, you deal Necrotic damage equal to the number of d6s rolled for the healing effect + your Spellcasting Trait. Half of the d6s (rounded down) you can choose to roll their maximum result.



Beast Weapons

Transmutation Cantrip


Casting Time: 2AP

Target: An entity/object within Range

Range: Touch

Components: V, S

Duration: Instantaneous


You use primordial magic to temporarily gain animal-like Natural Weapons to strike at a foe. Make a melee Spell Attack against the Target.

On a hit, the Target takes 1d10 damage. The damage can either be magical Acid, Bludgeoning, Piercing, Poison, or Slashing damage, chosen when you cast the spell. After you make the attack, your form returns to normal.

The Target must then make an Agility Test.

On a failed Test, the Target becomes Restrained until the start of your next Turn.


At Higher Levels. This spell’s damage increases by 1d10 when your Character Level reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Bestow Luck

2nd Circle Divination


Casting Time: 2AP

Target: A willing entity within Range

Range: 6m | Near

Components:

Duration: 8 Hours

Empower TG: 14


You use your magic to cause a moment of luck to occur, though messing with the strands of fate may have consequences. The Target gains a d20. After seeing the final d20 roll for any Trait Test, after Advantage or Disadvantage and other reroll effects have been applied, the Target may roll this additional d20.

Seeing the two results they may choose which one they want to apply for calculating the final TTV value.

Once the d20 has been used the spell ends.

Once this spell ends you must make a Knowledge Test against your Spell TG.

On a failed Test, your next Trait Test is made at Disadvantage.

If you fail the Test by 5 or more, Trait Tests you make until the end of the current Encounter/Scene are made at Disadvantage and the spell Open Minor Fissure is cast on your space, using your Spell TG for any Trait Tests made.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, you may Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You may either:

  • Gain Advantage on your Knowledge Test made when the spell ends.
  • Grant the Target an additional d20 (they cannot be used on the same Trait Test).

3AP. You may either:

  • Not make a Knowledge Test when the spell ends, and you can grant the Target an additional d20 (they cannot be used on the same Trait Test).
  • Gain Advantage on your Knowledge Test made when the spell ends, and you can grant the Target an additional two d20 with this spell (they cannot be used on the same Trait Tests).


Black Tentacles

4th Circle Conjuration [Eldritch]


Casting Time: 2AP

Target: A point on the ground within Range

Range: 18m | At Range

AoE: 4m (Near) Square, centred on Target Point

Components: V, S, M (A piece of tentacle from a giant octopus or a giant squid)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You open a fissure to the Outside and through it grasping alien tentacles pour through. For the Duration, the AoE becomes Difficult Terrain.

When an entity enters the affected area for the first time on a Turn or ends their Turn there, they must make an Agility Test.

On a failed Test, they become Restrained and take 5d6 Entropic damage. A Restrained entity takes an additional 2d6 Entropic damage at the end of each of their Turns.

An entity Restrained by the spell can use an action (2AP) to make a Physique or Agility Test (their choice) against your Spell TG.

On a success, they are no longer Restrained.

The Restrained condition also ends at the end of the spell’s Duration or if they afflicted entity is moved to outside of the spell’s AoE.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 2d6 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell’s AoE becomes a 4m Cube, centred on the Target point.


3AP. The spell’s AoE becomes a 4m Cube, centred on the Target point. Movement Penalty from the Difficult Terrain is doubled.

You can choose if an entity is affected by the spell when they enter the AoE of the spell.



Blade Guard

Protection Cantrip [Metal]


Casting Time: 1RP

Trigger: You are hit by an Attack Roll

Range: Self

Components: V, S

Duration: Instantaneous


You quickly cause a thin barrier of arcane energy to appear to reduce the force of a physical blow. Until the end of the Turn, you gain Reduction 5 to Bludgeoning, Force, Piercing, and Slashing damage.


At Higher Levels. This spell’s Damage Reduction increases when your Character Level reaches 5th Level (7), 11th Level (10), and 17th Level (15).



Bladestorm

2nd Circle Conjuration [Metal]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 1m (Melee) Cube, Centred on the Target

Components: V, S, M (A knife or Dagger)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You summon countless metallic blades to cut apart foes in an area. Any entity within the AoE, who enters the space, or ends their Turn within the space, must make an Agility Test.

On a failed Test, the entity takes 4d8 Vorpal damage, and half as much on a successful Test.

You can use an action (1AP), to teleport the AoE up to 6m (Near) to another Target point you can see.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.

For every two Slot Circles above 2nd, the size of the AoE increases by 1m.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The teleportation Range increases to 12m (At Range).


3AP. The teleportation Range increases to 12m (At Range).

For the Duration of this spell, on each of your Turns as an action (0AP), you can summon a blade into your hand and throw it at a Target you can see within 12m (At Range) of you. Make a Spell Attack Roll against the Target, and on a hit, the Target takes 1d4 + your Spellcasting Trait Vorpal damage. This damage increases by 1d4 for each Circle the spell is cast above 2nd.



Blessing of the Wilds

4th Circle Transmutation


Casting Time: 1AP

Range: Self

Components: V

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You call upon spirits of the World Soul to temporarily inhabit your body and grant you boons in combat. You gain the following benefits for the Duration of this spell:

  • Your Walking Speed increases by 2m.
  • You gain Nightvision out to 12m.

  • At the start of each of your Turns, you gain 10 BP. While you have any BP remaining from this spell, you gain a +1 Magic Bonus to your HT.
  • Your Unarmed Strike, Weapon Attacks, and Cantrips have Advantage on Attack Rolls.

    Once per Turn, when a Weapon Attack, Unarmed Strike, or Cantrip hits a Target, it deals an additional 1d8 Radiant damage.

  • Your AoC is Difficult Terrain to hostile entities.
  • If you take damage from an entity you can see within 6m (Near) of you, you can use a reaction (1RP) to force the Target to make an Endurance Test.

    On a failed Test, the Target gains the Imapired (Sight) condtition until the end of your next Turn.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d8 and for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. When you cast this spell choose Hearing, Sight, or Smell. You gain the chosen Skill Focus for the Empathy, Investigation, Perception, and Survival Skills.

For the Duration of this spell, you can perform the Seek action for 1AP.


2AP. When you cast this spell choose Hearing, Sight, or Smell. You gain the chosen Skill Focus for the Empathy, Investigation, Perception, and Survival Skills.

For the Duration of this spell, you can perform the Seek action for 1AP, you gain a Climbing speed equal to your Walking speed, and your Reach increases by 1m.


3AP. When you cast this spell choose two of the following options: Hearing, Sight, or Smell. You gain the chosen Skill Foci for the Empathy, Investigation, Perception, and Survival Skills.

For the Duration of this spell, you can perform the Seek action for 1AP, you gain a Climbing and Swimming speed equal to your Walking speed, you can breathe underwater, your Nightvision can see in Magical Darkness, and you may increase your Size Category by 1 (if you are still Medium or smaller your Reach increases by 1m).



Blight

4th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity/object within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 16


Necromantic energy washes over a target, draining moisture and vitality from it. The Target must make an Endurance Test, this spell has no effect on Undead or Constructs.

On a failed Test, the Target takes 11d8 Necrotic damage

On a successful Test, they take half as much damage.

If you Target an entity with the Flora Entity Type or a magical plant, it makes the Trait Test with Disadvantage, and the spell deals maximum damage to it.

If you Target a nonmagical plant that isn't a Flora, such as a tree or shrub, it doesn't make a Trait Test; it simply withers and dies.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, until the start of your next Turn, the Target reduces their Damage Rolls by 1d4.

If they failed the Test by 5 or more, then instead until the start of your next Turn, the Target reduces their Damage Rolls by 1d4.


3AP. On a failed Test, the Target gains two Degrees of the Burned (Necrotic) condition, and until all Degrees of this condition are removed, the Target reduces their Damage Rolls by 1d4.

If they failed the Test by 5 or more, then the Target instead gains five Degrees of the Burned (Necrotic) condition, and until all Degrees of this condition are removed, the Target reduces their Damage Rolls by 1d8.

The Burned condition from this spell only reduces its number of Degrees by one for each action (2AP) the afflicted entity uses rather than all Degrees, however Restoration School Spells/Powers reduces the number of Degrees by the Circle/Grade of the spell/power.



Blink

3rd Circle Conjuration [Space]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 1 Encounter/Scene

Empower TG: 15


You channel you magic to blink between your current Realm and the Ethereal Realm. At the end of your current Turn, and then for the Duration at the start of each of your Turns, you must roll a d20.

On a roll of 11 or higher, the following occurs based on your current Realm.

If you are not in the Realms of Death, you vanish from your current Realm and appear in the Ethereal Realm.

If you are in the Realms of Death, you vanish from to the Realm you cast this spell in (if you cast this spell whilst in the Realms of Death the spell ends).

At the start of your next Turn, and when the spell ends if you are on the Ethereal Realm, you return to an unoccupied space of your choice that you can see within 2m (Near) of the space you vanished from. If no unoccupied space is available within that distance, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action (1AP).

While in the Ethereal Realm, you can see and hear the Realm you originated from, which is cast in shades of grey, and you can't see anything there more than 12m (At Range) away. If you have Spiritsight to a further distance, then you see normally for that distance. You can only affect and be affected by other entities on the Ethereal Realm. Entities that aren't in the Ethereal Realm can't perceive you or interact with you unless they have the ability to do so.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You have Advantage on the first Attack Roll you make after teleporting to the Ethereal Realm or back to your original Realm.


3AP. You do not need to roll a d20 to determine if you teleport into the Ethereal Realm, you can also choose to use the teleport at the start of your Turn rather than at the end of it.

You have Advantage on the first Attack Roll you make after teleporting to the Ethereal Realm or back to your original Realm.



Blur

2nd Circle Illusion


Casting Time: 2AP

Range: Self

Components: V

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


Your body becomes blurred, shifting and wavering to all who can see you. For the Duration, all entities have Disadvantage on Attack Rolls against you.

An attacker is Immune to this effect if they do not rely on sight, as with Blindsight, or can see through illusions, as with Truesight.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You gain Advantage on Trait Tests to resist or avoid harmful effects from entities that would have Disadvantage from this spell’s effect.


3AP. You gain Advantage on Trait Tests to resist or avoid harmful effects from entities that would have Disadvantage from this spell’s effect.

For the Duration of this spell, you gain a Shield Bonus to your HT equal to half the Circle this spell was cast at, this Shield Bonus only applies against Attack Rolls that this spell can affect.



Bone Shield

Necromancy Cantrip [Fungi]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene


You summon bones from dead entities around you to protect you from blows. You draw from the ground two bones that will attempt to intercept blows aimed at you. If an Attack Roll is made against you, that you can see coming, you can use a Reaction (1RP) to throw one or more available bones in the way of the attack. If the Attack Roll hits, you can reduce the damage by 1d8 + your SB per bone. This is applied before any other damage alterations occur. After the attack has resolved the bone that took the attack crumbles to dust.

If you use this Cantrip while in an area where a large number of corpses can be found such as a cemetery, burial mound, or the scene of a forgotten battle, then each bone can take 2 attacks each before breaking and reducing the damage taken by a d10 rather than a d8. This also applies if you cast this spell within 1m of an entity slain during this Encounter/Scene.


At Higher Levels. The number of bones summoned by this spell increases by 1 when your Character Level reaches 5th Level (3 bones), 11th Level (4 bones), and 17th Level (5 bones).



Boon

1st Circle Divination


Casting Time: 2AP

Target: Up to three entities within Range

Range: 6m | Near

Components: V, S, M (A sprinkling of Holy Water)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


You bestow an arcane boon granting the target with good luck. Whenever a Target makes a Trait Test before the spell ends, the Target can roll a d4 and add the number rolled as a Divination Bonus to the Test.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target gains a Mark of Fate, and their Critical Failure Scope decreases by 1 (minimum of 0).


3AP. The Target gains a Mark of Fate, and their Critical Failure Scope decreases by 2 (minimum of 0).

Whenever the Target succeeds a Trait Test where they rolled the d4 Divination Bonus, until the start of their next Turn, they can use an Inspired action without requiring the Inspired condition.



Boon of the Arcana

8th Circle Divination


Casting Time: 2AP

Target: A willing entity within Range

Range: 6m | Near

Components: V, S, M (A deck of tarot cards worth 250GP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You draw the fortune of an ally. Roll 1d8 and consult the table below. The Target gains the benefit rolled for the Duration of the spell.

Boon Applied
1 The Wheel of Fortune. The Target has their Inspired Event Scope for melee Attack Rolls increases by 2.
2 The Chariot. The Target has Advantage on melee Attack Rolls.
3 The Devil. The Target’s HT against melee Attack Rolls increases by 2.
4 The Sun. The Target has their Inspired Event Scope for ranged Attack Rolls increases by 2.
5 The Moon. The Target has Advantage on ranged Attack Rolls.
6 The Tower. The Target’s HT against ranged Attack Rolls increases by 2.
7 The Emperor. The Target increases their Damage Rolls by your Spellcasting Trait.
8 The Empress. The Target increases the Hit Point Maximum and recovers HP equal to three times your Spellcasting Trait.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range of this spell increases to 12m (At Range).


3AP. The Range of this spell increases to 12m (At Range). Roll the d8 twice choosing which result you wish to apply to the Target.



Brain Drain

7th Circle Dictation [Eldritch]


Casting Time: 2AP

Target: An entity within Range

Range: 30m | At Range

Components: V, S, M (A handful of clay, crystal, glass, or mineral spheres)

Duration: Instantaneous

Empower TG: 19


You try to overwhelm the mind of your opponent with eldritch energies. The Target must make a Knowledge Test.

On a failed Test, the Target takes 9d12 Psychic damage and gains the Mind Lock and Confused conditions.

If they fail the Test by 5 or more, the Target also gains the Sap Knowledge 2 condition.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If the Target failed their Knowledge Test, your Knowledge increases by 1 until you next complete a Long Rest, this is increased by an additional 1 if they failed the Test by 5 or more.


3AP. On a failed Test, the Target also gains the Sap Knowledge 2 condition, and your Knowledge increases by 2 until you next complete a Long Rest.

If they failed the Test by 5 or more, instead of gaining the Sap condition, their Knowledge is reduced to -3 until they next complete a Long Rest, and your Knowledge is increased by 4 until you next complete a Long Rest.



Burning Hands

1st Circle Evocation [Fire]


Casting Time: 2AP

Range: Self

AoE: 3m Cone, Emanating from You

Components: V, S

Duration: Instantaneous

Empower TG: 13


As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 2d6 Fire damage.

On a successful Test, they take half as much damage.

The fire ignites any flammable objects in the area that aren't being worn or carried.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the Target gains two Degrees of the Burned condition, gaining an additional Degree if they failed the Test by 5 or more.


3AP. The AoE increases to a 5m Cone, Emanating from You. On a failed Test, the Target gains three Degrees of the Burned condition, gaining an additional Degree if they failed the Test by 5 or more.



Burning Mixture

1st Circle Evocation


Casting Time: 2AP

Range: Self

AoE: 6m x 2m Line, Emanating from You

Components: V, S

Duration: Instantaneous

Empower TG: 13


You emit a stream of burning fluid. When you cast this spell choose either Acid, Cold, Fire, Lightning, Necrotic, or Poison. Each entity within your AoC must make an Agility Test.

On a failed Test, the entity takes 1d6 of the chosen Damage Type and gains one Degree of the Burned (chosen Damage Type) condition.

If they fail the Test by 5 or more, they gain an additional Degree of the Burned (chosen Damage Type) condition.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd circle or higher, the damage increases by 2d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Increase the number of Degrees bestowed by the spell on a failed Test by 1.

On a successful Agility Test, the Target gains one Degree of the Burned (chosen Damage Type).


3AP. You can choose for the spell to instead of having a Range of Self, choose for it to have a Range of 3m (Near) with the ability to Target a point on the Ground you can see within Range. If you do so, the AoE emanates from the Target affecting the point it emanates from.

Increase the number of Degrees bestowed by the spell on a failed Test by 2.

On a successful Agility Test, the Target gains two Degrees of the Burned (chosen Damage Type).



C

Call For Aid

6th Circle Conjuration [Ritual]


Casting Time: 15 Minutes

Range: 12m | At Range

Components: V, S

Duration: Concentration, up to 1 Day

Empower TG: 18


You beseech an otherworldly entity for aid. The being must be known to you: an Archfae, an Eternal, a Primordial Titan, an Archevil, or some other being of cosmic power. That entity sends a Demi-Eternal, a Fae, a Masked, or a Primordial servant loyal to it to aid you, making the entity appear in an unoccupied space within Range. If you know a specific servant entity’s name, you can speak that name when you cast this spell to request that entity, though you might get a different entity anyway (GG's choice).

When the entity appears, you may request of it a single clearly defined task. The spell allows the entity to understand your request. The entity will attempt to complete the task to the best of its ability. Remember the entity is its own individual as such asking menial tasks below its station or suicidal tasks will be remembered by the summoned entity.

After the entity completes the task, the entity is reduced to 0HP, or when the Duration of the spell is complete, the spell ends with the entity returning to its home Realm after reporting back to you, if appropriate to the task and if possible.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The spell no longer requires Concentration, though repeated uses of the spell will unsummon the previously summoned entity.


1 Hour. The Duration increases to 1 Week and no longer requires Concentration, though repeated uses of the spell will unsummon the previously summoned entity.

This spell can summon two entities to assist you if the power you beseeched deems it required (GGs decision).



Call Lightning

3rd Circle Conjuration [Air]


Casting Time: 2AP

Target: A point in the sky above you within Range, where the cloud (AoE size) can form

Range: 24m | At Range

AoE: 2m Tall, 12m Radius Cylinder, Centred on Target

Components: V, S, M (A copper rod)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


A storm cloud appears in the shape of a cylinder at the Target. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each entity within 1m of that point must make an Agility Test. An entity wearing metallic Armour Pieces or Wielding a metallic Shield has Disadvantage on this Test.

On a failed Test, the entity takes 3d10 Lightning damage.

On a successful Test, they take half as much damage.

For the Duration, on each of your Turns, you can use your action (1AP) to call down a bolt of lightning in this way again, Targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one with the AoE of the spell changing to match the size of the storm. Under such conditions, the spell’s damage dice increases in size by 1.


At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d10 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell does not fail if cast indoors and can be cast if the spell cannot fit in the space, reducing the AoE to fit in the ceiling of the space.

When you use the action (1AP) to call down a bolt of lightning, you can choose to either before or after the bolt strikes, to move the cloud up to 12m across the sky/ceiling.


3AP. The spell does not fail if cast indoors and can be cast if the spell cannot fit in the space, reducing the AoE to fit in the ceiling of the space.

When you use the action (1AP) to call down a bolt of lightning, you can choose to either before or after the bolt strikes, to move the cloud up to 12m across the sky/ceiling.

When an entity fails the Agility Test against the lightning strike by 5 or more, each entity within the entity’s AoC must make an Agility Test, entities wearing metal Armour Pieces or Wielding a metallic Shield have Disadvantage on the Test.

On a failed Test, they take half as much damage as originally dealt to the initial entity.

If failed by 5 or more, they instead take the same amount of damage.



Call the Primordial

5th Circle Conjuration [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 12m (Near) Cube, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You call upon the base elements of reality to aid you in battle. The elements within the AoE react in the following ways if present until the spell ends.


Air. The wind picks up blowing around you. Any entity that is hostile to you, attempting the Fly within the AoE is treated as Flying through Difficult Terrain.


Earth. Rocks become sharper; dirt turns too mud. The ground in the AoE that is covered by earth is Difficult Terrain for entities hostile to you.


Fire. Sources of fire lash out at those around them. At the start of each of your Turns, each entity that is hostile to you within 2m (Melee) of any source of non-magical flame in the AoE must succeed on an Agility Test.

On a failed Test, the Target takes 4d6 Fire damage from the bolts of flame.


Fungi. Mushrooms and other fungal growths within the area begin to emit noxious spores. The area within 2m (Melee) of fungal growths is considered Heavily Obscured to entities other than you. At the end of the Turn of a hostile entity within 2m (Melee) of any source of fungal growth, they must make an Endurance Test.

On a failed Test, the entity takes 2d6 Poison damage and gains two Degrees of the Poisoned condition.

If they failed the Test by 5 or more, they gain an additional Degree of the condition and take an additional 2d6 Poison damage.


Metal. As an action (1AP) on your Turn, you can cause a launch a piece of metal (including metallic ores) or crystal at an entity you can see within the AoE. Make a ranged spell attack against the Target.

On a hit, the Target takes 3d8 Vorpal damage, and it must succeed on Physique Test or fall Prone.


Thunder. Air pockets and storm clouds appear making ranged combat difficult. Ranged Weapon Attacks made by hostile entities against you, while you or they are within the AoE, are made at Disadvantage and automatically miss if fired at Long Range.


Water. The water freezes around your opponents to keep them at bay. If a hostile entity ends their Turn within 1m (Melee) of a body of water in the AoE, they must make an Agility Test.

On a failed Test, the Target gains the Frozen condition, which can be removed by an entity using an action (2AP) to break the Target out of it.

If they failed the Test by 5 or more, they also gain Three Degrees of the Slowed condition.


Wood. Roots and vines beneath the ground are summon forth to restrain a Target. At the end of each of your Turns, one hostile entity of your choice that is on the ground in the AoE must make a Physique Test. The Test is made at Disadvantage if the Target is within 2m (Melee) of a tree or other vegetation.

On a failed Test, the Target becomes Restrained for the Duration.

A Restrained entity can use an action (2AP) to make a Physique Test against your Spell TG ending the effect on themself on a success.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Effects of this spell that effect you (bar the Metal effect), also effect allied entities.


3AP. The AoE becomes a 24m Cube, Centred on the Target. Effects of this spell that effect you (bar the Metal effect), also effect allied entities.



Calm Emotions

2nd Circle Dictation


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You attempt to suppress strong emotions in a group of people. Each Humanoid in the AoE must make a Determination Test.

On a failed Test, choose one of the following two effects to occur to the entity:


Apathetic Cloak. You can make the entity indifferent about entities of your choosing that they are hostile toward. This indifference ends if the entity is attacked or harmed, or if they witness any of their allies being harmed.

When the spell ends, the entity becomes hostile again, unless the GG rules otherwise.


Suppress Extreme Emotions. You can suppress any effect causing an entity to be Charmed, Frightened, or Terrorised. When this spell ends, any suppressed effect resumes, provided that its Duration has not expired in the meantime.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell’s Duration becomes Concentration, up to 1 Hour.


3AP. The spell’s Duration becomes 1 Hour. The spell can effect all Entity Types bar Oustiders. On a failed Test, the Confusion condition is also suppressed, and you have Advantage on Trait Tests made as part of the Socialise action against this entity.



Capture Image

Illusion Cantrip


Casting Time: 1 Minute

Range: Touch

Components: V, S, M (A page of specially adapted Magically Conductive Paper, adapted for capturing an image, which the spell Consumes)

Duration: Instantaneous


You create a perfect image of a sight you can see upon a piece of magically conductive paper. Focus upon a scene or entities for the Casting Time.

Upon the spell being cast, a perfect image of what you see is placed upon the Conductive Paper you are touching, and the paper loses its conductive properties after the image has been placed, though the image is not lost.



Chain Lightning

6th Circle Evocation [Air]


Casting Time: 2AP

Target: An entity/object within Range

Range: 30m | At Range

Components: V, S, M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

Empower TG: 18


You create a bolt of lightning that arcs toward a target. Three bolts then leap from that Target to as many as three other entities/objects, each of which must be within 6m (Near) of the Target. An entity/object can only be struck once by this spell.

The Target and each subsequently struck entity must make an Agility Test, an entity wearing metallic Armour Pieces or Wielding a metallic Shield has Disadvantage on this Test.

On a failed Test, they take 5d8 Lightning damage.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 7th Circle or higher, one additional bolt leaps from the first Target to another entity for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If when the lightning jumps from the Target, one or more of the subsequent damage dice rolled their maximum result, then a number of bolts equal to the number of damage dice that rolled their maximum result jump from that following the rules in the spell. These bolts roll half as many d8s as the original bolt (rounded down).

Should any of these damage dice roll their maximum result the process continues as above halving the number of d8s rolled each time (rounding down).


3AP. The Range subsequent bolts can jump to increases to 12m (At Range).

If when the lightning jumps from the Target, one or more of the subsequent damage dice rolled their maximum result, then a number of bolts equal to the number of damage dice that rolled their maximum result jump from that following the rules in the spell. These bolts roll one less d8s than the previous bolt.

Should any of these damage dice roll their maximum result the process continues as above reducing the number of d8s rolled each time by 1.



Chains of Shadow

6th Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You call forth the shadows to forth an illusion of a set of chains to bind a target. The Target must make an Intuition Test; they automatically succeed the Test if they are Immune to the Charmed condition.

On a failed Test, the Target takes 10d12 Psychic damage and becomes Restrained for the Duration of the spell.

On a successful Test, they take half as much damage.

The chains in the Target’s mind are real and as such they cannot break free unless they believe they would normally be able to. As such as an action (2AP), the Target can make a Physique Test ending the spell on a successful Test.

If the Target is made aware of an illusion such as via Truesight or another entity passing their hand through the illusion this spell immediately ends as the Target realises the nature of the illusion.


At Higher Circles. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 1d12 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Whenever the Target fails the Physique Test to break out of the chains, they take damage as if they failed the Intuition Test.


3AP. When the Target fails the Intuition Test, they gain a Degree of the Burned (Psychic) condition. For as long as the Target is Restrained, at the end of each of their Turns they increase their Degrees of the Burned (Psychic) condition by 1. The Target cannot remove Degrees of the Burned condition until they have removed the Restrained condition.

Whenever the Target fails the Physique Test to break out of the chains, they take damage as if they failed the Intuition Test.



Channel the Primordial

1st Circle Abjuration [Air, Earth, Fire, Water]


Casting Time: 1RP

Trigger: When you receive Cold, Fire, Force, or Lightning damage

Range: Self

Components: S

Duration: 1 Round

Empower TG: 13


You channel your magic into absorbing the primordial power into empowering your own abilities. You gain Resistance to the Triggering Damage Type until the start of your next Turn.

The first time you hit with an Attack Roll from an Unarmed Strike, Weapon Attack, or Cantrip before the end of your next Turn, the Target takes an extra 1d6 damage of the Triggering Damage Type.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, the additional damage increases by 1d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Trigger becomes When you receive Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal damage.

The spell gains the Fungi, Metal, Thunder, and Wood Spell Tags.


2RP. The Trigger becomes When you receive Cold, Cosmic, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal damage.

The spell gains the Fungi, Metal, Space, Thunder, and Wood Spell Tags.

The additional damage from this spell applies to all Weapon Attacks, Unarmed Strikes, or Cantrips you make until the end of your next Turn.



Charm Entity

4th Circle Dictation


Casting Time: 2AP

Target: An entity within Range that can see/hear you

Range: 6m | Near

Components: V, S

Duration: 1 Hour

Empower TG: 16


You attempt to charm an entity. The Target must make an Intuition Test and do so with Advantage if you or your allies are fighting them.

On a failed Test, they are Charmed by you until the spell ends or until you or your allies do anything harmful to them. The Charmed Target regards you as a friendly acquaintance.

When the spell ends, they know they were Charmed by you, unless they failed the Test by 5 or more at which point, they remain unaware of the spell being cast upon them. If this happens, they will be aware of any unusual behaviour they performed under the effects and may be able to work out if you cast the spell on them, they just cannot automatically know you cast the spell on them.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target one additional entity for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the spell ends, they do not learn they were Charmed by you.


3AP. For the Duration of this spell, you have Advantage on Trait Tests made as part of the Socialise action against entities Charmed by this spell.

When the spell ends, they do not learn they were Charmed by you.



Charm Humanoid

1st Circle Dictation


Casting Time: 2AP

Target: A Humanoid within Range that can see/hear you

Range: 6m | Near

Components: V, S

Duration: 1 Hour

Empower TG: 13


You attempt to charm a humanoid. The Target must make an Intuition Test and do so with Advantage if you or your allies are fighting them.

On a failed Test, they are Charmed by you until the spell ends or until you or your allies do anything harmful to them. The Charmed Target regards you as a friendly acquaintance.

When the spell ends, they know they were Charmed by you, unless they failed the Test by 5 or more at which point, they remain unaware of the spell being cast upon them. If this happens, they will be aware of any unusual behaviour they performed under the effects and may be able to work out if you cast the spell on them, they just cannot automatically know you cast the spell on them.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional Humanoid for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the spell ends, they do not learn they were Charmed by you.


3AP. You can Target entities with the Construct, Dragon, Fae, or Giant Entity Types within Range that can see/hear you.

When the spell ends, they do not learn they were Charmed by you.



Charmed Service

3rd Circle Dictation


Casting Time: 2AP

Target: An entity within Range, who can see/hear you and understand your communication

Range: 6m | Near

Components: V

Duration: Concentration, up to 1 Hour

Empower TG: 15


You know how to get the best service from those around you. The Target must make a Determination Test, and do so with Advantage if you or your allies are fighting them.

On a failed Test, for the Duration or until you or your allies do anything harmful to it, they are Charmed by you. While Charmed this way, the Target will attempt to perform a task per your instruction to the best of their ability.

If the task would cause the Target to break the law, would cause them harm (physical, mental, or emotional), cause them to cause harm to another (physical, mental, or emotional), or cause them to act against their interests or ideals they may repeat the Determination Test with Advantage to end the spell early.

If they complete the task before the Duration ends, you can choose a new task for them to perform following the above rules.

When the spell ends, they know they were Charmed by you, unless they failed the Test by 5 or more at which point, they remain unaware of the spell being cast upon them. If this happens, they will be aware of any unusual behaviour they performed under the effects and may be able to work out if you cast the spell on them, they just cannot automatically know you cast the spell on them.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target one additional entity for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the spell ends, they do not learn they were Charmed by you.


3AP. The Duration becomes 1 Hour. When the spell ends, they do not learn they were Charmed by you.



Chill Grasp

Necromancy Cantrip [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V, S

Duration: 1 Round


You create a ghostly, skeletal hand in the space of the Target. Make a ranged Spell Attack Roll against the Target to assail it with the chill of the grave.

On a hit, the Target takes 1d8 Necrotic damage, and they can't regain HP until the start of your next Turn. Until then, the hand clings to the Target.

If the Target has HP less than their Hit Point Maximum, they take additional Necrotic damage equal to your Spellcasting Trait.

If you hit an Undead Target or a Target with the Bloodied condition, they also have Disadvantage on Attack Rolls against you until the start of your next Turn.


At Higher Levels. This spell's damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Chorus of Exultation

5th Circle Protection


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 17


You call forth the power of your Eternal to grant succour to those in need. Choose up to six entities within the AoE. Each chosen entity regains HP equal to 3d6 + your Spellcasting Trait.

Each entity then gains BP equal to the maximum value of their largest Hit Die.

This spell has no effect on Undead or Constructs.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the healing increases by 2d6 for each Slot Circle above 5th.

In addition, The BP granted is multiplied by a number equal to the Circle of the Spell Slot used - 5.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Increase the number of d6s rolled by 2. If the spellcaster has an Eternal’s Chosen Entity Type, any entities that would gain HP from this spell with the Chosen Entity Type, instead of rolling these additional d6s, increase the HP restored by 12 and add half their Character Level/CR to the BP bestowed.


3AP. You can choose any number of entities within the AoE to be affected by this spell.

Increase the number of d6s rolled by 3. If the spellcaster has an Eternal’s Chosen Entity Type, any entities that would gain HP from this spell with the Chosen Entity Type, instead of rolling these additional d6s, increase the HP restored by 18 and add their Character Level/CR to the BP bestowed.



Circle of Death

6th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 12m (At Range) Radius Sphere, Centred on Target

Components: V, S, M (The powder of a crushed black pearl worth at least 500GP)

Duration: Instantaneous

Empower TG: 17


A sphere of necrotic energy ripples out in a sphere. Each entity within the AoE must make an Endurance Test.

On a failed Test, the entity takes 6d6 Necrotic damage.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 2d6 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. All organic matter that does not make Trait Tests such as plants perish and rapidly rot, and all nonmagical objects not being worn or carried immediately begin to rot, rust, and decay.


3AP. The Duration becomes Concentration, up to 1 Minute. At the start of each of your Turns whilst Concentrating on the spell, increase the Radius of the AoE by 1m and the size of the damage die by 1, and then the effect of the spell occurs again.

All organic matter that does not make Trait Tests such as plants perish and rapidly rot, and all nonmagical objects not being worn or carried immediately begin to rot, rust, and decay.



Clairvoyance

3rd Circle Divination [Ritual]


Casting Time: 15 Minutes

Target: A location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner or in a grove of trees)

Range: 1.6km | Beyond

Components: V, S, M (A focus worth at least 100GP, either a jewelled horn for hearing or a glass eye for seeing)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


You create an invisible sensor at the Target location. The sensor remains in place for the Duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action (2AP), you can switch between seeing and hearing.

An entity that can see the sensor (such as an entity benefiting from the See Invisibility spell/power or Truesight) sees a luminous, intangible orb about the size of your fist.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You gain the benefits of all your senses, as if you were present at the location of your sensor, and your sensor cannot be seen with the See Invisibility spell/power.


1 Hour. The Duration becomes 1 Hour. You gain the benefits of all your senses, as if you were present at the location of your sensor, and your sensor can only be seen with Truesight.



Cloak of Static

Illusion Cantrip [Eldritch]


Casting Time: 2AP

Range: Self

Components: S

Duration: Concentration, up to 1 Encounter/Scene


You call upon the powers of the Outside to hide your features from view, as static makes it uncomfortable for others to focus on you. For the Duration, other entities have Disadvantage on Perception Skill Rolls to see or hear you.



Clone

8th Circle Transmutation


Casting Time: 1 Hour

Range: Touch

Components: V, S, M (A diamond worth at least 1,000GP and at least 2.5 Cubic cm of flesh of the entity that is to be cloned, which the spell Consumes. Also, a vessel worth at least 2,000GP that has a sealable lid and is large enough to hold the entity being cloned, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water)

Duration: Instantaneous

Empower TG: 20


This spell grows an inert duplicate of a living entity as a safeguard against death. This Clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after 120 days; you can also choose to have the Clone be a younger version of the same entity. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the Clone matures, if the original entity dies, its soul transfers to the Clone, provided that the soul is free and willing to return. The Clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original entity's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the entity's soul is elsewhere.

Should you create a new Clone of an entity, any previously made Clones not being inhabited by the entity’s soul are immediately destroyed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


15 Minutes. The spell’s default Effect occurs.


1 Hour. The Material Component becomes (A diamond worth at least 500GP and at least 1.5 Cubic cm of flesh of the entity that is to be cloned, all which the spell Consumes. Also, a vessel worth at least 2000GP that has a sealable lid and is large enough to hold the entity being cloned, such as a huge urn, a coffin, a mud-filled cyst in the ground, or a crystal container, filled with salt water).


1 Day. The Material Component becomes (A diamond worth at least 500GP and at least 1.5 Cubic cm of flesh of the entity that is to be cloned, all which the spell Consumes. Also, a vessel worth at least 2000GP that has a sealable lid and is large enough to hold the entity being cloned, such as a huge urn, a coffin, a mud-filled cyst in the ground, or a crystal container, filled with salt water).

This Clones creation does not immediately destroy other Clones made by you. Though only three Clones can be maintained at once without leading to the oldest, if it is without the entity’s soul, being destroyed.



Cloud Shape

2nd Circle Transmutation [Air]


Casting Time: 2AP

Target: A cloud within Range

Range: Sight

Components: V, S

Duration: 1 Round

Empower TG: 14


You gain the power to shape the very clouds themselves. The cloud moves to adopt a form of your choosing that is physically possible. The alteration dissipates when the spell ends. A strong wind can disperse the cloud and end the spell early.

This spell can also be used to increase the speed the cloud moves at by 25m per Round.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Minute.


3AP. The Duration increases to 1 Hour. This spell can also Target a 15m Cube, Centred on Target area of fog, including that made by the Fog Cloud spell.

For the Duration of the spell, you can choose to alter the colour of the clouds, alongside causing them to move in a small repetitive movement, and/or to emit thunderous noise.



Cloudkill

5th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (Petals of mustard flowers)

Duration: Concentration, up to 10 Minutes

Empower TG: 17


You create a sphere of poisonous, yellow-green fog. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is Heavily Obscured to all entities other than you.

When an entity, other than you, enters the AoE for the first time on a Turn or ends their Turn there, that entity must make an Endurance Test. Entities are affected even if they hold their breath or don't need to breathe.

On a failed Test, the Target takes 6d8 Poison damage.

If they failed the Test by 5 or more, they also gain three Degrees of the Poisoned condition.

On a successful Test, they take half as much damage.

The fog moves 2m away from you at the start of each of your Turns, rolling along the surface of the ground. The vapours, being heavier than air, sink to the lowest level of the land, even pouring down openings.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for the Damage Type of this spell to either be Necrotic or Poison damage, or both combined.

If you are in the AoE, whenever Necrotic damage is dealt, you recover HP equal to half the Necrotic damage.

If you are in the AoE, whenever Poison damage is dealt, you gain additional AP on your next Turn equal to the number of damage dice that rolled their maximum result.

If you dealt both Damage Types combined, each benefit is halved.


3AP. You can choose for the Damage Type of this spell to either be Necrotic or Poison damage, or both combined.

If you are in the AoE, whenever Necrotic damage is dealt, you recover HP equal to half the Necrotic damage.

If you are in the AoE, whenever Poison damage is dealt, you gain additional AP on your next Turn equal to the number of damage dice that rolled their maximum result.

If you dealt both Damage Types combined, each benefit is halved.

On a failed Test the Target also gains a Degree of the Poisoned condition and two Degrees of the Burned (Poison) condition.

If they failed the Test by 5 or more, they also gain an additional Degree of the Burned (Poison) condition.

On a successful Test, they also gain a Degree of the Burned (Poison) condition.

The Burned Poison condition cannot be removed whilst the entity has Degrees of the Poisoned condition from this spell.



Colour Spray

1st Circle Illusion


Casting Time: 2AP

Range: Self

AoE: 3m Cone, Emanating from You

Components: V, S, M (A pinch of powder or sand that is coloured red, yellow, and blue)

Duration: 1 Round

Empower TG: 13


A dazzling array of flashing, coloured light springs from your hand. Entities within the AoE must make an Agility Test.

On a failed Test, the Target gains the Impaired (Sight) condition until the start of your next Turn.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you increase the size of the Cone by 1m for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If an entity has a current HP equal to or less than 5 times the Circle of this spell, it automatically fails the Agility Test.


3AP. The Duration becomes Concentration, up to 1 Encounter/Scene.

If an entity has a current HP equal to or less than 10 times the Circle of this spell, it automatically fails the Agility Test.

On a failed Test, the Target now gains the Impaired (Sight) condition for the Duration.



Combat Senses

7th Circle Divination [Time]


Casting Time: 1AP

Target: A willing entity within Range

Range: 6m | Near

Components: V, S, M (A hummingbird feather)

Duration: Concentration, up to 1 Hour

Empower TG: 19


You imbue a target with enhanced awareness of their surroundings in combat. For the Duration, the Target can't be Flanked and has Advantage on Initiative Tests.

Once per Turn, the Target can grant themselves Advantage on a single Attack Roll.


At Higher Circles. When you cast this spell using a Spell Slot of 8th Circle or higher, you can Target one additional entity for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration becomes Concentration, up to 1 Day.


2AP. The Duration becomes Concentration, up to 1 Day. For the Duration, the Target also gains Blindsight out to 6m.


3AP. The Duration becomes 1 Day. For the Duration, the Target also gains Blindsight out to 12m, and a Shield Bonus to their HT equal to half their Agility.



Command

1st Circle Dictation


Casting Time: 2AP

Target: An entity within Range that can hear you or see your sign

Range: 12m | At Range

Components: V

Duration: 1 Round

Empower TG: 13


You speak a one-word command to the Target. The Target must succeed on a Determination Test or follow the command on their next Turn. The spell has no effect if the Target doesn't understand your Language, are Immune to the Charmed condition, or if your command is directly harmful to them.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GG determines how the Target behaves. If the Target can't follow your command, the spell ends.

  • Approach. The Target moves toward you by the shortest and most direct route, ending their Turn if they move within 1m of you.
  • Drop. The Target drops whatever they are holding and then ends their Turn.
  • Flee. The Target spends their Turn moving away from you by the fastest available means.
  • Halt. The Target takes no actions. A Flying Target stays aloft if they can do so. If they must move to stay aloft, they Fly the minimum distance needed to remain in the air.
  • Prone. The Target falls Prone and then ends their Turn.

At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target does not need to understand your Language for this spell to affect them.


3AP. The Target does not need to understand your Language for this spell to affect them, and the command can be an action that is directly harmful to them.

You can utter two words for this command.



Commune

5th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (Incense and a vial of Holy Water or Desecrated Holy Water)

Duration: 1 Encounter/Scene

Empower TG: 17


You contact your Eternal or a high-ranking servant and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the Eternal’s knowledge. In a case where a one-word answer could be misleading or contrary to their interests, the GG might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GG makes this roll in secret.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can ask 4 questions as part of this spell.


1 Hour. You can ask 5 questions as part of this spell and the answers can always be a short phrase or visions instead of “Yes”, “No”, and “Unclear”.

Casting the spell this way ignores the percentage chance of a falsehood for repeatedly using the spell.



Commune With Nature

5th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S

Duration: Instantaneous

Empower TG: 17


You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 5km (Beyond) of you. In caves and other natural underground settings, the radius is limited to 60m (Far). The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water.
  • Prevalent plants, minerals, animals, or peoples.
  • Powerful Demi-Eternals, Dreamed, Fae, Masked, Primordials, or Undead.
  • Influence from other Realms of existence.
  • Structures and settlements.

For example, you could determine the location of powerful Undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can choose an additional subject to learn about.


1 Hour. You can choose two additional subjects to learn about.

You can choose one answer to a subject you chose and ask to be guided to it. For example, the location of the nearby lake, mithril deposit, group of wandering elves, or nearby city. This guidance lasts for 1 Day and is an innate sense of the most direct route from your current position. If the subject is something that can move such as a group of entities, it only notes their location at the point you used this spell.



Comprehend Languages

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (A pinch of soot and salt)

Duration: 1 Day

Empower TG: 13


For the Duration, you understand the literal meaning of any spoken Language that you hear or sign Language you can see. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 Minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an Arcane Sigil, that isn't part of a written Language.

  • Terrain and bodies of water.
  • Prevalent plants, minerals, animals, or peoples.
  • Powerful Demi-Eternals, Dreamed, Fae, Masked, Primordials, or Undead.
  • Influence from other Realms of existence.
  • Structures and settlements.

For example, you could determine the location of powerful Undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. It takes 30 Seconds per page of text to translate it for you.


1 Hour. This spell not only grants you the literal translation, but some level of understanding the more the common intent and societal meaning and context of the phrase as if you were a native speaker.

It takes 10 Seconds per page of text to translate it for you.



Compulsion

4th Circle Dictation


Casting Time: 2AP

Target: Up to three entities you can see/hear within Range

Range: 18m | At Range

Components: V, S, M (A 1GP coin)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You channel your magic to dominate the minds of other compelling them to move per your commands. The Target must make a Determination Test. A Target automatically succeeds on this Test if they are Immune to the Charmed condition.

On a failed Test, the Target is affected by this spell.

For the Duration, you can use an action (1AP) on each of your Turns to designate a direction that is horizontal to you. You can perform this action as part of the casting of the spell for 0AP.

Each affected Target upon the action being perform gains the Forced Move (chosen direction) 2 condition. They can take an action of up to 2AP before they move at which point if they cannot afford to take a second Movement action on their Turn the condition still ends at the end of their Turn.

At the end of the Target’s Turn, they can repeat the Determination Test to end the spell on them early.

A Target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but they will provoke Opportunity Attacks to move in the designated direction.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target two additional entities for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 24m (At Range). The AP cost of the action to command Targets who failed the Determination Test is reduced to 0AP.

The Target affected by this spell, cannot use any action before moving that would reduce their current AP to an amount such that they cannot move twice on their Turn.



Cone of Cold

5th Circle Evocation [Water]


Casting Time: 2AP

Range: Self

AoE: 12m Cone, Emanating from You

Components: V, S, M (A small crystal or glass cone)

Duration: Instantaneous

Empower TG: 17


A blast of cold air erupts from your hands. Each entity within the AoE make an Endurance Test.

On a failed Test, the entity takes 5d8 Cold damage.

On a successful Test, they take half as much damage.

An entity killed by this spell becomes Petrified as a frozen statue until it thaws.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the Target gains a Degree of the Slowed condition.

If they failed the Test by 5 or more, they gain an additional Degree of the Slowed condition and the Frozen condition. The Frozen condition and Degrees of the Slowed condition can be removed early with an action (2AP) by applying a heat source to the ice, or it can be removed by taking Fire damage.


3AP. On a failed Test, the Target gains a Degree of the Slowed condition and the Frozen condition.

If they failed the Test by 5 or more, they gain an additional two Degrees of the Slowed condition.

Whilst Frozen this way, the Target has Disadvantage on Agility Tests and Concentration Tests. The Frozen condition and Degrees of the Slowed condition can be removed early with an action (2AP) by applying a heat source to the ice, or it can be removed by taking Fire damage.



Confusion

4th Circle Dictation


Casting Time: 2AP

Target: Up to three entities within Range

Range: 18m | At Range

Components: V, S, M (Three nut shells)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


This spell assaults and twists a target’s mind, spawning delusions and provoking uncontrolled action. Each Target must make an Intuition Test.

On a failed Test, the Target gains the Confused condition for the Duration.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target two additional entities for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range). Entities Confused by this spell do not consider you as hostile.


3AP. The Range increases to 24m (At Range). Entities Confused by this spell do not consider you as hostile.

For the Duration., whenever the Target rolls on the Confused condition table they must roll 2d10 and you pick which result is used.



Conjure Animal Warden

3rd Circle Conjuration [Ritual]


Casting Time: 15 Minutes or 1RP

Trigger: You are reduced to 0HP

Target: A point within Range or if cast as a reaction, your current position

Range: Touch

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: 1 Day

Empower TG: 15


You summon a spirit of the World Soul in the form of an animal to guard the Target location. The spirit takes the form of a Medium sized Animal of your choosing but is Incorporeal and does not occupy a space. As part of casting this spell, choose any number of entities to be deemed as friends.

For the Duration, the Guardian will remain at the Target point, altering you with an alarm whenever an entity you did not select as a friend enters within 6m (Near) of the Target point. As part of this alarm, the Guardian will let out a growl or a howl that can be heard up to 12m (At Range) away and you receive a telepathic alarm which can be heard up to 1.5km (Beyond) away. Any sleeping entities you deemed as friends immediately are awoken upon the animal sending its alarm so long as they are within Range of the howl.

If an entity not deemed a friend enters within the AoE for the first time on a Turn or that end their Turn there, make a melee spell Attack Roll against the entity.

On a hit, the Target takes 2d10 Force or Radiant damage (chosen when you cast the spell).

If this spell is cast as a reaction, you may still select friendly entities. The alarm effect does not occur, however should it attack an entity within a 2m radius of it, the spell’s Critical Hit Scope increases by 1 and the damage dealt equals 4d10 of the chosen Damage Type.


At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d10 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute/0RP. The spell’s default Effect occurs.


15 Minutes/1RP. The Guardian appears as a Large Animal and the AoE increases to 3m (Near) Radius. Entities you deem as friendly when casting the spell also gain the telepathic alarm effect.


1 Hour/2RP. The Guardian appears as a Huge Animal and the AoE increases to 5m (Near) Radius. Entities you deem as friendly when casting the spell also gain the telepathic alarm effect.

The area to which the Guardian will make an alarm, you can choose to increase to 12m (At Range) of the Guardian.



Conjure Eternal’s Emissary

7th Circle Conjuration


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

AoE: 5m (Near) Radius Sphere, Emanating from Demi-Eternal

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 19


You summon a higher ranked Demi-Eternal to cast judgment upon the field, to look upon them is to see nothing bar a blinding light at the Target space. The entity occupies the Target space as a Medium Sized Entity, creating a Well-Lit area within the AoE and a Dimly Lit area in a further 5m (At Range) Radius.

At the start of each of your Turns, you can select an unoccupied space within 6m (Near) of the Demi-Eternal’s previous location for the it to teleport to.

Any entity that starts their Turn able to see the Demi-Eternal, must either choose to look away from the Demi-Eternal or make an Endurance Test.

If they choose to look away their front facing cannot be towards the Demi-Eternal, and they have Disadvantage on all Trait Tests made towards entities located in the direction of the Demi-Eternal.

On a failed Endurance Test, the entity gains the Impaired (Sight) condition.

If an allied entity ends their Turn within the AoE or enters it for the first time on their Turn, they restore 4d12 HP.

If a hostile entity ends their Turn within the AoE or enters it for the first time on their Turn, they must make a Determination Test.

On a failed Test, they take 6d12 Radiant damage.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage and healing increases by 1d12 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Each entity with the Chosen Entity Type of the Eternal called upon when they recover HP can also reduce the Degrees of one condition, bar the Wounded condition, by one Degree.

Each entity with the Nemesis Entity Type of the Eternal called upon, has Disadvantage on Trait Tests made to resist or avoid the effect of this spell or to end the Impaired (Sight) condition from this spell.


3AP. The Range increases to 24m (At Range) and the distance they can move at the start of your Turns increases to 12m (At Range).

Each entity with the Chosen Entity Type of the Eternal called upon, has Advantage on Trait Tests to resist or avoid the effects of this spell or to end the Impaired (Sight) condition from this spell, and when they recover HP from this spell can also reduce the Degrees of one condition, bar the Wounded condition, by one Degree.

Each entity with the Nemesis Entity Type of the Eternal called upon, has Disadvantage on Trait Tests made to resist or avoid the effect of this spell or to end the Impaired (Sight) condition from this spell.



Conjure Eternal’s Warden

4th-Circle Conjuration


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 6m | Near

AoE: 2m (Near) Radius Sphere, Centred on Target

Components: V

Duration: 1 Day

Empower TG: 16


A large Warden appears and hovers at the target point, it is indistinct except for a gleaming sword and shield emblazoned with the symbol of your Eternal. For the Duration, a Large sized entity occupies the Target space.

Any hostile entities or entities with your Eternal’s Nemesis Entity Type, that moves within the AoE for the first time on a Turn, or who ends their Turn in this area must succeed on an Agility Test.

On a failed Test, the entity takes 20 Radiant or Necrotic damage (chosen when you cast the spell).

On a successful Test, they take half as much damage.

The spell ends with the Warden vanishing when it has dealt a total of 100 damage.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 5 and maximum damage dealt before disappearing increases by 25 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 3m (Near) Radius. The Warden sheds light creating a Well-Lit area within the AoE and a further distance equal to the Radius of the AoE is a Dimly Lit area.


3AP. The AoE increases to 5m (Near) Radius. The Warden sheds light creating a Well-Lit area within the AoE and a further distance equal to the Radius of the AoE is a Dimly Lit area.

The AoE becomes Difficult Terrain for entities that would need to make an Agility Test against the spell’s effect.

If an allied entity or an entity of the Eternal’s Chosen Entity Type enters the Aoe for the first time on a Turn or ends their Turn there, you can choose for the entity to gain BP equal to the damage that would normally be dealt, adding it to the damage total to determine if the spell ends.



Conjure Fae Mesmerist

6th Circle Conjuration


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Mesmerist

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You call forth a Fae Mesmerist to aid you in battle. The Mesmerist appears as a Medium Sized Entity in the Target space. When the Mesmerist appears each entity within the AoE that can see them must make an Intuition Test.

On a failed Test, the Target takes 4d12 Psychic damage and they gain either the Charmed condition or the four Degrees of the Frightened condition (chosen when the Test is made, the same option must be chosen for all entities).

On a successful Test, they take half as much damage.

While Charmed by the Mesmerist the entity cannot help but gaze upon the Mesmerist, causing them to have Disadvantage on all Trait Tests so long as they can see the Mesmerist.

As an action (1AP) on your Turn, you can order the Mesmerist to teleport to an unoccupied point you can see within 6m (Near) of its current position. You can choose as part of the teleportation, for the Mesmerist to force entities to make an Intuition Test as per when the spell was cast, immediately ending any previously applied conditions from this spell.


At Higher Circles. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 2d12 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Instead of the listed conditions you can choose to apply the Confused condition on a failed Test. All entities Confused this way do not deem you as hostile and instead as an allied entity.


3AP. The Four Degrees of the Frightened condition is replaced with the Terror condition and instead of the listed conditions you can choose to apply the Confused condition on a failed Test. All entities Confused this way do not deem you as hostile and instead as an allied entity.

Entities that are Charmed by this spell also gain the Mind Lock condition whilst they can see the Mesmerist.

The distance the Mesmerist can teleport increases to 12m (At Range).



Conjure Field of Flowers

Conjuration Cantrip [Wood]


Casting Time: 2AP

Range: Self

AoR: 6m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: Instantaneous


You conjure a field of flowers. When you cast this spell, you may choose any number of breeds of flower that you have physically come into contact with and studied. A field of the chosen flowers appear on any surface that normally could grow them within the AoE.

These flowers cannot be used as Material Components for spells or psionic powers, as they count as 1 Unit of Poor-Quality Crafting Ingredients no matter how large the field is.


At Higher Levels. The size of the field summoned increases by 3m when your Character Level reaches 5th Level (9m), 11th Level (12m), and 17th Level (15m).



Conjure Minor Primordials

3rd Circle Conjuration [Air, Earth, Fire, Water]


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You summon forth minor primordials from one of the Outer Realms Primordial to strengthen your strikes. When you cast this spell choose Cold, Fire, Force, or Lightning. For the Duration, the first melee Weapon Attack, Unarmed Strike, or Cantrip Targeting foes in your AoC that hit each Turn, deals an additional 1d8 of the chosen Damage Type.

Depending on the Damage Type chosen, the Target takes an additional effect when dealt damage by this spell until the start of your next Turn:

  • Cold. The Target gains one Degree of the Slowed condition.
  • Fire. The Target gains one Degree of the Burned condition.
  • Force. The Target is pushed 2m directly away from you.
  • Lightning. The Target gains one Degree of the Dazed condition.

Your AoC is considered Difficult Terrain for hostile entities and at the end of their Turn, if they are within your AoC, they must succeed on an Agility Test or suffer an effect based on their chosen element:

  • Cold. The entity is Frozen until another entity spends 2AP breaking the ice or the entity recieves Fire damage.
  • Fire. The entity takes 1d8 Fire damage.
  • Force. The entity is knocked Prone.
  • Lightning. The entity takes 1d8 Lightning damage.

At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for every Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. Increase the Degrees of the conditions bestowed by this spell by one Degree, and the distance a Target is pushed by this spell increases by 1m.


2AP. For the Duration, your Reach increases by 1m. Increase the Degrees of the conditions bestowed by this spell by one Degree, and the distance a Target is pushed by this spell increases by 1m.


3AP. When you cast this spell you can choose one of the following Damage Types instead of those listed: Necrotic, Radiant, Thunder, or Vorpal.

For the Duration, your Reach increases by 1m. Increase the Degrees of the conditions bestowed by this spell by two Degrees, and the distance a Target is pushed by this spell increases by 3m.

Necrotic damage utilises the same effects as Lightning damage (though changes any Lightning damage dealt to Necrotic damage and the Dazed condition is replaced with the Poisoned condition).

Radiant damage utilises the same effects as Lightning damage (though changes any Lightning damage dealt to Radiant damage).

Thunder damage utilises the same effects as Force damage.

Vorpal damage utilises the same effects as Fire damage (though changes any Fire damage dealt to Vorpal damage, and the Burned condition becomes the Burned (Vorpal) condition).



Conjure Quill

Conjuration Cantrip


Casting Time: 1AP

Range: Touch

Components: V, S

Duration: 1 Day


You manifest your arcane potential into the physical form of a quill. You create a Tiny-Sized Object in the form of a quill in a free hand. This Quill does not require ink, instead the magic produces ink as it writes in a colour of your choosing as you write.

You can erase or turn Invisible anything you write with this Quill, by waving the feather of the Quill over the text within 1m of you as an action (1AP). If you turned the text Invisible, you can reveal it again by the same means as above.

If you cast this spell multiple times, the previously summoned Quill dissipates, it also dissipates should you Die. You can dismiss such a Quill as an action (1AP).

If this Quill is used to copy a spell into an Arcanist’s Spellbook, the time taken per Circle of the spell to copy the spell is reduced to 30 Minutes for Cosmic spells and 2 Hours for non-Cosmic spells.


Empowered Cantrip. You can empower this Cantrip by spending an unused Spell Slot, if this Cantrip becomes empowered, for a number of Hours equal to the Circle of the Spell Slot expended or until the Cantrip’s Duration expires (whichever occurs first), the Ink this Quill produces while writing is Alchemical Ink.


At Higher Levels. This spell’s reduction in time for an Arcanist to copy spells per Spell Circle into their Spellbook decreases to (Cosmic Spells | Non-Cosmic Spells) when your Character Level reaches 5th Level (15 Minutes | 1 Hour), 11th Level (5 Minutes | 30 Minutes), and 17th Level (2 Minutes | 15 Minutes).



Conjure Spirit Guardians

3rd-Circle Conjuration


Casting Time: 2AP

Range: Self

AoE: 3m (Near) Radius Sphere, Centred on You

Components: V, S, M (A Holy Symbol or sapling)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


You call forth spirits to protect you. For the Duration spirits flit around your AoE which moves with you. When you cast this spell, you can designate any number of entities you can see to be unaffected by it.

An affected entity considers the AoE around you to be Difficult Terrain, and when they enter it for the first time on a Turn or end their Turn there, they must make a Determination Test.

On a failed Test, the entity takes 3d6 Force, Necrotic, or Radiant damage (chosen when you cast the spell).

On a successful Test, the entity takes half as much damage.


At Higher Circles. When you cast this spell using a Spell slot of 4th Circle or higher, the damage increases by 2d6 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration becomes Concentration, up to 1 Hour. Each allied entity within the AoE gains the benefits of Half Cover.


3AP. The Duration becomes Concentration, up to 1 Hour. You can choose to Target a willing entity you can see within 6m (Near) of you, if you do so the AoE becomes Centred on and follows the Target for the Duration. Each allied entity within the AoE gains the benefits of Half Cover.



Conjure Spiritual Weapon

2nd-Circle Conjuration


Casting Time: 1AP

Target: A point within Range

Range: 12m | At Range

AoE: 1m (Melee) Radius Sphere, Centred on Weapon

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You create a spectral weapon that takes the form of your choosing that hovers 1m off the ground at the Target, or in your hand. It lasts for the Duration or until you cast this spell again.

When the Weapon appears, you make a melee Spell Attack against a Target of your choice within the AoE.

On a hit, the Target takes Force damage equal to 4d8 + your Spellcasting Trait.

For the Duration, you can use an action (1AP) on each of your Turns, to move the Weapon up to 6m (Near) to a space you can see and repeat the attack against the same or a different Target within the AoE. You may instead use this action to summon the Weapon into your hand from any distance.

If you hold onto the Spirit Weapon using it as a Weapon, it follows the rules as above for Attack and Damage Rolls, but is considered a magical Warhammer or any Features you may have that may impact its use. You are always considered Trained in this Weapon’s use and if you make an Weapon Attack with this Weapon you cannot use the above action to attack with it and vice versa. If you let go of the Weapon, it hovers in place and operates as above. No other entity can hold onto this Weapon.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 2d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration becomes Concentration, up to 10 Minutes.

If Wielded as a Weapon it gains the Force Weapon Focus Property, you can utilise this Weapon Focus Property even if this Weapon is not your Active Weapon Focus.


2AP. The AoE increases to a 2m (Melee) Radius, and the Duration becomes Concentration, up to 1 Hour.

When you use your action to move the Weapon and attack with it, you can make one additional attack with the Weapon against the same Target or a different one.

If Wielded as a Weapon it gains the Force Weapon Focus Property, you can utilise this Weapon Focus Property even if this Weapon is not your Active Weapon Focus.


3AP. The AoE increases to a 3m (Near) Radius, the Duration becomes 1 Hour, and the distance it can move as an action increases to 12m (At Rangge).

When you use your action to move the Weapon and attack with it, you can make two additional attacks with the Weapon against the same Target or different ones.

If Wielded as a Weapon, if you wield it with two hands the damage dice increases in size to a d10, and it gains the Force Weapon Focus Property, you can utilise this Weapon Focus Property even if this Weapon is not your Active Weapon Focus.



Conjure Sword

7th Circle Conjuration


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

Components: V, S, M (A miniature sword made of vorpal steel or mythril with a grip and pommel of gold, worth 250GP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 19


You create a sword-shaped tear of pure cosmic energy that hovers 1m off the ground at the Target, or in your hand. It lasts for the Duration or until you cast this spell again.

When the Sword appears, you make two melee Spell Attacks, each against a Target of your choice within 1m (Melee) of the Sword. These Attacks have their Critical Hit Scope increased by 1.

On a hit, the Target takes 6d12 Cosmic damage and on a Critical Hit the base Cosmic damage is increased to 12d12.

For the Duration, you can use an action (1AP) on each of your Turns, to move the Sword up to 6m (Near) to a space you can see and repeat these two attacks against the same Targets or different ones. You may instead use this action to summon the Sword into your hand from any distance.

If you hold onto the Sword using it as a Weapon, it follows the rules as above for Attack and Damage Rolls, but is considered a magical Longsword for any Features you may have that may impact its use. You are always considered Trained in this Sword’s use and if you make a Weapon Attack with this Sword you cannot use the above action to attack with it and vice versa. If you let go of the Sword, it hovers in place and operates as above. No other entities can hold onto this Sword.


At Higher Circles. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 1d12, 2d12 for a Critical Hit, and the Critical Hit Scope increases by 1 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The distance the Sword can be moved as an action is increased to 12m (At Range). When you use your action to move the Sword and attack with it, you can make an additional attack with the Sword.


3AP. The distance the Sword can be moved as an action is increased to 12m (At Range). When you use your action to move the Sword and attack with it, you can make an additional two attacks with the Sword.

This Sword can harmlessly pass through any barrier including those created by spells or powers such as Wall of Force. It also ignores Shields allowing this Sword to ignore Shield Bonuses to HT and BP.



Conjure Unstable Primordial

5th Circle Conjuration [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

AoE: 3m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: 1 Round

Empower TG: 17


You summon a Primordial while channelling a small about of an opposing element, this causes the Primordial to become explosively unstable. When you cast this spell choose two options between Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. A Medium Sized Entity appears in the Target space. All entities within the AoE must make a Physique Test.

On a failed Test, the Target is pulled up to 3m (Near) towards the nearest unoccupied space next to the Primordial.

If they fail the Test by 5 or more, they are knocked Prone after being pulled.

At the start of your next Turn, each entity within an area twice the size of the AoE must make an Agility Test, this is made at Disadvantage if the entity is within the AoE.

On a failed Test, the entity takes 6d8 damage of the combination of the chosen Damage Types and becomes Restrained by the Primordial’s elements. The Restrained condition lasts until an entity uses an action (2AP) to break apart or dismiss the appropriate element.

If they fail the Test by 5 or more, they also gain three Degrees of the Burned (chosen Damage Types) condition.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range) and the AoE increases to 4m (Near) Radius Sphere.


3AP. The Range increases to 24m (At Range) and the AoE increases to 5m (Near) Radius Sphere. You can choose a third Damage Type.

For the remainder of the Encounter/Scene the area of the explosion becomes Difficult Terrain, entities that end their Turn within this area gain a Degree of the Burned (chosen Damage Types) condition. Degrees of the Burned (chosen Damage Types) condition cannot be removed whilst within the Difficult Terrain.



Conjure Woodland Beings

4th-Circle Conjuration [Ritual, Wood]


Casting Time: 15 Minutes

Range: 24m | At Range

Components: V, S, M (A Primal Focus)

Duration: Instantaneous

Empower TG: 16


You call forth spirit of life and wood from the land around you to aid you party around the Party Camp while you Rest. When you cast this spell choose three of the following effects:

  • Have the spirits instantly set up, and at the end of your Rest break down a Party Camp. Setting up any tents and equipment based on your camping supplies. Then with packing up safely putting out any fires, taking down tents, packing up bags, and burying any rubbish.

  • Have the spirits aid in gathering materials for the Camp, they will bring back wood and stones for a fire, which has been enchanted to produce no smoke.

    Another set of stones can be placed along the outside of the Party Camp, these stones have been enchanted to cause entities to have Disadvantage on Perception Skill Rolls to notice your Camp and entities within the stone circles.

  • The spirit can be directed to aid healing the party. Any entity can as an Activity during a Rest can restore Xd8 HP where X equals the Circle this spell was cast at or reduce a Moderate Scar Concept to a Mild Scar Concept.

    Any Meals eaten, restore an additional 1d8 HP per Hit Die entities spend.

  • Have the spirits guide anyone spending an Activity during a Rest to forage for food and water. They provide you Advantage on Trait Tests made for Foraging.

    Doubling the quantity of Items found, for finding sources of water they will always find you clean sources of water.

  • Have the spirits guide anyone spending an Activity during a Rest to search the area within 100m of the Party Camp for tracks. They provide you Advantage on Survival Skill Rolls to follow tracks as well as any Trait Tests to identify them.

    They also provide you Advantage on Stealth Skill Rolls to hide from the entity you are tracking.

  • Have the spirits support party members in their Activities, select a number of entities within Range you can see up to your Spellcasting Trait.

    Each entity can grant themselves Advantage on one Trait Test made during their Short or Long Rest.


At Higher Circles. When you cast this spell using a Spell Slot of 5th Circle or higher, you may choose an additional effect for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. When you cast this spell, you can choose one Activity to perform during the Rest. The spirits will attempt to perform that Activity for you allowing you to perform other Activities, the spirits use your Spellcasting Trait for any Trait Test they need make and your SB if required.


1 Hour. When you cast this spell, you can choose one Activity to perform during the Rest. The spirits will attempt to perform that Activity for you allowing you to perform other Activities, the spirits use your Spellcasting Trait for any Trait Test they need make and double your SB if required.

All Activities taken during the following Rest take half the amount of time, allowing each entity to perform twice as many Activities.



Contact Other Realm

5th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V

Duration: 1 Encounter/Scene

Empower TG: 17


You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another Realm you are aware of. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a TG 15 Knowledge (Focus) Test.

On a failed Test, you take 6d6 Psychic damage and suffer a Mental Scar until you finish a Long Rest. While suffering from a Mental Scar, your AP and RP become 0, you can't understand what other entities say, can't read, and speak only in broken words. A Greater Restoration, Major Restoration, or Wish spell cast on you ends this effect.

On a successful Test, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GG answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GG might instead offer a short phrase as an answer.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You have Advantage on the Knowledge (Focus) Test.


1 Hour. You have Advantage on the Knowledge (Focus) Test, and the TG is 10.

The answers can always be a short phrase or visions instead of a single word answer.



Contagion

5th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A rat’s corpse)

Duration: 7 Days

Empower TG: 17


Your touch inflicts disease. Make a melee Spell Attack Roll against the Target.

On a hit, the Target gains three Degrees of the Poisoned condition.

At the end of each of the Poisoned Target’s Turns, they must make an Endurance Test.

If the Target succeeds on three of these Tests, they no longer Poisoned, and the spell ends.

If the Target fails three of these Tests, the Target is no longer Poisoned but choose one of the Diseases below. The Target is subjected to the chosen Disease for the spell’s Duration.

Since this spell induces a natural Disease in its Target, any effect that removes a Disease or otherwise ameliorates a Disease’s effects apply to it.


Blinding Sickness. Pain grips the Target’s mind, and its eyes turn milky white. The Target has Disadvantage on Intuition Tests and gains the Impaired (Sight) condition.


Filth Fever. A raging fever sweeps through the Target’s body. The Target has Disadvantage on Physique Tests.


Flesh Rot. The Target’s flesh decays. The Target has Disadvantage on Endurance Tests and Vulnerability to all damage.


Mindfire. The Target’s mind becomes feverish. The Target has Disadvantage on Knowledge Tests, and they have the Confusion condition during Active Time Encounters and other stressful moments.


Seizure. The Target is overcome with shaking. The Target has Disadvantage on Agility Tests.


Soul Rot. The Target begins to bleed uncontrollably while their soul begins to rot away. The Target has Disadvantage on Determination Tests.


Should an entity infected by a Disease from this spell come into physical contact with another entity, they must make an Endurance Test.

On a failed Test, the entity gains three Degrees of the Poisoned condition and become affected by the spell as if they had just been hit by the Spell Attack Roll made during the initial casting of the spell.

All these Tests are made against your Spell TG, and they must apply the same Disease effects as applied to the initial Target of the spell.


At Higher Circles. When you cast this spell using a Spell Slot of 7th Circle or higher, you may choose an additional Disease effect to apply to the Target for every 2 Slot Circles above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The number of Degrees of the Poisoned condition bestowed increases by 1.


3AP. The Duration increases to 31 Days. The number of Degrees of the Poisoned condition bestowed increases by 2.



Contingency

6th Circle Abjuration [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (A statuette of yourself carved from ivory and decorated with gems worth at least 1,500GP)

Duration: 10 Days

Empower TG: 18


Choose a spell of 5th Circle or lower that you can cast, that has a Casting Time of 2AP, and that can Target you. You cast that spell-called the Contingent Spell-as part of casting Contingency, expending Spell Slots for both, but the Contingent Spell is not cast.

Instead, you gain the Delay [Contingent Spell] SPECIAL condition. The SPECIAL timer denoting that the Delay condition does not resolve, until a specified circumstance you described during the casting of the spell occurs. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.

Delay condition resolves immediately upon the circumstance occurring for the first time, casting the Contingent Spell, whether or not you want it to, and then Contingency ends.

The Contingent Spell takes effect only on you, even if it can normally Target others.

You can only maintain one Contingency spell at a time. If you cast this spell again, the effect of another Contingency Spell on you ends. Also, Contingency ends on you if its Material Component is ever not on your person or if the Delay condition is removed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If the Delay condition would be removed or this spell Dispelled, you may make a Focus Skill Roll using your Spellcasting Trait opposed by the same Skill Roll using their own Spellcasting Trait. On a successful Contested Test, the Contingent Spell can be immediately cast.


3AP. The Duration increases to 1 Year. You can choose a spell of any Circle you are capable of casting to be the Contingent Spell.

If the Delay condition would be removed or this spell Dispelled, you may make a Focus Skill Roll using your Spellcasting Trait opposed by the same Skill Roll using their own Spellcasting Trait. On a successful Contested Test, the Contingent Spell can be immediately cast.



Continual Flame

2nd Circle Transmutation [Fire]


Casting Time: 2AP

Target: A flammable object within Range or an object already alight

Range: Touch

Components: V, S, M (Ruby dust worth 5GP, which the spell Consumes)

Duration: 1 Hour

Empower TG: 14


You channel magic into creating an enhanced flame immune to the elements. If the Target is not alighted it is set alight, the flame on the Target whether created by this spell or already present becomes immune to wind, precipitation, or other natural effects that would put out a fire, nor can it be smothered or quenched.

You may choose for the flames of the Target to emit light but no heat, or for it to emit heat as normal. No matter what the flames affected by this spell do not consume oxygen, produce smoke, nor can they spread to affect other entities or objects.

The spell has no effect on magical flames, such as those generated by spells or psionic powers, nor does it prevent spells and psionic powers from putting out or otherwise effecting the flames. It does still allow the affected flames to be covered or hidden.


At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the Duration increases to 1 Day.

When you cast this spell using a Spell Slot of 5th Circle or higher, the Duration increases to 1 Month.

When you cast this spell using a Spell Slot of 6th Circle or higher, the Duration becomes until it is Dispelled.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This spell can affect magical flames.


3AP. This spell can affect magical flames. The flames affected by this spell cannot be Suppressed or extinguished by effects such as magical Darkness.



Control Air

5th Circle Transmutation [Air]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 20m (At Range) Cube, Centred on Target

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 17


You channel magic into granting you control over the air currents. For the Duration, you control the air within the AoE. You can choose from any of the following effects when you cast this spell.

As an action (2AP) on your Turn, you can repeat the same effect or choose a different one.


Gust. You can choose to increase the speed of the wind or still it for a limited time within the AoE. The wind only will move in a horizontal direction of your choosing. You choose the intensity of the wind: Still, Calm, Moderate, or Strong.

If the wind is Moderate or Strong, ranged Weapon Attacks that enter or leave the AoE or pass through it have Disadvantage on their Attack Rolls.

If the wind is Strong, any entity moving against the wind must spend 1 extra metre of movement for each metre moved.

When an entity in the Cube makes a horizontal Jump, the entity can Jump up to 3m further than normal.


Down Draft. You cause a sustained blast of strong wind to blow downward from the top of the AoE. Ranged Weapon Attacks that pass through the AoE or that are made against Targets within it have Disadvantage on their Attack Rolls.

A Flying entity must make a Physique Test, if they attempt to Fly within the AoE for the first time on a Turn or end their Turn there Flying.

On a failed Test, the entity is knocked Prone.

When an entity in the AoE makes a vertical Jump, the entity’s Jump height is halved.


Updraft. You cause a sustained updraft within the AoE, rising upward from the AoE’s bottom side. Entities that end a Fall within the AoE take only half damage from the Fall.

When an entity in the AoE makes a vertical Jump, the entity can Jump up to 2m higher than normal.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP.


3AP. The Duration increases to Concentration, up to 1 Hour. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP. When you use this action, you can move the Target point up to 20m (At Range) to a new point you can see.



Control Fire

5th Circle Transmutation [Fire]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 20m (At Range) Cube, Centred on Target

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 17


You channel magic into granting you control over flames. For the Duration, you control any open flames within the AoE. You can choose from any of the following effects when you cast this spell.

As an action (2AP) on your Turn, you can repeat the same effect or choose a different one.


Fuel. This causes the area of the flames to expand by up to 5m in all directions.


Gutter. You instantaneously extinguish all flames within the AoE.


Part Flames. You cause flames and smoke in the area to move apart and create a path. The path extends across the spell's AoE, and the separated flames forms a wall to either side. The path remains until the spell ends or you choose a different effect. The fire then slowly fills in the path over the course of the next Round until it is entirely engulfed in flames.


Redirect Spread. You cause flames to expand in a set direction you choose, even if there are no flammable objects in that direction. The flames in the area move as you direct it, but once they move beyond the spell's AoE, they spread as normal. The flames will also not spread to other areas even if readily flammable material is available so long as they are in the AoE.

The flames continue to move in the direction you chose until the spell ends or you choose a different effect.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP.


3AP. The Duration increases to Concentration, up to 1 Hour. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP. When you use this action, you can choose two options to use simultaneously.



Control Stone

4th Circle Transmutation [Earth]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 20m (At Range) Cube, Centred on Target

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 16


You channel magic into granting you control over stone. For the Duration, you control rocks, minerals, and earth within the AoE. You can choose from any of the following effects when you cast this spell.

As an action (2AP) on your Turn, you can repeat the same effect or choose a different one.


Create Pillar. You can create a pilar of stone with up to a 3m Radius which can rise to 6m (Near) in height. The ground where a pillar appears must be wide enough for its diameter, and you can Target the ground under an entity if their Size Category is Large or smaller. Each pillar has HT 5 and 30 HP. When reduced to 0 HP, a pillar crumbles into rubble, which creates an area of Difficult Terrain with a 2m (Near) Radius that lasts until the rubble is cleared. For every 2m it requires 1 Minute to clear by hand.

If a pillar is created under an entity, if they are not willing, they must succeed on an Agility Test or be lifted by the pillar.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, any entity atop the pillar takes 6d6 Force damage and is Restrained, trapped between the pillar and the obstacle. The Restrained entity can use an action (2AP) to make a Physique or Agility Test (the entity’s choice) against your Spell TG.

On a successful Test, the entity is no longer Restrained and must either move off the pillar or fall off it.


Dig/Fill a Trench. You create or fill in, within the AoE, a trench up to 4m (Near) deep.


Landslide. You cause the surface layer up to 0.5m thick of the earth to move in a direction of your choosing until the earth has moved outside of the AoE at which point, they cease moving.

If you choose an area of soft earth, any entity caught in the movement must make a Physique Test.

On a failed Test they are moved a number of metres in the direction of the earth’s movement equal to your Spellcasting Trait. Once they have stopped moving, they are knocked Prone. The moved earth for the Duration of the spell then becomes Difficult Terrain.

If you choose stone or rock, then you can make a platform up to 3m (Near) by 3m (Near) in size that is 1m thick. This platform can take the weight of any Large or smaller entity stood upon it, so long as at least 1m in depth along one side of the platform is in contact with the ground. The platform can form a surface at any orientation or angle of your choosing.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP.


3AP. The Duration increases to Concentration, up to 1 Hour. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP. When you use this action, the dimensions of each effect is doubled in size, and if you chose the Pillar option you can make up to three pillars as part of the effect.



Control Water

4th Circle Transmutation [Water]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 20m (At Range) Cube, Centred on Target

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 16


You channel magic into granting you control over water. For the Duration, you control any freestanding water within the AoE. You can choose from any of the following effects when you cast this spell.

As an action (2AP) on your Turn, you can repeat the same effect or choose a different one.


Flood. You cause the water level of all standing water in the AoE to rise by as much as 4m (Near). If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 4m (Near) tall wave that travels from one side of the AoE to the other and then crashes down. Any Huge or smaller Vehicles in the wave's path are carried with it to the other side. Any Huge or smaller Vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next Turn while the flood effect lasts.


Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's AoE, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next Round until the normal water level is restored.


Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the AoE moves as you direct it, but once it moves beyond the spell's AoE, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.


Whirlpool. This effect requires a body of water at least 10m square and 5m deep. You cause a whirlpool to form in the centre of the AoE. The whirlpool forms a vortex that is 1m (Melee) wide at the base, up to 10m (At Range) wide at the top, and 5m (Near) tall. Any entity or object in the water and within 5m (Near) of the vortex is pulled 2m (Melee) toward it. An entity can swim away from the vortex by making a Physique (Athletics) Test against your Spell TG.

When an entity enters the vortex for the first time on a Turn or ends their Turn there, it must make a Physique Test.

On a failed Test, the entity takes 2d8 Bludgeoning damage and is caught in the vortex until the spell ends or you choose a different option.

On a successful Test, the entity takes half damage and isn't caught in the vortex.

An entity caught in the vortex can use their action (2AP) to try to swim away from the vortex as described above but has Disadvantage on the Physique (Athletics) Test to do so.

The first time each Turn that an object enters the vortex, the object takes 2d8 Bludgeoning damage; this damage occurs each Round it remains in the vortex.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP.


3AP. The Duration increases to Concentration, up to 1 Hour. The AP cost to maintain the current effect is reduced to 0AP, otherwise the AP cost of changing the effect is reduced to 1AP. When you use this action, you can move the Target point up to 20m (At Range) to a new point you can see.



Control Weather

8th Circle Transmutation [Ritual, Air, Thunder, Water]


Casting Time: 15 Minutes

Range: Self

AoE: 8km (Beyond) Radius Sphere, Centred on You

Components: V, S, M (Burning incense and bits of earth and wood mixed in water)

Duration: Concentration, up to 8 Hours

Empower TG: 20


For the Duration, you take control of the weather within the AoE. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GG based on the climate and season and finding their stage on the three tables. You then can change Precipitation, Temperature, and Wind each by one stage up or down.

After which you can change one of the three conditions by one stage up or down, this takes 10 Minutes for the new condition to take effect. Once it does so, you can change the conditions again.

When the spell ends, the weather gradually returns to normal.

When changing the wind, you can change its direction.


Precipitation

Stage Condition
1 Clear
2 Light Clouds
3 Overcast or Ground Fog
4 Rain, Hail, or Snow
5 Torrential Rain, Driving Hail, Blizzard

Temperature

Stage Condition
1 Unbearable Heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic Cold

Wind

Stage Condition
1 Calm
2 Moderate Wind
3 Strong Wind
4 Gale
5 Storm

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to Concentration, up to 1 Day. You can start two Stages separate from its normal starting point on each Table and can move each Table up to two Stages every 10 Minutes.


1 Hour. The AoE increases to 12km (Beyond), and the Duration increases to 1 Day. You can start three Stages separate from its normal starting point on each Table and can move each Table up to three Stages every 5 Minutes.



Converse With Animals

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S

Duration: 1 Day

Empower TG: 13


For the Duration, you gain the ability to comprehend and communicate with Animals. The knowledge and awareness of many Animals is limited by their Knowledge, but at minimum, Animals can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past Day. You might be able to persuade an Animal to perform a small favour for you, at the GG's discretion.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You have Advantage Trait Tests made as part of the Socialise action against the Animal you are communicating with. The Animal Handling Skill can be used as part of the Socialise action this way.


1 Hour. The Animal treats its Knowledge as 0, if it is normally lower, whilst you are conversing with them.

You have Advantage Trait Tests made as part of the Socialise action against the Animal you are communicating with. The Animal Handling Skill can be used as part of the Socialise action this way.



Converse With Dead

3rd-Circle Necromancy [Ritual]


Casting Time: 15 Minutes

Target: A corpse within Range

Range: 2m | Near

Components: V, S, M (0.5L of the caster’s blood, which the spell Consumes)

Duration: 10 Minutes

Empower TG: 16


You channel magic from the Realms of Death to summon a soul back into their corpse and grant them semblance of life and intelligence. The Target must still have a mouth or the ability to sign and can't be Undead. The spell fails if the Target was the Target of this spell within the last 10 Days.

For the Duration, you can ask the Target up to five questions. They know only what they knew in life, including the Languages it knew. Answers are usually brief, cryptic, or repetitive, and the Target is under no compulsion to offer a truthful answer if you are hostile to them or they recognize you as an enemy. This spell doesn't permanently return the Target’s soul to their body, and any attempts to use another spell or psionic power to affect the soul instantly ends this spell. The confusion of the soul being forced back into their decaying corpse can be a somewhat traumatic experience, the soul may struggle to interpret external stimuli and may find it difficult to respond and comprehend new information.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. If the Target has no mouth or ability to sign, they gain the ability to answer the questions through alternate means, such as manipulating physical objects.

You magically understand any words the Target speaks or signs, even if it is a Language you have not Learnt.


1 Hour. If the Target has no mouth or ability to sign, they gain the ability to answer the questions through alternate means, such as manipulating physical objects.

You magically understand any words the Target speaks or signs, even if it is a Language you have not Learnt.

Once the five questions have been answered you can choose for the remains to remain animated for any length of time up to the Duration. During this time, you may freely converse with the dead, however it is under no magical obligation to answer or otherwise respond.



Converse With Plants

3rd Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: 10 Minutes

Empower TG: 15


You gain the ability to comprehend and communicate with plants and Flora for the Duration. You imbue yourself the ability to when communicating towards plants within the AoE. Temporarily granting them limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the AoE within the past Day, gaining information about entities that have passed, weather, and other circumstances.

You can also turn Difficult Terrain caused by plant growths (such as thickets and undergrowth) and the Plant Growth spell into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the Duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GG’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a Flora with a Stat Block is in the AoE, you can communicate with it as if you shared a common Language, but you gain no magical ability to influence it.

This spell can cause the plants created by the Entangle spell to release a Restrained entity.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 1 Hour.


1 Hour. The Duration increases to 1 Day.

The plant/Flora treats its Knowledge as 0, if it is normally lower, whilst you are conversing with them.

You have Advantage Trait Tests made as part of the Socialise action against a Flora you are talking to.



Corporeal Disruption

Abjuration Cantrip


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A silver bell)

Duration: Instantaneous


You use your magic to disrupt the bodies of your foes, against the undead and entities from other Realms; this is even worse as it disrupts the flow of the connection that maintains their existence in this Realm. The Target must make a Determination Test; this is made with Disadvantage against entities with the Undead Entity Type or who are not native to the current Realm.

On a failed Test the Target takes 1d8 Necrotic damage.

If they failed the Test by 5 or more, they instead take 1d10 Necrotic damage.

If the Target had the Undead Entity Type or was not native to the current Realm, the Damage Type is replaced with Entropic damage.

If the Target has HP less than their Hit Point Maximum increase the damage die size by one.


At Higher Levels. This spell's damage increases the number of damage dice rolled when your Character Level reaches 5th Level (two damage dice), 11th Level (three damage dice), and 17th Level (four damage dice).



Corrupted Boon

6th Circle Transmutation [Eldritch]


Casting Time: 2AP

Range: Self

Components: V, S, M (A 500GP ritual dagger)

Duration: Concentration, up to 10 Minutes

Empower TG: 18


Energies of corrupting power from the Outside, the Masquerade, or the Nightmare dance across your body. When you cast this spell choose Entopic, Fire, or Psychic damage. You gain the following benefits:

  • You gain a +2 Shield Bonus to HT, Immunity to your chosen Damage Type, and Resistance to a second Damage Type based on the one you chose:
    • Entopic. Resistance to Psychic damage.
    • Fire. Resistance to Poison damage.
    • Psychic. Resistance to Necrotic damage.
  • You gain Immunity to the Charmed condition, and have Advantage on Trait Tests to resist, avoid, or end the Poisoned condition.
  • You gain a Flying speed equal to your Spellcasting Trait, as your body alters to match the source of your power.
  • Your Unarmed Strikes and Weapon Attacks deal an additional 3d10 damage of your chosen Damage Type, and you can choose to replace your Weapon’s or Unarmed Strike’s normal Damage Type with you chosen type.
  • When using the Attack action, you can attack twice instead of once.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Shield Bonus increases to a +3, and the Flying speed increases to double your Spellcasting Trait.


3AP. The Duration increases to Concentration, up to 1 Hour. The Shield Bonus increases to a +4, the Flying speed increases to double your Spellcasting Trait, and you can make three attacks with the Attack action.



Cosmic Bolt

Evocation Cantrip [Air, Earth, Fire, Space, Water]


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous


You channel the power of cosmic magic into a ranged attack. Choose either Acid, Cold, Fire, Force, Lightning, Poison, or Radiant damage. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d10 damage of the chosen Type.


At Higher Levels. This spell's damage increases by 1d10 when your Class Level from the Arcanist, Inventor, Lore Master, Pactbound, Soulshaped Classes or the Bard or Slayer Class (if you chose the Spellcasting Feature), reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Cosmic Restoration

7th Circle Restoration [Space]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 19


You flood a target with the healing power of the stars. The Target regains HP equal to 13d8 + your Spellcasting Trait. This spell has no effect on a Target who has already been Targeted by this spell during this Encounter/Scene.

If the Target is Bloodied, the dice increases in size to a d10.

If the Target is Desperation, the dice roll their maximum value.


At Higher Circles. When you cast this spell using a Spell Slot of 8th Circle or higher, the HP restored increases by 1d6 for each Slot Circles above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Until the start of your next Turn, the Target increases their Inspired Event Scope by 1, and has Advantage on the next Trait Test they make.


3AP. Until the start of your next Turn, the Target increases their Inspired Event Scope by 2, and has Advantage on the next two Trait Tests they make. If one or more dice rolled their maximum result the Target gains a Mark of Fate.



Cosmic Strike

Evocation Cantrip [Air, Earth, Fire, Space, Water]


Casting Time: 2AP

Target: An entity/object you can see within your Weapon’s Reach

Range: Self

Components: V, M (A melee Weapon)

Duration: Instantaneous


You channel the power of cosmic magic into your Weapon’s next strike. Choose either Acid, Cold, Fire, Force, Lightning, Poison, or Radiant damage. Make a melee Spell Attack using the Weapon that was the Component for this casting.

On a hit, the Target takes the normal effect of that Weapon and is dealt an additional 1d8 damage of your chosen Damage Type. The Target must then make an Intuition Test.

On a failed Test, you may choose any single common action listed in the Actions in Combat section of the Active Time Chapter that costs AP. If the Target performs this action during their next Turn, they take 1d8 damage of the chosen Type for each time they perform the action.


At Higher Levels. This spell's damage increases by 1d8, both initially and when the chosen actions are performed, when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Create Food & Water

1st Circle Transmutation [Water, Wood]


Casting Time: 2AP

Target: A point or any number of empty Containers within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 13


You create food and water at the Target. You create 600 Units of Food & Drink. The food is bland but nourishing, the water is clean, and they spoil if not consumed after 1 Day.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The number of Units of Food and Drink produced increases to 1000 Units. The Food and Drink spoils if uneaten after 7 Days.


3AP. The number of Units of Food and Drink produced increases to 2000 Units. The Food and Drink spoils if uneaten after 7 Days.

The food tastes delicious to whoever eats it, remining them of their favourite meals from home, and staves off the effects of Extreme Cold and Extreme Heat for a number of Hours equal to your Spellcasting Trait, bar the alterations to the number of Units of Food and Drink that need to be Consumed each Day.



Create Elements

Transmutation Cantrip [Air, Earth, Fire, Water]


Casting Time: 1AP

Range: Touch

Components: S

Duration: Instantaneous


You channel you magic to creating a small amount of an element. Choose an elemental option presented below:

  • Air. You create a small puff of wind not large enough to move an entity, but potentially enough to move loose objects within 2m (Melee) of you.
  • Earth. You create a small spherical stone no larger than a coin. If you use this Cantrip to create a stone again the previous one crumbles to dust.
  • Fire. You create a small harmless flame from your hand as if it were a candle, it emits light but no heat and lasts for 1 Minute.
  • Water. You produce enough water to fill a small cup.


Create Or Destroy Water

1st Circle Transmutation [Water]


Casting Time: 2AP

Target: An open Container or a point within Range

Range: 6m | Near

AoE: 6m (Near) Cube, Centred on Target

Components: V, S, M (A drop of water if creating water or a few grains of sand if destroying it)

Duration: Instantaneous

Empower TG: 13


You either create or destroy water.


Create Water. You create clean water within Target Container, this counts as 65 Units of Drink.

Alternatively, the water falls as rain in the AoE, extinguishing exposed flames in the AoE.


Destroy Water. You destroy up to 65 Units of Drink within the Target Container.

Alternatively, you destroy fog in the AoE.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 12m (At Range).

You can choose to use this spell to affect a single entity with the Primordial Entity Type tied to the Realms of Water.

If you chose Create Water, you can restore an amount of HP equal to 2d8 HP + your Spellcasting Trait.

If you chose Destroy Water, you deal an equal amount of Entropic damage.

The number of d8 rolled increase by 2d8 for each Circle above 1st.



Creation

5th Circle Transmutation [Ritual, Earth, Metal, Wood]


Casting Time: 15 Minutes

Target: A point within Range

Range: 6m | Near

Components: V, S, M (A tiny piece of matter of the same sort as Item you plan to create)

Duration: Instantaneous

Empower TG: 17


You pull wisps of material from the Realm of Dreams to create a non-living object of plant matter within Range: soft goods, rope, wood, or something similar.

You can also use this spell to create mineral objects such as stone, crystal, or metal.

The object created must be no larger than a 1m Cube, and the object must be of a form and material that you have seen before.

Using any material created by this spell as an Ingredient for Crafting it is a Poor Quality Material.

Using any material created by this spell as another spell/power's Material Component causes that spell/power to fail.

This object is real and cannot be Dispelled but can suffer damage and decay as the object normally would.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, the Cube increases by 1m for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. If the object created is used as an Ingredient for Crafting it is a Standard Quality Material.


1 Hour. If the object created is used as an Ingredient for Crafting it is an Exceptional Quality Material.

The material created by the spell can be used to fulfil a spell’s Material Component bar those with a specific GP cost.



Crown of the Elements

3rd Circle Evocation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A point within 24m (At Range) of you

Range: Self

AoE: 1m (Melee) Radius Sphere, Centred on Target

Components: V, S, M (A bead of tar encasing material from one of the Realms Primordial)

Duration: Concentration, up to 1 Hour

Empower TG: 15


You call upon beads of a set element around your head to fire upon your opponents. When you cast this spell choose Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. You create six tiny beads of the chosen element in your space, they float in the air and orbit your head for the spell’s Duration.

When you cast the spell and later as an action (1AP) on each of your Turns thereafter you can expend one or two of the beads, sending them streaking toward one or two Targets.

Once a bead reaches its destination or impacts against a solid surface, the bead explodes. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 3d8 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 4th Circle or higher, the number of beads increases by 2 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 2m (Melee) Radius Sphere.


3AP. The Target becomes a point within 30m (Far) of you, and the AoE increases to a 3m (Near) Radius Sphere.You can choose two Elements to make up each bead, causing them to deal damage of the combined Damage Types.



Cure Wounds

1st Circle Restoration [Wood]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (Leaves of lady’s mantle)

Duration: Instantaneous

Empower TG: 13


You channel energies of the Realm of Life into the target, healing any wound closed. The Target regains HP equal to 2d8 + your Spellcasting Trait. This spell has no effect on Undead or Constructs.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, the healing increases by 2d8 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range), and the spell gains an AoE 3m (Near) Radius Sphere, Centred on Target. This spell can affect Constructs.

All allied entities within the AoE bar the Target restore half as much HP as the Target.

All dice are treated as rolling their maximum amount to determine HP restored.



D

Dancing Lights

Conjuration Cantrip


Casting Time: 2AP

Range: 24m | At Range

Components: V, S, M (A bit of phosphorus, wychwood, or a glowworm)

Duration: Concentration, up to an Encounter/Scene


You create up to five torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the five lights into one glowing vaguely Humanoid form of Medium size. Whichever form you choose, each a 2m (Melee) Radius around each light is considered Dimly Lit.

As an action (1AP) on your Turn, you can move each of the lights up to 12m (At Range) to a new spot within Range. A light must be within 4m of another light created by this spell, and a light winks out if it exceeds the spell's Range.



Dancing Plague

6th Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V

Duration: Concentration, up to 1 Minute

Empower TG: 18


You infect a target with the desire to dance. The Target must make a Determination Test. entities that are Immune to the Charmed condition are Immune to this spell.

On a failed Test, the Target is compelled to keep dancing in their current space. For the Duration, they cannot perform any actions or reactions, have Disadvantage on Agility Tests, and have the Wide Open condition.

At the end of the Turn of any entity, other than you, who can see an entity dancing due to this spell must in turn succeed on a Determination Test, otherwise they become affected by the spell. If they succeed on the Determination Test, they become Immune to this spell for 1 Day.

A dancing Target may repeat the Determination Test, at the end of their Turns to end the spell’s effect on them early.

If your Concentration breaks on this spell, only the initial Target has the spell end on them, however no new Targets can become infected by those infected from this casting.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.

When not in an Active Time Encounter, each Target only makes the Trait Test at the end of every Minute to end the spell effect early, rather than at the end of each Turn.


3AP. The Target changes to Up to three entities within Range and the Duration increases to Concentration, up to 1 Day.

When not in an Active Time Encounter, each Target only makes the Trait Test at the end of every Hour to end the spell effect early, rather than at the end of each Turn.



Dark Blade

2nd Circle Illusion


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You call forth shadows to form a blade in your free hand. The blade is similar in size and shape to a Shortsword, and it lasts for the Duration. The blade is considered to have the Light, Martial Arts, and Thrown (Range 4/12 | Near/At Range) Weapon Properties and can be targeted by effects and abilities that would affect a Weapon from the Sword Weapon Group. If you let go of the blade, it disappears, but you can evoke the blade again as an action (1AP).

When making an attack with this blade, you make a melee Spell Attack Roll.

On a hit, the Target takes 3d6 + your Spellcasting Trait Psychic damage.

When you use the blade to attack a Target that is in Dimly Lit area or Darkness, you make the Attack Roll with Advantage.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d6 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 1 Hour. The Thrown Weapon Property changes to Thrown (Range 6/18 | Near/At Range).


2AP. The Duration increases to Concentration, up to 1 Day. The Thrown Weapon Property changes to Thrown (Range 12/24 | At Range/At Range) and it gains the Persistent Weapon Focus Property you may use even if a Shortsword is not your Active Weapon Focus.

When you make an attack with this Weapon against a Target in a Dimly Lit area or area of Darkness, the damage die increases to a d8.


3AP. The Duration increases to 1 Day. The Thrown Weapon Property changes to Thrown (Range 18/30 | At Range/Far) and it gains the Persistent Weapon Focus Property you may use even if a Shortsword is not your Active Weapon Focus.

You can make two attacks with this weapon when using the Attack action with this Weapon.

When you make an attack with this Weapon against a Target in a Dimly Lit area or area of Darkness, the damage die increases to a d8.



Dark Sphere

8th Circle Evocation [Space]


Casting Time: 2AP

Target: A point within Range

Range: 30m | Far

AoE: 8m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A shard of onyx and a drop of the caster’s blood, both of which the spell Consumes)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You create an enhanced magical singularity. This spell creates a sphere at the Target. For the Duration, the AoE is considered Difficult Terrain and filled with magical Darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the AoE. Any entity or object entirely inside the AoE is Immune to Thunder damage and gain the Impaired (Hearing) condtition while entirely inside it. Casting a spell that includes a Verbal Component is impossible there.

At the start of each of your Turns, the Target moves 2m (Melee) in a direction of your choosing.

Any entity that enters the AoE for the first time on a Turn or ends their Turn there, must make an Endurance Test.

On a failed Test, the entity takes 7d10 Force damage.

On a successful Test, they take half as much damage.

An entity reduced to 0HP by this damage vanishes and leaves behind no remains. The only Items they were carrying or wearing that are left behind are Magic Items.

You may choose at any point as an action (2AP), to implode the sphere. All entities inside the AoE must make an Agility Test.

On a failed Test the entity takes 6d12 Entropic damage.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 10m (At Range) Radius Sphere, Centred on Target. When you choose to implode the sphere, entities within Range equal to double the AoE must make the Agility Test.


3AP. The AoE increases to 10m (At Range) Radius Sphere, Centred on Target. Entities with the ability to use their Nightvision within magical Darkness, do not gain the benefits of such Features to see into the magical Darkness of this spell.

At the start of each of your Turns, you can choose to move the Target up to 5m (Near) in a direction of your choosing.

When you choose to implode the sphere, entities within Range equal to double the AoE must make the Agility Test.



Darkness

2nd Circle Evocation


Casting Time: 2AP

Target: A point or object within Range

Range: 12m | At Range

AoE: 3m (Near) Radius Sphere, Centred on Target

Components: V, M (Bat fur, and a drop of pitch or piece of coal)

Duration: Concentration, up to 10 Minutes

Empower TG: 14


For the Duration, magical Darkness spreads from the Target out to the AoE. The Darkness spreads around corners, and nonmagical light can't illuminate it.

If the Target is an object you are holding, or one that isn't being worn or carried, the AoE moves with it. Completely covering the source of the Darkness with an opaque object, such as a bowl or a helm, blocks the Darkness.

If any of this spell's area overlaps with an area of light created by a spell whose Circle is equal to or lower than the Circle this spell was cast at, the spell that created the light is Dispelled.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 5m (Near) Radius Sphere, Centred on Target.


3AP. The AoE increases to 5m (Near) Radius Sphere, Centred on Target. This spell is considered to have been cast 3 Circles higher when determining if it will dispel a magical light effect.



Dawn Strike

5th Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m (Near) Radius, 8m High Cylinder, Centred on Target

Components: V, S, M (A sundial)

Duration: Instantaneous

Empower TG: 17


A vertical column of divine fire from the sun roars down in a location you specify. The light from the pilar and damage dealt is considered sunlight. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 8d6 Radiant Fire damage.

On a successful Test, they take half as much damage.


At Higher Circles. When you cast this spell using a Spell Slot of 6th Circle or higher, damage increases by 2d6 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 24m (At Range) and the AoE increases to a 6m (Near) Radius, 12m High Cylinder, Centred on Target.

Targets that fail the Agility Test by 5 or more, gain two Degrees of the Burned (Radiant Fire) condition.



Daylight

3rd Circle Evocation


Casting Time: 2AP

Target: A point or object within Range

Range: 12m | At Range

AoE: 12m (At Range) Radius Sphere, Centred on Target

Components: V, S, M (Sunflower seeds, and a glass/crystal magnifying lens or mirror)

Duration: 1 Hour

Empower TG: 15


You emit sunlight in an area of your choosing. The AoE is Well-Lit, while additional number of metres equal to the radius AoE is Dimly-Lit, all light emitted is sunlight.

If the Target is an object you are holding, or one that isn't being worn or carried, the AoE moves with it. Completely covering the source of the sunlight with an opaque object, such as a bowl or a helm, blocks the sunlight.

If any of this spell's area overlaps with an area of Darkness created by a spell whose Circle is lower than the Circle this spell was cast at, the spell that created the Darkness is Dispelled.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 18m (At Range) Radius Sphere, Centred on Target.


3AP. The AoE increases to 24m (At Range) Radius Sphere, Centred on Target. This spell is considered to have been cast 3 Circles higher when determining if it will dispel a magical Darkness effect.



Dazing Jolt

1st Circle Evocation [Air]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A strip of rubber)

Duration: Instantaneous

Empower TG: 13


Your fire a jolt of electrical energy at a foe. Make a ranged Spell Attack Roll against the Target, you have Advantage if the Attack Roll is against an entity wearing metallic Armour Pieces or Wielding a metallic Shield.

On a hit, the Target takes 3d6 Lightning damage and gains a Degree of the Dazed condition until the start of your next Turn.

On a Critical Hit, the Target gains an additional Degree of the Dazed condition.


At Higher Circles. When you cast this spell using a Spell Slot of 2nd Circle or higher, damage increases by 3d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 24m (At Range). The Dazed condition lasts for its default Duration.



Death Cloud

9th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A handful of grave dirt)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 25


You produce a cloud of pure necrotic energy. For the Duration, the AoE becomes filled with green glowing gas lingering in the air, the gas cloud spreads around corners, and its area is Heavily Obscured for entities other than you. Each entity, bar you, that is completely within the cloud at the end of their Turn must make an Endurance Test.

On a failed Test, the entity takes 15d6 Necrotic Entropic damage and gains five Degrees of the Poisoned condition.

If they failed the Test by 5 or more, they also gain three Degrees of Exhaustion and the Wounded conditions.

On a successful Test, they gain half as much damage and three Degrees of the Poisoned condition.

Any entity that Dies in the cloud, is risen as a Wight with the Minion Entity Tag, under your control. The control is lost when the spell ends.

A moderate wind (at least 16 km/hr) disperses the cloud after 4 Rounds. A strong wind (at least 32km/hr) disperses it after 1 Round.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 12m (At Range) Radius Sphere, Centred on Target.


3AP. The AoE increases to 18m (At Range) Radius Sphere, Centred on Target. At the start of each of your Turns, you may move the Target up to 6m (Near) in any direction.

On a failed Test, the entity also gains two Degrees of the Exhaustion condition.

On a successful Test, the entity also gains a Degree of the Exhaustion condition.



Death Syphon

10th Circle Necromancy


Casting Time: 2AP

Range: Self

AoE: 3m (Near) Radius Sphere, Centred on You

Components: V, S, M (Corpses nearby that the spell Consumes)

Duration: Instantaneous

Empower TG: 30


You drain nearby corpses to restore your magical potential. Calculate the combined CR or all corpses in the AoE and divide the total CR by 5.

You restore a number of Spell Slots whose combined Spell Circles is equal to or less than the divided total CR. The cumulative Circles of the restored Spell Slots can be no larger than 9th Circle.

Corpses drained by the spell are reduced to ashes as they set aflame by the necromantic power of the spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 5m (Near) Radius Sphere, Centred on You.


3AP. The AoE increases to 10m (At Range) Radius Sphere, Centred on You.

If the CR total after being divided by 5, is still greater than the total number of Spell Slots you can restore, you can raise a number of corpses as Wights under your control up to or equal to your Spellcasting Trait. Each Wight has the Summoned Companion Tag and Minion Entity Tag. The remaining corpses burn to ashes as normal.



Death Ward

4th Circle Protection


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A family heirloom of the Target)

Duration: 8 Hours

Empower TG: 16


You produce a shield that can stave off a strike from death. You grant the Target a measure of protection from death, the first time the Target would drop to 0 HP as a result of taking damage, the Target instead drops to 1 HP, and the spell ends.

If the spell is still in effect when the Target is subjected to an effect that would kill them instantaneously without dealing damage, or apply the Doom condition, that effect is instead negated against the Target, and the spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Week. Instead of being reduced to 1 HP, the Target's HP becomes equal to the Circle this spell was cast at + the Target’s Character Level.

This spell does not end the first time it would normally end, instead its effect can occur three times before it ends.



Delayed Blast Fireball

7th Circle Evocation [Fire]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Bead

Components: V, S, M (A tiny ball of bat guano and sulphur)

Duration: Concentration, up to 10 Minutes

Empower TG: 19


A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point as a glowing bead. For the Duration a bead lingers at the Target point. When the spell ends, either because your Concentration is broken or the Duration ends, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each entity in the AoE must make an Agility Test.

On a failed Test, they take Fire damage equal to the total accumulated damage.

On a successful Test, they take half as much damage.

The spell's base damage is 10d6. If at the end of your Turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the spell has ended, the entity touching it must make an Agility Test.

On a failed Test, the spell ends immediately, causing the bead to erupt in flame as above.

On a successful Test, the entity can throw the bead up to 8m (Near). When it strikes entity or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the AoE and ignites flammable objects that aren't being worn or carried.


At Higher Circles. When you cast this spell using a Spell Slot of 8th Circle or higher, the base damage increases by 2d6 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The AoE increases to 8m (Near) Radius Sphere, Centred on Bead, and the Duration increases to Concentration, up to 1 Day.



Demiplane

8th Circle Conjuration [Space]


Casting Time: 2AP

Target: A flat solid surface within Range

Range: 12m | At Range

Components: V, S

Duration: 1 Hour

Empower TG: 20


You create a shadowy door on the Target. The door is large enough to allow entities of your Size Category to pass through unhindered. When opened, the door leads to a Demiplane that appears to be an empty room 6m in each dimension, made of wood or stone. When the spell ends, the door disappears, and any entities or objects inside the Demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new Demiplane, or have the shadowy door connect to a Demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a Demiplane created by a casting of this spell or manifesting of the power by another entity, you can have the shadowy door connect to that Demiplane instead.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day. The dimensions of the Demiplane’s room increases to 12m across each side.


3AP. The Duration increases to 1 Month. The dimensions of each of the Demiplane’s rooms increases to 12m across each side.

The Demiplane can be made up of up to 6 Rooms with connecting corridors. You may instead cast a spell with the Structure Spell Tag whilst in your Demiplane to modify the layout of the Demiplane to be that of the Structure for this change is permanent. If you cast another Structure Tag spell after this change has occurred, you must make another Empower Test as if you had cast this spell at 3AP. This cannot be used in a Demiplane originating from another spellcaster.

On a successful Test, both structures meld together in your Demiplane.

On a failed Test, the newest structure replaces what was previously there as well as the normal consequences for failing an Empower Test.



Detect Magic

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 13


For the Duration, you sense the presence of magic within 6m (Near) of you. If you sense magic in this way, you can see a faint aura around any visible entity or object in the area that bears magic, and you learn its School of Magic, if it has any.

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to Concentration, up to 1 Hour.


1 Hour. The Duration increases to 1 Day. It takes twice as thick material to block this spell.



Detect Other Realm

1st Circle Divination


Casting Time: 2AP

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 13


For the Duration, you know if there is a Demi-Eternal, Dreamed, Fae, Masked, Outsider, Primordial, or Undead within 6m (Near) of you, as well as where the entity is located. Similarly, you know if there is a place or object within 6m (Near) of you that has been magically consecrated or desecrated, or that is infused with the power of or contains a portal to one of another Realm (this spell will inform you of which Realm the energies come from).

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Duration increases to 1 Day. It takes twice as thick material to block this spell.



Detect Poison and Disease

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 13


For the Duration, you can sense the presence and location of Poisons, poisonous entities, and Diseases within 6m (Near) of you. You also identify the kind of Poison, poisonous entity, or Disease in each case.

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to Concentration, up to 1 Hour.


1 Hour. The Duration increases to 1 Day. It takes twice as thick material to block this spell.



Detect Thoughts

2nd Circle Dictation


Casting Time: 2AP

Target: An entity within 6m (Near) of you or that you can sense with this spell

Range: Self

Components: V, S, M (1CP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel your magic to slowly peel back the layers of a target’s thoughts. When you cast this spell and for the Duration on each of your Turns as an action (2AP), you can either Focus Mind or Sense Thoughts.


Focus Mind. You can focus your mind on a Target. If the Target you chose has a Knowledge of -4 or lower or doesn’t speak any Language, they are unaffected by this spell.

You initially learn the surface thoughts of the Target—what is most on their mind in that moment.

As an action (2AP) on subsequent Turns, you can either shift your attention to another Target’s thoughts or attempt to probe deeper into the same current Target’s mind.

If you probe deeper, the Target must make an Intuition Test.

On a failed Test, you gain insight into their reasoning (if any), their emotional state, and something that looms large in their mind (such as something they worry over, love, or hate).

On a successful Test, the spell ends.

No matter the result of the Intuition Test, the Target knows that you are probing into their mind, and unless you shift your attention to another Target’s thoughts, they can use an action (2AP) on their Turn to make a Contested Knowledge (Focus) Test against you; if they succeed, the spell ends.

Questions verbally directed at the Target naturally shape the course of their thoughts, so this spell is particularly effective as part of an interrogation.


Sense Thoughts. You detect the presence of thinking entities you can’t see. You can search for thoughts within 6m (Near) of you. The spell can penetrate most barriers, but 0.5m of stone, 2.5cm of common metal, or a thin sheet of lead blocks this effect. You can’t detect an entity with a Knowledge of -4 or lower or one that doesn’t speak any Language.

Once you detect the presence of an entity in this way, you can use Target the entity for your Focus Mind effect, even if you cannot see them, for the rest of the Duration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour. The actions required for this spell have their AP cost reduced to 1AP.


3AP. The Duration increases to Concentration, up to 1 Day. The actions required for this spell have their AP cost reduced to 0AP.

The Target is unaware of your presence in their mind with the Focus Mind effect, unless they succeed on the Intuition Test to resist you probing deeper with an Inspired Event.

It takes twice as thick material to block this spell’s Sense Thoughts effect.



Detect Traps

2nd Circle Divination


Casting Time: 2AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Minute

Empower TG: 14


You magically sense the presence of any mechanical trap within 24m (At Range) of you that is within line of sight. The trigger mechanism glows in your vision alongside any other mechanisms that are not concealed to your vision.

A trap, for the purpose of this spell, includes any mechanical device, spell, or psionic power deliberately created to harm, impede, or negatively affect an intruder. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

For any trap revealed this way by the spell, you gain Advantage on Investigation, Magical Lore, Perception, and Technology Skill Rolls made to observe and identify the trap, its operation, alongside methods of deactivating them.

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Duration increases to 1 Day. It takes twice as thick material to block this spell.



Dimension Door

4th Circle Conjuration [Space]


Casting Time: 2AP

Target: A point within Range you either can see, that you can visualise, or you can describe by stating distance and direction, such as "40m straight downward" or "upward to the northwest at a 45- degree angle, 60m."

Range: 100m | Far

Components: V

Duration: Instantaneous

Empower TG: 16


You teleport yourself arriving at exactly the Target. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing entity who is carrying gear up to their carrying capacity. The entity must be within 1m (Melee) of you when you cast this spell.

If you or the willing entity would arrive in a point already occupied or that you both cannot fit within, you and any entity traveling with you each take 4d6 Force damage, and the spell fails to teleport you.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can bring an additional willing entity with you.


3AP. The Range increases to 250m (Far). You can bring an additional two entities with you, if any entity is not willing, they must succeed on a Determination Test or be forcibly brought with you.

You are aware if your Target would be occupied and have a chance to alter it once before the spell resolves.



Dimension Tunnel

6th Circle Conjuration [Space]


Casting Time: 2AP

Target: A point on a solid surface within 2m of you and a second point within the spell’s Range

Range: 100m | Far

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 18


You open two dimension doors to allow for a temporary stable tunnel that multiple entities can access. A circular portal, 2m (Near) in diameter, opens over each Target point. If the portal would open in an occupied space, the spell fails, and the casting is lost.

The portals are two-dimensional glowing discs, hovering just off the ground and perpendicular to it at the points you choose. A disc is visible from both sides.

Any entity, object, or vehicle entering the portal exits from the other portal as if the two were adjacent to each other. The portal is opaque and cannot be looked through, with it glowing with a coloured light (your choice of colour).


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Range increases to 250m (Far), the Duration increases to 1 Hour. The portal’s size increases to a 3m (Near) Radius. You can end the spell early as an action (0AP).



Discordant Note

Evocation Cantrip [Thunder, Tonomancy]


Casting Time: 2AP

Range: Self

AoE: 3m Cone, Emanating from You

Components: V

Duration: Instantaneous


You cry out a discordant note. Each entity in the AoE must make an Endurance Test.

On a failed Test, the Target takes 1d6 Thunder damage.

If they failed the Test by 5 or more, they gain the Impaired (Hearing) condition until the start of your next Turn.


At Higher Levels. This spell's damage increases by 1d10 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Disguise Self

1st Circle Illusion


Casting Time: 2AP

Range: Self

Components: V, S, M (A mask)

Duration: 1 Hour

Empower TG: 13


You make yourself, including your clothing, Armour, Weapons, and other belongings on your person, look different until the spell ends or until you use your action (1AP) to dismiss it. You can seem 0.5m shorter or taller and can appear in a body shape of your choice. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, an entity can use their action (2AP) to inspect your appearance and must succeed on a Knowledge Test against your Spell TG.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The illusory aspects of the disguise feel solid to the touch but if force is applied the illusion can still be passed through per the spell’s description.


3AP. The Duration increases to 1 Day.

For the Duration of the spell, you can choose any Entity Type which you will appear as for the purposes of effects that detect or sense yours or a specific Entity Type instead of your normal Entity Type, this does not however grant you the mechanical benefits or penalties of the Entity Type.

The illusory aspects of the disguise become solid in how they interact with other entities and objects.



Disintegrate

6th Circle Transmutation


Casting Time: 2AP

Target: An entity/object/structure/vehicle or creation of magical force such as created by the Wall of Force spell/power within Range

Range: 6m | Near

Components: V, S, M (A lodestone and a pinch of dust)

Duration: Instantaneous

Empower TG: 18


A thin green ray springs from your pointing finger to the target. The Target must make an Agility Test.

On a failed Test, the Target takes 10d6 + 40 Entropic damage. The Target is Disintegrated if this damage leaves it with 0HP.

This spell automatically Disintegrates a Large or smaller nonmagical object, vehicle, structure, or a creation of magical force. If the Target is a Huge or larger nonmagical object, vehicle, structure, or creation of force, this spell Disintegrates a 2m-cubic portion of it. A Magic Item is unaffected by this spell.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 3d6 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 24m (At Range).

The spell automatically Disintegrates a Huge or smaller nonmagical object, vehicle, structure, or a creation of magical force. If the Target is a Gargantuan or larger nonmagical object, vehicle, structure, or a creation of magical force, this spell Disintegrates a 3m-cubic portion of it.



Disorienting Thoughts

1st Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V

Duration: Instantaneous

Empower TG: 13


You whisper enchanted words, confusing the target s they try to recall what is reality and what is false. The Target must make an Intuition Test.

On a failed Test, they take 2d8 Psychic damage and gain one Degree of the Dazed condition until the start of your next Turn.

If they failed the Test by 5 or more, they gain an additional Degree of the Dazed condition.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d8 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to two entities within Range.


3AP. The Target becomes Up to three entities within Range.

The spell applies an additional Degree of the Dazed condition on a failed Test. Degrees of the condition applied for failing the Test and failing by 5 or more last for the condition’s default Duration.

On a successful Test, the Target takes half as much damage and gains a Degree of the Dazed condition until the start of your next Turn.



Dispel Cantrip

Abjuration Cantrip


Casting Time: 2AP

Target: An entity/object/vehicle/structure or magical effect within Range

Range: Touch

Components: V, S

Duration: Instantaneous


You break the most basic of enchantments. A single Cantrip affecting the Target ends.


At Higher Levels. This spell's Range increases by 6m when your Character Level reaches 5th Level (6m | Near), 11th Level (12m | At Range), and 17th Level (18m | At Range).



Dispel Magic

3rd Circle Abjuration


Casting Time: 2AP

Target: An entity/object/vehicle/structure or magical effect within Range

Range: 24m | At Range

Components: V, S, M (A pinch of powered iron)

Duration: Instantaneous

Empower TG: 15


You channel your magic to break a spell. Any spell or rite of 3rd Circle/Order or lower on the Target ends.

For each spell/rite of 4th Circle/Order or higher on the Target, make a Trait Test using your Spellcasting Trait. The TG equals 10 + the spell's or rite’s Circle/Order.

On a successful Test, the spell/rite ends.

If you know what spells are affecting a Target then you can choose which spells are ended with this spell.

Entities summoned by spells with the Summoning Spell Tag count that spell as a Targetable spell affecting the summoned entity. If that spell is Dispelled, the summoned entity immediately is dismissed.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you automatically end the effects of a spell/rite on the Target if the spell's or rite’s Circle/Order is equal to or less than the Circle this spell was cast at.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell gains an AoE: 3m (Near) Cube, Centred on Target. The spell effects all applicable Targets within the AoE.


3AP. The spell gains an AoE: 6m (Near) Cube, Centred on the initial Target. The spell effects all applicable Targets within the AoE.

For each Magic Item in the AoE, you can choose to Suppress its effects, to do so make a Trait Test using your Spellcasting Trait. The TG equals 20 + the Item's Grade – the Circle this spell was cast at.

On a successful Test, the Magic Item has its magical effects Suppressed for 1 Minute.



Dispel Other Realms

5th Circle Abjuration


Casting Time: 2AP

Range: Self

Components: V, S, M (Holy water or a pinch of powdered silver and iron)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


Shimmering energy surrounds and protects you from entities originating from beyond the Material Realm. For the Duration, Demi-Eternals, Dreamed, Fae, Masked, Primordials, and Undead have Disadvantage on Attack Rolls against you.

You can end the spell early by using either of the following special functions.


Break Enchantment (2AP). You touch an entity you can Reach that is Charmed, Frightened, Terrorised, or Possessed by a Demi-Eternal, Dreamed, Fae, Masked, Primordial, or Undead. The entity you touch is no longer Charmed, Frightened, Terrorised, or Possessed by such entities.


Dismissal (2AP). Make a melee Spell Attack against Demi-Eternal, Dreamed, Fae, Masked, Primordial, or Undead you can Reach.

On a hit, you attempt to drive the entity back to its home Realm. The Target must succeed on a Determination Test or be sent back to its home Realm (if it isn't there already). If they aren't on their home Realm, Undead are sent to the Realms of Death.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes.


3AP. The Duration increases to Concentration, up to 1 Hour.

The Break Enchantment effect also affects the Confused, Mind Lock, Petrified, Sap, and Silenced conditions.

The Dismissal effect can affect entities no matter their Entity Type. If used on an entity with the Summoned Entity Tag has Disadvantage on the Determination Test. Entities summoned by a spell with the Summoning Spell Tag are dismissed, as if the spell ended, on a failed Determination Test, though if the Circle of the spell is less than the Circle of this spell, the summoning spell immediately ends without needing a Determination Test.



Disrupt Rhythms

1st Circle Necromancy


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 13


You channel necromantic magic to disrupt the natural rhythms of the targets body. Make a ranged Spell Attack.

On a hit, the Target takes 2d8 Necrotic damage and gains one Degree of the Burned (Necrotic) condition.

On a Critical Hit, an additional Degree of the Burned (Necrotic) condition is applied to the Target.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d8 for each Slot Circle above 1st.

For every two Slot Circles above 1st, this spell bestows an additional Degree of the Burned (Necrotic) condition.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Target becomes Up to two within Range, and the Range increases to 24m (At Range).

On a hit, the Target gains one Degree of the Poisoned condition until start of your next Turn.

On a Critical Hit, the Target gains an additional Degree of the Poisoned condition.



Distracting Light

2nd Circle Dictation


Casting Time: 2AP

Target: Up to three entities within Range, within 6m (Near) of each other

Range: 18m | At Range

Components: S

Duration: 1 Encounter/Scene

Empower TG: 14


You create an image of a flitting light that flies around the vison of your targets in their mind, distracting them from paying attention to your actions. Each entity must make an Intuition Test.

On a failed Test, for the Duration of the spell, the Target sees a flittering light moving around their head, always just out of reach. While distracted from this spell they have Disadvantage on Empathy, Investigation, and Perception Skill Rolls and Concentration and Initiative Tests.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you may Target an additional entity within the 6m (Near) of each other and the original Targets, for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Target becomes Up to three entities within Range, who are within 12m (At Range) of each other, the Range increases to 24m (At Range), and the Duration increases to 15 Minutes.

Additional Targets for casting the spell at higher Circles also need to now be within 12m (At Range) of each other and the original Targets.



Divination

4th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (Incense and a sacrificial offering appropriate to your faith, together worth at least 25GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 16


Your magic and an offering put you in contact with an Eternal or their servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 Days. The GG offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a Companion.

If you cast the spell two or more times before finishing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GG makes this roll in secret.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can ask two questions as part of this spell’s effect.


1 Hour. The GP cost of the Material Component is reduced to 10GP.

You can ask three questions as part of this spell’s effect each about a goal, event, or activity to occur within the next Month.



Dominate Entity

8th Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 20


You attempt to beguile an entity. The Target must make a Determination Test. If you or allied entities are fighting the Target, they have Advantage on the Test.

On a failed Test, the Target becomes Charmed by you for the Duration. While Charmed this way, you have a telepathic link with the Target as long as the two of you are on the same Realm.

You can use this telepathic link to issue commands to the Target while you are conscious (no action required), which they do their best to obey. You can specify a simple and general course of action, such as "Attack that target," "Run over there," or "Fetch that Object." If the Target completes the order and doesn't receive further direction from you, they defend and preserves themself to the best of their ability.

You can use your action (2AP) to take total and precise control of the Target. Until the end of your next Turn, they take only the actions you choose, and do not do anything that you don't allow them to do. During this time, you can also cause the Target to use a reaction, but this requires you to use your own reaction (1RP) as well.

Each time the Target takes damage, they make a new Determination Test against the spell.

On a successful Test, the spell ends.


At Higher Circle. When you cast this spell with a 9th Circle Spell Slot, the Duration is Concentration, up to 8 Hours.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The action to take total control has its AP cost reduced to 1AP.


3AP. The Target becomes Up to two entities within Range. You do not have to be on the same Realm of Creation to maintain the telepathic link.

The action to take total control has its AP cost reduced to 1AP.



Dominate Humanoid

5th Circle Dictation


Casting Time: 2AP

Target: An entity with the Humanoid Entity Type within Range.

Range: 12m | At Range

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You attempt to beguile a Humanoid. The Target must make a Determination Test. If you or allied entities are fighting the Target, they have Advantage on the Test.

On a failed Test, the Target becomes Charmed by you for the Duration. While Charmed this way, you have a telepathic link with the Target as long as the two of you are on the same Realm.

You can use this telepathic link to issue commands to the Target while you are conscious (no action required), which they do their best to obey. You can specify a simple and general course of action, such as "Attack that target," "Run over there," or "Fetch that Object." If the Target completes the order and doesn't receive further direction from you, they defend and preserves themself to the best of their ability.

You can use your action (2AP) to take total and precise control of the Target. Until the end of your next Turn, they take only the actions you choose, and do not do anything that you don't allow them to do. During this time, you can also cause the Target to use a reaction, but this requires you to use your own reaction (1RP) as well.

Each time the Target takes damage, they make a new Determination Test against the spell.

On a successful Test, the spell ends.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the Duration is Concentration, up to 10 Minutes.

When you use a 7th Circle Spell Slot, the Duration is Concentration, up to 1 Hour.

When you use an 8th Circle Spell Slot, the Duration is Concentration, up to 8 Hours.

When you use an 9th Circle Spell Slot, the Duration is Concentration, up to 1 Day.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The action to take total control has its AP cost reduced to 1AP.


3AP. The Target becomes Up to two entities with the Animal, Construct, Dragon, Fae, Flora, Humanoid, or Giant Entity Types, within Range. You do not have to be on the same Realm of Creation to maintain the telepathic link.

The action to take total control has its AP cost reduced to 1AP.



Dream Shift

7th Circle Conjuration [Space]


Casting Time: 2AP

Range: Touch

Components: V, S, M (A forked, metal rod or similar item worth at least 250GP from the destination world)

Duration: Instantaneous

Empower TG: 19


You use the Realms of Dreams innate ability to connect to every world in the Material Realm to travel across the Realm. You and up to eight willing entities who link hands in a circle are transported to a location in the Material Realm.

You can specify a specific destination in general terms, such as the name of a settlement or landmark in a set world, and you appear in or near that destination, at the GG's discretion.

Alternatively, if you know the sigil sequence of a Teleportation Circle on another world in the Material Realm, this spell can take you to that circle. If the Teleportation Circle is too small to hold all the entities you transported, they appear in the closest unoccupied spaces next to the circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You may also choose a destination in the Realms of Dreams using the same rules as choosing a destination in the Material Realm.


3AP. The GP cost of the Material Component is reduced to 100GP.

You may also choose a destination in the Realms of Dreams using the same rules as choosing a destination in the Material Realm.



Dual Element Blast

7th Circle Evocation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 5m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 19


You release a blast of elemental energy at your foe. When you cast this spell choose two of the following options: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. Each entity in the AoE, which spreads around corners, must make an Agility Test.

On a failed Test, the entity takes 11d8 damage of a combined Damage Type of both chosen options.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 1d8 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 6m (Near) Radius Sphere, Centred on Target.


3AP. The AoE increases to an 8m (At Range) Radius Sphere, Centred on Target. You can choose a third option when casting this spell.

The AoE becomes Difficult Terrain for the remainder of the Encounter/Scene, made of elements tied to the chosen Damage Types.



Dual Element Ray

7th Circle Evocation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 3m Wide Line, Between You and Target

Components: V, S

Duration: Instantaneous

Empower TG: 19


You release a ray of elemental energy at your foe. When you cast this spell choose two of the following options: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 6d8 damage of a combined Damage Type of both chosen options.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 1d8 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to a 30m (Far).


3AP. The Range increases to a 30m (Far). You can choose a third option when casting this spell.

On a failed Test, the entity gains two Degrees of the Burned (combined Damage Types) condition.

If failed by 5 or more, the entity gains an additional two Degrees of the Burned (combined Damage Types) condition.

On a successful Test, the entity gains a Degree of the Burned (combined Damage Types) condition.



E

Earth Breathing

5th Circle Transmutation [Ritual, Earth]


Casting Time: 15 Minutes

Target: Up to three willing entities within Range

Range: 6m | Near

Components: V, S, M (A small reed or piece of straw)

Duration: 1 Day

Empower TG: 17


You may use this spell to allow those adapted to breathing air to be able to breathe while encased in solid rock. This spell grants each Target the ability to breathe in rock, earth, or sand where air is unavailable, though this does not grant the ability to speak or verbalise spells. Targets also retain any other mode of respiration they normally would have.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, you can Target an additional two willing entities for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Each Target gains Tremorsense out to 1m (Melee) whilst submerged in rock, earth, or sand.


1 Hour. The Duration increases to 1 Week. Each Target gains Tremorsense out to 1m (Melee) and can speak and verbalise spells whilst submerged in rock, earth, or sand.



Earthen Repulsion

Evocation Cantrip [Earth]


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S

Duration: Instantaneous


You summon small pillars of earth to force entities around you backwards. All entities within the AoE Endurance Test.

On a failed Test, the entity takes 1d6 Force damage and is pushed directly away from you by 1m.

If they failed the Test by 5 or more, they are knocked Prone after being pushed backwards.


At Higher Circle. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Earthheart Armour

8th Circle Protection [Ritual, Earth, Metal]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (A handful of stone, gems, or metal)

Duration: 8 Hours

Empower TG: 20


You call upon either the stone, crystals, or metal from the world around you to cover your form in enchanted armour. For the Duration, you gain the benefits of wearing a complete set of Plate Armour Pieces lacking the Clanking Armour Property, which you are treated as being Trained in the use of. You may use your Spellcasting Trait instead of your Endurance for the Sealed Armour Set Bonus.

You may dismiss and resummon the Armour at any point during the Duration for 1AP, and the armour turns to dust on the floor once the spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 1 Day. The Armour’s Torso Piece is considered to have a +1 Magic Bonus to HT.


1 Hour. The Duration increases to 1 Day. The Armour’s Sturdy Armour Property also affects Force and Vorpal damage, and the Armour’s Torso Piece is considered to have a +2 Magic Bonus to HT.



Earthly Star

7th Circle Necromancy [Space]


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: 2 Rounds

Empower TG: 19


You summon a small stellar mote to aid your allies and harm your foes at the Target point. At the end of your Turn once the Duration has ended, or at the start of any of your Turns you choose before then Duration ends, the star detonates.

When it detonates, the spell ends and all entities of your choosing within your AoE must make an Endurance Test.

On a failed Test, the entity takes 13d6 Cosmic damage plus an additional 1d6 for each Round that the spell did not explode for.

On a successful Test, they take half damage.

Then you may select any number of entities within the AoE to regain HP equal to the Cosmic damage dealt to entities who succeeded their Test. If you waited the full Duration, they instead recover HP equal to the Cosmic damage dealt to entities who failed their Test.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 2d6 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range), and the AoE increases to 6m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 12m (At Range), the AoE increases to 8m (At Range) Radius Sphere, Centred on Target, and the Duration increases to 5 Rounds.



Earthquake

8th Circle Evocation [Earth]


Casting Time: 2AP

Target: A point on the ground within Range

Range: 100m | Far

AoE: 25m (At Range) Radius Circle, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You create a seismic disturbance at the Target. For the Duration, an intense tremor rips through the ground within the AoE and shakes entities and structures in contact with the ground in that area.

The ground in the AoE becomes Difficult Terrain. entities on the ground that is Concentrating must make an Endurance Test.

On a failed Test, their Concentration is broken.

When you cast this spell and at the end of each Turns, each entity on the ground in the AoE must make an Agility Test.

On a failed Test, the entity is knocked Prone.

This spell can have additional effects depending on the terrain in the area, as determined by the GG.


Fissures. Fissures open throughout the spell's AoE at the start of your next Turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GG. Each is 1d10 × 2m deep, 12m (At Range) wide, and extends from one edge of the spell's AoE to the opposite side. An entity standing on a spot where a fissure opens must succeed on an Agility Test or fall in. An entity that succeeds of the Test moves with the fissure's edge as it opens.

A fissure that opens beneath a structure causes it to automatically collapse (see below).


Structures. The tremor deals 50 Force damage to any structure in contact with the ground in the AoE when you cast the spell and at the start of each of your Turns until the spell ends. If a structure drops to 0 HP, it collapses and potentially damages nearby entities.

An entity within half the distance of a structure's height must make an Agility Test.

On a failed Test, the entity takes 7d12 Force damage, is knocked Prone, and is buried in the rubble, requiring a TG 20 Physique Test as an action (2AP) to escape. The GG can adjust the TG higher or lower, depending on the nature of the rubble.

On a successful Test, the entity takes half as much damage and doesn't fall Prone or become buried.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Entities making the Endurance Test to maintain Concentration on their spells either have Advantage or Disadvantage on the Test, determined by you for each instance.


3AP. The AoE increases to a 30m (At Range) Radius Circle, Centred on Target. Entities making the Endurance Test to maintain Concentration on their spells either have Advantage or Disadvantage on the Test, determined by you for each instance.

For the Fissure Effect, increase the number of fissures that open to 1d8 and you rather than the GG choose where the fissures open.

The Structures effect increases the damage dealt to structures to 100.



Echo Step

3rd Circle Conjuration [Thunder]


Casting Time: 2AP

Range: Special

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V

Duration: Special

Empower TG: 15


You create an echoing sound to travel with through the area. You create a thunderous boom, and each entity within the AoE, bar you and any entity you choose to teleport with you, must make an Endurance Test.

On a failed Test, the entity takes 5d8 Thunder damage.

On a successful Test, they take half as much damage.

You then teleport to an unoccupied space within 18m (At Range) away from you that the sound can reach. You can bring along objects you are carrying and holding. You can also teleport one willing entity of your Size Category or smaller with any objects they are carrying and holding. They must be within 1m (Melee) of you when you cast this spell, and there must be an unoccupied space within 1m (Melee) of your destination space for them to appear in; otherwise, they are left behind.

Then you must make a TG 15 Endurance Test to make the noise echo, this is made at Disadvantage if there are no suitable features in your local area for the noise to echo off.

On a successful Test, the sound echoes allowing you to spend 1AP, to repeat the spell’s effect as if you had cast it from this position.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 3m (Near) Radius Sphere, Centred on You. You can bring an additional willing entity with you.


3AP. The AoE increases to 5m (Near) Radius Sphere, Centred on You. The distance you can teleport increases to 24m (At Range).

You can bring an additional two entities with you, if any entity is not willing, they must make a Determination Test or be forcibly brought with you.

The second echoing teleportation has its AP cost reduced to 0AP.



Echoed Pain

4th Circle Evocation [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 16


You channel the powers of time to force the target to suffer old wounds again. The Target must make a Knowledge Test; this Test is made with Disadvantage if the Target has received damage since the end of your last Turn.

On a failed Test, the Target suffers 10d8 Entropic damage.

If they failed the Test by 5 or more, the damage die is increased to a d12.

On a successful Test, the Target takes half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 2d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range).

On a failed Test, if any Degrees of a condition were applied to the Target since the end of your last Turn, the Target has half as many Degrees of the conditions applied to them again.

If failed by 5 or more, they gain the same number of Degrees as originally applied to them.



Eldritch Eye

5th Circle Divination [Eldritch]


Casting Time: 2AP

Range: Self

Components: V, S, M (A gemstone worth 25GP)

Duration: Concentration, up to 10 Minutes

Empower TG: 17


One of your eyes glows with eldritch light looking like the gemstone used to help cast this spell. For the Duration, you gain Nightvision and Spiritsight out to 12m (At Range).

Within this Range you can also see Invisible entities, through Magical Darkness, and the School of Magic from spells and powers currently effecting entities and objects within that Range.

Once per Turn, you may also fire a ray of eldritch energy from your eye as an action (1AP), you can make a ranged Spell Attack against a Target entity within the Range of your sight.

On a hit, the Target takes 8d12 Entropic damage.

On a Critical Hit, the Target also gains the Wide Open condition.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d12 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Duration increases to 1 Hour. The Range of your Spell Attack increases to double the distance of the smallest Range between your Nightvision and Spiritsight.



Eldritch Recollections

Divination Cantrip [Eldritch]


Casting Time: 15 Minutes

Range: Self

Components: V, S

Duration: Instantaneous


You draw upon eldritch runes to recall long forgotten memories of your prior research. You make perform the Study action for 0AP with Advantage. The GG will provide you with one additional piece of eldritch lore on the topic, whose truthfulness depends on the result of your Test.

You then take 1d10 Entropic damage, this damage is doubled if you failed the Trait Test.



Eldritch Scar

4th Circle Necromancy [Eldritch]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A ritual dagger worth 100GP)

Duration: Instantaneous

Empower TG: 16


You unleash a bolt of eldritch energy that leaves a lingering scar upon a target. Make a ranged Spell Attack Roll.

On a hit, the Target takes 5d12 Entropic damage and they must make an Endurance Test.

On a failed Test, the Target gains the Mild Scar Concept “Eldritch Scar”.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d12 for each Slot Circle above 4th.

When you cast this spell using a Spell Slot of 6th Circle or higher, you may choose to instead apply a Moderate Scar Concept.

If it is instead cast with a Spell Slot of 8th Circle or higher, you can choose to instead apply a Severe Scar Concept.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range). Once per Round, you can Invoke the “Eldritch Scar” Scar Concept without a Mark of Fate.



Eldritch Shield

2nd Circle Protection [Eldritch]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 1 Hour

Empower TG: 14


You surround your form in an eldritch barrier. When you cast this spell choose a Damage Type, Cosmic damage. For the Duration of this spell, you gain Reduction 5 against the chosen Damage Type.

Whenever you are dealt damage with the Damage Type this spell is providing Reduction to, increase the Reduction for that Damage Type by 2.

Whenever you are dealt damage with the Damage Type this spell is not currently providing Reduction to, the spell no longer applies Reduction against the previous Damage Type. Instead, the spell now provides Reduction 5 against one Damage Type of the damage you just received.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the default Reduction for the chosen Damage Type and new Damage Types applied increases by 2 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Each time you receive damage whose Damage Type is the same as that which you have Damage Reduction to, the Damage Reduction increases by 3 rather than 2.


3AP. The Duration increases to 1 Day. Each time you receive damage whose Damage Type is the same as that which you have Damage Reduction to, the Damage Reduction increases by 5 rather than 2.



Eldritch Wound

6th Circle Evocation [Eldritch]


Casting Time: 2AP

Target: An entity within Range

Range: 60m | Far

Components: V, S, M (A ritual dagger worth 100GP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You unleash a bolt of eldritch energy that leaves a lingering wound upon a target. Make a ranged Spell Attack Roll.

On a hit, the Target takes 9d12 Entropic damage and they must make an Endurance Test.

On a failed Test, the Target takes 1d4 Entropic damage and gains the Critical Opening X condition where X equals the Entropic damage dealt from failing the Test.

On a successful Test, they take 1d4 Entropic damage, and the spell ends.

For the Duration of the spell, at the end of the Target’s turn they must repeat the Endurance Test. Suffering the effects for failing or succeeding as listed above.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Endurance Test, the Target also gains a Degree of the Burned (Entropic) condition.

If they failed the Endurance Test by 5 or more, they gain an additional Degree of the Burned (Entropic) condition.


3AP. On a failed Endurance Test, the Entropic damage is increased to 1d6, and the Target also gains two Degrees of the Burned (Entropic) condition.

If they failed the Endurance Test by 5 or more, they gain an additional two Degrees of the Burned (Entropic) condition.



Elemental Barrier

1st Circle Protection [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Range: Self

Components: V, S, M (A container containing the appropriate element)

Duration: 1 Hour

Empower TG: 13


You surround your form in a magical barrier made of the chosen element. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. For the Duration of this spell, you gain 5 BP.

If an entity hits you with a melee attack while you have any BP from this spell remaining, the attacker takes 5 damage of the chosen Damage Type.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, both the BP and the damage increases by 5 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day. Once per Turn as an action (1AP), you can change the option chosen when you cast the spell.

When you deal damage with this spell, until the end of your next Turn, your Weapon Attacks and Unarmed strikes may replace their Damage Type with the Damage Type of this spell and deals an additional 1d6 damage of the chosen Damage Type.



Elemental Bolt

1st Circle Evocation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S, M (A diamond worth at least 50GP)

Duration: Instantaneous

Empower TG: 13


Your fire a bolt of elemental energy at a foe. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. Make a ranged Spell Attack Roll.

On a hit, the Target takes 2d8 damage of the chosen Damage Type.

If any two or more d8s have the same result the bolt can rebound into an additional Target, you choose that you can see within 6m (Near) of the original Target. For this rebound you must make a new Spell Attack Roll and a new Damage Roll on a hit. Once the bolt has rebounded it cannot do so again.

After each Target takes damage a residue of the element remains in a 1mx1m area where the Target was standing. Until the end of the Encounter/Scene, any entity that ends their Turn in the residue or enters the spaces for the first time on a Turn takes 1d8 damage of the chosen Damage Type.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the initial and residual damage increases by 2d8 for each Slot Circle above 1st.

In addition, for every two Slot Circles above 1st, the residue area increases in both dimensions by 1m, and the bolt can rebound an additional time.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far).


3AP. The Range increases to 30m (Far) and the Material Component has its GP cost reduced to 10GP.

Each area of elemental residue is treated as Difficult Terrain to entities other than you and you do ignore the damage from your residues.



Elemental Boon

6th Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Range: Self

Components: V, S, M (A piece of jewellery with a crystal of the appropriate Realm Primordial set within it)

Duration: Concentration, up to 10 Minutes

Empower TG: 18


Energies and traces of your summoned element dance across your body. When you cast this spell choose Cold (water), Fire (fire), Force (earth), Lightning (air), Necrotic (fungi), Radiant (wood), Thunder (thunder), or Vorpal (metal). You gain the following benefits:

  • You gain a +2 Shield Bonus to HT and Immunity to your chosen Damage Type and Resistance to the Damage Type of the opposing element’s Damage Type (the pairs are Cold and Fire, Lightning and Force, Necrotic and Radiant, and Thunder and Vorpal).

  • You can ignore Difficult Terrain made up of the element tied to your chosen Damage Type.

  • You gain a Movement Speed equal to your Spellcasting Trait based on your Damage Type’s associated element, Flying for Lightning or Thunder damage, Burrowing for Force or Vorpal damage, Climbing for Fire or Radiant damage, and Swimming for Cold or Necrotic damage.

  • Your Unarmed Strikes and Weapon Attacks deal an additional 3d10 damage of your chosen Damage Type, and you can choose to replace your Weapon’s or Unarmed Strike’s normal Damage Type with you chosen type.

  • You can use an action (2AP), to hold out your hand, unleashing a 3m Cone of energy Emanating from You. Each entity in the area must make an Agility Test.

    On a failed Test, they take 6d10 of your chosen Damage Type, and half as much on a successful Test.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Shield Bonus increases to a +3 and the additional Movement speed increases to double your Spellcasting Trait.


3AP. The Duration increases to Concentration, up to 1 Hour. Once per Turn as an action (1AP), you can change the option chosen when you cast the spell.

The Shield Bonus increases to a +4, the additional Movement speed increases to double your Spellcasting Trait, and the Cone increases its size to a 6m Cone.

When you use the action provided by this spell to produce a Cone of your chosen energy, until the end of your Turn, you may make a single Weapon Attack or Unarmed Strike for 1AP.



Elemental Exhalation

2nd Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 1AP

Target: An entity within Range

Range: Touch

AoE: 3m Cone, Emanating from Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You store elemental power in your body to exhale as a blast of pure elemental energy. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. For the Duration of the spell, the Target may use an action (2AP) to exhale energy. All entities within the AoE, the Target chooses its placement, must make an Agility Test.

On a failed Test, the Target takes 4d10 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d10 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The AoE increases to a 4m Cone, Emanating from Target.


2AP. The AoE increases to a 5m Cone, Emanating from Target, and the Duration increases to Concentration, up to 10 Minutes.


3AP. The Target becomes Up to two entities within Range, the AoE increases to a 6m Cone, Emanating from Target, and the Duration increases to Concentration, up to 1 Hour.



Elemental Ray

2nd Circle Evocation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

AoE: 1m Wide Line, Between You and Target

Components: V, S, M (A crystalised element from one of the Realms Primordial)

Duration: Instantaneous

Empower TG: 14


You release a ray of elemental energy at your foe. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. All entities within the AoE must make an Agility Test.

On a failed Test, the entity takes 2d8 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to a 12m (At Range).


3AP. The Range increases to a 12m (At Range), and the AoE increases to a 2m Wide Line.

On a failed Test, the entity gains a Degree of the Burned (chosen Damage Type) condition.

If failed by 5 or more, the entity gains an additional Degree of the Burned (chosen Damage Type) condition.



Elemental Rebuke

6th Circle Protection [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 1 Hour

Empower TG: 18


You create an unstable web of your chosen element to protect you while lashing out at those around you. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. For the Duration of this spell, you have Resistance to the chosen Damage Type.

You can use a reaction (1RP), with the Trigger “An entity within your AoC hits you with an Attack Roll”, to unleash a bolt of energy at the Triggering entity, who must make an Agility Test.

On a failed Test, they take 14d8 damage of your chosen Damage Type.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 2d8 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The reaction's Trigger becomes “An entity within 6m (Near) of you, hits you with an Attack Roll”.


3AP. The Duration increases to 1 Day. The reaction's Trigger becomes “An entity within 6m (Near) of you, hits you with an Attack Roll”.



Elemental Restraint

2nd Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 6m | Near

AoE: 1m (Melee) Radius Sphere, Centred on Restraint

Components: V, S, M (A leather glove, made from the leather of an entity from the appropriate Realm Primordial, worn over the controlling hand)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You summon a binding force such as chains, vines, or a hand made from an element you choose. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. The restraint is a Medium sized object made from the chosen element rises at the Target and reaches for one entity you can see within the AoE, who is no more than one Size Category larger than the restraint. That entity must make a Physique or Agility Test (their choice).

On a failed Test, the entity takes 6d6 damage of the chosen Damage Type and is Restrained for the spell’s Duration.

If they failed the Test by 5 or more, the entity also gains two Degrees of the Burned (chosen Damage Type) condition.

While the entity is Restrained, you may as an action (2AP), cause the restraint to crush the entity, who must make a Physique Test.

On a failed Test, they take 6d6 damage of the chosen Damage Type.

If they failed the Test by 5 or more, the entity gains two Degrees of the Burned (chosen Damage Type) condition.

On a successful Test, they take half as much damage.

To escape, the Restrained entity can use their action (2AP) to make a Physique Test against your Spell TG.

On a successful Test, the entity escapes and is no longer Restrained.

As an action (2AP), you can cause the restraint to reach for a different entity in the AoE or to move to a different unoccupied space within Range. The restraint releases a Restrained entity if you do either.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 3d6 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The restraint is treated as a Large Sized object and the AoE increases to a 2m (Melee) Radius Sphere.


3AP. The Range increases to 12m (At Range). The restraint is treated as a Huge Sized object and the AoE increases to a 3m (Near) Radius Sphere.

The AP costs of the action to crush the Restrained Target and the action to change the Target/move the restraint is reduced to 1AP.



Elemental Ruin

4th Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: An entity within Range

Range: 18m | At Range

Components: V, S, M (Material scarred by the element being called upon)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You channel the power of the chosen element into a malicious curse. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. The Target must make a Knowledge Test.

On a failed Test, the Target for the Duration of this spell, loses Resistance and Damage Reduction to the chosen Damage Type, and gains the Damage Up (chosen Damage Type) 5 condition.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target one additional entity within Range for each Slot Circle above 4th.

When you cast this spell using a Spell Slot of 6th Circle or higher, the Damage Up condition increases by 5 for every two Slot Circles above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour.

On a failed Test, the Target also has their Immunity to the chosen Damage Type reduced to Resistance to the Damage Type (which is not lost by this spell).



Elemental Sphere

2nd Circle Conjuration [Air, Earth, Fire, Water]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 12m | At Range

Components: V, S, M (A leather glove, made from the leather of an entity from the appropriate Realm Primordial, worn over the controlling hand)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel you magic to summon a sphere of pure elemental power. When you cast this spell choose Acid, Cold, Fire, Force, or Lightning. A Medium sized 1m-Diameter Sphere of the chosen element appears at the Target.

For the Duration, any entity that ends their Turn within 1m (Melee) of the sphere, or enters a space within 1m (Melee) of the sphere for the first time on a Turn, must make an Agility Test.

On a failed Test, the entity takes 3d8 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.

As an action (1AP), you can move the sphere up to 6m (Near). If you ram the sphere into an entity/object/structure/vehicle, they must make the Agility Test as above, and the sphere stops moving this Turn.

When you move the sphere, you can direct it over barriers up to 1m (Melee) tall and jump it across pits up to 2m (Near) wide.

If you chose Acid, Cold, or Force damage, the area the sphere passes over is considered Difficult Terrain until the start of your next Turn. The spaces 1m (Melee) around the sphere are always considered Difficult Terrain.

If you chose Fire damage, the sphere ignites flammable objects not being worn or carried, and it sheds light creating a Well-Lit area in a 4m (Near) Radius and Dimly Lit area for an additional 4m (At Range).

If you chose Lightning damage, entities within 6m (Near) of the sphere have Disadvantage on Perception Skill Rolls that rely on hearing.

The sphere occupies the space and is treated as a hostile entity for entities to move through its space. An entity that attempts to move past the sphere this way is treated as automatically failing the Agility Test to avoid its damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The sphere increases its size to a 2m-Diameter Sphere (Large). All other metre distances in the spell’s effect are doubled.


3AP. The sphere increases its size to a 3m-Diameter Sphere (Huge). All other metre distances in the spell’s effect are tripled. The damage die increases on size to a d10.



Elemental Shield

4th Circle Protection [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 10 Minutes

Empower TG: 16


Thin whisps of your chosen element dance around you. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. The thin whips shed light in a colour suitable to the chosen element, creating a Well-Lit area in a 2m (Melee) Radius and then a Dimly Lit area in a further 2m (Near) Radius. You can end the spell early by using an action (1AP) to dismiss it.

You gain Damage Reduction 5 to the chosen Damage Type, and whenever an entity within your AoC of you hits you with a melee attack, the shield lashes out with a burst of elemental energy. The attacker takes 5d12 damage of the chosen type.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the Damage Reduction increases by 3 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Hour. The Well Lit and Dimly Lits areas each increase their Radius to 3m.


3AP. The Duration increases to 1 Hour. The Well Lit and Dimly Lits areas each increase their Radius to 4m.

When you cast this spell you can choose up to two of the listed options. If you chose two options, pick one to be the Damage Type you have Reduction to and the other to be the Damage Type of the damage dealt by the spell.



Elemental Stride

3rd Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You channel the power of the elements to aid your steps. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. For the Duration of this spell your Walking speed increases by 4m, and you do not Trigger Opportunity Attacks.

When you move within 1m (Melee) of an entity or an object that isn’t being worn or carried, they take 1d6 damage of the chosen Damage Type. An entity or object can take this damage only once during a Turn.

If you chose Lightning or Thunder damage, you gain a Flying speed equal to your Walking speed.

If you chose Acid, Force or Vorpal damage, you gain a Burrowing speed equal to your Walking speed.

If you chose Fire or Radiant damage, you gain a Climbing speed equal to your Walking speed.

If you chose Cold or Necrotic damage, you gain a Swimming speed equal to your Walking speed.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 2d6 and Walking speed bonus by 1m for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 10 Minutes.


2AP. The Duration increases to Concentration, up to 1 Hour. The damage die increases in size to 1d8.


3AP. The Duration increases to Concentration, up to 1 Hour. The damage die increases in size to 1d8.

Once per Turn as an action (1AP), you can change the option chosen when you cast the spell.

If you chose Lightning or Thunder damage, you ignore the Difficult Terrain penalty for gaining altitude.

If you chose Acid, Force or Vorpal damage, you gain Tremorsense out to 6m (Near).

If you chose Fire or Radiant damage, the damage die increases in size to 1d10.

If you chose Cold or Necrotic damage, you can breathe underwater and hostile entities treat your AoC as Difficult Terrain.



Elemental Weapon

3rd Circle Transmutation [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A Weapon within Range

Range: 1m | Melee

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 15


You imbue a Weapon with your chosen element. When you cast this spell choose Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. For the Duration of this spell the Weapon gains a +1 Magic Bonus to Attack Rolls and replaces its Damage Type with that chosen for this spell.

In addition, the Weapon on a hit deals an additional 2d8 damage of the chosen Damage Type.

If the Weapon is a ranged Weapon, it does not require Ammunition, as the spell creates a magical piece of Ammunition of the chosen element during the firing of the Weapon.

If you cast this spell Targeting a Weapon you are currently holding you may make a single Weapon Attack with this Weapon as part of the spell.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Day. The Magic Bonus increases to a +2.


3AP. The Duration increases to 1 Day. The Magic Bonus increases to a +3.

Once per Turn as an action (1AP), you can change the option chosen when you cast the spell.

When the Target Weapon deals damage to a Target, they gain a Degree of the Burned (chosen Damage Type) condition.

On a Critical Hit, they gain an additional Degree of the Burned (chosen Damage Type) condition and Damage Up (chosen Damage Type) 3.



Emergency Restoration

4th Circle Abjuration


Casting Time: 1RP

Trigger: You see a spell bestowing BP to the Target entity

Target: A willing entity within Range who is one of the Targets of the Triggering spell

Range: 12m | At Range

Components: V, S, M (A cutting of yarrow)

Duration: Instantaneous

Empower TG: 16


You channel restorative magic to alter a protective spell into a restorative one. The Target does not gain BP but instead restores HP equal to the amount of BP that the Triggering spell would normally grant them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 18m (At Range).


2RP. The Range increases to 24m (At Range). This spell restores half as much HP for each other entity of your choosing within 3m (Near) of the Target.



Empowered Ammunition

Transmutation Cantrip [Metal]


Casting Time: 1AP

Range: Touch

Components: V, S, M (Up to your SB pieces of Ammunition)

Duration: An Encounter/Scene


From a bullet, to an arrow, to a bolt, to a regular stone, this piece of ammunition for a ranged Weapon is flooded with your magic to make it hit harder. If you or another entity makes a ranged attack using a piece of Ammunition that acted as the Material Component, the Attack Roll replaces the normal Trait with your Spellcasting Trait.

On a hit, you also add your Spellcasting Trait to the Damage Roll.

Whether the attack using this Ammunition successfully hits the Target or misses, the spell ends on that piece of Ammunition after being fired. If you cast this spell again, the spell ends early on any Ammunition still affected by it.



Enchanted Dictation

1st Circle Dictation


Casting Time: 1RP

Trigger: An entity within Range succeeds or fails an Attack Roll

Range: 12m | At Range

Components: V

Duration: Instantaneous

Empower TG: 13


You magically send your insults and negative comments into the ears of the target, potentially throwing them off their game, or giving them compliments and support to help them overcome great difficulty. You can choose either for the Triggering entity to reroll the d20 and use the lower roll, or to instead reroll the d20 and use the higher roll.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Trigger becomes “An entity within Range succeeds or fails an Attack Roll or fails a Trait Test.”


2RP. The Trigger becomes “An entity within Range succeeds or fails a Trait Test.”

If the Trigger was an entity succeeding a Trait Test, if after this spell’s effect the entity failed their Trait Test, you can choose an allied entity within Range to have Advantage on the next Trait Test they make within the next Hour.

If the Trigger was an entity failing a Trait Test, if after this spell’s effect the entity succeed their Trait Test, you can choose an entity within Range to have Disadvantage on the next Trait Test they make within the next Hour.



Encourage Recovery

Restoration Cantrip [Wood]


Casting Time: 1AP

Target: An entity within Range that is not Incapacitated

Range: Touch

Components: V, S, M (Leaves of meadowsweet)

Duration: Instantaneous


You flood an individual's body with energies of the Realm of Life encouraging swift natural recovery. The Target can expend one unexpended Hit Die to recover HP equal to the result of the roll.


Empowered Cantrip. You can empower this Cantrip by spending an unused Spell Slot, if this Cantrip becomes empowered, the Target can add your Spellcasting Trait to the amount of Hit Points recovered by each expended Hit Die.


At Higher Levels. This spell's recovery increases by another unexpended Hit Die, the Target can choose to expend to add to the roll, when your Character Level reaches 5th Level (2 Hit Dice), 11th Level (3 Hit Dice), and 17th Level (4 Hit Dice).



Enervating Ray

2nd Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A leech)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


A black beam of enervating energy springs from your finger toward a target. Make a ranged Spell Attack against the Target.

On a hit, for the Duration, the Target deals only half damage with Weapon Attacks, Unarmed Strikes, and Natural Weapons.

On a Critical Hit, the Target also gains the Damage Drain condition for the Duration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range).

On a hit, the Target also for the Duration loses Immunity to the Poisoned condition and loses Damage Reductions to Necrotic and Poison damage.

On a Critical Hit, the Target also for the Duration loses Resistances to Necrotic and Poison damage.



Enhance Ability

2nd Circle Transmutation


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (Fur or a feather from the animal whose ability you are channelling)

Duration: Concentration, up to 1 Hour

Empower TG: 14


You touch an entity and bestow upon them a magical enhancement. Choose one of the following effects: for the Duration, the Target gains that effect; this effect does not apply to Attack Rolls.

  • Badger's Determination. The Target has Advantage on Determination Tests.

    The Target also can perform the Socialise action for 1AP.

  • Bear's Endurance. The Target has Advantage on Endurance Tests.

    They also gain 2d6 BP, which are lost when the spell ends.

  • Bull's Strength. The Target has Advantage on Physique Tests.

    They also counts as one Size Category larger for determining carrying capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift.

  • Cat's Grace. The Target has Advantage on Agility Tests.

    They also don’t take damage from falling 5m (Near) or less if they aren't Incapacitated.

  • Fox’s Insight. The Target has Advantage on Intuition Tests.

    The Target also can perform the Seek action for 1AP.

  • Owl's Memories. The Target has Advantage on Knowledge Tests.

    The Target also can perform the Study action for 1AP.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near), and the Duration increases to 1 Hour. Casting this spell again ends the effects of any prior casting of this spell you made.


3AP. The Range increases to 6m (Near), and the Duration increases to 1 Hour. Casting this spell again ends the effects of any prior casting of this spell you made.

When you cast this spell, you can choose two effects to affect the Targets of this spell.

The Bull’s Strength and Cat’s Grace benefits do apply to Attack Rolls.



Enlarge/Reduce

2nd Circle Transmutation


Casting Time: 2AP

Target: An entity/object (not being worn or carried) within Range

Range: 6m | Near

Components: V, S, M (A pinch of fertiliser)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You cause an entity or object to grow larger or smaller. If the Target is unwilling, they can make an Endurance Test.

On a successful Test, the spell has no effect.

On a failed Test, or if the Target is willing, the following occurs based on your choice. If the Target is an entity, everything they are wearing and carrying changes size with them. Any item dropped by an affected entity immediately returns to its normal size.


Enlarge. The Target's size doubles in all dimensions, and their weight is multiplied by eight. This growth increases its size by one Size Category, to a maximum of Gargantuan. If there isn't enough room for the Target to double its size, the Target attains the maximum possible size in the space available.

For the Duration, the Target also has Advantage on Physique Tests, and their Walking speed increases by 1m.

The Target's Weapons also grow to match its new size. While these Weapons are enlarged, the Weapon’s damage dice increase their size by 1.


Reduce. The Target's size is halved in all dimensions, and their weight is reduced to one-eighth of normal. This reduction decreases its size by one Size Category, to a minimum of Tiny.

For the Duration, the Target also has Disadvantage on Physique Tests and Walking speed decreases by 1m.

The Target's Weapons also shrink to match its new size. While these Weapons are reduced, the Weapon’s damage dice decrease their size by 1 (if it previously was a d4 it is replaced by 1 damage).


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can increase the scale of the Size Category change with the Enlarge/Reduce effects by 1 Size Category for every 2 Slot Circles above 2nd. You can multiply each effect of the Enlarge/Reduce effects for each additional increase/decrease of the Size Category after the first.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Target becomes Up to three entities/objects (not being worn or carried) within Range, and the Range increases to 18m (At Range).



Entangle

1st Circle Conjuration [Wood]


Casting Time: 2AP

Target: A point on the ground within Range

Range: 18m | At Range

AoE: 4m x 4m (Near) Square, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


Grasping weeds and vines sprout from the ground. For the Duration, these plants turn the ground in the AoE into Difficult Terrain.

An entity in the AoE when you cast the spell or who end their Turn in the AoE, must make a Physique Test.

On a failed Test, the entity becomes Restrained by the entangling plants for the Duration. An entity Restrained by the plants can use their action (2AP) to repeat the Physique Test.

On a successful Test, they free themself.

When the spell ends, the conjured plants wilt away.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m x 5m (Near) Square, Centred on Target. The Difficult Terrain of this spell only effects hostile entities.


3AP. The Range increases to 24m (At Range), and the AoE increases to a 6m x 6m (Near) Square, Centred on Target.

The Difficult Terrain of this spell only effects hostile entities and allied entities within the Difficult Terrain are treated as benefitting from Half Cover.

At the start of a Restrained entity’s Turn, they gain a Degree of the Burned (Piercing) damage. These Degrees cannot be removed whilst the entity is Restrained.



Enthrall

2nd Circle Dictation


Casting Time: 2AP

Target: Any number of entities within Range, that can hear you

Range: 12m | At Range

Components: V, S

Duration: 1 Encounter/Scene

Empower TG: 14


You weave a distracting string of words. Targets must make an Intuition Test, any Target is Immune to the Charmed condition automatically succeeds on the Test, and if you or your companions are fighting the Target, they have Advantage on the Test.

On a failed Test, the Target becomes Charmed by you and has Disadvantage on Empathy, Investigation, Perception, and Survival Skill Rolls until the spell ends or until the Target can no longer hear you. When the spell ends, the Target is unaware they were under the influence of your spell.

The spell ends if you are Incapacitated or can no longer speak.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration becomes Indefinite. With the spell’s effect only ending once you stop speaking or singing for a Turn.


3AP. The Duration becomes Indefinite. With the spell’s effect only ending once you stop speaking or singing for a Turn.

On a failed Test, the Target ignores their surroundings entirely focusing purely on you so long as they can see and hear you. If they can only see or hear you, but not both, then they still have Disadvantage per the spell’s normal effect.



Eternal Bolt

Necromancy Cantrip


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous


You channel the power of an Eternal into a ranged attack. Choose either Radiant or Necrotic damage. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d10 damage of the chosen Damage Type.


At Higher Levels. This spell's damage increases by 1d10, when your Class Level from Eternalist, or the Oathbound (if you chose the Spellcasting Feature) reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Eternal Strike

Necromancy Cantrip


Casting Time: 2AP

Range: Self

Components: V, M (A melee Weapon)

Duration: Instantaneous


You channel the power of an Eternal into your Weapon’s next strike. Choose either Radiant or Necrotic damage. Make a melee Spell Attack using the Weapon that was the Material Component.

On a hit, the Target takes the normal effect of this Weapon and is dealt an additional 1d8 damage of your chosen Damage Type. The Target must then make an Endurance Test.

On a failed Test, the Target gains one Degree of the Burned (chosen Damage Type) condition until the start of your next Turn.


At Higher Levels. This spell's damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

The number of Degrees of the Burned condition applied by this spell, increases by 1 when your Character Level reaches 5th Level (2 Degrees), 11th Level (3 Degrees), and 17th Level (4 Degrees).



Eternal’s Boon

6th Circle Transmutation


Casting Time: 2AP

Range: Self

Components: V, S, M (A 500GP relic of your faith)

Duration: Concentration, up to 10 Minutes

Empower TG: 18


Energies of Eternal power dance across your body. When you cast this spell choose Necrotic or Radiant damage. You gain the following benefits:

  • You gain a +2 Shield Bonus to your HT, Immunity to your chosen Damage Type, and Resistance to the Damage Type you did not choose.
  • You gain Immunity to the Impaired condition and have Advantage on Trait Tests to resist, avoid, and end the Poisoned condition.
  • You gain a Flying speed equal to your Spellcasting Trait, as you grow spectral wings like those of your Eternal’s servants.
  • Your Unarmed Strikes and Weapon Attacks deal an additional 3d10 damage of your chosen Damage Type, and you can choose to replace your Weapon’s or Unarmed Strike’s normal Damage Type with you chosen type.
  • When using the Attack action, you can attack twice instead of once.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Shield Bonus increases to a +3 and the additional Flying speed increases to double your Spellcasting Trait.


3AP. The Duration increases to Concentration, up to 1 Hour. The Shield Bonus increases to a +4, the additional Flying speed increases to double your Spellcasting Trait, and you can make three attacks with the Attack action.



Eternal’s Censure

Evocation Cantrip


Casting Time: 2AP

Range: Self

AoE: 1m (Melee) Radius Sphere, Centred on You

Components: V, S, M (A Holy Symbol)

Duration: Instantaneous


You utter words of your faith calling for aid, and in response divine light brands those closest to you. All entities within the AoE must make an Endurance Test.

On a failed Test, the entity takes 1d6 Radiant damage.

If they failed the Test by 5 or more, they gain the Impaired (Sight) condition until the start of your next Turn.


At Higher Levels. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Eternal’s Illumination

5th Circle Evocation


Casting Time: 2AP

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You call upon the power of your Eternal, radiating with their light to provide boons for your allies. For the Duration of the spell, all entities of your choosing within the AoE gain the following benefits:

  • If the entity would have an effect restore their HP, increase the HP restored by your Spellcasting Trait.
  • The entity gains Reduction 10 from all Damage Types dealt by spells and psionic powers.

At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage Reduction increases by 5 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE becomes a Well-Lit area, with a further Radius equal to half the AoE’s size becoming Dimly Lit.

Entities affected by this spell may replace the Damage Type of their Weapon Attacks, Unarmed Strikes, and spells with Radiant damage.


3AP. The AoE becomes a Well-Lit area, with a further Radius equal to half the AoE’s size becomes Dimly Lit.

The Healing Bonus equals double your Spellcasting Trait.

Entities affected by this spell may replace the Damage Type of their Weapon Attacks, Unarmed Strikes, and spells with Radiant damage and increase their Damage Rolls by your Spellcasting Trait.

Entities affected by this spell also increase their Limit Potential generated by double your Spellcasting Trait.



Eternal’s Rebuke

1st Circle Evocation


Casting Time: 1RP

Trigger: You receive damage from an entity within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 13


You point your finger, and the individual that damaged you is momentarily surrounded by radiant flames. The Triggering entity must make an Agility Test.

On a failed Test, they take 2d10 Radiant Fire damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d10 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).

If they failed the Test by 5 or more, they also gain the Impaired (Sight) condition until the end of your next Turn.


3AP. The Range increases to 36m (Far) and the spell gains the AoE a 3m (Near) Radius Sphere, Centred on Triggering Entity.

Each entity of your choosing within the AoE must make the Agility Test, following the rest of the spell’s rules as normal.

If they failed the Test by 5 or more, they take twice as much damage and also gain the Impaired (Sight) condition until the end of your next Turn.



Eternal’s Ward

9th Circle Protection


Casting Time: 2AP

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S, M (A 500GP relic of your faith)

Duration: Concentration, up to 1 Hour

Empower TG: 25


You call upon your Eternal to ward your allies from harm. Each entity of your choosing within the AoE gain the following benefits:

  • Their Walking speed increases by 3m.
  • Their movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the entity’s speed nor cause the entity to be Paralysed, Petrified, Restrained, or Slowed.
  • They can escape a Grapple, remove the Restrained condition, or get up from being Prone for 1AP.
  • They gain Resistance to all Damage Types except Cosmic and Entropic damage.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Day. Each Target gains 10 BP when the spell is cast.


3AP. The Duration increases to Concentration, up to 1 Day. Each Target gains 15 BP when the spell is cast.

While a Target is within 3m (Near) of your or has BP from this spell remaining, you gain the benefits of Three-Quarters Cover.

Targets also gain Resistance to Cosmic and Entropic damage, and Advantage on Trait Tests to resist, avoid, or end the Charmed, Frightened, and Terror conditions and Possession.



Eternal’s Weapon

3rd Circle Transmutation


Casting Time: 2AP

Target: A Weapon within Range

Range: 1m | Melee

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 15


You imbue a Weapon with your Eternal’s power When you cast this spell choose either Necrotic or Radiant damage. For the Duration of this spell the Target Weapon gains a +1 Magic Bonus to Attack Rolls, replaces its Damage Type with that chosen for this spell, and emits bright light creating a Well-Lit area in the AoE and Dimly Lit area for an equal distance.

In addition, the Weapon on a hit deals an additional 2d8 damage of the chosen Damage Type.

If the Weapon is a ranged Weapon, it does not require Ammunition, as the spell creates a magical piece of Ammunition of the chosen Damage Type during the firing of the Weapon.

If you cast this spell Targeting a Weapon you are currently holding you may make a single Weapon Attack with this Weapon as part of the spell.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Day. The Magic Bonus increases to a +2.


3AP. The Duration increases to 1 Day. The Magic Bonus increases to a +3.

The Weapon gains the Shield Blade Weapon Property, if the Weapon already had the Property increase its increase to the Shield Bonus by 1. If you are not Wielding a Shield, you gain a Shield Bonus equal to the Bonus bestowed by the Property.

On a Critical Hit, the Target also gains the Impaired (Sight) condition until the end of your next Turn.



Etherealness

3rd Circle Transmutation


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 8 Hours

Empower TG: 15


You step into the border regions of the Ethereal Realm, in the area where it overlaps with your current Realm. For the Duration, you gain Spiritsight out to 12m (At Range) and remain in the Border Ethereal Realm, though you may use an action (1AP) to dismiss the spell early.

During this time, you can move in any direction. If you move up or down, every metre of movement costs an extra metre unless you have a Flying speed. You can see and hear the Realm you originated from, but everything there looks grey, and you can't see anything more than the Range of your Spiritsight.

While on the Ethereal Realm, you can only affect and be affected by other entities on that Realm. Entities that aren't on the Ethereal Realm can't perceive you and can't interact with you unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Realm, allowing you to move through objects you perceive on the Realm you originated from.

When the spell ends, you immediately return to the Realm you originated from in the space you currently occupy. If you occupy the same space as a solid object or entity when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take Force damage equal to 10 times the number of metres you are moved.

This spell has no effect if you cast it while you are on the Ethereal Realm or a Realm that doesn't border it.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, you can Target up to three additional willing entities for each Slot Circle above 7th. Each entity must be within 2m (Melee) of you when you cast the spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day.

For the Duration Targets gain the Incorporeal condition, and when you use the action (1AP) to return all Targets to the original Realm, the spell does not end, instead you can use that action to return all Targets to the Ethereal Realm again.



Exchange Life

3rd Circle Necromancy


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 15


You give some of your own life force to another. The Target regains 5d8 HP, you then reduce your own HP and Hit Point Maximum by the amount of HP the Target regained.

Your HP cannot be reduced below 0 and if this occurs the Target is only healed by the amount of HP you could give.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the HP restored by 2d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 24m (At Range). You do not decrease your Hit Point Maximum as part of the spell’s effect.

Should the HP restored to the Target bring them above their Hit Point Maximum, the additional HP lost is granted to the Target as BP.



Exchange Vitality

1st Circle Necromancy


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S

Duration: Instantaneous

Empower TG: 13


You give an ally some of your vitality to reinforce their own. You can expend one unused Hit Die to restore an unused Hit Die of the Target.

If your Hit Die’s size is larger than that of the Targets restored Hit Die, the Target gains BP equal to the difference in the size of the two Hit Die.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, an additional Hit Die can be expended to restore an additional die for each Slot Circle above 1st. The BP provided is the sum of the differences for each Hit Die restored.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near). Instead of gaining BP equal to the difference between the two Hit Dice, the Target gains BP equal to the maximum value of your Hit Dice.


3AP. The Range increases to 12m (At Range). Instead of gaining BP equal to the difference between the two Hit Dice, the Target gains BP equal to the total maximum value of each sacrificed Hit Dice.

The Target gains +1 AP or RP (chosen by you), if unused it is lost at the start of your next Turn.



Expeditious Retreat

1st Circle Transmutation


Casting Time: 1AP

Range: Self

Components: V, S

Duration: 10 Minutes

Empower TG: 13


This spell allows you to move at an incredible pace. When you cast this spell, and then as an action (1AP), you can perform the Disengage action.

Though for the Duration of this spell, when you use the Disengage action you can move up to your full Movement speed not up to a quarter of it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to 1 Hour.


2AP. The Duration increases to 1 Day. Your Movement speeds are doubled when using the Disengage action.


3AP. This spell's Target becomes "A number of entities within Range, up to or equal to the Circle this spell was cast at", gains a Range of 6m (Near), and the Duration increases to 1 Day.

For the Duration, The Target’s Movement speeds are doubled.



Eyebite

6th Circle Necromancy [Eldritch]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


Your eyes become an inky void imbued with dread power. When you cast this spell, choose one entity of your choice within 12m (At Range) of you that you can see. They must make an Intuition Test.

On a failed Test, the entity is affected by one of the following effects of your choice for the Duration, see below.

On each of your subsequent Turns for the Duration, you can use your action (1AP) to Target another entity as above, making them make an Intuition Test. You cannot Target an entity again if they have succeeded on the Intuition Test against this casting of Eyebite.


Asleep. The Target falls Unconscious. They wake up if they take any damage or if another entity uses their action (2AP) to shake the sleeper awake.


Charmed. The Target becomes Charmed by you. This ends early if you or your allies do anything harmful to them. The Charmed Target regards you as a friendly acquaintance.


Panicked. The Target gains three Degrees of the Frightened condition. On each of their Turns, the Frightened Target must use the Movement action twice per Turn and move away from you by the safest and shortest available route, unless there is nowhere to move. If the Target moves to a place at least 12m (At Range) away from you where it can no longer see you, this effect ends.


Sickened. The Target gains three Degrees of the Poisoned condition, and whilst they have Degrees of the condition from this spell their Movement speeds are halved.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.

On a failed Test, no matter the option chosen, you may choose for the Target to gain the Impaired (Sight) condition for the Duration of the conditions applied by your chosen action.


3AP. The Duration increases to Concentration, up to 1 Hour.

On a failed Test, no matter the option chosen, you may choose for the Target to gain the Impaired (Sight) condition for the Duration of the conditions applied by your chosen action.

Each option gains the following alterations:

Asleep: When the Target takes damage or the action is used to attempt to wake the Target, they are not immediately awoken, instead they may reattempt the Intuition Test to end the effect early.

Charmed: Whilst Charmed by this effect you have a telepathic link with the Target so long as you both are on the same Realm. You can use this link to issue commands the Target will attempt to perform to the best of their ability (no action required), if they have no active command they will attempt to protect themself to the best of their ability.

Panicked: The Target gains an additional Degree of the Frightened condition, if you can see the Target they are treated as being able to see you even if they gain the Impaired (Sight) condition or cannot see you via other means.

Sickened: The Target gains an additional Degree of the Poisoned condition, and for the Duration of the condition, they halve the value of each of their Traits with a value greater than 0 (this does not impact the Targets HP and Hit Point Maximum).



F

Fabricate

4th Circle Transmutation


Casting Time: 15 Minutes

Range: 24m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 16


You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within Range. You can fabricate a Large or smaller object (contained within a 2m Cube, or eight connected 1m Cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 1m Cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Entities or Magic Items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewellery, Weapons, glass, or armour, unless you have Training with the type of Artisan’s Tools used to craft such objects.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You treat all raw materials used for this spell as being at least Standard Quality Ingredients.

This spell lets you treat the maximum Size Category of the object made as being one size larger and the size of each Cube is doubled.


1 Hour. You treat all raw materials used for this spell as being at least Rich Quality Ingredients.

This spell lets you treat the maximum Size Category of the object made as being two sizes larger and the size of each Cube is tripled.

Items created by this spell, that would require you to use Crafting Tools you are Trained in the use of, are treated as Masterwork Items.



Faerie Fire

1st Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m (Near) Cube, Centred on Target

Components: V

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


Each object in the AoE is outlined in a coloured light of your choosing. Any entity in the AoE when the spell is cast must make an Agility Test.

On a failed Test, the entity is also outlined in light.

For the Duration, objects and affected entities shed light creating a Dimly Lit area in a 2m (Melee) radius.

Any Attack Roll against an affected entity or object has Advantage if the attacker can see it, and the affected entity or object can't benefit from being Invisible.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m (Near) Cube, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.


3AP. The AoE increases to a 8m (At Range) Cube, Centred on Target, and the Duration increases to 1 Hour.

You may choose for any entity or object you can see in the AoE to be unaffected by this spell’s effect.

The light from this spell penetrates and works within areas of magical Darkness, or magical effects that would put out the glow effect, of 9th Circle/Order or less.



Fall

2nd Circle Transmutation [Space]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: S, M (A small weight of lead)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel your magic into denying a target the ability to fly. The Target must make a Physique Test.

On a failed Test, the Target’s Flying speed becomes 0m for the Duration of the spell.

The Target may repeat the Test at the end of each of their Turns, in order to end the spell early on a success.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you may Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 30m (Far) and the Duration becomes 1 Encounter/Scene.



Fear

3rd Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 6m (Near) Cube, Centred on Target

Components: S, M (A white feather or the heart of a chicken)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You project a phantasmal image of a target’s worst fears. Each entity within the AoE must make an Intuition Test.

On a failed Test, the entity drops what they are holding and gains one Degree of the Frightened condition for the Duration.

If they failed the Test by 5 or more, they gain an additional Degree of the condition.

While they have Degrees of the Frightened condition from this spell, if the Target takes the Movement action, they can only move away from you and must move their full speed, until they can no longer see you or unless the continued movement would force them to move into a location that would harm them. Their Walking speed increases a number of metres equal to their Degrees of the Frightened condition.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the number of Degrees of the Frightened condition applied by this spell increases by 1 for every two Slot Circles above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.

For the Duration, an entity that failed the Intuition Test from this spell cannot remove Degrees of the Frightened condition or the Terror condition whilst you are within their line of sight.


3AP. The AoE increases to an 8m (At Range) Cube, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.

For the Duration, an entity that failed the Intuition Test from this spell cannot remove Degrees of the Frightened condition or the Terror condition whilst you are within their line of sight.

They also gain the Wide Open condition whilst they have three or more Degrees of the Frightened condition or the Terror condition from this spell.



Feather Fall

1st Circle Transmutation [Space]


Casting Time: 1RP

Trigger: You or another entity within Range is Falling

Target: Up to 5 Falling entities within Range

Range: 12m | At Range

Components: V, M (A small feather or a piece of down)

Duration: 1 Encounter/Scene

Empower TG: 13


You reduce the effect of gravity on a target to reduce their rate of falling. For the Duration, each Target’s rate of descent slows to 12m per Round.

If the Target lands before the spell ends, they take no Falling damage, can land on their feet, and the spell ends for that Target.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you may Target an additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 24m (At Range). Each Target on their Turn can move as if they had the ability to Glide.


2RP. The Target becomes Up to five entities within Range, the Range increases to 24m (At Range), and the Duration becomes 1 Hour.

The spell’s effect does not end when the Target is on the ground, instead it keeps working until the Duration ends.

Each Target on their Turn whilst Falling, can move as if they had the ability to Glide.



Field of Blades

8th Circle Evocation [Metal]


Casting Time: 2AP

Target: A point on the ground within Range

Range: 30m | At Range

AoE: 6m (Near) Radius Circle, Centred on Target

Components: V, S, M (Shards of a broken metallic blade)

Duration: 1 Encounter/Scene

Empower TG: 20


You channel primordial power create a field of metallic swords. The AoE becomes filled with sword blades, each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 4d10 Vorpal damage and gains four Degrees of the Burned (Vorpal) condition. They are also flung up to 10m directly into the air and are knocked Prone.

On a successful Test, the entity is not moved but does take half the damage.

For the Duration of this spell, the AoE becomes Difficult Terrain. Any entity who enters the AoE for the first time on their Turn or ends their Turn in the AoE must make the Agility Test. Though they are not thrown into the air and knocked Prone for failing the Test in this situation.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to an 8m (At Range) Radius Circle, Centred on Target.


3AP. The AoE increases to a 10m (At Range) Radius Circle, Centred on Target. Any number of entities of your choosing may be unaffected by this spell’s effects and the Difficult Terrain.



Find Familiar

1st Circle Conjuration [Ritual, Summoning]


Casting Time: 1 Hour

Target: An unoccupied space within Range

Range: 2m | Near

Components: V, S, M (10GP worth of charcoal, incense, and herbs that must be placed within a fire in a brass brazier, the Components placed in the brazier are Consumed by this Spell)

Duration: Instantaneous

Empower TG: 13


You gain the service of a familiar, a spirit that takes an animal form you choose using the Familiar Stat Block presented below, though it is a Demi-Eternal, Fae, Masked, or Primordial (your choice) instead of an Animal. Appearing in the Target location.

Your Familiar acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands.

You can't have more than one Familiar at a time. If you cast this spell while you already have a Familiar, you instead cause it to adopt a new form. Your Familiar transforms into the chosen Animal.

Familiar
Tiny Demi Eternal/ Fae/ Masked/ Primordial [Chosen when you cast the spell] (Familiar, Summoned)

HT: 11 + Spell’s Circle

HP: 5 x Spell’s Circle

Speed: 6m, 6m [Secondary Movement speed of choice]


Initiative: +2

Hit Die: [Spell’s Circle]d4

PHY -3 KNO 0
AGI 2 INT 2 SB [Your SB]
END 1 DET -1

Skills Perception (2 + Spell’s Circle)INT, Stealth (2 + Spell’s Circle)AGI

Senses Nightvision (6m), Passive Perception (12 + Spell’s Circle)

Languages Any Languages you know

Passive Traits

Arcane Bond. The Familiar can add the spell’s Circle to their Trait Tests, bar Attack Rolls.

Telepathic Link. While your Familiar is within 1.5km of you, you can communicate with it telepathically. Additionally, as an action (2AP), you can see through your Familiar’s eyes and hear what it hears until the start of your next Turn, gaining the benefits of any special Senses that the Familiar has. During this time, you are Deaf and Blind regarding your own senses.

Temporary Dismissal. As an action (1AP), you can temporarily dismiss the Familiar to a pocket dimension. As an action (1AP) while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 6m of you. Whenever the Familiar disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Actions

The Familiar has 3AP and 1RP.

Natural Weapons (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: (1d6 + 2)AGI damage. If you chose Demi-Eternal, it deals Radiant damage, Fae deals Psychic damage, Masked deals Necrotic damage, and Primordial deals either Cold, Fire, Force, or Lightning damage (chosen when you summon the Familiar).

Reactions

Transfer Spell (1RP). Trigger: You Cast a spell with a Range of Touch whilst you Manual is within 24m (At Range) of you and you can see it. Effect: Your Manual can deliver the spell as if it had Cast the spell. If the spell requires an Attack Roll, you use your Spell Attack Modifier for the roll.




At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, elements of the Familiar’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


15 Minutes. The spell’s default Effect occurs.


1 Hour. The Familiar gains two Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the animal form it takes. If the Familiar has a Flying Speed it counts as a Form of the Sky, if it has a Swimming speed it counts as a Form of the Sea, otherwise it counts as a Form of the Land.

The Familiar also gains the Keen Senses Passive Trait:


Keen Senses. When you summon this Familiar choose either hearing, sight, or smell. The Familiar gains the chosen Sense as a Skill Foci for Investigation, Perception, and Survival Skill Rolls.


8 Hours. The Familiar gains three Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the animal form it takes. If the Familiar has a Flying Speed it counts as a Form of the Sky, if it has a Swimming speed it counts as a Form of the Sea, otherwise it counts as a Form of the Land.

The Familiar also gains two Companion Upgrade Points to customise it for this Summoning.

The Familiar also gains the Emergency Escape and Keen Senses Passive Traits:


Emergency Escape (1/Long Rest). When the Familiar would be reduced to 0 HP, it instead is reduced to 1 HP and immediately undergoes a Temporary Dismissal.

Keen Senses. When you summon this Familiar choose either hearing, sight, or smell. The Familiar gains the chosen Sense as a Skill Foci for Investigation, Perception, and Survival Skill Rolls.



Find Steed

2nd Circle Conjuration [Ritual, Summoning]


Casting Time: 1 Hour

Target: An unoccupied space within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 14


You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing at the Target space, the Steed takes on the form of a Small, Medium, or Large land/water based animal of your choosing (if you choose a water based animal the mount gains the ability to breathe underwater). The Steed uses the Steed stat block.

Your Steed serves you as a mount, both in combat and out, following rules of Summoned Companions and Mounts sections of the Other Rules Chapter, it is treated as a controlled Mount following your commands though if not Mounted it acts independently, though it will always obey your commands. If you are ever knocked Unconscious, your Steed will stay to defend you to the best of its ability.

You can't have more than one Steed at a time. If you cast this spell while you already have a Steed, you instead cause it to adopt a new form. Your Steed transforms into the chosen Animal.

Steed
Medium/Large Demi Eternal/ Fae/ Masked/ Primordial [Chosen when you cast the spell] (Mount, Summoned)

HT: 10 + Spell’s Circle

HP: 5+ (10 x Spell’s Circle)

Speed: 12m, Swim 12m, [Flying 12m from 4th Circle+]


Initiative: +1

Hit Die: [Spell’s Circle]d10

PHY 4 KNO -2
AGI 1 INT 1 SB [Your SB]
END 2 DET -1

Skills Athletics (4 + Spell’s Circle)PHY, Perception (1 + Spell’s Circle)INT

Senses Nightvision (6m), Passive Perception (9 + Spell’s Circle)

Languages Any Languages you know

Passive Traits

Bonded Mount. While Mounted or within 1m (Melee) of your Steed, you can make any spell you cast that Targets only you, also Target your Steed. The Steed can add the spell’s Circle to their Trait Tests, bar Attack Rolls.

Telepathic Link. While your Steed is within 1.5km (Beyond) of you, you can communicate with it telepathically.




Temporary Dismissal. As an action (1AP), you can temporarily dismiss the Steed to a pocket dimension. As an action (1AP) while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 6m (Near) of you. Whenever the Steed disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying bar Barding.

Actions

The Steed has 3AP and 1RP.

Natural Weapons (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m/[2m if Large]. Hit: (1d8 + 4)PHY damage. If you chose Demi-Eternal, it deals Radiant damage, Fae deals Psychic damage, Masked deals Necrotic damage, and Primordial deals either Cold, Fire, Force, or Lightning damage (chosen when you summon the Steed).

Eternal’s Healing (1AP) (1/LR) [Demi-Eternal Only]. Target: 1 entity, Range: Touch. Effect: The Target regains HP equal to 2d8 + the spell’s Circle.

Fae Step (1AP) (1/LR) [Fae Only]. Target: Unoccupied space you can see, Range: 12m (At Range). Effect:Steed, and you if you are Mounted, teleport Target.

Masked Rage (1AP) (1/LR) [Masked Only]. Ranged Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 6m (Near). Hit: 2d8 + the spell’s Circle Necrotic Fire damage and gains one Degree of the Burned (Necrotic Fire) condition.

Primordial Rush (1AP) (1/LR) [Primordial Only]. Until the start of your next Turn, your Steed increases each Movement speed by your Spellcasting Trait (minimum 1m).


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, elements of the Steed’s Stat Block grow in strength reflecting the spell’s Circle.

When using a Spell Slot of 4th Circle or higher you can now choose a flying animal form for your Steed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


15 Minutes. The spell’s default Effect occurs.


1 Hour. The Steed gains two Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the animal form it takes. If the Steed has a Flying Speed it counts as a Form of the Sky, if it was a water-based animal it counts as a Form of the Sea, otherwise it counts as a Form of the Land.


8 Hours. The Steed gains three Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the animal form it takes. If the Steed was a flying animal it counts as a Form of the Sky, if it was a water-based animal it counts as a Form of the Sea, otherwise it counts as a Form of the Land.

The Steed also gains two Companion Upgrade Points to customise it for this Summoning.

The Steed also gains the Emergency Escape Passive Trait:


Emergency Escape (1/Long Rest). When the Steed would be reduced to 0 HP, it instead is reduced to 1 HP and immediately undergoes a Temporary Dismissal.



Find the Path

6th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (A set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes-worth 100GP and an object from the location you wish to find)

Duration: Concentration, up to 1 Day

Empower TG: 18


This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same Realm of Creation. If you name a destination on another Realm, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

For the Duration, as long as you are on the same Realm as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration becomes 1 Day. If you cast this spell whilst a previous casting is still affecting you, the previous casting immediately ends. It also immediately ends when you arrive at your destination.


1 Hour. The Duration becomes 1 Week. If you cast this spell whilst a previous casting is still affecting you, the previous casting immediately ends. It also immediately ends when you arrive at your destination.

If you cast this spell during the Planning and Preparation Phase of Travelling, the spell can provide you visions of alternate potentially forgotten historical routes, though again does not provide information how safe they are. You can grant you and all other party members who are joining for the journey, an additional Mark of Fate that does not count against the number they can maintain at one time, which can be used at any point during the journey. The spell also becomes altered to help you maintain your route along the path chosen during the Planning and Preparation Phase rather than taking the shortest route to the destination.



Finger of Death

7th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (The finger bone of a corpse)

Duration: Instantaneous

Empower TG: 19


You send energy of decay coursing through a target, causing them searing pain. The Target must make an Endurance Test.

On a failed Test, the Target takes 9d8 + 40 Necrotic damage.

On a successful Test, they take half as much damage.

A Humanoid killed by this spell rises at the start of your next Turn as a Zombie, Summoned, that is permanently under your command, following your verbal orders to the best of its ability.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 2d8 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Target becomes Up to two entities within Range, and the Range increases to 30m (Far).



Fire Breathing

3rd Circle Transmutation [Ritual, Fire]


Casting Time: 15 Minutes

Target: Up to three willing entities within Range

Range: 6m | Near

Components: V, S, M (A small reed or piece of straw)

Duration: 1 Day

Empower TG: 15


You may use this spell to allow those adapted to breathing air to be able to breathe in fire, lava, or thick smoke from flames. For the Duration, this spell grants each Target the ability to breathe in fire, lava, or thick smoke from flames, though this does not grant the ability to speak or verbalise spells. Targets also retain any other mode of respiration they normally would have.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can Target an additional two willing entities for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Each Target gains Fire Reduction X, where X equals double the Circle this spell was cast at.


1 Hour. The Duration increases to 1 Week. Each Target gains Fire Reduction X, where X equals double the Circle this spell was cast at, and can speak and verbalise spells whilst in fire, lava, or thick smoke.



Fire Storm

7th Circle Evocation [Fire]


Casting Time: 2AP

Range: 30m | At Range

Components: V, S, M (A dried twig and a feather of a hawk)

Duration: Instantaneous

Empower TG: 19


A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 2m Cubes, which you can arrange as you wish. Each Cube must have at least one face adjacent to the face of another Cube, no two Cubes can occupy the same area. Each entity in the area must make an Agility Test.

On a failed Test, they take 7d10 Fire damage.

On a successful Test, they take half as much damage.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose plant life in the area is unaffected by this spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for entities with the Animal and/or Flora Entity Types to be unaffected by the spell.


3AP. The number of Cubes produced equals your highest Spellcasting Class Level.

You can choose for entities with the Animal and/or Flora Entity Types to be unaffected by the spell.



Fireball

3rd Circle Evocation [Fire]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 5m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A tiny ball of bat guano and sulphur)

Duration: Instantaneous

Empower TG: 15


A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 6d6 Fire damage.

On a successful Test, they take half as much damage.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 2d6 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 8m (At Range) Radius Sphere.


3AP. The AoE increases to 8m (At Range) Radius Sphere.

After the effect of the spell has resolved, four smaller beams shoot out of the explosion each moving 8m (At Range) one directly north, south, east, and west from the Target. Each bead explodes when it reaches the destination or hits an obstacle, in a 2m (Near) Radius Sphere like the normal spell effect above. Though they instead deal 3d8 damage on a failed Test, or half as much on a successful Test.



Firebolt

Evocation Cantrip [Fire]


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous


You hurl a mote of fire at a target. Make a ranged Spell Attack Roll against the Target.

On a hit, the Target takes 1d10 Fire damage and gains one Degree of the Burned condition until the start of your next Turn.

A flammable object hit by this spell ignites if it isn't being worn or carried.


At Higher Levels. This spell's damage increases by 1d10 when your Character Level reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Firework

Illusion Cantrip


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

Components: S, M (A handful of explosive powder)

Duration: Instantaneous


You create an illusory firework. A silent explosion of colour of your choosing appears in the air at the Target. The pattern and colours are up to you, you can also choose for a two-dimensional after image to appear for up to 10 seconds after the initial explosion. This after image can be in the form of any image or symbol you can clearly picture in your mind with a maximum size of a 10m2 area.



Flame Blade

2nd Circle Evocation [Fire]


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. The blade is considered to have the Erupting, Light, and Martial Arts Weapon Properties and can be targeted by effects and abilities that would affect a Weapon from the Sword Weapon Group. If you let go of the blade, it disappears, but you can evoke the blade again as an action (1AP).

When making an attack with this blade, you make a melee Spell Attack Roll.

On a hit, the Target takes 3d6 + your Spellcasting Trait Fire damage. It ignites flammable objects it hits that aren't being worn or carried.

The flaming blade sheds light creating a Well-Lit area in a 2m (Melee) Radius and Dimly Lit area for an additional 2m (Near).


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d6 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 1 Hour. The Weapon also gains the Explosive (1) Weapon Property.


2AP. The Duration increases to Concentration, up to 1 Day.

The Weapon also gains the Explosive (2) Weapon Property. and it gains the Puncture Weapon Focus Property, though instead of the Burned (Piercing) condition it applies the Burned condition, you may use even if a Shortsword is not your Active Weapon Focus.

When you make an attack with this Weapon, if you have cast a spell with the Fire Spell Tag since the start of your previous Turn, the damage die increases to a d8.


3AP. The Duration increases to 1 Day.

The Weapon also gains the Explosive (3) Weapon Property. and it gains the Puncture Weapon Focus Property, though instead of the Burned (Piercing) condition it applies the Burned condition, you may use even if a Shortsword is not your Active Weapon Focus.

You can make two attacks with this weapon when using the Attack action with this Weapon.

When you make an attack with this Weapon, if you have cast a spell with the Fire Spell Tag since the start of your previous Turn, the damage die increases to a d8.



Flash

2nd Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 5m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 14


You cause an immediate flash of blinding light to appear. All entities within the AoE must make an Endurance Test.

On a failed Test, the entity gains the Impaired (Sight) condition until the end of your next Turn.

If they failed the Test by 5 or more, they instead gain the Impaired (Sight) condition for 2 Rounds, ending at the end of your Turn on that Round, and also gain the Impaired (Hearing) until the end of your next Turn.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 6m (Near) Radius Sphere.


3AP. The Range increases to 24m (At Range), and the AoE increases to a 8m (At Range) Radius Sphere.

On a failed Test, the entity also gains the Impaired (Hearing) condition until the end of your next Turn.

If they failed the Test by 5 or more, the Impaired (Hearing) condition now lasts for 2 Rounds, ending at the end of your Turn on that Round.



Flash Learning

2nd Circle Divination


Casting Time: 2AP

Range: Self

Components: V, S, M (A book worth at least 25GP on a topic associated with what is being Learnt)

Duration: 1 Hour

Empower TG: 14


You magically draw out the knowledge from a book to temporarily store it in your mind. For the Duration, you are treated as having Learnt a Skill, Language, or gained Training in the use of a single Tool associated with the contents of the book.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day.

For the Duration, you instead Learn/Train in up to two appropriate Skills/Languages/Tools tied to the subject of the book.



Flash Mastery

5th Circle Divination


Casting Time: 2AP

Range: Self

Components: V, S, M (A book worth at least 50GP on a topic associated with what is being Learnt)

Duration: 1 Hour

Empower TG: 17


You magically draw out the knowledge from a book to temporarily store it in your mind. For the Duration, you are treated as having Learnt and Mastered a Skill associated with the contents of the book.

You may use this spell to instead teach another willing entity you can Touch, who must have already Learnt the Skill, to grant them Mastery of the Skill.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day.

For the Duration, you instead Learn and Master up to two appropriate Skills, or Teach a willing entity up to two appropriate Skills they have already Learnt to Master, tied to the subject of the book.



Flash Step

Transmutation Cantrip [Time]


Casting Time: 1AP

Range: Self

Components: V, S, M (A pinch of sugar)

Duration: 1 Round


You speed yourself up. Until the start of your next Turn, your Walking speed increases by 1m, and you can use the Disengage action for 0AP as part of the casting of this spell.


At Higher Levels. This spell's increase to your Walking speed increases by 1m when your Character Level reaches 5th Level (2m), 11th Level (3m), and 17th Level (4m).



Flesh to Material

6th Circle Transmutation [Earth, Metal, Wood]


Casting Time: 2AP

Target: An entity within Range, whose body is mostly made of flesh

Range: 12m | At Range

Components: V, S, M (A pinch of lime, water, and earth)

Duration: Concentration, up to 1 Minute

Empower TG: 18


You attempt to turn one entity into either crystal, metal, stone, or wood. The Target must make an Endurance Test.

On a failed Test, the Target is Restrained as its flesh begins to warp and gains two Degrees of the Slowed condition.

For the Duration, at the end of each of the Target's Turns, they must repeat the Endurance Test.

On each subsequently failed Test, the Target gains two more Degrees of the Slowed condition.

With three successful Tests (they need not be consecutive), the spell ends immediately and removes all the conditions applied to the Target by this spell.

At the end of the spell's Duration, the Target loses all applied conditions, including the Petrified condition so long as any Degrees of the Slowed condition from this spell led to the Target becoming Petrified.

However, if you maintain your Concentration on this spell for its maximum possible Duration, and the Target is Petrified due to Degrees of the Slowed condition from this spell, the Petrified condition does not end with the ending of this spell.

If the entity is physically broken whilst Petrified (or burned if made of wood), the Target suffers from similar injuries when they revert to their original form.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to two entities within Range, whose body is mostly made of flesh.


3AP. The spell loses its Target, instead it gains the AoE 6m Cone, Emanating from You. With each entity within the AoE, whose body is mostly made of flesh, being treated as a Target of the spell.

Should the Target become Petrified due to the Degrees of the Slowed condition from this spell, the condition is not removed if the spell ends early.



Floating Disk

1st Circle Conjuration [Ritual]


Casting Time: 15 Minutes

Target: An unoccupied space adjacent to the gorund within Range

Range: 6m | Near

Components: V, S, M (A drop of mercury)

Duration: 1 Hour

Empower TG: 13


You use this spell to create a circular disk for all your carrying needs. This spell creates a circular, horizontal plane of force, 1m in diameter and 2.5cm thick, that floats up to 0.5m above the ground at the Target space. The disk remains for the Duration, and can hold up to 250kg, if more wight is placed upon it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile whil you are within 4m (Near) of it, including being atop of it. If you move more than 4m away from it, the disk follws you so that it remains within 4m of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can't cross an elevation change of 3m or more. For example, the disk can't move across a 3m deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 20m (At Range) from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

If you cast this spell whilst a previously summoned disk is present, the previously summoned disk disappears dropping anything atop it, to the space directly below it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration icnreases to 1 Day.


1 Hour. The Duration icnreases to 1 Day.

The disk's diameter can be between 1m and 6m (chosen by you when you cast the spell), and the weight the disc can carry is increased a number of kg equal to 50 times your highest Spellcasting Class' Level.



Flock of Craben

2nd Circle Conjuration


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 12m | At Range

Components: S, M (A small glass bead worth 25GP)

Duration: 1 Day

Empower TG: 14


You summon a spectral swarm of crow like birds to act as your eyes abroad at the Targte space. The flock of Craben uses the Swarm of Ravens Stat BLock. They cannot attack and you can issue commadns telepathically to them, so long as they are within the same Realm as you.

As an action (2AP), you can see through your flock's eyes and hear what they hear until the start of your next Turn, gaining the benefiots of any special senses the flock has. During this time, you are Impaired with regard to your own senses.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost of the action to look through the flock's senses is reduced to 1AP.

Whilst looking through the senses of the Craben, you can choose to speak with your voice emmiting from any number of Craben that make up the flock.


3AP. The AP cost of the action to look through the flock's senses is reduced to 1AP. Whilst using the action you do not become Impaired to your own senses.

Whilst looking through the senses of the Craben, you can choose to speak with your voice emmiting from any number of Craben that make up the flock.



Fly

3rd Circle Transmutation [Air, Space]


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A wing feather from any bird)

Duration: Concentration, up to 1 Hour

Empower TG: 15


You grant the target the gift of flight. For the Duration, the Target gains a Flying speed of a number of metres equal to 3 + your Spellcasting Trait, with the ability to Hover.

When the spell ends, the Target Falls if they are still aloft, unless they can stop the Fall.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can Target an additional willing entity and increase the Flying speed bestowed by 2m for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration becomes 1 Hour.


3AP. The Duration becomes 1 Day. The Target ignores the Difficult Terrain for increasing their altitude whilst Flying.

When the spell ends, each Target for the next Minute, slowly falls at a rate of 12m per Round. If the Target lands before the Minute has elapsed, they take no Falling damage, and can land on their feet.



Fog Cloud

1st Circle Conjuration [Air, Water]


Casting Time: 2AP

Target: A point you can see within Range

Range: 24m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 13


You channel you magic to summoning the moisture into the air into a fog cloud. You create a sphere of fog within the AoE, the fog spreads around corners, and the AoE is Heavily Obscured.

Entities within the Fog Cloud ignore the Heavily Obscured rule for the area and its contents within 1m (Melee) of them.

The spell ends early if a wind of moderate or greater speed (at least 15km per hour) disperses it.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the Radius of the AoE increases by 4m for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. For the Duration, nonmagical sources of flame within the AoE or that enter it are immediately extinguished.


3AP. The Duration becomes 1 Hour. You can end the spell early as an action (0AP).

For the Duration, nonmagical sources of flame, and magical flame produced by spells whose Circle is less than the Circle this spell was cast at, within the AoE or that enter it are immediately extinguished.

When an entity enters the Fog Cloud for the first time on a Turn or ends their Turn there, you can choose to make the entity make an Endurance Test.

On a failed Test, the entity gains a Degree of the Slowed condition.

If they failed by 5 or more, they gain an additional Degree of the condition.



Forbiddance

6th Circle Abjuration [Ritual, Space]


Casting Time: 15 Minutes

Range: Touch

Components: V, S, M (A sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000GP)

Duration: 1 Day

Empower TG: 18


You create a ward against magical travel that protects up to 8000 square metres of floor space to a height of 6m above the floor. For the Duration, nothing can teleport into the area or use portals, such as those created by the Gate spell or power, to enter the area. The spell proofs the area against cross Realm travel and therefore prevents entities from accessing the area by way of the Realms of Dreams, the Ethereal Realm, or any other Realm.

In addition, the spell damages entities with specified Entity Types that you choose when you cast this spell. Choose one or more of the following: Demi-Eternals, Dreamed, Fae, Masked, Primordials, and Undead. When a chosen entity enters the spell's area for the first time on a Turn or ends their Turn there, the entity takes 4d10 Radiant or Necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. An entity that speaks the password as they enter the area take no damage from the spell.

The spell's area can't overlap with the area of another Forbiddance spell or power. If you cast Forbiddance every Day for 30 Days in the same location, the spell lasts until it is Dispelled, and the Material Components are Consumed on the last casting.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Entities within the Area of the spell cannot be the Targets of Divination School Spells and Rites, and sensors created by Divination School Spell and Rites cannot appear within the area or enter it.


1 Hour. If cast touching the foundations of a structure, the Area affected by the spell changes to cover the whole structure, with its edge in line with the walls, doorways, and window openings.

Sound cannot pass out of the area of the spell, and the edge of the area appears dark and foggy barrier to external viewers, preventing all Senses such as Darkvision or Truesight seeing through it into the Area.

Entities within the area of the spell cannot be the Targets of Divination School Spells and Rites, and sensors created by Divination School Spell and Rites cannot appear within the area or enter it.

This spell counts as three simultaneous Days of being cast for determining if the effect will be permanent.



Forcecage

7th Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 20m | At Range

AoE: 4m (Near) Cube, Centred on Target (Cage) | 2m (Melee) Cube, Centred on Target (Box)

Components: V, S, M (Ruby dust worth 1,500GP)

Duration: Concentration, up to 1 Hour

Empower TG: 19


An immobile, invisible, cube-shaped prison composed of magical force springs into existence around the target. The prison can be a cage or a solid box, as you choose.


Box. A prison in the shape of a box, with each side of the AoE being a solid translucent barrier that prevents any matter from passing through it and blocking any spells cast into or out from the AoE.


Cage. A prison in the shape of a cage, with each side of the AoE is made up of 1cm diameter bars spaced 2cm apart.


When you cast the spell, any entity that is completely inside the AoE is trapped. Entities only partially within the AoE, or those too large to fit inside the AoE, are pushed away from the centre of the AoE until they are completely outside of it.

This spell can't be Dispelled by Dispel Magic. An entity inside the Cage can't leave it by nonmagical means.

Nothing can physically pass through the physical aspects of the prison. Though each side of the Box and each bar of the Cage has a HT of 20, and 250HP, the side or bar disappearing at 0HP. After a Minute the Forcecage recovers all its lost HP. It is Immune to Force and non-magical damage and has Resistance to all other damage bar Entropic and Cosmic damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE doubles in size for each option.


3AP. The Range becomes 24m (At Range), and the Duration becomes 1 Hour. The AoE triples in size for each option. If the entity tries to use teleportation or cross-Realm travel spells to leave the Cage, they must first make a Determination Test.

On a failed Test, the entity can't exit the Cage and wastes the use of the spell or effect. The Cage also extends into the Ethereal Realm, blocking ethereal travel.

On a successful Test, the entity can use that magic to exit the Cage.



Forced March

Dictation Cantrip


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (The needle of a compass)

Duration: Instantaneous


Your words enter an opponent’s mind forcing them to march in a random direction. The Target must make a Determination Test.

On a failed Test, the Target takes 1d6 Psychic damage and gains the Forced Move 1 condition. Roll a d4 for the direction for the condition: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the Target moves until they reach the block and finishes their movement there.


At Higher Levels. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Forced Transposition

2nd Circle Conjuration [Space]


Casting Time: 2AP

Target: An entity within Range

Range: 18m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 14


You use your magic to warp space to forcibly move another entity. If the Target is unwilling, they must make an Intuition Test.

On a failed Test or if they are willing, the Target is teleported to an unoccupied space you can see within Range. The entity must be able to fit in the chosen space, and the chosen location must be a solid surface that can take their weight or the surface of a fluid.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the Range of the spell increases by 6m for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to two entities within Range. Each Target is teleported to a separate destination of your choosing per the effect of the spell.


3AP. The Target becomes Up to three entities within Range. Each Target is teleported to a separate destination of your choosing per the effect of the spell.

An unwilling entity that fails the Endurance Test has their Movement speeds halved until the end of your next Turn.

If they failed by 5 or more, then instead their Movement speeds are reduced to 0m until the end of your next Turn.



Foresight

9th Circle Divination [Time]


Casting Time: 1 Minute

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A hummingbird feather)

Duration: 8 Hours

Empower TG: 25


You touch an entity and bestow upon them a limited ability to see into the immediate future. For the Duration, the Target can't be Surprised or Flanked and has Advantage on Trait Tests.

Additionally, for the Duration, other entities have Disadvantage on Attack Rolls against the Target.

This spell immediately ends if you cast it again before its Duration ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The Target gains a +3 Divination Bonus to Initiative Tests.


15 Minutes. The Target gains a +4 Divination Bonus to Initiative Tests and immediately gains a Mark of Fate.


1 Hour. The Duration increases to 1 Day.

The Target gains a +5 Divination Bonus to Initiative Tests and immediately gains a Mark of Fate. Whenever the Target completes a Short Rest, they also gain a Mark of Fate.

Once per Round, you can choose to reduce a Critical Hit or an Overwhelming Blow into a normal hit.



Freedom of Movement

4th Circle Protection


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A leather strap, bound around the arm or a similar appendage)

Duration: 1 Hour

Empower TG: 16


You create wards around a target to allow them free movement and ward against binding spells. For the Duration, the Target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the Target’s speed nor cause the Target to be Paralysed, Petrified, Restrained, or Slowed.

The Target can also spend 1m of movement to automatically escape from nonmagical restraints, such as manacles or an entity that has them Grappled.

Finally, being underwater imposes no penalties on the Target’s movement or attacks.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target one additional entity for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 3m (Near). The Target when using the Disengage action can move half their Movement speed.


3AP. The Range increases to 6m (Near), and the Duration increases to 1 Day. The Target can also perform the Disengage action for 1AP, when using the Disengage action the Target can move their full Movement speed.



Freezing Blast

2nd Circle Evocation [Water]


Casting Time: 2AP

Range: Self

AoE: 6m Cone, Emanating from You

Components: S, M (A vial of water from a glacier)

Duration: Instantaneous

Empower TG: 14


You call upon the power from the coldest of the Realms of Water to freeze your foes in place. Each entity in the AoE must make an Endurance Test.

On a failed Test, the entity takes 2d8 Cold damage and becomes Frozen.

If they fail the Test by 5 or more, they also gain two Degrees of the Burned (Cold) condition.

The Frozen condition can be ended early if the frozen entity or an entity who has the frozen entity in their AoC, uses an action (2AP) to break away the ice, ending the condition early. It also is removed early if the Frozen entity is dealt cumulative Fire damage equal to twice the Circle the spell was cast at.

On a successful Test, the entity takes only half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, increase the damage by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE becomes 8m Cone, Emanating from You.

If the entity failed the Endurance Test, they also gain a Degree of the Slowed condition.

If they failed 5 or more, they also gain an additional Degree of the Slowed condition.


3AP. The AoE becomes 10m Cone, Emanating from You.

If the entity failed the Endurance Test, they also gain a Degree of the Slowed condition and two Degrees of the Burned (Cold) condition.

If they failed 5 or more, they instead gain an additional two Degrees of the Slowed condition and three Degrees of the Burned (Cold) condition.



Freezing Sphere

6th Circle Evocation [Water]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 12m (At Range) Radius Sphere, Centred on Target

Components: V, S, M (A small crystal sphere)

Duration: Instantaneous

Empower TG: 18


A frigid globe of cold energy streaks from your fingertips to an icy explosion. Each entity within the AoE must make an Endurance Test.

On a failed Test, an entity takes 3d10 Cold damage.

On a successful Test, they take half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based entities), it freezes the liquid to a depth of 15cm over the water within the AoE. This ice lasts for 1 Minute acting as Difficult Terrain. entities that were swimming on the surface of frozen water are trapped in the ice. A trapped entity can use an action (2AP) to make a Physique Test to break free, they also break free if they are dealt a cumulative 6 Fire damage.

You can refrain from firing the globe after completing the spell if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you, or an entity you give the globe to, can throw the globe (to a Range of 8m (At Range)) or hurl it with a Sling (to the Sling's normal Range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 Minute, if the globe hasn't already shattered, it explodes as above.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 1d10 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the entity also gains the Frozen condition. This can be removed by the Frozen entity or an entity with the Frozen entity in their AoC using an action (2AP) to remove the condition or by the Frozen entity being dealt 6 cumulative Fire damage.


3AP. The AoE increases to a 15m (At Range) Radius Sphere, Centred on Target.

Any ground or ice within the AoE, becomes Difficult Terrain until the end of the Encounter/Scene.

On a failed Test, the entity also gains the Frozen condition. This can be removed by the Frozen entity or an entity with the Frozen entity in their AoC using an action (2AP) to remove the condition or by the Frozen entity being dealt 12 cumulative Fire damage.



Frighten

1st Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, M (A white feather or the heart of a chicken)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


You place the seed of fear into a target. The Target must make a Determination Test.

On a failed Test, the Target gains one Degree of the Frightened condition.

If they failed the Test by 5 or more, they gain two Degrees of the Frightened condition.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes.

For the Duration, an entity that has Degrees of the Frightened condition or the Terror condition due to this spell, cannot remove the Degrees or condition whilst you are within their line of sight.


3AP. The Duration increases to Concentration, up to 1 Hour.

On a failed Test, the Target also immediately drops any objects they are holding.

For the Duration, an entity that has Degrees of the Frightened condition or the Terror condition due to this spell, cannot remove the Degrees or condition whilst you are within their line of sight.



Frost Dart

1st Circle Evocation [Water]


Casting Time: 2AP

Target: An entity within Range

Range: 18m | At Range

AoE: 1m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 13


You throw a dart of unstable ice at a foe. Make a ranged Spell Attack Roll against the Target.

On a hit, the Target takes 1d10 Cold damage and gains a Degree of the Slowed condition until the start of your next Turn.

Whether it hits or misses the dart then explodes, all entities within the AoE, including the Target, must make an Agility Test.

On a failed Test, the entity takes 2d6 Cold damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d10 and 2d6 respectively for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range), and the AoE increases to a 2m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 30m (At Range), and the AoE increases to a 3m (Near) Radius Sphere, Centred on Target.

If the Target was hit by the Attack Roll, they have Disadvantage on the Agility Test from this spell and gain a Degree of the Burned (Cold) condition.

On a Critical Hit, every entity within the AoE has Disadvantage on the Agility Test and the Target gains an additional two Degrees of the Burned (Cold) condition.



Fungal Infestation

8th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point on the ground within Range

Range: 30m | At Range

AoE: 5m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You create an area filled with the rot of the Realm of Decay. The AoE becomes filled with fungal growths, spores, and a poisonous fog. The AoE counts as Heavily Obscured and Difficult Terrain to all entities bar those you deem as allies when you cast the spell.

When an entity ends their Turn in the AoE or enters the AoE for first time on a Turn, if you did not designate the entity as an allied entity, they must make an Endurance Test.

On a failed Test the entity takes 9d10 Necrotic Poison damage and gains four Degrees of the Poisoned condition.

If they failed the Test by 5 or more, they gain an additional Degree of the Poisoned condition and a random Disease.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE becomes an 7m (Near) Radius Circle, Centred on Target.


3AP. The AoE becomes an 10m (At Range) Radius Circle, Centred on Target. Whenever damage is dealt to an entity within the AoE, you can choose one entity within the AoE to recover HP equal to half the damage dealt.



G

Gaseous Form

3rd Circle Transmutation [Air]


Casting Time: 2AP

Target: A willing entity within Range, that is not Incorporeal

Range: Touch

Components: V, S, M (A pinch of vampire dust or a vial of air from the Realms of Air)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


You channel your magic to turning your allies into a gaseous state to aid them in entering hard to reach locations. You transform the Target, along with everything it's wearing and carrying, into a misty cloud for the Duration. The spell ends early if the Target drops to 0 HP.

While in this form, the Target gains the following modifications:

  • They gain a Flying speed of 3m. They can't Fall and remains Hovering in the air even when Prone, Stunned, or otherwise Incapacitated.
  • The Target gains Resistance to Bludgeoning, Force, Piercing, and Slashing damage.
  • The Target gains Vulnerability to Cold and Fire damage.
  • The Target has Advantage on Physique, Agility, and Endurance Tests.
  • The Target can enter and occupy the space of another entity, can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces.
  • The Target can't talk or manipulate objects, and any objects they were carrying or holding can't be dropped, used, or otherwise interacted with.
  • The Target can't attack or cast spells.

At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can Target an additional willing entity for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour. The Flying speed of the Gaseous Form increases to 6m.


3AP. The Duration becomes to 1 Hour. The Flying speed of the Gaseous Form increases to be equal to double your Spellcasting Trait.

Whilst in the Gaseous Form, the Target gains Immunity to Bludgeoning, Force, Piercing, and Slashing damage.



Gate

9th Circle Conjuration [Space]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 12m | At Range

Components: V, S, M (A diamond worth at least 5,000GP)

Duration: Concentration, up to 1 Minute

Empower TG: 25


You conjure a portal linking a target space to a precise location on a different Realm. The portal is a circular opening, which you can make 1 to 4m in diameter centred on the Target space. You can orient the portal in any direction you choose. The portal lasts for the Duration.

The portal has a front and a back on each Realm where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other Realm, appearing in the unoccupied space nearest to the portal.

Masters of Domains and more powerful entities from the Realms can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific entity (a pseudonym, title, or nickname doesn't work). If that entity is on a Realm other than the one you are on, the portal opens in the named entity's immediate vicinity and draws the entity through it to the nearest unoccupied space on your side of the portal. You gain no special power over the entity, and they are free to act as the GG deems appropriate. They might leave, attack you, or help you.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for the portal diameter to be between 1m and 6m.


3AP. The Range increases to 24m (At Range), and the Duration becomes 1 Minute. You can choose for the portal diameter to be between 1m and 25m.



Geas

5th Circle Dictation


Casting Time: 1 Minute

Target: An entity within Range

Range: 6m | Near

Components: V

Duration: 1 Month and 1 Day

Empower TG: 17


You place a magical command on an entity, forcing them to carry out some service or refrain from some action or course of activity as you decide. If the Target can understand you, they must make a Determination Test.

On a failed Test, they become Charmed by you for the Duration.

While the entity is Charmed by you, they take 6d12 Psychic damage each time they act in a manner directly counter to your instructions, but no more than once a Minute.

An entity that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action (0AP) to dismiss it. A Remove Curse rite or a Greater Restoration, Major Restoration, or Wish spell also ends it. If you or an allied entity harms the Target, they can repeat the Determination Test with Advantage to end the spell early.


At Higher Circle. When you cast this spell using a Spell Slot of 7th or 8th Circle, the duration is 1 Year and 1 Day.

When you cast this spell using a Spell Slot of 9th Circle, the spell lasts until it is ended by one of the spells/rites mentioned above. The Target also gains a Degree of Exhaustion when they take damage from this spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. Whenever the Target would take Psychic damage from this spell’s effect they gain a Degree of the Exhaustion condition. If this spell was cast with a Spell Slot of at least 9th Circle, this is an additional Degree of Exhaustion.


15 Minutes. For the Duration of this spell, the Target cannot Die from ageing so long as they are fulfilling a command from this spell, this does not prevent injuries, decay, Diseases, or other effects that would normally affect the entity.

Whenever the Target would take Psychic damage from this spell’s effect they gain a Degree of the Exhaustion condition. If this spell was cast with a Spell Slot of at least 9th Circle, this is an additional Degree of Exhaustion.


1 Hour. When you cast this spell work with the GG to create a suitable Curse tied to the nature of the promise made. When the Target would trigger Psychic damage from this spell, the Curse’s effect also occurs, thought the Curse’s effect can occur more than once within a Minute. Should this spell end or be removed the Curse is removed with it.

For the Duration of this spell, the Target cannot Die from ageing so long as they are fulfilling a command from this spell, this does not prevent injuries, decay, Diseases, or other effects that would normally affect the entity.

Whenever the Target would take Psychic damage from this spell’s effect they gain a Degree of the Exhaustion condition. If this spell was cast with a Spell Slot of at least 9th Circle, this is an additional Degree of Exhaustion.



Gentle Repose

2nd Circle Necromancy [Ritual, Time]


Casting Time: 15 Minutes

Target: A corpse within Range

Range: Touch

Components: V, S, M (A pinch of salt and 1CP placed on each of the corpse's eyes, which must remain there for the Duration)

Duration: 10 Days

Empower TG: 14


You touch a corpse or other remains. For the Duration, the Target is protected from decay and can't become Undead.

The spell also effectively extends the time limit on raising the Target from the dead, since Days spent under the influence of this spell don't count against the time limit of spells, powers, or rites such as Revivify.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 1 Month.


1 Hour. The Duration increases to 1 Year, and the spell gains an AoE 6m (Near) Radius Sphere, Centred on Target. Causing the spell to affect the Target corpse alongside any corpse within the AoE.

Should a rite be used to attempt to return the Target to life during the Duration of this spell, the rite gains Power equal to the Circle this spell was cast at + 6 from this spell, though whether the rite is successful or not the spell immediately ends.



Glibness

8th Circle Transmutation


Casting Time: 2AP

Range: Self

Components: V

Duration: 1 Hour

Empower TG: 20


For the Duration, when you make a Determination Test bar an Attack Roll, you may replace the number of your d20 roll with a 15.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 8 Hours. For the Duration, you become Immune to the Frightened condition.


3AP. The Duration increases to 1 Day. For the Duration, you become Immune to the Charmed, Frightened, or Terror conditions.

When you make the Determination Test, you can choose to roll the d20 and after seeing the result choose to treat the d20 as having rolled a 15.



Globe of Invulnerability

6th Circle Abjuration


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S, M (A glass or crystal bead that shatters when the spell ends)

Duration: Concentration, up to 1 Minute

Empower TG: 18


An immobile, faintly shimmering barrier springs into existence around you for the Duration. Any spell of 5th Circle or lower cast from outside the AoE can't affect entities or objects within it, even if the spell is cast using a higher Circle Spell Slot. Such a spell can Target entities and objects within the AoE, but the spell has no effect on them.

Similarly, the AoE within the barrier is excluded from the areas affected by such spells.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the barrier blocks spells of one Circle higher for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. Whenever the Target would take Psychic damage from this spell’s effect they gain a Degree of the Exhaustion condition. If this spell was cast with a Spell Slot of at least 9th Circle, this is an additional Degree of Exhaustion.


2AP. The spell grants entities within the AoE Resistance to Bludgeoning, Piercing, and Slashing damage from outside the AoE, bar from Magic Weapons.


3AP. The spell grants entities within the AoE Immunity to Bludgeoning, Piercing, and Slashing damage from outside the AoE, bar from Magic Weapons, and Advantage on Trait Test to resist or avoid the effects of spells from outside the AoE.

Magic Weapons, whose Grade is less than the Circle this spell was cast at, cannot pass through the barrier from outside the AoE.



Glyph of Warding

3rd Circle Abjuration [Ritual]


Casting Time: 1 Hour

Range: Touch

AoE: 4m (Near) Radius Sphere, Centred on Glyph

Components: V, S, M (Incense and powdered diamond worth at least 200GP, which the spell Consumes)

Duration: Until Dispelled or Triggered

Empower TG: 15


When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 2m in diameter. If the surface or object is moved more than 2m from where you cast this spell, the glyph is broken, and the spell ends without being Triggered.

The glyph is nearly Invisible and requires a successful Investigation Skill Roll against your Spell TG to be found.

You decide what Triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical Triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is Triggered, this spell ends.

You can further refine the Trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), the kind of entity (for example, the ward could be set to affect Demi-Eternals or humans). You can also set conditions for entities that don’t Trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose Explosive Runes or a Spell Glyph.


Explosive Runes. When Triggered, the glyph erupts with magical energy centred on the glyph. The AoE spreads around corners. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 6d8 Acid, Cold, Fire, Force, or Lightning damage (chosen when you create the glyph).

On a successful Test, they take half as much damage.


Spell Glyph. You can store a Prepared spell of 3rd Circle or lower in the glyph by casting it as part of creating the glyph. The spell must Target a single entity or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is Triggered, the stored spell is cast. If the spell has a Target, it Targets the entity that Triggered the glyph. If the spell affects an area, the area is centred on that Triggering entity. If the spell summons hostile entities or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full Duration.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage of an Explosive Runes glyph increases by 1d8 for each Slot Circle above 3rd. If you create a Spell Glyph, you can store any spell of up to the same Circle as the Slot you use for the Glyph of Warding.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


15 Minutes. The spell’s default Effect occurs.


1 Hour. The AoE increases to a 6m (Near) Radius Sphere, Centred on Glyph.


8 Hours. The AoE increases to a 10m (At Range) Radius Sphere, Centred on Glyph. The spell stored with the Glyph, unless you choose to Empower it, is always automatically Empowered to 2AP (or equivalent 2nd Empower level) effect.



Goodberry

1st Circle Restoration [Wood]


Casting Time: 2AP

Range: Touch

Components: V, S, M (A sprig of mistletoe, which the spell Consumes)

Duration: 1 Day

Empower TG: 13


You flood a number of berries with the restorative power of the Realms of Life. Up to ten berries appear in your hand and are infused with magic for the Duration.

An entity can use the Consume Object action to eat one berry. Eating a berry restores 3 HP, and the berry provides enough nourishment to sustain an entity for 1 Day.

The berries lose their potency if they have not been consumed within the Duration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The HP restored by each berry equals your Spellcasting Trait + 5.


3AP. The HP restored by each berry equals double your Spellcasting Trait + 6. Consuming the berry allows you to ignore the effects of Extreme Heat or Extreme Cold (chosen by you when you cast the spell).



Grease

1st Circle Conjuration


Casting Time: 2AP

Target: A point within Range or an entity/object within Range

Range: 12m | At Range

AoE: 2m (Melee) Square, Centred on Target

Components: V, S, M (A block of animal fat or similarly greasy material)

Duration: 1 Encounter/Scene

Empower TG: 13


You conjure a patch of slick grease in an area. The grease covers the ground in the AoE turning it into Difficult Terrain for the Duration.

When the grease appears, each entity standing in the AoE must succeed on an Agility Test or fall Prone.

An entity that enters the AoE or who ends their Turn there, must also succeed on an Agility Test or fall Prone.

The grease is flammable and will remain alight for 5 Turns, after which the grease disappears. Any entity who enters the AoE for the first time on a Turn or who starts their Turn there whilst the grease is a light, takes 2d6 Fire damage in addition to the normal effect of the spell, and if they fail the Agility Test against this spell, they also gain one Degree of the Burned condition.

A Land Vehicle treats the grease like an entity, however, requires a Physique or Agility (Driving) Test instead of an Agility Test.

On a failed Test, the vehicle crashes.

The driver of the vehicle chooses which Trait when they take the Test.


If you chose to Target an entity instead of a point, for the Duration, the Target has Advantage on Trait Tests to escape a Grapple and to resist, avoid, or end the Restrained condition.

If you chose to Target an entity instead of a point, for the Duration, Trait Tests involving the Target object are made with Disadvantage, and on a Critical Failure the Item is dropped.

Any Target entity/object covered in the Grease is still flammable as above, with entities in contact with the flamming object or flamming entity taking damage as if they had entered the flamming AoE and failed the Agility Test, and the flaming entity at the start of each Turn being treated as starting their Turn in the flamming AoE and failing the Agility Test.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 4m (Near) Square, Centred on Target.


3AP. The AoE increases to 6m (Near) Square, Centred on Target.

When an entity attempts to move through the grease, with the exception of Crawling, (after the Agility Test if they entered the AoE), measure how many metres through the grease they are moving, they then must make an Agility Test with a Grease Penalty equal to the number of metres they wish to move through the AoE.

On a failed Test, they move 1m before being knocked Prone.

If they failed the Test by 5 or more, they do not move and are knocked Prone.



Greater Invisibility

4th Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A small glass prism)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You channel your magic to bending light around a target hiding them from sight. The Target becomes Invisible for the Duration. Anything the Target is wearing or carrying is Invisible as long as it is on the Target's person.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target an additional entity for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes.


3AP. The Duration increases to Concentration, up to 1 Hour.

Whilst Invisible, the Target leaves behind no tracks, ignores the Clanking Armour Property and makes no noise with their equipment worn or carried as part of moving, and count as one Size Category smaller for determining your ability to squeeze through spaces or move through occupied spaces.



Greater Restoration

5th Circle Restoration [Wood]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (Diamond dust worth at least 100GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 17


You channel magic of the Realm of Life into restoring the bodies of your allies. You touch a willing entity and can end either one Disease, a Mild or Moderate Scar Concept, or one condition afflicting them. If the condition has Degrees, this spell instead reduces the number of Degrees of that condition by 3.

The condition can be Burned, Confused, Damage Drain, Damage Up, Dazed, Delay, Doom, Drained, Exhaustion, Frightened, Frozen, Impaired, Paralysed, Petrified, Poisoned, Sap, Slowed, Stunned, or Terror.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose two options for this spell to effect (this can be two separate instances of the same option like a Disease or condition).


3AP. The Range becomes 6m (Near). You can choose three options for this spell to effect (this can be up to three separate instances of the same option like a Disease or condition).

Should this spell affect a condition that has Degrees, the spell instead reduces the number of Degrees of that condition by 5.



Guidance

Divination Cantrip


Casting Time: 1RP

Trigger: An entity within Range fails a Trait Test that is not an Attack Roll

Range: 6m | Near

Components: V, S

Duration: Instantaneous


You grant a small vision of a moment of failure, seconds before it occurs in the chance it may help alter fate. The Triggering entity rolls a d4, adding the result to their TTV as a Divination Bonus, and potentially turning the failure into a success.

An entity that gains the benefit of this spell may not do so again until the start of the next Encounter/Scene.



Guiding Bolt

1st Circle Evocation


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: 1 Round

Empower TG: 13


A flash of light streaks toward a target of your choosing within range. Make a ranged Spell Attack Roll against the Target.

On a hit, the Target takes 3d6 Radiant damage, and the next Attack Roll made against this Target, before the end of your next Turn, is made with Advantage, thanks to the mystical Dim Light glittering off the Target until then.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 3d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a hit, until the end of your next Turn, the Target cannot benefit from the Invisible condition.


3AP. The Range increases to 30m (Far). On a hit, until the end of your next Turn, the Target cannot benefit from the Invisible condition and the first Attack Roll each entity makes on a Turn against the Target are made with Advantage.



Gust of Wind

2nd Circle Evocation [Air]


Casting Time: 2AP

Range: Self

AoE: 12m x 2m Line, Emanating from You

Components: V, S, M (A legume seed)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel your magic into creating a blast of wind. For the Duration, a line of strong wind blasts from you in a direction you choose. Each entity that starts their Turn in the AoE must succeed on a Physique Test or be pushed 3m away from you in a direction following the line.

Any entity in the AoE must spend 2m of movement for every 1m they move when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish them.

As an action (1AP) on each of your Turns before the spell ends, you can change the direction in which the line blasts from you.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The effects of this spell are doubled against entities using a Flying speed to move or that are aloft.


3AP. The AoE increases to 18m x 3m Line, Emanating from You.

On a failed Physique Test, the entity is instead pushed 5m away from you.

If they failed the Test by 5 or more, they are knocked Prone.

Entities within the AoE must spend 3m of movement for every metre they move towards you.

The effects of this spell are doubled against entities using a Flying speed to move or that are aloft.



H

Hallucinatory Terrain

4th Circle Illusion [Ritual]


Casting Time: 15 Minutes

Target: A point within Range

Range: 60m | Far

AoE: 30m (At Range) Cube, Centred on Target

Components: V, S, M (A stone, a twig, and a bit of green plant)

Duration: 1 Day

Empower TG: 16


You make natural terrain in the AoE to look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, entities, and large changes in elevation like pits and shear drops within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so individuals entering the area are likely to see through the illusion. If the difference isn't obvious by touch, an entity carefully examining the illusion can attempt an Investigation Skill Roll against your Spell TG to disbelieve it. An entity who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The AoE increases to a 50m (Far) Cube, Centred on Target. The spell can affect manufactured structures, equipment, and other objects.


1 Hour. The AoE increases to a 100m (Far) Cube, Centred on Target, and the Duration increases to 1 Week. The spell can affect manufactured structures, equipment, and other objects.

An entity entering the AoE must make an Intuition Test.

On a failed Test, the entity views the tacticity of the illusion as being real, not noticing the tactile elements of the previous terrain until something occurs to make them realise it is an illusion.



Heal

6th Circle Restoration


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 18


You unleash surge of life energy upon the target. The Target regains 70HP.

This spell also ends the Impaired condition and any Diseases affecting the Target.

This spell has no effect on Constructs or Undead.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the amount of healing increases by 10 for each Slot Circle above 6th.


Inverted Spell (Harm). When casting the spell you can choose to invert the effect, when you do so the Target must make an Endurance Test.

On a failed Test, the entity gains a Disease that gives the Target the Impaired (Hearing, Sight, Smell, Taste, Touch), and Drained X conditions, where X equals the HP the spell would normally Heal. The Disease lasts until the Target next completes a Long Rest.

If they failed the Test by 5 or more, they also gain two Degrees of the Exhaustion condition separate from the Disease.

On a successful Test, they entity gains a Disease that gives the Target the Drained X condition, where X equals half the HP the spell would normally Heal. The Disease lasts until for 1 Hour.

The Drained condition cannot reduce the Targets Hit Point Maximum below 1. If an Undead entity is Targeted with this inverted effect the Heal spell’s normal effects are applied to them instead.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range). This spell can affect Constructs.


3AP. The Range increases to 24m (At Range), and gains an AoE 3m (Near) Radius Sphere, Centred on Target. With the spell effecting every allied entity within the AoE. This spell can affect Constructs.



Heat Metal

2nd Circle Transmutation [Fire]


Casting Time: 2AP

Target: A manufactured metallic object within Range

Range: 12m | At Range

Components: V, S, M (A piece of iron and a flame)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You heat a metallic object to an unbearable level. You cause the object to glow red-hot. Any entity in physical contact with the metallic parts of the Target takes 2d8 Fire damage when you cast the spell.

For the Duration, at the end of the Turn of an entity who is in physical contact with the object takes an additional 2d8 Fire damage and gains one Degree of the Burned condition. This Burned condition cannot be removed until the entity is not in contact with the Target.

If an object affected by this spell makes, contact with another entity such as a heated Weapon striking an opponent. The entity struck by the object also takes the Fire damage and Burned condition in addition to the object’s normal damage but suffer no additional effects from this spell.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 2d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell has no effect on you should you make contact with the Target, with them feeling slightly warm to your touch.


3AP. The Target becomes Up to three manufactured metallic objects within Range. The spell has no effect on you should you make contact with any of the Targets, with them feeling slightly warm to your touch.



Heroes’ Feast

6th Circle Conjuration [Ritual]


Casting Time: 1 Activity during a Rest

Range: 6m | Near

Components: V, S, M (A gem-encrusted bowl worth at least 1,000GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 18


You bring forth a great feast, including magnificent food and drink. The feast can feed up to twelve entities, with it being able to be consumed as part of a Meal during a Short or Long Rest granting the benefits of a Meal alongside the spell’s benefits. The benefits are not conferred until the end of the Rest period but does require the entity consumes the Meal. At the end of the Rest the Meal disappears leaving nothing behind.

An entity that partakes of the feast gains several benefits for the next 1 Day:

  • They are cured of all Diseases and Poisons.
  • They gain Resistance to Poison damage.
  • They become Immune to the Frightened, Poisoned, and Terror conditions.
  • They make all Determination Tests to resist, avoid, or end effects with Advantage.
  • Their Hit Point Maximum increases by 2d10, and they gain the same number of HP.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0 Activities. The spell’s default Effect occurs.


1 Activity. The normal Meal is always considered to have had a TTV of 20 for its creation for determining effects and provides sufficient Units of Food and Drink for a Day.

The Meal also grants an additional benefit to those listed in the effect:

  • The entity gains Resistance to a Damage Type of your choosing (Chosen when you cast the spell).

2 Activities. The Material Component has its GP cost reduced to 500GP. The normal Meal is always considered to have had a TTV of 20 for its creation for determining effects and provides sufficient Units of Food and Drink for a Day.

The Meal also grants an additional benefit to those listed in the effect:

  • The entity gains Resistance to a Damage Type of your choosing (Chosen when you cast the spell).
  • When the entity makes an Initiative Test, they gain BP equal to double your Spellcasting Trait.
  • The entity generates twice as much Limit Potential.


Heroism

1st Circle Dictation


Casting Time: 2AP

Target: A willing entity within Range

Range: 1m | Melee

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


A target is imbued with bravery. The Target gains BP equal to your Spellcasting Trait.

Until the spell ends, the Target is Immune to the Frightened condition, supressing any Degrees of the condition currently affecting them for the Duration of the spell, and they gain BP equal to your Spellcasting Trait at the start of each of their Turns.

When the spell ends, the Target loses any remaining BP from this spell.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 3m (Near). If when the Target would gain BP from this spell, they can choose to not gain the BP and instead grant it to another entity they can see within 3m (Near) of them.


3AP. The Range increases to 6m (Near), and the Duration becomes 1 Encounter/Scene. This spell also makes the Target Immune to the Terror condition and suppresses the Terror condition if it is currently affecting them.

If when the Target would gain BP from this spell, they can choose to not gain the BP and instead grant it to another entity they can see within 6m (Near) of them.



Hideous Laughter

1st Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (Tiny tarts or cupckaes, and a feather that is waved in the air)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


You cause an entity to perceives everything as hilariously funny and fall into fits of laughter. The Target must succeed on an Intuition Test. An entity with a Knowledge of -3 or less isn't affected.

On a failed Test, the Target falls Prone, becoming Incapacitated and unable to stand up for the Duration.

At the end of each of their Turns, and each time they take damage, the Target can make another Intuition Test. The Target has Advantage on the Test if it's Triggered by damage caused by an entity other than you.

On a success, the spell ends.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 12m (At Range). When the Target would take damage, they do not repeat the Test to end the spell early until the end of that Turn.



Hold Entity

5th Circle Dictation


Casting Time: 2AP

Target: An entity, bar an Outsider or Undead, within Range

Range: 12m | At Range

Components: V, S, M (A small, straight piece of iron)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You channel your magic to prevent a target from moving. The Target must make a Determination Test.

On a failed Test, the Target is Paralysed for the Duration.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, you can Target one additional entity for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 18m (At Range). You can Target entities with the Outsider or Undead Entity Types within Range.



Hold Humanoid

2nd Circle Dictation


Casting Time: 2AP

Target: A Humanoid within Range

Range: 12m | At Range

Components: V, S, M (A small, straight piece of iron)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel your magic to prevent a target from moving. The Target must make a Determination Test.

On a failed Test, the Target is Paralysed for the Duration.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target one additional Humanoid for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 18m (At Range). You can Target entities with the Construct, Dragon, Fae, or Giant Entity Types within Range.



Holy Aura

8th Circle Protection


Casting Time: 2AP

Target: Any number of entities within the AoE

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S, M (A tiny reliquary worth at least 1,000GP containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


Divine light washes out from you and coalesces in a soft radiance. For the Duration, Targets gain the following benefits:

  • Targets shed light creating a Dimly Lit area in a 1m (Melee) Radius.
  • Targets have Advantage on all Trait Tests to resist, avoid, or end harmful effects.
  • Other entities have Disadvantage on Attack Rolls made against Targets.

In addition, when an Entity with the Nemesis Entity Type of your Eternal or the Eternal tied to the Relic, hits a Target with a melee attack, the aura flashes with brilliant light. The attacker must succeed on an Endurance Test or gain the Impaired (Sight) condition for the Duration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to an 8m (At Range) Radius Sphere, Centred on You.


3AP. The AoE increases to an 10m (At Range) Radius Sphere, Centred on You, and the Duration increases to Concentration, up to 10 Minutes.

So long as Targets remain in the AoE, replenish 2d8 HP at the start of each of their Turns, and may also replace the Damage Types of their spells, Weapon Attacks, and Unarmed Strikes with Radiant damage or the Associated Damage Type of your Eternal or the Eternal tied to the Material Component.



Horoscope

8th Circle Divination


Casting Time: 2AP

Target: Any number of entities within Range

Range: 6m | Near

Components: S, M (A object used in fortune telling worth 250GP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You quickly read the fortunes of you and your allies. Each Target has their Critical Hit Scope increase by 2, and all effects that would bestow BP or recover HP of the Target, increases the amount provided by 2d10.

In response to a Target affected by this spell being hit by a Critical Hit or Overwhelming Blow, you can use your reaction (1RP) to make the Triggering Target Immune to all incoming damage and conditions from that triggering effect. After the Damage Roll has resolved, this spell immediately ends for all Targets.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes. The additional HP/BP bestowed by the spell increases to 1d12 + 12.


3AP. The Duration increases to Concentration, up to 10 Minutes. The additional HP/BP bestowed by the spell increases to 2d12 + 24.

The RP cost of the reaction is reduced to 0RP. When the reaction is used, the spell only ends for the Target of the reaction.



Hypnotic Pattern

3rd Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 6m (Near) Cube, Centred on Target

Components: S, M (A glowing stick of incense or a crystal vial filled with phosphorescent material)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You create a twisting pattern of colours that weaves through the air. The pattern appears inside the AoE for a moment and vanishes. Each entity in the AoE who sees the pattern must make an Intuition Test.

On a failed Test, the entity becomes Charmed for the Duration. While Charmed by this spell, the entity is Incapacitated and has a Movement speed of 0m.

At the end of each of the Charmed entity’s Turns they may repeat the Intuition Test, ending the spell on themselves on a success. The spell also ends for an affected entity if they take any damage or if someone else uses an action (2AP) to shake the entity out of their stupor.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell only ends early for an affected entity with a combination of two separate instances of damage and uses of the action (2AP) to shake the entity.


3AP. The Range increases to 30m (Far). The spell only ends early for an affected entity with a combination of three separate instances of damage and uses of the action (2AP) to shake the entity.



I

Ice Storm

4th Circle Evocation [Water]


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 4m Radius, 8m High Cylinder, Centred on Target

Components: V, S, M (A pinch of dust and a few drops of water)

Duration: Instantaneous

Empower TG: 16


A hail of rock-hard ice pounds to the ground. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 5d8 Cold Bludgeoning damage.

On a successful Test, they take half as much damage.

Hailstones turn the storm's AoE of effect into Difficult Terrain until the end of your next Turn.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Difficult Terrain remains for the Duration of the Encounter/Scene.


3AP. The AoE increases to 6m Radius, 10m High Cylinder, Centred on Target. The Difficult Terrain remains for the Duration of the Encounter/Scene.



Identify

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Target: An entity/object within Range

Range: Touch

Components: V, S, M (A loupe worth at least 100GP and an owl feather)

Duration: Instantaneous

Empower TG: 13


You learn the secrets of arcane devices. You must touch the Target throughout the casting of the spell.

If the Target is a Magic Item or some other magic-imbued object, you learn its properties and how to use them, whether it requires a Soulbond to use, and how many Charges it has, if any. You learn whether any spells or powers are affecting the Target and what they are. If the Target was created by a spell, psionic power, or rite you learn which spell/power/rite created it.

If the Target is instead an entity, you learn what spells, psionic powers, or rites, if any, are currently affecting them. If the Target was summoned by a spell, psionic power, or rite you learn which spell/power/rite summoned them.

If you touch a Target (be they entity or object) that is Cursed this spell will not reveal the fact it is Cursed, or the nature of the Curse unless specified in the Curse’s description.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You learn if the Target is Cursed, though not the nature of the Curse unless specified in the Curse’s description.


1 Hour. You may ignore the Material Component of this spell. You learn if the Target is Cursed and the nature of the Curse.



Illusory Art

Illusion Cantrip


Casting Time: 2AP

Target: A point on a solid surface within Range

Range: Touch

Components: S, M (Some paint)

Duration: 6 Hours


You create an illusionary painting or graffiti script. You create a painted image that hovers 1mm from the Target. The image has a maximum size of a 1m2 area.

You can cast this spell multiple times to create a larger overall image.

The illusion ends early if you dismiss it as an action (1AP).


At Higher Levels. This spell’s duration increases when your Character Level reaches 5th Level (12 Hours), 11th Level (1 Day), and 17th Level (A Week).



Illusory Monstrosity

8th Circle Illusion


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 24m | At Range

Components: S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You channel your worst nightmares into the illusion of a monstrosity. The illusion of a Huge sized monstrosity appears at the Target space, so long as it can fit in the chosen space, otherwise the spell fails. The illusion lasts for the Duration and occupies its space, as if it were an entity.

When the illusion appears, all hostile entities that can see it must make an Intuition Test.

On a failed Test, they gain four Degrees of the Frightened condition for the Duration. If a Frightened entity ends their Turn in a location where they don’t have line of sight to the illusion, they can repeat the Intuition Test, ending the condition on themself on a success.

As an action (1AP) on your Turn, you can move the illusion up to 12m (At Range) to an unoccupied point you can see within Range. Once it has completed its movement you can cause the illusion to attack those around it, the nature of the attack you can describe appropriate for your monstrosity. Choose either a Single Attack, a Cone Attack, or a Line Attack to perform.


Single Attack. The attack takes the form of a single attack against a Target you can see within 12m (At Range) of the Illusory Monstrosity.

The Target must make an Intuition Test.

On a failed Test, the Target takes, taking 13d10 damage of any single Damage Type you choose.

On a successful Test, they take half as much damage.


Cone Attack. The attack takes the form of a 12m Cone, Emanating from the Illusory Monstrosity.

Each entity within the Cone must make an Intuition Test.

On a failed Test, the entity takes, taking 6d10 damage of any single Damage Type you choose.

On a successful Test, they take half as much damage.


Line Attack. The attack takes the form of a 12m x 2m Line, Emanating from the Illusory Monstrosity.

Each entity within the Line must make an Intuition Test.

On a failed Test, the entity takes, taking 6d10 damage of any single Damage Type you choose.

On a successful Test, they take half as much damage.


The illusion is tangible, but attacks miss it automatically, it succeeds on all Trait Tests made to resist, avoid, or end effects, and it is Immune to all Damage Types and conditions.

An entity that uses an action (2AP) to examine the monstrosity can determine that it is an illusion by succeeding on an Investigation Skill Roll against your Spell TG. If an entity discerns the illusion for what it is, the entity can see through it, move through spaces it occupies, and is Immune to its attacks.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The damage die of the Cone Attack, Line Attack, or Single Attack options increase in size to a d12.


3AP. The damage die of the Cone Attack, Line Attack, or Single Attack options increase in size to a d12.

You may choose the following option instead of Cone Attack, Line Attack, or Single Attack:

Wave Attack. The attack takes the form of a 6m (Near) Radius Sphere, Centred on the Illusory Monstrosity. Each entity, bar the monstrosity, within the Sphere must make an Intuition Test.

On a failed Test, the entity takes 6d12 damage of any single Damage Type you choose.

On a successful Test, they take half as much damage.



Illusory Script

1st Circle Illusion [Ritual]


Casting Time: 15 Minutes

Range: Touch

Components: S, M (A lead-based ink worth at least 10GP, which the spell Consumes)

Duration: 10 Days

Empower TG: 13


You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the Duration.

To you and any entities you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text.

To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible, even to those using the Comprehend Languages spell/power. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and Language, though the Language must be one you know.

Should the spell be Dispelled, the original script and the illusion both disappear.

An entity with Truesight can read the hidden message.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can choose the Duration of the message when you cast the spell, setting it between 1 Minute and 30 Days.


1 Hour. You can choose when you or a chosen entity sees the script for an image or series of images and/or sound up to 1 Minute in length to appear, to onlookers you did not select when casting this spell, no sound or image is shown even when playing for you.

You can choose the Duration of the message when you cast the spell, setting it between 1 Minute and 30 Days.



Impairment

2nd Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Encounter/Scene

Empower TG: 14


You channel magic of decay to impair a foe. When you cast this spell choose either Hearing, Sight, Smell, Spiritsight, Touch, Taste, or Tremorsense. The Target must make an Endurance Test.

On failed Test, the Target gains the Impaired (chosen sense) condition for the Duration.


At Higher Circles. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target one additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose two senses of the Target to be affected by the Impaired condition.


3AP. The Duration of the spell increases to 1 Hour. You can choose three senses of the Target to be affected by the Impaired condition



Imprisonment

9th Circle Abjuration [Space]


Casting Time: 1 Minute

Target: An entity within Range

Range: 6m | Near

Components: Components: V, S, M (A vellum depiction or a carved statuette in the likeness of the Target, and a special component that varies according to the version of the spell you choose worth at least 500GP per Hit Die of the Target)

Duration: Until Dispelled

Empower TG: 25


You create a magical restraint to hold a target. The Target must make a Determination Test.

On a failed Test, the Target becomes bound by this spell see below.

On a successful Test, they become Immune to this spell if you cast it again.

While affected by this spell, the Target doesn't need to breathe, eat, or drink, and they do not age. Divination spells, powers, and rites can't locate or perceive the Target.

When you cast the spell, you choose one of the following forms of imprisonment.


Burial. The Target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the Target. Nothing can pass through the sphere, nor can any entity teleport or use cross Realm travel to get into or out of it.

The special Material Component for this version of the spell is a small mythril orb.


Chaining. Heavy chains, firmly rooted in the ground, hold the Target in place. The Target is Restrained until the spell ends, and they can't move or be moved by any means until then.

The special Material Component for this version of the spell is a fine chain of precious metal.


Hedged Prison. The spell transports the Target into a tiny demiplane that is warded against teleportation and Realm based travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

The special Material Component for this version of the spell is a miniature representation of the prison made from jade.


Minimus Containment. The Target shrinks to a height of 2.5cm and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the Target to see out and other entities to see in), but nothing else can pass through, even by means of teleportation or cross Realm travel. The gemstone can't be cut or broken while the spell remains in effect.

The special Material Component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.


Slumber. The Target falls asleep and can't be awoken. The special Material Component for this version of the spell consists of rare soporific herbs.


Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the Target. The condition can be as specific or as elaborate as you choose, but the GG must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on an entity’s name, identity, or Eternal but otherwise must be based on observable actions or qualities and not based on intangibles such as Level, Class, or HP.

A Dispel Magic spell can end the spell only if it is cast as a 9th-Circle spell, Targeting either the prison or the special Material Component used to create it.

You can use a particular special Material Component to create only one prison at a time. If you cast the spell again using the same Component, the Target of the first casting is immediately freed from their binding.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The Range increases to 12m (At Range).


15 Minutes. The Range increases to 24m (At Range), and the Material Component costs 100GP per Hit Die of the Target.


1 Hour. The Range increases to 50m (Far), and the Material Component costs 50GP per Hit Die of the Target.

If the Target succeeds the Determination Test against this spell, they do not become Immune to further castings of this spell.



Incendiary Cloud

8th Circle Conjuration [Fire]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A pinch of volcanic ash, or debris from the Realms of Fire)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


A swirling cloud of smoke shot through with white-hot embers appears. The cloud fills in the AoE, spreads around corners, and is Heavily Obscured.

When the cloud appears, each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 14d8 Fire damage.

On a successful Test, they take half as much damage.

An entity takes the above damage when they enter the AoE for the first time on a Turn or if they end their Turn there.

The Target moves 2m directly away from you at the start of each of your Turns.

The spell ends early if a wind of moderate or greater speed (at least 16km/hr per hour) disperses it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target reduces the distance it moves away from you by 0m, 1m, or 2m (chosen by you at the start of your Turn).


3AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on Target. Entities within the AoE cannot breathe unless they have the ability to breathe in heavy smoke such as with the Fire Breathing spell.

The Target reduces the distance it moves by 0m, 1m, or 2m (chosen by you at the start of your Turn), and it does not have to move away from you.



Incite Rage

2nd Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V, S

Duration: 1 Round

Empower TG: 14


You cause a target’s bloodlust to overcome their sense of preservation. The Target must make an Intuition Test.

On a failed Test, until the end of your next Turn, the Target becomes Charmed by you.

Whilst Charmed this way, they can’t willingly move unless their movement brings them closer to the nearest entity, other than you, that they can see. They cannot spend RP and may only spend AP to make melee attack against the closest entity, other than you, if multiple Targets are equally close you choose who is attacked. If no Targets are within Range, they attack themselves, though halving the damage dealt.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, this spell increases its Duration by 1 Round for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to two entities within Range.

On a failed Test, the Target also may not speak for the Duration.


3AP. The Target becomes Up to three entities within Range.

On a failed Test, the Target also may not speak, has Advantage on all Attack Rolls, all Attack Rolls made against them are made with Advantage, and they become able to make Opportunity Attacks, you choose when the Target may use their RP to make Opportunity Attacks when they Trigger, otherwise the Target may still not use their RP for any reactions.



Inflict Paradox

5th Circle Evocation [Time]


Casting Time: 2AP

Target: An point within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 17


You channel your magic to create an unstable paradox that the laws of reality will act to remove. The explosion of reality spreads around corners. Each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 8d8 Entropic damage.

On a successful Test, they take half as much damage.

This damage ignores Damage Reduction and Resistance to Entropic damage.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the entity gains the Mild Scar Concept “Pardoxical Wound” until the end of your next Turn.

If they failed the Test by 5 or more, the Scar Concept instead is a Moderate Scar Concept.


3AP. The damage of this spell ignores Immunity to Entropic damage.

On a failed Test, the entity gains the Moderate Scar Concept “Pardoxical Wound”. For the Duration of the Encounter/Scene, if at the end of your Turn the entity that failed the Test has a Scar Concept called “Paradoxical Wound” they lose the Concept, whereas, if at the end of your Turn the entity that failed the Test does not have a Scar Concept called “Paradoxical Wound” they gain the Concept one severity higher than the previously time had it (If it was a Severe Scar Concept it instead becomes a Mild Scar Concept).

If they failed the Test by 5 or more, the damage is doubled and the Scar Concept initially gained instead is a Severe Scar Concept.



Inflict Wounds

1st Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S

Duration: Instantaneous

Empower TG: 13


A channel power from the Realms of Decay into your touch. Make a melee Spell Attack against the Target.

On a hit, the Target takes 4d10 Necrotic damage.

If this would reduce a non-Construct entity to 0HP, all organic material is stripped from the bones in a blast of necrotic energy.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d10 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range), and the spell gains an AoE 3m (Near) Radius Sphere, Centred on Target. The Attack Roll is made against the HT of each entity within the AoE.



Insect Plague

5th Circle Conjuration


Casting Time: 2AP

Target: A point within Range

Range: 60m | Far

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A few grains of sugar, some kernels of grain, and a smear of fat)

Duration: Concentration, up to 10 Minutes

Empower TG: 17


Swarming, biting locusts fill an area of your choosing. For the Duration, the AoE is Lightly Obscured and Difficult Terrain, and spreads around corners. When the spell is cast, each entity within the AoE must make an Endurance Test, entities with the Flora Entity Type make the Test with Disadvantage.

On a failed Test, the entity takes 4d10 Piercing damage.

On a successful Test, they take half as much damage.

An entity must also make this Test when they enter the AoE for the first time on a Turn or end their Turn there.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 1d10 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on Target.


3AP. The AoE increases to a 6m (Near) Radius Sphere, Centred on Target.

At the start of each of your Turns, you can move the Target by up to 3m (Near). All plants in the AoE are devoured leaving only barren ground and corpses are stripped of flesh such that only bones remain.

On a failed Test, the entity gains two Degrees of the Poisoned condition, and the Damage is doubled for entities with the Flora Entity Type.

If they failed the Test by 5 or more, they gain an additional Degree of the Poisoned condition.



Insightful Resuscitation

6th Circle Restoration


Casting Time: 1RP

Trigger: A Target gains the Bloodied or Desperation conditions

Target: An entity, bar Constructs, Undead, and entities that have been Targets during the current Encounter/Scene, within Range

Range: 6m | Near

Components: V, S, M (Cuttings of bloodwort)

Duration: Instantaneous

Empower TG: 18


You channel your magic to keep an ally in the fight. The Target regains HP equal to 8d10 + your Spellcasting Trait.

You roll double the number of d10s if the Target gained the Desperation condition.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the HP restored increases by 2d10 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 12m (At Range).


2RP. The Range increases to 18m (At Range). This spell can Target Constructs, and should any two or more dice roll the same result the Target gains that much BP. If you two or more of the dice rolled their maximum value, the Target gains twice as much BP and becomes Inspired.



Investiture of the Spirit

3rd Circle Conjuration


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You summon forth a Spirit from the Realm of Dreams or a soul from the Realm of Death, allowing them temporary abode within your body. Granting in exchange of experiencing the world of mortals for a moment, benefits in battle. For the Duration, your AoC becomes Difficult Terrain for hostile entities, and your first melee Weapon Attack, Unnamed Strike, or Cantrip that Targets and hits an entity within your AoC each Turn, deals an additional 1d8 Necrotic, Psychic, or Radiant damage (chosen when you cast the spell).

Depending on the Damage Type chosen, the Target takes an additional effect when dealt damage by this spell until the start of your next Turn:

  • Necrotic. The Target gains one Degree of the Slowed condition.
  • Psychic. The Target gains one Degree of the Frightened condition.
  • Radiant. The Target cannot recover HP.

At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for every Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell gains an AoE (AoC + 1m) Radius Sphere Centred on you. The AoE becomes Difficult Terrain instead of your AoC.


2AP. The spell gains an AoE (AoC + 2m) Radius Sphere Centred on you, and the Duration increases to Concentration, up to 10 Minutes. The AoE becomes Difficult Terrain instead of your AoC.


3AP. The spell gains an AoE (AoC + 2m) Radius Sphere Centred on you, and the Duration becomes 1 Hour. You can choose two Damage Types when casting the spell, with the additional damage dealt being a combination of both Damage Types, and the AoE becomes Difficult Terrain instead of your AoC.

For the Duration, your Reach increases by 1m.

The number of Degrees applied by the spell are increased by one Degree, and the Radiant damage option on a hit also applies the Impaired (Sight) condition until the start of your next Turn.



Invisibility

2nd Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A small glass prism)

Duration: Concentration, up to 1 Hour

Empower TG: 14


You channel your magic to bending light around a target hiding them from sight. For the Duration, the Target becomes Invisible. Anything the Target is wearing or carrying is Invisible as long as it is on the Target's person.

The spell ends early for a Target that attacks, casts a spell, or manifests a psionic power.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Day.


3AP. The Duration increases to 1 Day. The Target can end the Invisibility on themself with an action (1AP).

Whilst Invisible, the Target leaves behind no tracks, ignores the Clanking Armour Property and makes no noise with their equipment worn or carried as part of moving, and count as one Size Category smaller for determining your ability to squeeze through spaces or move through occupied spaces.



J

Jump

1st Circle Transmutation


Casting Time: 1AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A grasshopper's hind leg)

Duration: 1 Hour

Empower TG: 13


You channel your magic to enhance a target’s leg making them more elastic. The Target may use the Movement action, to jump a distance equal to 1.5 times their Walking speed instead of the actions normal effect.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you may Target an additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. For the Duration, the Movement action only increases its AP cost by 1 AP for each use after the first on a Turn, so long as you Jumped using this spell for the Movement.


2AP. For the Duration, the Movement action only increases its AP cost by 1 AP for each use after the first on a Turn, so long as you Jumped using this spell for the Movement. The Jumping distance increases to 2 times your Walking speed.


3AP. The Duration increases to 1 Day. For the Duration, the Movement action only increases its AP cost by 1 AP for each use after the first on a Turn. The Jumping distance increases to 3 times your Walking speed.



K

Keen Edge

Transmutation Cantrip [Metal]


Casting Time: 1AP

Range: Touch

Components: V, S, M (A Whetstone and a melee Weapon made of metal)

Duration: An Encounter/Scene


The metal of a melee Weapon you are holding is imbued with magical power. For the Duration, you can use your Spellcasting Trait instead of Physique for the Attack and Damage Rolls of melee attacks using that Weapon, and the Weapon's damage die becomes a d8. The Weapon also becomes magical if it isn't already, and you may choose for the Weapon to deal Vorpal damage instead of its normal Damage Type.

The spell ends if you cast it again or if you let go of the Weapon.


At Higher Levels. This spell deals additional Vorpal damage as part of the Damage Roll when your Character Level reaches 5th Level (1d10), 11th Level (1d12), and 17th Level (2d6).



Knock

2nd Circle Transmutation


Casting Time: 2AP

Target: A door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access within Range

Range: 12m | At Range

Components: V

Duration: Instantaneous

Empower TG: 14


A Target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the Target has multiple locks, only one of them is unlocked.

If you choose a Target that is held shut with Arcane Lock spell, that spell is Suppressed for 10 Minutes, during which time the Target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 60m (Far), emanates from the Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Arcane Lock spell or any other magical effect to lock, Restrain, or bar is Suppressed for 15 Minutes.


3AP. The Arcane Lock spell or any other magical effect to lock, Restrain, stick, or bar is Suppressed for a length of time you choose between 1 Minute and 1 Hour.

The knock sound is not emitted.



L

Legend Lore

5th Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (Incense worth at least 250GP, which the spell Consumes, and four ivory strips worth at least 50GP each)

Duration: Instantaneous

Empower TG: 17


Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of the Stonefather, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.".


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Should any lore present refer to major events the subject was part of you gain visions of these events.


1 Hour. The GP cost of the Incense required is reduced to 100GP. The lore you receive can be larger than a brief summary. Should any lore present refer to major events the subject was part of you gain visions of these events.



Lesser Restoration

2nd Circle Restoration [Wood]


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (Cuttings of wild thyme)

Duration: Instantaneous

Empower TG: 14


You channel magic of the Realm of Life into restoring the bodies of your allies. You can end either one Disease, a Mild Scar Concept, or one condition afflicting the Target.

If the condition has Degrees, this spell instead reduces the number of Degrees of that condition by 1.

The condition can be Burned, Dazed, Delay, Frightened, Frozen, Impaired, Paralysed, Poisoned, or Slowed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose two options for this spell to effect (this can be two separate instances of the same option like a Disease or condition).


3AP. The Range becomes 6m (Near). You can choose three options for this spell to effect (this can be up to three separate instances of the same option like a Disease or condition).

Should this spell affect a condition that has Degrees, the spell instead reduces the number of Degrees of that condition by 2.



Levitate

2nd Circle Transmutation [Space]


Casting Time: 2AP

Target: A willing entity or an object, no more than one Size Category larger than you, within Range

Range: 12m | At Range

Components: V, S, M (A small leather loop)

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You grant your allies the ability to defy gravity. For the Duration, the Target rises vertically, up to 4m (Near), and remains suspended there. If the Target has a Flying speed, they can ignore the effects of this spell.

The Target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows them to move as if they were climbing, or by using magic to create a motive force such as via the Gust of Wind spell.

You can change the Target's altitude by up to 4m (Near) in either direction on your Turn as an action (2AP), the Target cannot be moved out of Range. If you are the Target, you can move up or down as part of your Movement action.

When the spell ends, the Target floats gently to the ground if they are still aloft.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you may Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The action to move the Target reduces its AP cost to 1AP, when you use this action, you can move the Target up to 1m horizontally. If you are the Target, when you use the Movement action, you can move yourself horizontally up to 1m (Melee).


3AP. The Duration becomes 10 Minutes. The action to move the Target reduces its AP cost to 1AP, when you use this action, you can move the Target up to 2m (Near) horizontally. If you are the Target, when you use the Movement action, you can move yourself horizontally up to 2m (Near).



Lift

1st Circle Evocation [Space]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: 1 Round

Empower TG: 13


You channel your magic into altering the gravitational field for your opponent. The Target must make a Physique Test.

On a failed Test, the Target is lifted 1d6 metres into the air, their speed is reduced to 0 and they cannot cast spells or manifest psionic powers as they struggle to maintain position while floating in the air.

If the Target has a Flying speed, they can ignore the effects of this spell.

This spell ends at the start of your next Turn, at which point they fall as normal.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, this spell can Target an additional entity for each Slot Circle above 1st. The additional Targets must be within 6m (Near) of the original Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the Target gains a Lift Penalty to Weapon Attacks, Unarmed Strikes, and both Ranges of Ranged Weapons, equal to the number of metres they are lifted into the air.


3AP. The Duration becomes 1 Encounter/Scene. On a failed Test, the Target gains a Lift Penalty to Weapon Attacks, Unarmed Strikes, and both Ranges of Ranged Weapons, equal to the number of metres they are lifted into the air.



Light

Evocation Cantrip


Casting Time: 2AP

Target: An object that is no larger than 2m in any direction within Range

Range: Touch

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, M (A firefly or phosphorescent moss)

Duration: 1 Hour


For the Duration, the AoE becomes a Well Lit area and a further equivalent distance becomes a Dimly Lit area. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action (1AP).

If you Target an object held or worn by a hostile entity, they must succeed on an Agility Test to avoid the spell.



Light Blade

2nd Circle Evocation


Casting Time: 1AP

Range: Self

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You evoke a blade of pure light in your free hand. The blade is similar in size and shape to a Longsword or a Mace, and it lasts for the Duration. The blade is considered to have the Light, Shield Blade, Martial Arts, and Versatile (Xd8) Weapon Properties and can be targeted by effects and abilities that would affect a Weapon from the Club or Sword Weapon Group. If you let go of the blade, it disappears, but you can evoke the blade again as an action (1AP).

When making an attack with this blade, you make a melee Spell Attack Roll.

On a hit, the Target takes 3d6 + your Spellcasting Trait Radiant damage.

The radiant blade sheds light creating a Well-Lit area in a 3m (Melee) Radius and Dimly Lit area for an additional 3m (Near).


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d6 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 1 Hour. The Weapon’s Versatile Weapon Property becomes Versatile (Xd10).


2AP. The Duration increases to Concentration, up to 1 Day. The Weapon’s Versatile Weapon Property becomes Versatile (Xd12), and it gains the Sweep Weapon Focus Property which you may use even if a Longsword/Mace is not your Active Weapon Focus.

When you hit an entity with this Weapon, until the start of your next Turn each allied entity whilst they are within the Well-Lit area of this Weapon has Advantage on Attack Rolls against that Target.


3AP. The Duration increases to 1 Day. The Weapon’s Versatile Weapon Property becomes Versatile (2Xd6), and it gains the Sweep Weapon Focus Property which you may use even if a Longsword/Mace is not your Active Weapon Focus.

You can make two attacks with this weapon when using the Attack action with this Weapon.

When you hit an entity with this Weapon, until the start of your next Turn each allied entity whilst they are within the Well-Lit area of this Weapon has Advantage on Attack Rolls against that Target.



Lightning Bolt

3rd Circle Evocation [Air]


Casting Time: 2AP

Range: Self

AoE: 20m x 1m Line, Emanating from You (One Stroke) | 10m x 1m Line, Emanating from You (Two Strokes)

Components: V, S, M (A bit of fur and a rod of amber, crystal, or glass)

Duration: Instantaneous

Empower TG: 15


You call upon the power of air in its most destructive form. You can choose to fire one or two strokes of lighting in directions you choose. Each entity within the AoE must make an Agility Test, an entity wearing metallic Armour Pieces or Wielding a metallic Shield has Disadvantage on this Test.

On a failed Test, the entity takes 5d6 Lightning damage.

On a successful Test, they take half as much damage.

The lightning ignites flammable objects in the area that aren't being worn or carried.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 2d6 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE becomes 30m/20m (One Stroke/Two Stroke) x 2m Line, Emanating from You.


3AP. The AoE becomes 40m/30m (One Stroke/Two Stroke) x 2m Line, Emanating from You.

If a stroke hits a sold structure such as a wall the spell rebounds, randomly determine a direction of the rebounded stroke using half its remaining length to determine the remaining AoE.



Lightning Dance

Evocation Cantrip [Air]


Casting Time: 2AP

Range: Self

AoE: 1m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: Instantaneous


Lighting dances out around you as you kick out towards your foes. All entities within the AoE must make an Agility Test, an entity wearing metallic Armour Pieces or Wielding a metallic Shield has Disadvantage on this Test.

On a failed Test, the entity takes 1d6 Lightning damage.

If they fail the Test by 5 or more, they gain one Degree of the Dazed condition until the start of your next Turn.


At Higher Levels. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Locate Animals or Plants

2nd Circle Divination [Ritual]


Casting Time: 15 Minutes

Target: A specific kind of Animal or Flora you can name or describe

Range: Self

Components: V, S, M (A bit of fur from a bloodhound)

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You channel magic to divine the location of nearby animals or plants you seek. For the Duration, as you concentrate on the voice of nature in your surroundings, you learn the direction and distance to the closest Target that matches your description within 8km, if any are present. If the Target is moving, you know the direction of its movement.

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt directly between you and the Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to Concentration, up to 1 Hour.


1 Hour. The Duration increases to Concentration, up to 1 Day. It takes twice as thick material to block this spell.



Locate Individual

4th Circle Divination


Casting Time: 2AP

Target: A specific entity you can name or describe that is familiar to you

Range: Self

Components: V, S, M (A bit of fur from a bloodhound)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You channel you magic to divine the location of a specific entity nearby. For the Duration, you sense the direction to the Target’s location, as long as they are within 300m of you. If the Target is moving, you know the direction of its movement.

The spell can locate a specific Target known to you, as long as you have seen it up close (within 6m) at least once. Alternatively, the spell can locate the nearest entity of a particular kind, such as a human or a unicorn. If the Target you described or named is in a different form, such as being under the effects of a Polymorph spell, this spell doesn't locate the entity.

This spell can't locate an entity if running water at least 2m wide blocks a direct path between you and the Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 8 Hours. The distance the spell can track the Target increases to 600m.


3AP. The Duration increases to Concentration, up to 1 Day. The distance the spell can track the Target increases to 1km.



Locate Objects

2nd Circle Divination


Casting Time: 2AP

Target: A specific object you can name or describe that is familiar to you

Range: Self

Components: V, S, M (A dousing rod)

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You channel you magic to divine the location of a specific object nearby. For the Duration, you sense the direction to the Target's location, as long as it is within 300m of you. If the Target is in motion, you know the direction of its movement.

The spell can locate a specific Target known to you, as long as you have seen it up close (within 6m) at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewellery, furniture, tool, or Weapon.

The spell can penetrate most barriers, but it is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt directly between you and the Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 8 Hours. The distance the spell can track the Target increases to 600m.


3AP. The Duration increases to Concentration, up to 1 Day. The distance the spell can track the Target increases to 1km. It takes twice as thick material to block this spell.



Longstrider

1st Circle Transmutation


Casting Time: 1AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A pinch of dirt)

Duration: 1 Hour

Empower TG: 13


You channel your magic to enhance a target’s body improving their speed. For the Duration, the Target’s speed increases by 3m.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you may Target an additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. For the Duration, the Movement action only increases its AP cost by 1 AP for each use after the first on a Turn.


2AP. The Duration increases to 8 Hours. For the Duration, the Target gains a Climbing speed equal to their Walking speed, and their Movement action only increases its AP cost by 1 AP for each use after the first on a Turn.

When the Target uses the Disengage action, they can move up to half their Movement speed rather than a quarter.


3AP. The Duration increases to 1 Day. For the Duration, the Target gains a Climbing speed equal to their Walking speed, and their Movement action only increases its AP cost by 1 AP for each use after the first on a Turn.

When the Target uses the Disengage action, they can move up to their full Movement speed rather than a quarter.



M

Mage Armour

1st Circle Protection


Casting Time: 2AP

Target: A willing entity within Range, that is not wearing any Armour Pieces

Range: Touch

Components: V, S, M (A piece of cured leather)

Duration: 8 Hours

Empower TG: 13


You create a magical barrier of force around you or an ally. For the Duration, the Target's base HT becomes 13 + their Agility.

The spell ends early if the Target dons Armour Pieces or if you dismiss the spell as an action (1AP).


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the Target gains a +1 Magic Bonus to Trait Tests made to resist, avoid, or end harmful effects.

When you cast this spell using a Spell Slot of 4th Circle or higher, the base HT from this spell becomes 14 + their Agility, and the Target gains a +1 Magic Bonus to Trait Tests made to resist, avoid, or end harmful effects.

When you cast this spell using a Spell Slot of 6th Circle or higher, the base HT from this spell becomes 15 + their Agility, and the Target gains a +2 Magic Bonus to Trait Tests made to resist, avoid, or end harmful effects.

When you cast this spell using a Spell Slot of 9th Circle or higher, the base HT from this spell becomes 16 + their Agility, and the Target gains a +3 Magic Bonus to Trait Tests made to resist, avoid, or end harmful effects.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day. You can use your Spellcasting Trait rather than the Target’s Agility for the HT calculation.

If the Target is only Wielding Spallcasting Foci, bar Weapons or Shields, they gain a Shield Bonus equal to the Item/Magic Bonus (whichever is greater, minimum of +1) of the Spellcasting Foci for the Duration of the spell.



Mage Hand

Conjuration Cantrip


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

Components: V, S

Duration: An Encounter/Scene


A spectral, floating hand appears at the Target. The hand lasts for the Duration or until you dismiss it as an action (1AP). The hand vanishes if it is ever leaves your Range or if you cast this spell again.

You can use your action (2AP) to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow, or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate Magic Items, or carry more than 4.5kg.

You may also perform Skill Rolls using the hand for more fine detail actions such as for picking a lock, this uses a Spellcasting Trait (Focus) Test, instead of the normal Test.

You can move the hand up to 6m each time you use the action.



Mage’s Mark

2nd Circle Divination


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: S

Duration: Concentration, up to 6 Hours

Empower TG: 14


You use you magic to create a psychic mark on a target. The Target must make an Intuition Test.

On a failed Test, the Target takes 3d8 Psychic damage and gains the Marked [your Character’s name] condition.

On a successful Test, the Target takes half as much damage.

While Marked for the Duration of the spell, you also always know the Target’s location in relation to your own, so long as you are in the same Realm. The Target cannot Hide from you, nor can they gain the benefit of the Invisible condition against you.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 12m (At Range), and the Duration increases to Concentration, up to 1 Day.

You have Advantage on Spell Attack Rolls against the Marked Target, and the Marked Target has Disadvantage on Trait Tests to resist, avoid, or end your spells.



Magic Circle

3rd Circle Protection [Ritual]


Casting Time: 1 Minute

Target: A point on the ground within Range

Range: 3m | Near

AoE: 2m Radius, 4m High Cylinder, Centred on Target

Components: V. S, M (Holy water or powdered silver and iron worth at least 100GP, which the spell Consumes)

Duration: 1 Hour

Empower TG: 15


You use you magic to draw an arcane circle around a point of your choosing. Glowing runes appear wherever the AoE intersects with the floor or other surface.

Choose one or more of the following Entity Types: Demi-Eternals, Dreamed, Fae, Masked, Primordial, or Undead. The circle affects an entity of the chosen type in the following ways:

  • The entity can’t willingly enter the AoE by nonmagical means. If the entity tries to use teleportation or interplanar travel to do so, it must first succeed on a Determination Test.
  • The entity has Disadvantage on Attack Rolls against entities within the AoE.
  • Entities within the AoE can’t be Charmed, Frightened, Possessed, or Terrorised by the entity.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing an entity of the specified type from leaving the AoE and protecting entities outside it.

At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the Duration increases by 1 Hour for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The AoE increases to a 3m Radius, 6m High Cylinder, Centred on Target.


15 Minutes. The Range increases to 6m (Near), and the AoE increases to a 4m Radius, 8m High Cylinder, Centred on Target.

The following effect is added to the Circle’s effects.

  • Entities within the AoE have Advantage on Trait Tests to resist, avoid, or end the effects from the Entity.

1 Hour. The Range increases to 12m (At Range), and the AoE increases to a 6m Radius, 10m High Cylinder, Centred on Target.

You can choose one or more of any Entity Types to be affected by this spell.

The following effect is added to the Circle’s effects.

  • Entities within the AoE have Advantage on Trait Tests to resist, avoid, or end the effects from the Entity, and gain Resistance to all damage from the Entity.


Magic Jar

6th Circle Necromancy


Casting Time: 1 Minute

Range: Self

Components: V, S, M (A gem, crystal, reliquary, or some other ornamental container worth at least 500GP)

Duration: Until Dispelled

Empower TG: 18


Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material Component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action (0AP) you can take is to end the spell returning your soul to your living body, or to project your soul up to 20m (At Range) out of the container attempting to possess a non-Outsider's body.

You can attempt to possess any non-Outsider within 20m (At Range) of you that you can see (Targets warded by a Protection from Other Realms or Magic Circle spell can't be Possessed). The chosen entity must make a Determination Test, this is made with Advantage if they do not share any Entity Types with you.

On a failed Test, your soul moves into the entity's body, and their soul becomes trapped in the container.

On a successful Test, the entity resists your efforts to Possess them, and you can't attempt to Possess them again for 1 Day.

Once you Possess another’s body, you control it. Your game statistics are replaced by the statistics of the new form, though you retain your mental Traits. You retain the benefit of your own Class Features. If the entity has any Class Levels, you can't use any of their Class Features. If the body had the ability to cast spells, manifest psionic powers, change shape, or alter their form you do not gain access to these Features.

Meanwhile, the Possessed entity’s soul can perceive from the container using their own senses, but it can't move or take actions at all.

If the container breaks, the body you are Possessing is reduced to 0HP, another entity Possesses the body you are Possessing, or you use an action (0AP) to end the spell, the spell immediately ends. When the spell ends, your soul is immediately returned to your body, and if you are Possessing a body the soul is returned from the container to their original body so long as it is within 1km. Should either body be dead or out of range when the appropriate soul attempts to return to it that entity dies.

When the spell ends, the container breaks.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. Your body is perfectly preserved for the Duration of the spell.


15 Minutes. If the container breaks but you Possessing the body are more than 1km away the spell does not end for you, and the other soul dies. Your body is perfectly preserved whilst the container is not broken.


1 Hour. The GP cost of the Material Component is reduced to 100GP.

If the container breaks but you Possessing the body are more than 1km away the spell does not end for you, and the other soul dies. Your body is perfectly preserved whilst the container is not broken.



Magic Missile

1st Circle Evocation


Casting Time: 2AP

Target: A number of entities/objects within Range that you can draw a physical unobstructed path to, up to the number of darts created (entities/objects can be Targeted multiple times)

Range: 24m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 13


You create three glowing darts of magical force. Each Target is hit simultaneously by a dart.

Each dart deals 1d4 + 1 Force damage to its Target.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the spell creates one more dart for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (At Range).


3AP. So long as you still draw a physical unobstructed path to the chosen Target, you can Target entities/objects you cannot see but can name, and the Range increases to 30m (At Range).

When an entity is hit by one or more darts, they must make a Physique Test, with a Magic Penalty to the Test equal to the number of darts that hit the Target - 1.

On a failed Test, the Target is knocked Prone.



Magic Mouth

2nd Circle Illusion [Ritual]


Casting Time: 15 Minutes

Target: An object within Range, that isn’t being worn or carried by an entity

Range: 6m | Near

Components: V, S, M (A small bit of honeycomb, and jade dust worth at least 10GP, which the spell Consumes)

Duration: Until Dispelled

Empower TG: 14


You implant a message within an object that is uttered when a trigger condition is met. As part of casting this spell speak the message, which must be 25 words or less, and determine the circumstance that will Trigger the spell to deliver your message.

Once cast for the Duration, when that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume and tempo you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the Trigger occurs.

The Triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 6m (Near) of the object. For example, you could instruct the mouth to speak when any entity moves within 6m (Near) of the object or when a silver bell rings within 6m (Near) of it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The message can be up to 50 words in length.


1 Hour. The jade dust is not Consumed by the spell. The message can be any number of words, though cannot take longer than 15 Minutes to recite.



Magic Weapon

2nd Circle Transmutation


Casting Time: 1AP

Target: A Weapon within Range

Range: Touch

Components: V, S

Duration: 1 Hour

Empower TG: 14


You infuse a Weapon with magical potential. For the Duration, or you cast this spell again, the Target if it does not have a Magic Bonus, becomes a Magic Weapon with a +1 Magic Bonus to Attack and Damage Rolls.

If the Target already had a Magic Bonus increase its Magic Bonus by 1 (to a maximum of +3).


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the +1 instead becomes +2.

When you use a Spell Slot of 6th Circle or higher, the +1 instead becomes +3 and the maximum Magic Bonus increases to a +4.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to 8 Hours.


2AP. The Target becomes Up to two Weapons within Range, and the Duration increases to 8 Hours.


3AP. The Target becomes Up to three Weapons within Range, and the Duration increases to 1 Day.

For the Duration, you can choose a Damage Type, bar Cosmic or Entropic damage, you can choose to replace the Weapon’s Damage Type with the chosen Damage Type.



Magnificent Mansion

7th Circle Conjuration [Space]


Casting Time: 1 Minute

Target: A point within Range

Range: 60m | Far

Components: V, S, M (A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each Item worth at least 5GP)

Duration: 1 Day

Empower TG: 19


You conjure an extradimensional dwelling. The A magical entrance appears at the Target point for the Duration, it shimmers faintly and is 1m wide and 2m tall. You and any entity you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 6m (Near) of it. While closed, the portal is Invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 500 cubes, each cube being 2m on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another entity.

Thus, the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any entities or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

If you cast this spell again whilst a portal is present the previous portal disappears, with all entities and objects expelled from it and a new portal appears at the new Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The Duration increases to 3 Days.


15 Minutes. The Duration increases to 1 Week. You can make the space with 750 cubes.


1 Hour. The Duration increases to 1 Month. The portal can be up to 3m wide and 5m tall (chosen when you cast the spell), and you can make the space with 1000 cubes.



Major Image

3rd Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 4m (Near) Cube, Centred on Target

Components: V, S, M (A bit of fleece)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


You create the image of an object, an entity, or some other visible phenomenon that is no larger than the AoE. For the Duration, the image appears within the AoE, it seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal Thunder damage or deafen another, or a smell that might sicken.

As long as you are within range of the illusion, you can use your action (1AP) to cause the AoE and with it the image to move to a new Target. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of an entity and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. An entity that uses their action to examine the image can determine that it is an illusion with a successful Investigation or Perception Skill Roll against your Spell TG. If an entity discerns the illusion for what it is, they can see through the image, and its other sensory qualities become faint to them.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the Duration becomes Until Dispelled, without requiring your Concentration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 6m (Near) Cube, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.


3AP. The AoE increases to a 8m (At Range) Cube, Centred on Target, and the Duration increases to 1 Day.

You can cause the illusion to move around the space of the AoE, have it alter its sounds and smells, with certain timings without requiring an action, set during its casting. This preset set of actions can last up to 5 Minutes but can be changed whenever you use the action to move the AoE and alter what it is.



Major Restoration

8th Circle Restoration [Wood]


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (Diamond dust worth at least 500GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 20


You channel magic of the Realm of Life into restoring the bodies of your allies. You can end either one Disease, a Mild, Moderate, or Severe Scar Concept, or one condition afflicting the Target. If the condition has Degrees, this spell instead reduces the number of Degrees of that condition by 5.

The condition can be any condition other than the Bloodied, Desperation, Dying, and Wounded conditions.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose two options for this spell to effect (this can be two separate instances of the same option like a Disease or condition).


3AP. The Range becomes 6m (Near). You can choose three options for this spell to effect (this can be up to three separate instances of the same option like a Disease or condition).

Should this spell affect a condition that has Degrees, the spell instead removes all Degrees of the condition.



Mass Cure Wounds

5th Circle Restoration [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S, M (Cuttings of lady’s mantle)

Duration: Instantaneous

Empower TG: 17


You channel energies of the Realm of Life into nearby targets, healing any wound closed. Choose up to six entities within the AoE. Each chosen entity regains HP equal to 5d8 + your Spellcasting Trait.

This spell has no effect on Undead or Constructs.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the healing increases by 1d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range). You can choose any number of entities within the AoE to recover HP. This spell affects Constructs.

All dice are treated as rolling their maximum amount to determine HP restored.



Mass Heal

9th Circle Restoration [Wood]


Casting Time: 2AP

Target: Any number of enities within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 25


A flood of healing energy flows from you into injured entities around you. You restore up to 700 HP, divided as you choose among the Targets.

Entities healed by this spell are also cured of all Diseases and any effect making them Impaired, or Silenced.

This spell has no effect on Undead or Constructs.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range). This spell affects Constructs and Targets healed by this spell also removes any Mild and Moderate Scar Concepts they may have.



Mass Mirror Image

8th Circle Illusion


Casting Time: 2AP

Target: Up to six willing entities within Range

Range: 6m | Near

Components: V, S, M (A hand mirror)

Duration: 1 Encounter/Scene

Empower TG: 20


You summon illusionary duplicates to protect yourself and allies. Three illusory duplicates of each Target appear in their space. For the Duration, the duplicates move with the Target and mimic their actions, shifting position so it's impossible to track which image is real. You can use your action (1AP) to dismiss the illusory duplicates.

Each time an entity Targets an affected Target with remaining duplicates, with an attack, the Target of the attack with their duplicates rolls a number of d6s equal to the number of remaining duplicates they have.

On the roll of a 3 or more on any d6 the attack Targets one of their duplicates rather than them. A duplicate's HT equals 10 + the Target’s Agility. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It Ignores all other damage and effects. The spell for that Target ends when all three duplicates are destroyed.

An entity is unaffected by this spell if they can't see, if they rely on senses other than sight, such as Blindsight, or if they can perceive illusions as false, as with Truesight.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range). An additional duplicate is created for each Target.


3AP. The Range increases to 12m (At Range), and the Duration increases to 10 Minutes. Two additional duplicates are created for each Target.



Mass Suggestion

6th Circle Dictation


Casting Time: 2AP

Target: Up to twelve entities within Range, that can hear and understand you

Range: 12m | At Range

Components: V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration: 1 Day

Empower TG: 18


You magically influence others to follow those commands. As part of the Verbal Component suggest a course of activity (limited to a sentence or two), the suggestion must be worded in such a manner as to make the course of action sound reasonable. You cannot ask the Targets to commit an action that would lead to their harm, death, or them breaking laws that they willingly follow. Each Target must make an Intuition Test.

On a failed Test, the Target becomes Charmed by you for the Duration of the spell. Whilst Charmed this way the Target must pursue the course of action you described to the best of their ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what they were asked to do.

The spell ends early if the conditions change to cause the action to lead to the Target’s harm, death, or them breaking laws that they willingly follow.

You can also specify conditions that will trigger a special activity during the Duration. For example, you might suggest that a group of merchants attempt to sell their products to the guard they enter the street. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your allies damage the Target, the spell ends for them.


At Higher Circle. When you cast this spell using a 7th-Circle Spell Slot, the Duration is 10 Days.

When you use an 8th-Circle Spell Slot, the Duration is 1 Month.

When you use a 9th-Circle Spell Slot, the Duration is a Year and a Day.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range). The Targets do not have to understand you to be Targeted, the spell magically grants the Target understanding.



Meld Into Stone

3rd Circle Transmutation [Earth]


Casting Time: 2AP

Range: Touch

Components: V, S

Duration: 8 Hours

Empower TG: 15


You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the Duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can breathe in the stone, but you can't see what occurs outside it, and any Perception Skill Rolls you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you fall Prone in an unoccupied space closest to where you first entered.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day. As part of casting the spell you can Touch one willing entity, you both gain the benefits of this spell.


3AP. The Duration increases to 1 Day. As part of casting the spell you can Touch up to two willing entities, you both gain the benefits of this spell.

For the Duration, you and each additional entity gain Tremorsense out to 6m, and Perception Skill Rolls made using your Tremorsense are not made with Disadvantage. You and each additional entity also can leave the stone without the spell ending, allowing you to re-enter the stone as part of your movement during the Duration.



Mending

Transmutation Cantrip


Casting Time: 1 Minute

Range: Touch

Components: V, S, M (Two lodestones)

Duration: Instantaneous


This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a rusted door hinge, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 30cm in any dimension, you mend it, leaving no trace of the former damage. You can use multiple castings to repair a larger dimension of damage, repairing 30cm per casting.

This spell can also remove rust from a metallic object in a 30cm cubic area, though this cannot replace any metal lost where the rust has eroded.

If a Construct does not have a Feature that says otherwise, they recover 1d4 HP when affected by this spell.

This spell can physically repair a Magic Item or Construct, but the spell can't restore magic or life to such an object or entity.



Mental Cloud

Dictation Cantrip


Casting Time: 2AP

Range: Self

Components: V, M (A vial of squid ink)

Duration: 1 Hour


Your magic creates an invisible cloud around your mind shielding it from view. If a spell, psionic power, or other entity’s ability would try to read the value of your Knowledge, Intuition, and/or Determination, or if it would only affect you if the Trait had a certain value. These Traits are considered to be -4, though this has no mechanical effect on your ability to operate, or of your mental faculties for role playing the Character.



Mental Fortress

3rd Circle Protection


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V

Duration: Concentration, up to 1 Hour

Empower TG: 15


You create a magical barrier for you or an ally against mental assaults. The Target has Resistance to Psychic damage, as well as Advantage on Knowledge, Intuition, and Determination Tests to resist, avoid, or end negative effects.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can Target one additional entity for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range). For the Duration, the Target’s thoughts cannot be read against their will.


3AP. The Range increases to 12m (At Range), and the Duration increases to Concentration, up to 1 Day. For the Duration, The Target’s thoughts cannot be read against their will, and the Target is Immune to the Mind Lock and Sap (Knowledge/Intuition/Determination) conditions.



Message

Evocation Cantrip


Casting Time: 2AP

Target: An entity within Range

Range: 30m | Far

Components: V, S, M (A short piece of copper wire)

Duration: 1 Round


You point your finger toward a Target and whisper a message. The Target (and only the Target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the Target and know they are beyond the barrier. Magical silence, 30cm of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.



Messenger of Dreams

4th Circle Conjuration [Ritual]


Casting Time: 15 Minutes

Range: Touch

Components: V, S, M (25GP, or goods of equivalent value, which the spell Consumes)

Duration: Instantaneous

Empower TG: 16


You summon a Tiny or Small Dreamed into your hand. It is nearly transparent, Immune to all damage, and cannot interact with other entities or objects. It carries an open, empty chest capable of fitting a Tiny sized object. You can place up to one Tiny sized object and one letter in the chest. You can then name a living entity you have met and seen at least once before, with the capability to sleep and dream.

As soon as the lid of the chest is closed, the Dreamed disappears with its chest into the Realms of Dream. It will then travel via the Realms of Dreams, appearing in the dreams of the recipient when they next sleep.

The Target entity in their dream is made aware of the chest’s contents before they choose whether or not to accept it. If they accept it, then upon awakening the chest will be by their side, disappearing once the contents have been retrieved by the intended recipient. If rejected, you will find the items by your side upon you next awakening.

No other entities can open the chest and retrieve its contents.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The chest can carry one Small sized or smaller object.


1 Hour. The chest can carry one Medium sized or smaller object.

Instead of an object being delivered with a letter you can choose to place up to five letters in the chest, each of which may have a separate recipient and each letter is delivered as normal to their specific recipients.

As part of the spell’s effect, you can touch a letter and speak at the Messenger, when the recipient reads the letter an illusion of you and what you said plays with the letter, you can choose for this to only occur with the first reading or every reading.



Meteor Swarm

9th Circle Evocation [Earth, Fire, Metal]


Casting Time: 2AP

Target: Four separate points within Range

Range: 1.5km | Beyond

AoE: 10m (At Range) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 25


Blazing orbs of fire plummet to the ground, each AoE spreading around corners. Each entity within one or more AoEs must make an Agility Test, this is made with Disadvantage if they are in multiple AoEs simultaneously.

On a failed Test, the entity takes 15d6 Fire Force damage.

On a successful Test, they take half as much damage.

An entity in more than one AoE only receives the damage once.

The spell damages objects in the AoEs and ignites flammable objects that aren't being worn or carried.

Until the end of your next Turn, the ground within the AoEs become coated in meteoric debris, any entity moving through these areas treats them as Difficult Terrain and takes 1d6 Vorpal Fire damage for each metre on their Turn they move through the affected area.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 13m (At Range) Radius Sphere, Centred on Target.


3AP. The Target becomes Five points within Range, and the AoE increases to 15m (At Range) Radius Sphere, Centred on Target.



Mind Blank

8th Circle Abjuration


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A lead lined hat)

Duration: 1 Day

Empower TG: 20


For the Duration, the Target is Immune to Psychic damage, any effect that would sense their emotions or read their thoughts, Divination School Spells, Powers, and Rites, and the Charmed and Confused conditions.

The spell even foils Wish spells and spells, powers, or effects of similar power used to affect the Target's mind or to gain information about the Target.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Targets also become Immune to the Frightened and Terror conditions. It also Suppressed any condition they gain Immunity to that is currently affecting the Target.


3AP. The Target becomes Up to three willing entities within Range, and the Range becomes 6m (Near).

Targets also become Immune to the Frightened, Mind Lock, Sap (Knowledge, Intuition, and Determination), and Terror conditions. It also Suppressed any condition they gain Immunity to that is currently affecting the Target.



Minor Barrier

1st Circle Protection


Casting Time: 1AP

Range: Self

Components: V, S, M (A reptile’s scale)

Duration: 8 Hours

Empower TG: 13


You generate a small barrier to protect yourself against surprise attacks. For the Duration, you gain 1d8 + your Spellcasting Trait BP.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you gain 5 additional BP for each Spell Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. For the Duration, at the start of each of your Turns you replenish 1d4 BP to any BP remaining, this cannot bring your BP above the BP initially provided by the spell.


2AP. The Duration becomes 1 Day. For the Duration, at the start of each of your Turns you replenish 1d6 BP to any BP remaining, this cannot bring your BP above the BP initially provided by the spell.


3AP. The Duration becomes 1 Day. For the Duration, at the start of each of your Turns you replenish 1d8 BP to any BP remaining, this cannot bring your BP above the BP initially provided by the spell. If you have no BP remaining, you instead gain BP equal to half that was initially provided by the spell.



Minor Chorus of Death

6th Circle Dictation [Tonomancy]


Casting Time: 2AP

Target: Up to six entities you can either see within Range, or you know that name of but cannot see within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 18


A call upon a minor echo of one of the notes of creation centred on death to cast about the area. Each Target must make a Knowledge Test.

On a failed Test, the Target takes 12d6 Psychic damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 2d6 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to eight entities you can either see within Range, or you know that name of but cannot see within Range.


3AP. The Target becomes Up to ten entities you can either see within Range, or you know that name of but cannot see within Range.

On a failed Test, the entity also gains two Degrees of the Frightened condition.

If they failed the Test by 5 or more, they gain an additional Degree of the condition.

Whilst an entity has Degrees of the Frightened condition or the Terror condition from this spell, if they cannot see you, they are filled with paranoia and dread that something horrible is stalking them.



Minor Chorus of Determination

3rd Circle Protection [Tonomancy]


Casting Time: 2AP

Target: Up to six entities within Range

Range: 24m | At Range

Components: V

Duration: 1 Hour

Empower TG: 15


A call upon a minor echo of one of the notes of creation centred on Determination to cast about the area. For the Duration, each Target gains 5 BP and has Advantage on Determination Tests to resist, avoid, or end effects.

If a Target is hit by an Attack Roll, they have Advantage on the next Attack Roll they make.

The spell ends for a Target early once the BP conferred by the spell has been lost.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the BP bestowed increases by 5 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to eight entities within Range.


3AP. The Target becomes Up to ten entities within Range, and the Duration increases to 1 Day.

For the Duration, the Target increases their Inspired Event Scope by 1 whilst they have the Desperation condition.

If the Target scores an Inspired Event, they can increase their BP bestowed by this spell by your Spellcasting Trait.



Minor Chorus of Healing

3rd Circle Restoration [Tonomancy, Wood]


Casting Time: 1AP

Target: Up to six entities, bar Constructs and Undead, within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 15


A call upon a minor echo of one of the notes of creation centred on healing to cast about the area. Each Target regains HP equal to 2d4 + your Spellcasting Trait.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the HP restored increases by 2d4 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell gains the AoE a 1m (Melee) Radius Sphere, Centred on Target. Each entity within the AoEs recovers 1d4 HP, an entity can only be affected by the AoEs once per casting of the spell.


2AP. The Target becomes Up to eight entities, bar Constructs and Undead, within Range, and the spell gains the AoE a 2m (Melee) Radius Sphere, Centred on Target. Each entity within the AoEs recovers 1d4 HP, an entity can only be affected by the AoEs once per casting of the spell.


3AP. The Target becomes Up to ten entities, bar Undead, within Range, and the spell gains the AoE a 3m (Near) Radius Sphere, Centred on Target. Each entity within the AoEs recovers 4 HP, an entity can only be affected by the AoEs once per casting of the spell.

The dice are treated as having rolled their maximum result.



Minor Creation

1st Circle Transmutation [Ritual, Wood]


Casting Time: 15 Minutes

Target: A point within Range

Range: Touch

Components: V, S, M (A tiny piece of matter of the same sort of item you plan to create)

Duration: Instantaneous

Empower TG: 13


You pull wisps of material from the Realm of Dreams to create a non-living object of plant matter within Range: soft goods, rope, wood, or something similar.

The object created must be no larger than a 1m Cube, and the object must be of a form and material that you have seen before and cannot be a complex object.

Using any material created by this spell as an Ingredient for Crafting it is a Poor Quality Material.

Using any material created by this spell as another spell/power's Material Component causes that spell/power to fail.

This object is real and cannot be Dispelled but can suffer damage and decay as the object normally would.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. If the object created is used as an Ingredient for Crafting it is a Standard Quality Material.


1 Hour. If the object created is used as an Ingredient for Crafting it is a Rich Quality Material.

The material created by the spell can be used to fulfil a spell’s Material Component bar those with a specific GP cost.



Minor Illusion

Illusion Cantrip


Casting Time: 15 Minutes

Target: A point within Range

Range: 6m | Near

Components: S, M (A bit of fleece)

Duration: An Encounter/Scene


You create a sound or an image of an object at the Target that lasts for the Duration. The illusion also ends if you dismiss it as an action (1AP) or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 1m Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.

If an entity uses their action to examine the sound or image, they can determine that it is an illusion with a successful Knowledge (Investigation) Test against your Spell TG. If an entity discerns the illusion for what it is, the illusion becomes faint to them.



Minor Note of Death

4th Circle Dictation [Tonomancy]


Casting Time: 2AP

Target: An entity you can either see within Range, or you know that name of but cannot see within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 16


A call upon a minor echo of one of the notes of creation centred on death. The Target makes a Knowledge Test.

On a failed Test, the Target takes 10d8 Psychic damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 2d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the entity also gains two Degrees of the Frightened condition.

If they failed the Test by 5 or more, they gain an additional Degree of the condition.

Whilst an entity has Degrees of the Frightened condition or the Terror condition from this spell, if they cannot see you, they are filled with paranoia and dread that something horrible is stalking them.


3AP. The Target becomes Up to three entities you can either see within Range, or you know that name of but cannot see within Range.

On a failed Test, the entity also gains two Degrees of the Frightened condition.

If they failed the Test by 5 or more, they gain an additional Degree of the condition.

Whilst an entity has Degrees of the Frightened condition or the Terror condition from this spell, if they cannot see you, they are filled with paranoia and dread that something horrible is stalking them.



Minor Note of Determination

1st Circle Protection [Tonomancy]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Hour

Empower TG: 13


A call upon a minor echo of one of the notes of creation centred on Determination. For the Duration, the Target gains 5 BP and has Advantage on Determination Tests to resist, avoid, or end effects.

If the Target is hit by an Attack Roll, they have Advantage on the next Attack Roll they make.

The spell ends for the Target early once the BP conferred by the spell has been lost.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the BP bestowed increases by 5 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. For the Duration, the Target increases their Inspired Event Scope by 1 whilst they have the Desperation condition.

If the Target scores an Inspired Event, they can increase their BP bestowed by this spell by your Spellcasting Trait.


3AP. The Target becomes Up to three entities within Range.

For the Duration, the Target increases their Inspired Event Scope by 1 whilst they have the Bloodied condition.

If the Target scores an Inspired Event, they can increase their BP bestowed by this spell by your Spellcasting Trait.



Minor Note of Endurance

4th Circle Restoration [Tonomancy, Wood]


Casting Time: 1AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Hour

Empower TG: 16


A call upon a minor echo of one of the notes of creation centred on Endurance. For the Duration, the Target gains the following benefits:

  • The Target's Hit Point Maximum and current HP increase by 15.
  • If the Target would have their HP restored, the amount of HP restored is increased by a roll of their largest Hit Die + their Endurance (this does not expend their Hit Die).
  • Once during the Duration of this spell, the Target can use a Mild Scar Concept to reduce the damage without gaining a Scar Concept.

At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the Hit Point Maximum and HP increase granted increases by 5 for each Slot Circle above 4th.

When you cast this spell using a Spell Slot of 6th Circle or higher, the Target once during the Duration of this spell, may use a Moderate Scar Concept to reduce the damage without gaining a Scar Concept.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 30m (At Range).


2AP. The Range increases to 30m (At Range), and the Duration increases to 8 Hours. For the Duration, the Target gains Resistance to Poison damage.


3AP. The Target becomes Up to three entities within Range, the Range increases to 30m (At Range), and the Duration increases to 1 Day. For the Duration, the Target gains Resistance to Poison damage, and has Advantage on Endurance Tests, bar Attack Rolls.



Minor Note of Healing

1st Circle Restoration [Tonomancy, Wood]


Casting Time: 1AP

Target: An entity, bar Constructs or Undead, within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 13


A call upon a minor echo of one of the notes of creation centred on healing. The Target regains HP equal to 2d4 + your Spellcasting Trait.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the HP restored increases by 4d4 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 30m (At Range).


2AP. The Range increases to 30m (At Range), and the spell gains the AoE a 1m (Melee) Radius Sphere, Centred on Target.

Each entity within the AoEs recovers 1d4 HP.


3AP. The Target becomes Up to three entities, bar Undead, within Range, the Range increases to 30m (At Range), and the spell gains the AoE a 3m (Near) Radius Sphere, Centred on Target.

Each allied entity within the AoEs recovers 4 HP, an entity can only be affected by the AoEs once per casting of the spell.

The dice are treated as having rolled their maximum result.



Minor Shield

Protection Cantrip


Casting Time: 1RP

Trigger: You are hit by an Attack Roll

Range: Self

Components: V, S

Duration: 1 Round


An invisible barrier of magical force appears and protects you. Until the start of your next Turn, you gain a +1 Shield bonus to HT, including against the Triggering attack.



Mirage Arcane

7th Circle Illusion [Ritual]


Casting Time: 15 Minutes

Target: A point within Range

Range: Sight

AoE: 1.5km (Beyond) Cube, Centred on Target

Components: V, S, (A glass prism containing sand from a desert)

Duration: 10 Days

Empower TG: 19


You make terrain in the AoE look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add entities.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Entities with Truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the entity is aware of the illusion's presence, they can still physically interact with the illusion.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The AoE increases to a 2km (Beyond) Cube, Centred on Target.


1 Hour. The AoE increases to a 3km (Beyond) Cube, Centred on Target, and the Duration increases to 1 Month.

For the Duration, entities you choose when casting the spell have Advantage on Stealth Skills Rolls to Hide in the AoE.



Mirror Image

2nd Circle Illusion


Casting Time: 2AP

Range: Self

Components: V, S, M (A hand mirror)

Duration: 1 Encounter/Scene

Empower TG: 14


You summon illusionary duplicates to protect yourself. Three illusory duplicates of yourself appear in your space. For the Duration, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action (2AP) to dismiss the illusory duplicates.

Each time an entity Targets you with an attack during the spell's Duration, roll a number of d6s equal to the number of remaining duplicates.

On the roll of a 3 or more on any d6 the attack Targets one of your duplicates. A duplicate's HT equals 10 + your Agility. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

An entity is unaffected by this spell if they can't see, if they rely on senses other than sight, such as Blindsight, or if they can perceive illusions as false, as with Truesight.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The spell produces an additional duplicate.


3AP. The Duration increases to 10 Minutes. The spell produces two additional duplicates.



Mirror Message

5th Circle Evocation


Casting Time: 2AP

Target: An entity you have met before

Range: Unlimited

Components: V, S, M (A reflective surface)

Duration: 1 Minute

Empower TG: 17


You use your magic to connect a reflective surface you can Touch to one nearby the Target. The Target becomes aware of you wishing to send the message and the nearby reflective surface if would be sent to. If they Touch the surface, then both surfaces alter to show the other from the surface’s perspective.

The Target is the only entity able to see and hear you unless you allow other entities at the receiving surface to also see or hear you. You both can verbally and visually communicate with each other via these reflective surfaces as if you were facing each other. The spell enables entities with Knowledge of at least -5 to understand the meaning of your message.

You can send the message across any distance and even to other Realms of existence.

If the reflective surface you are using is a fluid, once during the Duration of the spell you can place an Item from your side onto the fluid, if it completely submerges it will appear out of the reflective surface of your Target’s location, completely dry and unaffected by the fluid.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Up to two entities you have met before. Each of you and the Targets can simultaneously see each other with their appropriate surfaces.


3AP. The Target becomes Up to five entities you have met before, and the Duration becomes 1 Hour. Each of you and the Targets can simultaneously see each other with their appropriate surfaces.

If you cast Mirror Message on the same surface and each Target uses the same surface every Day for 30 Days, the spell lasts until it is Dispelled, allowing any entity to touch one of the surfaces to speak to anyone who similarly touches the appropriately linked surface.



Mislead

5th Circle Illusion


Casting Time: 2AP

Range: Self

Components: S

Duration: Concentration, up to 1 Hour

Empower TG: 17


You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the Duration, but the Invisibility ends early if you attack, cast a spell, or manifest a power.

You can use your action (2AP) to move your illusory double up to twice your Movement speeds and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your Turns as an action (1AP), you can switch from using its senses to using your own, or back again. While you are using its senses, you are Impaired in regard to your own senses.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost of the action to affect your illusory double is reduced to 1AP, you are not Impaired while using your illusion’s senses and always can freely see and hear through them.


3AP. The Duration increases to Concentration, up to 1 Day. You can end the Invisibility early with an action (1AP).

The AP cost of the action to affect your illusory double is reduced to 0AP, you are not Impaired while using your illusion’s senses and always can freely see and hear through them.



Misty Sprint

5th Circle Conjuration [Space]


Casting Time: 1AP

Range: Self

Components: V

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


Briefly surrounded by silvery mist, you teleport up to 12m (At Range) to an unoccupied space you can see.

For the Duration, you can use an action (1AP) to teleport in this way again.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 1 Minute.


2AP. The Duration increases to Concentration, up to 10 Minutes. The distance you can teleport increases to 18m (At Range).

You can bring one willing entity you can touch with you when you teleport, who appears in an unoccupied space adjacent to your destination.


3AP. The Duration increases to Concentration, up to 1 Hour. The distance you can teleport increases to 24m (At Range).

You can bring one willing entity you can touch with you when you teleport, who appears in an unoccupied space adjacent to your destination.

Once you have teleported with this spell you have Advantage on the next Attack Roll you make before the end of your Turn.



Misty Step

2nd Circle Conjuration [Space]


Casting Time: 1AP

Range: Self

Components: V

Duration: Instantaneous

Empower TG: 14


Briefly surrounded by silvery mist, you teleport up to 6m (Near) to an unoccupied space that you can see.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The distance you can teleport increases to 12m (At Range).


2AP. The distance you can teleport increases to 18m (At Range).

You can bring one willing entity you can touch with you when you teleport, who appears in an unoccupied space adjacent to your destination.


3AP. The distance you can teleport increases to 24m (At Range).

You can bring one willing entity you can touch with you when you teleport, who appears in an unoccupied space adjacent to your destination.

Once you have teleported with this spell you have Advantage on the next Attack Roll you make before the end of your Turn.



Momentary Erasure

2nd Circle Dictation


Casting Time: 1RP

Trigger: You complete a sentence talking to one or more entities

Range: Self

AoE: 1m (Melee) Radius Sphere, Centred on You

Components: V

Duration: Instantaneous

Empower TG: 14


You use your magic to wipe the short-term memory of entities you are conversing with. Each entity within the AoE must make a Determination Test.

On a failed Test, the entity forgets the last 6 Seconds, replacing the memory of what was said with the Verbal Components of the spell.

On a successful Test, the spell fails, and they know you tried to modify their memories.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The AoE becomes 2m (Melee) Radius Sphere, Centred on you. The time entities forget is increased to the last 12 Seconds.


2RP. The AoE becomes 3m (Near) Radius Sphere, Centred on you. The time entities forget is increased to the last 18 Seconds.

On a successful Test, the entity now does not learn that you tried to modify their memories.



Moonbeam

2nd Circle Evocation [Space]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 1m Radius, 8m Hight Cylinder, Centred on Target

Components: V, S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


A silvery beam of pale light shines down on the point. For the Duration, the AoE is a Well Lit area and a further Radius equal to that of the AoE is a Dimly Lit area.

When an entity enters the AoE for the first time on a Turn or ends their Turn there, they are engulfed in ghostly flames that cause searing pain, and they must make an Endurance Test, a Shapechanger makes their Test with Disadvantage.

On a failed Test the entity takes 4d10 Radiant damage. If they have the Shapechanger Tag, they also instantly revert to their original form and can’t assume a different form until they leave the spell’s light.

On a successful Test, they take half as much damage.

On each of your Turns, you can use an action (1AP) to move the beam up to 12m (At Range) in any direction.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d10 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 2m Radius, 10m High Cylinder, Centred on Target.


3AP. The AoE increases to a 4m Radius, 15m High Cylinder, Centred on Target.

On a failed Test, the entity also cannot benefit from the Invisible condition for the Duration as they faintly glow with moonlight. You can also choose another entity you can see within the Well Lit or Dimly Lit area of this spell, that entity recovers 1d10 HP.



N

Nature’s Balm

Restoration Cantrip [Wood]


Casting Time: 2AP

Range: Touch

Components: S, M (A mixture of soil and plant matter)

Duration: Instantaneous


You use your magic to utilise natural elements to aid in the recovery of your allies. You create a Healer’s Kit; this Kit has 5 Charges and as part of casting this spell you can use the Use Item (Healer’s Kit) action with the Kit made with this spell.

When making Medicine Skill Rolls using this Healer’s Kit, you can use your Spellcasting Trait instead of the normal Trait for the Test.

Once all the Charges of the Healer’s Kit made with this spell are used the material used to make it return to their normal state. The Healer’s Kit made with this spell loses all its Charges at the end of the Encounter/Scene.


Empowered Cantrip. You can empower this Cantrip by spending an unused Spell Slot, if this Cantrip becomes empowered, you have Advantage on Medicine Skill Rolls made using the Healer’s Kit.

In addition, whenever you succeed on a Medicine Skill Roll using this Healer’s Kit, the Target restores HP equal to 2d4 per Circle of the Spell Slot used to empower this Cantrip.


At Higher Levels. This Charges of the Healer’s Kit created by the spell increases by another 5 when your Character Level reaches 5th Level (10 Charges), 11th Level (15 Charges), and 17th Level (20 Charges).



Nightvision

2nd Circle Transmutation


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (Either a pinch of dried carrot or an agate)

Duration: 8 Hours

Empower TG: 14


You grant a target the ability to see in the dark. For the Duration, the Target has Nightvision out to a Range of 30m (At Range).


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.


3AP. The Duration increases to 1 Day. The Target’s Nightvision works within areas of magical Darkness whose Circle/Grade/Order is less than the Circle this spell was cast at.



Nondetection

3rd Circle Abjuration


Casting Time: 2AP

Target: An entity, place, or object no larger than 2m in any direction

Range: Touch

Components: V, S, M (A pinch of diamond dust worth 25GP sprinkled over the Target, which the spell Consumes)

Duration: 8 Hours

Empower TG: 15


For the Duration, you hide a Target that you touch from Divination School magic. The Target can't be Targeted by any Divination School magic or perceived through magical scrying sensors.

If you cast Nondetection every Day for 30 Days Targeting the same place or object, the spell lasts until it is Dispelled.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes An entity, place, or object no larger than 3m in any dimension, and the Duration increases to 1 Day.


3AP. The Target becomes An entity, place, or object no larger than 5m in any dimension, and the Duration increases to 1 Day.

For the Duration, Investigation and Perceptions Skills Rolls to locate the Target are made with Disadvantage.

This counts as 3 consecutive Days of casting the spell towards making it permanent.



Note of Death

9th Circle Dictation [Tonomancy]


Casting Time: 2AP

Target: An entity you can either see within Range, or you know that name of but cannot see within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 25


A call upon an echo of one of the notes of creation centred on death. If the Target has 100 HP or less, they instantly die.

If they have more than 100HP, they instead take 15d12 Psychic damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. An entity that takes damage from this spell also gains four Degrees of the Frightened condition.

Whilst an entity has Degrees of the Frightened condition or the Terror condition from this spell, if they cannot see you, they are filled with paranoia and dread that something horrible is stalking them. Whilst they see you, they see you embodying their worst fears.


3AP. The Target becomes up to three entities you either can see within Range, or you know the name of but cannot see within Range, and the Range increases to 30m (Far).

An entity that takes damage from this spell also gains the Terror condition.

Whilst an entity has the Terror condition from this spell, if they cannot see you, they are filled with paranoia and dread that something horrible is stalking them. Whilst they see you, they see you embodying their worst fears.



Note of Determination

9th Circle Protection [Tonomancy]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Encounter/Scene

Empower TG: 25


A call upon an echo of one of the notes of creation centred on Determination. For the Duration, the Target gains 75 BP. So long as the Target has BP conferred by this spell, they gain the following effects:

  • They gain Immunity to the Doom condition.
  • They cannot be instantly killed by spells or psionic powers.
  • They have Advantage on Determination Tests to resist, avoid, and end effects.
  • If the Target is hit by an Attack Roll, they have Advantage on all Attack Rolls they make until the end of their next Turn.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far), and the Duration increases to 10 Minutes.

For the Duration, the Target increases their Inspired Event Scope by 2 whilst they have the Desperation condition.

If the Target scores an Inspired Event, they can increase their BP bestowed by this spell by half your Class Level.


3AP. The Target becomes up to three entities within Range, the Range increases to 30m (Far), and the Duration increases to 1 Hour.

For the Duration, the Target increases their Inspired Event Scope by 2 whilst they have the Bloodied condition.

If the Target scores an Inspired Event, they can increase their BP bestowed by this spell by your Character Level.



Note of Endurance

8th Circle Restoration [Tonomancy, Wood]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 8 Hours

Empower TG: 20


A call upon an echo of one of the notes of creation centred on Endurance. For the Duration, the Target gains the following benefits:

  • Their Hit Point Maximum and current HP increase by 25% of the Target’s current Hit Point Maximum.
  • They gain Resistance to Poison damage and two other Damage Types, bar Cosmic damage, chosen when you cast the spell.
  • If they would have their HP restored, the amount of HP restored is increased by 2 rolls of their Hit Die + their Endurance (this does not expend their Hit Die).
  • They have Advantage on Endurance Tests to resist, avoid, and end the Poisoned condition and Diseases.
  • Once during the Duration of the spell for each type of Scar Concept, the Target can use the Scar Concept to reduce the damage without gaining a Scar Concept.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far), and the Duration increases to 1 Day. For the Duration, The Target gains Immunity to Poison damage.


3AP. The Target becomes up to three entities within Range, the Range increases to 30m (Far), and the Duration increases to 1 Day.

For the Duration, The Target gains Immunity to Poison damage and the Poisoned condition, you cannot gain Degrees of the Exhaustion condition, and you have Advantage on Endurance Tests.



Note of Healing

9th Circle Restoration [Tonomancy, Wood]


Casting Time: 1AP

Target: An entity, bar a Construct or Undead, within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 25


A wave of healing energy washes over a target. Any effect reducing the Target’s Hit Point Maximum is removed, then the Target regains HP equal to their Hit Point Maximum.

If the Target has any condition, bat the Bloodied, Desperation, Dying, Grappled, Prone, Restrained, and Suppressed conditions, the condition ends.

If the Target is Prone, they can use a reaction (0RP) to stand up. This spell has no effect on Undead or Constructs.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 30m (Far).


2AP. The Range increases to 30m (Far), and the spell gains the AoE 2m (Melee) Radius Sphere, Centred on Target.

Each entity within the AoE recovers HP equal to a quarter of their Hit Point Maximum.


3AP. The Target becomes up to three entities, bar Undead, within Range, the Range increases to 30m (Far), and the spell gains the AoE 5m (Near) Radius Sphere, Centred on Target.

Each allied entity within the AoE recovers HP equal to half their Hit Point Maximum, an entity can only be affected by the AoEs once per casting of the spell.



Note of Intuition

9th Circle Divination [Tonomancy]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Encounter/Scene

Empower TG: 25


A call upon an echo of one of the notes of creation centred on Intuition. For the Duration, the Target gains the following effects:

  • They gain Immunity to the Impaired, and Flanked conditions.
  • They have Advantage on all Perception and Investigation Skill Rolls.
  • They have Advantage on Intuition Tests to resist, avoid, and end effects.
  • They gain Nightvision, Spiritsight, Tremorsense, and Truesight out to 24m (At Range).

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far), and the Duration increases to 10 Minutes.

For the Duration, the Target can always tell if an entity is lying to them and have Advantage on any Skill Rolls that relies on your Hearing, Sight, and/or Smell.


3AP. The Target becomes up to three entities within Range, the Range increases to 30m (Far), and the Duration increases to 1 Hour.

For the Duration, the Target can always tell if an entity is lying to them and have Advantage on any Skill Rolls that relies on your Hearing, Sight, and/or Smell.

If The Target has Marked an entity, they can always tell their direction and distance in relation to them.



Note of Knowledge

9th Circle Dictation [Tonomancy]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: 1 Encounter/Scene

Empower TG: 25


A call upon an echo of one of the notes of creation centred on Knowledge. For the Duration, the Target gains the following effects:

  • They gain Immunity to the Confusion and Mind Lock conditions.
  • When performing a Knowledge Test to recall information, they gain a Skill Bonus as if they were a Master in an applicable Skill for that Test.
  • They have Advantage on Knowledge Tests to resist, avoid, or end effects.
  • They have Advantage on Trait Tests made to maintain Concentration on spells or psionic powers.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far), and the Duration increases to 10 Minutes.

For the Duration, the Target always gains one additional piece of information when making a Trait Test to recall knowledge on a topic.

Once during the Duration, the Target can choose to automatically succeed a Concentration Test.


3AP. The Target becomes up to three entities within Range, the Range increases to 30m (Far), and the Duration increases to 1 Hour.

For the Duration, the Target always gains two additional pieces of information when making a Trait Test to recall knowledge on a topic, and the Target is always treated as a Master for all Skills.

Three times during the Duration, the Target can choose to automatically succeed a Concentration Test.



Note of Senses

7th Circle Dictation [Tonomancy]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 19


A call upon an echo of one of the notes of creation centred around the concept of senses, causing all the target’s senses to fire at once, including sight, smell, taste, and pain. The Target must make a Knowledge Test, this Test is made with Advantage if the Target is Immune to the Charmed condition, but with Disadvantage if they have less than 100 HP.

On a failed Test, loses the Impaired, and Slowed conditions if they are afflicted with them, and gains four Degrees of the Dazed condition.

So long as the Target is Dazed or Stunned from this spell, the Target has Disadvantage on Trait Tests and gains the Mind Lock and Wide Open conditions.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far).

Each time the Target fails the Knowledge Test to remove Degrees of the Dazed condition or the Stunned condition from this spell, they take 1d12 Psychic Lightning damage.

If they failed by 5 or more, they take twice as much damage.


3AP. The Target becomes up to three entities within Range, and the Range increases to 30m (Far).

If the Target has fewer than 100 HP, they have Disadvantage on Knowledge Tests to remove Degrees of the Dazed condition or the Stunned condition from this spell. Each time the Target fails the Knowledge Test to remove Degrees of the Dazed condition or the Stunned condition from this spell, they take 3d12 Psychic Lightning damage.

If they failed by 5 or more, they take twice as much damage.



Note of Stasis

8th Circle Dictation [Tonomancy, Time]


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 20


A call upon an echo of one of the notes of creation centred around the concept of stasis. The Target must make a Knowledge Test, this is made with Disadvantage if they have less than 100 HP.

On a failed Test, the Target becomes Stunned. So long as they are under the effects of the Stunned condition, they are Immune to all damage, nor can they be the Target of, or affected by any spells, powers, conditions, or other effects and abilities.

Likewise for the Duration of the Stunned condition, the Durations of other conditions and other effects are paused, continuing once the Stunned condition has ended.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far).

You can choose for any specific conditions or other external effects such as spells or powers currently affecting the Target, to not be Suppressed and instead affect the Target as normal, and their Durations continue to progress as normal.


3AP. The Target becomes up to three entities within Range, and the Range increases to 30m (Far).

The Target can receive damage or be affected by spells, powers, rites, and other effects from you.

You can choose for any specific conditions or other external effects such as spells or powers currently affecting the Target, to not be Suppressed and instead affect the Target as normal, though their Durations become paused for the Duration of the spell.



Note of the Elements

9th Circle Evocation [Tonomancy, Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 1AP

Target: An entity within Range

Range: 24m | At Range

Components: V

Duration: Instantaneous

Empower TG: 25


A call upon an echo of one of the notes of creation centred on one of the Realms Primordial. When you cast this spell choose Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal. The Target must make an Agility Test.

On a failed Test, the Target takes 18d10 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.

If the Target failed, the Test they also gain the following condition depending on the Damage Type chosen:

  • Cold. They gain the Frozen condition.
  • Fire. They gain five Degrees of the Burned condition.
  • Force. They become Prone and Mind Lock.
  • Lightning. They gain the Stunned condition.
  • Necrotic. They gain five Degrees of the Poisoned condition.
  • Radiant. They gain the Impaired (Sight) and Confused condtitions.
  • Thunder. They gain the Impaired (Hearing) and Silenced conditions.
  • Vorpal. They gain the Critical Opening 5 condition.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 30m (Far).


2AP. The Range increases to 30m (Far).

On a failed Test, the Target also gains [chosen Damage Type] Magnification 10 until the end of your next Turn.

If they failed the Test by 5 or more, the Target also gains Vulnerability to the chosen Damage Type until the end of your next Turn.


3AP. The Target becomes up to three entities within Range, the Range increases to 30m (Far).

You can choose two elements, applying their combined Damage Type to the damage dealt and both of their additional effects to the Targets.

On a failed Test, the Target also gains [chosen Damage Type] Magnification 15 until the end of your next Turn.

If they failed the Test by 5 or more, the Target also gains Vulnerability to the chosen Damage Type until the end of your next Turn.



Note of the Eternal’s Domain

7th Circle Evocation [Tonomancy]


Casting Time: 1AP

Target: Any number of entities within Range that can hear you

Range: 6m | Near

Components: V

Duration: Instantaneous

Empower TG: 19


A call upon an echo of one of the notes of creation centred on the Domain inhabited by your Eternal. Each Target must make a Determination Test.

On a failed Test, the Target suffers an effect based on their current HP:

  • 50 HP or fewer: Impaired (Hearing) for 1 Minute.
  • 40 HP or fewer: Impaired (Hearing and Sight) for 10 Minutes.
  • 30 HP or fewer: Impaired (Hearing and Sight), and Dazed 4 for 1 Hour.
  • 20 HP or fewer: Dies instantly.

Regardless of its current HP, a Demi-Eternal, Dreamed, Fae, Masked, Primordial or Undead that fails its Test is forced back to its Realm of origin (if it isn't there already) and can't return to your current Realm for 1 Day by any means short of a Wish spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 8m (Near).


2AP. The Range increases to 12m (At Range). Each HP effect Tier becomes in order 100HP, 75HP, 50HP, 25HP.


3AP. The Range increases to 18m (At Range). Each HP effect Tier becomes in order 150HP, 100HP, 75HP, 50HP.

The time before one of the listed Entity Types can return to this Realm is increased to 1 Year and 1 Day.



Noxious Cloud

3rd Circle Conjuration [Fungi]


Casting Time: 2AP

Target: A point within Range

Range: 18m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A rotten egg, or poisonous mushroom)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You create a sphere of yellow, nauseating gas. The AoE spreads around corners and is Heavily Obscured. The cloud lingers in the air for the Duration.

Each entity that is completely within the cloud at the end of their Turn or who enters the cloud for the first time on a Turn, must make an Endurance Test. Entities that don't need to breathe automatically succeed on this Test.

On a failed Test, the entity gains one Degree of the Poisoned condition. So long as they have the condition from this spell, they must spend 2AP on their Turn retching and reeling.

An entity outside of the cloud has Advantage on Trait Tests to remove the Poisoned condition from this spell.

A moderate wind (at least 16 km/hr) disperses the cloud after 4 Rounds. A strong wind (at least 32km/hr) disperses it after 1 Round.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. For the Duration, nonmagical sources of flame within the AoE or that enter it are immediately extinguished.

An entity with Degrees of the Poisoned condition from this spell must spend an additional 1AP on each of their Turns retching and reeling.


3AP. The Duration becomes 1 Encounter/Scene. This spell can be ended early with an action (0AP).

For the Duration, nonmagical sources of flame and magical flames produced by a spell whose Circle is less than the Circle this spell was cast at, within the AoE or that enter it are immediately extinguished.

Should a magical flame produced by a spell whose Circle is equal to or greater than the Circle this spell was cast at be within the AoE when the spell was cast or enter it, the entire cloud ignites. The cloud disperses and each entity within the AoE must make an Agility Test, and all flammable objects are set alight.

On a failed Test, the entity takes 6d6 Fire damage.

If they failed the Test by 5 or more, they take twice as much damage and gain three Degrees of the Burned condition.

On a successful Test, they take half as much damage.

An entity with Degrees of the Poisoned condition from their spell must spend an additional 3AP on each of their Turns retching and reeling, they also have their RP reduced to 0 and their Movement speeds reduced a number of metres equal to their Degrees of the Poisoned condition.



O

Open Fissure

3rd Circle Conjuration [Eldritch]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A drop of your blood and a forked, ritual dagger, forged with the blood of an Outsider)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You open a moderately sized temporary fissure to the Outside, allowing its cloying darkness and the writing tentacles of an ancient behemoth to come through. Each entity, bar you, within the AoE must make a Physique Test.

On a failed Test, the entity takes 4d8 Entropic damage and reduces their RP by 2.

If they failed the Test by 5 or more, roll a d6 and consult the table below, granting the entity the appropriate condition.

d6 Result Condition Applied
1 Damage Drain
2 Wide Open
3 Drained 10
4 Mind Lock
5 Impaired (Sight)
6 Terror

On a successful Test, they take half as much damage and surfer no additional effects.

If an entity, other than you, enters the AoE for the first time on a Turn or ends their Turn in the AoE must repeat the Agility Test.

The AoE is considered Difficult Terrain and is enveloped in magical Darkness and is Immune to magical light even from a higher Circle spell.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range), and the AoE increases to a 6m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 30m (Far), and the AoE increases to a 6m (Near) Radius Sphere, Centred on Target.

On a failed Test, the entity also gains the Sap 1 condition for a random Trait.

If they failed the Test by 5 or more, instead they also gain the Sap 2 condition for a random Trait and become Restrained until they succeed on the Agility Test or the spell ends.



Open Major Fissure

7th Circle Conjuration [Eldritch]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A drop of your blood and a forked, ritual dagger worth at least 1000GP, forged with the blood of an Outsider)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 19


You open a large temporary fissure to the Outside, allowing its cloying darkness and the writing tentacles of an ancient behemoth to come through. Each entity, bar you, within the AoE must make a Physique Test.

On a failed Test, the entity takes 7d10 Entropic damage and gain the Sap 2 condition for a random Trait.

If they failed the Test by 5 or more, roll a d6 and consult the table below, granting the entity the appropriate condition.

d6 Result Condition Applied
1 Vulnerability
2 Wide Open
3 Drained 25
4 Damage Drain & Mind Lock
5 Terror
6 Exhaustion 2

On a successful Test, they take half as much damage and surfer no additional effects.

If an entity, other than you, enters the AoE for the first time on a Turn or ends their Turn in the AoE, they must repeat the Agility Test.

Whilst in the AoE, the Critical Failure Scope of entities, other than you, increases by 2, while your Critical Hit Scope increases by 2.

The AoE is considered Difficult Terrain and is enveloped in magical Darkness and is Immune to magical light even from a higher Circle spell.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the damage increases by 1d10 for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 30m (Far), and the AoE increases to an 8m (At Range) Radius Sphere, Centred on Target.

On a failed Test, the entity also gains the Sap 3 condition for a random Trait and becomes Restrained until they succeed on the Agility Test or the spell ends.

If they failed the Test by 5 or more, instead they also gain the Sap 4 condition for a random Trait.

At the end of the Turn of an entity Restrained by the spell, before they repeat the Agility Test, they take 2d10 Entropic damage.



Open Minor Fissure

1st Circle Conjuration [Eldritch]


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S, M (A drop of your blood and a forked, ritual dagger)

Duration: Instantaneous

Empower TG: 13


You open a minor temporary fissure to the Outside, allowing its cloying darkness and writing tentacles of an ancient behemoth to come through hoping to sap the life energies of the children of creation. Each entity, bar you, within the AoE must make a Physique Test.

On a failed Test, the entity takes 3d6 Entropic damage and reduces their RP by 1.

If they failed the Test by 5 or more, they gain the Sap 1 condition for a random Trait.

On a successful Test, they take half as much damage and surfer no additional effects.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d6 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 3m (Near) Radius Sphere, Centred on You.

On a failed Test, the entity also is pushed 3m directly away from you.

If they failed the Test by 5 or more, after they are pushed away, they are knocked Prone.


3AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on You.

On a failed Test, the entity also gains the Sap 1 condition for a random Trait and pushed 5m directly away from you.

If they failed the Test by 5 or more, instead of the normal effect for failing by 5 or more, after they are pushed away, they are knocked Prone, their Movement speed is halved until the start of your next Turn, and they gain the Sap 2 condition for a random Trait.



Open the Gate

10th Circle Conjuration [Eldritch, Space]


Casting Time: 2AP

Target: A point within Range

Range: Touch

Components: V, S, M (A drop of your blood, and a forked, ritual dagger worth at least 2500GP, forged with the blood of an Outsider)

Duration: 1 Minute

Empower TG: 30


You open a portal at the point you cut with the dagger to the Outside. You may choose for the rift to enlarge to be any size from Tiny to Huge sized, though once the size is determined it is fixed unless an especially powerful entity attempts to widen it, allowing any entities of that Size Category or smaller to pass from your location to the Outside and vice versa.

You can specify a Target destination within the Outside for the portal to open to, though note with the ever-changing nature of the Outside, fixed locations are an alien concept to the space, locations with higher chances of success will be tied to the current location of a specific Outsider.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 10 Minutes.


3AP. The Duration increases to 1 Hour, and the GP cost of the Material Component is reduced to 1500GP.



P

Paradoxical Restoration

6th Circle Restoration [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You warp time around a target, supplanting a negative effect with a more positive turn from an alternate timeline where the effect never occurred. For the Duration, the Target may ignore a Temporary Concept and gain the benefit of the original Concept it is Suppressing.

This spell may also allow the Target to ignore their current Scar Concepts for the Duration, allowing them to gain new ones in order to reduce damage taken.

However, once the spell has ended for any Scar Concept where they originally had a Scar Concept then gained a new one of that type due to this spell, you gain a Degree of Exhaustion and gain a Scar Concept of the next severity up as the paradox tears at your form.

If no more higher tier Scar Concept Types are free or if you had two Severe Scar Concepts, you gain an additional two Degrees of Exhaustion and take 5d12 Entropic damage, this damage ignores Reduction and Resistances. Note these effects occur for each pairing of the same type of Scar Concept that cannot be placed upon a higher severity type.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Range increases to 12m (At Range), and the Duration increases to 1 Hour.

When the spell is cast and when the spell ends, the Target can choose one Scar Concept currently affecting them, it is permanently removed even after the spell ends as you destroy an alternate reality to avoid the wound.



Paradoxical Weapon Training

5th Circle Transmutation [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You warp time around a target, granting them experience from another timeline where different choices were made. For the Duration, the Target gains Training with one kind of Weapon of your choosing and can use a Weapon Focus Property chosen by you that the chosen Weapon qualifies for.

The Target when using the chosen Weapon deals an additional 4d10 Entropic damage.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the additional damage increases by 1d10 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes.


3AP. The Target becomes Up to three entities within Range, the Range increases to 12m (At Range), and the Duration increases to Concentration, up to 1 Hour.



Pass Without Trace

2nd Circle Illusion


Casting Time: 2AP

Target: You and a number of entities within the AoE up to your Spellcasting Trait (minimum of 1 entity)

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S, M (Ashes from a burned leaf of mistletoe and a sprig of spruce)

Duration: Concentration, up to 1 Hour

Empower TG: 14


A veil of shadows and silence radiates from you, masking you and your companions from detection. For the Duration, each Target has a +4 Illusion Bonus to Agility (Stealth) Tests and can't be tracked except by magical means.

A Target that receives this bonus leaves behind no tracks or other traces of its passage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the Illusion Bonus increases by +1 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 8 Hours.


3AP. The Target becomes Any number of entities within the AoE, and the Duration increases to Concentration, up to 1 Day.

Any Target that scores an Inspired Event on a Stealth Skill Roll becomes Invisible for the Duration, or until they make an attack, cast a spell, or manifest a power whichever occurs first.



Passwall

5th Circle Transmutation


Casting Time: 2AP

Target: A point on a wooden, plaster, or stone/rock surface (such as a wall, a ceiling, or a floor) within Range

Range: 6m | Near

Components: V, S, M (A pinch of sesame seeds)

Duration: 1 Hour

Empower TG: 17


For the Duration, a passage appears at the Target. You choose the opening's dimensions: up to 1m wide, 2m tall, and 4m deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any entities or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The dimension of the opening increase to be up to 2m wide, 4m tall, and 8m deep.


3AP. The Duration increases to 1 Day. The dimension of the opening increase to be up to 5m wide, 10m tall, and 20m deep.

You can choose to close the passage with an action (1AP), at which point the removed material rematerialises and no evidence of the opening remains.



Phantasmal Killer

4th Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: 24m | At Range

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You tap into the nightmares of a target and create an illusory manifestation of their deepest fears, visible only to them. The Target must make an Intuition Test.

On a failed Test, the Target takes 8d10 Psychic damage and gain two Degrees of the Frightened condition.

If they failed by 5 or more, they gain an additional Degree of the Frightened condition.

On a successful Test, they take half as much damage.

Whilst the Target has Degrees of the Frightened condition or the Terror condition from this spell, at the end of each of the Target's Turns, they must repeat Intuition Test.

On a failed Test the Target takes 8d10 Psychic damage.

On a successful Test, they reduce their Degrees of the Frightened condition by 1 Degree or end the Terror condition.

No matter what direction the entity turns they can see the illusory fear which is treated as the source of their fear for the condition.

The spell ends early once the Target is no longer Frightened or Terrorised, and when the spell ends all Degrees of the Frightened condition or the Terror condition are removed.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the initial and subsequent damage increases by 2d10 for each slot level above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 30m (Far). A Target that fails the Trait Test against this spell, also drops one object they are currently holding.


3AP. The Target becomes Up to three entities within Range, and the Range increases to 30m (Far). A Target that fails the Trait Test against this spell, also drops one object they are currently holding.

They also gain the Wide Open condition whilst they have three or more Degrees of the Frightened condition or the Terror condition from this spell.



Phantom Army

9th Circle Illusion


Casting Time: 2AP

Target: Any number of entities within the AoE

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V, S, M (A diamond worth 500GP, which the spell Consumes)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 25


You create illusory warriors to shield your allies in battle. In the adjacent unoccupied spaces for each Target appear three Medium Sized illusory Warriors, that to all entities, bar you and the Targets, are visually indistinguishable from the Target they appeared next to. If there are insufficient unoccupied spaces around a Target, summon as many Warriors as there are spaces available (minimum of 0).

These Warriors take their Turn immediately after yours. They have the Minion and Summoned Entity Tags, a HT of 15, 1HP, and are Immune to all conditions. If forced to make a Trait Test, they automatically fail the Test.

For the Duration, each Warrior can move a number of metres up to your Spellcasting Trait and make a single melee Spell Attack on their Turn. Each attack being treated as a melee Spell Attack from you. If a Warrior hits, they deal 1d10 + your Spellcasting Trait Psychic damage.

An entity that uses an action (2AP) to examine the Warriors can determine that they are an illusion by succeeding on an Investigation Skill Roll against your Spell TG. An entity cannot be harmed by this spell and can pass through, though not occupy the same space, as the Warriors, if they can perceive illusions as false, such as with Truesight or by succeeding the Investigation Test.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to an 8m (At Range) Radius Sphere, Centred on You. Each Target gains an Illusion Bonus to their HT equal to the number of their illusions that remain within their AoC.


3AP. The AoE increases to an 10m (At Range) Radius Sphere, Centred on You. Up to five illusory Warriors are summoned around each Target.

Each Target gains an Illusion Bonus to their HT equal to the number of their illusions that remain within their AoC.



Phantom Steed

3rd Circle Conjuration [Ritual, Summoning]


Casting Time: 15 Minutes

Range: Touch

Components: V, S, M (A horse’s skull)

Duration: 8 Hours

Empower TG: 15


You call forth from the Realms of Death one of their legendary spectral steeds, bearers of psychopomps and the dreaded Horsemen alike. Where you touch a Phantom Steed appears, it occupies the space of a Medium or Large sized entity. You decide the exact nature of the Steed’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is removed from the Steed.

For the Duration, you or an entity you choose can ride the Steed, to everyone bar the chosen entity the Steed is Incorporeal. Your Steed serves you as a Mount, both in combat and out, following rules of Summoned Companions and Mounts sections of the Other Rules Chapter, it is treated as a controlled Mount following your commands though if not Mounted it acts independently, though it will always obey your commands.

When the spell ends, the Steed gradually fades, giving the rider 1 Minute to dismount. The spell ends if you use an action (2AP) to dismiss it or if the Steed takes any damage.


Phantom Steed
Medium/Large Undead (Mount, Summoned)

HT: 11 + Spell’s Circle

HP: 1 + (10 x Spell’s Circle)

Speed: 20m, Swim 20m


Initiative: +1

Hit Die: [Spell’s Circle]d10

PHY 4 KNO 1
AGI 1 INT 1 SB [Your SB]
END 1 DET 1

Resistances Nonmagical Bludgeoning, Piercing, Slashing damage, Necrotic, Poison

Senses Nightvision (12m), Passive Perception (11)

Languages Any Languages you know

Passive Traits

Bonded Mount. While Mounted or within 1m (Melee) of your Phantom Steed, you/chosen entity can make any spell cast that Targets only you/them, also Target your Phantom Steed. The Phantom Steed can add the spell’s Circle to their Trait Tests, bar Attack Rolls.

Spectral Steed. The Phantom Steed is Incorporeal, and can travel 16km in an Hour, or 20km at a fast pace. The spell does fulfil the Phantom Steed's Tithe. If reduced to 0HP, the Phantom Steed instantly fades into nothing.

Telepathic Link. While your Phantom Steed is within 1.5km (Beyond) of you/chosen entity, you/they can communicate with it telepathically.

Actions

The Phantom Steed has 3AP and 1RP.

Natural Weapons (2AP). Melee Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m/[2m if Large]. Hit: (2d6 + 4)PHY Necrotic damage. If the Phantom Steed moved at least 4m towards the Target prior to the Attack Roll, Target makes a Physique (Athletics) Test: TG 14.

Failed: Target is knocked Prone, Phantom Steed can use the Natural Weapon again this Turn for 1AP.







At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, elements of the Steed’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 1 Day.


1 Hour. The Duration becomes Instantaneous. The Steed gains a Flying speed equal to its Walking speed.



Phased Form

5th Circle Transmutation [Eldritch]


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A 500GP ritual dagger)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You use your magics to phase a target out of reality. The Target gains the following benefits:

  • They gain the Incorporeal condition.
  • They gain a Flying speed equal to their Walking speed as the magic grants them the ability to levitate.
  • Their Unarmed Strikes and Weapon Attacks replace their Damage Type with Entropic damage and deal an additional 2d10 Entropic damage.

Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes.


3AP. The Target becomes Up to three entities within Range, and the Duration increases to Concentration, up to 1 Hour.



Plant Growth

3rd Circle Transmutation [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 20m (At Range) Radius Sphere, centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 15


This spell channels vitality into plants within a specific area. All normal plants within the AoE become thick and overgrown, and the AoE becomes Difficult Terrain. Though instead of the normal rules for Difficult Terrain, an entity, bar you, moving through the AoE must spend 4m of Movement for every 1m they move.

You can exclude one or more areas of any size within the spell's AoE from being affected.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 30m (At Range) Radius Sphere, Centred on Target.


3AP. The Range increases to 75m (Far), and the AoE increases to a 50m (Far) Radius Sphere, Centred on Target.

As part of casting this spell, you can choose any number of entities to be unaffected by the Difficult Terrain of this spell.

The Difficult Terrain effect becomes that an entity must use 6m of Movement for every 1m they move.



Plant Strike

2nd Circle Transmutation [Wood]


Casting Time: 1AP

Target: An unoccupied space within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You channel magics from the Realm of Life to infuse nearby plants to aid you in battle. A sudden growth of plants sprouts at the Target location. When you cast this spell, you can direct the plants to lash out its roots at an entity or object within the AoE that you can see. The entity/object must make an Agility Test.

On a failed Test, they take 5d8 Bludgeoning damage and are pulled directly toward the Target a number of metres equal to your Spellcasting Trait (minimum of 1m).

On a successful Test, they take half as much damage.

For the Duration, you can direct the plants to lash out at the same entity/object or another one as an action (1AP) on each of your Turns.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The AoE increases to 12m (At Range) Radius Sphere.


2AP. The AoE increases to 18m (At Range) Radius Sphere. The distance the entity is pulled is equal to double your Spellcasting Trait and after being pulled they are knocked Prone.


3AP. The AoE increases to 24m (At Range) Radius Sphere. This spell summons up to three vines at a time when the spell is cast and controls all these vines when the action (1AP) is used.

The distance the entity is pulled is equal to double your Spellcasting Trait and after being pulled they are knocked Prone.

If the entity fails the Agility Test by 5 or more, after being moved they are Restrained until the start of your next Turn.



Poisonous Bolt

1st Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (The cap of a deathcap mushroom)

Duration: Instantaneous

Empower TG: 13


Your fire a bolt of decay at a foe. Make a spell Attack Roll.

On a hit, the Target takes 2d8 Poison damage and gains a Degree of the Poisoned condition.

On a Critical Hit, the Target gains an additional Degree of the Poisoned condition.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d8 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Range increases to 30m (Far), and the spell gains the AoE 2m (Melee) Radius Sphere, Centred on Target.

After the Attack Roll has resolved, each entity within the AoE must make an Agility Test, the Target if they were hit has Disadvantage on the Test.

On a failed Test, the entity takes 1d8 Poison damage and gain a Degree of the Poisoned condition. The number of d8s increasing by 1d8 for each Circle the spell was cast above 1st.



Poison Spray

Conjuration Cantrip [Fungi]


Casting Time: 2AP

Range: Self

AoE: 3m Cone, Emanating from You

Components: V, S

Duration: Instantaneous


You extend your hand outwards projecting a puff of noxious gas from your palm. Each entity within the AoE must make an Endurance Test.

On a failed Test, the entity takes 1d10 Poison damage.

If they fail the Test by 5 or more, they gain a Degree of the Poisoned condition until the start of your next Turn.


At Higher Circle. This spell’s damage increases by 1d12 when your Character Level reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Polymorph

4th Circle Transmutation


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A caterpillar cocoon)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You channel your magic to warp the flesh of an entity into a new form. An unwilling Target must make a Determination Test. The spell has no effect on an unwilling Shapechanger or a Target with 0 HP.

On a failed Test, the spell effect resolves, though the Target may repeat the Test at the end of each of their Turns ending the spell’s effect on a success.

The new form can be any Animal whose CR is equal to or less than your Character Level + this spell’s Circle. The Target's game statistics, are replaced by the statistics of the chosen Animal. They retain their personality and memories.

The Target also retains their original HP and Hit Point Maximum but gains BP equal to the HP of the new form’s Stat Block. The transformation lasts for the Duration, until the BP granted by this spell is reduced to 0 or removed, or the Target dies.

The Target is limited in the actions they can perform by the nature of their new form, and they can't speak, cast spells, or take any other action that requires hands or speech, unless the form can perform said actions.

The Target's gear melds into the new form. They can't activate, use, wield, or otherwise benefit from any of their equipment.


Note on Preparing Polymorph

It is advised if you are preparing this spell to have around 3 Stat Blocks prepared for Animals you may wish to use especially for if you are planning to use this spell in Active Time Encounters.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, you can Target one additional entity for each Slot Circle above 4th. The Targets must be within 6m (Near) of each other when you Target them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for the Target to maintain their original Knowledge, Intuition, and Determination Traits. They keep their Skills and Training and can speak with their Languages in the form.


3AP. The Target becomes Up to three entities within Range. You can choose for any of the Target to maintain their original Knowledge, Intuition, and Determination Traits. They keep their Skills and Training.

They can use their Ancestry, Template, and Class Features, they gain the benefits any Feats they have and can speak with their Languages in the form.

They can also cast spells so long as they have no Somatic Components nor a Material Component that cannot be ignored by a Spellcasting Focus.



Prayer of Healing

2nd Circle Restoration [Ritual]


Casting Time: 1 Minute

Target: Up to six entities within Range

Range: 6m | Near

Components: V

Duration: Instantaneous

Empower TG: 14


You channel the rejuvenating powers of your Eternal into your allies. Each Target regains HP equal to 2d8 + your Spellcasting Trait and gain the benefits of a Short Rest. This spell has no effect on Undead or Constructs.

Once an entity has gained the benefits of this spell, they may not do so again until they have completed a Long Rest.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the healing increases by 2d8 for each slot level above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. Each Target gains the Inspired condition.


15 Minutes. The Target becomes Up to eight entities within Range.

Each Target gains the Inspired condition and can spend Hit Dice as if they had a Meal, though may add your Spellcasting Trait instead of their Endurance to determine additional HP restored.


1 Hour. The Target becomes Up to ten entities within Range, and the Range increases to 24m (at Range).

Each Target gains the Inspired condition, they can spend Hit Dice as if they had a Meal, though may add your Spellcasting Trait instead of their Endurance to determine additional HP restored, and they gain BP equal to half your Character Level.

Each Target can also replenish all uses of one Feature that would be recovered on a Long Rest, though Spell Slots, Soul Points, and Psi Points cannot be replenished this way unless they could all be recovered with a Short Rest.

The dice from this spell as well as any Hit Dice expended as part of its empowered effect are treated as having rolled their maximum result for determining HP restored.



Prestidigitation

Transmutation Cantrip


Casting Time: 2AP

Range: 2m | Near

Components: V, S

Duration: 1 Hour


This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within Range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odour.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than a 30cm Cube.
  • You chill, warm, or flavour up to a 30cm Cube of non-living material for 1 Hour.
  • You make a colour, a small mark, or a symbol appear on an object or a surface for 1 Hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next Turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action (1AP).



Primalcraft

Transmutation Cantrip


Casting Time: 2AP

Range: 6m | Near

Components: V, S

Duration: Instantaneous


Whispering to the spirits of nature, you create one of the following effects within Range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next Day. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 Round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odour of skunk. The effect must fit in a 1m Cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.


Primordial Bolt

Evocation Cantrip


Casting Time: 1 Minute

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous


You channel the power of the World Soul into a ranged attack. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d10 Radiant damage.


At Higher Levels. This spell's damage increases by 1d10, when your Class Level from World Speaker, or the Bard or Realmwalker (if you chose the Spellcasting Feature) reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Prismatic Spray

7th Circle Evocation


Casting Time: 2AP

Range: Self

AoE: 12m Cone, Emanating from You

Components: V, S, M (A glass prism)

Duration: Instantaneous

Empower TG: 19


Eight multicoloured rays of light flash from your hand. Each ray is a different colour and has a different power and purpose. Each entity within the AoE must make an Agility Test.

For each entity that makes the Test, roll a 2d6 to determine which colour rays affects them. If both rays deal damage the total damage becomes 8d6 with a combined Damage Type of the two rays. If both results are the same, then add the Violet Ray’s effect.

  1. Red. Failed Test: The entity takes 8d6 Fire damage and gain three Degrees of the Burned condition.

    Successful Test: They take half as much damage.

  2. Orange. Failed Test: The entity takes 8d6 Acid damage and gain three Degrees of the Burned (Acid) condition.

    Successful Test: They take half as much damage.

  3. Yellow. Failed Test: The entity takes 8d6 Lightning damage and gain three Degrees of the Dazed condition.

    Successful Test: They take half as much damage.

  4. Green. Failed Test: The entity takes 8d6 Poison damage and gain three Degrees of the Poisoned condition.

    Successful Test: They take half as much damage.

  5. Blue. Failed Test: The entity takes 8d6 Cold damage and gain three Degrees of the Slowed condition.

    Successful Test: They take half as much damage.

  6. Indigo. Failed Test: The entity is Restrained. Whilst Restrained this way, at the end of each of the entity’s Turns, they must make an Endurance Test.

    Failed Test: The entity gains two Degrees of the Slowed condition. If they become Petrified the spell ends on them.

    Successful Test: If the entity succeeds three times the spell ends for the entity.

  7. Violet. Failed Test: The entity gains the Impaired (Sight) condition. At the start of your next Turn, they must make a Determination Test.

    Failed Test: The entity is transported to another Realm of Creation of the GG's choosing and are no longer Impaired. (Typically, an entity that is on a Realm that isn't its home Realm is banished home, while other entities are usually cast into the Realms of Dreams or the Ethereal Realm.)

    Successful Test: Successful Test: The Impaired (Sight) condition ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 15m Cone, Emanating from You.


3AP. The AoE increases to a 20m Cone, Emanating from You. You roll 3d6 for each entity to determine the colour rays that affect them, if two or more results are the same then add the Violet Ray’s effect.



Prismatic Wall

9th Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

Components: V, S, M (A glass prism)

Duration: 10 Minutes

Empower TG: 25


A shimmering, multi-coloured plane of light forms a vertical opaque wall-up to 18m long, 6m high, and 2.5cm thick-centred on the Target. Alternatively, you can shape the wall into a sphere up to 6m in diameter centred on the Target. The wall remains in place for the Duration. If you position the wall so that it passes through a space occupied by an entity, the spell fails, and your action and the Spell Slot are wasted.

The wall sheds light out to Well-Lit area of 20m (At Range) and a further Dimly Lit area for an additional 20m (Far). You and entities you designate at the time you cast the spell can pass through and remain near the wall without harm. If another entity that can see the wall moves to within 4m (Near) of it for the first time on a Turn or ends its Turn there, the entity must succeed on an Endurance Test or gain the Impaired (Sight) condition.

The wall consists of seven layers, each with a different colour. When an entity attempts to reach into or pass through the wall, they do so one layer at a time through all the wall's layers. As they pass or reach through each layer, the entity must make an Agility Test or be affected by that layer's properties as described below. Once an entity has passed through a layer of the wall, they do not suffer its effects again util the start of their next Turn.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the Duration of the spell. Antimagic Field has no effect on the wall and Dispel Magic can affect only the violet layer.

  1. Red. Failed Test: The entity takes 12d6 Fire damage.

    Successful Test: They take half as much damage.

    Other Effects: While this layer is in place, nonmagical ranged attacks can't pass through the wall.

    To Destroy: This layer can be destroyed by dealing at least 25 Cold damage to it.

  2. Orange. Failed Test: The entity takes 12d6 Acid damage.

    Successful Test: They take half as much damage.

    Other Effects: While this layer is in place, magical ranged attacks can't pass through the wall.

    To Destroy: This layer is destroyed by a strong wind.

  3. Yellow. Failed Test: The entity takes 12d6 Lightning damage.

    Successful Test: They take half as much damage.

    To Destroy: This layer can be destroyed by dealing at least 50 Force damage to it.

  4. Green. Failed Test: The entity takes 12d6 Poison damage.

    Successful Test: They take half as much damage.

    To Destroy: A Passwall spell, or another spell or power of equal or greater strength that can open a portal on a solid surface, destroys this layer.

  5. Blue. Failed Test: The entity takes 12d6 Cold damage.

    Successful Test: They take half as much damage.

    To Destroy: This layer can be destroyed by dealing at least 25 Fire damage to it.

  6. Indigo. Failed Test: The entity is Restrained. Whilst Restrained this way, at the end of each of the entity’s Turns, they must make an Endurance Test.

    Failed Test: The entity gains two Degrees of the Slowed condition. If they become Petrified this layer's effect ends on them.

    Successful Test: If the entity succeeds three times this layer's effect ends for the entity.

    Other Effects: While this layer is in place, spells can’t be cast through the wall.

    To Destroy: This layer is destroyed by bright light shed by a Daylight spell or a similar spell or power of equal or greater strength.

  7. Violet. Failed Test: The entity gains the Impaired (Sight) condition. At the start of your next Turn, they must make a Determination Test.

    Failed Test: The entity is transported to another Realm of Creation of the GG's choosing and are no longer Impaired. (Typically, an entity that is on a Realm that isn't its home Realm is banished home, while other entities are usually cast into the Realms of Dreams or the Ethereal Realm.)

    Successful Test: The Impaired (Sight) condition ends.

    To Destroy: This layer is destroyed by a Dispel Magic spell or a similar spell of equal or higher Circle to this spell that can end spells and magical effects.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the Duration increases to 1 Hour.


3AP. The Range increases to 24m (At Range), and the Duration increases to 1 Hour. Each layer regenerates after 3 Rounds so long as the layer below it is not broken.



Private Sanctum

3rd Circle Abjuration [Ritual]


Casting Time: 15 Minutes

Target: A point within Range

Range: 24m | At Range

AoE: 1m-20m (Melee-At Range) Cube (chosen during casting), Centred on Target

Components: V, S, M (A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)

Duration: 1 Day

Empower TG: 15


You make an area within range magically secure. The spell lasts for the Duration or until you use an action (1AP) to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded AoE.
  • The barrier of the warded AoE appears dark and foggy, preventing vision (including Nightvision) through it.
  • Sensors created by Divination School spells can't appear inside the protected AoE or pass through the barrier at its perimeter.
  • Entities in the AoE can't be Targeted by Divination School spells.
  • Nothing can teleport into or out of the warded AoE.
  • Cross-Realm travel is blocked within the warded AoE.

Casting this spell on the same spot every Day for a Year makes this effect permanent.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, you can increase the maximum possible size of the AoE by 20m for each Slot Circle beyond 4th.

Thus, you could protect a Cube that can be up to 40m on one side by using a Spell Slot of 5th Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. For the Duration, you can control the temperature and humidity of the environment within the AoE.


1 Hour. For the Duration, you can control the temperature and humidity of the environment within the AoE, and the TG for unlocking any locks or latches within the AoE increase by the Circle this spell was cast at.

Any instances of the Arcane Lock spell affecting Targets within the AoE, are treated as being a number of Circles higher for Dispelling equal to the Circle this spell was cast at (maximum 10th Circle).



Produce Flame

Evocation Cantrip [Fire]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: 10 Minutes


A flickering flame that emits no heat and cannot ignite objects appears in your hand. You can move the flame into the air anywhere in your AoC, though not in contact with any entity or object bar yourself. The flame remains there, though will move to remain at the chosen distance when you move, for the Duration and harms neither you nor your equipment. A 4m (Near) Radius area around the flame is considered Well-Lit and a further 4m (At Range) area is Dimly Lit. The spell ends if you dismiss it as an action (1AP) or if you cast it again.

You can also attack with the flame, with it firing a minor bolt at a foe of your choosing. When you cast this spell, or as an action (1AP) on a later Turn, you can hurl the flame at an entity within 12m (At Range) of you. Make a ranged Spell Attack.

On a hit, the Target takes 1d8 Fire damage.


At Higher Levels. This spell’s damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Programmed Illusion

6th Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: Up to a 6m (Near) Cube, Centred on Target

Components: V, S, M (A bit of fleece and jade dust worth at least 25GP)

Duration: Until Dispelled

Empower TG: 18


You create an illusion of an object, an entity, or some other visible phenomenon that activates when a specific condition occurs. The illusion is imperceptible until then. It must fit within the AoE, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 Minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 Minutes. After this time, the illusion can be activated again.

The Triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 6m of the AoE. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to Trigger only when an entity says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. An entity that uses their action (2AP) to examine the image can determine that it is an illusion with a successful Investigation Skill Roll against your Spell TG. If an entity discerns the illusion for what it is, they can see through the image, and any noise it makes sounds hollow to them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to Up to an 8m (At Range) Cube, Centred on Target. The length of the scripted performance can be up to 10 Minutes.


3AP. The AoE increases to Up to an 10m (At Range) Cube, Centred on Target. The length of the scripted performance can be up to 15 Minutes.

You can choose how long between the illusion disappearing and it being able to be Triggered again is, up to 1 Day.



Programmable Shield

6th Circle Protection


Casting Time: 1AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A mythril-plated miniature shield, worth at least 500GP)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You create a shield around a target to protect them against threats of your choosing. The Target gains Resistance against two Damage Types of your choosing, bar Cosmic damage, and is always considered to be under the effects of Half Cover.

If the Target is subjected to an effect that allows it to make an Agility Test to take only half damage. The Target instead takes no damage if they succeed on the Trait Test, and only half damage if they fail.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, they can choose an additional Damage Type to gain Resistance to for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 10 Minutes.


2AP. The Duration increases to Concentration, up to 1 Hour.

When making the Agility Test to take half damage, if the damage dealt is one of the Damage Types chosen for this spell you have Advantage on the Test.


3AP. The Duration increases to 1 Hour. The effect on Agility Tests also applies to other Trait Test made to take half damage.

When making a Trait Test to take half damage, if the damage dealt is one of the Damage Types chosen for this spell you have Advantage on the Test.



Project Image

7th Circle Illusion


Casting Time: 2AP

Range: 800km | Beyond

Components: V, S, M (A small replica of you made from materials worth at least 5GP)

Duration: Concentration, up to 1 Day

Empower TG: 19


You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within Range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action (1AP) to move this illusion up to twice your Movement speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as an action (1AP), you can switch from using its senses to using your own, or back again. While you are using its senses, you are Impaired in regard to your own senses.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. An entity that uses their action (2AP) to examine the image can determine that it is an illusion with a successful Investigation Skill Roll against your Spell TG. If an entity discerns the illusion for what it is, they can see through the image, and any noise it makes sounds hollow to them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You do not become Impaired when using the senses of you Image, and you can use any special senses from your Image as if you were occupying its space.


3AP. The Range increases to 1000km (Beyond).

You do not become Impaired when using the senses of you Image, and you can use any special senses from your Image as if you were occupying its space. You can cast spells as if you were in the Image’s space.



Protect Pages

Transmutation Cantrip


Casting Time: 2AP

Target: An individual page, parchment, scroll, or larger collection of pages, like a book or tome, within Range

Range: Touch

Components: V, S

Duration: 1 Hour


You channel your magic into ensuring valuable pages remain protected from harm. For the Duration of the spell the following effects occur to the Target:

  • It is Immune to Fire and Water damage and is not considered flammable.
  • It is Immune to mould and pests.
  • Fluid spills flow off the paper without damaging the pages or their contents.
  • Alchemical and mundane methods to remove the writing of on the object fail.
  • Attempts by entities other than you to write on the pages by mundane means fail.

At Higher Levels. This spell’s Duration increases when your Character Level reaches 5th Level (6 Hours), 11th Level (12 Hours), and 17th Level (1 Day).



Protection From Energy

3rd Circle Protection [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 15


You channel your magic to shielding an ally from the energies of the other Realms. For the Duration, the Target has Resistance to one Damage Type of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, Thunder, or Vorpal.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you can Target one additional entity for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range), and the Duration becomes 1 Hour. You can choose a second Damage Type to also grant the Target Resistance to.



Protection From Other Realms

1st Circle Protection


Casting Time: 2AP

Target: A wiling entity within Range

Range: Touch

Components: V, S, M (Holy Water or a pinch of powdered silver and iron worth 25GP, which the spell Consumes)

Duration: Concentration, up to 10 Minutes

Empower TG: 13


You channel your magic into a barrier to drive off powers from other Realms. For the Duration, the Target is protected against certain Entity Types: Demi-Eternals, Dreamed, Fae, Masked, Outsiders, Primordials, and Undead.

The protection grants several benefits:

  • Entities of those Entity Types have Disadvantage on Attack Rolls against the Target.
  • The Target can't be Charmed, Frightened, Terrorised, or Possessed by these Entity Types.
  • If the Target is already Charmed, Frightened, Terrorised, or Possessed by an entity with one or more of these Entity Types, the Target has Advantage on any new Trait Test against the relevant effect.

At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near). The Target also has Advantage on Trait Test made to resist, avoid, or end the negative environmental effects of Realms outside of the Material Realm.


3AP. The Range increases to 12m (At Range), and the Duration increases to Concentration, up to 1 Hour.

When you cast this spell, you can choose either Animals, Constructs, Dragons, Flora, Giants, Humanoids, or Oozes. For the Duration, this spell also confers its benefits against the chosen Entity Type, as if they were in the spell’s original list of Entity Types.

The Target also has Advantage on Trait Test made to resist, avoid, or end the negative environmental effects of Realms outside of the Material Realm.



Psychic Lash

2nd Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 18m | At Range

Components: S

Duration: 1 Round

Empower TG: 14


You psychically lash out with neurostatic lightning at a target. The Target must make a Knowledge Test.

On a failed Test, the Target takes 4d6 Psychic Lightning Damage, their AP is halved, and RP reduced to 0 until the end of their next Turn.

On a successful Test, the Target takes half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 3d6 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If the Target fails the Knowledge Test by 5 or more, they also gain the Confused condition.


3AP. On a failed Test, the Target also gains the Confused condition.

If they failed the Test by 5 or more, they also gain the Mind Lock condition until the end of their next Turn.



Pull

1st Circle Evocation [Space]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: 1 Round

Empower TG: 13


You channel your magic into altering the gravitational field for your opponent. Choose an entity you can see within the AoE, who must make a Physique Test.

On a failed Test, the entity takes 2d8 Force damage, is pulled to the Target point, and then knocked Prone. They also gain one Degree of the Slowed condition until the start of your next Turn.

If they failed the Test by 5 or more, they gain an additional Degree of the Slowed condition.

On a successful Test they take half the damage and suffer no additional effects.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 1d8 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range), and the AoE increases to 4m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 24m (At Range), and the AoE increases to 6m (Near) Radius Sphere, Centred on Target.

You can choose up to three entities within the AoE to be affected by this spell. Though they instead of being moved to the Target, are moved to the nearest unoccupied space to the Target if it is occupied.



Purify Food and Drink

1st Circle Transmutation [Ritual]


Casting Time: 15 Minutes

Target: A point within Range

Range: 2m | Near

AoE: 1m (Melee) Radius Sphere, Centred on Target

Components: V, S, M (Cuttings of rosemary)

Duration: Instantaneous

Empower TG: 13


You channel your magic into an aura of purification. All nonmagical Food and Drink within the AoE is purified and rendered free of Poison and Disease.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the AoE increases by 1m for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Food that has gone rotten or spoiled becomes cleansed, edible, and safe to consume, with all signs of rotting and spoiling removed, though they can begin the process again if left unattended.


1 Hour. Food that has gone rotten or spoiled becomes cleansed, edible, and safe to consume, with all signs of rotting and spoiling removed, though they can begin the process again if left unattended.

Pests, Diseases, and external sources of decay, poison, or Disease are kept away from the affected food and liquid for 1 Week.



Q

Quantum Tether

7th Circle Transmutation [Space]


Casting Time: 2AP

Target: Two entities within Range

Range: 12m | At Range

Components: V, S, M (A pair of identical spinning tops made from the same block of material, each worth at least 250GP)

Duration: Concentration, up to 1 Hour

Empower TG: 19


You use your magic to connect two entities together via quantum techniques. Each Target must make an Endurance Test, with disadvantage if they are within number of metres of each other equal to half the Range of this spell.

If either Test succeeds, the spell has no effect.

If both Tests fail, the Targets are magically linked for the Duration, regardless of the distance between them. When damage is dealt to one Target, the paired Target also receives the same damage. If HP are restored to one of Target, the paired Target also recovers the same number of HP.

If either of the paired Targets are reduced to 0 HP, this spell immediately ends on both. If the spell ends on one of the two Targets, it ends on both.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range).


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Day.



Quick Read

1st Circle Divination [Ritual]


Casting Time: 15 Minutes

Range: Touch

Components: V, S

Duration: Instantaneous

Empower TG: 13


Your magic flips through the pages rapidly allowing you to read in moments what would have taken potentially days. If you maintain contact with a non-magical book for the Casting Time, upon its completion you know the contents of the books as if you had spent the time reading through it.

You can perfectly recall its contents for the next Hour, afterwards you remember its contents as well as any other book you have read.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can perfectly recall the contents of the book for the next Day.


1 Hour. You can perfectly recall the contents of the book for the next Month.

As part of the spell, you can ask the author of the text up to three questions about the topics covered in the text. The answers are truthful but limited to the knowledge of the author at the time they wrote that text and can be vague or cryptic depending on the personality of the author.



R

Radiance of Life

4th Circle Evocation [Wood]


Casting Time: 2AP

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S, M (A branch from a fir tree)

Duration: Instantaneous

Empower TG: 16


You channel the magics of life into a small explosion of pure radiant energy. All entities within the AoE must make an Intuition Test.

On a failed Test, the entity takes 7d8 Radiant damage and gain two Degrees of the Dazed condition.

If they fail the Test by 5 or more, the entity gains the Impaired (Sight) condition until the end of your next Turn.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 3m (Near) Radius Sphere, Centred on You.


3AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on You. You can choose any number of entities within the AoE to not be affected by this spell.



Ray of Frost

Evocation Cantrip [Water]


Casting Time: 2AP

Target: An entity/object within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous


A frigid beam of blue-white light streaks toward an entity. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d10 Cold damage and gains one Degree of the Slowed condition until the start of your next Turn.

On a Critical Hit, they gain an additional Degree of the Slowed condition.


At Higher Circle. This spell’s damage increases by 1d10 when your Character Level reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Razor Wind

1st Circle Evocation [Air]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 13


You turn the wind around an entity into a stream of blades. Make a spell Attack Roll against the Target.

On a hit, the Target takes 3d6 Lightning and gains one Degree of the Burned (Lightning) condition.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 3d6 for each Slot Circle above 1st.

For every two Slot Circles above 1st, this spell bestows an additional Degree of the Burned (Lightning) condition.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 18m (At Range), the spell gains an AoE 2m (Melee) Radius Sphere, Centred on Target.

After the Attack Roll has resolved, each entity within the AoE must make an Endurance Test, with the Target if hit by the Attack Roll having Disadvantage on the Test.

On a failed Test, the entity takes 1d6 Lightning damage and gains one Degree of the Burned (Lightning) condition, increased by 1d6 for each Circle this spell is cast at above 1st.

If they failed the Test by 5 or more, they gain an additional two Degrees of the Burned (Lighting) condition.



Realm Shift

7th Circle Conjuration [Space]


Casting Time: 2AP

Range: Touch

Components: V, S, M (A forked, metal rod worth at least 250GP, attuned to a particular Realm)

Duration: Instantaneous

Empower TG: 19


You and up to eight willing entities who link hands in a circle are transported to a different Realm of Creation. You can specify a target destination in general terms, such as the Citadel of Glass in the Realms of Fire or the Palace of Discord in the Realms of the Masquerade, and you appear in or near that destination, at the GG’s discretion.

Alternatively, if you know the sigil sequence of a Teleportation Circle on another Realm, this spell can take you to that circle. If the Teleportation Circle is too small to hold all the entities you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling entity to another Realm. Choose an entity within your Reach and make a melee Spell Attack against them.

On a hit, the Target must make a Determination Test.

On a failed Test, they are transported to a random location on the Realm you specify. An entity so transported must find their own way back to your current Realm.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You and up to ten willing entities can be affected by this spell.


3AP. The Material Component does not need to be attuned to the destination Realm.

You and up to fifteen willing entities can be affected by this spell.

If this spell banishes an entity, they cannot return to the Realm you are currently in for 1 Day.



Regen

4th Circle Restoration [Wood]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A vial of water infused by the Realm of Wood)

Duration: 1 Encounter/Scene

Empower TG: 16


The spell imbues the target with the restorative properties of plants. The Target gains 2d8 BP.

At the start of the Target’s Turns, if they have BP from this spell remaining, they recover 1d8 HP.

If no BP from this spell remains the spell immediately ends.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the BP granted and HP recovered increases by 1d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 10 Minutes. At the start of the Target’s Turns, if they have BP from this spell remaining, they can increase their current BP by their SB.


3AP. The Range increases to 12m (At Range), and the Duration increases to 1 Hour. At the start of the Target’s Turns, if they have BP from this spell remaining, they can increase their current BP by their SB.

The dice rolled to determine HP restored are treated as having rolled their maximum result.



Regenerate

7th Circle Restoration [Wood]


Casting Time: 1 Minute

Target: An entity within Range

Range: Touch

Components: V, S, M (A vial of water infused by the Realm of Wood)

Duration: 1 Hour

Empower TG: 19


You stimulate a target’s natural healing ability. The Target regains 4d8 + 15 HP.

For the Duration of the spell, the Target regains 5 HP at the start of each of their Turns (50 HP each Minute).

The Target's severed body parts (fingers, legs, tails, and so on), if any, are restored after 2 Minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 6m (Near).


2AP. The Range increases to 12m (At Range). Whilst the Target is under the effects of the Desperation condition, the HP restored each Turn increases to 10HP.


3AP. The Range increases to 12m (At Range), and the Duration increases to 1 Day. Whilst the Target is under the effects of the Bloodied condition, the HP restored each Turn increases to 10HP, if they have the Desperation condition the HP restored instead increases to 15HP.

If at the start of the Target’s Turn, before any HP is restored by this spell, if the Target’s HP is equal to their Hit Point Maximum, they gain 15 BP.



Reinforced Form

2nd Circle Restoration [Wood]


Casting Time: 2AP

Target: Up to three entities within Range

Range: 6m | Near

Components: V, S, M (A strip of white cloth)

Duration: 8 Hours

Empower TG: 14


Your spell bolsters your allies with toughness and resolve. For the Duration, each Target's Hit Point Maximum and current HP increase by 5.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, a Target's Hit Point Maximum and current HP increases by an additional 5 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Target becomes Up to five entities within Range, the Range increases to 12m (At Range), and the Duration becomes 1 Day.

For the Duration, each Target increases the number of their smallest available Hit Die by 3. These additional Hit Dice are expended before any other of that size and are lost when the spell ends.



Reinforced Stamina

2nd Circle Restoration [Wood]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (Cuttings of valerian)

Duration: 1 Hour

Empower TG: 14


You call upon of the magic of the Realm of Life to harden the body against poisons. If the Target has the Poisoned condition or suffers from a Disease, you neutralize the Poison or Disease. If more than one Poison/Disease afflicts the Target, you neutralize one that you know is present, or you neutralize one at random.

For the Duration, the Target has Advantage on Trait Tests to avoid, resist, or end the Poisoned condition and Diseases, and they gain Resistance to Poison damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can neutralise an additional Poison or Disease for each Slot Circle above 2nd.

If this spell is cast at 7th Circle or higher, the Target becomes Immune to the Poisoned condition and nonmagical Diseases for the Duration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range). The Target also gains Resistance to Acid damage, and Advantage on Trait Tests to resist, avoid, or end effects that deal Acid or Poison damage.



Resilient Sphere

4th Circle Abjuration


Casting Time: 2AP

Target: An entity or object within Range of your Size Category or smaller

Range: 12m | At Range

Components: V, S, M (A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

Duration: Concentration, up to 1 Minute

Empower TG: 16


A sphere of shimmering force encloses the target. An unwilling entity must succeed on a Physique Test or be enclosed for the Duration.

No physical objects, environmental effects, or energy can pass through the barrier, in or out, though an entity in the sphere can breathe there. Spells and psionic powers cannot Target the Target nor have their effects pass through the barrier, and spells/powers cannot be Concentrated on if the effect and the caster are on different sides of the barrier.

The sphere is Immune to all damage from the outside, and the Target can't be damaged by attacks or effects originating from outside the barrier, nor can the Target damage anything outside it. The sphere has HT of 18, 1 HP, and 75 BP and Resistance to all Damage Types bar Cosmic damage.

The sphere is weightless and just large enough to contain the Target inside. An enclosed entity can use their Movement to push against the sphere's walls and thus roll the sphere. Similarly, the sphere can be picked up and moved by other entities.

A Disintegrate spell/power Targeting the sphere destroys it without harming anything inside it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the Duration increases to Concentration, up to 10 Minutes.


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour. The BP of the sphere increases to 150 BP and it has Immunity to all nonmagical damage.



Resist Elements

Protection Cantrip [Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 1RP

Trigger: A Damage Roll is made against you

Range: Self

Components: V, S

Duration: Instantaneous


You quickly channel energies of the elemental planes to help protect you against an incoming attack. When you cast this spell choose between Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, Thunder, or Vorpal damage. You gain Reduction 5 to the chosen Damage Type until the end of the current Turn.

You can only benefit from this spell once per Turn.


At Higher Levels. This spell’s reduction increases by 5 when your Character Level reaches 5th Level (10), 11th Level (15), and 17th Level (20).



Reveal Tracks

1st Circle Divination


Casting Time: 2AP

Target: A set of tracks within Range

Range: Touch

AoE: 3m (Near) Radius Sphere, Centred on You

Components: V, S

Duration: Concentration, up to 1 Hour

Empower TG: 13


You channel your magic to cause tracks of a target to glow. For the Duration of the spell, the tracks of the entity, which created the Target tracks, glow in a colour of your choosing as a dim light, along with any other tracks made by the entity within the AoE.

This effect persists as you follow the tracks, even showing tracks hidden by changes to the earth, foliage, and other environmental conditions.

This will not however reveal any tracks the entity made hidden by magic, such as by the Pass Without Trace spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 5m (Near) Radius Sphere, Centred on You, and the Duration increases to 1 Hour. You may use an action (1AP) to end the spell early.


3AP. The AoE increases to 10m (At Range) Radius Sphere, Centred on You, and the Duration increases to 1 Day. You may use an action (1AP) to end the spell early.

As part of casting this spell you can choose to Mark the entity that made the Target tracks.

This reveals tracks from the entity hidden by spells, whose Circle is equal to or less than the Circle this spell was cast at.



Reverse Gravity

7th Circle Transmutation [Space]


Casting Time: 2AP

Target: A point within Range

Range: 20m | At Range

AoE: 10m Radius, 20m High Cylinder, Centred on Target

Components: V, S, M (A lodestone and iron filings)

Duration: Concentration, up to 1 Minute

Empower TG: 19


This spell reverses gravity the AoE. All entities and objects that aren't somehow anchored to the ground in the AoE fall upward and reach the top of the area when you cast this spell. An entity can make an Agility Test to grab onto a fixed object they can Reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and entities strike it just as they would during a normal downward fall. If an object or entity reaches the top of the area without striking anything, they remain there, oscillating slightly, for the Duration.

At the end of the Duration, affected objects and entities fall back down.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range), and the AoE increases to 15m Radius, 30m High Cylinder, Centred on Target.


3AP. The Range increases to 30m (At Range), the AoE increases to 25m Radius, 50m High Cylinder, Centred on Target, and the Duration increases to Concentration, up to 10 Minutes.



Revivify

3rd Circle Restoration [Wood]


Casting Time: 2AP

Target: The remains of an entity that has Died within the last Minute within Range

Range: Touch

Components: V, S, M (A diamond worth 300GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 15


You channel the powers of life to restore life to a fallen target. The Target returns to life with 1 HP, though shards of the diamond linger throughout the former lethal wounds.

This spell can't return to life an entity that has Died of old age, nor can it restore any missing body parts.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes The remains of an entity that has Died within the last 5 Minutes within Range, and the Range increases to 6m (Near).


3AP. The Target becomes The remains of an entity that has Died within the last 15 Minutes within Range, the Range increases to 12m (At Range), and the GP cost of the Material Component is reduced to 100GP. The spell restores any missing body parts the Target has.



Rewrite the Soul

10th Circle Dictation


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A feather from the wing of a Demi-Eternal or Masked bathed in the moonlit pools of the deep trenches of the Astral Sea, Consumed by the spell)

Duration: Instantaneous

Empower TG: 30


You rewrite the very self of a target. You and the Target must both perform a Contested Determination (Focus) Test.

If you lost the contest, the Spell Slot is expended but no effect occurs, bar the Target is Immune to this spell for a Year and a Day.

If they lost the contest, you may select one Concept of the Target and rewrite it to be any wording of your choosing.

You also become aware if they lost this contest of any Temporary Concepts overwriting another, or any Concepts that have been rewritten by the effect of this spell or another spell like the Wish spell. You may instead of rewriting a Concept into a new wording, choose to remove one Temporary Concept or undo the alterations to one Concept by this or another spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If you are removing Temporary Concepts or rewritten Concepts with this spell, you can choose up to two, in any combination, of Temporary Concepts or rewritten Concepts to be removed/undone.


3AP. If you are rewriting a Concept, you can choose two Concepts to be rewritten with this spell.

If you are removing Temporary Concepts or rewritten Concepts with this spell, you can choose up to three, in any combination, of Temporary Concepts or rewritten Concepts to be removed/undone.



Roar of the Eternals

5th Circle Evocation [Tonomancy]


Casting Time: 2AP

Range: Self

AoE: 6m (Near) Radius Sphere, Centred on You

Components: V

Duration: Instantaneous

Empower TG: 17


You utter the divine note of creation, the one belonging to your Eternal, uttering it unleashes but a portion of their power into those around you. Each entity within the AoE must make a Determination Test, if the entity is of your Eternal’s Nemesis Entity Type, they make the Test at Disadvantage.

On a failed Test, the entity takes 7d6 Radiant Thunder damage and is knocked Prone.

On a successful Test, the entity takes half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 2d6 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 8m (At Range) Radius Sphere, Centred on You.

On a failed Test, the entity also gains a Degree of the Dazed condition until the start of your next Turn.


3AP. The AoE increases to a 10m (At Range) Radius Sphere, Centred on You.

On a failed Test, the entity is also Silenced and gains two Degrees of the Dazed condition until the start of your next Turn.

If they failed the Test by 5 or more, they also gain the Impaired (Hearing) condition.



Rope Trick

2nd Circle Conjuration [Space]


Casting Time: 2AP

Target: A rope that is up to 12m long within Range

Range: Touch

Components: V, S, M (Powdered corn extract and a twisted loop of parchment)

Duration: 1 Hour

Empower TG: 14


You enchant a rope to create an extradimensional space to flee to. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extradimensional space that lasts for the Duration.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight entities of your Size Category or smaller. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 2m-by-2m window centred on the rope.

Anything inside the extradimensional space drops out when the spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The space can fit up to ten entities of one Size Category larger than you or smaller.

Only entities you choose when casting the spell can climb the rope to enter the space.


3AP. The Duration increases to 1 Day.

Only entities you choose when casting the spell can climb the rope to enter the space.

The space can fit up to fifteen entities of two Size Categories larger than you or smaller.



S

Sacred Flame

Evocation Cantrip


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous


Flame-like radiance descends on a target. The Target must make an Agility Test, they gain no benefits from Cover for this Trait Test.

On a failed Test, the Target takes 1d8 Radiant damage.

If they fail the Test by 5 or more, they gain two Degrees of the Burned (Radiant) condition.


At Higher Levels. This spell’s damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Sanctuary

1st Circle Protection


Casting Time: 1AP

Target: A willing entity within Range

Range: 6m | Near

Components: V, S, M (A small silver mirror)

Duration: 1 Encounter/Scene

Empower TG: 13


You ward a target against attack. For the Duration, any entity who Targets the warded Target with an attack or a harmful spell must first make an Intuition Test.

On a failed Test, the entity must choose a new valid Target or lose the attack or spell. The entity cannot move before the attack is redirected.

This spell doesn't protect the warded Target from area effects, such as the explosion of a Fireball.

If the warded Target makes an attack, performs an action to assist another in making an attack such as the Aid action, casts a spell that affects or Targets an enemy, or deals damage to another entity including via the effect of a spell they are Concentrating on cast before receiving this spell’s effect, conditions they have applied, or from an entity they have summoned, this spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 12m (At Range).


2AP. The Range increases to 18m (At Range), and the Duration increases to 10 Minutes.

The Target has Advantage on Trait Tests to resist or avoid effects from being in an AoE.


3AP. The Target becomes Up to three willing entities within Range, the Range increases to 24m (At Range), and the Duration increases to 1 Hour.

The Targets have Advantage on Trait Tests to resist or avoid effects from being in an AoE.

If the Target is reduced to 0HP whilst under the effects of this spell, you can choose to end the spell on the Target, and they recover HP equal to their Character Level.



Sapping Bolt

Necromancy Cantrip [Fungi]


Casting Time: 2AP

Target: An entity/object within Range

Range: 6m | Near

Components: V, S

Duration: 1 Round


You create a bolt of pure decay, sapping the life energies of the target as their body tries to compensate. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d8 Necrotic damage. Objects hit by this spell begin to slightly decay and rot.

If you hit the Target and their HP is less than their Hit Point Maximum, they must make an Endurance Test, this is made with Disadvantage if they are Bloodied.

On a failed Test, the Target is knocked Prone.

If they failed the Test by 5 or more, they also gain the Sap Physique or Agility 1 (you choose which Trait) condition for the rest of the Encounter/Scene.


At Higher Levels. This spell's damage increases by 1d6 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Scorching Ray

2nd Circle Evocation [Fire]


Casting Time: 2AP

Target: An entity/object within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 14


You create three rays of fire and hurl them at targets. You can hurl each ray at the same Target or several. Make a ranged Spell Attack for each ray.

On a hit, the Target takes 4d6 Fire damage. Flammable objects, that aren’t being worn or carried, that are hit by this spell ignite.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you create an additional ray for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. An entity hit by this spell gains one Degree of the Burned condition.

On a Critical Hit, you apply an additional Degree of the Burned condition.


3AP. The Range increases to 30m (Far), and gains an AoE 1m (Melee) Radius Sphere, Centred on Target.

An entity hit by this spell gains one Degree of the Burned condition.

On a Critical Hit, you apply an additional Degree of the Burned condition.

After the Attack Roll has resolved each entity within the AoE must make an Agility Test, with the Target if hit gaining Disadvantage on the Test.

On a failed Test, the entity takes 2d6 Fire damage.

On a successful Test the entity takes half as a much damage.



Secret Chest

4th Circle Conjuration [Space]


Casting Time: 2AP

Range: Touch

Components: V, S, M (An exquisite chest, 0.5m by 0.25m by 0.25m, constructed from rare materials worth at least 5,000GP, and a Tiny replica made from the same materials worth at least 50GP)

Duration: Instantaneous

Empower TG: 16


You hide a chest, and all its contents, on the Ethereal Realm with arcane glyphs hiding it from the Realms wandering denizens. You must touch the chest and the miniature replica that serves as a Material Components for the spell. The chest can only contain non-living material and cannot be overflowing.

While the chest remains in the Ethereal Realm, you can use an action (2AP) and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 1m of you. You can send the chest back to the Ethereal Realm by using an action (2AP) and touching both the chest and the replica.

This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action (2AP). If the spell ends and the larger chest is on the Ethereal Realm, it is lost. You would have to enter the Realm to seek it out, though with its wards removed it could be discovered by anything wandering the Realm.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AP cost of actions from this spell is reduced to 1AP.


3AP. The chest as part of this spell is enchanted to while not changing externally, treats its internal volume as up to 5 Cubic Metres.

The AP cost of actions from this spell is reduced to 1AP.

If the contents of the chest would be lost per the spell’s effect, you can choose for the chest with all its contents to instead appear in front of you. If you were using the additional volume within the chest, its contents appear overflowing out of the chest.



See Invisibility

2nd Circle Divination


Casting Time: 2AP

Range: Self

Components: V, S, M (A pinch of talc and a small sprinkling of powdered silver)

Duration: 1 Hour

Empower TG: 14


You open your senses via your magic to detect the unseeable. For the Duration, you see Invisible entities and objects as if they were visible, and you gain Spiritsight to 12m (At Range). Ethereal entities and objects appear ghostly and translucent.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 8 Hours.

The distance you can see Invisible entities/objects and of your Spiritsight from this spell increases to 20m (At Range).


3AP. The Target becomes Target Up to three willing entities within Range, the Range increases to 6m (Near), and the Duration increases to 1 Day.

The distance you can see Invisible entities/objects and of your Spiritsight from this spell increases to 30m (At Range).



Seeming

5th Circle Illusion


Casting Time: 2AP

Target: Any number of entities within Range

Range: 6m | Near

Components: V, S

Duration: 8 Hours

Empower TG: 17


This spell allows you to change the appearance of targets. You give each Target you choose a new, illusory appearance; they can be the same or unique to each Target. An unwilling Target can make a Determination Test, and if they succeed, they are unaffected by this spell.

The spell disguises physical appearance as well as clothing, armour, Weapons, and equipment. You must choose a form that has the same basic arrangement of limbs, and heights can be changed by no more than 0.5m. Otherwise, the extent of the illusion is up to you. The spell lasts for the Duration unless you use your action (1AP) to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a someone’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the Target’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

An entity can use their action (2AP) to inspect a Target and make an Investigation Skill Roll against your Spell TG.

If they succeed, they become aware that the Target is disguised.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The illusory aspects of the disguise feel solid to the touch but if force is applied the illusion can still be passed through per the spell’s description.


3AP. The Range increases to 12m (At Range), and the Duration increases to 1 Day.

For the Duration of the spell, you can choose any Entity Type which each Target will appear as for the purposes of effects that detect or sense their Entity Type, instead of their normal Entity Type, this does not however grant them the mechanical benefits or penalties of the Entity Type.

The illusory aspects of the disguise become solid in how they interact with other entities and objects.



Sending

3rd Circle Evocation


Casting Time: 2AP

Target: An entity you are familiar with you can visualise in your mind

Range: Unlimited

Components: V, S, M (A short piece of fine copper wire)

Duration: 1 Round

Empower TG: 15


You send a short message of twenty-five words or less to a Target. The Target hears the message in their mind, recognizes you as the sender if they know you, and can answer in a like manner immediately.

The spell enables entities with Knowledge of at least -5 to understand the meaning of your message.

You can send the message across any distance and even to other Realms of existence.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. With the message you can send one mental image telepathically alongside it.


3AP. The message can now be up to 50 words. With the message you can send one mental image telepathically alongside it.



Shadow Claw

1st Circle Illusion [Eldritch]


Casting Time: 1AP

Range: Self

AoE: 3m (Near) Radius Sphere, Centred on You

Components: V, S, M (A small ebony claw statue)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 13


You channel the shadows to wraparound your arm making a dangerous claw. For the Duration, you can use an action (2AP), make a melee Spell Attack against a Target you can see within the AoE, this is made with Advantage if you are in a Dimly Lit area or an area of Darkness.

If the attack hits, the Target takes 5d8 Necrotic damage and you may pull them up to 2m directly towards you.

You may use the claw to perform the Use Item action for an object within 3m (Near) of you as if you were doing it with your own hand.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d8 for every Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The AoE increases to a 4m (Near) Radius Sphere, Centred on You.


2AP. The AoE increases to a 6m (Near) Radius Sphere, Centred on You, and the Duration increases to Concentration, up to 10 Minutes. The distance the entity is pulled towards you increases to 4m.


3AP. The AoE increases to an 8m (At Range) Radius Sphere, Centred on You, and the Duration increases to Concentration, up to 1 Hour. The distance the entity is pulled towards you increases to 6m.

The AP to make a melee Spell Attack using this spell, and the Use Item action using this spell is reduced to 1AP.



Shape Elements

Transmutation Cantrip [Air, Earth, Fire, Water]


Casting Time: 2AP

Target: A point made up of air, earth, fire, or water within Range

Range: 6m | Near

AoE: 1m (Melee) Cube, Centred on Target

Components: S

Duration: Instantaneous


You call upon the powers of the Outer Elemental planes to allow you control of the fundamental elements. You can choose one of the following effects:

  • You can move the element 1m in a direction of your choice. If this makes contact with a Medium or smaller entity or object they must make a Physique Test.

    On a failed Test, they are pushed 1m away in the direction you moved the element.

    If they fail the Test by 5 or more, the entity is also knocked Prone after being moved.

  • You cause shapes, colours, or both to appear in the appropriate element, spelling out words, creating images, or shaping patterns. These can become animated at your command. The changes last for up to 1 Hour.
  • You create an instantaneous, harmless sensory effect tied to that element within the AoE.

  • You can alter the state of the element so that it becomes Difficult Terrain or becomes harmless and safe to pass through for up to 1 Hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action (1AP).



Shape Sound

Transmutation Cantrip [Thunder]


Casting Time: 2AP

Target: An entity or point within Range

Range: 24m | At Range

Components: S

Duration: Instantaneous


You call upon the powers of the Realm of Thunder to shape the sound around you. You produce one of the following effects at the Target:

  • You can whisper a sound causing it at a normal volume to come from the Target point.
  • You can cause for the next 5 Minutes any sound from any entities within a 3m (Near) Cube Centred on the Target, to be projected at a volume you control at from a second Target.
  • You can reduce the volume of noise made by a Target entity for the next Minute, so long as they remain in Range of you and within your line of sight, granting them Advantage on Stealth Skill Rolls.

If you cast this spell multiple times, you can have no more than one of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action (1AP).



Shapechange

9th Circle Transmutation


Casting Time: 2AP

Range: Self

Components: V, S, M (A jade circlet worth at least 1,500GP, which you must place on your head before you cast the spell)

Duration: Concentration, up to 1 Hour

Empower TG: 25


You assume the form of a different entity. The new form can be any entity you have seen at least once, whose CR is equal to or less than your Character Level + this spell’s Circle, with the exception of Constructs, Undead, any specific named entity, or a Titanic sized entity. Your game statistics, are replaced by the statistics of the chosen entity, with the exception of Knowledge, Intuition, and Determination which use your values. You also retain your personality, memories, and Languages.

You keep your Skills and Training and gain those granted by the chosen Form. You retain the benefit of any features from your Class, Ancestry, Templates, or other source and can use them, provided that your new form is physically capable of doing so.

You are limited in the actions you can perform by the nature of your new form, and you can't cast spells, or take any other action that requires hands or speech, unless the form can perform said actions. Though you can speak, you cannot use Spellcasting, Psionic, Threat, and Command actions/reactions in the entity’s statistics, nor can you also use any Features, actions, or Passive Traits that would let you change your shape with the exception of this spell for the Duration of the transformation.

The transformation lasts for the Duration, until the HP of the form is reduced to 0, or you Die. You assume the HP and Hit Dice of the new form. When you revert to your normal form you return to the HP you had before you transformed. If you revert as a result of dropping to 0 HP, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 HP, you aren't knocked Unconscious.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GG determines whether it is practical for the new form to wear a piece of equipment, based on the entity's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges have no effect in that state.

During this spell's Duration, you can use your action (2AP) to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more Hit Points than your current one, your Hit Points remain at their current value.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can cast spells so long as they have no Somatic Components nor a Material Component that cannot be ignored by a Spellcasting Focus.


3AP. You can choose to transform into Constructs, Undead, and Titanic sized entities so long as they do not conflict with other restrictions.

You can cast spells so long as they have no Material Component that cannot be ignored by a Spellcasting Focus, and may use Spellcasting actions/reactions in the entities statistics but do not gain any Spell Slots or Soul Points the entity may normally have.



Shatter

2nd Circle Evocation [Thunder]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S, M (A chip of mica)

Duration: Instantaneous

Empower TG: 14


A sudden loud ringing noise, painfully intense, erupts from the target. Each entity within the AoE must make an Endurance Test, Constructs and other entities mostly made of inorganic material such as stone, crystal, or metal have Disadvantage on the Test.

On a failed Test, the entity takes 4d8 Thunder damage.

On a successful Test, they take half as much damage.

A nonmagical object/vehicle/structure that isn't being worn or carried also takes the damage if it's in the spell's AoE.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 3m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 18m (At Range), and the AoE increases to a 5m (Near) Radius Sphere, Centred on Target.

Constructs and nonmagical objects, vehicles, and structures take twice as much damage from this spell.



Shield

1st Circle Protection


Casting Time: 1RP

Trigger: You are hit by an Attack Roll or Targeted by the Magic Missile spell/power

Range: Self

Components: V, S

Duration: Instantaneous

Empower TG: 13


An invisible barrier of magical force appears and protects you. You have a +5 Shield Bonus to HT against the Triggering attack, or you take no damage from the Triggering casting/manifesting of Magic Missile.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the barrier remains to protect against an additional attack or casting/manifesting of Magic Missile, though will still dissipate at the start of your next Turn, for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. Once the stated number of attacks and/or casting/manifesting of Magic Missile have been affected, you gain a +2 Shield Bonus to your HT until the start of your next Turn.


2RP. The Trigger becomes you are hit by an Attack Roll, are Targeted by the Magic Missile spell/power, or need to make a Trait Test to resist or avoid an effect.

If the Trigger was making a Trait Test, you instead gain a +5 Magic Bonus to that Trait Test. If cast at a higher Circle, the remaining barrier can also be used to gain the Magic Bonus against Trait Tests to resist or avoid effects.

Once the stated number of attacks, Trait Tests to resist/avoid harmful effects, and/or casting/manifesting of Magic Missile have been affected, you gain a +3 Shield Bonus to your HT and a +3 Magic Bonus to Trait Tests made to resist and avoid effects, until the start of your next Turn.



Shield of Faith

1st Circle Protection


Casting Time: 1AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A small parchment with a bit of holy text written on it)

Duration: Concentration, up to 10 Minutes

Empower TG: 13


A shimmering field appears and surrounds an ally. For the Duration, the Target gains a +2 Faith Bonus to their HT.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 18m (At Range).


2AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour.


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour.

For the Duration, the Target gains a +2 Faith Bonus to Trait Tests to resist or avoid an effect, that deals half as much damage on a successful Test.



Shield of Snow

7th Circle Protection [Cold]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A bottle of ice)

Duration: Concentration, up to 10 Minutes

Empower TG: 19


A barrier of snowflakes forms around you, regrowing to replace lost damage. The Target gains 25 BP.

For the Duration, at the start of the Target’s Turns, they gain a 25 BP replacing any that was previously lost.

If at the start of the Target’s Turn when new BP is gained, the Target had 0 BP remaining from their previous Turn, the Target also recovers 2d10 HP.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, you can Target one additional entity for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Whilst the Target has BP remaining from this spell, the Target gains Fire Reduction 10.


3AP. Whilst the Target has BP remaining from this spell, the Target gains Fire Reduction 10.

If the Target would regain HP from this spell, they can instead choose to replace the Damage Type of their next Weapon Attack or Unarmed Strike with Cold damage and if it hits it deals an additional 2d10 Cold damage.



Shielding Form

1st Circle Transmutation


Casting Time: 1AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S, M (A shell of an animal)

Duration: Concentration, up to 10 Minutes

Empower TG: 13


Fo alter the ally's form to grow a shell, bone growths, or similar modifications to grant them natural armour. For the Duration, the Target gains a +3 Shield Bonus to their HT. If the Target moves, until the end of the start of their next Turn, the Shield Bonus is reduced to +1.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target one additional entity for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Range increases to 18m (At Range).


2AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour.


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour.

For the Duration, the Target gains Resistance to Slashing and Piercing damage so long as the Shield Bonus is a +3, when it is reduced to a +1 Shield Bonus the Target instead gains Resistance to Bludgeoning and Slashing damage.



Shillelagh

Transmutation Cantrip [Wood]


Casting Time: 1AP

Range: Touch

Components: V, S, M (Mistletoe, a shamrock leaf, and a melee Simple Weapon)

Duration: 1 Encounter/Scene


The weapon you are holding is imbued with nature's power. For the Duration, you can use your Spellcasting Trait instead of Physique for the Attack and Damage Rolls of melee attacks using that Weapon, and the Weapon's damage die becomes a d8. The Weapon also becomes magical if it isn't already, and you may choose for the Weapon to deal Radiant damage instead of its normal Damage Type.

The spell ends if you cast it again or if you let go of the Weapon.


At Higher Levels. This Weapon’s damage dice increases when your Character Level reaches 5th Level (1d10), 11th Level (1d12), and 17th Level (2d6).



Shocking Grasp

Evocation Cantrip [Air]


Casting Time: 2AP

Target: An entity/object within Range

Range: Touch

Components: V, S

Duration: Instantaneous


Lightning springs from your hand to deliver a shock to an entity. Make a melee Spell Attack against the Target, you have Advantage if the Attack Roll is against an entity wearing metallic Armour Pieces or Wielding a metallic Shield.

On a hit, the Target takes 1d8 Lightning damage, and they reduce their RP by 1 until the start of their next Turn.


At Higher Levels. This spell’s damage increases by 1d8 and the RP reduction increases by 1 when your Character Level reaches 5th Level (2d8, -2RP), 11th Level (3d8, -3RP), and 17th Level (4d8, -4RP).



Shockwave

3rd Circle Evocation [Space]


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 15


You channel your magic into generating waves of force to knock your foes aside. Drawing a line between you and the Target, for every metre down the line starting at you, all entities (bar you) within 1m (Melee) of that point must make a Physique Test.

On a failed Test, the entity takes 5d8 Force damage, is pushed 3m in a direction both directly away from you and the current point and knocked Prone. In addition, unsecured objects that are completely within the area are likewise pushed 3m away.

On a successful Test they take half the damage and suffer no additional effects.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 8m (At Range).


3AP. The Range increases to 12m (At Range).

The distance an entity is pushed way is increased to 5m. If an entity pushed by this spell does not move the full 5m due to hitting an obstacle, the Force damage is doubled, and the entity gains a Degree of the Dazed condition until the end of their next Turn.



Shooting Star

Evocation Cantrip [Space]


Casting Time: 2AP

Target: An entity/object within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous


You hurl a small shooting star at a target. Make a ranged Spell Attack against the Target.

On a hit, the Target takes 1d10 Radiant damage. The Target glows creating a Dimly Lit area in a 2m (Melee) Radius, Centred on Them until the start of your next Turn. While glowing this way they cannot benefit from the Invisible condition.

On a Critical Hit, the Target glows until the end of the current Encounter/Scene.


At Higher Levels. This spell's damage increases by 1d10 when your Character Level reaches 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).



Show the Way

Divination Cantrip


Casting Time: 1AP

Target: An entity within Range

Range: 6m | Near

Components: V

Duration: Instantaneous


You use your magic to show your allies the paths of fate that lead to victory. You provide the benefits of the Aid action to the Target, you are considered to have automatically succeeded the action’s Trait Test.


At Higher Levels. This spell's range increases by 6m when your Character Level reaches 5th Level (12m | At Range), 11th Level (18m | At Range), and 17th Level (24m | At Range).



Silence

2nd Circle Transmutation


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You create a zone where no sound can be made. For the Duration, no sound can be created within or pass through the AoE.

Any entity or object entirely inside the AoE is Immune to Thunder damage, and entities gain the Impaired (Hearing) and Silenced conditions while entirely inside it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 30m (Far), the AoE increases to a 6m (Near) Radius Sphere, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.



Silent Image

1st Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 3m (Near) Cube, Centred on Target

Components: V, S, M (A bit of fleece)

Duration: Concentration, up to 10 Minutes

Empower TG: 13


You create the image of an object, entity, or some other visible phenomenon that is no larger than the AoE. The image appears within the AoE for the Duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action (1AP) to cause the AoE to move to any spot within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of an entity and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion because things can pass through it. An entity that uses its action (2AP) to examine the image can determine that it is an illusion with a successful Knowledge (Investigation) Test against your Spell TG. If an entity discerns the illusion for what it is, the entity can see through the image.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m (Near) Cube, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.


3AP. The Range increases to 24m (At Range), the AoE increases to an 8m (at Range) Cube, Centred on Target, and the Duration increases to 1 Hour.



Simulacrum

7th Circle Transmutation


Casting Time: 1 Day

Target: A willing entity

Range: Touch

Components: V, S, M (Clay in quantities sufficient to make a life-size copy of the Target entity; some hair, fingernail clippings, or other piece of that Target's body placed inside the clay; and powdered ruby worth 1,500GP, sprinkled over the duplicate and Consumed by the spell)

Duration: Until Dispelled

Empower TG: 19


You shape a clay duplicate of the Target that is within Range for the entire Casting Time of the spell. The duplicate is a Construct, partially real and formed from clay, and it can take actions and otherwise be affected as a normal Construct. It appears to be the same as the original Target, but it has half the Target's Hit Point Maximum and is formed without any equipment. Otherwise, the Construct uses all the statistics of the Target, bar its Entity Type with the following alterations:

  • It gains the Summoned Companion Tag
  • It cannot cast spells or manifest psionic powers.
  • It cannot use the Channel Faith, Channel the Darkness, and the Channel the World Soul Features and actions.
  • It is Immune to the Exhaustion condition.
  • It cannot benefit from Short or Long Rests.

The simulacrum acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands and shares your Initiative in Active Time Encounters. The simulacrum lacks the ability to learn or become more powerful, so it never increases its Level or other gains other abilities.

If the simulacrum is damaged, it can only recover lost HP by you repairing it in an alchemical laboratory, using rare herbs and minerals worth 100GP per Hit Point it regains. The simulacrum lasts until it drops to 0 HP, at which point it shatters into inanimate clay shards instantly.

If you cast this spell again, any duplicate you previously created with this spell are instantly destroyed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


16 Hours. The spell’s default Effect occurs.


1 Day. The GP cost of the rare herbs and minerals decreases to 50GP per HP.


2 Days. The GP cost of the rare herbs and minerals decreases to 25GP per HP.

The Simulacrum can cast/manifest spells/powers of 3rd Circle or lower and have appropriate Circle Spell Slots that the original Target Prepared and had available at the point of creation.



Singularity

4th Circle Evocation [Space]


Casting Time: 2AP

Target: An point within Range

Range: 6m | Near

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A black marble)

Duration: 1 Round

Empower TG: 16


You channel your magic into generating a singularity to pull your foes out of position. Each entities within the AoE must make a Physique Test.

On a failed Test, the entity takes 5d10 Force damage and are pulled within 1m of the Target. From there they are lifted into the air orbiting the singularity in a 1m (Melee) Radius from the Target. While lifted into the air, their Speed is reduced to 0 and they cannot cast spells or manifest psionic powers as they struggle to maintain position while floating in the air. This spell ends at the start of your next Turn, at which point they fall as normal.

On a successful Test they take half the damage and suffer no additional effects.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage increases by 1d10 for each Slot Circle above 4th. The Duration also increases by 1 Round for every two Slot Circles above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 18m (At Range), and the AoE increases to a 6m (Near) Radius Sphere.

You can choose for any number of entities within the AoE to be unaffected by the spell.



Sleep

1st Circle Dictation


Casting Time: 2AP

Target: An point within Range

Range: 18m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A pinch of fine sand, rose petals, or a cricket)

Duration: 1 Encounter/Scene

Empower TG: 13


This spell sends individuals into a magical slumber. Each entity within the AoE must make an Endurance Test.

On a failed Test, the entity falls Unconscious for the Duration, until they take damage, or another entity uses an action (1AP) to shake or slap them awake.

Undead, entities that do not sleep, or those who are Immune to being Charmed or Exhausted, and opponents in a Critical Engagement without the Minion Tag aren’t affected by this spell.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 6m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 24m (At Range), and the AoE increases to an 8m (At Range) Radius Sphere, Centred on Target.

It takes a combined three instances of damage or the action (1AP) being used before the entity awakens.



Sleet Storm

3rd Circle Conjuration [Water]


Casting Time: 2AP

Target: An point within Range

Range: 30m | At Range

AoE: 8m Radius, 4m Tall Cylinder, Centred on Target

Components: V, S, M (A pinch of dust and a few drops of water)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


Freezing rain and sleet fall in the area. For the Duration, the AoE is Heavily Obscured, and exposed flames in the AoE are doused.

The ground in the AoE is covered with slick ice, making it Difficult Terrain. When an entity enters the AoE for the first time on a Turn or ends their Turn there, they must make an Agility Test.

On a failed Test, they fall Prone.

If an entity ends their Turn in the AoE and are Concentrating on a spell or power, the entity must make a successful Endurance Test or lose Concentration.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. Instead of entities within the AoE needing to make an Endurance Test when they end their Turn whilst Concentrating on a spell or power, now any entity that ends their Turn within the AoE must make an Endurance Test.

On a failed Test, the Target takes 2d10 Cold damage + 1d10 for each Circle the spell is cast above 3rd Circle, and the Target loses Concentration on anything they were maintaining Concentration on.


3AP. The AoE increases to a 10m Radius, 6m Tall Cylinder, Centred on Target. You can choose for any number of entities to be unaffected by the spell.

Instead of entities within the AoE needing to make an Endurance Test when they end their Turn whilst Concentrating on a spell or power, now any entity that enters the AoE for the first time on a Turn or ends their Turn within the AoE must make an Endurance Test.

On a failed Test, the Target takes 2d10 Cold damage + 1d10 for each Circle the spell is cast above 3rd Circle, and the Target loses Concentration on anything they were maintaining Concentration on.



Solemn Exultations

2nd Circle Protection


Casting Time: 2AP

Target: An entity, bar Constructs and Undead, within Range

Range: 24m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 14


You channel energies of the Realm of Life into the target, healing any wound closed. The Target regains HP equal to 1d6 + your Spellcasting Trait.

The Target also gains BP equal to the maximum value of the Target’s largest Hit Die.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the HP restored increases by 2d6 for each Slot Circle above 2nd.

In addition, The BP granted is multiplied by the Circle of the Spell Slot used.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes Inspired.


3AP. The Target becomes An entity, bar Undead, within Range, and the spell gains an AoE 3m (Near) Radius Sphere, Centred on Target.

The Target becomes Inspired.

Each allied entity, bar Undead, within the AoE receives half as much HP and gain BP equal to their smallest sized Hit Die, for the Target this is added to the BP they gain normally from the spell.



Sonic Push

1st Circle Evocation [Thunder]


Casting Time: 2AP

Target: An entity within the AoE

Range: Self

AoE: Your AoC

Components: V, S

Duration: Instantaneous

Empower TG: 13


You create a sonic pulse between you and a nearby target to push them back. The Target must make a Physique Test.

On a failed Test, the Target takes 5d6 Thunder damage and is pushed directly away from you by 1m.

If they fail the Test by 5 or more, they are pushed back an additional 1m and gain the Impaired (Hearing) condition until the start of your next Turn.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 3d6 and distance they are pushed back increases by 1m for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to your AoC + 1m Radius Sphere, Centred on You.


3AP. The Target becomes Each entity, bar you, within the AoE, and the AoE increases to your AoC + 3m Radius Sphere, Centred on You.



Sonic Shield

1st Circle Protection [Thunder]


Casting Time: 1RP

Trigger: A ranged Attack Roll being made against you

Range: Self

Components: V, S

Duration: Instantaneous

Empower TG: 13


You create a sonic boom to throw off a ranged attack. If the Triggering Attack Roll was made at normal Range, it is made with Disadvantage (this Range bracket applies to all spells and powers).

If the Triggering Attack Roll was made at Long Range, it automatically misses.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. If the Triggering attack hits, roll 1d6 + 1d6 for each Circle the spell was cast at above 1st. You reduce the Damage Roll by the rolled amount.


2RP. The effect of this spell applies to all ranged Attack Rolls until the start of your next Turn.

If the Triggering attack hits, roll 1d6 + 1d6 for each Circle the spell was cast at above 1st. You reduce the Damage Roll by the rolled amount. For all other ranged attacks that hit while benefiting from this spell’s effect, reduce the damage by 1d6.



Spare the Dying

Restoration Cantrip [Wood]


Casting Time: 1AP

Target: An entity within Range, under the effects of the Dying condition but not Stabilised

Range: 3m | Near

Components: V, S

Duration: Instantaneous


Life energies flow into the body bringing them back from the brink. The Target becomes Stabilised and reduces their Degrees of the Wounded condition by 1.


Empowered Cantrip. You can empower this Cantrip by spending an unused Spell Slot, if this Cantrip becomes empowered, the Target regains HP equal to your Spellcasting Trait.


At Higher Levels. This spell’s Range increases when your Character Level reaches 5th Level (6m | Near), 11th Level (12m | At Range), and 17th Level (24m | At Range).



Spell Acceleration

2nd-Circle Abjuration [Time]


Casting Time: 1RP

Trigger: You see a Target cast by a willing entity within Range

Target: The Triggering spell, with a Range other than Self, being cast

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 14


You alter a spell you see to accelerate it to increase its distance. The Target’s Range increases to a number of metres equal the spell’s original Range + 2 + your Spellcasting Trait.

The Triggering caster may choose to keep the spell’s original Target(s) of their spell or select a new Target(s) within an expanded Range.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the extended Range increases by 2m for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 12m (At Range).


2RP. The Range increases to 18m (At Range).

If the Target spell requires a ranged Attack Roll, against an entity within the Target spell’s original Range, they have Advantage on the Attack Roll.

If the Target spell requires a ranged Attack Roll, against an entity within the additional Range provided by this spell, on a hit, the Target spell scores a Critical Hit if the Attack Roll’s TTV is 10 above the Target’s HT, otherwise it counts as an Overwhelming Blow.

For an Overwhelming Blow of a spell, you treat any damage dice of the spell before being cast at a higher Circle as rolling their maximum result, the rest of the damage dice are rolled as normal adding their result to the Damage Roll, as well as static modifiers and Traits.



Spell Extension

1st-Circle Abjuration [Time]


Casting Time: 2AP

Target: A spell you can sense or are aware of the presence of within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 13


You alter a spell you see to make it last longer. You can increase the Duration of the Target by 1 Day.

If the spell has an initial Duration less than 6 Hours or is of a Spell Circle greater than what this spell was cast at, this spell fails to take effect.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the extended Duration increases by 1 Day for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. For Target spells with a Duration greater than Instantaneous but less than 6 Hours, instead of this spell failing, their Duration is doubled.


3AP. The Range increases to 24m (At Range).

For Target spells with a Duration greater than Instantaneous but less than 6 Hours, instead of this spell failing, their Duration is doubled.

For Target spells with a Circle greater than the Circle this spell was cast at, instead of this spell failing, the additional Duration from this spell is halved.



Spell Shift

Abjuration Cantrip


Casting Time: 1RP

Trigger: You see a Target being successfully cast within Range

Target: A spell being cast, which you recognise that deals damage

Range: 12m | At Range

Components: V, S

Duration: Instantaneous


You alter a spell you see to make it more or less deadly. You can modify the Target spell before it hits/affects their Target. You can replace its Damage Type with that dealt by a Cantrip you know.

If the caster is not willing for this change you must both make Contested Arcana Skill Rolls using your chosen Spellcasting Traits.

If you win the contest, the change occurs.

If the opponent wins the contest, nothing occurs.


At Higher Levels. This spell allows you to refer to the Damage Types of spells you know of a higher Circle when your Character Level reaches 5th Level (1st Circle or lower), 11th Level (2nd Circle or lower), and 17th Level (3rd Circle or lower).



Spell Transfer

Abjuration Cantrip


Casting Time: 1AP

Target: An entity with Spell Slots or Soul Points within Range

Range: Touch

Components: S

Duration: Instantaneous


You allow some of your magical potential to refresh the abilities of a spell casting ally. You can expend the use one of your unexpended Spell Slots, or a number of Soul Points equivalet to a Spell Slot, whose Circle is equal to or less than your SB.

The Target recovers one of their used Spell Slots, or Soul Points equivalent to a Spell Slot, of the same or lower spell Circle as the Spell Slot you expended as part of casting this Cantrip.



Spell Warp

2nd Circle Abjuration [Eldritch]


Casting Time: 1RP

Trigger: You see a spell you recognise being cast within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 14


You warp reality around a spell to alter its very nature. If the Triggering spell’s caster is unwilling, they must make a Knowledge Test, this is made with Advantage if the Triggering spell’s Circle is higher than the Circle this spell was cast at.

On a failed Test, the spell’s effect occurs.

This spell allows you to alter the Damage Type of the Triggering spell into another Damage Type of a spell you have Prepared.

If the spell would restore HP, you may also have this spell instead deal damage equal to the amount that normally would have been healed, of a chosen Damage Type, as above.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 18m (At Range).

You can choose up to two Damage Types that the spell deals to alter into other Types or remove (one Damage Type must still be dealt).


2RP. The Range increases to 24m (At Range).

You can choose up to two Damage Types that the spell deals to alter into other Types or remove (one Damage Type must still be dealt if it is dealing damage).

If the spell would deal damage you can choose to cause the spell to restore that much HP instead.

You may also replace BP bestowed by the spell with HP restored and vice versa.



Spellcaster’s Truth

10th Circle Abjuration


Casting Time: 2AP

Trigger: An entity within Range

Range: Touch

Components: V, S, M (A crystal of pure arcane energy from the Cosmic Realm Primordial, Consumed by the spell)

Duration: Instantaneous

Empower TG: 30


You alter a target entities ability to manipulate the cosmic forces. If the Target is unwilling, you both must make a contested Knowledge (Focus) Test.

If you win the contest, the spell resolves normally.

If the Target wins the contest, the Spell Slot is expended but nothing occurs, bar the Target is Immune to this spell for a Month and a Day.

The effect of this spell is determined by whether or not they have the Spellcaster Class Tag.

If they do not have the Class Tag, the Target gains it, learning two Cosmic Cantrips if they do not already know any Cantrips (Knowledge is the Spellcasting Trait used for these spells).

If they do have the Class Tag, they lose the Class Tag, unless they also have the Psionics Class Tag at which point they are Immune to this effect. So long as the Class Tag is removed, the Target cannot cast spells or Cantrips, nor take part in non-psionic rites. This effect lasts until the spell’s effect is removed such as by Dispel Magic or the Wish spell, they gain it back from another casting on this spell, or the entity gains the Class Tag by alternate means.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target, if they gain the Spellcaster Class Tag, can choose either Knowledge, Intuition, or Determination to be their Spellcasting Trait.


3AP. The Target, if they gain the Spellcaster Class Tag, can choose either Knowledge, Intuition, or Determination to be their Spellcasting Trait.

The Target Learns an additional Cantrip and can choose one 1st Circle and one 2nd Circle Cosmic spell, these spells are always Prepared and can be cast once without expending a Spell Slot, once cast this way they cannot do so again until the Target has completed a Long Rest.



Sphere of Imprisonment

4th Circle Evocation


Casting Time: 2AP

Target: An entity, bar a Titanic Sized entity, within Range

Range: 12m | At Range

Components: V, S, M (A glass ball)

Duration: Concentration, up to 1 Minute

Empower TG: 16


You summon a sphere around an individual to hold them in place. The Target must succeed on a Physique Test; this is made with Advantage if the Target is more than one Size Category larger than you.

On a failed Test, the Target becomes Restrained within the sphere hovering 2m off the ground, above the Target’s original position. At the end of each of the Restrained Target’s Turns they can repeat the Physique Test, ending the spell on a success.

As an action (1AP), you can move the sphere 6m (Near) in any horizontal direction, it will always gently move to be 2m above the surface of wherever you move it to.

When the spell ends the Target falls to the ground and is knocked Prone.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the Duration increases to Concentration, up to 10 Minutes.


3AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour. This distance the sphere can move when you use the action increases to 10m (At Range).



Spider Climb

2nd Circle Transmutation


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A drop of bitumen and a spider)

Duration: 1 Hour

Empower TG: 14


You magic allows those you touch to walk along any surface. For the Duration, the Target gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free.

The Target also gains a Climbing speed equal to their Walking speed.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you may Target an additional entity for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 8 Hours. The Target can ignore Difficult Terrain while Climbing.


3AP. The Duration increases to 1 Day.

The Target gains a Climbing speed equal to double their Walking speed and can ignore Difficult Terrain while Climbing.

They also can ignore any movement restrictions from webbing, and do not cause it to vibrate, allowing the Target to be ignored by Tremorsense or similar abilities tied to detecting movement or contact with webbing.



Spike Growth

2nd Circle Transmutation [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 4m (Near) Radius Sphere, Centred on Target

Components: V, S, M (Seven sharp thorns or seven small twigs, each sharpened to a point)

Duration: Concentration, up to 10 Minutes

Empower TG: 14


You channel the magic from the Realm of Life to encourage plant growth into a field of thorns. The ground within the AoE twists and sprouts hard spikes and thorns becoming Difficult Terrain.

When an entity uses an action to move into or within the AoE, they take 2d4 Piercing damage for every 1m they travel.

The transformation of the ground is camouflaged to look natural. Any entity that can't see the AoE at the time the spell is cast must make a Perception or Survival Skill Roll against your Spell TG to recognize the terrain as hazardous before entering it.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the AoE’s Radius increases by 1m for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Hour.


3AP. The Duration increases to Concentration, up to 1 Hour.

You can choose any number of entities when casting this spell to be Immune to its effects.

If the entity has yet to see any entity take damage from entering or moving through the AoE, they have Disadvantage on Perception and Survival Skill Rolls to identify the area as hazardous.



Stasis

1st Circle Dictation [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 5m | Near

Components: S

Duration: Instantaneous

Empower TG: 13


You freeze time around a target for a moment. The Target must make a Knowledge Test.

On a failed Test, the Target becomes Stunned until the start of your next Turn. So long as they are under the effects of the Stunned condition, they are Immune to all damage, nor can they be the Target of, or affected by any spells, powers, conditions, or other effects and abilities.

Likewise for the Duration of the Stunned condition, the Durations of other conditions and other effects are paused suppressing any such effects, continuing once the Stunned condition has ended.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the remained Stunned for 1 additional Round for every Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Targets become Up to two entities within Range, and the Range increases to 8m (At Range).


3AP. The Targets become Up to three entities within Range, and the Range increases to 12m (At Range).

You can choose for any specific conditions or other external effects such as spells or powers currently affecting the Target when cast, to not be Supressed, and instead affect the Target as normal, and their Durations continue to progress as normal.



Stone Lance

3rd Circle Transmutation [Earth]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 4m (Near) Cube, Centred on Target

Components: V, S, M (A shard of granite)

Duration: Instantaneous

Empower TG: 15


You channel the earth to lance out towards targets in an area. All entities within the AoE must make an Agility Test.

On a failed Test, the entity takes 3d10 Force damage and is knocked Prone.

On a successful Test, they take half as much damage.

The AoE becomes Difficult Terrain and the remains of the pillars provide Half Cover to entities within the AoE, until the pillars of stone have been removed.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d10 for every Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. On a failed Test, the Target is thrown a number of metres directly upwards equal to your Spellcasting Trait (minimum of 1m).

If they failed the Test by 5 or more, the distance they are thrown into the air is doubled.


3AP. The AoE increases to a 6m (Near) Cube, Centred on Target.

On a failed Test, the Target is thrown a number of metres directly upwards equal to double your Spellcasting Trait (minimum of 2m).

If they failed the Test by 5 or more, the distance they are thrown into the air is doubled.



Stone Shape

4th Circle Transmutation [Earth]


Casting Time: 2AP

Target: A Medium sized or smaller stone object, or a section of stone no larger than 1m in any direction

Range: Touch

Components: V, S, M (Soft clay, which must be worked into roughly the desired shape of the stone object)

Duration: Instantaneous

Empower TG: 16


You touch a Target and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a Weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1m thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Target becomes a Large sized or smaller stone object, or a section of stone no larger than 2m in any direction.


3AP. The Target becomes a Huge sized or smaller crystal/metal/stone object, or a section of crystal/metal/stone no larger than 3m in any direction.

This spell can convert the appropriate Target of this spell into either crystal, metal, or stone so long as elements of the chosen material were present in the Target.



Stone’s Throw

1st Circle Evocation [Earth]


Casting Time: 2AP

Target: An entity/object within Range

Range: 6m | Near

Components: V, S, M (A pebble)

Duration: Instantaneous

Empower TG: 13


You throw stone projectiles at your foes. Make a spell Attack Roll against the Target.

On a hit, the Target takes 2d10 Force damage and is knocked Prone.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d10 for every Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).

On a Critical Hit, the Target is moved 2m directly away from you before being knocked Prone.


3AP. The Range increases to 18m (At Range), and gains the AoE 2m (Melee) Radius Sphere, Centred on Target.

On a Critical Hit, the Target is moved 3m directly away from you before being knocked Prone.

After the Attack Roll has resolved, each entity within the AoE must make a Physique Test, the Target if they were hit has Disadvantage on this Test.

On a failed Test, an entity is knocked Prone. If they were already Prone, they take 2d6 + 1d6 for each Circle the spell was cast at above 2nd Force damage.



Stoneskin

4th Circle Transmutation [Earth]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (Ground stone dust)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You turn the flesh of an ally as hard as stone. For the Duration, the Target has Resistance to Bludgeoning, Force, Piercing, and Slashing damage.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, you may Target an additional entity for every two Slot Circles above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Day.

The Target gains BP equal to double the Circle this spell was cast at + double your Spellcasting Trait (minimum of 2).


3AP. The Duration increases to 1 Day.

The Target gains BP equal to double the Circle this spell was cast at + double your Spellcasting Trait (minimum of 2) + 3.

The Target also gains Damage Reduction 6 for Bludgeoning, Force, Piercing, and Slashing damage.



Store Memories

Dictation Cantrip


Casting Time: 2AP

Range: Self

Components: S, M (A storage container for a fluid)

Duration: Instantaneous


You channel your magic to place a copy of a single memory, that emerges as a fluid, and place it into an appropriate receptacle you can touch. This fluid is the recording of your memories with a duration of up to a single Encounter/Scene. Any spell or psionic power that can interact with thoughts or memories can Target this memory.

Storing a memory this way does not erase it from your mind.

If you know this Cantrip, you can as an action (2AP) view a recorded memory, created by a use of this Cantrip, in real time, with the ability as an action (1AP) to rewind, fast forward, or pause the memory. You will only be able to see and hear what the entity whose memory was stored could see and hear.



Store Sounds

Transmutation Cantrip [Thunder]


Casting Time: 2AP

Range: Self

Components: S, M (A storage container for a sound)

Duration: Instantaneous


You channel your magic to place a copy of a single sound, that emerges as etchings along a container’s surface you can touch. These etchings are a recording of sounds around you and the container that you can hear normally. The recording process requires you to maintain Concentration on the object up to a single Encounter/Scene, with the object storing sounds heard for the Duration of Concentration. Any spell or psionic power that can interact with sounds can target this recording.

If you know this Cantrip, you can as an action (2AP) listen a recorded sound, created by a use of this Cantrip, in real time, with the ability as an action (1AP) to rewind, fast forward, or pause the sound. You will only be able to hear what the entity who made the recording could hear.



Storm of Vengeance

9th Circle Conjuration [Air, Thunder, Water]


Casting Time: 2AP

Target: A point within Range

Range: Sight

AoE: 72m Radius, 1000m High Cylinder, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 25


A churning storm cloud forms and spreading across the radius of the top of the AoE. Lightning flashes in the area, thunder booms, and strong winds roar. Each entity within the AoE when it appears must make an Endurance Test.

On a failed Test, the Target takes 10d6 Thunder damage and gain the Impaired (Hearing) condition for 5 Minutes.

Each Round you maintain Concentration on this spell, the storm produces different effects at the start of your Turn.


Round 2. Acidic rain falls from the cloud. Each entity, object, structure, and vehicle under the cloud takes 3d12 Acid damage.


Round 3. You call six bolts of lightning from the cloud to strike six entities or objects of your choice beneath the cloud. A given Target can't be struck by more than one bolt. A struck Target must make an Agility Test, this is made with Disadvantage for an entity wearing metallic Armour Pieces or Wielding a metallic Shield or Weapon.

On a failed Test, the Target takes 10d6 Thunder Lightning damage.

On a successful Test, they take half as much damage.


Round 4. Hailstones rain down from the cloud. Each entity and object under the cloud takes 3d12 Cold Bludgeoning damage.


Round 5+. Gusts and freezing rain assail the area under the cloud. The AoE becomes Difficult Terrain and is Heavily Obscured. Each entity there takes 2d12 Cold damage. This damage increases by 1d12 for each additional Round after the 5th Round the spell lasts for.

Ranged Weapon Attacks in or through the area are impossible.

The wind and rain prevent the maintaining of Concentration.

Finally, gusts of strong wind (ranging from 30 to 80km per Hour) automatically disperse fog, mists, and similar phenomena in the AoE, whether mundane or magical.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration becomes 1 Encounter/Scene. You can end the effects of this spell early with an action (0AP).

This spell deals double damage to entities with the Impaired (Hearing) condtition from this spell.


3AP. The AoE increases to a 100m Radius, 1km High Cylinder, Centred on Target, and the Duration becomes 1 Hour. You can end the effects of this spell early with an action (0AP).

This spell deals double damage to nonmagical objects, structures, vehicles, as well as entities with the Impaired (Hearing) condtition from this spell and Constructs.



Strategic Foresight

7th Circle Divination [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 19


You grant an ally a glimpse of fate to maximise their strikes. The Target increases their Critical Hit Scope by 1.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, the Critical Hit Scope Bonus increases by 1 for every Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Range increases to 18m (At Range), and the Duration increases to Concentration, up to 10 Minutes.

The Target becomes Inspired.



Strikedown

1st Circle Evocation [Earth]


Casting Time: 2AP

Target: Any number of entities within the AoE

Range: Self

AoE: 2m (Melee) Radius Sphere, Centred on You

Components: V, S

Duration: Instantaneous

Empower TG: 13


You call upon the earth to topple your foes. Each Target must make a Physique Test.

On a failed Test, the Target takes 2d6 Force damage and is knocked Prone.

Until the end of the Encounter/Scene the AoE becomes Difficult Terrain.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 2d6 for every Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 3m (Near) Radius Sphere, Centred on You.


3AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on You.

On a failed Test, the entity is pushed 1m directly away from you before being knocked Prone.

If they failed the Test by 5 or more, they are instead pushed 3m directly away from you before being knocked Prone.



Suggestion

2nd Circle Dictation


Casting Time: 2AP

Target: An entity within Range, who can hear and understand you

Range: 3m | Near

Components: V, S, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration: Concentration, up to 1 Hour

Empower TG: 14


You suggest a course of activity (limited to a sentence or two) and magically influence a target. The suggestion must be worded in such a manner as to make the course of action sound reasonable. You cannot ask the Target to commit an action that would lead to their harm, death, or them breaking laws that they willingly follow. The Target must make an Intuition Test.

the Target becomes Charmed by you for the Duration of the spell. Whilst Charmed this way the Target must pursue the course of action you described to the best of their ability. The suggested course of action can continue for the entire Duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what they were asked to do.

The spell ends early if the conditions change to cause the action to lead to the Target’s harm, death, or them breaking laws that they willingly follow.

You can also specify conditions that will trigger a special activity during the Duration. For example, you might suggest that a merchant attempt to sell their products to the first guard they meet. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the Target, the spell ends.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the Duration increases by 1 Hour for every Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range).

The Target does not have to understand you to be Targeted, the spell magically grants the Target understanding.



Summon Animal

3rd Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A feather, tuft of fur, or fish tail inside a gilded acorn, depending on the kind of Animal you are summoning, worth at least 300GP)

Duration: Concentration, up to 1 Hour

Empower TG: 15


You call forth an animal from the wild to aid you in battle. It manifests at the Target. It uses the Guardian of the Wilds Stat Block. When you cast the spell, choose Land, Sea, or Air Form. Your choice determines the Animal’s statistics and abilities in the Stat Block.

Your Guardian acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Animal any orders, it takes the Dodge action and uses its move to avoid danger though will try to remain in your AoC.


Guardian of the Wilds
Small/Medium Animal (Summoned)

HT: 11 + Spell’s Circle

HP: 15 [Land/ Sea Only] + (10 x Spell’s Circle)

Speed: 8m, 8m [Climb (Land Only), Swim (Sea Only), or Fly (Air Only)]


Initiative: +3

Hit Die: [Spell’s Circle]d8

PHY 4 KNO -2
AGI 3 INT 4 SB [Your SB]
END 3 DET -2

Senses Nightvision (12m), Passive Perception (12)

Languages Any Languages you know

Passive Traits

Blood Frenzy. When the Guardian or an entity within its AoC becomes Bloodied, it can make a Natural Weapon attack for 1RP.

Keen Senses. When you summon this Guardian, choose either Hearing, Sight, or Smell. The Guardian gains the chosen Sense as a Skill Foci for Investigation, Perception, and Survival Skill Rolls.

Flyby [Air Only]. The Guardian's movement doesn't Trigger Opportunity Attacks whilst it is Flying.

Pack Tactics [Land Only]. The Guardian's has Advantage on Attack Rolls against a Target that is within the AoC of an allied entity that is not Incapacitated.

Allied entities have Advantage on Attack Rolls against a Target that is within the Guardian's AoC so long as it is not Incapacitated.

Waterborne [Sea Only]. The Guardian's can breathe underwater, and the AP cost of the Movement action only increases by 1AP for each additional use during the Turn.

Actions

The Guardian has 3AP and 1RP. The Guardian can perform Opportunity Attacks.

Multiattack. The Guardian makes a number of attacks with their Natural Weapons action equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 1d8 + 4 + spell's Circle Force damage.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, elements of the Guardian’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Guardian gains two Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the Animal form it takes. If the Guardian has a Flying Speed it counts as a Form of the Sky, if it has a Swimming speed it counts as a Form of the Sea, otherwise it counts as a Form of the Land.


3AP. The Guardian gains three Wildshape Customisations from Appendix B of the World Speaker Playbook to better reflect the Animal form it takes. If the Guardian has a Flying Speed it counts as a Form of the Sky, if it has a Swimming speed it counts as a Form of the Sea, otherwise it counts as a Form of the Land.

The Guardian gains the Guardian’s Ward reaction.

Guardian’s Ward (1RP). Trigger: An entity the Guardian can see within Range makes an Attack Roll. Range: Guardian’s AoC. Effect: The Attack Roll is made at Disadvantage with the Critical Failure Scope increasing by 3.



Summon Creation

4th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A shard of crystal, cut of flesh, sliver of metal, or a shard of stone coated in frozen tree sap, depending on the kind of Construct you are summoning, worth at least 400GP)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You call forth from nearby materials a construct born of your imagination and arcane power. It manifests at the Target. It uses the Spark of Invention Stat Block. When you cast the spell, choose Crystal, Flesh, Metal, or Stone Form. Your choice determines the Spark’s statistics and abilities in the Stat Block.

Your Spark acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Spark any orders, it takes the Dodge action and tries to move such that it will place itself between you and hostile entities.


Spark of Invention
Large Construct (Summoned)

HT: 13 + Spell’s Circle

HP: 15 x Spell’s Circle

Speed: 6m


Initiative: +0

Hit Die: [Spell’s Circle]d12

PHY 5 KNO -3
AGI 0 INT 3 SB [Your SB]
END 5 DET 0

Resistances Poison

Immunities Charmed, Exhaustion, Frightened, Incapacitated, Paralysed, Petrified, Poisoned, Terror

Senses Nightvision (24m), Passive Perception (11)

Languages Any Languages you know

Passive Traits

Immutable Form. The Spark is Immune to any spell, power, or effect that would alter its form.

Magic Resistance. The Spark has Advantage on Trait Tests to resist, avoid, or end the effects of spells, powers, and rites.

Elemental Infusion [Flesh & Metal Only]. Whenever the Spark is subjected to Fire damage [Metal] or Lightning damage [Flesh], it takes no damage and instead regains HP equal to the damage dealt.

Until the end of the Spark's next Turn, their Natural Weapons deal an additional amount of the negated Damage Type equal to double the Circle of the spell.

Radiant Aid [Crystal Only]. Whenever the Spark is subjected to Radiant damage, it takes no damage and instead regains HP equal to half the damage dealt. Then all allied entities within its AoC, recover HP equal to the Circle of this spell. All hostile entities within its AoC must make an Endurance Test against your Spell TG.

Failed: They gain the Impaired (Sight) condition until the end of their next Turn.

Until the end of the Spark's next Turn, their Natural Weapons deal an additional amount of Radiant Damage equal to the Circle of the spell.

Temporal Warden [Stone Only]. Hostile entities within the Spark's AoC have Disadvantage on Attack Rolls against Targets other than Spark. Should they hit a Target with an Attack Roll, other than the Spark, they must make an Intuition Test against your Spell TG.

Failed: Attacker gains one Degree of the Slowed condition.

Failed 5+: They also gain a Degree of the Dazed condition.

Actions

The Spark has 3AP and 1RP. The Spark can perform Opportunity Attacks.

Multiattack. The Spark makes a number of attacks with their Natural Weapons action equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m. Hit: 1d8 + 5 + spell's Circle Force damage.





At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, elements of the Spark’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Spark can Mark a number of entities up to half its SB simultaneously. An entity Marked by the Spark has Disadvantage on Attack Rolls against Targets other than the Spark.


3AP. The Spark can Mark a number of entities up to its SB simultaneously. An entity Marked by the Spark has Disadvantage on Attack Rolls against Targets other than the Spark.

Entities Marked by you are considered Marked by your Spark and vice versa, though these additional Marked entities do not count against the number you each can simultaneously maintain at one time.

The Spark gains the Spark’s Shield reaction.

Spark’s Shield (1RP). Trigger: An entity the Guardian can see within Range receives damage. Range: 12m (At Range). Effect: The Construct can expend a number of Hit Dice equal to half its SB. The entity receiving the Triggering damage gains BP equal to the roll of the expended Hit Dice, this occurs before the Triggering damage is dealt.



Summon Demi-Eternal

5th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A relic of an Eternal worth at least 500GP)

Duration: Concentration, up to 1 Hour

Empower TG: 17


You call forth a Demi-Eternal from your Eternal to aid you in battle. It manifests at the Target. It uses the Celestial Guardian Stat Block. When you cast the spell, choose Avenger, Sage, or Warden Form. Your choice determines the Demi-Eternal’s statistics and abilities in the Stat Block.

Your Celestial acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Celestial any orders, it takes the Dodge action and uses its movement to avoid danger.


Celestial Guardian
Large Demi-Eternal (Summoned)

HT: 12 + Spell’s Circle [+2 Warden Only]

HP: 10 x Spell’s Circle

Speed: 6m, Fly 8m


Initiative: +3

Hit Die: [Spell’s Circle]d10

PHY 3 KNO 0
AGI 2 INT 2 SB [Your SB]
END 3 DET 5

Resistances Radiant

Immunities Charmed, Frightened, Terror [Flanked, Surprised Warden Only]

Senses Nightvision (12m), Passive Perception (12)

Languages Any Languages you know & Eternal

Passive Traits

Illumination. The Celestial emits light creating a Well Lit area in a 5m (Near) Radius, and a Dimly Lit area in a 5m (At Range) Radius beyond that.

Actions

The Celestial has 3AP and 2RP. The Celestial can perform Opportunity Attacks.

Multiattack. The Celestial makes a number of attacks with their Radiant X actions equal to half this spell's Circle (rounded down) for 2AP.

Radiant Bolt (2AP) [Sage Only]. Ranged Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 12m (At Range). Hit: 1d10 + 3 + spell's Circle Necrotic Radiant damage.

Radiant Cleave (2AP) [Avenger Only]. Melee Weapon Attack Roll: Your Spell Attack Modifier, Target: Half SB, Reach: 2m. Hit: 2d6 + 3 + spell's Circle Radiant Fire damage.

Radiant Strike (2AP) [Warden Only]. Melee Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m. Hit: 1d8 + 3 + spell's Circle Radiant Force damage. After damage has been dealt select an entity the Celestial can see in its AoC, the entity gains BP equal to the Circle of this spell.

Healing Touch (1AP) (Half SB/Casting). Target: 1 entity, Range: 2m (Near). Effect: Target recovers 2d8 + 5 + spell's Circle HP. [Sage: Increase HP restored by 2d8 HP, and remove one Disease, a Degree of the Burned, Dazed, Frightened, Poisoned, or Slowed condition, or the Doom, Impaired, Silenced condition.]


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, elements of the Celestial’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Celestial increases their Inspired Event Scope by 1, this increases by an additional 1 for the Avenger.

When the Celestial rolls an Inspired Event, they can grant the Inspired condition to you or another entity within its Well Lit area.


3AP. The Celestial increases their Inspired Event Scope by 2, this increases by an additional 1 for the Avenger.

When the Celestial rolls an Inspired Event, they can grant the Inspired condition to you or another entity within its Well Lit area. Each allied entity within the Well Lit area also gains BP equal to the spell’s Circle, this benefit is doubled for Sages and Wardens.

The Celestial gains the Protective Wings reaction.

Protective Wings (1RP). Trigger: An Attack Roll is made against an entity the Celestial can see within Range. Range: Celestial’s AoC. Effect: The Triggering entity gains a Faith Bonus to their HT against the Triggering Attack Roll equal to the Celestial’s SB. This Bonus is doubled for the Warden.



Summon Draconic Avatar

6th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A scale worth 1000GP granted willingly by a Dragon to the caster)

Duration: Concentration, up to 1 Hour

Empower TG: 18


You use a scale gifted to you by a dragon in order to call upon its avatar to provide you aid in need. It manifests at the Target. It uses the Draconic Avatar Stat Block. When you cast the spell, choose the willing Dragon whose avatar you are summoning, this will affect a number of their game statistics and abilities in the Stat Block.

Your Avatar acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Avatar any orders, it takes the Dodge action and will try to maintain its current position.


Draconic Avatar
Large Dragon (Summoned)

HT: 14 + Spell’s Circle

HP: 10 x Spell’s Circle

Speed: 6m, Fly 10m, Swim 6m


Initiative: +2

Hit Die: [Spell’s Circle]d12

PHY 5 KNO *
AGI 2 INT * SB [Your SB]
END 4 DET *

Skills Same as Dragon's

Reductions & Resistances Same as Dragon's

Immunities Charmed, Exhaustion, Frightened, Poisoned, Restrained, Terror

Senses Blindsight (6m), Nightvision (12m), Passive Perception (Same as Dragon's)

Languages Any Languages the Dragon knows

Passive Traits

Avatar’s Nature. The Avatar’s Knowledge, Intuition, and Determination is equal to that of the Dragon whose Avatar you are calling upon. Other Aspects of this Stat Block also match that of the Dragon whose Avatar you are calling upon.

The Avatar gains one Passive Trait or Action/Reaction (bar Threat Actions) available to the Dragon in its Stat Block.

Avatar’s Nature. While within 6m (Near) the Avatar, you gains its Damage Reductions and Resistances. Other allied entities gain this benefit while within the Avatar’s AoC.

Actions

The Avatar has 3AP and 1RP. The Avatar can perform Opportunity Attacks.

Multiattack. The Avatar makes a number of attacks with their Natural Weapons actions equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m. Hit: 2d6 + 5 + spell's Circle Force damage.

Breath Weapon (1AP) (Recharge 6 – 1 for every two spell Circles above 6). AoE: : 6m Cone, Emanating from Avatar. Effect: All entities in AoE must make an Agility Test against your Spell TG.

Failed: 3d8 damage, whose Damage Type matches the Dragon’s own Breath Weapon.

Successful: Half as much damage.

Reactions

Wings of Protection (1RP). Trigger: An entity the Avatar can see within Range is hit by an Attack Roll. Range: 6m (Near). Effect: Increase the HT of the Triggering entity against the Triggering attack by the Avatar’s SB.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, elements of the Avatar’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Avatar may use the Physique, Agility, or Endurance of the Dragon whose Avatar you are calling upon if they are greater than that of the Avatar Stat Block. Alterations to the Physique affects the +5 modifier of the Natural Weapons action.

The Avatar gains any Immunities of the Dragon whose Avatar you are calling upon.


3AP. The Avatar becomes a Huge Dragon. The Avatar may use the Physique, Agility, or Endurance of the Dragon whose Avatar you are calling upon if they are greater than that of the Avatar Stat Block. Alterations to the Physique affects the +5 modifier of the Natural Weapons action.

The Avatar gains any Immunities of the Dragon whose Avatar you are calling upon.

Its Natural Weapons’ Reach increases to 3m.

The AoE of the Breath Weapon action increases to a 12m Cone, Emanating from Avatar.

The Range of the Wings of Protection reaction increases to 12m (At Range).



Summon Dreamed

6th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (Something you would keep with you when went to sleep as a child, or material from your Dream Domain, inside a snow globe filled with sand worth at least 600GP)

Duration: Concentration, up to 1 Hour

Empower TG: 18


You call forth a Figment from your Dream Domain to aid you in battle. It manifests at the Target. It uses the Dream Figment Stat Block. When you cast the spell, choose Dream Guardian, Imaginary Friend, or Pleasant Memory. Your choice determines the Figment’s statistics and abilities in the Stat Block.

When you summon the Figment, you can choose to place each of the following values into your choice of the Figment’s Physique, Agility, and Endurance; 1, 3, and 5.

Your Figment acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Figment any orders, it takes the Dodge action and uses its movement to avoid danger.


Dream Figment
Small/Medium Dreamed (Summoned)

HT: 11 + AGI + Spell’s Circle

HP: (10 + END) x Spell’s Circle

Speed: 6m, 6m (A second Movement speed of your choosing)


Initiative: AGI

Hit Die: [Spell’s Circle]d8


PHY * KNO 2
AGI * INT 5 SB [Your SB]
END * DET 4

Resistances Psychic

Immunities Charmed, Exhaustion, Frightened, Terror

Senses Blindsight (6m), Nightvision (12m), Passive Perception (13)

Languages Any Languages you know & Telepathy up to 24m (At Range)

Passive Traits

Comforting Presence [Pleasant Memory Only]. An allied entity that starts their Turn within SBm of the Figment, gain BP equal to the spell’s Circle.

Reassuring Presence [Imaginary Friend Only]. Allied entities within SBm of the Figment have Advantage on Trait Tests to resist, avoid, or end conditions affecting them.

Warden’s Presence [Dream Warden Only]. Attack Rolls against you and entities you have a Shared Bond Concept with are made with Disadvantage whilst you, the Bonded ally, or the attacker is within SBm of the Figment.

Actions

The Figment has 3AP and 1RP. The Figment can perform Opportunity Attacks.

Multiattack. The Figment makes a number of attacks with their Natural Weapons actions equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 1d8 + PHY + spell's Circle Psychic damage.

Natural Weapons (2AP) [Imaginary Friend & Pleasant Memory Only]. Ranged Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 6m (Near). Hit: 1d6 + AGI + spell's Circle Psychic damage.

Reactions

Warden’s Guard (1RP) [Dream Warden Only]. Trigger: An entity the Figment can see is hit by an Attack Roll. Effect: The Figment can move up to its Movement speed towards the Triggering entity. If the Triggering Entity is within the Figment’s AoC after the movement, the Attack Roll hits the Figment instead.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, elements of the Figment’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Figment gains the following modification based on your chosen option:

  • Dream Warden. You can summon the Figment as a Large Sized entity. If you do so, the Reach of its Natural Weapons increases by 1m.
  • Imaginary Friend. The Reassuring Presence Trait applies to all Trait Tests allied entities make to resist, avoid, or end effects.
  • Pleasant Memory. The Figment gains the Healing Balm action.

Healing Balm (1AP). Target: An entity you can see within Range. Range: Touch. Effect: The Target recovers 1d4 + spell’s Circle HP.


3AP. The Figment gains Learns ad Masters the Skills you have Learnt and Mastered, and they gain the following modification based on your chosen option:

  • Dream Warden. You can summon the Figment as a Large Sized entity. If you do so, the Reach of its Natural Weapons increases by 1m.
  • Imaginary Friend. The Reassuring Presence Trait applies to all Trait Tests allied entities make to resist, avoid, or end effects.
  • Pleasant Memory. The Figment gains the Healing Balm action.

Healing Balm (1AP). Target: An entity you can see within Range. Range: 6m (Near). Effect: The Target recovers 1d6 + spell’s Circle HP.



Summon Fae

4th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A gilded flower that has either grown under the light of an Aurora, grown through a harsh winter and withstood the snow and ice, or that has grown in the blazing heat of summer surviving through the parched ground and searing rays of the sun, based on the Fae you wish to summon worth at least 400GP)

Duration: Concentration, up to 1 Hour

Empower TG: 16


You call forth a knight from one of the Fae Courts to aid you in battle. It manifests at the Target. It uses the Knight of the Court Stat Block. When you cast the spell, choose Auororal, Summer, or Winter Court. Your choice determines the Knight’s statistics and abilities in the Stat Block.

Your Knight acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Knight any orders, it takes the Dodge action and uses its movement to avoid danger.


Knight of the Court
Small/Medium Fae (Summoned)

HT: 12 + Spell’s Circle

HP: 10 x Spell’s Circle

Speed: 6m, Fly 6m


Initiative: +5

Hit Die: [Spell’s Circle]d8


PHY -1 KNO 1
AGI 5 INT 3 SB [Your SB]
END 0 DET 2

Resistances Cold [Winter Only], Fire [Summer Only], Radiant [Auororal Only]

Immunities Charmed, Unconscious

Senses Nightvision (12m), Passive Perception (11)

Languages Any Languages you know & Fae

Passive Traits

Court Training. The Knight has Advantage on Trait Tests to notice Illusions, and to resist, avoid, or end the effects of Illusion School Spells/Powers.

Actions

The Knight has 3AP and 1RP. The Knight can perform Opportunity Attacks.

Multiattack. The Knight makes a number of attacks with their Court Weapons actions equal to half this spell's Circle (rounded down) for 2AP.

Court Weapons (2AP). Melee Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 2d6 + 5 + Spell’s Circle Cold [Winter Only], Fire [Summer Only], or Radiant [Auroral Only] damage.

Fae Step (1AP). Target: Unoccupied space, Range: 6m (Near). Effect: The Knight Teleports to the Target, and either the next Attack Roll the Knight make is with Advantage, or the next Attack Roll an entity, within the Knight’s AoC, makes is made with Disadvantage.

Aurora Cloak (1AP) [Auroral Only]. The Knight becomes Invisible until the end of their next Turn or until they make an Attack Roll. If they hit a Target whilst Invisible, the Target glows until the start of the Knight's next Turn. A glowing Target cannot benefit from the Invisible condition and Attack Rolls against them are made with Advantage.

Summer’s Grace (1AP) [Summer Only]. Target: An entity the Knight can see within Range. Range: 6m (Near). Effect: The Target must make an Intuition Test against your Spell TG.

Failed: The Target is Charmed by you and the Knight for the Encounter/Scene or until the Target takes damage.

Winter’s Malice (1AP) [Winter Only]. Target: A point the Knight can see within Range. Range: 6m (Near), AoE: 3m (Near) Radius Sphere, Centred on Target. Effect: Each entity you choose within AoE must make an Intuition Test against your Spell TG.

Failed: The Target is Confused or Impaired (Sight) (chosen by you) for the Encounter/Scene.


At Higher Circle. When you cast this spell using a Spell Slot of 5th circle or higher, elements of the Knight’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Knight can cast the Disguise Self spell at will.

Once per Encounter/Scene, when using the Fae Step action, the Knight can cast the Mirror Image spell.


3AP. The Knight can cast the Disguise Self spell at will.

Once per Encounter/Scene, when using the Fae Step action, the Knight can cast the Mirror Image spell.

Once per Encounter/Scene, when using the Fae Step action, the Knight can cast the spell based on their Court using your Spell TG:

  • Auroral Knight. Faerie Fire spell.
  • Summer Knight. Colour Spray spell.
  • Winter Knight. Frighten spell.

This spell is empowered to their 3AP version.



Summon Masked

5th Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A gilded vial filled with your own blood worth at least 500GP)

Duration: Concentration, up to 1 Hour

Empower TG: 17


You call forth a Masked Evil to aid you in battle. It manifests at the Target. It uses the Bringer of Ruin Stat Block. When you cast the spell, choose Abyssian, Maladar, or Unsundered Form. Your choice determines the Bringer’s statistics and abilities in the Stat Block.

Your Bringer acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Bringer any orders, it takes the Dodge action and uses its movement to either move towards a hostile entity or to avoid danger.

When the Duration expires, the Bringer does not immediately dissipate however it is no longer subject to your commands and its disposition towards other entities is entirely its own.


Bringer of Ruin
Large Masked (Summoned)

HT: 12 + Spell’s Circle

HP: 15 x Spell’s Circle [+ 25 Maladar/ Unsundered Only]

Speed: 6m, 6m [Climb (Abyssian Only) or Fly (Maladar & Unsundered Only)]


Initiative: +1

Hit Die: [Spell’s Circle]d10



PHY 5 KNO 1
AGI 1 INT 1 SB [Your SB]
END 4 DET 3

Resistances Fire, Necrotic, Poison

Immunities Poisoned

Senses Nightvision (24m – can see in Magical Darkness), Passive Perception (9)

Languages Any Languages you know, Diabolic, & Telepathy up to 12m (At Range)

Passive Traits

Blood Frenzy. When the Bringer or an entity within its AoC becomes Bloodied, it can make a Natural Weapon attack for 1RP.

Magic Resistance. The Bringer has Advantage on Trait Tests to resist, avoid, or end the effects of spells, powers, and rites.

Bloody Step [Unsundered Only]. When the Bringer deals damage to a Target, they can teleport up to 6m (Near) to an unoccupied space they can see.

Reckless Attacks [Abyssian Only]. The Bringer can make its Natural Weapon attacks with Advantage. If it does so, until the start of its next Turn, all Attack Rolls against the Bringer are made with Advantage.

Explosive End [Abyssian Only]. When the Bringer is reduced to 0 HP, each entity within 3m of the Bringermust make an Agility Test against your Spell TG.

Failed: 3d12 + spell's Circle Fire damage.

Successful: Half as much damage.

Actions

The Bringer has 3AP and 2RP. The Bringer can perform Opportunity Attacks.

Multiattack. The Bringer makes a number of attacks with their Diabolic Weapons or Natural Weapons actions equal to half this spell's Circle (rounded down) for 2AP.

Diabolic Weapons (2AP) [Maladar & Unsundered Only]. Melee/Ranged Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach/ Range: 3m (Near)/ 24m (At Range). Hit: 2d6 + 5 + Spell’s Circle Fire damage.

Natural Weapons (2AP) [Abyssian Only]. Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m (Near). Hit: 1d12 + 5 + Spell’s Circle Necrotic damage.

Darkness (2AP) (Half SB/ Casting) [Maladar Only]. They can cast the Darkness spell at half this spell's Circle.





At Higher Circle. When you cast this spell using a Spell Slot of 6th circle or higher, elements of the Bringer’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Bringer increases their Critical Hit Scope by 1, this increases by an additional 1 for the Abyssian.

When the Bringer rolls a Critical Hit, they recover HP equal to the spell’s Circle + your Spellcasting Trait, this benefit is doubled for Maladar.


3AP. The Bringer increases their Critical Hit Scope by 2, this increases by an additional 1 for the Abyssian.

When the Bringer rolls a Critical Hit, they or you recover HP equal to the spell’s Circle + your Spellcasting Trait, this benefit is doubled for Maladar.

Each allied entity within the Bringer’s AoC also gains BP equal to the spell’s Circle, this benefit is doubled for Unsundered.

The Bringer gains the Diabolic Rebuke reaction.

Diabolic Rebuke (1RP). Trigger: The Bringer is damage dealt by an entity you can see within Range. Range: 12m (At Range). Effect: The Triggering source of the damage must make an Agility Test against your Spell TG.

Failed Test: The entity takes 3d10 + spell’s Circle Necrotic damage.

Failed by 5+: They take twice as much damage.

Sucessful Test: They take half as much damage.



Summon Nightmare

3rd Circle Conjuration [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A block of cheese bathed in a Sleeping Potion worth at least 300GP)

Duration: Concentration, up to 1 Hour

Empower TG: 15


You summon an entity from the Realms twisted by the Nightmare. It manifests at the Target. This corporeal form uses the Beast of Nightmare Stat Block. When you cast this spell, choose Hollow-Heart, Monstrosity, Terror, or Warper. Your choice determines the Beast’s statistics and abilities in the Stat Block.

Your Beast acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Beast any orders, it takes the Dodge action and uses its movement to get closer to the nearest hostile entity.

When the Duration expires, the Beast does not immediately dissipate however it is no longer subject to your commands and its disposition towards other entities is entirely its own.


Beast of Nightmare
Large Dreamed Outsider (Summoned)

HT: 12 + Spell’s Circle

HP: 15 x Spell’s Circle [+ 15 Monstrosity Only]

Speed: 8m, Climb 8m


Initiative: +0

Hit Die: [Spell’s Circle]d12



PHY 3 KNO -4
AGI 0 INT 2 SB [Your SB]
END 4 DET 1

Resistances Entropic, Necrotic, Psychic

Immunities Charmed, Exhaustion, Frightened, Terror

Senses Blindsight (6m), Nightvision (24m – can see in Magical Darkness), Passive Perception (10)

Languages Any Languages you know & Telepathy up to 24m (At Range)

Passive Traits

Keen Senses. When you summon this Beast, choose either Hearing, Sight, or Smell. The Beast gains the chosen Sense as a Skill Foci for Investigation, Perception, and Survival Skill Rolls.

Shadow Cloak. When in a Dimly Lit area or Darkness, the Beast can use the Use Skill (Stealth) action for 1AP.

Hollow Aura [Hollow-Heart Only]. The area within 3m (Near) of the Beast is considered Difficult Terrain, though it costs 3m of Movement for every 1m moved.

If Critically Hit by the Beast, the entity reduces their Ap and RP by 1 until the start of the Beast's next Turn.

Hope Devourer [Terror Only]. The Beast has Advantage on Attack Rolls against entities with Degrees of the Frightened condition or the Terror condition.

Reckless Attacks [Monstrosity Only]. The Beast can make its Natural Weapon attacks with Advantage. If it does so, until the start of its next Turn, all Attack Rolls against the Beast are made with Advantage.

Actions

The Beast has 3AP and 1RP. The Beast can perform Opportunity Attacks.

Multiattack. The Beast makes a number of attacks with their Natural Weapons action equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m (Near). Hit: 1d10 [/2d6 Monstrosity Only] + 3 + Spell’s Circle Entropic damage.

Terrifying Roar (2AP) (Half SB/ Casting). Target: Each entity in AoE, AoE: 3m Radius Sphere, Centred on Beast. Effect: Targets must make Determination Test against your Spell TG [Terror Only: with Disadvantage].

Failed: Gain 1 Degree of Frightened condition.

Failed 5+: +1 Degree.

Shadow Step (1AP) [Warper Only]. Target: Unoccupied Space can see, Range: 6m (Near) or 24m (At Range) if Target in Dimly Lit area or Darkness. Effect: Beast teleports to Target, their next Damage Roll before they move, deals an additional 1d10 Entropic damage.





At Higher Circle. When you cast this spell using a Spell Slot of 4th circle or higher, elements of the Beast’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the Beast deals damage to a Target, they must make a Determination Test against your Spell TG, this is made with Disadvantage of the damage was caused by a Critical Hit.

On a failed Test, the Target gains a Degree of a condition.

If they failed by 5 or more, they gain an additional Degree of the condition.

The condition applied is determined by you chosen type of Beast: Burned (Entropic) for the Warper, Frightened for the Terror, Poisoned for the Monstrosity, or Slowed for the Hollow-Heart.


3AP. When the Beast deals damage to a Target, they must make a Determination Test against your Spell TG, this is made with Disadvantage of the damage was caused by a Critical Hit.

On a failed Test, the Target gains one Degree of a condition.

If they failed by 5 or more, they gain an additional Degree of the condition.

The condition applied is determined by you chosen type of Beast: Burned (Entropic) for the Warper, Frightened for the Terror, Poisoned for the Monstrosity, or Slowed for the Hollow-Heart.

The Beast gains the Beast’s Reprise Passive Trait.

Beast’s Reprise [1/Casting]. When the Beast is reduced to 0HP, the Beast recovers 5 times Spell’s Circle HP, and each entity within a number of metres of the Beast, equal to the spell’s Circle, must make an Agility Test against your Spell TG.

Failed Test: The entity takes 3d12 + spell’s Circle Entropic damage and gains a Degree of the Poisoned condition.

Successful Test: They takes half as much damage.



Summon Outsider

6th Circle Conjuration [Summoning, Eldritch]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A drop of your blood, and a forked, ritual dagger worth at least 600GP, forged with the blood of an Outsider)

Duration: Concentration, up to 1 Hour

Empower TG: 18


You call forth an animal from the wild to aid you in battle. It manifests at the Target. It uses the Herald of Oblivion Stat Block. When you cast the spell, choose Astral, Corruptor, Mind-Breaker, or Ruiner Form. Your choice determines the Herald’s statistics and abilities in the Stat Block.

Your Herald acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Herald any orders, it takes the Dodge action and uses its movement to avoid danger.

When the Duration expires, the Herald does not immediately dissipate however it is no longer subject to your commands and its disposition towards other entities is entirely its own.


Herald of Oblivion
Medium/Large Outsider (Summoned)

HT: 11 + Spell’s Circle

HP: 10 x Spell’s Circle

Speed: 6m, Fly 6m (Hover)


Initiative: +2

Hit Die: [Spell’s Circle]d10

PHY 3 KNO 5
AGI 2 INT 2 SB [Your SB]
END 3 DET 5

Immunities Entropic, Psychic, Charmed, Exhaustion, Frightened, Terror

Senses Nightvision (12m), Passive Perception (10)

Languages Any Languages you know, Outsider, & Telepathy up to 30m (At Range)

Passive Traits

Aberrant Form. The Herald has Advantage on Trait Tests to resist, avoid, or end the effects of spells, powers, and rites. At the start of the Herald's Turns, so long as its HP equals 1 HP or greater, they recover HP equal to this spell's Circle.

Astral Form [Astral Only]. The Herald is Incorporeal, and rather than moving normally it teleports the distance of its Movement speed.

Corrupting Aura [Corruptor Only]. Any entity within SBm of the Herald, bar you and Outsiders, have Disadvantage on all Trait Tests. This area is also considered Difficult Terrain for affected entities.



Destructive Presence [Ruiner Only]. The Herald deals twice as much damage to objects, vehicles, structures, and Constructs. Entities that take damage from the Herald, cannot recover HP until the start of the Herald's next Turn.

If the Herald takes Psychic or Entropic damage, it is dealt to each entity within SBm of the Herald instead.

Actions

The Herald has 3AP and 1RP. The Herald can perform Opportunity Attacks.

Multiattack. The Herald makes a number of attacks in any combination of their Natural Weapons and Psionic Ray actions equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m/2m. Hit: 1d10 + 5 + Spell’s Circle Entropic damage, and the Target becomes Grappled or Prone (chosen by you).

Psionic Ray (2AP). Ranged Power Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 6m (Near). Hit: 1d8 + 5 + Spell’s Circle Psychic damage.

Psionic Blast (2AP) (Half SB/Casting) [Mind Breaker Only]. AoE: SBm Cone, Emanating from Self. Effect: Each entity within AoE must make Knowledge Test against Spell TG.

Failed: Takes 3d8 + spell’s Circle Psychic damage and gain 1 Degree of Dazed condition.

Failed 5+: +1 Degree of condition & Mind Lock condition until start of your next Turn.

Successful: Half damage.


At Higher Circle. When you cast this spell using a Spell Slot of 7th circle or higher, elements of the Herald’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If the Herald deals damage with the Natural Weapons action, the Target also gains one random condition until the start of your next Turn determined by a d6 roll: 1 = Charmed, 2 = Confusion, 3 = Poisoned (2 Degrees), 4 = Frightened (2 Degrees), 5 = Mind Lock, 6 = Incapacitated.

If the Herald deals damage with the Psionic Ray action, the Target also gains one random condition until the start of your next Turn determined by a d8 roll: 1 = Charmed, 2 = Dazed (1 Degree), 3 = Frightened (1 Degree), 4 = Slowed (1 Degree), 5 = Poisoned (1 Degree), 6 = Unconscious, 7 = Mind Lock, 8 = Incapacitated.


3AP. You can any two options for the Herald to be.

If the Herald deals damage with the Natural Weapons action, the Target also gains one random condition until the start of your next Turn determined by a d6 roll: 1 = Charmed, 2 = Confusion, 3 = Poisoned (3 Degrees), 4 = Frightened (3 Degrees), 5 = Mind Lock, 6 = Incapacitated.

If the Herald deals damage with the Psionic Ray action, the Target also gains one random condition until the start of your next Turn determined by a d8 roll: 1 = Charmed, 2 = Dazed (2 Degrees), 3 = Frightened (2 Degrees), 4 = Slowed (2 Degrees), 5 = Poisoned (2 Degrees), 6 = Unconscious, 7 = Mind Lock, 8 = Incapacitated.

The Herald gains the Alter Form action.

Alter Form (1AP). The Herald polymorphs into a Small, Medium, or Large Sized entity, or it returns to its true form. Other than its size, its uses the Herald’s Stat Block. Any equipment it is wearing or carrying isn’t transformed, though it can create, as part of this action, an illusion to grant the appearance of different equipment it is wearing or carrying.



Summon Primordial

5th Circle Conjuration [Summoning, Air, Earth, Fire, Fungi, Metal, Thunder, Water, Wood]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A gilded stone touched by one of the Realms Primordial of the kind of Primordial you wish to summon, worth at least 500GP)

Duration: Concentration, up to 1 Hour

Empower TG: 17


You call forth a primordial being formed from one of the fundamental elements of creation to aid you in battle. It manifests at the Target. It uses the Primal Primordial Stat Block. When you cast the spell, choose Air, Earth, Fire, Fungi, Metal, Thunder, Water, or Wood. Your choice determines the Primordial’s statistics and abilities in the Stat Block.

Your Primordial acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Primordial any orders, it takes the Dodge action and uses its movement to avoid danger.

Each element has an opposite element which is referred to in the Stat Block, the opposing element pairs are Air & Earth, Fire & Water, Fungi & Wood, and Metal & Thunder.

Each element has an associated Damage Type which is referred to in the Stat Block, the associated Damage Type for each element is Air (Lightning), Earth (Force), Fire (Fire), Fungi (Necrotic), Metal (Vorpal), Thunder (Thunder), Water (Cold), and Wood (Radiant)


Primal Primordial
Large Primordial (Summoned)

HT: 11 + Spell’s Circle [+2 Earth/ Metal Only]

HP: 15 x Spell’s Circle

Speed: 8m, 8m [Burrow (Earth & Metal Only), Climb (Fire & Wood Only), Fly (Air & Thunder Only), or Swim (Fungi & Water Only)]


Initiative: +0

Hit Die: [Spell’s Circle]d12



PHY 5 KNO -2
AGI 2 INT 3 SB [Your SB]
END 4 DET 3

Resistances [Opposing Element’s Damage Type]

Immunities [Element’s Damage Type], Poison, Exhaustion, Paralysed, Poisoned, Unconscious, Burned [Fire Only], Critical Opening [Metal Only], Dazed & Stunned [Air Only], Frozen & Slowed [Water Only], Impaired [Wood Only], Petrified [Earth Only], Sap [Fungi Only], Silenced [Thunder Only]

Senses Nightvision (12m), Passive Perception (11)

Languages Any Languages you know, & Primordial

Passive Traits

Primal Form. While under the effects of the bloodied condition, all entities who start their Turn within the Priimordial’s AoC, take damage of their Element’s Damage Type equal to the Circle of this spell. If they are under the effects of the Desperation condition, the damage dealt is doubled.

Amorphous Form [Air, Fire, Thunder & Water Only]. The Primordial can move through an occupied space as if they were unoccupied (though cannot enter an occupied space if it is unable to leave it) and can move through a space as narrow as 1cm wide without squeezing.

Defensive Shell [Earth, Fungi, Metal & Wood Only]. If the Primordial has not moved since the start of its previous Turn, at the start of its Turn, gains BP equal to the Circle of this spell, and it increases its HT by 3 until the start of its next Turn.

Actions

The Primordial has 3AP and 1RP. The Primordial can perform Opportunity Attacks.

Multiattack. The Primordial makes a number of attacks in any combination of their Elemental Cast and Elemental Strike actions equal to half this spell's Circle (rounded down) for 2AP.

Elemental Cast (2AP). Ranged Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 12m (At Range). Hit: 1d8 + 3 + Spell’s Circle [Element’s Damage Type] damage.

Elemental Strike (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 2m. Hit: 1d10 + 5 + Spell’s Circle [Element’s Damage Type] damage.








At Higher Circle. When you cast this spell using a Spell Slot of 6th circle or higher, elements of the Primordial’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. If the Primordial deals damage with the Elemental Cast action, the Target also gains one Degree of the Burned [Element’s Damage Type] condition, or twice as many Degrees on a Critical Hit.

If the Primordial deals damage with the Elemental Strike action, the Target also gains two Degrees of the Burned [Element’s Damage Type] condition, or twice as many Degrees on a Critical Hit.


3AP. You can any two Elements, bar opposing Elements, for the Elemental to be made of. The Damage Type of the Elemental attacks being a combination of both Element’s Damage Types.

If the Primordial deals damage with the Elemental Cast action, the Target also gains two Degrees of the Burned [Element’s Damage Type] condition, or twice as many Degrees on a Critical Hit.

If the Primordial deals damage with the Elemental Strike action, the Target also gains three Degrees of the Burned [Element’s Damage Type] condition, or twice as many Degrees on a Critical Hit.

The Primordial gains the Elemental Ground Passive Trait.

Elemental Ground. The AoC is considered Difficult Terrain to hostile entities.

An allied entity that casts a spell with the chosen Element’s Spell Tag whilst within the AoE, may ignore Material Components that do not have a GP cost that costs more than 500GP or that are Consumed, increases the spell’s Critical Hit Scope by 1, and grants Targets of these spells Disadvantage on Trait Tests to resist, avoid, or end its effects.



Summon Undead

3rd Circle Necromancy [Summoning]


Casting Time: 2AP

Target: An unoccupied space within Range

Range: 18m | At Range

Components: V, S, M (A gilded skull or a necromantic tome made of flesh and written in blood, worth at least 300GP, and appropriate raw material for the kind of Undead you wish to summon)

Duration: Concentration, up to 1 Hour

Empower TG: 17


You call forth an animal from the wild to aid you in battle. It manifests at the Target. It uses the Risen Remains Stat Block. When you cast the spell, choose Blood, Bone, Ectoplasm, or Flesh Form. Your choice determines the Risen’s statistics and abilities in the Stat Block.

Your Risen acts independently of you following rules of Summoned Companions section of the Other Rules Chapter, but it always obeys your commands. If you do not issue the Risen any orders, it takes the Dodge action and uses its movement to avoid danger.


Risen Remains
Medium Undead (Summoned)

HT: 11 + Spell’s Circle

HP: 10 x Spell’s Circle [+ 10 Ectoplasm/Flesh Only]

Speed: 6m, [Fly 6m (Hover) Ectoplasm Only]


Initiative: +3

Hit Die: [Spell’s Circle]d8

PHY 4 KNO -3
AGI 3 INT 1 SB [Your SB]
END 4 DET 1

Resistances Piercing [Bones Only], Damage from Spells [Bones Only]

Immunities Necrotic, Poison, Charmed, Exhaustion, Frightened, Paralysed, Poisoned, Terror

Senses Nightvision (12m), Passive Perception (9)

Languages Any Languages you know

Passive Traits

Blood Frenzy [Blood & Flesh Only]. When the Remains or an entity within its AoC becomes Bloodied, it can make a Natural Weapon attack for 1RP.

Bloody Feast [Blood Only]. The Remains recovers HP equal to half the Necrotic damage dealt by its Natural Weapons.

Haunting Form [Ectoplasm Only]. The Remains are under the effects of the Incorporeal condition, and have Advantage on Attack Rolls against a Marked Target.

Magical Protection [Bone Only]. The Remains has Advantage on Trait Tests to resist, avoid, and end being Turned and against Eternal spells and rites.

Scent of Decay [Flesh Only]. Each entity that starts their Turn within SBm of the Remains, must make an Endurance Test against your Spell TG.

Failed: Entity gains 1 Degree of the Poisoned condition.

Failed 5+: +1 Degree.

Actions

The Remains has 3AP and 1RP. The Remains can perform Opportunity Attacks.

Multiattack. The Remains makes a number of attacks in any combination of their Natural Weapons and Necrotic Bolt actions equal to half this spell's Circle (rounded down) for 2AP.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: Your Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 1d8 + 4 + Spell’s Circle Necrotic damage.

Necrotic Bolt (2AP) [Bones Only]. Ranged Spell Attack Roll: Your Spell Attack Modifier, Target: 1, Range: 12m (At Range). Hit: 2d4 + 1 + Spell’s Circle Circle Necrotic Cold damage and the Target gains 1 Degree of Poisoned condition. Critical Hit: +1 Degree.

Ethereal Mark (1AP). Target: 1 entity, Range: 6m (Near). Effect: Target is Marked by Remains. So long as the Target is in the same Realm, you and the Remains know the Marked entities distance and direction.



At Higher Circle. When you cast this spell using a Spell Slot of 4th circle or higher, elements of the Risen’s Stat Block grow in strength reflecting the spell’s Circle.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. When the Remains deals damage to a Target, they must make a Determination Test against your Spell TG, this is made with Disadvantage of the damage was caused by a Critical Hit.

On a failed Test, the Target gains a Degree of a condition.

If they failed by 5 or more, they gain an additional Degree of the condition.

The condition applied is determined by you chosen type of Remains: Burned (Necrotic) for the Blood, Frightened for the Ectoplasm, Poisoned for the Flesh, or Slowed for the Bones.


3AP. When the Remains deals damage to a Target, they must make a Determination Test against your Spell TG, this is made with Disadvantage of the damage was caused by a Critical Hit.

On a failed Test, the Target gains one Degree of a condition.

If they failed by 5 or more, they gain an additional Degree of the condition.

The condition applied is determined by you chosen type of Remains: Burned (Necrotic) for the Blood, Frightened for the Ectoplasm, Poisoned for the Flesh, or Slowed for the Bones.

The Remains gains an additional effect based on the Type of Remains you chose:

  • Blood. If the Remains is Bloodied, their Critical Hit Scope increases by 1, and they recover HP equal to the total Necrotic damage dealt by their Natural Weapons.

  • Bones. The Remains can cast the Detect Magic spell for 2AP at will and cast the Dispel Magic spell at 3rd Circle half SB times per casting of this spell.

  • Extoplasm. If an entity is Marked by the Remains and starts their Turn seeing the Remains. They must make a Determination Test against your Spell TG, with Disadvantage if they are within the Remains’ AoC.

    On a failed Test, they gain the Terror condition until the start of your next Turn.

  • Flesh. If an entity is Poisoned when they receive damage from the Remains’ Natural Weapons and they failed Determination Test, they also become Paralysed until the start of your next Turn.



Summoner’s Mark

6th Circle Conjuration [Ritual, Space]


Casting Time: 15 Minutes

Target: A Large sized or smaller object/vehicle within Range

Range: Touch

Components: V, S, M (A sapphire worth 1,000GP)

Duration: Until Dispelled

Empower TG: 18


You touch a Target. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the Target on the sapphire you use as the Material Component. Each time you cast this spell; you must use a different sapphire.

At any time thereafter, you can use your action (1AP) to speak the Target's name and crush the sapphire. The Target instantly appears in your hand or in an adjacent unoccupied space regardless of physical distances or them even being across the Realms, and the spell ends.

If another entity is holding, wearing, carrying, or using the Target, crushing the sapphire doesn't transport the Target to you, but instead you learn who the entity currently possessing the Target is and roughly where that entity is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Target becomes a Huge sized or smaller object/vehicle.


1 Hour. The Target becomes a Titanic sized or smaller object/vehicle.

The sapphire is not destroyed to recall the object.

If the Target is being prevented from teleporting due to another entity interacting with the Target when you use the sapphire, you can either learn the identity and precise location of the entity with the Target at that moment and Mark them, or you can teleport the entity with the Target to an unoccupied space adjacent to you.



Sunbeam

6th Circle Evocation [Fire]


Casting Time: 2AP

Range: Self

AoE: 1m x 12m Line, Emanating from You

Components: V, S, M (A magnifying glass)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You create an orb off pure sunlight in your hands to unleash upon your foes. For the Duration sunlight radiates from your hand, creating a Well-Lit area in a 6m (Near) Radius, Centred on You, with a Dimly Lit area in a further 6m (At Range) Radius.

As you cast this spell you create from your hand a beam of sunlight, which dissipates after resolving the effect. Each entity within the AoE must make an Endurance Test, with Undead and Oozes making the Test with Disadvantage.

On a failed Test, the entity takes 6d8 Radiant damage and gain the Impaired (Sight) condition until the start of your next Turn.

On a successful Test, they take half as much damage.

Until the spell ends, as an action (2AP) on each of your Turns, you may create a new beam of sunlight.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, the damage increases by 2d8 for every Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 2m x 12m Line, Emanating from You.


3AP. The AoE increases to a 2m x 20m Line, Emanating from You.

Masked also have Disadvantage on the Endurance Test.

Entities that fail the Test by 5 or more, also gain 3 Degrees of the Burned (Radiant) condition, the Degrees bestowed are doubled for entities that made the Endurance Test with Disadvantage.



Sunburst

8th Circle Evocation [Fire]


Casting Time: 2AP

Target: A point you can see within Range

Range: 30m | At Range

AoE: 12m (At Range) Radius Sphere, Centred on Target

Components: V, S, M (Fire and a piece of sunstone)

Duration: Instantaneous

Empower TG: 20


Brilliant sunlight flashes around the target. Each entity in the AoE must make an Endurance Test, with Undead and Oozes making the Test with Disadvantage.

On a failed Test, the entity takes 10d6 Radiant damage and gain the Impaired (Sight) condition for 1 Encounter/Scene.

On a successful Test, they take half as much damage.

The light produced by this spell is sunlight. This spell dispels any Darkness spells in the AoE.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 40m (Far), and the AoE increases to a 15m (At Range) Radius Sphere, Centred on Target.


3AP. The Range increases to 50m (Far), and the AoE increases to a 25m (At Range) Radius Sphere, Centred on Target.

Masked also have Disadvantage on the Endurance Test.

Entities that fail the Test by 5 or more, also gain 3 Degrees of the Burned (Radiant) condition, the Degrees bestowed are doubled for entities that made the Endurance Test with Disadvantage.

On a successful Tests, entities gain the Impaired (Sight) condition until the start of your next Turn.

Until the start of your next Turn, the AoE becomes a Well-Lit area with the light being Sunlight.



Symbol

7th Circle Abjuration


Casting Time: 15 Minutes

Range: Touch

AoE: 12m (At Range) Radius Sphere, Centred on Glyph

Components: V, S, M (Mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000GP, which the spell Consumes)

Duration: Until Dispelled or Triggered

Empower TG: 19


When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2m in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2m from where you cast this spell, the glyph is broken, and the spell ends without being Triggered.

The glyph is nearly Invisible, requiring an Investigation Skill Roll against your Spell TG to find it.

You decide what Triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical Triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common Triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the Trigger so the spell is activated only under certain circumstances or according to an entity’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect Dragons or Shapechangers). You can also specify entities that don't Trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once Triggered, the glyph glows, filling the AoE with Dim Light for 10 Minutes, after which time the spell ends. Each entity within the AoE when the glyph activates is Targeted by its effect, as is an entity that enters the AoE for the first time on a Turn or ends their Turn there.


Dazed. Each Target must make an Intuition Test.

On a failed Test, the Target gains four Degrees of the Dazed condition.


Death. Each Target must make an Endurance Test.

On a failed Test, the Target takes 5d12 Necrotic damage.

On a successful Test, they take half as much damage.


Discord. Each Target must make an Intuition Test.

On a failed Test, the Target bickers and argues with other entities for 1 Minute. During this time, they are incapable of meaningful communication and have Disadvantage on Trait Tests.


Fear. Each Target must make a Determination Test.

On a failed Test, the Target gains four Degrees of the Frightened condition. While Frightened this way, the Target drops whatever they are holding and must move at least 6m away from the glyph on each of their Turns, if able.


Hopelessness. Each Target must make a Determination Test.

On a failed Test, the Target is overwhelmed with despair for 1 Minute. During this time, they can't attack or Target any entity with harmful abilities, spells, powers, or other magical effects.


Pain. Each Target must make an Endurance Test.

On a failed Test, the Target becomes Incapacitated with excruciating pain for 1 Minute.


Sleep. Each Target must make a Knowledge Test.

On a failed Test, the Target falls Unconscious for 10 Minutes. An entity awakens if they take damage or if someone uses an action (2AP) to shake or slap it awake.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. When you create the glyph apply two different effects to occur when the Trigger happens, you cannot choose both Death and Sleep.


1 Hour. The AoE increases to a 15m (At Range) Radius Sphere, Centred on Glyph.

When you create the glyph apply three different effects to occur when the Trigger happens, you cannot choose both Death and Sleep, when activated the light and effect remains for 1 Hour.



System Jolt

Restoration Cantrip [Wood]


Casting Time: 2AP

Target: An entity within Range, who is under the effects of a condition that allows for a Trait Test to end the effects of the condition early or which reduce Degrees of the condition

Range: Touch

Components: V, S, M (Cuttings of lemon balm)

Duration: Instantaneous


You give a small jolt to the target's system to help fight off negative effects. The target can immediately repeat the Trait Test potentially ending the condition early or reducing the Degrees of the condition early.

On an Inspired Event, if the condition has Degrees, you remove an additional Degree of the condition.


Empowered Cantrip. You can empower this Cantrip by spending an unused Spell Slot, if this Cantrip becomes empowered, the Target makes the Trait Test with Advantage and recovers Xd4 HP, where X equals the Circle of the Spell Slot.



T

Tactical Distribution

5th Circle Abjuration


Casting Time: 1RP

Trigger: A Target is the sole Target of a Protection or Restoration School Spell

Target: A willing entity within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous

Empower TG: 17


You channel magic into a spell to grant its effect to others. Upon casting this spell, you may choose any number of entities you can see within Range (including yourself). Each chosen entity gains the benefit of the original spell as if they were Targeted by the spell, all numerical bonuses are identical and where choices of effect are applied each entity has the same chosen effect applied to them.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 2d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 8m (At Range).


2RP. The Range increases to 12m (At Range). If the spell would involve choosing an option, you can choose for each new Target a different option from that originally chosen.



Telekinesis

5th Circle Transmutation


Casting Time: 2AP

Target: An entity/object within Range

Range: 12m | At Range

Components: V, S

Duration: Concentration, up to 10 Minutes

Empower TG: 17


You gain the ability to move or manipulate a target by thought. When you cast the spell, and as your action (2AP) on each of your Turns for the Duration, you can exert your will on one Target, causing the appropriate effect below. You can affect the same Target Round after Round or choose a new one at any time. If you switch Targets, the prior Target is no longer affected by the spell.


Entity. You can try to move a Huge or smaller entity. Make a contested Trait Test with your Spellcasting Trait contested by the Target’s Physique.

If you win the contest, you move the Target up to 6m (Near) in any direction, including upward but not beyond the Range of this spell. Until the end of your next Turn, the entity is Restrained in your telekinetic grip. A Target lifted upward is suspended in mid-air.

On subsequent Rounds, you can use your action (2AP) to attempt to maintain your telekinetic grip on the Target by repeating the contested Test.


Object. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 6m (Near) in any direction, but not beyond the Range of this spell.

If the object is worn or carried by an entity, you must make a contested Trait Test with your Spellcasting Trait contested by the Target’s Physique.

If you succeed, you pull the object away from that entity and can move it up to 6m (Near) in any direction but not beyond the Range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple Tool, opening a door or a container, stowing or retrieving an Item from an open container, or pouring the contents from a vial.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range). The distance you can move a Target with this spell increases to 9m (At Range).


3AP. The Target becomes either a Gargantuan or smaller sized entity/object, or up to three Large or smaller sized entities/objects, the Range increases to 24m (At Range), and the Duration increases to Concentration, up to 1 Hour. The distance you can move a Target with this spell increases to 12m (At Range).



Telepathic Bond

5th Circle Divination [Ritual]


Casting Time: 15 Minutes

Target: Up to eight willing entities with a Knowledge of -3 or greater within Range

Range: 6m | Near

Components: V, S

Duration: 1 Hour

Empower TG: 17


You forge a telepathic psychically linking each entity to all the others. For the Duration, the Targets can communicate telepathically through the bond whether or not they have a common Language. The communication is possible over any distance, though it can't extend to other Realms of Creation.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Target becomes up to ten willing entities with a Knowledge of -3 or greater within Range, and the Duration increases to 8 Hours.


1 Hour. The Target becomes up to fifteen willing entities with a Knowledge of -3 or greater within Range, and the Duration increases to 1 Day. This telepathic communication can occur across different Realms.



Teleport

7th Circle Conjuration [Space]


Casting Time: 2AP

Target: An entity within Range

Range: 2m | Near

Components: V

Duration: Instantaneous

Empower TG: 19


This spell instantly transports you and up to eight willing entities of your choice that you can see within Range, or a single object that you can see within Range, to a destination you select. If you choose an object, they must be able to fit entirely inside a 2m (Melee) Cube, and they can't be held or carried by an unwilling entity.

The destination you choose must be known to you, and it must be on the same Realm as you. Your familiarity with the destination determines whether you arrive there successfully. The GG rolls d100 and consults the Table below.


Familiarity Mishap Similar Area Off Target On Target
Permanent Circle - - - 1 - 100
Associated Object - - - 1 - 100
Very Familiar 1 - 5 6 - 13 14 – 24 25 - 100
Seen Casually 1 - 33 34 - 43 44 - 53 54 – 100
Viewed Once 1 - 43 44 - 53 54 - 73 74 – 100
Description 1 - 43 44 - 53 54 - 73 74 – 100
False Destination 1 - 50 51 - 100 - -

Familiarity. "Permanent Circle" means a permanent Teleportation Circle whose sigil sequence you know.

"Associated Object" means that you possess an object taken from the desired destination within the last six Months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very Familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

"Seen Casually" is someplace you have seen more than once but with which you aren't very familiar.

"Viewed Once" is a place you have seen once, possibly using magic.

"Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.

"False Destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.


On Target. You and your group (or the object) appear where you want to.


Off Target. You and your group (or the object) appear a random distance away from the destination in a random direction. Distance Off Target is 1d10 × 1d10 percent of the distance that was to be travelled.

For example, if you tried to travel 200km, landed Off Target, and rolled a 5 and 3 on the two d10s, then you would be Off Target by 15 percent, or 30km. The GG determines the direction Off Target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 30km out at sea, you could be in trouble.


Similar Area. You and your group (or the object) wind up in a different area that's visually or thematically similar to the target area.

If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere in the Realm.


Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting entity (or the object) takes 3d10 Force damage, and the GG rerolls on the Table to see where you wind up (multiple Mishaps can occur, dealing damage each time).


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You and up to ten willing entities or two objects (that can each fit in up to a 2m Cube) can be affected by this spell.


3AP. You and up to fifteen willing entities or five objects (that can each fit in up to a 5m Cube) can be affected by this spell.

If the d100 roll would be Off Target, it instead is treated as having rolled On Target.

If the d100 roll would be Similar Area, it instead is treated as having rolled Off Target, bar for False Destination Familiarity.

If the d100 roll would be Mishap, split the die range in half, the lower half still rolls a Mishap, while the upper half is instead treated as having rolled Similar Area. If the range cannot be perfectly split in half, the upper half should be the larger half.



Teleportation Circle

5th Circle Conjuration [Ritual, Space]


Casting Time: 15 Minutes

Range: 2m | Near

Components: V, M (Rare chalks and inks infused with precious gems worth 50GP, which the spell Consumes)

Duration: 1 Round

Empower TG: 17


As you cast the spell, you draw a 2m-diameter circle on the ground inscribed with sigils that link your location to a permanent Teleportation Circle of your choice whose sigil sequence you know and that is on the same Realm as you. A shimmering portal opens within the Circle you drew and remains open until the end of your next turn. Any entity that enters the portal instantly appears within 1m of the destination Circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent Teleportation Circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Realm, determined by the GG. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 Minute.

You can create a permanent Teleportation Circle by casting this spell in the same location every Day for one Year. You need not use the Circle to teleport when you cast the spell in this way.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can instead of choosing a known Teleportation Circle choose a random location. When you do so this spell will choose the closest of the following option based on the Spell List you draw from: Cosmic Spell List = the nearest Teleportation Circle, Eternal Spell List = the nearest blessed or hallowed site tied to your Eternal, and Primordial Spell List = the nearest Ley Line. If you draw from multiple lists or multiple sites are equally distant you get teleported to a random location from those options.


1 Hour. You can instead of choosing a known Teleportation Circle choose a random location. When you do so this spell will choose the closest of the following option based on the Spell List you draw from: Cosmic Spell List = the nearest Teleportation Circle, Eternal Spell List = the nearest blessed or hallowed site tied to your Eternal, and Primordial Spell List = the nearest Ley Line. If you draw from multiple lists or multiple sites are equally distant you get teleported to a random location from those options.

This spell counts as five consecutive Days of being cast for determining if the effect will be permanent.



Temporal Acceleration

9th Circle Transmutation [Time]


Casting Time: 2AP

Target: An entity/object within Range

Range: 18m | At Range

Components: V, S, M (A time keeping device worth at least 5,000GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 25


You use your magic to alter the temporal flow to rapidly age a target. The Target must make an Endurance Test, non-magical objects automatically failing the Test and magical ones are Immune.

On a failed Test, the Target 12d12 Entropic damage.

On a successful Test, they take half as much damage.

If the Test fails, the Target if they are an entity also ages to the point where they have only 30 Days left before they Die of old age. In this aged state, the Target has Disadvantage on Trait Tests, and their speed is halved. An object instead ages 1000 Years.

Only the Wish spell, or the Major Restoration spell cast with a 9th Circle Spell Slot can end these effects and restore the Target to its previous age.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range).


3AP. The Target becomes Up to three entities within Range, and the Range increases to 30m (Far).

All spell, power, and rite effects that are affecting the Target and with a finite Duration immediately end on the Target.



Temporal Dislocation

Transmutation Cantrip [Time]


Casting Time: 2AP

Range: Self

Components: V, S, M (A pair of silver bladed scissors)

Duration: 1 Round


You temporarily disrupt your position in time. Until the start of your next Turn, you become Incorporeal.

While Incorporeal due to this spell you can only take the Movement, Disengage, Dodge, or Use Skill actions.



Temporal Push

1st Circle Transmutation [Time]


Casting Time: 1 Minute

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A shaving of liquorice root)

Duration: 8 Hours

Empower TG: 13


You use your magic to alter the temporal flow around a target, such that time flows faster around them compared to the rest of the world. Once during the Duration for 0RP, the Target may activate this spell in response to an Active Time Encounter beginning and Initiative Test being declared.

Once activated this spell requires your Concentration to maintain, with the spell ending at end of the subsequent Encounter/Scene, unless it ends earlier.

For the Duration of the activation, the Target can roll a d8 adding the result to their Initiative Test. They gain a +1 Time Bonus to their HT and may perform one of the following actions for 0AP; Consume/Use Item, Disengage, or Movement (including second use on a Turn) on each of their Turns.

Once the spell has ended the Target gains one Degree of the Slowed condition, as they readjust to being returned to the normal timestream.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 2d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The HT bonus increases to a +2.


15 Minutes. The Duration increases to 1 Day. Once activated the effect lasts up to 1 Minute. The HT bonus increases to a +2, and their Walking speed is doubled.


1 Hour. The Duration increases to 1 Day. Once activated the effect lasts up to 10 Minutes.

The HT bonus increases to a +2, and their Walking speed is doubled.

The Target can also choose to use the Attack action for their 0AP action, when they do so they can only make a single Weapon Attack or Unarmed Strike.



Temporal Reset

9th Circle Transmutation [Time]


Casting Time: 2AP

Target: An entity within Range

Range: 6m | Near

Components: V, S, M (A gold filigreed hourglass worth 1000GP)

Duration: Instantaneous

Empower TG: 25


You channel time returning the physical form of a target to its state at an earlier point in time. The Target’s HP, Hit Point Maximum, Hit Die, BP, affecting Conditions, and available Features, Abilities, Actions/Reactions, and Traits are reset to what they were for the Target when they last completed a Long Rest.

This spell has no effect on a Target that has Died.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range).


3AP. The Target becomes up to three entities within Range, and the Range increases to 18m (At Range).



Temporal Rush

3rd Circle Transmutation [Time]


Casting Time: 2AP

Target: A willing entity within Range

Range: 6m | Near

Components: V, S, M (A shaving of liquorice root)

Duration: 8 Hours

Empower TG: 15


You use your magic to alter the temporal flow around a target, such that time flows much faster around them compared to the rest of the world. Once during the Duration for 0RP, the Target may activate this spell in response to an Active Time Encounter beginning and Initiative Test being declared.

Once activated this spell requires your Concentration to maintain, with the spell ending at end of the subsequent Encounter/Scene, unless it ends earlier.

For the Duration of the activation, the Target can roll a d10 adding the result to their Initiative Test. They double their Walking speed, gain a +2 Time Bonus to their HT, and have Advantage on Agility Trait Tests.

The Target may also perform one of the following actions for 0AP; Attack (only one Weapon Attack or Unarmed Strike may be made with this use of the action), Consume/Use Item, Disengage, or Movement (including second use on a Turn) on each of their Turns. Actions chosen to be performed this way with this spell, can be the same action you have already used this Turn without an increase in their AP cost.

Once the spell has ended the Target’s speed becomes 0 and has 0AP and RP until the end of their next Turn, as they readjust to being returned to the normal timestream.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day. Once activated the effect lasts up to 1 Minute. The HT Bonus increases to a +3.


3AP. The Duration increases to 1 Day. Once activated the effect lasts up to 10 Minutes.

The HT Bonus increases to a +3, and the Walking speed is tripled.

The Target can choose two different actions listed in the spell’s description to be performed for 0AP.

When the effect ends the Target has a 2m Movement speed, 1AP, and 0RP, until the end of their next Turn.



Temporal Sap

3rd Circle Transmutation [Time]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 8m (At Range) Cube, Centred on Target

Components: V, S, M (A drop of molasses)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 15


You use your magic to alter the temporal flow around a target, such that time flows slower around them compared to the rest of the world. Choose up to six entities within the AoE. They must make an Intuition Test.

On a failed Test, entity's Walking speed is halved, they take a −2 Time Penalty to their HT, has Disadvantage on Agility Tests, and they have 0RP and 2AP. Regardless of the entity's Features or Magic Items, they can't make more than one melee or ranged Attack Roll during their Turn.

If the entity attempts to cast a spell or manifest a psionic power with a Casting Time of 2AP or 3AP, they must roll a d20. On an 11 or higher, the spell/power doesn't take effect until the entity's next Turn, and the entity must use their action again on that Turn to complete the spell/power. If they can't, the spell/power is wasted.

An entity affected by this spell makes another Intuition Test at the end of each of their Turns.

On a successful Test, the effect ends for them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 1 Minute. The Time Penalty increases to a -3.


3AP. The AoE increases to a 10m (At Range) Cube, and the Duration increases to Concentration, up to 10 Minutes.

The Time Penalty increases to a -3, and their Movement speeds become a quarter of their Movement speeds.

The Target needs to roll a 15 or higher, in order to cast a spell with a Casting Time of 2AP/3AP per this spell’s description. On a 14 or less the Spell Slot is wasted, and the spell fails to cast.



Temporal Tear

8th Circle Conjuration [Eldritch, Time]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m x 1m Line, Emanating from Target.

Components: V, S, M (A crystal prism with a crack along at least one edge)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You open a tear in time pulling forth energies and potentially beings from alternate timelines, points in the current timeline, or more terrifyingly to the space in between time. A tear appears within the AoE. At the start of each of your Turns, roll on the tables below to determine what is pouring out of the tear and its magnitude.

Temporal Tear Effect
1

Visions of the Outside. You see a timeline where creation never existed and there was only the Outside or where an Outsider incursion destroyed Creation. Each entity within Range of the AoE must make a Knowledge Test.

Failed Test: They take 9d12 Psychic damage and are Paralysed until the end of their next Turn.

Failed by 5+: They gain a Temporary Condition replacing a current one based on what they saw and its effect on their mind. Outsiders may appear through the portal.

2

Open Rift. Any number of entities can come through the rift. can come through the rift. However, each entity within Range of the AoE must make a Physique Test.

Failed Test: They are pulled 1d6m towards the rift. If this causes them to enter the AoE, they are teleported along with their possessions to a random location in the Realms and maybe in time.

3

Visions of What Was. Each entity within Range of the AoE must make an Agility Test.

Failed Test: They take 10d12 Fire damage.

After the damage has resolved an entity from the past comes through!

4

Wormhole. Each entity within Range of the AoE must make a Endurance Test.

Failed Test: They are teleported to a random space within 6m (Near) of the AoE, they take 9d12 Force damage and are knocked Prone.

5

Visions of the Worse Timeline. An eviler version of an entity within Range comes through the tear, they are hostile to everyone. If reduced to 0HP they vanish as they are returned to their own timeline.

6

Visions of the Better Timeline. A nobler version of an entity within Range comes through the tear, they view you as an ally. If reduced to 0HP they vanish as they are returned to their own timeline.

7

Visions of What Will Be. Each entity within Range of the AoE must make an Agility Test.

Failed Test: They take 10d12 Radiant damage.

After the damage has resolved an entity from the future comes through!

8

Unstable Matrix. The raw power of time has become unstable tearing all nearby apart. Each entity within Range of the AoE must make an Agility Test.

Failed Test: They take 11d12 Entropic damage.

Successful Test: They take half as much damage.

9

Visions of Time. The GG gives an entity within Range of the AoE, a random vision from any moment in time.

10

Visions of the Space Between. No one is meant to see this. Each entity within Range of the AoE must make a Knowledge Test.

Failed Test: They take 12d12 Psychic damage and are Paralysed until the end of their next Turn. They also gain a Temporary Condition replacing a current one based on what they saw and its effect on their mind.

Successful Test: In addition, any number of entities can come through the rift.


Temporal Tear Magnitude
1

Stable Tear. The Range for effects Targeting entities are 1m (Melee) from the AoE.

No entities can come though.

Reduce the number of damage dice rolled by 1 to a minimum of 1.

2

Temporal Flux. The Range for effects Targeting entities are 1m (Melee) from the AoE.

Entities can come through with a maximum CR 1 and maximum Size Category of Small.

3

Temporal Flow. The Range for effects Targeting entities are 2m (Melee) from the AoE.

Entities can come through with a maximum CR of a quarter of the Party’s current Character Level.

4

Temporal Gush. The Range for effects Targeting entities are 3m (Near) from the AoE.

Entities can come through with a maximum CR of a half of the Party’s current Character Level.

Increase the number of damage dice rolled by 1.

5

Temporal Outpouring. The Range for effects Targeting entities are 4m (Near) from the AoE.

Entities can come through with a maximum CR equal to the Party’s current Character Level.

Increase the number of damage dice rolled by 2.

6

Torrential Tear. The Range for effects Targeting entities are 5m (Near) from the AoE.

Entities can come through with no maximum CR.

Increase the number of damage dice rolled by 4.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 6m x 2m Line, Emanating from Target.


3AP. The Range increases to a 24m (At Range), and the AoE increases to a 10m x 2m Line, Emanating from Target.

You can roll on each table twice choosing which result to use, if both dice roll the same amount, you can freely choose any result on that table.



Temporal Ward

6th Circle Protection [Time]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A crystal mirror worth 50GP)

Duration: 8 Hours

Empower TG: 18


You use your magic to shield a target from temporal manipulation. For the Duration, the Target and objects they are holding or on their person, cannot have their age magically altered and they have Advantage on Trait Tests made to resist, avoid, or end effects of spells with the Time Spell Tag and powers with the Chronoturgy Power Tag.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, you can Target an additional entity for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 1 Day.

If a spell with the Time Spell Tag or a power with the Chronoturgy Power Tag would normally deal half as much damage on a successful Trait Test to the Target, they instead take no damage on a successful Test, and only half as much damage on a failed Test from these spells/powers.


3AP. The Duration increases to 1 Day.

If a spell with the Time Spell Tag or a power with the Chronoturgy Power Tag would normally deal half as much damage on a successful Trait Test to the Target, they instead take no damage on a successful Test, and only half as much damage on a failed Test from these spells/powers.

The Target can choose up to three times during the Duration of this spell, to automatically succeed a Trait Test to resist, avoid, or end the effect of a spell with the Time Spell Tag, or a power with the Chronoturgy Power Tag affecting them.



Terror of the Abyss

8th Circle Conjuration [Eldritch]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 12m (At Range) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration up to 10 Minutes

Empower TG: 20


You open a rift creating an area of eldritch darkness, with sensory feelings of the Outside permeating the dark. Magical Darkness appears in the AoE for the Duration, spreading around corners. Nonmagical light, as well as light created by spells of 8th Circle or lower, can’t illuminate the AoE.

Whenever an entity ends their Turn in the AoE or enters it for the first time on a Turn, they must make a Determination Test.

On a failed Test, the entity takes 8d8 Psychic damage on and gains the Terror condition. The Darkness is considered the source of the Terror.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE is Difficult Terrain, with the Penalty being doubled for entities under the Terror condition.


3AP. The AoE is Difficult Terrain, with the Penalty being doubled for entities under the Terror condition.

On a failed Test, the entity also gains the Sap 3 condition for a Random Trait.

If they failed the Test by 5 or more, they instead gain the Sap 4 condition for a Random Trait.



Thaumaturgy

Transmutation Cantrip


Casting Time: 2AP

Range: 6m | Near

Components: V

Duration: 1 Encounter/Scene


You manifest a minor wonder, a sign of supernatural power. You create one of the following magical effects within Range:

  • Your voice booms up to three times as loud as normal for the Encounter/Scene.
  • You cause flames to flicker, brighten, dim, or change colour for the Encounter/Scene.
  • You cause harmless tremors in the ground for the Encounter/Scene.
  • You create an instantaneous sound that originates from a point of your choice within Range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for the Encounter/Scene.

If you cast this spell multiple times, you can have up to three of its Encounter/Scene effects active at a time, and you can dismiss such an effect as an action (1AP).



Thunderous Push

Evocation Cantrip [Thunder]


Casting Time: 2AP

Target: An entity within Range

Range: 1m | Melee

Components: S

Duration: Instantaneous


You create a bubble of air pressure, exploding in a sonic pulse to push a foe away. The Target must make a Physique Test.

On a failed Test, the Target takes 1d8 Thunder damage and is pushed 1m (Melee) away from you.

If they fail the Test by 5 or more, they are pushed back 3m (Near) and knocked Prone.


At Higher Levels. This spell's damage increases by 1d8 when your Character Level reaches 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).



Thunderwave

1st Circle Evocation [Thunder]


Casting Time: 2AP

Range: Self

AoE: 3m (Near) Cube, Emanating from You

Components: V, S

Duration: Instantaneous

Empower TG: 13


A wave of thunderous force sweeps out from you. Each entity within the AoE must make an Endurance Test.

On a failed Test, the entity takes 3d8 Thunder damage and is pushed 2m (Near) away from you.

On a successful Test, they take half as much damage and aren't pushed.

In addition, unsecured objects that are completely within the AoE are automatically pushed 2m (Near) away from you by the spell's effect, and the spell emits a thunderous boom audible out to 60m (Far).


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, the damage increases by 1d8 for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The distance the entity is pushed back increases to 5m (Near). If an entity failed the Test by 5 or more, they are knocked Prone.


3AP. The AoE increases to a 5m (Near) Cube, Emanating from You.

The distance the entity is pushed back increases to 8m (At Range), and after being moved they are knocked Prone.

If an entity failed the Test by 5 or more, they gain a Degree of the Dazed condition and the Impaired (Hearing) condition until the end of their next Turn.



Tidal Wave

8th Circle Evocation [Water]


Casting Time: 2AP

Target: An point within Range

Range: 24m | At Range

AoE: 30m Long, 30m Tall, and 10m Wide Wave, Emanating from Target

Components: S, M (A moonstone)

Duration: Instantaneous

Empower TG: 20


You channel primordial power to create a wave of water. Each entity within the AoE must make a Physique Test.

On a failed Test, the entity takes 7d10 Cold damage and is knocked Prone.

On a successful Test, they take half as much damage and aren’t knocked Prone.

The water spreads out across the ground in all directions, extinguishing unprotected flames in the AoE and within 30m (At Range) of it, and then it vanishes.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE becomes 40m Long, 40m Tall, and 20m Wide Wave, Emanating from Target.


3AP. The AoE becomes 60m Long, 60m Tall, and 30m Wide Wave, Emanating from Target.

This spell deals twice as much damage to objects, vehicles, and structures.

If the Target is the surface of a liquid, the wave is made of the liquid, with any additional rules it may have, and the damage dice increases in size by 1. If an unsecured object, vehicle, or structure of on the surface of a liquid, they are pushed 30m (At Range) away from the Target with the wave’s movement, whereas entities are moved 10m if they succeed the Physique Test, and on a failed Test are moved 30m (At Range) before being knocked Prone.



Time Stop

10th Circle Transmutation [Time]


Casting Time: 2AP

Range: Self

Components: V

Duration: Instantaneous

Empower TG: 30


You briefly stop the flow of time for everyone but yourself. No time passes for other entities, while you take 1d4 + 1 Turns in a row, during which you can use act as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects an entity other than you or an object being worn or carried by someone other than you.

In addition, the spell ends if you move to a place more than 200m (Beyond) from the location where you cast it.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This distance you can be from your original position before the spell ends increases to 500m (Beyond).


3AP. The number of Turns you can take in a row equals 1d6 + 1 Turns. This distance you can be from your original position before the spell ends increases to 1km (Beyond).



Tiny Hut

3rd Circle Conjuration [Ritual]


Casting Time: 15 Minutes

Range: Self

AoE: 2m (Near) Radius Sphere, Centred on Self

Components: V, S, M (a small crystal bead)

Duration: 8 Hours

Empower TG: 15


An immobile dome of force springs into existence around and above you and remains stationary for the Duration. The spell ends early if you leave its AoE. The dome has an HT of 20, 1HP, and 60 BP, it also can be immediately destroyed with the Disintegrate spell/power, if reduced to 0HP the spell immediately ends.

Entities of your Size Category or smaller can fit inside the dome with you. The spell fails if its AoE includes a larger entity.

Entities and objects within the dome when you cast this spell can move through it freely. All other entities and objects are barred from passing through it. Spells and other magical effects, with the exception of psionics, can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

For the Duration, you can command the interior to become Dimly Lit or dark. The dome is opaque from the outside, of any colour you choose, but it is transparent from the inside.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The AoE increases to a 3m (Near) Radius Sphere, Centred on Self. The space can fit entities of up to one Size Category larger than you or smaller. The BP of the sphere increases to 100 BP.


1 Hour. The AoE increases to a 5m (Near) Radius Sphere, Centred on Self, and the Duration increases to 1 Day. The space can fit entities of up to two Size Categories larger than you or smaller. The BP of the sphere increases to 150 BP.

You can choose as part of casting this spell instead of choosing a colour for the dome for it and everything inside it to be Invisible. It still can be touched by an entity you do not give permission to enter. Should an entity try to see through this effect, they must make an Investigation Skill Roll against your Spell TG, this is made with Advantage if they can feel the sphere or see something make physical contact with it.

On a successful Test, they can see the dome as a transparent image, though what is inside is still hidden by the opaque layer of the sphere.

You can dismiss the spell as an action (1AP).



Tornado

2nd Circle Evocation [Air]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 1m (Melee) Cube, Centred on Target

Components: V, S, M (A piece of bark or a stone, struck by lightning)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 14


You use your magic to call upon the wind into a raging cyclone. You summon a tornado that occupies the AoE for the Duration of the spell.

Any entity that is within 1m (Melee) of the AoE when this spell is cast, who enters a space within 1m (Melee) of the AoE for the first time on a Turn, or ends their Turn within 1m (Melee) of the AoE, must make a Physique Test.

On a failed Test, the entity takes 3d8 Lightning damage and is pushed 2m away.

On a successful Test, the entity takes half as much damage.

As an action (1AP), you can move the Target up to 6m (Near) in any direction.

If the tornado moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2m (Near) Radius cloud of debris around the AoE that lasts until the start of your next Turn. The cloud Heavily Obscures its area and causes any entity that takes damage from this spell to take an additional 2d4 Force damage.

If the tornado moves over any sources of flame, it sucks up the fire and forms a 1m (Melee) Radius cloud of smoke around itself that lasts until the start of your next Turn. The smoke Heavily Obscures its area. The fire causes any entity that takes damage from this spell to take an additional 2d6 Fire damage, and the tornado sets alight any flammable object it passes over while alight.

If the tornado moves over water, it sucks up the water until the start of your next Turn increases the distance an entity is pushed by 2m and any entity that takes damage from this spell to take an additional 2d6 Cold damage. In addition, the tornado will put out any fires it passes over while filled with water.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the size of the AoE increases in size by 1m and the damage increases by 1d8 for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range). The distance from the AoE the entity needs to be in to make the Physique Test increases to 3m (Near). The distance a dust cloud covers beyond the AoE increases to 5m (Near).


3AP. The Range increases to 24m (At Range). The distance from the AoE the entity needs to be in to make the Physique Test increases to 5m (Near). The distance a dust cloud covers beyond the AoE increases to 8m (At Range).

The action to move the Tornado reduces its AP cost to 0AP and the distance it can be moved with the action increases to 8m (At Range).



Tongues

3rd Circle Divination [Ritual]


Casting Time: 15 Minutes

Target: An entity within Range

Range: Touch

Components: V, M (A small clay model of a ziggurat or the scales of a salmon)

Duration: 8 Hours

Empower TG: 15


You use your magic to better break down barriers of language for a target. For the Duration, this spell grants the Target the ability to understand any spoken Language they hear or Sign Language they see. It grants understanding of the Language from a cultural perspective as if you were a fluent speaker but cannot reveal hidden meaning of words such as that used by Thieves’ Cant or other secret coded messages.

Moreover, when the Target speaks, any entity that knows at least one Language and can hear the Target or see their lips move, understands what they say.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, you may Target an additional entity for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Target also can understand text they read at the same comprehension level, at a rate of approximately 1 page per 30 seconds, so long as they can maintain physical contact with the text. This does not decode or reveal the meaning of codes, cyphers, or arcane glyphs nor the meaning of Thieves’ Cant symbology.


1 Hour. The Duration increases to 1 Day.

The Target also can understand text they read at the same comprehension level, at a rate of approximately 1 page per 10 Seconds, so long as they can maintain physical contact with the text. This does not decode or reveal the meaning of codes, cyphers, or arcane glyphs nor the meaning of Thieves’ Cant symbology.



Transport Via Plants

6th Circle Conjuration [Wood]


Casting Time: 2AP

Target: A Large or larger inanimate plant within Range

Range: 2m | Near

Components: V, S

Duration: 1 Round

Empower TG: 18


This spell creates a magical link between the Target and another plant, at any distance, on the same Realm. You must have seen or touched the destination plant at least once before.

For the Duration, any entity can step into the Target and exit from the destination plant by using 1m of Movement.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can instead of choosing a plant choose a Ley Nexus on the current Realm you have visited prior.


3AP. The Duration increases to 1 Minute.

You the plant you can choose to teleport to can be on a different Realm, and you can instead of choosing a plant choose a Ley Nexus you have visited prior as your destination.

You can choose to end the spell early with an action (0AP).



Tree of Life

8th Circle Conjuration [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 30m | At Range

AoE: 3m (Near) Radius Sphere, Centred on Tree

Components: V, S, M (A seed infused by the powers of the Realm of Life, which the spell Consumes)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You create a tree blessed by the Realms of Life. A Huge sized tree grows in the Target location, if the tree cannot fit within the area the spell fails.

Fog surrounds the AoE, with it counting as Heavily Obscured and Difficult Terrain to all entities bar those you deem as allies when you cast the spell.

When an entity ends their Turn or enters the area for first time on a Turn, if you designated the entity as an ally, they recover 5d10 HP.

When an entity ends their Turn or enters the area for first time on a Turn, if you did not designate the entity as an ally, they must make a Physique Test.

On a failed Test, the entity takes 10d10 Radiant damage and becomes Restrained until the start of their next Turn.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 4m (Near) Radius Sphere, Emanating from Tree.


3AP. The AoE increases to a 6m (Near) Radius Sphere, Emanating from Tree.

If an entity would recover HP from this spell, they can reduce the HP restored by 5 HP in order to reduce the Degree of a condition affecting them, bar the Doom or Wounded conditions, by 1 Degree.

If an entity would fail the Physique Test, they gain the Impaired (Sight) condition until the start of their next Turn.

If an entity would fail the Physique Test by 5 or more, they gain the Confused condition.



Tree Stride

5th Circle Conjuration [Wood]


Casting Time: 2AP

Range: Self

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


You gain the ability to enter a tree and move from inside it to inside another tree of the within 100m. Both trees must be living and at least the same Size Category as you. You must use 1m of Movement to enter a tree.

You instantly know the location of all other trees you can teleport to within 100m (Far) and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 1m of the destination tree, using another 1m of Movement. If you have no movement left, you appear within 1m of the tree you entered.

For the Duration, you can use this transportation ability once per Turn. You must end each Turn outside a tree.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to Concentration, up to 10 Minutes. The maximum distance of the destination tree increases to 500m (Beyond).


3AP. The Duration increases to 10 Minutes. The maximum distance of the destination tree increases to 1km (Beyond).

Any Flora whose Size Category is equal or greater than your own can be used as the starting or destination tree.

You can bring one willing entity of your Size Category or smaller, within your AoC, with you when you teleport, appearing in a space adjacent to you.



Triplecast

7th Circle Abjuration [Time]


Casting Time: 3AP

Range: Self

Components: V, S

Duration: Instantaneous

Empower TG: 19


You quickly cast a flurry of spells at an opponent. You may immediately cast three Cantrips you know, each with an AP cost of 2AP. You can choose different Targets for each spell or for them all to affect the same Target.

You may not choose the same Cantrip more than once unless that Cantrip can only Target a single entity.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


2AP. The spell’s default Effect occurs.


3AP. The three spells can be of 2nd Circle or lower (including Cantrips) with Casting Times of 1AP or 2AP. You cannot choose the same spell more than once, unless that spell Targets only a single entity at the Circle it is cast at.


4AP. The three spells can be of 3rd Circle or lower (including Cantrips) with Casting Times of 1AP or 2AP. You cannot choose the same spell more than once, unless that spell Targets only a single entity at the Circle it is cast at.



True Invisibility

10th Circle Illusion


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S, M (A small diamond prism worth 2500GP, which the spell Consumes)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 30


You channel your magic to bending light around a target hiding them from sight. For the Duration, the Target becomes Invisible. Anything the Target is wearing or carrying is Invisible as long as it is on the Target's person.

The Target cannot be detected by the Blindsight, Tremorsense, or Truesight senses nor the Detect Magic or See Invisibility spells/powers.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 10 Minutes.


3AP. The Duration increases to 1 Hour.

Whilst Invisible due to this spell, the Target gains the Incorporeal condition, no effect can see them, and any effect that would cause them to emit light and/or reveal their position has no effect on them. The Target leaves behind no tracks, ignores the Clanking Armour Property and makes no noise with their equipment worn or carried as part of moving, and count as two Size Categories smaller for determining your ability to squeeze through spaces or move through occupied spaces.



True Polymorph

9th Circle Transmutation


Casting Time: 2AP

Target: An entity/nonmagical object within Range

Range: 6m | Near

Components: V, S, M (A drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Duration: Concentration, up to 1 Hour

Empower TG: 25


You channel your magic to warp the form of an entity or object into a new form. You transform the Target into either an entity or object. An unwilling Target must make a Determination Test. The spell has no effect on an unwilling Shapechanger, a Target with 0 HP, or an object currently being worn or carried.

On a failed Test, the spell effect resolves, though the Target may repeat the Test at the end of each of their Turns ending the spell’s effect on a success.

The chosen spell effect lasts for the Duration, or until the Target drops to 0 HP or Dies. If you Concentrate on this spell for the full Duration, the spell’s Duration becomes Until Dispelled. The exact effect depends on what the Target was before the spell was cast and what you are turning them into:


Entity into Entity. If you turn an entity into another kind of entity, the new form can be any kind you choose whose CR is equal to or less than the Target’s CR or Level. The Target's game statistics, excluding the Target’s Knowledge, Intuition, Determination and Skills, are replaced by the statistics of the chosen entity,. They retain their personality and memories.

The Target also retains their original HP and Hit Point Maximum but gains BP equal to the HP of the new form’s Stat Block. With the transformation ending early if the BP is reduced to 0. However, if the spell’s Duration becomes Until Dispelled, the Forms Hit Point Maximum replaces the original form’s and all BP is removed.

The Target is limited in the actions they can perform by the nature of their new form, and they can't speak, cast spells, manifest powers, or take any other action that requires hands or speech, unless the form can perform said actions. However, if the new form is capable of manifesting powers or casting spells, the Target cannot cast any spells or manifest powers they could not do so in their normal form such as due to lacking appropriate Class Features, the Target may also not use any abilities of the new form or original form that would allow them to change their shape.

The Target's gear melds into the new form. They can't activate, use, wield, or otherwise benefit from any of their equipment.


Object into Entity. You can turn an object into any kind of entity, as long as the Entity’s Size Category is no larger than the object’s Size Category and the entity’s CR is 9 or lower. The entity is friendly to you and your companions; they act on each of your Turns. You decide what action they take and how they move. The GG has the entity’s statistics and resolves all their actions and Movement.

If the spell becomes permanent, you no longer control the entity. They might remain friendly to you, depending on how you have treated them.


Entity into Object. If you turn an entity into an object, they transform along with whatever they were wearing and carrying into that form, as long as the object’s Size Category is no larger than the Target’s Size Category. The Target’s statistics become those of the object, and the Target has no memory of time spent in this form, after the spell ends and they return to their normal form.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. You can choose for the Target, if it was an entity, to maintain their original Knowledge, Intuition, or Determination Traits. They keep their Training and can speak with their Languages in the form. If turned into an object the Language is telepathic and they remember their entire time in the object form.


3AP. You can choose for the Target, if it was an entity, to maintain their original Knowledge, Intuition, or Determination Traits. They keep their Training.

They can use their Ancestry, Template, and Class Features, they gain the benefits of any Feats they have and can speak with their Languages in the form. If turned into an object the Language is telepathic and they remember their entire time in the object form.

They can also cast spells no matter the form so long as they have no Somatic Components nor a Material Component that cannot be ignored by a Spellcasting Focus.



True Seeing

6th Circle Divination


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (An ointment for the eyes that costs 25GP; is made from mushroom powder, saffron, and fat; which the spell Consumes)

Duration: 1 Hour

Empower TG: 18


This spell gives the target the ability to see things as they actually are. For the Duration, the Target has Spiritsight, Truesight, and notices secret doors hidden by magic, all out to a Range of 24m (At Range).


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 8 Hours.


3AP. The Target becomes Up to three willing entities within Range, the Range increases to 6m (Near), and the Duration increases to 1 Day.

This distance of the effects granted by this spell increases to 30m (At Range).

Within the distance of the Truesight granted by this spell, you can see through solid objects, structures, and vehicles, this is blocked by 0.5m of stone, 2.5cm of common metal, a thin sheet of lead, or 1m of wood or dirt. Note when using this sight to see through material, living matter is not seen by this sight.



True Strike

Divination Cantrip [Metal]


Casting Time: 1RP

Trigger: You fail an Attack Roll

Range: Self

Components: S

Duration: Instantaneous


You analyse the foe to find the weakest spot to strike, even if only to grant yourself an opening in the future. You may roll a d4, adding the result to your Triggering Attack Roll as a Divination Bonus, potentially turning it into a success.

If the Attack Roll is still a failure, you may take the Set-Up action before the end of your current Turn for 0AP, even if you have already used it this Turn.

An entity that gains the benefit of this spell may not do so again until the start of the next Encounter/Scene.



U

Undo Time

10th Circle Restoration [Time]


Casting Time: 2AP

Target: An entity or corpse within Range

Range: Touch

Components: V, S, M (Either a bowl of water blessed by an Eternal specifically for this spell, or a bowl filled with the blood of a psychopomp, whichever component is used the spell Consumes)

Duration: Instantaneous

Empower TG: 30


Channels restorative magic to undo the effects of time upon a target. The Target of this spell is rejuvenated reducing their age by half.

If performed on a corpse during a rite to return an entity back from the dead, the rite will ignore the restriction on not affecting a Target who has died of old age and return them to life if successful at half the age they were when they passed away.

The Target keeps their lifetime of experiences, memories, and knowledge it is only their body that physically de-ages. Though this spell does not remove scars or restore lost body parts.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. This spell removes Scars, Injuries, and restore any lost body parts that occurred in the Target’s life after the point in the Target’s life they were regressed to.


3AP. The Target becomes Up to three entities or corpses within Range, and the Range becomes 6m (Near).

This spell removes Scars, Injuries, Curses, Diseases and restores any lost body parts that occurred in the Target’s life after the point in the Target’s life they were regressed to.



Universal Truths

10th Circle Divination


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (Incense and a sacrificial offering, together worth at least 2500GP, which the spell Consumes)

Duration: Instantaneous

Empower TG: 30


Your magic and an offering put you in contact with the very fabric of the universe. You ask a single question concerning a specific fact, such as the nature of the cosmos, details about a specific individual, or what happened at a certain event. The GG offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or a vision.

Once the spell has been cast and the answer given, you become permanently Blinded in one eye, the eye becoming replaced with a field of stars. Should you no longer have any eyes left to offer as sacrifice, the spell will automatically fail, though the Spell Slot and Components will still be Consumed.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. You can ask three questions as part of this spell.


1 Hour. You can ask five questions as part of this spell. When an eye would become Blinded due to this spell, roll a d20. On the roll of a 20, that eye does not become Blinded by this casting of this spell.



Unseen Servant

1st Circle Conjuration [Ritual]


Casting Time: 15 Minutes

Target: An unoccupied space within Range

Range: 12m | At Range

Components: V, S, M (A piece of string and a bell)

Duration: 1 Hour

Empower TG: 13


This spell creates an Invisible, Incorporeal, mindless, shapeless, Medium sized force that performs simple tasks at your command for the Duration. The servant springs into existence at the Target. It has HT 10, 1 HP, a Physique of -4, all other Traits at 0, and it can only perform the Use Item and Use Skill actions. If it drops to 0 HP, the spell ends.

Once on each of your Turns as an action (1AP), you can mentally command the servant to move up to its Flying speed of 3m and interact with an object (the servant can Hover). The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than the Range of this spell away from you, the spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Range increases to 24m (At Range), and the Duration increases to 8 Hours. Up to three servants are summoned with this spell.


1 Hour. The Range increases to 30m (At Range), and the Duration increases to 1 Day. Up to five servants are summoned with this spell. Each servant increases their Physique to 1.



V

Vampiric Chains

5th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 17


The unleash cains of shadow from your hand to siphon life force from others to heal your wounds. The Target must make an Agility Test.

On a failed Test, the Target takes 10d8 Necrotic damage, you regain HP equal to half the amount of Necrotic damage dealt, and the Target becomes wrapped in your chains of shadow.

On a successful Test, the Target takes half as much damage and the spell ends.

For the Duration, at the start of the Target’s Turn while wrapped in chains they must repeat the Agility Test as stated above taking the appropriate effects for the result.

The chains break once the spells Duration has expired, the Target is behind Total Cover, or if the Target is more than twice the Range from you.


At Higher Circle. When you cast this spell using a Spell Slot of 6th Circle or higher, the damage increases by 2d8 for each Slot Circle above 5th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range). An entity wrapped in the chains is Grappled by you.


3AP. The Range increases to 24m (At Range). An entity wrapped in the chains is Grappled by you and Restrained.

The HP restored equals the total Necrotic damage dealt.

When you recover HP with this spell, until the start of the Target’s next Turn, you also double your Walking speed, gain a +2 Drain Bonus to your HT, and have Advantage on Agility Trait Tests.



Vampiric Touch

3rd Circle Necromancy [Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: Touch

Components: V, S

Duration: 1 Encounter/Scene

Empower TG: 15


The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee Spell Attack Roll.

On a hit, the Target takes 7d10 Necrotic damage, and you regain HP equal to half the amount of Necrotic damage dealt.

For the Duration, you can make the Spell Attack again on each of your Turns as an action (2AP).


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 2d10 for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 6m (Near).


3AP. The Range increases to 12m (At Range), and the spell gains an AoE 3m (Near) Radius Sphere, Centred on Target.

The Attack Roll is made against the HT of each entity within the AoE.

The HP restored equals the total Necrotic damage dealt.

When you recover HP with this spell, until the start of your next Turn, you also double your Walking speed, gain a +2 Drain Bonus to your HT, and have Advantage on Agility Trait Tests.



Vicious Mockery

Dictation Cantrip


Casting Time: 15 Minutes

Target: An entity within Range, who can see or hear you but need not understand you

Range: 12m | At Range

Components: V

Duration: Instantaneous


You unleash a string of insults laced with subtle enchantments at a target. The Target must make an Intuition Test.

On a failed Test, the Target takes 1d6 Psychic damage, and have Disadvantage on the next Attack Roll they make before the end of their next Turn.


At Higher Levels. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Vine Whip

Conjuration Cantrip [Wood]


Casting Time: 15 Minutes

Target: An entity/object within Range

Range: 6m | Near

Components: V, S

Duration: Instantaneous


You call upon the plants or material around you using the vines and roots of plants, or wires and rope in more settled areas to pull a foe towards you. Make a ranged spell attack.

On a hit, the Target takes 1d6 Bludgeoning damage and then if the Target is one Size Category larger than you or smaller, they must succeed on an Agility or Physique Test (the Target chooses).

On a failed Test, they are pulled a number of metres towards you, equal to half your Spellcasting Trait (rounded down, to a minimum of 1m), and are Grappled until the start of your next Turn.

If they fail the Test by 5 or more, then they are pulled a distance equal to your Spellcasting Trait (minimum of 1m).


At Higher Levels. This spell’s damage increases by 1d6 when your Character Level reaches 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).



Virulent Walking Bomb

8th Circle Necromancy [Eldritch, Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 20


You implant a target with a corrosive toxin that slowly converts a target into a walking bomb. The Target must make an Endurance Test; this is made with Advantage if they are Undead or an Ooze.

On a failed Test, the Target takes 14d12 Poison damage and gains four Degrees of the Poisoned condition.

If they fail the Test by 5 or more, they gain an additional Degree of the Poisoned condition.

On a successful Test, they take half as much damage.

Whilst Poisoned this way, at the start of the Target’s Turns, they take an additional 5d12 Poison damage. If this spell would reduce a Target to 0HP they explode.

When the Target explodes, every entity within the AoE must make an Agility Test against your Spell TG.

On a failed Test, the entity takes 10d12 Necrotic damage.

On a successful Test, they take half as much damage.

Each entity that takes damage from the explosion becomes a new Target of this spell and must make the Endurance Test as if it was cast on them.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the AoE increases to a 3m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 24m (At Range), the AoE increases to a 5m (Near) Radius Sphere, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.

When the Target fails the Endurance Test by 5 or more, they gain a random Disease determined by the GG, and each entity within 2m (Melee) of the Target must make an Agility Test, the Target automatically fails the Test.

On a failed Test, the entity gains two Degrees of the Burned (Acid) condition, the Target cannot remove Degrees of this condition whilst they have Degrees of the Poisoned condition.



Visions of the Void

9th Circle Divination [Eldritch]


Casting Time: 2AP

Range: Self

Components: V, S, M (Incense worth 150GP which the spell Consumes, a drop of your blood, and forked, ritual dagger worth at least 1000GP, forged with the blood of an Outsider)

Duration: Instantaneous

Empower TG: 25


You open your mind’s eye to the void to draw in their secrets. Name or describe a person, place, object, or event. The spell brings to your mind a brief summary of the significant lore about the thing you named as if you had rolled a 30 on an appropriate Knowledge Roll for the topic.

The lore learned can provide hidden knowledge only known to eldritch powers, though this kind of lore does mean the asked about topic must be of some mass significance or importance for the eldritch powers to be able to provide any knowledge about the topic. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate and is often conveyed through visual means, leading to you viewing scenes of importance to do with the topic.

Some especially hidden actions may require a TG 25 Determination Test to reveal it, often when other powerful entities or large feats of magic are obscuring the truth.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The lore you receive can be larger than a brief summary with additional lore to what would normally be provided. At least some in the lore concerns the subject of the lore in relation to current events and the present time.


3AP. The GP cost of the Incense Material Component is reduced to 50GP.

The lore you receive can be larger than a brief summary with additional lore to what would normally be provided. At least some in the lore concerns the subject of the lore in relation to current events and the present time.

You have Advantage on the Determination Test from this spell.



Void Breathing

2nd Circle Transmutation [Ritual, Space]


Casting Time: 15 Minutes

Target: Up to three willing entities within Range

Range: 6m | Near

Components: V, S, M (A small reed or piece of straw)

Duration: 1 Day

Empower TG: 14


You may use this spell to allow targets to breathe in the void or other vacuums. The Targets gain the ability to breathe in the void and other vacuums, though this does not grant the ability to speak or verbalise spells. Targets also retain any other mode of respiration they normally would have.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can Target an additional two willing entities for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Each Target gains a 1m Flying speed with the ability to Hover.


1 Hour. The Duration increases to 1 Week. Each Target gains a 1m Flying speed with the ability to Hover, and can speak and verbalise spells whilst in the void and other vacuums.



W

Walking Bomb

4th Circle Necromancy [Eldritch, Fungi]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

AoE: 2m (Melee) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You implant a target with a corrosive toxin that slowly converts a target into a walking bomb. The Target must make an Endurance Test; this is made with Advantage if they are Undead or an Ooze.

On a failed Test, the Target takes 8d10 Poison damage and gains two Degrees of the Poisoned condition.

If they fail the Test by 5 or more, they gain an additional Degree of the Poisoned condition.

On a successful Test, they take half as much damage.

Whilst Poisoned this way, at the start of the Target’s Turns, they take an additional 4d10 Poison damage. If this spell would reduce a Target to 0HP they explode.

When the Target explodes, every entity within the AoE must make an Agility Test against your Spell TG.

On a failed Test, the entity takes 5d10 Necrotic damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the damage (both initial, each Turn, and from the explosion) increases by 2d10 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the AoE increases to a 3m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 24m (At Range), the AoE increases to a 5m (Near) Radius Sphere, Centred on Target, and the Duration increases to Concentration, up to 10 Minutes.

When the Target fails the Endurance Test by 5 or more, each entity within 2m (Melee) of the Target must make an Agility Test, the original Target automatically fails the Test.

On a failed Test, the entity gains two Degrees of the Burned (Acid) condition, the Target cannot remove Degrees of this condition whilst they have Degrees of the Poisoned condition.



Wall of Blades

6th Circle Conjuration [Metal]


Casting Time: 2AP

Target: A point within Range

Range: 18m | At Range

AoE: 20m Long, 4m High, 1m Thick Line Centred on Target | 12m Diameter, 4m High, 1m Thick Ring, Centred on Target

Components: V, S, M (A knife or a Dagger)

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 18


You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within the AoE. The wall provides Three-Quarters Cover to entities behind it, and its space is Difficult Terrain.

When an enters enters the AoE for the first time on a Turn or ends their Turn there, the entity must make an Agility Test.

On a failed Test, the entity takes 5d10 Vorpal damage.

On a successful Test, the entity takes half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 24m (At Range), and the Duration increases to Concentration, up to 10 Minutes.


3AP. The Range increases to 30m (Far), the AoE increases to 25m Long, 6m High, 3m Thick Line, Centred on Target | 18m Diameter, 6m High, 3m Thick Ring, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.

On a failed Test, the entity also gains two Degrees of the Burned (Vorpal) condition.

If they failed the Test by 5 or more, they gain an additional two Degrees of the Burned (Vorpal) condition.



Wall of Force

5th Circle Evocation


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 2m (Near) Radius Sphere/Dome, Centred on Target | Ten 2m x 2m Contiguous Panels, Centred on Targets

Components: V, S, M (A pinch of powder made by crushing a clear gemstone)

Duration: Concentration, up to 10 Minutes

Empower TG: 17


An invisible wall of force springs into existence. The wall if made of panels appears in any orientation you choose, as a horizontal or vertical barrier or at an angle.

In any form, the wall is 1/4 inch thick. It lasts for the Duration. If the wall cuts through an entity’s space when it appears, the entity is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. Each panel or the dome/sphere has a HT of 20, 1 HP, and 150 BP, the panel or dome/sphere disappearing at 0HP. It is Immune to Force and non-magical damage and has Resistance to all other damage bar Entropic and Cosmic damage. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Realm, blocking ethereal travel through the wall.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE doubles in size for each option.


3AP. The Range increases to 30m (Far), and the Duration increases to Concentration, up to 1 Hour. The AoE triples in size for each option.



Wall of the Outer Elements

3rd Circle Evocation [Air, Earth, Fire, Water]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 2m (Near) Radius Sphere/Dome, Centred on Target | Three 2m x 2m Contiguous Panels, Centred on Targets

Components: V, S, M (A pinch of stone, phosphorous, glass, or a drop of water)

Duration: Concentration, up to 10 Minutes

Empower TG: 15


You produce a wall made of an element of your choosing. Choose either Cold, Fire, Force, or Lightning. A wall of the Damage Type’s associated element appears in any orientation you choose. The wall if made of panels appears in any orientation you choose, as a horizontal or vertical barrier or at an angle.

In any form, the wall is 15cm thick. It lasts for the Duration. If the wall cuts through an entity’s space when it appears, the entity is pushed to one side of the wall (your choice which side).

Each panel or the dome/sphere has a HT of 5, 1 HP, and 20 BP, the panel or dome/sphere disappearing at 0HP. It is Immune to its own Damage Type and non-magical damage. It is Resistant to all Damage Types, bar Cosmic damage and the element’s opposite Damage Type (opposites being Cold and Fire damage, and Force and Lightning damage).

The AoE alongside an area within 1m (Melee) of it, is considered Difficult Terrain. Any entity seeking to pass through the AoE must make a Physique Test.

On a failed Test, the entity takes 3d8 damage of the chosen Damage Type.

On a successful Test, they take half as much damage.

Each wall deals an additional effect based on the Damage Type chosen:


Cold. Ranged Attack Rolls made through the AoE are made with Disadvantage.

Any flames passed through the AoE are put out.

Any entity that fails the Physique Test gains one Degree of the Slowed condition.

If they fail the Test by 5 or more, they gain an additional Degree of the condition.


Fire. The AoE is Lightly Obscured, and increases its damage dealt by 2d8.

Any flammable objects within 1m (Melee) of the AoE are set alight.

As an action (1AP), you can force an entity within 3m (Near) of the AoE to make an Agility Test.

On a failed Test, they take 5d8 Fire damage.

On a successful Test, they take half as much damage.

Any entity that fails the Physique or Agility Test gains one Degree of the Burned condition.

If they fail the Test by 5 or more, they gain an additional Degree of the condition.


Force. The AoE cannot be passed through without destroying a panel or the dome/sphere and provides Total Cover.

The Difficult Terrain affects the area within 2m (Near) of the AoE, and entities that pass through this Difficult Terrain must make the Physique Test as if seeking to move through the wall.

Any entity that fails the Physique Test gets knocked Prone.


Lightning. The AoE cannot be passed through by entities in a gaseous form. Small or smaller sized Flying entities or objects can't pass through the wall instead they are thrown upward.

Ranged Weapon Attacks fired through the AoE automatically miss.

Any entity that fails the Physique Test gains one Degree of the Dazed condition.

If they fail the Test by 5 or more, they gain an additional Degree of the condition.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8, you summon an additional two panels or the Radius increases by 1m, and each panel’s/dome’s/sphere’s HT increases by 3, and its BP increases by 20, for each Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The dimensions of each panel increases to a 3m x 3m Panel.


3AP. The Range increases to 30m (Far), and the Duration increases to Concentration, up to 1 Hour. The dimensions of each panel increases to a 5m x 5m Panel.

You can choose two elemental options for the wall to be made out of, though you cannot choose both Force and Lightning, nor can you choose both Cold and Fire.



Wall of Thorns

6th Circle Conjuration [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 12m Long, 2m High, 1m Thick Line Centred on Target | 4m Diameter, 4m High, 1m Thick Ring, Centred on Target

Components: V, S, M (A handful of thorns)

Duration: Concentration, up to 10 Minutes

Empower TG: 18


You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. For the Duration, the wall appears within the AoE, with the wall blocking line of sight.

When the wall appears, each entity within the AoE must make an Agility Test.

On a failed Test, the entity takes 7d8 Piercing damage.

On a successful Test, they take half as much damage.

An entity can move through the wall, albeit slowly and painfully. For every 1m an entity moves through the AoE, they must spend 4m of Movement. Furthermore, the first time an entity enters the AoE on a Turn or ends their Turn there, the entity must make an Agility Test.

On a failed Test, they take 7d8 Slashing damage.

On a successful Test, they take half as much damage.


At Higher Circle. When you cast this spell using a Spell Slot of 7th Circle or higher, all the damage increases by 1d8 for each Slot Circle above 6th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to 18m Long, 4m High, 2m Thick Line, Centred on Target | 6m Diameter, 6m High, 2m Thick Ring, Centred on the Target.


3AP. The Range increases to 30m (Far), the AoE increases to 25m Long, 8m High, 3m Thick Line, Centred on Target | 12m Diameter, 12m High, 3m Thick Ring, Centred on Target, and the Duration increases to Concentration, up to 1 Hour.

On a failed Test, the entity also gains two Degrees of the Burned (Piercing) condition. This Burned (Piercing) condition cannot be removed whilst the entity is within the AoE of this spell.

If they failed the Test by 5 or more, they gain an additional two Degrees of the Burned (Piercing) condition.



Warding Bond

2nd Circle Protection


Casting Time: 2AP

Target: A willing entity within Range

Range: Touch

Components: V, S, M (A pair of platinum rings worth at least 50GP each, which you and the Target must wear for the Duration)

Duration: 1 Hour

Empower TG: 14


You channel your magic into protecting a target you make your ward. For the Duration, this spell creates a mystic connection between you and the Target, whilst the Target is within 12m (At Range) of you, they gain the following benefits:

  • The Target gains a +1 Faith Bonus to HT and Trait Tests to resist, avoid, or end harmful effects.
  • If the Target would take damage, they take no damage however you take all the dealt damage instead. When calculating the damage that would be applied to the Target, this is after applying any Damage Magnifications, Reductions, Resistances, Vulnerabilities, or Immunities the Target has.

If you and the Target move more than 12m (At Range) away from each other, the effects of this spell cease until you return to be within 12m (At Range) of each other, though this does not pause the Duration.

The spell ends if you drop to 0 HP, or if the spell is cast again by or on you or the Target. You can also dismiss the spell as an action (1AP).


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the Faith Bonus increases by 1 for every two Slot Circles above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The distance you need to be from the Target to maintain the effect increases to 18m (At Range). The size of the dice rolled to determine HP restored or BP granted by your spells to the Target increase by 1.


3AP. The distance you need to be from the Target to maintain the effect increases to 30m (Far).

The damage is halved before it is moved to you.

The size of the dice rolled to determine HP restored or BP granted by your spells to the Target increase by 1.

If the Target would restore HP or gain BP, they can choose to grant any amount of the HP restored or BP applied to you instead.



Water Breathing

1st Circle Transmutation [Ritual, Water]


Casting Time: 15 Minutes

Target: Up to three willing entities within Range

Range: 6m | Near

Components: V, S, M (A small reed or piece of straw)

Duration: 1 Day

Empower TG: 13


You may use this spell to allow those adapted to breathing air to breathe underwater and vice versa. For the Duration, each Target can breathe both underwater and exposed to air, though this does not grant the ability to speak or verbalise spells underwater. Targets also retain any other mode of respiration they normally would have.


At Higher Circle. When you cast this spell using a Spell Slot of 2nd Circle or higher, you can Target an additional two willing entities for each Slot Circle above 1st.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. Each Target can ignore the penalties for Swimming at Deep Pressures.


1 Hour. The Duration increases to 1 Week. Each Target can ignore the penalties for Swimming at Deep Pressures and can speak and verbalise spells whilst underwater.



Water Walk

3rd Circle Transmutation [Ritual, Earth, Fire, Water]


Casting Time: 15 Minutes

Target: Up to ten willing entities within Range

Range: 6m | Near

Components: V, S, M (A piece of cork)

Duration: 2 Hours

Empower TG: 15


For the Duration, this spell grants the ability for Targets to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (Targets crossing molten lava can still take damage from the heat).

If you Target an entity submerged in a liquid, the spell carries the Target to the surface of the liquid at a rate of 12m (At Range) per Round.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 8 Hours.


1 Hour. The Target becomes Up to fifteen willing entities within Range, the Range increases to 12m (At Range), and the Duration increases to 1 Day.

A Target can use an action (1AP), to temporarily disable the effects of this spell allowing them to swim and sink through the liquid. They can then whilst the spell is still active use an action (1AP) to enable the spells effect, acting per the spell’s effects as normal.



Web

2nd Circle Conjuration


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 4m (Near) Cube, Centred on Target

Components: V, S, M (A bit of spiderweb)

Duration: Concentration, up to 1 Hour

Empower TG: 14


You conjure a mass of thick, sticky webbing at the target area. For the Duration, the webs fill the AoE, the AoE becomes Difficult Terrain and Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next Turn. Webs layered over a flat surface have a depth of 1m.

Each entity that ends their Turn in the webs or that enters them for the first time during a Turn must make an Agility Test, any entity under the effects of the Spider Climb spell automatically succeeds the Test.

On a failed Test, the entity is Restrained until the end of their next Turn or until they are removed from the web.

The webs are flammable. Any 1m Cube of webs exposed to fire burns away in 1 Round. An entity starting their Turn in webbing that is aflame is dealt 2d4 Fire damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the AoE increases to 6m (Near) Cube, Centred on Target.


3AP. The Range increases to 24m (At Range), the AoE increases to 10m (At Range) Cube, Centred on Target, and the Duration becomes 1 Hour. When you cast this spell, you can choose any number of entities to be Immune to webs from this casting's effects.



Weird

9th Circle Illusion


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 8m (At Range) Radius Sphere, Centred on Target

Components: V, S

Duration: Instantaneous

Empower TG: 25


Drawing on the deepest fears of a group of individuals, you create illusory entities in their minds, visible only to them. Each entity within the AoE must make an Intuition Test.

On a failed Test, the entity takes 9d10 Psychic damage and gains the Terror condition. The illusion calls on the entity’s deepest fears, manifesting its worst nightmares as an implacable threat.

For the Duration of the Terror condition from this spell, the illusion continues to affect the entity placing itself in an adjacent space between you and them, at the start of the entity’s Turn, they take 5d10 Psychic damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 12m (At Range) Radius Sphere, Centred on Target.


3AP. The Range increases to 30m (Far), and the AoE increases to a 18m (At Range) Radius Sphere, Centred on Target.

Entities that become Terrorised by this spell drop any Items they are holding and gain the Wide-Open condition for the Duration of the Terror condition.

Entities cannot remove the Terror condition caused by this spell so long as they are able to draw an unobstructed line of sight to you.



Well of Decay

9th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 6m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A skull)

Duration: Instantaneous

Empower TG: 25


You create a well spring of energies from the Realm of Decay. All Undead within the AoE recover 5d10 HP.

All other entities of your choosing within the AoE must make an Endurance Test.

On a failed Test, the entity takes 8d12 Necrotic damage and gains the Vulnerability condition until the start of your next Turn.

On a successful Test, they take half as much damage.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), and the AoE increases to an 8m (At Range) Radius Sphere, Centred on Target.


3AP. The Range increases to 24m (At Range), and the AoE increases to an 12m (At Range) Radius Sphere, Centred on Target.

On a failed Test the entity gains the Damage Drain condition.

Undead affected by this spell gain the Absorb (All) 10 for the remainder of the Encounter/Scene.



Whirlpool

3rd Circle Conjuration [Water]


Casting Time: 2AP

Target: A point within Range

Range: 24m | At Range

AoE: 3m (Near) Radius Sphere, Centred on Target

Components: V, S, M (A piece of coral)

Duration: Instantaneous

Empower TG: 15


You conjure a pool of water to draw your opponents in. All entities within the AoE must make a Physique Test.

On a failed Test, the entity takes 3d8 Cold damage and are pulled towards the Target, occupying the closest unoccupied space they can move directly towards the Target. Once they have moved, even if they cannot move at all, they are knocked Prone and take an additional Xd8 Cold damage where X equals 3 – the number of metres they are from the Target (minimum of 0).

On a successful Test, they take half as much damage and suffer no additional effects (including the additional damage).

In addition, the spell pulls any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone, towards the Target occupying any unoccupied spaces that bring them as close as possible to the Target.

If the spell is cast over a body of water, entities have Disadvantage on the Physique Test to avoid the spell’s effect.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 1d8 for every Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to a 5m (Near) Radius Sphere, Centred on Target.


3AP. The AoE increases to an 8m (At Range) Radius Sphere, Centred on Target.

Entities that failed the Test, also gain a Degree of the Slowed condition.

If they failed by 5 or more, they gain an additional Degree of the Slowed condition.



Whispers of the Void

3rd Circle Dictation [Eldritch]


Casting Time: 2AP

Target: An entity within Range

Range: 12m | At Range

Components: V, S

Duration: Instantaneous

Empower TG: 15


You inflict upon a target, cruel whispers of eldritch truths, and forgotten knowledge scattered amongst the targets own self-doubts, inadequacies, and negative thoughts that only they would know. The Target must make a Determination Test.

On a failed Test, the Target takes 5d10 Psychic damage and has Disadvantage on Trait Tests they make until the start of your next Turn.

If they fail the Test by 5 or more, they gain the Wide Open condition until the start of your next Turn.

On a successful Test, they take half as much damage and suffer no additional effects.


At Higher Circle. When you cast this spell using a Spell Slot of 4th Circle or higher, the damage increases by 2d10 for every Slot Circle above 3rd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range). The Disadvantage on all Trait Tests and the Wide-Open condition if applied, last until the start of your second Turn after the Target failed the Test.


3AP. The Target becomes Up to three entities within Range, and the Range increases to 24m (At Range). The Disadvantage on all Trait Tests and the Wide-Open condition if applied, last until the start of your third Turn after the Target failed the Test.



Wind Dance

2nd Circle Transmutation [Air]


Casting Time: 1AP

Range: Self

Components: S

Duration: Concentration, up to an Encounter/Scene

Empower TG: 14


You use your magic to allow your body to flow and dance like the wind. Your Walking speed increases by 2m, and your Movement action does not Trigger Opportunity Attacks.

You can move through the space of another entity, and it doesn’t count as Difficult Terrain, but cannot enter another entity’s space if you do not have the required Movement speed needed to leave it.

Once during the Duration, you can grant yourself Advantage on the next Unarmed Strike or Weapon Attack Roll you make, though this must be declared when choosing to take the action. If you hit the Target and moved at least 3m, before making the Attack Roll you deal an additional 1d8 Force damage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, you can grant yourself Advantage on Unarmed Strike or Weapon Attack Rolls an additional time for each Slot Circle above 2nd.

When you cast this spell using a Spell Slot of 4th Circle or higher, the bonus to Walking speed increases by 1m for every two Slot Circles above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The Duration increases to Concentration, up to 10 Minutes.


2AP. The Duration increases to Concentration, up to 1 Hour. Your AoC becomes Difficult Terrain, and you gain a +2 Shield Bonus against ranged Attack Rolls.


3AP. The Duration increases to 1 Hour. For the Duration, you gain a Flying speed equal to half your Walking speed. Your AoC becomes Difficult Terrain, and you gain a +3 Shield Bonus against ranged Attack Rolls.



Wind Shield

2nd Circle Evocation [Air]


Casting Time: 1RP

Trigger: You can see a ranged Weapon Attack Roll being made against a Target

Target: An entity/object within Range

Range: 6m | Near

Components: S, M (A paper fan)

Duration: Instantaneous

Empower TG: 14


You use your magic to draw the wind to cause a ranged attack to potentially miss. The Triggering Attack Roll is made with Disadvantage.


At Higher Circle. When you cast this spell using a Spell Slot of 3rd Circle or higher, the protective wind remains to protect against an additional ranged Weapon Attack against the Target, though the spell’s effect ends at the start of your next Turn if not earlier, for each Slot Circle above 2nd.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


0RP. The spell’s default Effect occurs.


1RP. The Range increases to 12m (At Range).


2RP. The Range increases to 24m (At Range). This spell’s Trigger and effect apply to all ranged Attack Rolls, not just ranged Weapon Attacks.

The Target also gains a +5 Shield Bonus to their HT against any ranged Attack Roll this spell is grants Disadvantage to for this casting.



Wind Walk

6th Circle Transmutation [Ritual, Air]


Casting Time: 15 Minutes

Traget: Up to ten willing entities within Range

Range: 6m | Near

Components: V, S, M (Fire and Holy Water)

Duration: 8 Hours

Empower TG: 18


You have learnt how to convert yourself and your allies into a form suitable for long distance travel. Each Target assumes a gaseous form for the Duration, appearing as wisps of cloud.

While in this cloud form, the entity has a Flying speed of 60m and has Resistance to damage from nonmagical Weapons. The only actions a Target can take in this form is the Movement action or to revert to its normal form.

Reverting takes 1 Minute, during which time a Target is Incapacitated and can't move. For the Duration, a Target can revert to cloud form, which also requires the 1-Minute transformation.

If an entity is in cloud form and Flying when the effect ends, they descend 12m per Round for 1 Minute until they land, which they do safely. If they can't land after 1 Minute, they fall the remaining distance.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Duration increases to 1 Day.


1 Hour. The Target becomes Up to fifteen willing entities within Range, and the Duration increases to 1 Day.

The Flying speed increases to 100m whilst in gaseous form.

For the Duration, whilst in their normal form the Target gains a Flying speed equal to half their Walking speed.



Wings of Stars

7th Circle Evocation [Space]


Casting Time: 2AP

Range: Self

Components: V, S, M (A vial of stardust)

Duration: 1 Hour

Empower TG: 19


You create a pattern of constellations in the form of wings made of seven starlike orbs. Each orb creates a Will-Lit area in a 6m (Near) Radius and a Dimly Lit area in a further 6m (At Range) Radius. So long as you have at least three stars remaining you have a Flying speed of 10m and can Hover.

As an action (1AP), you can send up to half of your SB worth of the orbs, each streaking towards a Target entity or object you can see within 24m (At Range) of you, these orbs are expended as part of this action.

Make a ranged Spell Attack Roll for each orb, even if they are Targeting the same Target.

On a hit, the Target takes 8d12 Radiant damage.

The spell ends early if you expend the last orb.


At Higher Circle. When you cast this spell using a Spell Slot of 8th Circle or higher, you create three more orbs for each Slot Circle above 7th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Duration increases to 8 Hours. When you use the action to fire a number of stars at Target, you can choose to Target a willing allied entity, if you do so you do not need to make an Attack Rolls and the Target gains BP equal to half the damage that would be dealt.


3AP. The Duration increases to 1 Day. When you use the action to fire a number of stars at Target, you can choose to Target a willing allied entity, if you do so you do not need to make an Attack Rolls and the Target gains BP equal to half the damage that would be dealt.

If you as part of the action spend three orbs, instead of making separate Attack Rolls, you create a 24m x 3m Line, Emanating from You. Each entity in the Line must make an Agility Test.

On a failed Test, the entity takes 10d12 Radiant damage.

If they fail by 5 or more, they take twice as much damage.

On a successful Test, they take half as much damage.



Wish

9th Circle Conjuration


Casting Time: 2AP

Range: Self

Components: V

Duration: Instantaneous

Empower TG: 25


Wish is the mightiest spell a mortal entity can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th Circle or lower with a Casting Time of AP. You don't need to meet any requirements in that spell, including any Material Components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • Instant Healing. You allow up to twenty entities that you can see to regain all their HP, and you end all effects on them described in the Major Restoration spell.

  • Object Creation. You create one object/vehicle of up to 25,000GP in value that isn't a Magic Item. The object can be no more than 60m in any dimension, and it appears in an unoccupied space you can see on the ground.
  • Permanent Resistance. You grant up to ten entities that you can see Resistance to a Damage Type you choose.

  • Spell Immunity. You grant up to ten entities you can see Immunity to a single spell or other magical effect for 1 Day. For instance, you could make yourself and all your companions Immune to a Lich's Life Drain attack or the Fireball spell.
  • Sudden Teachings. You may replace one of your Feats, and one Skill you have at least Learnt. With another Feat and Skill for which you are eligible.

    You lose all the benefits of the old Feat and gain the benefits of the new one. You can’t replace a Feat that is a Prerequisite for any of your other Feats or Features.

    The new Skill gains the same level on knowledge as the old Skill which becomes no longer Learnt (Learnt/Mastered/Legendary).

  • Temporal Reroll. You undo a single recent event by forcing a reroll of any roll made within the last Round (including your last Turn). Reality reshapes itself to accommodate the new result. You can force the reroll to be made with Advantage or Disadvantage, and you can choose whether to use the reroll or the original roll.

If you cast Wish to bestow one of the above long term/permanent effects (the summoned Item, granted Resistance, or granted Immunity to a spell), any previously granted of the above long term/permanent effects from this spell are removed or disappear.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GG as precisely as possible. The GG has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary Magic Item or Artifact might instantly transport you to the presence of the Item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your Wish would affect an Eternal, the Eternal’s divine servants might instantly intervene to prevent it or to encourage you to craft the Wish in a particular way. If your Wish would undo the Creation itself, you see a series of flashing images in your mind that make no seeming sense, and your Wish fails.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Cosmic damage per Circle of that spell. This damage can't be reduced or prevented in any way. In addition, your Physique drops to -4, if it isn't -4 or lower already, for 2d4 Days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 Days.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Circle of the spell you can duplicate to cast via this spell increases to 9th Circle or lower.


3AP. Note: For this AP cost the final Empower TG equals 30.

The Circle of the spell you can duplicate to cast via this spell increases to 10th Circle or lower.

The damage from casting spells due to the stress of this spell is halved. The recovery time from this spell to recover your Physique is reduced to half as many Days.



Wither

8th Circle Necromancy [Fungi]


Casting Time: 2AP

Target: A point you within Range

Range: 30m | At Range

AoE: 6m (Near) Cube, Centred on Target

Components: V, S, M (A vial of bone dust)

Duration: Instantaneous

Empower TG: 20


You draw the moisture from every entity a target area. Each entity within the AoE must make an Endurance Test, this is made with Advantage by Constructs and Undead, and Disadvantage by Flora and Primordials.

On a failed Test, the entity takes 8d8 Necrotic damage and gains a Degree of the Exhaustion condition.

If they fail the Test by 5 or more, they gain the Damage Drain condition.

On a successful Test, they take half as much damage.

Nonmagical plants in the AoE that aren’t entities, such as trees and shrubs, wither and die instantly.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The AoE increases to an 8m (At Range) Cube, Centred on the Target.


3AP. The AoE increases to an 12m (At Range) Cube, Centred on the Target.

On a failed Test, the entity gains an additional Degree of the Exhaustion condition and the Sap [random Trait either: Physique, Agility, or Endurance] 2 condition.

If they failed the Test by 5 or more, increase the additional Degrees of the Exhaustion condition applied by one and increase the Sap condition to the Sap [random Trait either: Physique, Agility, or Endurance] 3 condition.



Woodsong Armour

7th Circle Protection [Ritual, Wood]


Casting Time: 15 Minutes

Range: Self

Components: V, S, M (A handful of oak bark)

Duration: 8 Hours

Empower TG: 19


You call upon the local foliage and wood to cover your form in enchanted armour. For the Duration, you gain the benefits of wearing a complete set of Half Plate armour lacking the Clanking Armour Property, which you are Trained in the use of.

You may dismiss and resummon the armour at any point during the Duration for 1AP, and the armour turns to mulch on the floor once the spell ends.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1 Minute. The spell’s default Effect occurs.


15 Minutes. The Armour grants a +1 Magic Bonus to HT.

If you fire a Weapon with the Ammunition Weapon Property, at the point of firing you can choose a wooden growth to split off from the Armour to be fired by the Weapon instead of normal Ammunition.


1 Hour. The Duration increases to 1 Day. The Armour grants a +2 Magic Bonus to HT.

At the start of each of your Turns whilst wearing the Armour, you gain BP equal to double your Spellcasting Trait.

If you fire a Weapon with the Ammunition Weapon Property, at the point of firing you can choose a wooden growth to split off from the Armour to be fired by the Weapon instead of normal Ammunition.



Word of Recall

6th Circle Conjuration


Casting Time: 2AP

Range: 1m | Melee

Components: V

Duration: Instantaneous

Empower TG: 18


You and up to five willing entities you can see within Range instantly teleport to a previously designated Sanctuary. You and any entity that teleports with you appear in the nearest unoccupied space to the location you designated when you prepared your Sanctuary (see below). If you cast this spell without first preparing a Sanctuary, the spell has no effect.

You must designate a Sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your Eternal. If you attempt to cast the spell in this manner in an area that isn't dedicated to your Eternal, the spell has no effect.

You can have any number of Sanctuaries simultaneously, however if a Sanctuary becomes desecrated or otherwise is tampered with such that it is no longer tied to your Eternal or teleportation is blocked, this spell has no effect.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 2m (Near). You and up to ten willing entities within Range can be affected by this spell.


3AP. The Range increases to 6m (Near). You and up to fifteen willing entities within Range can be affected by this spell.

You can make a Domain which you are the Master of a Sanctuary for this spell even if your Eternal does not have a direct presence there.



Z

Zone of Healing

4th Circle Restoration [Wood]


Casting Time: 2AP

Target: A point within Range

Range: 6m | Near

AoE: 3m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: Concentration, up to 1 Encounter/Scene

Empower TG: 16


You create a magical zone where wounds of allies may be mended. For the Duration, any entity of your choosing who ends their Turn in the AoE or enters it for the first time on a Turn, regains 2d8 HP.

If an entity within the AoE would be the Target of a Restoration School Spell that restores HP. The HP restored increases by 1d8 + your Spellcasting Trait.


At Higher Circle. When you cast this spell using a Spell Slot of 5th Circle or higher, the HP restored increases by 1d8 for each Slot Circle above 4th.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 12m (At Range), and the AoE increases to a 4m (Near) Radius Sphere, Centred on Target.


3AP. The Range increases to 12m (At Range), and the AoE increases to a 6m (Near) Radius Sphere, Centred on Target.

Allied entities within the AoE gain the benefits of Half Cover and are Lightly Obscured against entities outside of the AoE.



Zone of Truth

2nd Circle Dictation


Casting Time: 2AP

Target: A point within Range

Range: 12m | At Range

AoE: 3m (Near) Radius Sphere, Centred on Target

Components: V, S

Duration: 10 Minutes

Empower TG: 14


You create a magical zone that guards against deception. For the Duration, an entity that enters the AoE for the first time on a Turn or starts their Turn there must make a Determination Test.

On a failed Test, the affected entity can't speak a deliberate lie while in the AoE.

You know whether each entity succeeds or fails on their Trait Test.

An affected entity is aware of the spell and can thus avoid answering questions to which they would normally respond with a lie. Such an entity can be evasive in their answers as long as they remain within the boundaries of the AoE.


Empowered Spell. When you cast this Empowered Spell choose one of the following Casting Times to determine the level of effect.


1AP. The spell’s default Effect occurs.


2AP. The Range increases to 18m (At Range), the AoE increases to a 6m (Near) Radius Sphere, Centred on Target, and the Duration increases to 30 Minutes.


3AP. The Range increases to 24m (At Range), the AoE increases to a 12m (At Range) Radius Sphere, Centred on Target, and the Duration increases to 1 Hour.

If an entity that failed their Test is asked a question, and chooses to remain silent, they must make a Determination Test.

On a failed Test, they are forced to speak, though they still may give evasive answers they just cannot choose to not speak in response to the question.