Grayscale Sword & Sorcery
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Cantrips
Bloom (1 action, transmutation)
Range: Touch
Duration: concentration
You touch a single immature plant and coax it to grow rapidly to adulthood. Concentration is required while this occurs. Small plants take roughly a minute to mature, while trees and larger plants can take up to an hour. Alternatively, you can cause a mature tree to bloom and produce flowers, nuts, or fruit according to its nature. Mature plants that bloom out of season use a great deal of energy, so they typically cannot support this use of the spell more than once a year.
Chameleon (1 bonus action, illusion)
Range: Self
Duration: concentration
You cause your body and belongings to change color to match your surroundings, gaining a bonus to stealth equal to your PROF modifier. This bonus persists as long as you maintain concentration.
Decompose (1 action, necromancy, fortitude)
Range: 10 feet
Duration: concentration
You cause dead flesh to decompose rapidly, releasing noxious gasses as it molders to dust. This spell has no effect on bone, so it effectively skeletonizes corpses. Bodies take a variable amount of time to decompose: tiny or smaller (1 round), small (30 seconds), medium (1 minute), large (5 minutes), huge (10 minutes), gargantuan (1 hour), colossal (1 day). Casting this spell on a corporeal undead creature deals d12+Arete radiant damage on a failed save.
Glider (1 bonus action, transmutation, cantrip)
Range: self
Duration: concentration
You create spectral wings on your back cosmetically appropriate to your mythos. If you jump off a high place the wings require you to fly at a speed of 20 mph or the prevailing wind speed, whichever is higher. If there is prevailing wind, you must travel in the direction the wind is blowing. Every round of flight your altitude decreases by 20 feet until you land on a solid surface. The magic of the spell ensures this landing is safe, regardless of your speed.
Ignition (1 action, evocation, reflex half)
Range: 60 feet
Duration: 10 minutes
You cause your hands to become wreathed in magical flame, shedding light as a torch and allowing you to ignite flammable objects. While this spell remains active you can make melee or ranged attacks to a distance of 30 feet using your Arete, dealing 1d8+Arete fire damage.
Kudzu (1 bonus action, conjuration, reflex)
Range: 30 feet
Duration: concentration
You conjure a vine whip that seethes with magical energy. This weapon deals d10 damage and can use Might, Agility, or Spirit as its attack and damage statistic (your choice). It has the Finesse, Slashing, Reach, Grab, and Power traits. If you release the weapon, the spell ends.
Shillelagh (1 bonus action, evocation)
Range: Self
Duration: 1 hour
You imbue a wooden weapon (club, staff, etc.) with mystical energy. The weapon then uses Arete for attack rolls and deals 1d8+Arete crushing damage for the duration. If you release the weapon, the spell ends.
Venom (1 bonus action, transmutation)
Range: Self
Duration: concentration
You transform your saliva into magical venom that deals PROF poison damage on a successful bite or kiss. If you are wildshaped into a form with a bite attack, the poison damage is added to your bite damage. If desired, you may cause this poison to have a delayed onset of up to 1 minute. During this time the target does not feel or exhibit any signs of being poisoned.
1st LEVEL
Aurasight (1 action, divination, 1st)
Range: Self
Duration: 10 minutes (concentration)
This spell analyzes the spiritual aura of a creature, object, or place within 30 feet. Doing so takes 1 full round of uninterrupted scrutiny. It reveals the presence of powerful (supernatural) alignments and magical enchantments. For example, a cleric using aura sight to study an incubus disguised as a mortal would recognize the evil magical aura of a fiend. This spell can also be used to sense magical items, illusions, and mystical traps, but not their specific nature or what they do.
Brewing (1 minute, transmutation, RITUAL, 1st)
Range: Touch
Duration: instant
You transform up to 5 gallons of water and suitable ingredients into an alcoholic beverage of the appropriate type, anywhere from 10 to 100 proof. This beverage never spoils, is always safe to drink, and any poisons introduced to it immediately denature and become inert. Consuming at least one pint of this enchanted beverage acts as a single meal, and the drinker's natural (non-magical) healing rate is doubled on the next long rest. This benefit does not stack with magical effects that speed natural healing, but it does stack with the benefits of skill-based medical attention. Casting this spell requires an appropriate sacrifice worth at least 50 silver, which the spell consumes.
Ceremony (10 minutes, special, 1st)
Range: Touch
Duration: variable
This spell represents a list of important spiritual and social rituals. The rite of confirmation allows a willing creature to adopt a divine patron, allowing that deity to claim their soul after death with no chance of error. The rite of marriage allows two willing creatures who genuinely love one another to form a spiritual bond with subtle thematic benefits. The rite of blessed water allows a cleric to infuse divine energy into a ritually prepared water basin, creating holy water. The rite of the departed soothes unquiet spirits and has a chance of laying non-hostile undead to rest. The rite of naming allows a parent to endow their child with a true name at birth. Other rites may exist as well, depending on the casters culture and religious beliefs.
Courage (1 action, enchantment, 1st)
Range: 30 feet
Duration: 1 hour
This blessing improves the morale of up to three willing recipients in a 10 foot radius. The recipients are immune to supernatural fear and do not need to make morale checks for the spell’s duration, though they may consciously decide to flee or surrender if doing so is in their best interests. Upcasting this spell increases the number of targets by 1 for every spell level above 1st.
Entangle (1 action, transmutation, reflex, 1st)
Range: 100 feet
Duration: 1 minute
You cause roots and vines to erupt from the ground in a 10-foot radius from a point in range. Creatures in this area must save or be restrained for the spell's duration. A restrained creature can attempt an athletics or acrobatics skill check against the save DC every round at the beginning of its turn to win free. If it does so, it acts normally that round. Upcasting this spell to 4th level causes thorns to grow from the roots, also dealing 1d12 piercing damage on a failed save at the end of the target's turn every round it remains restrained.
Heal (1 action, necromancy, 1st)
Range: 10 feet
Duration: instant
This spell causes healing light to emanate from the hands or eyes, touching a single target up to 10’ away. The target regains health d10+Arete health. Upcasting this spell restores an additional d10 health OR targets an additional creature for every spell level above 1st. Upcasting this spell to 5th level restores 5d10+Arete health to any number of creatures you choose within 30 feet.
Preservation (1 action, transmutation, 1st)
Range: Touch
Duration: 10 days
This spell wards organic matter from natural rot, decomposition, or infestation for 10 days. It can be used to preserve dead bodies, protect food from spoilage, and similar for a period of 10 days. It does not restore organic material that has already rotted or spoiled, though it does prevent further decay. Corpses warded by this spell cannot be transformed into undead creatures for the duration.
Snare (1 minute, conjuration, 1st)
Range: Touch
Duration: 24 hours
You enchant a vine or piece of rope up to 100 feet long to act as a magical trap. The rope then becomes camouflaged and anchors itself to suitable elements of the local terrain. The triggering area can be a circle up to a 5-foot radius or a straight line up to 15 feet long. When the trap is triggered it restrains and then moves the target up to 20 feet in the desired direction, including straight up. Noticing the trap requires a perception roll made at disadvantage against your spell DC. A restrained target can attempt a reflex save or arcana skill check each round with disadvantage to escape. Another creature that can reach the snare can also attempt an arcana check to break the spell. Once the trap activates the rope cannot be cut by physical means. Alternatively, you can enchant the rope to integrate itself into an existing non-magical trap you have studied thoroughly. The rope then serves as a trigger for that trap. The difficulty to spot and disarm the trap equals the trap's original values or the casters spell DC, whichever is higher. Upcasting this spell to 4th level makes the duration permanent until dispelled or triggered.
Steed (1 minute, conjuration, RITUAL, 1st)
Range: Self
Duration: 12 hours
You summon a large four-legged quasi-real mount that appears in front of you. The mount is equipped with a saddle and tack, which cannot be removed. This steed has the statistics of a warhorse, health equal to 6x your caster level, a foot speed of 60, and travels 10 miles an hour. The warhorse cannot make attacks. When you cast this spell you can designate one additional creature (other than yourself) whom the steed will serve and obey. Ten minutes before this spell expires the steed becomes faintly translucent, after which it vanishes. Upcasting this spell to the 4th level causes it to last 24 hours.
Taming (4 hours, enchantment, RITUAL, 1st)
Range: 10 feet
Duration: permanent
You sit down and meditate next to a sleeping non-hostile beast whose Tier does not exceed your PROF modifier. The animal then develops an understanding of one language you speak and fully grasps the idea of living and working with civilized humanoids in return for food and care. Its behavior will then depend on the beast's nature and how it is treated. If desired, you may also cause a predator to consider humanoids unsuitable as prey. Casting this spell requires an appropriate sacrifice worth at least 100 silver, which the spell consumes.
Torrent (1 action, conjuration, 1st)
Range: variable
Duration: instant
This spell can have two effects. First, it allows the caster to pour 10 gallons of fresh water from their cupped hands at the rate of 1 gallon per round. Second, it can conjure a violent rainstorm in a 30’ radius lasting 1 minute. Creatures caught in the area of effect are drenched in water and suffer disadvantage on missile attacks while the storm lasts. Fires in the area are extinguished. Upcasting this spell produces 10 additional gallons of water OR causes the rainstorm to last an additional minute for every spell level above 1st.
Zoolinguist (1 action, divination, 1st)
Range: Touch
Duration: 1 hour
You grant one creature the ability to speak to beasts for the duration. Creatures under the effects of this spell can use Nature as a social skill to influence animals. Non-domesticated animals can be coerced into providing simple information or doing brief favors for the speaker. Domesticated animals are much more compliant and tend to have a better understanding of requests.
2nd LEVEL
Antivenom (1 action, abjuration, 2nd)
Range: Touch
Duration: 1 hour
This blessing cures the poisoned condition and grants ongoing resistance to poison for the spell’s duration. Upcasting this spell with a 5th level spell slot grants poison immunity instead of resistance.
Antman (1 action, transmutation, 2nd)
Range: Touch
Duration: 8 hours
You double the maximum load a creature can lift and carry for the duration. This does not alter the target's strength in any other way.
Augury (10 minutes, divination, 2nd)
Range: Self
Duration: instant
This divination petitions a powerful and helpful otherworldly sentience for advice about a course of action you plan to take within the next hour. The entity will tell you whether this action is likely to bring weal, woe, both, or neither. It does not consider last second changes made after the divination that may alter the outcome. You cannot cast this spell more than once every 24 hours.
Barkskin (1 bonus action, transmutation, 2nd)
Range: Self
Duration: 10 minutes
Your body hardens and becomes resistant to slashing and piercing damage for the duration. You may also choose to have your skin take on a bark-like appearance if you wish. Doing this makes you supernaturally unrecognizable for the duration. Any creature that does not witness you cast this spell is unable to recall your identity while it remains active. This effect ends immediately if they are told your identity by others who witnessed it.
Dowsing (1 action, divination, 2nd)
Range: Self
Duration: 10 minutes (concentration)
This divination locates a specific object or material familiar to the caster within 1000 feet. If it is moving, you know the direction of the movement. Alternatively, you can locate the nearest example of a particular type of object, a hat, sword, ring, etc. This spell is blocked if the object sought is enclosed by lead of any thickness. Upcasting this spell with a 4th level spell slot allows you to detect a specific creature or the nearest creature of a specific type.
Faefire (1 action, illusion, reflex, 2nd)
Range: 100 feet
Duration: 1 minute
You cause a cloud of multicolored spectral fire to briefly flare up at a point within range. Every creature within a 20-foot radius of that point begins to glow for the duration, shedding light equal to a torch. Hidden or invisible creatures are exposed to this light and cannot escape detection without completely breaking the line of sight by means that would also conceal the light of a torch. Any attack roll made against a creature affected by this spell has advantage as long as the attacker can see the target. Upcasting this spell to 3rd level causes the spectral flames to deal 1d12 radiant damage to all affected targets in the round the spell is cast (not in following rounds).
Fogbank (1 action, conjuration, 2nd)
Range: 100 feet
Duration: 10 minutes
You summon a thick bank of fog in a 20-foot radius centered on a point you can see within range. The fog blocks all forms of vision. Everything within the fog is heavily obscured, and spells or effects requiring line of sight cannot target creatures or objects within. The fog is dissipated by a strong wind after 1 round. Upcasting this spell increases the radius of the fog by 10 feet per additional spell level.
Gale (1 action, evocation, 2nd)
Range: Self
Duration: concentration
You unleash a sustained and powerful airstream from your hands or mouth. The jet is 100 feet long and 10 feet wide. Any creature of size medium or smaller that enters or begins its round in this area must succeed on an athletics check against your save difficulty or be pushed 40 feet away from you. Creatures attempting to move against the airstream must expend 2 feet of movement for every 1 foot they move. Untethered and unattended objects weighing 50 lbs or less are blown away to the limits of the airstream. This spell can fully power the sails of a size medium or smaller ship.
Panacea (1 action, necromancy, 2nd)
Range: Touch
Duration: instant
You cure a single target of all poisons, diseases, and ability drain. It also removes all levels of exhaustion. While this effect can be used to temporarily circumvent the need for rest, it does not confer the magic-restoring benefits of real sleep.
Spikes (1 action, transmutation, fortitude, 2nd)
Range: 60 feet
Duration: 10 minutes
You cause the terrain in a 20-foot radius centered on a point within range to become twisted and filled with sharp spikes made of stone or vegetation. Creatures passing into or through this area on foot suffer 1d8 points of piercing damage for every 5 feet they move. Flight, levitation, and jumping protect against damage from this spell. The dangerous terrain is camouflaged to appear normal, so creatures approaching within 10 feet of the area must roll a successful perception check against your spell DC to notice.
Warmth (1 action, evocation, 2nd)
Range: Touch
Duration: 8 hours
You grant one willing creature cold resistance for the duration. The target can ignore the effects of extreme cold, including immersion in freezing water, and does not need to wear cold weather clothing to survive in arctic conditions. Upcasting this spell to 4th level causes it to last 24 hours.
Waterwalk (1 reaction, transmutation, RITUAL, 2nd)
Range: 60 feet
Duration: 8 hours
Up to 10 creatures you designate gain the ability to walk on the surface of liquid as if it were a trampoline. This effect occurs precisely if and when the target chooses, and targets under the effects of this spell can alternate between sinking into and walking on the surface of liquid as a reaction. If a creature attempts to utilize its ability to water walk while submerged and it is not being forcibly held underwater, it floats back to the surface at a rate of 100 feet per round and suffers no negative effects from depressurization at extreme depth (although it does not gain the ability to breathe water). If a falling creature strikes the water while under the effects of this spell, the damage it sustains is halved and it is catapulted into the air as though it had struck an enormous trampoline. If a creature under the effects of this spell attempts to use the elasticity of the water to enhance its ability to leap, then its maximum jumping distance and height are tripled. This spell can be cast as either a ritual or a reaction. If cast as a reaction, it may be used to save targets from falling into a body of water (such as being thrown off the deck of a ship during a storm).
Web (1 action, conjuration, reflex, 2nd)
Range: 60 feet
Duration: 10 minutes
You summon a thick mass of sticky webs in a 10-foot radius centered on a point you can see within range. Creatures entering or caught within this area must make a reflex save or become restrained. Once per round on its turn, a creature can attempt an escape check with a difficulty equal to your spell difficulty. If the webs are anchored between two solid surfaces (walls, trees, pillars, rocks, ceiling, floor, etc.), they remain in existence for the full duration. Otherwise, they vanish after one round. The webs are flammable and burn off after 1 round if ignited, dealing 1d10 fire damage to creatures caught in them.
3rd LEVEL
Adaptation (1 action, abjuration, 3rd)
Range: Self
Duration: 8 hours
This blessing endows up to 3 willing creatures within 10 feet the ability to survive and breathe comfortably in dangerous environments as though they were native to them. Such environments include (but are not limited to) the depths of the ocean, sweltering lava tunnels, or even the cold void of outer space.
Boulder (1 action, conjuration, 3rd)
Range: 60 feet
Duration: instant
As an Arete-based spell attack, you hurl a pebble at a target within range. In mid-flight, the pebble transforms into a 100-pound boulder, dealing 3d12 crushing damage on a successful hit. If the target is within five feet of another creature, you may choose to make a separate attack roll against that target for the same damage. If the secondary attack is successful, the boulder clipped or struck both targets.
Cornucopia (1 action, conjuration, 3rd)
Range: 10 feet
Duration: instant
This blessing creates 50 pounds of food and 50 gallons of potable water on the ground or in containers within reach of the caster. This food is sufficient to sustain twenty-five medium-sized humanoids for 24 hours. The food created by this spell is of moderate quality and consists of fruits, vegetables, bread, cheese, and similar. This spell cannot be used to create meat.
Daylight (1 action, evocation, 3rd)
Range: 100 feet
Duration: 1 hour
You create a 40 foot radius sphere of bright light which emanates from a single point you designate within range. Upcasting this spell with a 6th level spell slot causes the light to deal 1d8 radiant damage per round to undead creatures that enter or begin their round in it (no save). Upcasting this spell with an 8th level spell slot causes the light to become true sunlight.
Decontaminate (1 hour, transmutation, RITUAL, 3rd)
Range: Self
Duration: permanent
You perform an extended rite of purification across a region with an area of up to 1 acre. At the end of the rite, all planar and spiritual corruption is excised from land, including flora and fauna. Contaminated bodies of water within this radius (wells, ponds, streams, etc.) are also cleansed of toxins, although running water carrying pollutants from beyond that radius remains unaffected. This spell can only be used on wild or minimally settled areas, so a forest or rural farming village well would be influenced while an urban city sprawl would not. Casting this spell requires an appropriate sacrifice worth at least 500 silver, which the spell consumes.
Dispel (1 action, abjuration, 3rd)
Range: 100 feet
Duration: instant
You negate a single magical effect within range. This can be a spell cast on a creature or object, an active spell manifestation, or similar. If the targeted magic is higher than the third level, you must make an Arete check equal to 8 plus the opposing caster Arete. If the effect being targeted is permanent or extremely well established, the difficulty is 13 plus the opposing casters Arete. Recurring or persistent magical effects (such as magical items or potent wards) are only suppressed by this spell for a variable length of time, after which they resume.
Echolocation (1 action, divination, 3rd)
Range: Self
Duration: 1 hour
You gain the sensory abilities of a bat out to a radius of 300 feet. You must sing or make high-pitched clicking sounds and cannot move, speak, or cast spells during any round in which you use this ability. Most of these sounds are too high-pitched for humanoids to hear, but they are noticeable to certain animals and monsters. Information gleaned by this spell includes topography, as well as the size, shape, and texture of exposed objects in that range. Hiding creatures are not instantly exposed by this spell, though it does extend the range of your Alertness if used consistently for many rounds. Solid surfaces like doors or screens foil the sensory powers of this spell, and you cannot perceive what lies beyond them. You can use this spell to get a sense of open terrain within the radius, including hallways or around corners.
Ferocity (1 bonus action, enchantment, 3rd)
Range: 30 feet
Duration: 1 minute
You endow a single willing target in range with bestial ferocity for the duration. The target gains +10 speed, immunity to supernatural fear, and can make an additional attack when taking the attack action. All creatures under the effects of this spell become incapable of taking actions apart from moving and making melee or throwing attacks. If the creature is ever unable or unwilling to comply with this requirement each round on their turn, the spell immediately ends. Upcasting this spell causes it to affect one additional willing creature per level above 3rd.
Lifewell (1 action, necromancy, 3rd)
Range: Touch
Duration: 1 minute (concentration)
You summon a continuous stream of healing energy from your holy symbol for one minute. This energy can be directed into nearby willing creatures by touch every round. The health restored each round is equal to your Arete bonus, and you can change the recipient round by round if desired.
Lightning (1 action, evocation, reflex half, 3rd)
Range: 100 feet
Duration: instant
You hurl a bolt of lightning up to 100’ long that damages all creatures and objects it passes through. This bolt does not need to travel in a straight line, and you can alter the trajectory of the stroke to cause it to pass through multiple creatures in range. In addition to the distance traveled between individual targets, the bolt loses 10 feet of range for each target it damages (so striking multiple targets will make the bolt substantially shorter). Because this spell requires careful placement to achieve maximum effect, it has some special rules. If you are using theater of the mind instead of a battle map, assume the bolt can hit 4-6 small to large-sized targets in the same nearby melee without striking allies. The lightning deals 8d6 damage and cuts a targets speed in half for 1 round on a failed save. Upcasting this spell deals 1d6 extra damage per spell level above 3rd.
Overgrowth (1 action, transmutation, 3rd)
Range 150 feet
Duration: instant
You cause regional plantlife to grow wild in a 50 foot radius at a point within range, transforming the area into difficult terrain. You can exclude portions of this area from being affected if desired. This spell has no effect on areas without existing plant life, so for example a grassy meadow would be suitable but a barren desert would not.
Sending (1 action, divination, 3rd)
Range: Self
Duration: instant
You send a short telepathic message lasting 12 seconds or less to a creature you are familiar with. The recipient recognizes you if it knows you and can answer in a like manner immediately. Creatures with an intellect of at least 1 will understand the meaning of the message, even if they do not share a common language with you. This spell can reach any being in the cosmos with no chance of error, including those on other planes of existence.
4th LEVEL
Barrow (10 minutes, transmutation, RITUAL, 4th)
Range: 20 feet
Duration: permanent
By planting a seed you cause dense roots and vines to grow up out of a patch of earth, weaving together to form a durable yurt or hut that offers protection from the elements. This structure is permanent and naturally adapted to offer shelter from the local weather, though without adequate soil, water, and light the vines will die off within 1 month. The vines within the structure can form flooring, benches, chairs, tables, and cots as you direct. A barrow yurt is cylindrical or dome-shaped and covers a 20-foot radius. It can comfortably hold up to 6 medium-sized creatures, or provide bunk space for as many as 10 in a pinch. If desired you can camouflage this structure so it cannot be seen beyond a range of 60 feet, or cause it to grow thorns that deal 1d6 damage to any creature touching or attacking the outer walls without a reach weapon. The structure has a soak of 6 and can sustain up to 100 points of damage before breaking. Casting this spell requires an appropriate sacrifice worth at least 50 silver, which the spell consumes.
Contagion (1 action, transmutation, 4th)
Range: 60 feet
Duration: instant
You touch a creature and attempt to inflict it with a terrible disease. The onset is immediate and the effects manifest within one round. The disease runs its course naturally and can be overcome with magic, successful fortitude saves, medicine, or similar. Sample diseases are found elsewhere in this book.
Divination (1 minute, divination, 4th)
Range: Self
Duration: instant
You make mental contact with a powerful extraplanar entity through meditation. You may ask it a single question about a goal, event, or activity anticipated within the next 10 days. The spirit's reply manifests itself as a brief wordless burst of insight. Entities of this sort typically possess godlike intellect and divine awareness, so even if they possess no direct knowledge of the event in question their counsel is usually sound. You cannot cast this spell more than once every 72 hours. Casting this spell requires a sacrificial offering of a sort that the contacted entity would desire, which the spell consumes. The offering must be worth at least 100 silver, potentially more at the game master’s discretion.
Flamestrike (1 action, evocation, reflex half, 4th)
Range: 100 feet
Duration: instant
You call down a jet of divine fire which originates high above the targeted area, affecting a cylinder 40 feet tall and 20 feet in diameter. All creatures in this area sustain 6d8 fire, radiant, or necrotic damage in whatever proportion you choose. Upcasting this spell deals an additional 1d8 damage per spell level above 4th.
Hydromancy (1 action, transmutation, 4th)
Range: 100 feet
Duration: 10 minutes (concentration)
You control any freestanding water in a 100’ radius. You can cause the water to rise by up to 20 feet, create a 20-foot tall wave that moves in a direction of your choice, part the water to create a trench where the separated water forms walls to either side, cause the water to flow in a direction of your choice (to the limits of the area), or create a whirlpool 50’ in diameter and 25’ deep which sucks in any creature or object in the water within 30’ of the edges and deals 2d10 crushing damage per round to any creature caught within it (athletics check against save difficulty to escape).
Nightingale (1 action, conjuration, RITUAL, 4th)
Range: Self
Duration: permanent until dispelled
You conjure a bird spirit to serve you. This spirit can look like any bird you wish and acts the same as an arcane familiar (see the second-level arcane spell familiar for details). It has all of the abilities and limitations of a familiar, but there is no limit to how far the spirit can travel away from you while retaining its bond. You can also speak through the spirit if desired. This spell is commonly used to deliver messages or healing spells remotely by touch, spy on enemies, scout from the air, and similar. Powerful druids often hold remote meetings that are entirely attended by (cosmetically personalized) bird spirits. You cannot have more than one nightingale in existence at a time.
Oathbind (10 minutes, enchantment, 4th)
Range: 10 feet
Duration: special
You transact a pact between two free-willed creatures. The nature of this pact requires that payment or service be rendered by both parties, and the terms of the agreement can be as simple or as detailed as you wish. Once the pact is agreed to it is written and sealed in blood, and if either party reneges on the agreement they suffer whatever penalty was agreed to in the terms of the pact (usually destruction or a curse with no save).
Polymorph (1 action, transmutation, will, 4th)
Range: 60 feet
Duration: concentration up to 1 hour
You transform one creature into an animal of size large or smaller for the duration. The target retains its mind and personality but gains the health, statistics, and traits of its new form. If it is reduced to 0 health it reverts to its normal form and regains the health score it had before being transformed. If it reverts as a result of damage to its polymorphed body, any excess carries over to its original form. If the target is wearing or carrying any equipment, it melds into its new temporary form and becomes unusable and inaccessible until it regains its true shape. Upcasting this spell to 6th level extends the duration to 8 hours. Upcasting this spell to 8th level makes the duration indefinite until dispelled.
Reincarnate (10 minutes, conjuration, RITUAL, 4th)
Range: Touch
Duration: permanent
You perform a ritual on a humanoid (or a piece of a dead humanoid) that has been dead no longer than 1 lunar month. At the end of the rite you bury the subject in a mound of earth, decomposing plant matter, manure, or similar. If the target's soul is free and willing to return to life, it is reborn from the mound on the following dawn. This spell creates a new humanoid body for the target. There is a 50% chance the new body is of the same race: otherwise, the creature's new race is randomly determined by fate. The body is proportionally of a similar age to the deceased creature, although it now ages at the rate of its new form. If the narrator does not wish to choose a race for the creature, a table should be created listing the top 10-20 races (or ethnicities) present within a 1001-mile radius of the deceased creature. Unless the player is comfortable with a potential change in their character’s gender (50% chance), it remains identical to that of the original creature.
Rust (1 action, necromancy, fortitude, 4th)
Range: 60 feet
Duration: instant
You cause all non-magical ferrous metal in a 10 foot radius of a point within range to rust to pieces over 1 minute. Unattended metal is automatically affected. Metal carried or worn by creatures is unaffected if the bearer succeeds on a fortitude save.
Sinkhole (10 minutes, transmutation, RITUAL, 4th)
Range: 10 feet
Duration: special
You cause the ground in a 5-foot radius (10 feet wide) directly in front of you to recede, forming a shaft up to 100 feet deep. The angle of this passage can be anywhere from 45 to 90 degrees. If cast on bedrock, the length of this passage is halved. While this passage is theoretically permanent, it only remains structurally sound for 1 hour after the time of casting. After that time, the tunnel will collapse if it would normally do so. It is possible to cast this spell and then insert bracing to keep the tunnel open before the duration ends. This magic is normally used to enter deep caves, search for ore, sink wells, and similar. Upcasting this spell increases the length of the tunnel by 10 feet per spell level beyond 4th. Casting this spell requires an appropriate sacrifice worth 100 silver, which the spell consumes.
Stoneshape (1 action, transmutation, 4th)
Range: 10 feet
Duration: instant
You touch a mass of stone up to 5x5x5’ in dimension and form it into any shape you wish. You can use this spell to create simple tools, furniture, openings in walls, and similar. You can also alter the stone surrounding a door to seal it shut or cause it to fall away from its frame. You cannot create stone objects involving anything more complex than a basic hinge or latch.
5th LEVEL
Attunement (10 minutes, divination, RITUAL, 5th)
Range: Self
Duration: instant
You meditate in a natural setting and attune your mind to the surrounding terrain, gaining knowledge of the land within a 3-mile radius in a sudden burst of insight. This spell does not function underground or in heavily settled areas. You immediately learn the topography and three of the following facts about the target area: plants, minerals, animals, humanoids, structures, fey, fiends, spirits, undead, or supernatural corruption. Using this spell in haunted or heavily corrupted areas can be dangerous, as attuning your mind to the land runs the risk of supernatural taint.
Awaken (8 hours, transmutation, RITUAL, 5th)
Range: Touch
Duration: permanent
You sit down and meditate next to a sleeping non-hostile beast or plant of size huge or smaller whose Tier does not exceed your PROF modifier. The creature then gains an intellect score of 10 and the ability to speak one language you know. If the target is an inert plant, it gains a movement speed of 30 and the senses of a normal human. The creature innately knows your name and identity and is charmed by you for 1 lunar year. After this period its behavior will depend on the beast’s nature and how it is treated. Casting this spell requires an appropriate sacrifice worth at least 1000 silver, which the spell consumes.
Cement (1 action, transmutation, 5th)
Range: 60 feet
Duration: instant
This spell can have one of two effects. First, you can transmute any amount of lithic material (dirt, rock, stone, etc.) in a 15’ radius from a fixed point in range into wet mud. Second, you can cause any amount of lithic material in this radius to solidify and harden into bedrock. You do not have to affect all such material within this radius unless you choose to (so you could just liquify a statue or create a hole in a wall, for example). The effects of this spell are permanent. Mud created by this spell counts as difficult terrain, and deep mud (such as from a mudslide or by transmuting part of a cavern roof into mud to bury targets) may require an athletics check to escape at the GM’s discretion. This spell is commonly used to destroy walls or brick buildings, remove rubble, mire enemies, etc. It has no effect on crystals or metallic ores, so it is also an effective method of separating minerals from stone.
Cu’Sith (1 action, conjuration, 5th); Proncouned COO-SHEE
Range: 10 feet
Duration: 1 hour
You blow a horn fashioned from natural materials and summon 1d6+2 hounds of the wild hunt to serve you for the duration. The statistics for these hounds may be found in the bestiary. The hounds will faithfully track, attack, defend, fetch, guide, or deliver as you dictate. If a hound is killed, it vanishes back into Faerie. By the end of the summoning, the hounds must have attacked and killed at least one living creature. If this condition is not met, they attack the summoner. Alternatively, you may kill a creature while casting this spell to satisfy this requirement beforehand. If you do this, the duration of the spell is increased to 2 hours. You may never have more than one band of Cu’Sith summoned at a time. If you attempt to cast this spell more than once a lunar month, the hounds will attack you as soon as they appear.
Elemental (1 action, conjuration, 5th)
Range: 60 feet
Duration: concentration up to 10 minutes
You summon a Tier 1 or 2 spirit from one of the elemental planes and compel it to serve you. The spirit appears at a point within range and obeys your telepathic commands to the best of its ability, attacking and performing tasks as you dictate. The spirit can manipulate its core element to an extent proportional to its power, so an earth elemental can dig trenches or extract ore from the ground, a fire elemental can power a forge or extinguish burning buildings, an air elemental can fill a ships sails or get rid of local fog, a water elemental can raise a sunken boat from the ocean floor, etc. To end this spell safely you must take an action to command the spirit to return to its home realm. If your concentration lapses or the spell's maximum duration is reached, the spirit breaks free of your control. Elemental spirits are alien and unfathomable to mortals, so roll a d6 to determine how the spirit behaves: (1) the spirit returns to its home plane immediately, (2) the spirit attacks its summoner, (3) the spirit roams about examining and playing with the landscape, (4) the spirit goes on a violent rampage, (5) the spirit begins manipulating its core element in bizarre or artistic ways, (6) the spirit becomes passive and does nothing unless attacked or provoked. After 1d8 hours an unbound elemental typically returns to its home plane.
Fireseeds (1 minute, evocation, reflex half, 5th)
Range: Touch
Duration: special
You create six acorns, pinecones, or pieces of fruit that act as grenade-like missiles and explode on impact, dealing 2d8+Arete fire damage in a 10-foot radius. You can give these weapons to others if you wish. A fireseed can normally be thrown up to 60 feet, although you can increase this range by using a sling or similar rock-throwing weapon. No creature can throw more than one fireseed a round, and doing so counts as a standard or a bonus action. Alternatively, you can set these grenades as traps that explode on contact with an unauthorized creature. There is theoretically no limit to how long the seeds can remain in existence, but if you die or cast this spell again any remaining unused grenades immediately disappear. Yes, this means that most druids of 9th or higher level are probably carrying around a pocketful of acorn death grenades.
Hibernate (1 minute, transmutation, 5th)
Range: Touch
Duration: special
You place one willing creature into a magical slumber for any desired length of time. During this time the creature enters suspended animation and does not age or require breath or sustenance of any kind. While sleeping the creature is unaware of its surroundings and vulnerable to violence. If the creature sleeps for at least 24 hours, it is restored to full health upon waking and is cured of all poisons and diseases. Slapping or roughly handling the target ends this spell early, though noise does not. Upcasting this spell allows you to affect one additional creature per spell level above 5th.
Ironwood (1 hour, transmutation, RITUAL, 5th)
Range: Touch
Duration: permanent
You treat up to 50 lbs of wooden objects with a clear sap-based resin, permanently endowing them with the hardness and durability of steel. Wood treated with this spell develops a dusky sheen, allowing it to be identified as such. Ironwood weighs 25% less than steel, does not rust, is non-magnetic, and floats in water. Casting this spell requires an appropriate sacrifice worth at least 500 silver, which the spell consumes.
Locusts (1 action, conjuration, fortitude half, 5th)
Range: 100 feet
Duration: 10 minutes (concentration)
You summon a cloud of spectral locusts in a 30-foot radius centered on a point within range. The cloud spreads around corners. The area becomes heavily obscured, and creatures that enter or begin their round within the cloud suffer 4d10 piercing damage per round. This spell deals double damage to vegetation (including crops) and plant based creatures.
Scrying (1 minute, divination, will, 5th)
Range: Self
Duration: concentration up to 1 hour
You use a reflective surface to remotely perceive a target creature somewhere on the same plane of existence for the duration of this spell. The target makes a reflexive subconscious will save to resist scrutiny. If successful the spell fails, and it becomes aware of the attempt. If the spell succeeds, you must roll your Arete against the target's alertness or it senses it is being watched. If the target knows you are casting this spell it can waive its saving throw if it wishes to be observed. If successful an invisible sensor appears within 10 feet of the target, moving with the creature for the spell’s duration. You can perceive the world through this sensor as though you were present.
Tulefog (1 action, conjuration, 5th)
Range: 60 feet
Duration: 1 minute
You conjure a bank of thick fog in a 20-foot radius, centered at a point you can see in range. The fog may be any color you choose. Creatures entering the fog are totally concealed, and passage through it requires 15 feet of speed for every 5 feet moved. If a falling creature lands in the fog its momentum is cancelled and it takes no damage, regardless of how far it fell. Missiles fired into the fog lose their momentum immediately and deal no damage, regardless of size. Creatures and objects in the cloud also gain resistance to all forms of elemental damage (acid, thunder, lightning, fire, cold).
6th LEVEL
Ambrosia (10 minutes, conjuration, 6th)
Range: Touch
Duration: instant
You conjure a sacred draught into a ritually prepared chalice, jug, or similar container. Up to ten creatures can consume this draught. Any creature doing so is cured of all disease and poison and regains health equal to 10 times your proficiency modifier. The drinker also gains immunity to fear, poison, disease, and makes all will saves with advantage for the next 24 hours. Casting this spell requires an offering worth 1000 silver, which the spell consumes.
Pathfinder (1 minute, divination, 6th)
Range: Self
Duration: 8 hours (concentration)
You sense the shortest and most direct route to a location that you are familiar with on the same plane of existence. This knowledge includes distance and direction. The route you sense will be traversable by whatever normal means you possess, so if traveling by land, it will adhere to paths and roads unless taking these would be more time-consuming than the alternative.
Stonetell (1 minute, divination, 6th)
Range: Self
Duration: 10 minutes
You awaken natural or worked stone in a 20-foot radius, briefly endowing it with sentience and memory. The stone can relate who or what has touched it and tell you what may be concealed behind or beneath it. These descriptions take the form of visions and psychic impressions, and the spell provides an accurate sense of how long ago related events occurred. Stone has an extremely long memory and can recount events dating back millions of years, though the duration of this spell and lack of context can make it difficult to find information the further back one goes. Druids of sufficient power commonly use this spell to learn natural history or develop contextual knowledge of ancient times.
Sunbeam (1 action, evocation, 6th)
Range: Self
Duration: 1 minute (concentration)
Each round for the duration of this spell, you can unleash a 5-foot wide beam of sunlight out to a range of 120 feet. All creatures and objects caught in this beam suffer 6d8 radiant damage (reflex save for half). Undead make this save with disadvantage. Flammable objects struck by this spell melt or ignite.
Tempest (1 action, evocation, reflex half, 6th)
Range: 100 feet
Duration: concentration up to 1 minute
You create a swirling 30 foot radius tempest of howling wind, fog, and lightning centered on a point within range. The tempest does not flow around corners. Everything within it is lightly obscured, including from you. When a creature enters or begins its turn inside the tempest it sustains 8d8 lightning or thunder damage in any proportion you choose. Creatures of up to size large that fail their save are thrown 20 feet in a direction of your choosing and knocked prone. Each round you concentrate you can use a bonus action to move the tempest up to 20 feet in any direction. Upcasting this spell increases the damage by 2d8 for every spell level beyond 6th.
Terraform (1 action, evocation, 6th)
Range: 100 feet
Duration: concentration up to 1 hour
You reshape earth in a 30 foot radius, altering its elevation and general shape to create tunnels, hills, walls, pits, ditches, and similar. Displaced earth does not disappear, so it must be shifted to occupy a new space within range. Changes take place over a span of 10 minutes, and you can target a new 30 foot radius area every ten minutes while maintaining concentration. This spell has no effect on solid rock or constructed buildings. If you alter the terrain to undermine the foundations of an existing structure, it may sustain damage or collapse.
Thicket (1 action, conjuration, reflex half, 6th)
Range: 100 feet
Duration: 10 minutes
You cause a great 12-foot-tall thicket of thorny vines to erupt from the ground at a point within range. These vines act like magical barbed wire, blocking line of sight and dealing 7d8 piercing damage to all creatures caught inside or moving through them. The vines can manifest as a protective ring 30 feet in diameter, a 20-foot radius mass of dense undergrowth, or a wall-like hedge up to 60 feet long and 5 feet thick. The hedge does not need to form a straight line. Missile weapons fired into the thicket are blocked and deal no damage. Creatures pushing through the thicket (and taking damage) must use 5 feet of movement for every 1 foot traveled.
Treestride (1 action, conjuration, 6th)
Range: 10 feet
Duration: 2 rounds
You open a swirling green 10-foot diameter portal between two inanimate plants of at least large size. These plants can be any distance apart, but you must have touched them both previously and they must be on the same plane of existence. Any creature can pass freely through the portals while this spell remains in effect.
Windwalk (1 minute, transmutation, 6th)
Range: Touch
Duration: 12 hours
You and up to ten willing creatures become incorporeal and gain the power to fly at a speed of 30 miles an hour. While in this form you cannot interact with physical objects, and the only actions you can take are movement, speech, or ending the spell voluntarily. When the spell ends all participants become corporeal over 1 minute. After this spell ends the recipients also gain the benefits of the feather spell for 1 hour.
7th LEVEL
Changestaff (1 hour, conjuration, RITUAL, 7th)
Range: Self
Duration: permanent until used, then 1 hour
You enchant a non-magical staff to serve you as an arcane tool. This staff qualifies as a shillelagh spell for purposes of attack and damage. As a standard action, you can plant the staff in the ground and cause it to grow into a treant which serves you to the best of its ability for 1 hour before fading away. Using the staff to create a treant ends the spell. You cannot have more than one such staff in existence at a time. Recasting this spell causes the previous staff to crumble into dust. Casting this spell requires an appropriate sacrifice worth 1000 silver, which the spell consumes.
Etherealness (1 action, transmutation, 7th)
Range: Self
Duration: 8 hours
You enter the border ethereal plane where it overlaps your plane of origin. This plane looks like a ghostly analog of the realm you just left. You can spy on your plane of origin out to a range of 60 feet, but everything appears bleached of color. While on the border ethereal you gain a fly speed equal to your foot speed and can only be affected by other creatures on that plane, or by certain special effects that extend into the ethereal (such as the gaze of a basilisk). You ignore objects and effects not on the ethereal plane, and can move through such things on your plane of origin (such as walls) by pushing through them. If the spell elapses and you reappear on your plane of origin in a space occupied by a solid object, you are shunted into the nearest available open space and take force damage equal to the number of feet you were displaced. Upcasting this spell allows you to take three additional creatures with you for every spell level above 7th.
Firestorm (1 action, evocation, 7th)
Range: 100 feet
Duration: instant
You summon a rainstorm in a 60-foot radius, centered on a point within range. The raindrops are motes of fire. Creatures within the area suffer 7d10 fire damage (reflex save for half). This spell does not affect the landscape (trees, buildings, etc.) unless you wish it to.
Genesis (1 hour, transmutation, RITUAL, 7th)
Range: 10 feet
Duration: permanent
You transform a small or medium-sized animal of Tier 1 or lower into a humanoid of the desired type. Its physical appearance and mental statistics either become those of the original animal or 10, whichever is higher. Animals transformed into humanoids learn one language you know and exhibit personality traits similar to those of the originating animal (foxes are sly, rats are timid, wolves are stern and lawful, etc.) They innately know your name and identity and are charmed by you for 1 lunar year. They also understand their origins and remember their previous lives as animals. After this period the new persons behavior will depend on their nature and how they were treated. Casting this spell requires an appropriate sacrifice worth at least 1000 silver, which the spell consumes.
Lifeward (1 action, abjuration, 7th)
Range: Self
Duration: 10 minutes
You endow yourself with regeneration and immunity to all effects that would instantly incapacitate or kill you on a failed save. You also heal 10 health per round and instantly regenerate body parts lost while this spell is in effect, including decapitation. If a limb regenerates, the original body parts crumble to dust. If you are reduced to 0 health while this spell is active it restores you to 1 health point on your turn the following round.
Mirage (1 hour, illusion, 7th)
Range: 1 mile
Duration: 1 week
You weave a powerful illusion over the terrain in a radius of up to 1 mile, centered on yourself. The affected land retains its general topography (including structures), but can be made to look like a completely different type of terrain as you desire. The illusion is fully interactive and incorporates all sensory elements. It is also quasi-real, so it must be physically interacted with. Buildings, walls, and similar constructs are fully real for purposes of shelter or protection. Likewise, the thermal elements of the illusion supersede reality. Damage sustained from direct interaction with this spell (drowning, falling, etc.) is psychic rather than physical. This spell cannot create or alter creatures or forces, so it may not be used to create wildfires, lava pits, or similar. It also cannot be used to create traps, though temporary traps may still be constructed utilizing the illusory terrain at the storytellers discretion. Creatures with truesight can see through this illusion normally, but because it is quasi-real they must still physically interact with it. Upcasting this spell increases the duration by 2 days per spell level above 7th.
Planeshift (1 action, conjuration, 7th)
Range: 10 feet
Duration: instant
You transport yourself and any number of willing creatures within range to an alternate plane of your choice. You may specify a target destination if desired, but the storyteller selects exactly where you appear. Alternately, you may choose to appear at a recall circle you are attuned to on the target plane. If you do not choose a specific destination, the terms of this spell guarantee that you appear in a spot that is not immediately damaging or lethal. Random travel to innately dangerous planes incompatible with organic life (water, fire, void, etc.) has a 25% chance of delivering you to a spot on the target plane that is protected somehow, such as in the City of Brass on the plane of fire. Otherwise the spell fails.
Regenerate (1 action, necromancy, 7th)
Range: Touch
Duration: 1 hour
You endow a single creature with regenerative powers for the duration. Every round the target regains 1 health (10 health per minute). Lost body parts regenerate over a span of 10 minutes. If the target suffers damage from fire or acid it stops regenerating for 1 minute. The target dies only if it starts a round with 0 health AND does not regenerate.
8th LEVEL
Earthquake (1 minute, evocation, 8th)
Range: 500 feet
Duration: 1 minute (concentration)
You cause an earthquake in a 100-foot radius surrounding a point within range that you can see. Every round each creature standing on the ground in this area must make an acrobatics (balance) check with a difficulty of 15 or fall prone. Structures in this area suffer severe damage and may collapse at the narrator's discretion. If you wish, this spell can also open a fissure 1d10x10 feet deep and 10 feet wide, extending from one edge of the spell's area to the opposite side (200 feet across long). Creatures standing in a spot where the fissure opens must make a reflex save or fall in, and structures located above the fissure area automatically collapse.
Fertility (10 minutes, transmutation, 8th)
Range: Touch
Duration: instant
This spell manipulates the raw force of life in the cosmos. If you cast this spell on a barren creature it regains the ability to reproduce for a year and a day if it could ever previously do so. If you cast this spell on a pregnant female it guarantees the offspring is healthy and free of congenital defects. If you cast this spell on a willing female it becomes pregnant, and the offspring is a plane touched member of its parent race appropriate to whichever plane your divine magic stems from. If you cast this spell on the land, it becomes wildly fertile in a 1-mile radius for 1 year. If you cast this on a plant, it grows up to three times its regular size over a span of 1 month. If you cast this on a normal animal, it transforms into a dire animal over a span of 1 week.
Massmorph (1 action, transmutation, 8th)
Range: Self
Duration: 24 hours
You endow any number of willing creatures within 30 feet with the ability to wildshape into an animal form of your choosing as a bonus action. Targets cannot have more than one such alternate shape at a time, but you can change the blessing to a new animal to form as a standard action at any time while the spell remains in effect. For example: a group of fifty men could be given the power to turn into hawks for travel and then hours later the spell could be altered to instead grant them the power to turn into sharks.
Meteorology (10 minutes, conjuration, 8th)
Range: Self
Duration: 12 hours
You must be standing under open sky to cast this spell. You control the weather within an 8 mile radius of yourself. Every time you choose to alter the climate, the effects take place over a span of 30 minutes. When you change the wind, you can alter its direction. The weather has three traits: temperature, precipitation, and wind. Each trait is measured on a scale of 1-5, and you can alter each trait by a maximum of one step in either direction. Temperature: [Sweltering, Hot, Mild, Cold, Arctic]. Precipitation: [Clear, Hazy, Overcast/Fog, Rain/Snow, Blizzard]. Wind: [Calm, Breeze, Windy, Gale, Hurricane].
Stormbolts (1 action, evocation, 8th)
Range: Self
Duration: instant
You speak a word of power and unleash huge bolts of lightning from your body in all directions. These bolts lash out at any creatures you choose within a 40 foot radius of you, dealing 8d8 lightning damage and stunning them for one round. A successful fortitude save halves this damage and annuls the stunning effect. This spell has no effect on nearby inanimate objects and does not harm creatures you wish to exclude from damage.
Sunburst (1 action, evocation, 8th)
Range: 120 feet
Duration: instant
Brilliant sunlight floods a 60-foot radius, centered on a point you choose within range. All creatures in this radius take 8d10 radiant damage and are blinded for 1 minute. A successful fortitude save halves this damage and annuls the blinding effect. Undead and oozes have disadvantage on this save. Creatures blinded by this spell can attempt a new fortitude save every round to end the blindness. This spell dispels any darkness in range, magical or otherwise.
9th LEVEL
Avalanche (1 action, conjuration, reflex half, 9th)
Range: 1 mile
Duration: instant
You summon a hail of large rocks to strike a 60-foot radius area you can see up to a mile distant. These rocks deal 10d10 crushing damage to exposed creatures, objects, and structures. The rocks ignore the soak value of structures they hit. Rocks conjured by this spell fade away an hour later.
Dawn (1 minute, conjuration, 9th)
Range: 1 mile
Duration: 1 hour
You summon a brilliant orb or pure sunlight in a spot you can see up to a mile distant. The light from this orb extends as far as natural sunlight would, though its reach is limited by factors like altitude (it is only up to a mile in the air), shade, fog, etc. This can have a devastating effect on creatures that are affected by sunlight.
Fountain (1 action, necromancy, 9th)
Range: 60 feet
Duration: instant
You summon a massive surge of primal life energy, fully restoring any creatures you choose within 30 feet of you. This energy removes all poisoning, diseases, temporary derangements, and regenerates any lost soft tissue (but not bone).
Rebirth (1 hour, necromancy, 9th)
Range: Touch
Duration: instant
By invoking the true name of a dead creature and performing a lengthy ritual involving sacred fire and objects that were important to it in life, you create a new body for the creature and restore it to life. This spell cannot be used to restore a creature that died of old age. If you do not know the creature's true name and possess at least three such objects, the spell fails.