Mage 5.1e WIP

by Pyranivation

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Subclass: mage 5.1e

Mage

Masters of the Destructive Elements magic, movement of elements you allow the powers of the elements do the fighting for you.

The Mage

Level Proficiency Bonus Mana Points Spell Limit Features
1st +2 2 1st Spellcasting, Leyline Discernment
2nd +2 4 1st Magus Expertise
3rd +2 6 1st Weapon Bond
4th +2 6 1st Ability Score Improvement
5th +3 14 2nd -
6th +3 14 2nd Ability Score Improvement
7th +3 17 2nd Magus Expertise Feature
8th +3 17 2nd Ability Score Improvement
9th +4 27 3rd -
10th +4 27 3rd Savant
11th +4 32 3rd Magus Expertise Feature
12th +4 32 3rd Ability Score Improvement
13th +5 38 4th -
14th +5 38 4th Ability Score Improvement
15th +5 44 4th Leyline Nexus
16th +5 44 4th Ability Score Improvement
17th +6 51 5th -
18th +6 51 5th Magus Expertise Feature
19th +6 58 5th Ability Score Improvement
20th +6 58 5th Polymath

Class Features


As a mage, you gain the following class features.


Hit Points

Hit Dice: 1d8 per mage level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mage level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Choose one Artisan Tool(s) or Musical Instrument

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) a martial weapon or (b) two simple weapons
  • (a) a scholar’s pack or (b) an explorer’s pack

Spellcasting

Starting at 1st level, as an expert in your field of study, you've memorized a number of spells to use at your whim. See chapter 10 of the Player's Handbook for the general rules of Spellcasting, and chapter 11 for the Mage spell list.

Superior Psyche

Your mind itself is powerful enough to allow you to use it as a Spellcasting Focus.

When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required.

Additionally, you have advantage on concentration checks when you take damage while concentrating on a spell in combat.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since the power of your magic relies on your cognitive ability to study and memorize. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Mana Points

The mage table shows how many mana points you have to cast your spells of 1st level and higher. To cast one of these mage spells, you must expend an amount of mana points indicated in the table below. You regain all expended mana Points when you finish a long rest.

For example, as a 3rd level mage, you can cast the spell burning hands at 2nd-level by spending 3 mana points.

Mana Point Conversions

Spell Level Mana Point Cost
Cantrip 0
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th* 9
7th* 10
8th* 11
9th* 13
10th** 15
11th** 17
12th** 20

*Spells of 6th level or higher cannot be cast using Mana Points.

**Spells of 10th level or higher cannot be cast until Epic Levels.

Spell Limit

Your mage level limits the potency of spells that you can cast. This is reflected in the Spell Limit column of the Mage Table. For example, as a 5th level Mage, you are limited to casting spells of 2nd-level or lower.

Leyline Discernment

Starting at 1st level, you have the ability to sense the threads of magic that weave itself between everything and everyone that exists. You sense the presence of magic within 10 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Additionally, you have advantage when discerning magical illusions.

Magus Expertise

Starting at 2nd level, choose a magical expertise, shaping your practice of magic through the expertise of one of the following areas: Black, Blue, Red, or White, all detailed at the end of the class description.

Your choice grants you additional features at 5th, 11th, and 18th level.

Expertise Spells

Each expertise has a list of spells that you gain at the mage levels noted in the expertise description. Once you gain an expertise spell, you always know it, and it does not count against the number of spells you know.

If you have an expertise spell that doesn't appear on the mage spell list, the spell is nonetheless a mage spell for you.

Bonded Weapon

Starting at 3rd level, you know a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. As long as it is on the same plane as you, you also know its precise location at all times.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Savant

Starting at 10th level, you are incredibly quick to learn new things. Anything that you put your mind to can be achieved with enough creativity. Gain +1 to your proficiency modifier. At level 20, this increases to +2.

Leyline Nexus

Starting at 15th level, you study the leyline paths weaved from spells and are able to find nodes of untapped mana. During a short rest, regain a number of used mana points equal to your intelligence modifier.

Polymath

Upon reaching 20th level, you realize the true genius-level potential of your mind. Your Intelligence and Wisdom scores increase by 4. Your maximum for those scores is now 24.


Expertise of Black

Masters of pseudo-elemental aspects and mind manipulating magics, you allow your powers to do the fighting for you.

Arcane Infusion

Starting at 2nd level, when you attack with a weapon, you can use 3 mana points to infuse your weapon or ammunition with the power of pseudo-elements. Choose one of the following and add it to your attack.

Pyro Infusion

With the power of fire, your weapon ignites with a passionate blaze. Subtract 1d4 to your attack roll. On hit, the target takes an additional 2d12 fire damage.

Electro Infusion

With the power of lightning, your weapon sparks to life with an arch of energy. Add 1d4 to your attack roll. On hit, the target and a number of creatures equal to 1d4 of your choice within 10ft of the target take 1d8 lightning damage.

Cryo Infusion

With the power of ice, your weapon crystallizes with a gleaming frost. On hit, the target takes an additional 2d4 cold damage and it's movement speed is reduced to 0. Until it's next turn it cannot use a reaction.

Deep Influence

Beginning at the 7th level, when you cast an enchantment spell, you may spend 5 mana points to cause the target to have disadvantage on their saving throw.

Fortification

Beginning at 11th level, you can manipulate the energy infused into your weapon to protect you from harm. While you have an active Arcane Infusion, you gain resistance to psychic damage and the damage type of the infusion. You must be wielding a weapon to gain the benefits of this feature.

Manafont

Starting at 18th level, When you cast an evocation spell of 5th level or lower, the residual mana from your spell temporarily opens a nexus point that allows you to briefly expend additional mana.

For one round, your next evocation spell of that type that is equal to or lower than that level will not expend any mana or spell slots. Your turn immediately ends after casting the spell and the nexus point closes.

Expertise of Blue

Obsession

Beginning at 2nd level, you are obsessed with a type of creature of your choice. Your obsession allows you to tether a creature's essence to your own to learn and imitate it's abilities. Choose one of the following types of creature to be your obsession:

Aberrations, Beasts, Celestials, Contructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants, or Undead

You choose one additional obsession, at 11th and 18th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Devour Essence

After killing a creature that you are obsessed with, you can attempt to devour their essence to imitate an ability, you must make a constitution saving throw of DC12 or higher. On success, your DM may provide you with one of the following:

Dexterity, Strength, Constitution, or Charisma Score Increase, Skill Increase, Skill Proficiency, Language, Resistance, Vulnerability, Immunity, Combat Action, Spell, Etc. You may also inherit physical or personal characteristics of the creature. These abilities and appearances may be considered temporary or permanent.

You can hold a number of Devoured Essence equal to your mage level + your constitution modifier. You can use any number of learned abilities using an action.

Combat Observation

Starting at 7th level, you can quickly analyze creatures that you are obsessed with, allowing you to discern their capabilities and land precise strikes. As a bonus action on your turn, you can mark an obsession within 60 feet of you that you can see, choose one of the following benefits:

Tactics

Whenever you make a weapon attack against the marked creature, you can use your Intelligence modifier, in place of your Strength or Dexterity, for the attack rolls.

Libra

The first time you hit the marked creature with an attack, or observe it for 1 minute, you may learn one of the following characteristics of your choice: its Armor Class, Maximum Hit Points, Movement Speed, Class Level, Combat Action, a random Resistance, Vulnerability, or Immunity, a random Skill Proficiency, or a random Ability Score.

Apperception

Whenever a marked creature attacks you with the same attack more than once, you are able to predict the attack before it hits you. The creature has disadvantage on all duplicate attacks made towards you.

The creature remains marked for 1 minute, unless you are incapacitated or mark another obsession with this feature.

Aberrant Mind

Starting at 11th level, your tether becomes stronger and more accustomed to devouring foreign essence. Gain advantage on your constitution saving throws. Additionally, you can add your Intelligence modifier to Constitution saving throws.

Absorb Ability

Starting at 18th level, you no longer need to kill a creature to absorb its essence. As an action, you may draw energy out of your obsession with a touch. The creature must make a constitution saving throw against your spell save DC. On a success, the creature becomes immune to this effect for 1 minute. On a failure, the creature receives a -2 reduction to an ability score of your choice and you gain a +2 bonus to that same ability score. This change in ability score can last up to 10 minutes and may only be used once per day. Failed attempts do not expend the use of this ability.

You must then finish a long rest to use Absorb Ability again.

Expertise of Red

Masters of Weapons and Magic Pantologist

2nd Level

Combat Strategy

Starting at 7th level, you learn two combat strategies of your choice, which are detailed under “Strategies” below.

You learn two additional strategies of your choice at 7th, 11th, and 18th level. Each time you learn new strategies, you can also replace one strategy you know with a different one.

Strategies

Bind

When a creature attacks you or a creature within 5ft of you with a melee attack, you can use your reaction to bind the creatures blade with your own. The creature must make a strength saving throw. On a failed saving throw, the creature loses its action, bonus action, reaction, and movement until the end of your next turn. You must be wielding a simple or martial melee weapon to use this reaction.

Counter

When another creature damages you with a melee attack, you can use your reaction to counter the attack back towards the attacking creature. In order to do this, you must beat the attackers attack roll using 1d20 + your proficiency bonus. On a success, all damage is redirected to the attacking creature. You must be wielding a shield or a simple or martial melee weapon to use this reaction.

Draw

When a hostile creature you can see moves, you can use your reaction to ready your weapon. On your next turn, you may throw or fire your weapon without using an action. You must be wielding a simple or martial ranged weapon to use this reaction.

Fade

When a creature you can see attacks you, you can use your reaction to move up to 5ft away from the creature, without taking damage or provoking opportunity attacks. Your movement is reduced to 0 until the end of your next turn.

Hinder

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial melee weapon to use this reaction.

Lunge

If a hostile creature moves within 10ft of you, you can use your reaction to close the distance without provoking opportunity attacks. The creature's movement is reduced to 0 until it's next turn. Your movement is reduced to 0 until the end of your next turn.

Parry

When a creature damages you with a melee attack, you can use your reaction to reduce the damage taken by 1d10 + your proficiency bonus. You must be wielding a shield or a simple or martial melee weapon to use this reaction.

Punish

When a creature misses you with a melee attack, you can use your reaction to make a weapon attack against the creature. You cannot use an action on your next turn.

Ricochet

When a creature attacks you with a ranged attack, you can use your reaction to deflect it to an adjacent space 5ft away. If a creature is in that space, roll 1d8 + your proficiency modifier. If the roll exceeds the creatures AC they are assumed to be hit with the attack. In order to do this, you must beat the attackers attack roll using 1d20 + your proficiency bonus. You must be wielding a shield or a simple or martial melee weapon to use this reaction.

Rip

When a creature attacks you, you can use your reaction to throw or fire your weapon with disadvantage. If the creature is hit, they take half damage. You must be wielding a simple or martial ranged weapon to use this reaction.

Shove

When a creature is within 5ft of you, you can use your reaction to move them 5ft in any direction without provoking opportunity attacks. An unwilling creature must make a dexterity saving throw. On a failed saving throw, the creature must make a strength saving throw, if they fail then they are knocked prone.

Remise

Bonus action attack

Accelerated Reflexes

Your ability to react to the world around you is considerably faster than most creatures. At 5th level, you gain one additional reaction that you can take in each round of combat. A single effect can only trigger one reaction.

Upon reaching 17th level, your reflexes are enhanced again, allowing you another reaction per round (maximum 3).

11th Level

18th Level

Expertise of White

Masters of Authentic Elemental Aspects

2nd Level

7th Level

Geo Infusion

With the power of earth, your weapon increases in size as stones extend from your hand. Add 1d6 to your attack roll. On hit, the target takes an additional 3d6 bludgeoning damage and is knocked prone.

Hydro Infusion

With the power of water, for one round your weapon becomes fluid and surrounds the target. Any AC increased by Dexterity is ignored while in the puddle. On hit, any creature within 10ft of your target has its movement reduced by half.

Aero Infusion

With the power of air, your weapon gains the ability to pierce armor. Any AC increased by armor is ignored. On hit, the target takes an additional 2d12 piercing damage.

11th Level

18th Level

Basic Magic: Cost 1

Black

Fire


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A blast of fire erupts before you in a wave. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, and half as much on a successful one.

Thunder


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A crack of lightning ripples through the air toward one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 lightning damage. If the d8 values match, you may arc the lightning toward another creature within 30 feet of the target who has yet to be hit by this attack, repeating the attack against it. The arcing may repeat if the conditions continue to be met.

Blizzard


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

A burst of ice erupts at a point within range. Any creature in a 10-foot radius must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save or half as much damage on a successful one. Any ground in the area is covered in ice turning it into difficult terrain until the start of your next turn.

White

Stone


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A block of stone whirls into existence, hurtling down from above a creature within range. The creature must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage.

Aero


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

An orb of swirling elemental air sails from your hand toward a creature within range. The target must succeed on a Dexterity saving throw or take 2d10 slashing damage.

Water

10 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A small, spinning ball of water appears around a creature within range. The creature must succeed on a Constitution saving throw or take 2d10 cold damage. If it is not grappled or restrained, it also is moved up to 10 feet in the direction of your choosing. On a successful save, the creature takes half damage, but is not moved by the spell.

Medium Magic: Cost 2

Black

Fira


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A spiral of fire explodes from the ground from a spot in range. All creatures in a 20-foot radius must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, and half as much on a successful one. Non-magical objects in the radius that are not being held or worn may be lit on fire.

Thundara


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Instantaneous

A bolt of lightning strikes from above a creature within range. The creature must succeed on a Dexterity saving throw or take 3d10 lightning damage and become paralyzed until it takes damage or the end of your next turn, whichever happens first. On a successful save, the creature takes half damage, but it does not suffer any other effect.

Blizzara


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A sudden magical downpour of freezing sleet bombards an area around a point within range. A cylinder 20-feet tall and 20-feet in radius is effected. Any creature in the cylinder must make a Dexterity saving throw. A creature takes 6d6 cold damage on a failed save or half as much damage on a successful one. Any ground in the cylinder is covered in ice turning it into difficult terrain until the start of your next turn.

White

Stonera


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Clusters of stone encircle a creature within range and rush in upon it. The target must succeed on a Strength saving throw or take 2d6 bludgeoning damage and become restrained for the duration of the spell. A restrained creature can use its action to try to break free, making a Strength saving throw against your spell save DC, and becoming free on a successful save. While a creature is restrained, you can use your action to crush it. It must make a Strength saving throw taking 2d6 bludgeoning damage on a failed save, or half as much on a successful save.

Aerora


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A whirling burst of violent wind spins and slashes around a creature within range. The target must succeed on a Dexterity saving throw or take 3d8 slashing damage and be knocked prone. On a successful save, the target takes half damage but suffers no other effects.

Watera

15 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A wave of water appears from the aether and rushes into a creature within range. The creature must make a constitution saving throw. On a failed save, the creature takes 3d6 cold damage, and it is pushed up to 10 feet. Both the target and one other creature it ends adjacent to are slammed into one another, dealing an additional 1d6 bludgeoning damage to both and knocking them prone. On a successful save, the creature takes half damage, but suffers no additional effects.

High Magic: Cost 4

Black

Firaga


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

A thick pillar of fire erupts around a creature within range. The creature must succeed on a Dexterity saving throw or take 8d6 fire damage and start burning for the spell's duration, or half as much on a success without suffering any other effects. A burning creature must make another Dexterity saving throw at the end of each of its turns. On a failure, it takes 4d6 fire damage and remains burning. On a success, the target is no longer burning and the spell ends.

Thundaga


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

Orbs of ball lightning spin about while bolts of electricity dance between them. They fill a cylinder 20-feet tall with a 30-foot radius. Any creature within the area must succeed on a Dexterity saving throw or take 5d10 lightning damage and become paralyzed until the end of your next turn. On a successful save, a creature takes half as much damage, but suffers no further effects.

Blizzaga


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Elemental ice condenses and spins about in a cylinder 20-feet tall with a 30-foot radius around a point within range. Any creature in the area must succeed on a Constitution saving throw or take 6d8 cold damage and become restrained until the end of your next turn. On a successful save, a creature takes half as much damage, but suffers no other effects.

White

Stonega


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Pillars of stone erupt from the ground, shifting about a cylinder that is 5-feet tall and has a 20-foot radius. The area, jutting with rocks, is difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the shifting stones until the spell ends. A creature that starts its turn in the area and is already restrained by the stones takes 3d6 bludgeoning damage. A creature restrained by the stones can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Aeroga


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A vortex of wind erupts around a point within range in a cylinder 15-feet tall and with a 20-foot radius. Any creature within the area must succeed on a Dexterity saving throw or take 5d8 slashing damage, be knocked prone, and be moved by you to any other unoccupied space in the zone. On a successful save, the target takes half as much damage, but suffers no other effects.

Waterga

30 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A whirlpool of elemental water is summoned centered on a spot within range. The whirlpool is 15-feet tall and has a 20-foot radius. The whirlpool lasts for the duration of the spell, and it is difficult terrain. All creatures within the whirlpool when it is summoned must must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pulled toward the center point of the whirlpool. If multiple creatures are moved toward the center or it is already occupied, the caster may arrange the creatures around the center point so as to minimize their distance to it. While the whirlpool remains, you may use your bonus action on subsequent turns to make a melee spell attack against all creatures within it using the whirlpool as the Expertise of the attack. On a hit, a creature takes 4d6 cold damage.

Forbidden Magic: Cost 6

Black Magic

Flare


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

A concentrated beam of pure fire elemental energy strikes a creature within range. The creature must make a Dexterity saving throw. On a failed save, it takes 10d6+20 fire damage, and half as much damage on a successful one. If the target is reduced to 0 hit points, it is obliterated and turned into ash.

Burst


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A torrent of pure elemental lightning storms from one creature within range. That creature and up to 4 more creatures of your choice within 30 feet of it each must make a Dexterity saving throw. On a failed save, a creature must take 10d8 lightning damage. On a successful save, a creature takes half damage.

Freeze


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A dense storm of pure elemental ice surges throughout a cylinder that is 20-feet tall with a 30-foot radius. Any creature in the cylinder must succeed on a Constitution saving throw or take 6d10 cold damage and become paralyzed. On a successful save, a creature takes half damage, but suffers no further effects. A paralyzed creature may repeat the Constitution saving throw at the end of each of their turns. On a failure, the creature remains paralyzed. On a success, the creature is no longer paralyzed.

White

Quake


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Pure elemental stone forms and begins rupturing and convulsing in a cylinder 15-feet tall with a 20-foot radius. For the duration of the spell, the area is difficult terrain. Any creature within the quake as it begins must succeed on a Dexterity saving throw or be crushed by pulsing stones, taking 4d10 bludgeoning damage and become restrained. Any creature that starts its turn in the quake must also succeed on a Dexterity saving throw or take 4d10 bludgeoning damage and become restrained. A creature that is already restrained automatically fails this save. A creature that is restrained by the quake can be broken free if the stones holding them in place take 20 damage. If the stones are broken, the creature is no longer restrained.

Tornado


  • Casting Time: 1 action
  • Range: 400 feet
  • Components: V, S, M
  • Duration: Instantaneous

Gushing jets of wind streak towards the targeted creature, bursting into a torrential vortex dealing 1d6 points of wind damage per caster level (maximum 15d6) and inflicting the Squalled status effect for 1d6 rounds. A successful Reflex save reduces the damage by half and negates the status effect.

Flood


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A spinning rush of pure water elemental energy surges about in a cylinder that's 20-feet tall with a 30-foot radius. Any creature in the area must succeed on a Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. If multiple creatures are moved toward the center or it is already occupied, the caster may arrange the creatures around the center point so as to minimize their distance to it. While the flood of water persists, any creature that starts its turn in the area must succeed on another Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. Any creature already restrained by the spell automatically fails this saving throw. A creature that is restrained by the spell can attempt to break free by making a Strength (Athletics) ability check against your spellcasting DC. They are no longer restrained on a success.

Ultima

65 MP, elemental


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Instantaneous

Explosions of the most powerful elemental energies erupt and emit life-ending force. They form four green and white swirling spheres of ultimate power. Each sphere has a 40-foot radius. All creatures in one or more of these spheres must make a Dexterity saving throw. On a failed save, a creature takes 40d6 force damage. On a success, it takes half as much damage. Even if a creature is in multiple overlapping spheres, it only takes damage once from this spell.

Chapter 5: Spells

Spells are completely restructured in these rules. This chapter begins with the breakdown of spell names, MP costs, and their spell lists. Unlike in the Player's Handbook, these are not broken down by class, but rather thematically. In fact, different classes may have access to multiple spell lists. For example, the White mage class has access to the Heavenly, En-magic, and Utility spell lists. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell.

Elemental Spells

Base tier
  • Dark
  • Fire
  • Stone
  • Thunder
  • Water
  • Bio
  • Blizzard
Alpha tier
  • Flare
  • Flood
  • Quake
  • Scourge
Beta tier
  • Burst
  • Doomsday
  • Freeze
Gamma tier
  • Gigaflare
  • Nuke
Omega tier
  • Ultima

En-magic Spells

Base tier
  • Charm
  • Confuse
  • Quick
  • Sleep
  • Blind
  • Blink
  • Darkvision
  • Mini
  • Mirage
  • Paralyze
  • Purify
  • Sight
  • Silence
  • Weak
  • Counterspell
  • Contain
  • Dispel
  • Drain
  • Fear
  • Fly
  • Poison
  • Sap
  • Stun
  • Toad
45 MP - Alpha tier
  • Break
55 MP - Gamma tier
  • Stupify
65 MP - Omega tier
  • Death
  • Invincible
  • Transmute

Heavenly Spells

Base tier
  • Aero
  • Bane
  • Barrier
  • Bless
  • Cure
  • Dia
  • Heal
  • Protect
  • Enchant
  • Esuna
  • Recover
  • Decurse
  • Heal All
  • Raise
  • Regen
  • Shell
  • Banish
  • Death Ward
  • Reflect
  • Bravery
  • Cure All
  • Remedy
45 MP - Alpha tier
  • Fade
  • Greater Bless
  • Renew
50 MP - Beta tier
  • Anti
  • Imperil
  • Life
  • Restore
55 MP - Gamma tier
  • Holy
65 MP - Omega tier
  • Arise
  • Faith
  • Full Cure
  • Lux

Swordplay Spells

Base tier
  • Enfire
  • Spin Attack
  • Blade Toss
  • Rising Slash
  • Razor Slice
  • Shadow Blade
  • Dashing Blade
  • Sword Flare
  • Sword Wave
  • Warping Smite
Alpha tier
  • Enlight
Beta tier
  • Arcane Sword

Utility Spells

Base tier
  • Alarm 1
  • Athlete
  • Comprehend 1
  • Detect Magic
  • Detect Planar
  • Detect Poison
  • Encode
  • Identify
  • Illusion 1
  • Slowfall
  • Climb
  • Disguise 1
  • Enhance
  • Float
  • Knock
  • Locate 1
  • Lock
  • Mindread
  • Preserve
  • Record
  • Tent 1
  • Truth
  • Web
  • Gas
  • Glyph 1
  • Light 1
  • Nondetection 1
  • Scry 1
  • Telepathy 1
  • Ward
  • Water Breathing
  • Water Walk
  • Control Stone
  • Control Water
  • Fabricate 1
  • Stash
  • Spy
  • Bind Planar
  • Double 1
  • Dream
  • Fabricate 2
  • Forcefield
  • Gateway
  • Lore
  • Mind Alter
  • Telekinesis
  • Wall
45 MP - Alpha tier
  • Contingency
  • Control Earth
  • Possess
  • Retrieve
  • Route
50 MP - Beta tier
  • Ghost
  • Mirage
  • Simulacrum
55 MP - Gamma tier
  • Antimagic
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Earthquake
  • Weather
Chapter 5 | Spells

Spell Descriptions

The spells are presented in alphabetical order.

Aero

15 MP, heavenly


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

A whirling burst of violent wind spins and slashes around a creature within range. The target must succeed on a Dexterity saving throw or take 3d8 slashing damage and be knocked prone. On a successful save, the target takes half damage but suffers no other effects.

Arcane Sword

50 MP, swordplay


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You summon a sword of force energy that floats next to a creature within range. When it appears, you make a melee spell attack against the creature Expertiseating from the sword. On a hit, the target takes 3d10 force damage. For the duration of the spell, you can subsequently use a bonus action to move the sword up to 20 feet. If you move the sword within 5 feet of a creature, you can repeat the attack against it.

Arise

65 MP, heavenly


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous

Effect as per the True Resurrection spell.

Banish 1

30 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Banishment spell.

Banish 2

55 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a demiplane. The target remains there for the duration or until it escapes. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Charisma check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Banish 3

65 MP, heavenly


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Until dispelled

You magically lock away a creature in a secret demiplane. The target must make a Wisdom saving throw. On a failure, it is locked away. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Scrying spells can't locate or perceive the target. The demiplane is warded against teleportation and planar travel.

During the casting of the spell, 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 GM must agree that the condition is reasonable and has a likelihood of coming to pass.

A dispel magic spell can end the spell only if it is cast with 65 mana points as an omega tier spell, targeting the location where the target last stood before being banished away.

Barrier

10 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

You touch a willing creature giving it a thin shield of invisible energy around its body. The creature gains a number of temporary hit points equal to 1d4 plus your Spellcasting modifier.

Bio 1

15 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A blob of poisonous gases materializes around a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 poison damage, and it must succeed on a Constitution saving throw or become poisoned until the end of your next turn.

Bio 2

25 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

A thick wave of green energy convulses to life around a point within range. Any creature in a 10-foot radius sphere must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, and half as much on a success. If a creature fails this save, it must succeed on a second Constitution saving throw or become poisoned until the end of your next turn.

Bio 3

35 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Viscous green vapors of toxin fill a sphere within a 20-foot radius around a point in range. Any creature that starts its turn in the sphere or enters it for the first time on a turn must make a Constitution saving throw, taking 5d8 poison damage on a failed save or half as much damage on a successful one. The sphere is opaque, blocking line of sight. Any creature within the sphere is blind and poisoned while inside it.

Blade Toss

15 MP, swordplay


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You throw your weapon at a creature within range. Make a ranged spell attack against the target. On a hit, it takes 3d6 slashing damage. Hit or miss, the creature and all other creatures within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage.

Bless

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Bless spell.

Blind

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

A veil of darkness drapes over the head of a creature within range. The target must succeed on a Constitution saving throw or become blinded for the duration. If afflicted, the creature may repeat the saving throw at the end of each turn, ending the condition and spell on a success.

Bravery

35 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature, bestowing a warming blessing on its spirit. For the spell's duration, the creature's weapon attacks deal an extra 2d8 force damage. As a bonus action on your turn, you can dismiss this spell early and cause the creature's weapon to emit a pulse of radiant energy. Each creature of your choice within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded for one minute. On a successful save, a creature takes half as much damage and isn't blinded. A blinded creature can make another Constitution saving throw at the end of each of its turns, ending the effect on a success.

Charm 1

10 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

Effect as per the Charm Person spell.

Charm 2

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M
  • Duration: Concentration, up to 8 hours

Effect as per the Suggestion spell.

Charm 3

45 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M
  • Duration: 24 hours

Effect as per the Mass Suggestion spell.

Climb

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Spider Climb spell.

Clone

55 MP, utility


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes)
  • Duration: Instantaneous

Effect as per the Clone spell.

Comprehend 1

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Comprehend Languages spell.

Comprehend 2

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Tongues spell.

Confuse 1

10 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

One creature within range must make a Wisdom saving throw. On a failed save, it becomes incapacitated as it stands absent minded and dazed. At the end of each of its turns, and any time it takes damage, it may make another Wisdom saving throw. On a success, the spell ends.

Confuse 2

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature, attempting to place a beguiling curse upon it. The target must succeed on a Wisdom saving throw or else it becomes incapacitated with confusion for the duration of the spell.

Chapter 5 | Spells

Confuse 3

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Confusion spell.

Contain 1

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A force sphere materializes around a creature within range who is of size large or smaller. The size of the sphere depends on the size of the creature, being just large enough to fit the creature while it stands. The creature must make a Dexterity saving throw. On a success, the sphere immediately dissipates away harmlessly. On a failure, the creature becomes trapped in the force sphere for the spell's duration. Nothing - physical or magical - can cross the border of the sphere while it remains. The spells Flare or Gigaflare can destroy the force sphere.

Contain 2

50 MP, en-magic


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Forcecage spell.

Contingency

45 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: 10 days

Effect as per the Contingency spell.

Control Earth

45 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 2 hours

Effect as per the Move Earth spell.

Control Stone

30 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Stone Shape spell.

Control Water

30 MP, utility


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Control Water spell.

Control Weather

55 MP, utility


  • Casting Time: 10 minutes
  • Range: Self (5-mile radius)
  • Components: V, S, M
  • Duration: Concentration, up to 8 hours

Effect as per the Control Weather spell.

Counterspell

25 MP, en-magic


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When you see a creature within range cast a spell, you attempt to interrupt it with your own. Choose an amount of mana points to spend on this spell that is at least 25 MP but no more than your Max Spell MP. If spending an amount that coincides with the cost of the alpha, beta, gamma, or omega tiers, casting this spell counts as your single use of that tier.

If the creature is casting a spell that costs as much or less mana as you are spending, their spell fails and has no effect. If it is casting a spell with a higher mana cost, make an ability check using your spellcasting ability. The DC equals 10 + (the creature's spell's mana cost - your mana spent)/5. On a success, the creature's spell fails and has no effect.

For example, if the creature's spell costs 45 mana, and you spend 30 mana casting Counterspell, the DC = 10 + (45-30)/5 = 10 + 15/5 = 10 + 3 = 13.

Cure


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Warm healing energy bubbles around one creature within range. The creature regains 2d10 hit points.

Cura

25 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A faint chiming sound echoes from a creature within range as it briefly glows with a white radiance. The creature regains 5d10 hit points.

Cure 4

30 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A spotlight of heavenly luster glows from beneath a creature within range. The creature regains 6d10 hit points.

Curaga

35 MP, heavenly


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A creature within range flashes with a golden light. The creature regains 8d10 hit points.

Full Cure

35 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Up to 6 creatures within range of your choice have a flash of light shine upon them. Each creature regains a number of hit points equal to 3d8 plus your healing modifier.

Dark 1

10 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M
  • Duration: Instantaneous

You fire a spear of pure darkness at a creature or location within range. If targeting a creature, make a ranged spell attack against it. On a hit, the creature takes 1d10 acid damage. When the spear reaches its destination, it explodes into a ball of energy. Any creature within 5 feet of the explosion point must succeed on a Dexterity saving throw or take 2d6 acid damage.

Dark 2

25 MP, elemental


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Instantaneous

You exude a dark mist in all directions as your elemental energy whisks you away through the aether. Make a melee spell attack against up to two creatures of your choice within 10 feet of you. On a hit, a creature takes 4d10 acid damage as dark energy accosts them. Hit or miss, you fade into the darkness, teleporting to a location within range.

Dark 3

30 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A ball of darkness appears centered on a point within range, emitting waves of violet static. Any creature within a 20-foot radius of the targeted point must make a Dexterity saving throw. On a failure, a creature takes 10d4 acid damage and becomes infused with shadow. A creature that is infused with shadow takes another 5d4 acid damage at the end of its next turn as the effect fades away. On a success, a creature takes half as much damage, but suffers no other effects.

Dashing Blade

30 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You glow with arcane energy as you magically dash about attacking your foes. You may move up to 20 feet to a spot within 5 feet of another creature, and then make a melee weapon attack against it. On a hit, you deal an extra 3d10 force damage. Hit or miss, you may repeat this process, moving up to 20 feet to within 5 feet of a different creature, making another melee weapon attack against it, and again dealing an extra 3d10 force damage on a hit. Finally, you may repeat this process a third time, moving up to 20 feet to within 5 feet of a third creature, making another melee weapon attack against it, and dealing an extra 3d10 force damage on a hit. None of the movement granted by this ability provokes opportunity attacks.

Death

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You point at a creature within range and mutter the forbidden incantation. If the target has 100 hit points or fewer, it dies instantly.

Chapter 5 | Spells

Death Ward

30 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

Effect as per the Death Ward spell.

Decurse

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Effect as per the Remove Curse spell.

Detect Magic

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Detect Magic spell.

Detect Poison

10 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Detect Poison and Disease spell.

Dia 1

10 MP, heavenly


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A dozen glittering balls of light collapse upon a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against it before the end of your next turn has advantage.

Dia 2

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

A cone of radiant light beams from your hand in a brilliant flash. Any creatures in a 30-foot cone must succeed on a Dexterity saving throw or take 4d6 radiant damage and grant advantage on any attacks against it until the end of your next turn.

Dia 3

35 MP, heavenly


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

A pillar of caustic light shines brightly in a cylinder 20-feet tall with a 20-foot radius. Any creature in the pillar of light when it is created must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. When a creature enters the pillar of light for the first time on a turn or ends its turn there, it must also make succeed on a Constitution saving throw or take 4d10 radiant damage, or half as much on a success.

Dispel

25 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Choose any creature, object, or magical effect within range. Choose an amount of mana points to spend on this spell that is at least 25 MP but no more than your Max Spell MP. If spending an amount that coincides with the cost of the alpha, beta, gamma, or omega tiers, casting this spell counts as your single use of that tier. Any spell on the target ends if its mana point cost is as much or less mana as you are spending. For each spell that cost more mana than you are spending, make an ability check using your spellcasting ability. The DC equals 10 + (the spell's mana cost - your mana spent)/5. On a success, the spell ends. For example, if your are targeting a magical effect that cost 45 mana, and you spend 30 mana casting Dispel, the DC = 10 + (45-30)/5 = 10 + 15/5 = 10 + 3 = 13.

Doomsday

50 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

A pillar of pure elemental darkness engulfs a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 8d10+20 acid damage. On a miss, it takes half damage. If a humanoid is killed by this spell, it emerges from the pillar as a zombie. The zombie is telepathically under your control, and it will relentlessly follow any orders you give it.

Double 1

35 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

Effect as per the Mislead spell.

Double 2

50 MP, utility


  • Casting Time: 1 action
  • Range: 500 miles
  • Components: V, S, M
  • Duration: Concentration, up to 1 day

Effect as per the Project Image spell.

Drain

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Vampiric Touch spell.

Dream

35 MP, utility


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Dream spell.

Earthquake

55 MP, utility


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Earthquake spell.

Enchant 1

15 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a non-magical weapon and channel a heavenly blessing into it. For the spell's duration, the weapon gains +1 to attack and damage rolls.

Enchant 2

30 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a non-magical weapon and channel a greater heavenly blessing into it. For the spell's duration, the weapon gains +2 to attack and damage rolls.

Enchant 3

45 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

Chapter 5 | Spells

You touch a non-magical weapon and channel an extreme heavenly blessing into it. For the spell's duration, the weapon gains +3 to attack and damage rolls.

Encode

10 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M
  • Duration: 10 days

Effect as per the Illusory Script spell.

Enfire

10 MP, swordplay


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You infuse one weapon you are holding with elemental fire. For the duration, the next weapon attack with that weapon that hits a target deals an extra 1d6 fire damage, and the target is ablaze for the remaining duration of the spell. While a creature ablaze, at the start of its turn it must succeed on a Constitution saving throw or take 1d6 fire damage and remain ablaze. If it succeeds on the saving throw, it does not take damage, it is no longer ablaze, and the spell ends.

Enhance

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Enhance Ability spell.

Enlight

45 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

You infuse yourself and one weapon you are holding with holy light. For the spell's duration, you are immune to radiant damage and resist necrotic damage. You can also use any subsequent action for the duration to cast a beam of holiness from your weapon. When you do this, you cast out a beam 15-feet long and 5-feet wide. Any creature within the beam must make a Dexterity saving throw, taking 5d8 radiant damage, or half as much on a miss.

Esuna

15 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a willing creature, and blessing winds flow through its body removing one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Fabricate 1

30 MP, utility


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Effect as per the Fabricate spell.

Fabricate 2

35 MP, utility


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Special

Effect as per the Creation spell.

Fade

45 MP, heavenly


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

You lift your hands and unleash a furious blast of pure radiance in a line 60-feet long and 5-feet wide. Any creature caught in the blast must succeed on a Constitution saving throw or take 6d8 radiant damage and become blinded until the end of your next turn. On a successful save, a creature takes half damage, but does not suffer any other effects.

Faith

65 MP, heavenly


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: 8 hours

You bestow the holiest of blessings upon a creature. For the spell's duration, the creature can't be surprised. It has advantage on all attack rolls, ability checks, and saving throws it makes. Others have disadvantage on attacks made against the creature.

Fear 1

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Fear spell.

Fear 2

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Phantasmal Killer spell.

Chapter 5 | Spells

Fear 3

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Weird spell.

Float

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Levitate spell.

Flood

45 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A spinning rush of pure water elemental energy surges about in a cylinder that's 20-feet tall with a 30-foot radius. Any creature in the area must succeed on a Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. If multiple creatures are moved toward the center or it is already occupied, the caster may arrange the creatures around the center point so as to minimize their distance to it. While the flood of water persists, any creature that starts its turn in the area must succeed on another Strength saving throw or take 6d6 cold damage, be pulled to the center of the cylinder, and become restrained. Any creature already restrained by the spell automatically fails this saving throw. A creature that is restrained by the spell can attempt to break free by making a Strength (Athletics) ability check against your spellcasting DC. They are no longer restrained on a success.

Fly

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Fly spell.

Forcefield

35 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Wall of Force spell.

Freeze

50 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Chapter 5 | Spells

A dense storm of pure elemental ice surges throughout a cylinder that is 20-feet tall with a 30-foot radius. Any creature in the cylinder must succeed on a Constitution saving throw or take 6d10 cold damage and become paralyzed. On a successful save, a creature takes half damage, but suffers no further effects. A paralyzed creature may repeat the Constitution saving throw at the end of each of their turns. On a failure, the creature remains paralyzed. On a success, the creature is no longer paralyzed.

Full Cure

65 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and breath holy life into the depths of its very soul. The creature regains all of its hit points. If it is charmed, frightened, paralyzed, or stunned, you remove those conditions. If the creature is prone, it can spend its reaction to stand up.

Gas

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Gaseous Form spell.

Gateway

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Passwall spell.

Ghost

50 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 8 hours

Effect as per the Etherealness spell.

Gigaflare

55 MP, elemental


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Instantaneous

Several beams of concentrated, pure fire elemental energy strike from the sky. Up to 3 creatures of your choice who are within a 20-foot radius of a point within range are targeted by the beams. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6+20 fire damage, and half as much damage on a successful one. If a target is reduced to 0 hit points, it is obliterated and turned into ash.

Glyph 1

25 MP, utility


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp which the spell consumes)
  • Duration: Until dispelled or triggered

Effect as per the Glyph of Warding spell.

Glyph 2

50 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (mercury phosphorus, and powdered diamond and opal with a total value of at least 1, 000 gp, which the spell consumes)
  • Duration: Until dispelled or triggered

Effect as per the Symbol spell.

Greater Bless

45 MP, heavenly


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1 000 gp, which the spell consumes)
  • Duration: Instantaneous

You channel an intense font of holy energy to summon a blessing for you and your allies. Up to 12 creatures of your choice who are present when you finish casting this spell are overtaken by the blessing gaining several benefits. The creatures are cured of all diseases & poison. For the next 24 hours, they become immune to poison & being frightened, make all Wisdom saving throws with advantage, and have their hit point maximum & current hit points increased by 2d10.

Heal

10 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You quickly invigorate the spirit of a creature you can see within range. The creature regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Heal All

25 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You rapidly send out numerous strands of light that connect to and bolster up to 6 creatures of your choice that you can see within range. An affected creature regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Chapter 5 | Spells

Holy

55 MP, heavenly


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

A white deluge of holy light floods a sphere with a 60-foot radius. Any creature within the holy flood must succeed on a Constitution saving throw or take 12d6 damage and become blinded for one minute. On a successful saving throw, a creature takes half damage, but does not suffer any other effects. A creature blinded by this spell can make a Constitution saving throw at the end of its turns. On a successful save, the creature is no longer blinded.

Identify

10 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Identify spell.

Illusion 1

10 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Silent Image spell.

Illusion 2

25 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Major Image spell.

Illusion 3

45 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Programmed Illusion spell.

Imperil

50 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A golden sphere swirling with black, inky energy engulfs and explodes upon a creature of your choice within range. Make a ranged spell attack against the target. On a hit, it takes 16d6 radiant damage, and its hit point maximum is reduced by the same amount. On a miss, the target takes half damage but suffers to further effects.

Invincible

65 MP, en-magic


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of adamantine worth at least 500 gp which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You become encased in a translucent platinum veneer of armor that fades into an invisible force field. For the spell's duration, you are immune to all damage.

Knock

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Effect as per the Knock spell.

Life

50 MP, heavenly


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1 000 gp, which the spell consumes)
  • Duration: Instantaneous

Effect as per the Resurrection spell.

Light 1

25 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

Effect as per the Daylight spell.

Locate 1

15 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Locate Object spell.

Locate 2

30 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Locate Creature spell.

Chapter 5 | Spells

Lock

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 25 gp which the spell consumes)
  • Duration: Until dispelled

Effect as per the Arcane Lock spell.

Lore

35 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Legend Lore spell.

Lux

65 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Bright golden light shines out irrepressibly from your body. Select any number of creatures within range. You restore up to a total of 700 hit points to these targets, split any way you wish. If any of the targets is suffering from diseases, blindness, or deafness, you cleanse them of these conditions.

Mind Alter

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Modify Memory spell.

Mindread

15 MP, utility


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Detect Thoughts spell.

Mini

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 minute (c)

Effect as per the Enlarge/Reduce spell.

Mirage

50 MP, utility


  • Casting Time: 10 minutes
  • Range: Sight
  • Components: V, S
  • Duration: 10 days

Effect as per the Mirage Arcane spell.

Nondetection 1

25 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target which the spell consumes)
  • Duration: 8 hours

Effect as per the Nondetection spell.

Nondetection 2

50 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (500)
  • Duration: Until dispelled

Effect as per the Sequester spell.

Nondetection 3

55 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

Effect as per the Mind Blank spell.

Nuke

55 MP, elemental


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

You call down a furious storm of raw, chaotic elemental force into a cylinder that is 30-feet tall with a 20-foot radius. Any creature in the storm as it is created must succeed on a Dexterity saving throw or take 10d8 force damage. On a successful save, a creature takes half damage. The storm is so rich with chaotic energy that it blocks line of sight. Creatures in the storm are blinded. Additionally, the first time a creature enters the storm on a turn or if it ends its turn in the zone, it must make a Dexterity saving throw. On a failure it takes 10d8 force damage, and on a success it takes half as much. At the start of each of your turns for the spell's duration, you may move the storm up to 10 feet.

Paralyze 1

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Hold Person spell.

Paralyze 2

35 MP, en-magic


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Effect as per the Hold Monster spell.

Paralyze 3

45 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You surround the head of a creature within range with a swirl of blue light that mesmerizes the target. It must succeed on a Wisdom saving throw or become paralyzed for the spell's duration. An afflicted creature may repeat the Wisdom saving throw at the end of each of its turns. On a successful save, the effect and spell both end.

Poison

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature, attempting to place a toxifying curse upon it. The target must succeed on a Constitution saving throw or else it becomes poisoned for the duration of the spell.

Chapter 5 | Spells

Possess

45 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Magic Jar spell.

Preserve

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 10 days

Effect as per the Gentle Repose spell.

Protect 1

10 MP, heavenly


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

A thin array of hexagonal plates of light align themselves into a bubble around a creature within range before fading from sight. For the duration of the spell, the target gains a +2 bonus to AC.

Protect 2

30 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp which the spell consumes)
  • Duration: Concentration, up to 1 hour

Rippling bands of golden energy wrap around a creature within range before becoming an invisible barrier. For the duration of the spell, the creature gains resistance to non-magical bludgeoning, piercing, and slashing damage.

Purify

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Protection from Poison spell.

Quake

45 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

Pure elemental stone forms and begins rupturing and convulsing in a cylinder 15-feet tall with a 20-foot radius. For the duration of the spell, the area is difficult terrain. Any creature within the quake as it begins must succeed on a Dexterity saving throw or be crushed by pulsing stones, taking 4d10 bludgeoning damage and become restrained. Any creature that starts its turn in the quake must also succeed on a Dexterity saving throw or take 4d10 bludgeoning damage and become restrained. A creature that is already restrained automatically fails this save. A creature that is restrained by the quake can be broken free if the stones holding them in place take 20 damage. If the stones are broken, the creature is no longer restrained.

Quick

10 MP, en-magic


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Expeditious Retreat spell.

Raise

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth 300 gp which the spell consumes)
  • Duration: Instantaneous

Effect as per the Revivify spell.

Razor Slice

25 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You swing your sword in a wide, downward arc, causing it to emit a wave of razor-sharp energy. Any creature in a line 5-feet wide and 15-feet long must make a Dexterity saving throw. On a failure, a creature takes an amount of force damage equal to 6d6 plus your Spellcasting ability. On a success, a creature takes half as much damage.

Record

15 MP, utility


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp which the spell consumes)
  • Duration: Until dispelled

Effect as per the Magic Mouth spell.

Recover

15 MP, heavenly


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Chapter 5 | Spells

You channel healing energy into your body, unleashing it as a flash upon up to 6 creatures of your choice within range. Each target regains a number of hit points equal to 2d8 plus your Spellcasting modifier.

Reflect

30 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 10 minutes

A surge of protective light inhabits the body of a creature you touch. For the duration, if the creature is hit with an attack by another creature who is within 5-feet of it, the other creature takes 2d8 radiant damage.

Regen

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 30 seconds

You touch a creature and a healthy green glow flashes over its skin. For the duration, as the start of each of its turns, if the target has more than 0 hit points it regains a number of hit points equal to 1d4 plus your Spellcasting modifier.

Remedy

35 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Effect as per the Greater Restoration spell.

Renew

45 MP, heavenly


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You target a creature within range, innervating them with an outpouring of intense spiritual light. The creature regains 70 hit points. If it is blinded, deafened, or suffering from any diseases, those conditions are all removed.

Restore

50 MP, heavenly


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Regenerate spell.

Retrieve

45 MP, utility


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M
  • Duration: Until dispelled

Effect as per the Drawmij's Instant Summons spell.

Rising Slash

15 MP, swordplay


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You empower yourself and your weapon, erupting in an arcane-enhanced uppercut. Make a melee spell attack against one creature within range. On a hit, the target takes slashing damage equal to 3d10 plus your Spellcasting modifier.

Route

45 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: 1 day (c)

Effect as per the Find the Path spell.

Sap

25 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature, attempting to place a withering curse upon it. Choose one ability score. The target must succeed on a Wisdom saving throw or else it has disadvantage on ability checks and saving throws made with that ability for the duration of the spell.

Scourge

45 MP, elemental


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A huge geyser of pure elemental poison spews forth in a 15-foot tall, 30-foot radius cylinder centered on a point within range. Any creature within the geyser must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one. While the spell persists, any creature within the geyser is blinded and poisoned. The geyser provides three quarters cover to those who are blocked from line of sight by it.

Chapter 5 | Spells

Scry 1

25 MP, utility


  • Casting Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Clairvoyance spell.

Scry 2

35 MP, utility


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Scrying spell.

Shadow Blade

25 MP, swordplay


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You summon an ethereal blade of dark energy into your hand. You are proficient with attacks made with this blade. It deals 3d8 psychic damage on a hit, and it has the finesse, light, and thrown (range 20/60) properties. You have advantage on any attacks you make with this blade in dim light or darkness.

Shell 1

25 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch a creature and a prismatic bubble surrounds it before quickly fading from sight. Choose one damage type from the following: acid, cold, fire, lightning, or poison. For the duration, the target has resistance to damage of that type.

Shell 2

45 MP, heavenly


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

One creature you touch becomes encased in a shiny, reflective force field that immediately fades into an invisible energy coat of armor. For the duration of the spell, base and cantrip tier spells can't effect the creature unless it chooses to let them. The effect of any magical area effects is also nullified within a 5-foot radius around the creature.

Sight 1

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the See Invisibility spell.

Sight 2

45 MP, en-magic


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder saffron, and fat; and is consumed by the spell)
  • Duration: 1 hour

Effect as per the True Seeing spell.

Silence

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

The air stills around one creature within range. The target must succeed on a Wisdom saving throw or become deafened and muted for the spell's duration. While afflicted in this way, the target can't cast any spells that require a verbal component. An afflicted creature repeats the saving throw at the end of each of its turns, ending the condition and spell on a success.

Simulacrum

50 MP, utility


  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled

Effect as per the Simulacrum spell.

Sleep 1

10 MP, en-magic


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: 1 minute

Effect as per the Sleep spell.

Sleep 2

45 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a wisp of silver mist around the head of a a creature within range. The target must succeed on a Wisdom saving throw or fall asleep. A creature that falls asleep from this spell remains unconscious until it takes damage or until another creature uses its action to shake the sleeper awake.

Chapter 5 | Spells

On each of your turns for the duration of the spell, you can use your action to target another creature within range with the spell again. That creature also must make a Wisdom saving throw, falling asleep on a failed save.

Slowfall

10 MP, utility


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, M
  • Duration: 1 minute

Effect as per the Feather Fall spell.

Spin Attack

10 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You spin in a circle, unleashing magical energy from your weapon as you do. Any creature within 10-foot of you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 force damage and can't take any reactions until the start of its next turn. On a successful save, the creature takes half damage, but it does not suffer any other effect.

Spy

30 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Arcane Eye spell.

Stash

30 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Leomund's Secret Chest spell.

Stun 1

25 MP, en-magic


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

A series of flashing orbs quickly orbit the head of a creature within range. The target must succeed on a Wisdom saving throw or become stunned. This condition lasts for the duration of the spell, or until the target takes damage for the first time, or until another creature uses their action to awaken it.

Stun 2

55 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Effect as per the Power Word Stun spell.

Stupify

55 MP, en-magic


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Instantaneous

Effect as per the Feeblemind spell.

Chapter 5 | Spells

Sword Flare

30 MP, swordplay


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You throw your weapon at a location within range. As your weapon reaches that location, you teleport in a flash, reappearing at the location to catch your weapon with a spinning flourish. Any creature within a 10-foot radius of the location must succeed on a Dexterity saving throw or take 8d6 force damage, or half as much damage on a successful one.

Sword Wave

35 MP, swordplay


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

With a spinning swing, you unleash a wave of arcane energy from your weapon. Any creature of your choice within 30 feet of you must succeed on a Constitution saving throw of take 10d6 force damage and be knocked prone. On a success, a creature takes half as much damage, but suffers no further effects.

Telekinesis

35 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Effect as per the Telekinesis spell.

Telepathy 1

25 MP, utility


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M
  • Duration: 1 round

Effect as per the Sending spell.

Telepathy 2

35 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Rary's Telepathic Bond spell.

Tent 1

15 MP, utility


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 1 hour

You draw a 2-foot diameter circle on the ground or a wall using chalk, dirt, or some other means of marking, and you touch it. The circle disappears, but the space it enclosed is now the invisible entrance to an extradimensional space that lasts until the spell ends. The space can hold as many as eight Medium or smaller creatures. 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 through a window via the entrance. Anything inside the extradimensional space is calmly ejected when the spell ends.

Tent 2

25 MP, utility


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M
  • Duration: 8 hours

Effect as per the Leomund's Tiny Hut spell.

Tent 3

50 MP, utility


  • Casting Time: 1 minute
  • Range: 300 feet
  • Components: V, S, M
  • Duration: 24 hours

Effect as per the Mordenkainen's Magnificent Mansion spell.

Toad

30 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

A puff of smoke explodes around a creature within range. The target must succeed on a Wisdom saving throw or be turned into a frog for the spell's duration. The target's game statistics, including all ability scores and hit points, become that of a frog. It retains its alignment and personality. If the frog hits 0 hit points, the spell ends early. When the spell ends, the target reverts back to its Expertiseal form. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

The creature is limited in the actions it can perform to those available to a frog, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. This spell can't affect a target that has 0 hit points.

Transmute

65 MP, en-magic


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the True Polymorph spell.

Truth

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

Effect as per the Zone of Truth spell.

Unfocus

15 MP, en-magic


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, 1 minute

Effect as per the Blur spell.

Wall

35 MP, utility


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes

Effect as per the Wall of Stone spell.

Ward

25 MP, utility


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp which the spell consumes)
  • Duration: 1 hour

Effect as per the Magic Circle spell.

Warping Smite

35 MP, swordplay


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You boost yourself with intense power. The next time you hit a creature with a melee weapon attack, you deal an additional 5d10 force damage. If this attack reduces the creature to 50 hit points or fewer, you banish it to a demi-plane until the spell ends.

Water Breathing

25 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 24 hours

Effect as per the Water Breathing spell.

Water Walk

25 MP, utility


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M
  • Duration: 1 hour

Effect as per the Water Walk spell.

Weak

15 MP, en-magic


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Effect as per the Ray of Enfeebling spell.

Web

15 MP, utility


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 hour

Effect as per the Web spell.

Chapter 5 | Spells
 

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