Spellcasting

Magic permeates fantasy gaming worlds and often appears in the form of a spell.

This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

What Is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the world into a specific, limited expression. In casting a spell, a character carefully alters the aspects of the raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect; in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of history, and many of them are long forgotten. Some might yet lie recorded in crumbling spell-books hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Aether

Every character has a pool of Aether which they draw on to produce magical effects. Spellcasting also draws on this pool, and spell-casters tend to have much larger Aether pools than non-spell-casters.

Some items have their own pools of aether that can be used to cast spells from them. These are separate from the character’s aether.

Aether Limit

Each class has a limit on how much aether they can channel into any one spell or effect. This is denoted on their class table, and increases with level.

Aether Recovery

Aether pools are completely recovered on completing a Long Rest. In addition, some classes have features that let them recover a limited portion more quickly, and some items grant reserves that can be used to restore some aether to a pool.

Known Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. This process varies for different classes, as detailed in their descriptions. In general, no spellcaster can learn a spell whose base aether cost is higher than his Aether Limit, which grows with their class level.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.

Casting Spells

Casting a spell requires expending a certain amount of Aether from your personal reserves, as indicated in the spell. You cannot cast a spell that requires expending more aether than your Aether Limit or that requires more Aether than you have remaining.

Overcasting a spell

When a spellcaster casts a spell using more aether than the base costs, the spell has a heightened effect and can bypass defenses that block or counter lower-powered spells. For example, if a creature is immune to spells that cost less than 5 aether and Torvald casts magic missile (which requires 2 aether) and expends 5 aether, the creature’s defenses do not block that spell. This is called overcasting the spell.

Some spells, such as magic missile and cure wounds, have more powerful effects when overcast, as detailed in a spell’s description.

Casting in Armor

Because of the mental focus and precise gestures required for spellcasting, armor inhibits spellcasting. You cannot cast spells with material or somatic components while wearing any physical armor (not including mage armor). Some classes have features that negate this restriction for certain armor types and there are some magic armors that act as exceptions (such as aelvar chain).

Cantrips

A cantrip is a spell that can be cast at will, without spending aether and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip costs 0 aether and cannot be overcast. Some cantrips gain more power as the caster becomes stronger; this is detailed in the entry itself.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.

Each spell description begins with a block of information, including the spell’s name, aether cost, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. You can’t spend aether to cast a spell more than once per turn regardless of action costs.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so and whether it interrupts the trigger or happens afterward.

Longer Casting Times

Certain spells require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend aether. If you want to try casting the spell again, you must start over.

Spell Range

See Range in the core rules.

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V). Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

These mystic words are not in a recognizable language and can be immediately recognized as spellcasting by anyone who can hear the chanting (unless they are unintelligent or particularly ignorant). They cannot be hidden except by large amounts of ambient noise or intervening solid objects.

Somatic (S). Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

These gestures cannot be performed in stealth. Anyone who can see the caster can see the gestures and may recognize them as components of spellcasting. Particularly ignorant people and animals may not recognize them as such.

Material (M). Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in Equipment in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell’s material components—–or to hold a spellcasting focus—–but it can be the same hand that he or she uses to perform somatic components.

Duration

A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

Concentration

Many spells require concentration. See Concentration for details.

Spell Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The GM may decide to tell you which creatures failed or succeeded on the saving throw, but this is not mandatory.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Targets

See Targets for the general rules that apply to all abilities, including spells and legendary effects.

Spell Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Combining Magical Effects

See stacking for the general rules.

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

For example, if two priests cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

Legendary Effects

See Legendary Effects below for the full details.

Legendary effects are those whose power is too great to learn or cast as a normal spell. These can only be accessed via class features, feats, and special boons. They do not consume aether and effects that interact with spells do not interact with legendary effects unless they explicitly say they do.

Conversion from 5e spells

These are starting points. Unlike fixed spell levels, spells can have any integer base aether cost. And some spells will end up moving up or down a category.

Spell level (5e) Starting Aether Cost
1 2
2 3
3 5
4 8
5 12
6+ legendary

Starting values for total aether and aether limit

Starting points. Note that everyone gets aether. “Martial” is those who don’t explicitly have a Spellcasting trait.

Level Full Half Martial Limit (F/H/M)
1 4 2 1 2/1/1
2 8 4 1 3/2/1
3 12 6 2 4/3/1
4 16 8 2 5/3/1
5 20 10 3 6/4/2
6 24 12 3 7/5/2
7 28 14 4 8/5/2
8 32 16 4 9/6/2
9 36 18 5 10/7/2
10 40 20 5 11/7/3
11 44 22 6 12/8/3
12 48 24 6 13/9/3
13 52 26 7 13/9/3
14 56 28 7 14/10/3
15 60 30 8 14/11/3
16 64 32 8 15/11/3
17 68 34 9 15/12/4
18 72 36 9 16/13/4
19 76 38 10 16/13/4
20 80 40 10 17/14/4

Guidance on control effects

Control effects are those effects (whether from spells or features or monster abilities) that remove or constrain the ability of a creature to take the actions they desire. They break down into two major categories–soft control merely constrains or diminishes the effect of certain actions, while hard control outright denies control/actions.

Soft control is normal and good, as long as there’s a diversity of saving throws being called for. This is things like grappling, restraining, slowing (as the spell), poisoning, etc. Still nasty, but people still get to play.

Hard control is dangerous, because it’s such a game-changer. Taking a hard enemy completely out of the fight dramatically shifts the balance. And when applied against player characters, it can become un-fun quite quickly, because it’s, in essence, telling the player “no, you don’t get to play”. Traditionally, it has also targeted Wisdom, which is a secondary (at best) stat for martial types.

Different tables have different points at which this is all acceptable, but as a general guideline, try to avoid hard control unless it takes multiple failed saves (or really badly failed saves) to take effect. And hard control effects should be much higher level than soft control effects.

Escalating Conditions

In some cases, it makes sense to “chain” conditions together: the first save (or a close failure) might incur a lesser condition, while a subsequent failed save (or a really bad failure) might incur a greater condition.

DEX and INT generally don’t cause conditions; instead they deal damage (usually allowing a save for half damage). CON, WIS, and DEX are considered “major” saving throws and every class gets proficiency in one of these. Since CON is so rarely disregarded, even if it isn’t prioritized, it’s the dumping ground for miscellaneous saving throws.

Generally, monsters have the lowest Dexterity and Intelligence saving throw modifiers and the highest Constitution saving throw modifiers. There are many outliers, however.

Save Weak Regular Strong Notes
WIS shaken frightened broken Broken should rarely apply to PCs.
STR grappled/prone restrained petrified Petrified should require multiple failed saves.
CON staggered stunned paralyzed Be very careful with paralyzed. The extra crits are nasty.
CHA --- charmed Dominated Dominated isn't a condition, but...
CON/WIS --- incapacitated unconscious Usually caused by some other condition
CON --- poisoned exhaustion

Spell Lists

By Cost

Abbreviations and notes: MOD is your spellcasting modifier (ie INT for arcanists and spellblades, etc.). (C) indicates a concentration spell. ATK means “requires a spell attack”. “Save for half” means that on a successful save the target takes half damage and no other effect. “Save ends” means that the target can re-attempt the saving throw at the end of each of their turns, ending the effect on a success.

0 (Cantrips)

  • acid burst (arcanist, shaman, spellblade): acid damage 60 ft, CON, 1d8. Damage over time.
  • dancing lights (arcanist, shaman, spellblade): utility (C, 1 minute). Creates several mobile lights.
  • grave touch (arcanist, priest, spellblade): necrotic damage 90 ft, ATK, 1d8. Prevents healing 1 rnd.
  • guidance (priest): utility (C, 10 minutes), touch. Assists with one check.
  • light (arcanist, priest, shaman, spellblade): utility. Creates a torch like light.
  • mage hand (arcanist, spellblade): utility (C, 1 minute), 30 ft. Limited third hand.
  • message (arcanist, priest): communications. Limited range outgoing telepathy.
  • minor illusion (arcanist): utility (C, 1 minute). Creates small static illusion.
  • poison spray (shaman): 15ft cone, CON or 1d6 poison damage.
  • prestidigitation (arcanist, spellblade): utility. Creates various effects.
  • produce flame (arcanist, shaman, spellblade): fire damage 90 ft, ATK, 1d8. Can be held for light.
  • ray of frost (arcanist, spellblade): cold damage 90 ft, ATK, 1d8. Reduces speed.
  • resistance (priest, spellblade): Defense (C, 1 minute), self. Assists with one save.
  • searing light (priest): radiant damage, 60 ft. DEX, 1d8. Ignores cover.
  • shillelagh (priest, shaman): utility (C, 1 hour), touch. Makes wooden weapon magical.
  • shocking grasp (arcanist, spellblade): lightning damage, touch. ATK, 1d8. Prevents reactions 1 rnd.
  • thaumaturgy (priest): utility. Creates various effects.
  • vicious mockery (spellblade): psychic damage, 60 ft. WIS, 1d4. On fail, disadvantage on next attack.

1-2 Aether

  • bane (oathbound, priest, ranger, shaman, spellblade): debuff, 3 targets, 90 ft. wis. −1d4 to rolls.
  • bless (oathbound, priest): 3 targets, 90 ft. +1d4 to rolls.
  • burning hands (arcanist, ranger, shaman, spellblade): 15 ft cone, DEX, 2d6 fire (save for half).
  • charm person (priest): social (C, 1 minute), WIS, 60ft. change attitude to friendly.
  • color spray (arcanist, spellblade): 15 ft cone, WIS, blinded (save ends).
  • command (oathbound, priest): 60 ft., 1 target. WIS, 1 word command
  • create or destroy water (priest, shaman): 30 ft. Create or destroy up to 10 gal. water.
  • cure wounds (oathbound, priest, ranger, shaman): Touch, heal 1d8 + MOD.
  • disguise self (arcanist, ranger, spellblade): Self, not concentration, illusionary change to self.
  • divine favor (oathbound): Self (C, 1 min), weapon attacks deal +1d4 radiant.
  • entangle (ranger, shaman): 20ft cube (C, 1 min), 90ft. STR or restrained.
  • envenom (ranger, shaman): Bonus action (C, 1 min). Enchants weapon or ammunition to deal 2d4 poison on hit.
  • expeditious retreat (arcanist, spellblade): Self (C, 10 min), Dash as bonus action.
  • faerie fire (ranger, shaman, spellblade): 20ft cube (C, 1 minute), 60 ft. DEX or glow + attacks are at advantage.
  • false life (arcanist, spellblade): Self, 1 hr. 1d4 + 4 THP.
  • feather fall (arcanist, priest): Reaction, up to 5 falling creatures. 1 min. Fall at 60ft./rnd, no fall damage.
  • flash freeze (arcanist, ranger, shaman, spellblade): 1 creature, 60 ft. CON. 4d6 cold + no movement 1 rnd. Save for half.
  • fog cloud (arcanist, ranger, shaman): 20 ft radius (C, 1 hour), 120 ft. Heavily obscured. Dispersed by wind.
  • grease (arcanist, ranger, shaman): 10 ft square, 60 ft. 1 min. DEX or fall prone. Flammable.
  • guiding bolt (priest, spellblade): 120 ft. ATK. 4d6 radiant and next attack has advantage.
  • healing word (oathbound, priest): 60 ft. 1d4+MOD healing.
  • heroism (oathbound): Touch (C, 1 min). Immune to fear + MOD THP at start of each turn.
  • hideous laughter (spellblade): 30 ft (CON, 1 minute), INT > 4. WIS or prone and incapacitated. Save ends (new save on damage + end of turn).
  • inflict wounds (priest, spellblade): Touch, ATK. 3d10 necrotic.
  • jump (priest, shaman): Touch, 1 min. Jump distance tripled until spell ends.
  • longstrider (oathbound, priest, ranger): Touch, 1 hr. +10 ft. movement.
  • mage armor (arcanist): Touch, 8 hrs. AC = 12 + DEX and can use deflect action. Incompatible with armor.
  • magic missile (arcanist): 120 ft, 1 3 targets. 3 auto hit darts, separately targeted. 1d4 + 1 piercing each.
  • protection from otherworldly influence (oathbound, priest, shaman): Touch (C, 10 min). Protected (attacks at disadvantage, no charm/fear/possession) by aberrations, celestials, fey, fiends, undead.
  • retribution (oathbound, priest): 30 ft. 1 creature. Takes amount of radiant damage based on your missing health. Dex save for half.
  • sanctuary (oathbound, priest): 30ft. Attacks against creature must pass a WIS save. Ends if target attacks, deals damage, or casts a hostile spell.
  • shield (arcanist, spellblade): Self, 10 minutes. Barrier with 10 HP absorbs damage until depleted. Immune to magic missile.
  • shield of faith (oathbound, priest): Bonus action. 60 ft (C, 10 min). +2 AC. Does not stack with a physical shield.
  • silent image (arcanist): 15 ft cube (C, 10 min). 60 ft. Illusion (visual only). Can move image with action.
  • sleep (arcanist, ranger, shaman, spellblade): 5 creatures in 20ft radius (C, 1 min), 90 ft. WIS or fall asleep until take damage or are awoken.
  • thunderwave (arcanist, ranger, shaman, spellblade): 15ft cube, Self. CON. 2d8 thunder and pushed 10 ft (save for half). Loud (300 ft).
  • true strike (oathbound, spellblade, ranger): Bonus action. 60 ft. 1 round. Your next attack has advantage and crits on 19 or 20.
  • yoink (arcanist, ranger, spellblade): Bonus action. Pull creature or object within 90 ft closer. STR to resist. Or pull self closer to creature or object within range.

3-4 Aether

  • acid arrow (arcanist, shaman, spellblade): 90 ft. Attack. 4d6 acid + 2d6 acid next turn. Half of 4d6 on miss.

  • aid (oathbound, priest): 3 creatures, 30 ft. 8 hrs. Current and max HP increases by 5.

  • alter self (arcanist, ranger, shaman): Self (C, 1 hr). Actual physical changes to body.

  • arcane binding (arcanist, priest, ranger, spellblade): 60 ft (C, 1 min). Humanoid target, WIS or paralyzed (save ends).

  • barkskin (ranger, shaman): Touch, 1 hr. AC is minimum 16 and MOD THP at the start of each of their turns.

  • blindness/deafness (arcanist, priest, ranger, shaman, spellblade): 30 ft, 1 minute. CON or blinded/deafened (your choice). Save ends.

  • blur (arcanist, shaman, spellblade): Self (C, 1 min). All attacks against you have disadvantage unless target can see through illusions or doesn’t need sight.

  • calm emotions (oathbound, priest, shaman): Humanoids in 20 ft radius (C, 1 minute). 60 ft. Suppress charmed/frightened or make target indifferent unless attacked/friends harmed.

  • darkness (arcanist, priest, spellblade): 15 ft radius (C, 10 min), 60 ft. Opaque sphere of blackness, extinguishes spell based light.

  • darkvision (priest, ranger, shaman): Touch, 8 hrs. Target gains darkvision (60 ft).

  • detect thoughts (arcanist, oathbound, priest, ranger): Self (C, 1 min), 30 ft. Can perceive intelligent (INT > 3 and speaks a language) minds and read surface thoughts. Can probe deeper, but might get detected.

  • enhance ability (spellblade): Touch (C, 1 hour). One of several abilities (one per ability score).

  • enlarge/reduce (arcanist, priest, shaman, spellblade): 30 ft (C, 1 min). Creature or object grows or shrinks one size. CON negates if unwilling.

  • find traps (priest, ranger): 120 ft radius, Self. Detect location and nature of traps and hazards in line of sight.

  • flame blade (ranger, shaman): Self (C, 10 min). Bonus action. Create scimitar of flame. Can also melee spell attack (3d6 fire). Grants temporary proficiency.

  • flaming sphere (shaman, spellblade): 60 ft (C, 1 min). Creates 5 ft diameter solid sphere of fire. 2d6 fire (DEX for half). Mobile as bonus action.

  • gust of wind (shaman): 60x10 line (C, 1 min), self. Line of strong wind, STR or pushed 15 feet. Re-aimable.

  • heat metal (shaman, spellblade): 60 ft (C, 1 min). Targets metal object. Action to cause 2d8 fire damage, no save.

  • invisibility (arcanist, priest, ranger, spellblade): Touch (C, 1 hr). Target becomes invisible until they attack, cast spell, or deal damage.

  • levitate (arcanist, spellblade): 60 ft (C, 10 min). Object or creature. Moves vertically, can’t move normally. Can be moved as action.

  • magic weapon (oathbound, priest): Touch (C, 1 hr). Bonus action. One non magical weapon becomes masterwork.

  • mirror image (arcanist): Self. 1 min. Potentially absorbs up to 3 attacks.

  • misty step (arcanist, spellblade): Self. Bonus action. Teleport up to 30 ft.

  • moonbeam (shaman): 5x40 cylinder (C, 1 min), 120 ft. 2d10 radiant (CON for half). Can move as action. Shapechangers are penalized.

  • noxious stench (shaman, spellblade): 10 ft radius, self. CON save or staggered + damage. Save for half. Prevents scent based tracking for 8 hours.

  • pass without trace (shaman, ranger): 30ft radius (C, 1 hr), self. Min Stealth roll of 10, cannot be nonmagically tracked.

  • prayer of healing (oathbound, priest): 6 targets, 30 ft. 10 min cast time. 2d8+MOD healing each.

  • protection from poison (oathbound, priest): Touch, 1 hr. Neutralize one poison, adv. on saves vs poison + resist poison damage.

  • ray of enfeeblement (arcanist, spellblade): 60 ft (C, 1 min). ATK. 3d8 necrotic and half damage with weapon attacks. CON ends.

  • scorching ray (arcanist, spellblade): 3 attacks, 120 ft. 2d6 fire per attack.

  • see invisibility (oathbound, priest, ranger): Self (1 hr). See invisible and ethereal creatures.

  • shatter (arcanist, spellblade): 10 ft radius, 60 ft. 3d8 (CON for half). Inorganic creatures have disadvantage.

  • silence (oathbound, priest, ranger): 20 ft radius (C, 10 min), 120 ft. Area of silence, stops V components + immune to thunder.

  • spike growth (shaman, ranger): 20 ft circle (C, 10 min), 150 ft. Area is difficult terrain and causes 2d4 piercing damage per 5 feet traveled (max 16d4/rnd).

  • spiritual weapon (priest): 60 ft, 1 min. Bonus action. Spectral weapon appears, makes spell attacks as bonus action. 1d10 + MOD bludgeoning, piercing, or slashing. Can move up to 20 ft as part of bonus action.

  • suggestion (priest): 30 ft (C, 8 hr). Short, seemingly reasonable suggestion. WIS or must obey. Cannot be obviously harmful.

  • vampiric touch (arcanist, spellblade): Self (C, 1 min). Necrotic melee spell attack. 3d6 necrotic and heal for half. Can repeat action.

  • warding bond (oathbound, priest): Touch + self (1 hr). While target in 60 ft, target gains bonus to AC and saves and has resistance to damage. You take same amount of damage it takes.

  • web (arcanist, ranger, shaman): 20 ft cube (C, 1 hr), 60 ft. DEX or restrained, STR to break out. Flammable.

5-7 Aether

  • aetheric barrier (arcanist, oathbound, priest): 10 ft radius (C 1 min), self. Chosen targets gain THP and have advantage on concentration saves for the duration.
  • beacon of hope (oathbound, priest): 30 ft radius (C 1 min), self. Chosen targets have advantage on WIS saves and death saves and maximizes all healing received.
  • bestow curse (priest, ranger, shaman, spellblade): Touch (C, 1 min). WIS save or cursed with one of a few options.
  • blight (arcanist, ranger, spellblade): 30 ft. 10d8 necrotic (CON for half). Extra effect on plants; no effect on undead or constructs.
  • blink (arcanist, spellblade): Self (1 min). 50% chance of being ethereal between turns. Dismissable.
  • call lightning (ranger): 60x10 cylinder, 120 ft (C, 10 min). Requires enough space. Action to do 3d10 (Dex for half) lightning in 5 ft radius. Extra effect when stormy.
  • clairvoyance (priest, ranger): 1 mile (C, 10 min). 100 gp focus. Create invisible, immobile sensor at familiar or obvious unfamiliar location. Hearing or sight, can switch.
  • conjure animals (shaman, ranger): 60 ft. (C, 1 hr). Create 1 OR 2 or 2 OR 1 from list. They obey verbal commands.
  • daylight (oathbound, priest): 60 ft, 1 hr. 60 bright (sunlight) + 60 ft dim light. Dispels magical darkness.
  • fear (arcanist, priest, spellblade): 30 ft cone (C, 1 min), self. WIS or frightened, drop objects, must dash away (safely).
  • fireball (arcanist, spellblade): 20 ft sphere, 150 ft. 6d6 fire (DEX for half). Ignites unattended objects.
  • gaseous form (shaman): Touch (C, 1 hr). Willing target. Becomes slowly flying gas.
  • haste (arcanist, priest): 30 ft (C, 1 min). Willing creature moves faster, gains AC, advantage on DEX saves, and can Dash, Disengate, Hide, or Use an Object as an extra action.
  • hypnotic pattern (arcanist, spellblade): 30 ft cube (C, 1 min), 120 ft. WIS or charmed and incapacitated, speed zero. WIS ends, as does damage or anyone’s action.
  • ice storm (shaman): 20x40 cylinder, 300 ft. 2d8 bludgeoning and 4d6 cold, DEX for half. Area is difficult terrain 1 rnd.
  • lightning bolt (arcanist, shaman): 100x5 line. 6d6 lightning, DEX for half. Ignites unattended objects.
  • major image (arcanist): 20 ft cube (C, 10 min), 120 ft. Multi sensory illusion, can move as action. No negative effects.
  • meld into stone (arcanist): Touch, Self. 8 hrs. Become one with a chunk of stone touched.
  • plant growth (ranger, shaman): 100 ft radius, 150 ft. Extra difficult terrain. Can exclude areas.
  • protection from energy (arcanist, priest): Touch (C, 1 hr). Target resists one energy type.
  • remove curse (oathbound, priest): Touch. End all curses on target creature or break attunement to cursed object.
  • revivify (priest): Touch. 300 gp consumed component. Raise dead (1 min or less).
  • sleet storm (shaman): 40x20 cylinder (C, 1 min), 150 ft. Difficult terrain. 1/turn DEX or prone. Provokes concentration saves every turn for targets in area.
  • slow (arcanist, shaman, spellblade): 6 creatures in 40 ft cube (C, 1 min), 120 ft. WIS or slowed. Speed halved, lower AC/DEX saves, 1 attack max. Casting penalties.
  • stinking cloud (arcanist, shaman, spellblade): 20 ft sphere (C, 1 min), 90 ft. CON or waste action. Heavy obscuration.
  • unbind (arcanist, priest, shaman): 120 ft. Attempt to end one spell. If base cost 5 or lower, automatic success.
  • wall of thorns (ranger, shaman): Special, 120 ft (C, 10 min). Shapeable wall. Extra dfficult terrain + damage to move through. Provides total cover.
  • wind wall (priest, shaman): Special (C, 1 min), 120 ft. 3d8 bludgeoning for creatures in area (STR for half). Blocks small or smaller flying creatures and projectiles.

8-11 Aether

  • arcane eye (arcanist, spellblade): 30 ft (C, 1 hr). Invisible movable sensor. Sight only.
  • banishment (oathbound, priest, spellblade): 60 ft (C, 1 min). CHA or banished. Natives are incapacitated and CHA ends. Non natives are permanently banished unless spell ends early.
  • black tentacles (arcanist, spellblade): 20 ft square (C, 1 min), 90 ft. DEX or 3d6 bludgeoning damage and restrained. Action to STR or DEX to escape. Restrained targets take 3d6/rnd.
  • caustic torrent (arcanist, shaman): 30 ft cone (C, 1 minute). 8d6 acid and poisoned. 3d6 per turn after while poisoned. DEX for half, DEX ends.
  • cone of cold (arcanist, shaman, spellblade): 60 ft cone, Self. 8d8 cold (CON for half). Stuns 1 rnd on fail.
  • confusion (arcanist, priest, spellblade): 10-ft sphere (C, 1 min), 90 ft. WIS or 80% chance of losing control of actions. WIS ends.
  • conjure mephits (arcanist, shaman): 90 ft (C, 1 hr). 1 min cast time. Summon mephits that obey you.
  • conjure woodland beings (ranger, shaman): 60 ft (C, 1 hr). Summon fey creatures that obey you.
  • control water (priest, shaman): 100-ft cube (C, 10 min), 300 ft. Create flood, part water, redirect flow, or cause whirlpool.
  • death ward (oathbound, priest): Touch, 8 hrs. Prevent first death or KO.
  • dimension door (arcanist, spellblade): Self + one other similar-size target. Teleport up to 500 ft.
  • dominate unthinking (ranger, shaman, spellblade): 60 ft (C, 1 min). Charm + control one beast (WIS negates). WIS ends (save only when taking damage).
  • faithful hound (arcanist): 30 ft, 8 hr. Immobile phantom watchdog. Attacks hostiles within 5 ft 1/rnd (4d8 piercing). Ignores illusions. Vanishes if you move too far.
  • fire shield (priest, shaman): Self, 10 min. Resist cold or fire, deal 2d8 fire or cold when struck by melee attack.
  • flame strike (priest): 10x40 cylinder, 60 ft. 4d6 fire + 4d6 radiant (DEX for half). Undead and fiends at disadvantage.
  • freedom of movement (oathbound, priest): Touch, 1 hr. Target ignores difficult terrain and is immune to paralysis/restraint and can escape better.
  • giant insect (ranger, shaman): 30 ft (C, 10 min). Transform insects into giant ones that obey you.
  • greater invisibility (arcanist, ranger): Touch (C, 1 min). As invisibility, but doesn’t break on attacks/spells.
  • hallucinatory terrain (arcanist): 150 ft cube, 300 ft. 24 hr. Illusory terrain. Changes natural terrain only.
  • mass cure wounds (oathbound, priest): 6 creatures in 30-ft radius, 60 ft. Heals 3d8 + MOD.
  • phantasmal killer (arcanist, spellblade): 120 ft (C, 1 min). WIS save or frightened and 4d10 psychic end of each turn (WIS ends).
  • polymorph (shaman): 60 ft (C, 1 hr). CHA save or transformed into beast. Can willingly fail save.
  • resilient sphere (priest): 30 ft (C, 1 min). Willing or DEX save, otherwise enclosed in almost invulnerable sphere. Large or smaller.
  • spirit guardians (priest): 15 ft radius (C, 10 min), self. Hostile creatures have difficult terrain and take 3d8 radiant or necrotic (WIS for half) per round.
  • stone shape (shaman): Touch, Reshape Medium or smaller stone object or section of stone.
  • stoneskin (priest, shaman): Touch, 1 hr. 100 gp consumed component. Resist bludgeoning, piercing, and slashing, but speed reduced and disadvantage on DEX checks.
  • wall of fire (arcanist, priest, shaman): Special (C, 1 min), 120 ft. Flat opaque wall, one side is hot (10 ft, 5d8 fire at end of turn).

12+ Aether

  • antilife shell (spellblade): 10-ft sphere (C, 1 hr), self. Only undead and constructs can pass through, but does not stop attacks or effects from outside.
  • blade barrier (priest): Special (C, 10 min), 90 ft. Wall provides 3/4 cover and difficult terrain. Passing through causes 6d10 slashing (DEX for half).
  • chain lightning (ranger): 4 targets within 30 ft, 150 ft. 10d8 (DEX for half) lightning damage.
  • cloudkill (arcanist): 20 ft radius (C, 10 min), 120 ft. Heavy obscured. 5d8 poison (CON for half). Automatically moves 10 ft/rnd.
  • conjure elemental (arcanist, shaman): 90 ft (C, 1 hr). 1 min cast time. Summons friendly elemental.
  • contagion (priest, ranger, spellblade): Touch, 7 days. Inflicts disease on failed CON saves.
  • dispel otherworldly influence (oathbound, priest, shaman): Self (C, 1 min). As protection from otherworldly influence, but can expend protection to break charm, fear, or possession or banish an affected creature.
  • divine wrath (oathbound, priest): 15 ft radius (C, 1 min), Self. 5d8 radiant (CHA for half)/rnd. Can exclude +PROF targets.
  • insect plague (shaman): 20 ft sphere (C 10 min), 300 ft. Light obscurement. 4d10 piercing (CON for half) 1/rnd.
  • mislead (arcanist, spellblade): Self (C, 1 hr). Invisible + illusion duplicate. Can see/hear as if you are in that position.
  • move earth (arcanist, shaman): Special (C, 2 hrs), 120 ft. Reshape dirt, sand, or clay.
  • passwall (arcanist, shaman): 30 ft, 1 hr. Create 5x8x20 passage way through walls, disappears when duration ends.
  • reincarnate (shaman): Touch. 1000 gp consumed component. 10 day resurrection, random lineage.
  • sunbeam (priest): 60x5 line (C, 1 min), self. 1/rnd create line dealing 5d8 radiant (CON for half) + blinded. Also lots of sunlight.
  • telekinesis (arcanist, spellblade): Special (C, 10 min), 60 ft. Move creatures and objects. Can switch targets.
  • true seeing (oathbound, priest): Touch, 1 hr. 25 gp consumed component. Target has truesight, sees magic secret doors and ethereal objects/creatures out to 120 ft.
  • wall of force (arcanist): Special (C, 10 min), 120 ft. Create transparent wall of force. Breakable
  • wall of ice (shaman): Special (C, 10 min), 120 ft. Create opaque wall of ice. 10d6 cold (DEX for half) when appears, panels cause 5d6 cold (CON for half) damage when targets walk through broken area.
  • wall of stone (priest, shaman): Special (C, 10 min), 120 ft. Thick stone wall/surface. Must be anchored to solid stone.

Legendary

  • abjure aether manipulation (Concentration, Generic, Greater)
  • animal shapes (Concentration, Primal, Greater)
  • anyspell (Generic, Greater)
  • arcane hand (Arcane, Lesser)
  • arcane sword (Arcane, Lesser)
  • circle of death (Arcane or Divine, Greater)
  • call divine servant (Divine, Lesser)
  • call fey ally (Primal, Lesser)
  • contingency (Arcane, Greater)
  • control weather (Primal, Greater)
  • disintegrate (Arcane, Lesser)
  • divine word (Divine, Lesser)
  • domination (Generic, Greater)
  • etherealness (Arcane, Lesser)
  • earthquake (Primal, Lesser)
  • flesh to stone (Primal, Lesser)
  • glibness (Generic, Greater)
  • globe of invulnerability (Arcane, Lesser)
  • harm (Arcane or Divine, Lesser)
  • heal (Divine, Lesser)
  • heroes feast (Divine, Lesser)
  • holy aura (Divine, Greater)
  • irresistible dance (Arcane, Lesser)
  • mass heal (Divine, Greater)
  • maze (Arcane, Greater)
  • meteor swarm (Arcane or Primal, Greater)
  • mind blank (Arcane or Divine, Greater)
  • mirage arcane (Arcane, Lesser)
  • modify memory (Arcane, Greater)
  • power word kill (Arcane or Divine, Greater)
  • power word stun (Divine, Greater)
  • regenerate (Primal, Lesser)
  • reverse gravity (Arcane or Primal, Lesser)
  • rip soul (Arcane, Lesser)
  • shapechange (Primal, Greater)
  • sunburst (Divine, Greater)
  • symbol (Generic, Lesser)
  • time stop (Generic, Greater)
  • weird (Arcane, Greater)
  • wind walk (Primal, Lesser)
  • word of recall (Divine, Lesser)

Spells A-Z

Acid Arrow

  • 3 AET, Damage
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
  • Duration: Instantaneous
  • Classes: Arcanist, Shaman, Spellblade

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage immediately and 2d6 acid damage at the beginning of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the beginning of its next turn.

Overcast. When you cast this spell using more than 3 AET, the damage (both initial and subsequent) increases by 1d6 for every 2 AET you spend above 3.

Acid Burst

  • Cantrip, Damage
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Shaman, Spellblade

Acidic liquid envelops a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 damage immediately and half as much at the beginning of their next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Aetheric Barrier

  • 5 AET, Defense
  • Cast Time: 1 action
  • Range: Self (10 ft radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Oathbound, Priest

You envelop yourself and all creatures of your choice within 10 feet of you in protective aether. When you cast this spell and one additional time as a bonus action while the spell is active, all targets gain 2d10 + your spellcasting modifier temporary hit points that last for the duration. While they have these temporary hit points, they have advantage on concentration saves caused by taking damage.

Aid

  • 3 AET, Defense
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of white cloth)
  • Duration: 8 hours
  • Classes: Oathbound, Priest

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Overcast. When you cast this spell using 4 or more AET, a target’s hit points increase by an additional 5 for each 2 AET above 3.

Alter Self

  • 3 AET, Shape-changing
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Ranger, Shaman

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

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

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another lineage, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is considered masterwork (adding twice your proficiency bonus in additional damage).

Overcast. For every 3 AET above the base cost, the duration extends by 1 hour. If you spend at least 12 AET, it no longer requires concentration.

Antilife Shell

  • 12 AET, Defensive
  • Cast Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Spellblade

A shimmering barrier extends out from you in a 10 foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.

The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Arcane Binding

  • 4 AET, Control
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Priest, Ranger, Spellblade

Choose a creature that you can see within range. The target must succeed on a Strength saving throw or be restrained for the duration as glowing aetheric chains wrap around it and sap its strength. If the target fails by 5 or more, they count as being paralyzed except that they can take any purely verbal or mental action. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.

Overcast. When you cast this spell using 6 or more AET, you can target a second creature within range. When you cast this spell using 8 or more AET, the targets are paralyzed (with the same exception) if they fail the saving throw at all, rather than by 5 or more.

Arcane Eye

  • 8 AET, scouting
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of bat fur)
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Spellblade

You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. Any effect that interferes with divination magic interferes with the eye’s movement (it can’t enter any area warded by such an effect) and vision (creatures and areas warded by such magic are invisible to the eye).

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Bane

  • 2 AET, Debuff
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute. Save ends.
  • Classes: Oathbound, Priest, Ranger, Shaman, Spellblade

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Targets that fail their saving throw have disadvantage on attack rolls and ability checks for the duration. They can attempt the saving throw again at the end of each of their turns, ending the effect on a success.

Overcast. When you cast this spell using more than 2 AET, you can target one additional creature for every 2 additional AET you spend.

Banishment

  • 8 AET, Control
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute. Save ends.
  • Classes:

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Native targets can make the saving throw again at the end of each of their turns, ending the effect and returning back on a success.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. Non-native targets do not get additional saving throws past the initial one.

Overcast. When you cast this spell using more than 8 AET, you can target one additional creature for every 3 additional AET you spend. Creatures save or not individually, but ending concentration affects all banished creatures.

Barkskin

  • 3 AET, Defense
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: 1 hour
  • Classes: Ranger, Shaman

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

In addition, the target gains temporary hit points equal to your spellcasting modifier at the beginning of each of their turns. These temporary hit points fade at the end of the duration.

Overcast. When you cast this spell using more than 3 AET, the target’s minimum AC increases by 1 for ever 3 AET you spend, up to a maximum AC of 20.

Beacon of Hope

  • 5 AET, Buff
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound, Priest

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Bestow Curse

  • 5 AET, Debuff
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Priest, Ranger, Shaman, Spellblade

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Overcast. If you cast this spell using 8 AET, the duration is concentration, up to 10 minutes. If you use 12 AET,the duration is 8 hours. If you use 16 AET, the duration is 24 hours. Using 12 or more AET grants a duration that doesn’t require concentration and lasts at least 8 hours (more at 16 AET).

Black Tentacles

  • 8 AET, zone, DEX, movement + damage
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Spellblade

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into 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 Strength saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself. Overcast. When you use more than 8 AET to cast this spell, the damage dealt increases by 1d6 for every two AET you spend up to 12 (dealing 5d6).

Blade Barrier

  • 15 AET, Wall
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover and opaque concealment to creatures behind it, and its space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Bless

  • 2 AET, Buff
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprinkling of holy water)
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound, Priest

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Note that only one source of bonus dice can be applied to any given d20 roll.

Overcast. When you cast this spell using more than 2 AET, you can target one additional creature for every 2 AET you spend.

Blight

  • 6 AET, Damage
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Ranger, Spellblade

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a non-magical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Overcast. When you cast this spell using more than 8 AET, the damage increases by 1d8 for every AET you spend up to a maximum of 12 AET (12d8).

Blindness/Deafness

  • 3 AET, Debuff
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute, save ends
  • Classes: Arcanist, Priest, Ranger, Shaman, Spellblade

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

Overcast. When you cast this spell using more than 3 AET, you can target one additional creature for every two additional AET spent.

  • 5 AET, Defense
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Arcanist, Spellblade

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Border Shadow (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Border Shadow, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Border Shadow, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Border Shadow. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Blur

  • 3 AET, Defense
  • Cast Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Shaman, Spellblade

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Burning Hands

  • 2 AET, Damage
  • Cast Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Ranger, Shaman, Spellblade

A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

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

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d6 for every 2 additional AET spent.

Call Lightning

  • 6 AET, Damage
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Ranger

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see at least 10 feet above and no more than 100 feet above you within range. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud spreads around corners.

When you cast the spell, choose a point you can see under the storm cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

Overcast. When you cast this spell using more than 4 AET, the damage increases by 1d10 for every 3 additional AET spent.

Calm Emotions

  • 3 AET, Buff/Debuff
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound, Priest, Shaman

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.

Caustic Torrent

  • 8 AET, Damage
  • Cast time: 1 action
  • Range: Self (30ft cone)
  • Components: V, S, M (a drop of vinegar)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Shaman

When you cast this spell, you project a 30-foot cone of caustic, vile-smelling liquid. Creatures in the area must make a Dexterity saving throw. On a failed save, they are poisoned for the duration and take 6d6 acid damage and 3d6 acid damage at the beginning of each of their turns while poisoned. On a success, they take half as much damage initially and no ongoing effects. Poisoned creatures can make a CON save against the same DC at the end of each of their turns, ending the effect on a success. Unattended objects in the area take 8d6 acid damage and no ongoing effects.

Chain Lightning

  • 13 AET, Damage
  • Cast Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
  • Duration: Instantaneous
  • Classes: Ranger

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Overcast. When you cast this spell using more than 13 AET, one additional bolt leaps from the first target to another target for every 3 additional AET spent.

Charm Person

  • 2 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Priest

You attempt to charm a humanoid you can see within range. It must make a Charisma saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature’s attitude toward you shifts to Friendly for the duration.

Overcast. When you cast this spell using more than 2 AET, you can target one additional creature for every 2 additional AET spent. The creatures must be within 30 feet of each other when you target them.

Clairvoyance

  • 5 AET
  • Cast Time: 10 minutes
  • Range: 1 mile
  • Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest, Ranger

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration. A creature that can see the sensor (such as a creature benefiting from see invisibility or who has truesight) sees a luminous, intangible orb about the size of your fist. The sensor has an AC of 10 and is destroyed by any damage taken.

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

Cloudkill

  • 14 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

When you cast this spell, choose either creeping fog or rolling fog. If you chose creeping fog, the fog spreads 5 ft at the beginning of each of your turns until it reaches a maximum of a 50 ft radius. If you chose rolling fog, the center of the fog moves 10 feet in a direction you chose at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Overcast. When you cast this spell using more than 14 AET , the damage increases by 1d8 for every 2 additional AET spent.

Color Spray

  • 2 AET
  • Cast Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round
  • Classes: Arcanist, Spellblade

A dazzling array of flashing, colored light springs from your hand. All creatures that can see you in a 15′ cone must make a Constitution saving throw. On a failed save, they are blinded until the end of your next turn.

Overcast. When you cast this spell using more than 2 AET, the duration increases by one round for every 2 additional AET spent.

Command

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Oathbound, Priest

You speak a one-word command from the list below to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. If the target can’t follow your command, the spell ends.

  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn’t move and takes no actions.
  • A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Overcast. When you cast this spell using more than 2 AET, you can affect one additional creature for every 2 additional AET spent. The creatures must be within 30 feet of each other when you target them.

Cone of Cold

  • 10 AET
  • Cast Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a small crystal or glass cone)
  • Duration: Instantaneous
  • Classes: Arcanist, Shaman, Spellblade

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. Targets that fail their save are stunned until the end of the caster’s next turn. Targets that succeed have their speed reduced to 10 ft until the end of their next turn.

A creature killed by this spell becomes a frozen statue until it thaws.

Overcast. When you cast this spell using more than 10 AET, the damage increases by 1d8 for every 2 additional AET spent.

Confusion

  • 8 AET
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Priest, Spellblade

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Overcast. When you cast this spell using more than 8 AET, the radius of the sphere increases by 5 feet for every 3 additional AET spent.

Conjure Animals

  • 5 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Shaman, Ranger

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

The summoned creatures are friendly to you and your companions. The summoned creatures take their turn immediately after your turn each round. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The spirits vanish without leaving corpses when the spell ends or when they are reduced to 0 hit points.

The GM has the creatures’ statistics.

Overcast. When you cast this spell using more than 5 AET, you can choose higher CR monsters:

Conjure Elemental

  • 12 AET
  • Cast Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (burning incense for air or lightning, soft clay for earth or mud, sulfur and phosphorus for fire or lava, or water and sand for water or ice)
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Shaman

You call forth an elemental servant in an unoccupied 10x10 area within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in that space. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. The elemental takes its turn immediately after your turn ends. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental’s statistics.

Overcast. When you cast this spell using more than 12 AET, the hit points of the summoned elemental increase by 5 for each additional AET spent and it gains an additional attack for every 3 additional AET spent.

Conjure Mephits

  • 8 AET
  • Cast Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Shaman

You summon mephits that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

The summoned creatures are friendly to you and your companions. They take their turn as a group immediately after your turn ends. They are not under your control, but will attack and hamper enemies. When your concentration ends or is broken, they disappear, just as if they are reduced to zero hit points.

The GM has the creatures’ statistics.

Conjure Woodland Beings

  • 8 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (one holly berry per creature summoned)
  • Duration: Concentration, up to 1 hour
  • Classes: Ranger, Shaman

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. They take their turn as a group immediately after your turn ends. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures’ statistics.

Contagion

  • 12 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 7 days
  • Classes: Priest, Ranger, Spellblade

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

  • Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
  • Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
  • Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity and cannot concentrate on spells or abilities.
  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is staggered until the end of its next turn.

Control Water

  • 8 AET
  • Cast Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest, Shaman

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side and have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

Create or Destroy Water

  • 2 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous
  • Classes: Priest, Shaman

You either create or destroy water. Living beings do not count as open containers.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. If you cast this on an elemental mostly or entirely composed of water (such as a water elemental), it makes a Constitution saving throw, taking 4d8 necrotic damage on a failure or half as much on a success. If it fails the saving throw by at least 5, it is stunned until the end of your next turn.

Overcast. When you cast this spell using more than 2 AET, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for every 2 additional AET spent.

Cure Wounds

  • 1 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Oathbound, Priest, Ranger, Shaman

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Overcast. When you cast this spell using more than 1 AET, the healing increases by 1d8 for every additional AET spent, up to a maximum of 12d8 + your spellcasting ability modifier.

Dancing Lights

  • 0 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Shaman, Spellblade

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Darkness

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, M (bat fur and a drop of pitch or piece of coal)
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist, Priest, Spellblade

Opaque magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and non-magical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of costing 3 AET or less, the spell that created the light is dispelled.

Darkvision

  • 3 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (either a pinch of dried carrot or an agate)
  • Duration: 8 hours
  • Classes: Arcanist, Priest, Spellblade

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. If it already had darkvision, it can see color in the dark.

Daylight

  • 5 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Oathbound, Priest

A 60-foot-radius sphere of sunlight spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell costing 3 or less AET, the spell that created the darkness is dispelled.

Death Ward

  • 8 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Oathbound, Priest

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Detect Thoughts

  • 3 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (a copper piece)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Oathbound, Priest, Ranger

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of −4 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of −4 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Dimension Door

  • 8 AET
  • Cast Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller (or a medium creature if you are small) who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 bludgeoning damage, and the spell fails to teleport you.

Disguise Self

  • 2 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Arcanist, Ranger, Spellblade

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Creatures that physically interact with the disguise in a way that would reveal its falsity as part of a different action can immediate make the check without spending another action.

Dispel Otherworldly Influence

  • 12 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (holy water or powdered silver and iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound, Priest, Shaman

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Mortal Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, demons are sent to the Abyss, devils are sent to the Astral, and fey are sent to Shadow.

Divine Favor

  • 2 AET
  • Cast Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Divine Wrath

  • 12 AET
  • Cast Time: 1 action
  • Range: Self (15 ft radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound, Priest

You call upon holy power and radiate destruction. When you cast this spell and at the start of each of your turns for the duration, a wave of radiant energy pulses out from you in a 15 foot sphere. All creatures in the area must make a Charisma saving throw, taking 5d8 radiant damage on a failed save or half as much on a success. Fiends, undead, and creatures summoned by magic make this saving throw at disadvantage. When you cast the spell, you can choose a number of targets up to your proficiency bonus. Designated targets are immune to the effect.

Dominate Unthinking

  • 8 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Shaman, Spellblade

You attempt to beguile a creature with an Intelligence of −4 or lower or that does not speak any language that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Overcast. When you cast this spell and spend at least 11 AET, the duration is concentration, up to 10 minutes. When you use at least 14 AET, the duration is concentration, up to 1 hour.

Enhance Ability

  • 3 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (fur or a feather from a beast)
  • Duration: Concentration, up to 1 hour.
  • Classes: Spellblade

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

  • Bear’s Endurance. The target gains 2d6 temporary hit points, which are lost when the spell ends. It also gains advantage on saving throws against being incapacitated or poisoned.
  • Bull’s Strength. The target’s carrying capacity and jump distance doubles. It also counts as one size larger when grappling or being grappled.
  • Cat’s Grace. The target gains a 20 ft climbing speed. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
  • Eagle’s Splendor. The target has advantage on Charisma saving throws. It also gains proficiency with your choice of Deception, Intimidation, or Persuasion checks. If it already had proficiency with that skill, it can add twice its proficiency bonus instead. If that was already the case, it gains advantage on those checks instead.
  • Fox’s Cunning. The target has advantage on Intelligence saving throws as well as Intelligence checks made to discern illusions.
  • Owl’s Wisdom. The target has advantage on checks made to find hidden objects and to avoid being surprised.

Overcast. When you cast this spell using more than 3 AET, you can target one additional creature for every 3 additional AET spent.

Enlarge/Reduce

  • 3 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Priest, Shaman, Spellblade

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Charisma saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Entangle

  • 2 AET
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Shaman

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Enthrall

  • 4 AET
  • Cast Time: 1 action
  • Range: 60 ft
  • Components: V, M (a gold pendant worth at least 100 gp)
  • Duration: Concentration, up to 1 minute (see text)
  • Classes: Spellblade

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target is blinded and deafened to all creatures other than you for 1 minute. If you move out of sight of them or they can no longer hear you, they can attempt the saving throw at the end of each of their turns, ending the effect on a success. Once the effect ends for a target, they cannot be affected by it for 48 hours regardless of the source.

Overcast. When you cast this spell and spend at least 6 AET, the duration increases to 10 minutes. If you spend at least 8 AET, it no longer requires concentration and lasts for 10 minutes.

Envenom

  • 2 AET
  • Cast Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a drop of spider or snake venom)
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Shaman

You touch a weapon or container of ammunition and enchant it with venom. For the duration, when a creature hits with a weapon attack using the enchanted weapon or ammunition from the enchanted container, it deals an additional 2d4 poison damage.

Overcast. When you cast this spell and spend more than 2 AET, you can target an additional weapon or container of ammunition for every 2 AET spent above 2.

Expeditious Retreat

  • 2 AET
  • Cast Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist, Spellblade

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Faerie Fire

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Ranger, Shaman, Spellblade

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

Faithful Hound

  • 8 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
  • Duration: 8 hours
  • Classes: Arcanist

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Border Shadow. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

False Life

  • 2 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour
  • Classes: Arcanist, Spellblade

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + your spellcasting modifier temporary hit points for the duration.

Overcast. When you cast this spell using more than 2 AET, you gain 5 additional temporary hit points for every 2 additional AET spent.

Fear

  • 5 AET
  • Cast Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S, M (a white feather or the heart of a hen)
  • Duration: Concentration, up to 1 minute, save ends
  • Classes: Arcanist, Priest, Spellblade

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or become shaken for the duration. If they were already shaken, they become frightened instead. Shaken creatures can make the saving throw at the end of each of their turns, ending the effect on a success or becoming frightened if they fail one of these subsequent saving throws by 5 or more.

While frightened by this spell, a creature that can see you must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move, in which case they take the Guard action. Frightened creatures can make the saving throw again at the end of any turn if they cannot see you at that point.

Feather Fall

  • 2 AET
  • Cast Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute
  • Classes: Arcanist, Priest

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Find Traps

  • 3 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest, Ranger

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable. Creatures never count as traps. Thus, the spell would sense an area affected by the alarm or spell trap incantation, or a mechanical pit trap as well as a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole, but would not detect a hidden ambush force.

You learn the location and the general nature of the danger posed by each trap.

Fireball

  • 5 AET
  • Cast Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. Targets that fail their saving throw by 5 or more ignite, taking an additional 2d6 fire damage at the beginning of each of their turns until they or someone else spends an action to extinguish the flames.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Overcast. When you cast this spell using more than 5 AET, the initial damage increases by 1d6 for every 2 additional AET spent.

Fire Shield

  • 8 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes
  • Classes: Priest, Shaman

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Flame Blade

  • 3 AET
  • Cast Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Concentration, up to 10 minutes
  • Classes: Ranger, Shaman

You evoke a fiery scimitar in your free hand. The blade is lasts for the duration and you have proficiency in it. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

Alternatively, you can use it as a normal scimitar, except that it deals fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Overcast. When you cast this spell using more than 3 AET, the damage increases by 1d6 for every 4 additional AET spent. When used as a normal weapon, the damage dice increase by 1d6 for every 4 additional AET.

Flame Strike

  • 9 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous
  • Classes: Priest

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and fiends have disadvantage on the saving throw.

Overcast. When you cast this spell using more than 9 AET, the fire damage and the radiant damage each increase by 1d6 for every 3 additional AET spent.

Flaming Sphere

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman, Spellblade

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is a solid object that occupies its space. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If it would enter another creature’s space, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Overcast. When you cast this spell using more than 3 AET, the damage increases by 1d6 for every 2 additional AET spent.

Flash Freeze

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Ranger, Shaman, Spellblade

The air around a creature you can see within range takes on the aspect of ice. The target must make a Constitution saving throw. On a failed save, the target takes 4d6 cold damage and their movement is reduced to 0 until the end of their next turn. On a success, they take half damage and are not slowed.

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d6 for every 2 additional AET spent.

Fog Cloud

  • 2 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Ranger, Shaman

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Overcast. When you cast this spell using more than 2 AET, the radius of the fog increases by 10 feet for every 3 additional AET spent.

Freedom of Movement

  • 8 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour
  • Classes:

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Gaseous Form

  • 5 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of gauze and a wisp of smoke)
  • Duration: Concentration, up to 1 hour
  • Classes: Shaman

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to bludgeoning, piercing, and slashing damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

Giant Insect

  • 8 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Ranger, Shaman

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Grave Touch

  • 0 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Arcanist, Priest, Spellblade

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Grease

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute
  • Classes: Arcanist, Ranger, Shaman

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

This grease is flammable, acting like a flask of oil. Any ignition source ignites the entire area. This fire lasts until the next round, ending on the initiative count of the creature or effect that ignited it. A given grease spell can only be ignited once.

Greater Invisibility

  • 8 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Ranger

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Guidance

  • 0 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Guiding Bolt

  • 2 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Priest, Spellblade

A flash of light streaks toward a creature of your choice 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 this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d6 for every 2 additional AET spent.

Gust of Wind

  • 3 AET
  • Cast Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them for each turn they remain in the line.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Hallucinatory Terrain

  • 8 AET
  • Cast Time: 10 minutes
  • Range: 300 feet
  • Components: V, S, M (a stone, a twig, and a bit of green plant)
  • Duration: 24 hours
  • Classes: Arcanist

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Haste

  • 5 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Priest

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action.

Overcast. When you cast this spell using 7 AET, the target can also take the Attack action (making only a single weapon attack). Alternatively, you can affect one additional target with the base effect for every 3 additional AET spent.

Healing Word

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Oathbound, Priest

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Overcast. When you cast this spell using more than 1 AET, the healing increases by 1d4 for every 2 additional AET spent.

Heat Metal

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman, Spellblade

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Overcast. When you cast this spell using more than 3 AET, the damage increases by 1d8 for every 2 additional AET spent.

Heroism

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Oathbound

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Overcast. When you cast this spell using more than 2 AET, you can target one additional creature for every 3 additional AET spent.

Hideous Laughter

  • 2 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tiny tarts and a feather that is waved in the air)
  • Duration: Concentration, up to 1 minute
  • Classes: Spellblade

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone and be unable to stand up for the duration. Affected creatures cannot cast spells with verbal components and must make Constitution saving throw against your spell save DC at the start of their turn to maintain concentration on spells or abilities. A creature with an Intelligence score of −3 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Hypnotic Pattern

  • 5 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Spellblade

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Charisma saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature has a speed of 0 and must make a Charisma saving throw against your spell save DC if they try to act, losing their action on a failure. Affected creatures can attempt the saving throw at the end of each of their turns, ending the effect on a success. The spell also ends for an affected creature if it takes any damage.

Ice Storm

  • 7 AET
  • Cast Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous
  • Classes: Shaman

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

Overcast. When you cast this spell using more than 7 AET, the cold and bludgeoning damage each increase by 1d6 for every 3 additional AET spent.

Inflict Wounds

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest, Spellblade

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d10 for every 2 additional AET spent.

Insect Plague

  • 14 AET
  • Cast Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • Duration: Concentration, up to 10 minutes
  • Classes: Shaman

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

Overcast. When you cast this spell using more than 14 AET, the damage increases by 1d10 for every 2 additional AET spent.

Invisibility

  • 3 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum arabic)
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Priest, Ranger, Spellblade

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying when the spell is cast is invisible as long as it is on the target’s person. The spell ends for a target that attacks, casts a spell, or deals damage to a creature or object. Objects picked up by an invisible target do not become invisible.

Overcast. When you cast this spell using more than 3 AET, you can target one additional creature for every 3 additional AET spent.

Jump

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper’s hind leg)
  • Duration: 1 minute
  • Classes: Priest, Shaman

You touch a creature. The creature’s jump distance is tripled until the spell ends.

Levitate

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist, Spellblade

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Strength saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your movement. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Light

  • 0 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour
  • Classes: Arcanist, Priest, Shaman, Spellblade

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Bolt

  • 5 AET
  • Cast Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous
  • Classes: Arcanist, Shaman

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Targets that fail their saving throw by 5 or more are shaken until the end of their next turn.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

Overcast.When you cast this spell using more than 5 AET, the damage increases by 1d6 for every 2 additional aether spent.

Longstrider

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour
  • Classes: Oathbound, Priest, Ranger

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

Overcast. When you cast this spell using more than 2 AET, you can target one additional creature for every 3 additional AET spent.

Mage Armor

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours
  • Classes: Arcanist

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 12 + its Dexterity modifier and the target can take the Deflect action. The spell ends if the target dons armor or if you dismiss the spell as an action.

Mage Hand

  • 0 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Arcanist, Spellblade

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Magic Missile

  • 2 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 piercing damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. Roll for each dart separately; each dart causes a different instance of damage for effects (such as concentration saving throw) that care about such things.

Overcast. When you cast this spell using more than 2 AET, the spell creates one more dart for every 2 additional AET spent.

Magic Weapon

  • 3 AET
  • Cast Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Oathbound, Priest

You touch a non-masterwork weapon. Until the spell ends, that weapon becomes masterwork for the duration, granting a bonus to damage equal to the wielder’s proficiency bonus.

Overcast. When you cast this spell using more than 3 AET, you can target one additional weapon for every 3 AET you spend.

Major Image

  • 5 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench), or any effect that would impose any negative condition on a creature. An image of a reflective surface (such as a mirror) reflects only what the viewer would expect it to reflect, but cannot be used to focus light such as to ignite objects.

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Overcast. When you cast this spell using 15 AET, the spell lasts until dispelled, without requiring your concentration.

Mass Cure Wounds

  • 9 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Oathbound, Priest

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Overcast. When you cast this spell using more than 9 AET, the healing increases by 1d8 for every 2 additional AET spent.

Meld into Stone

  • 5 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Arcanist

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by non-magical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Message

  • 0 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: S, M (a short piece of copper wire)
  • Duration: 1 round
  • Classes: Arcanist, Priest

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion

  • 0 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute
  • Classes: Arcanist

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube (ie less than 5ft on any dimension). The image can’t create sound, light, smell, or any other sensory effect. Creating a reflective surface (such as a hand mirror) works but only reflects what the viewer expects to see. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mirror Image

  • 3 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Arcanist

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, you can choose to expend a duplicate as a reaction. If you do so, the duplicate vanishes but the attack deals no damage to you. You can make this decision after you see the attack roll but before damage is assigned.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Mislead

  • 12 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Spellblade

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Misty Step

  • 3 AET
  • Cast Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. There must be a clear path between you and the target location (ie you can’t teleport through transparent total cover such as a window).

Moonbeam

  • 4 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A creature whose physical shape is not their native one (such as a shapeshifted dragon or disguised succubus) makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

Overcast. When you cast this spell using more than 4 AET, the damage increases by 1d10 for every 2 additional AET spent.

Move Earth

  • 12 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
  • Duration: Concentration, up to 2 hours
  • Classes: Arcanist, Shaman

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the effect, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This effect can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this effect doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Noxious Stench

  • 3 AET
  • Cast Time: 1 action
  • Range: Self (10 ft radius)
  • Components: S, M (a drop of skunk musk or something similar)
  • Duration: 1 minute
  • Classes: Shaman, Spellblade

A burst of noxious fumes billows from you. All creatures other than yourself that have a sense of smell in the area must make a Constitution saving throw. On a failed saving throw, they take 4d8 poison damage and are staggered until the end of their next turn. On a success, they take half as much damage and are not staggered. Creatures with an enhanced sense of smell make the saving throw at disadvantage and are stunned instead of staggered on a failure.

The scent lingers for 10 minutes or until dispersed by a brisk wind, but does not cause saving throws after the initial instantaneous effect. Creatures that have passed through the cloud retain some of the stench for 8 hours or until they thoroughly clean themselves and their gear. This makes most other creatures dislike them, but also foils any attempt to track them via non-magical scent for that period.

Pass without Trace

  • 4 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Duration: Concentration, up to 1 hour
  • Classes: Shaman, Ranger

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) treats a d20 result of less than 10 as a 10 on Dexterity (Stealth) checks and any attempt to track them via sight or sound is at disadvantage. Scent is unaffected.

Passwall

  • 12 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of sesame seeds)
  • Duration: 1 hour
  • Classes: Arcanist, Shaman

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Phantasmal Killer

  • 8 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Spellblade

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make an Intelligence saving throw. On a failed save, the target takes 4d10 psychic damage and becomes shaken for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on an Intelligence saving throw, taking 4d10 psychic damage and becoming frightened as well if they were shaken before. On a successful save, the spell ends.

Overcast. When you cast this spell using more than 8 AET, the damage increases by 1d10 for every 2 additional AET spent.

Plant Growth

  • 5 AET
  • Cast Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Ranger, Shaman

This spell channels vitality into plants within a specific area, causing them to grow rapidly

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. This does not stack with difficult terrain.

You can exclude one or more areas of any size within the spell’s area from being affected.

Poison Spray

  • 0 AET
  • Cast Time: 1 action
  • Range: Self (15 ft cone)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Shaman

You spray poison in a cone. All creatures in that cone must make a Constitution saving throw, taking 1d6 poison damage on a failure. The damage from this spell increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Polymorph

  • 8 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour
  • Classes: Shaman

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Charisma saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose offensive rating is equal to or less than half the aether spent on the spell. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality and can recognize friends and foes, but does not understand the nature of the change (including its ending conditions).

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, 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.

Prayer of Healing

  • 3 AET
  • Cast Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Oathbound, Priest

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Overcast. When you cast this spell and spend more than 3 AET, the healing increases by 1d8 for every AET above 3, up to a maximum of 13d8 + your spellcasting ability modifier.

Prestidigitation

  • 0 AET
  • Cast Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 hour
  • Classes: Arcanist, Spellblade

This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. None of its effects can impose any conditions or deal any damage to a creature or object (although lighting a fire can subsequently damage objects because it is real fire).

Produce Flame

  • 0 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Arcanist, Shaman, Spellblade

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 90 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Protection from Energy

  • 5 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Priest

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Protection from Otherworldly Influence

  • 2 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
  • Duration: Concentration up to 10 minutes
  • Classes: Oathbound, Priest, Shaman

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Protection from Poison

  • 3 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Oathbound, Priest

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Ray of Enfeeblement

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Spellblade

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 necrotic damage and deals only half damage with weapon attacks until the spell ends.

Overcast. When you cast this spell using more than 3 AET, the damage increases by 1d8 for every 2 additional aether spent.

Ray of Frost

  • 0 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Reincarnate

  • 12 AET
  • Cast Time: 1 hour
  • Range: Touch
  • Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Shaman

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.

If the target’s soul isn’t free or willing to do so, the spell fails. The creature is aware of who is casting the spell and can refuse if it wishes.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

d100 Lineage
1-45 human
46-55 dwarf
56-65 ihmisi
66-75 orc
76-85 gwerin
86-90 halfling
91-95 dragonborn
96-100 jazuu

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original lineage for the new one and changes its lineage traits accordingly. Its culture does not change.

Remove Curse

  • 5 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Oathbound, Priest

At your touch, all non-legendary curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Resilient Sphere

  • 8 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
  • Duration: Concentration, up to 1 minute
  • Classes: Priest

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage from outside the sphere, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. Unwilling targets inside can attack the sphere as an object with AC equal to your spell save DC, damage threshold 10, and 16 HP. When it reaches 0 HP, the spell ends and the globe vanishes.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. While enclosed, creatures take no damage from falling.

Resistance

  • 0 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature cloak)
  • Duration: Concentration, up to 1 minute
  • Classes: Priest, Spellblade

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. Remember that no more than one bonus die can be used on any d20 roll.

Retribution

  • 2 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: S (a pointed finger)
  • Duration: Instantaneous
  • Classes: Oathbound, Priest

One target you can see within range must make a Dexterity saving throw. On a failed save, the creature takes radiant damage equal to twice the difference between your maximum health and your current health (maximum 10). On a success, the creature takes half as much damage.

Alternatively, you can choose an ally within the spells’ range to act as the source of the damage—the target takes damage (on a failed save) equal to twice the difference between the source’s maximum health and their current health (up to the same limit).

In either case, temporary hit points do not count as health (maximum or otherwise).

Overcast. When you cast this spell and spend more than 2 AET, the maximum damage dealt increases by 10 for every 2 AET you spend.

Revivify

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

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Searing Light

  • 0 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Priest

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw and you do not need a clear path to the target.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sanctuary

  • 2 AET
  • Cast Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a small silver mirror)
  • Duration: 1 minute
  • Classes: Oathbound, Priest

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, deals damage, or casts a spell that affects an enemy creature, this spell ends.

Scorching Ray

  • 3 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Overcast. When you cast this spell using more than 3 AET, you create one additional ray for every 3 additional AET you spend.

See Invisibility

  • 3 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
  • Duration: 1 hour
  • Classes: Oathbound, Priest, Ranger

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Border Shadow. Ethereal creatures and objects appear ghostly and translucent. You ignore the invisible condition.

Shatter

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chip of mica)
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A non-magical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area. Objects made of crystal, glass, or stone have vulnerability to this damage.

Overcast. When you cast this spell using more than 3 AET, the damage increases by 1d8 for every 2 additional AET spent.

Shield

  • 2 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Arcanist, Spellblade

An invisible barrier of magical force appears and protects you. This barrier has 10 hit points. Whenever you would take damage and the barrier is active, the barrier takes the damage instead, reducing its hit points. If the barrier absorbs all the damage, you do not need to make Concentration saves if you are concentrating on a spell or ability. You take any damage in excess of the barrier’s hit points, which provokes Concentration saves as normal. When the barrier is reduced to zero hit points, the spell ends. Because this barrier takes damage instead of you, it does not benefit from any resistances or immunities you may have. Any overflow damage is, however, affected.

In addition, you are immune to the magic missile spell as long as the barrier is active.

Overcast. When you cast this spell using more than 2 AET, the barrier’s hit points increase by 5 for every additional AET spent.

Shield of Faith

  • 2 AET
  • Cast Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small parchment with a bit of holy text written on it)
  • Duration: Concentration, up to 10 minutes
  • Classes: Oathbound, Priest

A shimmering field appears and surrounds a creature of your choice within range, granting it the ability to use the Deflect action without expending STA.

Shillelagh

  • 0 AET
  • Cast Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute
  • Classes: Priest, Shaman

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes masterwork, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Shocking Grasp

  • 0 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Spellblade

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor dominantly made of metal or is made of metal itself. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Silence

  • 3 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Oathbound, Priest, Ranger

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Silent Image

  • 2 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube (ie no more than 15 feet in any dimension). The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. It reflects light as normal for the object created.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleep

  • 2 AET
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Ranger, Shaman, Spellblade

This spell sends creatures into a magical slumber. Up to 5 creatures within 20 feet of a point you choose within range must make a Constitution saving throw. Creatures who fail their saving throw fall unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

Undead and creatures immune to being charmed aren’t affected by this spell.

Overcast. When you cast this spell and expend more than 2 AET, the number of affected creatures increases by one for every 3 additional AET spent.

Sleet Storm

  • 5 AET
  • Cast Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow

  • 5 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Shaman, Spellblade

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target is shaken and staggered. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Spike Growth

  • 3 AET
  • Cast Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes
  • Classes: Shaman, Ranger

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels, up to a total per round of 16d4.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spirit Guardians

  • 8 AET
  • Cast Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. Their appearance is up to you.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Affected creatures treat the area as difficult terrain, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 radiant damage or 3d8 necrotic damage (your choice when you cast the spell). On a successful save, the creature takes half as much damage.

Overcast. When you cast this spell using more than 5 AET, the damage increases by 1d8 for every 2 additional AET spent.

Spiritual Weapon

  • 3 AET
  • Cast Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Priest

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes bludgeoning, piercing, or slashing (your choice) damage equal to 1d10 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. The damage type should be appropriate for the weapon.

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d10 for every two additional AET.

Stinking Cloud

  • 5 AET
  • Cast Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a rotten egg or several skunk cabbage leaves)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Shaman, Spellblade

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Stone Shape

  • 8 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous
  • Classes: Shaman

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Stoneskin

  • 8 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Priest, Shaman

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage, but their speed is reduced by 10 ft and they have disadvantage on Dexterity ability checks.

Suggestion

  • 3 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  • Duration: Concentration, up to 8 hours
  • Classes: Priest

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable, as judged by the GM. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a specific course of action during the duration. For example, you could suggest that an orc stab his leader in the back the next time they’re in camp together.

If you or any of your companions damage the target or any of its allies that it can see, the spell ends.

Sunbeam

  • 14 AET

  • Cast Time: 1 action

  • Range: Self (60-foot line)

  • Components: V, S, M (a magnifying glass)

  • Duration: Concentration, up to 1 minute

  • Classes: Priest

A beam of brilliant sunlight flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

Telekinesis

  • 12 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist, Spellblade

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Thaumaturgy

  • 0 AET
  • Cast Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 minute
  • Classes: Priest

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Thunderwave

  • 2 AET
  • Cast Time: 1 action
  • Range: Self (15-foot cube)
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Ranger, Shaman, Spellblade

A wave of thunderous force sweeps out from your outstretched hands. Each creature in a 15-foot cube originating from one side of your space you must make a Strength saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

Overcast. When you cast this spell using more than 2 AET, the damage increases by 1d8 for every additional AET, up to a maximum of 8d8 (8 AET).

True Seeing

  • 12 AET
  • Cast 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
  • Classes: Oathbound, Priest

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Border Shadow, all out to a range of 120 feet.

True Strike

  • 1 AET
  • Cast Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round
  • Classes: Oathbound, Spellblade, Ranger

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. Your next attack against the creature until the end of your next turn has advantage and scores a critical hit on a 19 or 20. If you already have an extended critical hit range (such as from the Piercing property), your critical hit range increases by 1.

Unbind

  • 5 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Arcanist, Priest, Shaman

Choose one creature, object, or magical effect within range. Any spell or ability costing 5 AET or lower on the target ends. For each spell higher cost on the target, make a proficient ability check using your spellcasting ability. The DC equals 10 + half the spell’s aether cost. On a successful check, the spell ends.

This spell can affect non-spell magical effects as well. The effective aether cost is determined by the GM or specified in the ability that created it. Some creatures, such as animated objects, have special effects when this spell is cast on them. This has no effect on legendary effects or effects of similar power.

Overcast. When you cast this spell using more than 5 AET, you gain +1 on the check for every 3 additional AET spent.

Vampiric Touch

  • 4 AET
  • Cast Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Spellblade

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

Overcast. When you cast this spell using more than 4 AET, the damage increases by 1d6 for every two additional AET spent.

Vicious Mockery

  • 0 AET
  • Cast Time: 1 action
  • Range: 60 ft
  • Components: V
  • Duration: Instantaneous
  • Classes: Spellblade

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wall of Fire

  • 8 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of phosphorus)
  • Duration: Concentration, up to 1 minute
  • Classes: Arcanist, Priest, Shaman

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, but it must form in a straight line. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Overcast. When you cast this spell using more than 8 AET, the damage increases by 1d8 for every 3 additional AET.

Wall of Force

  • 15 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Arcanist

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel and cannot have any gaps within a panel, but you can choose the orientation of each panel separately. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It provides total cover but does not obscure the target. Non-damaging sound and light can pass through wall as normal. The wall also extends into the Border Shadow, blocking ethereal travel through the wall. Each panel of the wall has an AC equal to your spell-save DC, a damage threshold of 10, and 45 HP. When its HP is reduced to 0, that panel collapses.

Overcast. When you cast this spell using more than 15 AET, its HP increases by 3 for every additional AET spent.

Wall of Ice

  • 12 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of quartz)
  • Duration: Concentration, up to 10 minutes
  • Classes: Shaman

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a vertical surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel along its edges. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC equal to 4 + your spell attack modifier and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

Overcast. When you cast this spell using a more than 12 AET, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for every 3 additional AET.

Wall of Stone

  • 12 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • Classes: Priest, Shaman

A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone along one edge of one panel. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on, but cannot have any gaps or openings within individual panels.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 6 + your spell attack modifier and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.

The wall disappears when the spell ends.

Wall of Thorns

  • 7 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a handful of thorns)
  • Duration: Concentration, up to 10 minutes
  • Classes: Ranger, Shaman

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight and provides 3/4 cover.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 5d8 slashing damage on a failed save, or half as much damage on a successful one.

Overcast. When you cast this spell using more than 9 AET, both types of damage increase by 1d8 for every 2 additional AET spent.

Warding Bond

  • 3 AET
  • Cast Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
  • Duration: 1 hour
  • Classes: Oathbound, Priest

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The resistance to damage on the target is factored in first, then any resistance or immunity you have applies separately to the reduced damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Web

  • 3 AET
  • Cast Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 1 hour
  • Classes: Arcanist, Ranger, Shaman

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20 foot cube from that point for the duration unless conjured in mid-air without support, in which case it tangles around anything in the area and falls to the ground. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Strength saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Wind Wall

  • 5 AET
  • Cast Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tiny fan and a feather of exotic origin)
  • Duration: Concentration, up to 1 minute
  • Classes: Priest, Shaman

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Yoink

  • 1 AET
  • Cast Time: 1 bonus action
  • Range: 90 ft
  • Components: V, S, M (a tiny replica grappling hook and thread)
  • Duration: Instantaneous
  • Classes: Arcanist, Ranger, Spellblade

You extend a tether of sticky force and try to pull a creature or unattended object within range. Unwilling creatures must make a Strength saving throw; creatures more than one size larger than you do so at advantage. Willing creatures, objects, and those that fail their saving throw are pulled up to 15 feet closer to you. You can angle this as long as their final position is closer to you than their initial position. If you target an object, it must be no more than one size larger than you, otherwise the spell fails.

Alternatively, you can use this spell to grapple to a fixed object that can support your weight or a creature you can see of at least two sizes larger than yourself within range. If you do so, you are pulled 15 feet closer to that creature or object.

Legendary Effects

Legendary effects are magical abilities of great power. In some respects they are similar to spells, but one cannot learn and cast them normally using your personal aether. Instead, you must gain access via a class feature. Some creatures and magic items have the ability to create specific legendary effects. In general, each legendary effect can only be cast (brought into effect) once per day. The class feature will also define what saving throw DC is used if the effect calls for a saving throw.

The class feature that grants access will tell you what level you gain access as well as which effects you can choose from when learning a legendary effect. For spellcasters, this is most commonly your spell save DC.

Each legendary effect listed below has one or more tags associated with it, listed after the name in the entry. Most of these tags, by themselves, have no effect. Other features may interact with them, however. An effect with the tag Concentration requires concentration as if concentrating on a spell. Every effect will either be tagged as Lesser or Greater. Generally, Lesser Legendary effects are suitable for learning by characters of levels 11-15 and Greater Legendary Effects are suitable for learning by characters of levels 16+. Some Greater effects are scaled up versions of Lesser ones; there are others that contain entirely new effects.

For abilities and effects that key off of a spell or ability’s cost, Legendary Effects count as spells costing aether equal to 8 + your character level. Some legendary effects scale with your level as well as specified in the effect description.

Note: Legendary Effects are not spells, but they do follow the general rules for spells as far as cover, needing line of effect (unless they state otherwise), concentration, etc.

Legendary Effects A-Z

Abjure Aether Manipulation

  • Tags. Concentration, Generic, Greater
  • Cast Time. 1 action

A 10-foot-radius invisible sphere of counter-magic surrounds you. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. The sphere moves with you, centered on you until you lose concentration or 1 minute passes.

Spells and other magical effects (including anything that requires the expenditure of aether), except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. Aether expended to cast a suppressed spell or effect is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of non-artifact magic items are suppressed in the sphere. For example, a flametongue longsword in the sphere functions as a nonmagical longsword.

A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space, temporarily closes while in the sphere.

Creatures and Objects. A creature or object temporarily summoned or created by non-instantaneous magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Creatures controlled but not summoned by magic have the control suppressed while in the sphere.

Dispel Magic. Spells and magical effects such as unbind have no effect on the sphere. Likewise, the spheres created by different abjure aether manipulation effect don’t nullify each other.

Animal Shapes

  • Tags. Concentration, Primal, Greater
  • Cast Time. 1 action

Your magic turns others into beasts. Choose any number of willing creatures that you can see within 60 feet. You transform each target into the form of a Large or smaller beast with a offensive rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for up to 24 hours for each target, or until the target drops to 0 hit points or dies. You must concentrate on this effect as if on a spell. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Anyspell

  • Tags. Generic, Greater
  • Cast Time. 1 action

This effect duplicates any spell or incantation. You don’t need to meet any requirements in that spell, including costly components. The spell or incantation simply takes effect. Spells created by this effect count as legendary effects for the purpose of bypassing spells or effects that care. This cannot replicate Legendary Effects.

Arcane Hand

  • Tags. Arcane, Lesser, Concentration
  • Cast Time. 1 minute.

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell, choose one of the following forms. Then and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the listed effect with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 bludgeoning damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose.

Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

Arcane Sword

  • Tags. Arcane, Lesser
  • Cast Time. 1 action

As an action, you create a sword-shaped plane of force that hovers in your space. It lasts for the one minute.

When the sword appears, you make a melee spell attack against a target of your choice within 60 ft. On a hit, the target takes 4d10 slashing damage as the sword streaks out at the target. If the target struck is a creature not native to your current plane, it must make a Charisma saving throw. On a failed save, it is banished back to its home plane. If you hit a construct of magical force such as that produced by wall of force, the target is instantly destroyed. Until the spell ends, you can use a bonus action on each of your turns to repeat this attack against the same target or a different one as long as they are within 60 ft of you.

Alternatively, you can command it to defend you, in which case it will try to parry incoming attacks, granting you the effect of the Deflect action once on each turn until you use it to attack.

Circle of Death

  • Tags. Arcane or Divine, Greater, Concentration
  • Cast Time. 1 action

A portal to the Abyss appears and necrotic energy washes out in a 20-foot-radius, 60′ tall cylinder centered at a point within 150 feet. Each creature in that area when it opens must make a Constitution saving throw. A target takes 8d6 + your level necrotic damage on a failed save, or half as much damage on a successful one. Creatures entering the zone for the first time on a turn or starting their turn in the zone must make the same Constitution saving throw, taking the same damage on a failure. The zone lasts until you lose concentration or 1 minute has passed.

Call Divine Servant

  • Tags. Divine, Lesser
  • Cast Time. 1 minute
  • Other Requirements. A favorable relationship with an ascended power.

By praying ritually and vocally for one minute, you summon a servant of your patron Ascendant. Choose a celestial of offensive challenge rating 4 or lower or a fiend of offensive challenge rating 4 or lower, which appears in an unoccupied space that you can see within 90 ft. The being disappears when it drops to 0 hit points or after one hour. You must concentrate on this as if on a spell.

The being is friendly to you and your companions for the duration. Roll initiative for the being, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its nature. If you don’t issue any commands to the being, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the being’s statistics.

Call Fey Ally

  • Tags. Primal, Lesser
  • Cast Time. 1 minute

By vocally pleading with the spirits of nature, you summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within 90 ft. The fey creature disappears when it drops to 0 hit points or after one hour. You must concentrate on this as if on a spell.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its nature. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

The GM has the fey creature’s statistics.

Contingency

  • Tags. Arcane, Greater
  • Cast Time. 10 minutes
  • Other Requirements. A jeweled statuette of yourself costing 1500 gp.

Choose a spell costing 15 or less AET that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of creating the contingencyeffect and must expend the aether to cast it, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you create the effect. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Control Weather

  • Tags. Primal, Greater
  • Cast Time. 10 minutes

You take control of the weather within 5 miles of you for the 8 hours or until you lose concentration (as if on a spell). You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change it to a new one. When changing the wind, you can change its direction.

Weather

Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

Temperature

Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Winds

Stage Condition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

Disintegrate

  • Tags. Arcane, Lesser
  • Cast Time. 1 action

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object not being worn or carried by a creature, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this effect must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 4x your level necrotic damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection effect.

This effect automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. Unattended Large or smaller magic items struck by this effect are disintegrated unless they are legendary or artifacts. Magic items worn or carried by a creature cannot be individually targeted.

Divine Word

  • Tags. Divine, Lesser
  • Cast Time. 1 action

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within 30 feet. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

Regardless of its current hit points, a celestial, elemental, or fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means other than the Gate or Irresistible Summons incantations.

Domination

  • Tags. Generic, Greater
  • Cast Time. 1 action

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for one hour or until you lose concentration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Earthquake

  • Tags. Primal, Lesser (special)
  • Cast Time. 1 Action.

You smash the earth at your feet, causing it to crack and break. You can choose to affect either a 90 ft cone starting at your location or a 60 ft-diameter circle radiating from your location. In either case, you are not affected, nor is your space. This has several effects—it creates tremors immediately and at the beginning of each of your turns for the next 3 turns and causes permanent fissures in the terrain.

All creatures within that area when a tremor occurs must make a DC 13 + your proficiency bonus Dexterity saving throw. On a failed save, they fall prone and take 3d10 bludgeoning damage. If they fail the saving throw by 5 or more, they are also staggered until the start of your next turn. On a success, they take half damage and are not prone. Objects in the area take 30 bludgeoning damage. Walls and buildings take double damage and may collapse.

Fissures radiate through the area. For a cone, there is one 5′ wide, 10′ deep fissure that affects a contiguous line of your choice; for the circular one there are 4, each starting at right angles to the others. Fissures can pass through each other, but cannot occupy the same space for more than one space. If a Medium or smaller, non-hovering creature is in one of these lines when it appears, it makes the initial Dexterity saving throw at disadvantage and takes an additional 3d10 bludgeoning damage. Wall segments in such fissures may entirely collapse (at the GM’s discretion). The fissures are difficult terrain.

Etherealness

  • Tags. Arcane, Lesser
  • Cast Time. 1 action

You step into the Border Shadow, in the area where it overlaps with your current plane. You remain in the Border Shadow for the 8 hours or until you use your action to dismiss the effect. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Border Shadow, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Border Shadow can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Border Shadow, allowing you to move through objects you perceive on the plane you originated from.

When the effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take bludgeoning damage equal to twice the number of feet you are moved.

This effect cannot be cast while you are on the Border Shadow.

Flesh to Stone

  • Tags. Primal, Lesser, Concentration
  • Cast Time. 1 action

You attempt to turn one creature that you can see within 60 feet into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. If you maintain your concentration on this spell for one minute, the creature is turned to stone until the effect is removed.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

Glibness

  • Tags. Generic, Greater
  • Cast Time. 1 action

When you make a Charisma check for the next hour, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful and magic that would compel you to tell the truth is ignored without notifying the caster of that interference.

Globe of Invulnerability

  • Tags. Arcane, Lesser, Concentration
  • Cast Time. 1 action

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for one minute or until you lose concentration.

Any spell cast from outside the barrier can’t affect creatures or objects within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Legendary effects are not affected.

Harm

  • Tags. Arcane or Divine, Lesser
  • Cast Time. 1 action

You unleash a virulent curse on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it is cursed and takes 14d6 + 2x your level necrotic damage, or half as much damage on a successful save. Cursed creatures cannot regain hit points by any means until they complete two consecutive long rests, after which time the curse fades.

Heal

  • Tags. Divine, Lesser
  • Cast Time. 1 action

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points or half their total hit points, whichever is greater. This spell also ends blindness, deafness, and any diseases affecting the target, as well as the curse caused by harm. This spell has no effect on constructs or undead.

Heroes’ Feast

  • Tags. Divine, Lesser
  • Cast Time. 10 minutes
  • Other Requirements. a gem-encrusted bowl worth at least 1,000 gp, which the effect consumes

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Holy Aura

  • Tags. Divine, Lesser, Concentration
  • Cast Time. 1 action

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you for one minute. Creatures of your choice in that radius when you cast this effect shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Irresistible Dance

  • Tags. Arcane, Lesser, Concentration
  • Cast Time. 1 action

Choose one creature that you can see within 30 feet. The target begins a comic dance in place: shuffling, tapping its feet, and capering for one minute. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this effect, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.

Mass Heal

  • Tags. Divine, Greater
  • Cast Time. 1 action

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within 60 feet. Creatures healed by this spell are also cured of all poisons, diseases, any effect making them blinded or deafened, as well as any curse. This spell has no effect on undead or constructs.

Maze

  • Tags. Arcane, Greater, Concentration
  • Cast Time. 1 action

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for one minute or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes an Intelligence check against the effect’s DC. 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.

Meteor Swarm

  • Tags. Arcane or Primal, Greater
  • Cast Time. 1 action

Blazing orbs of fire plummet to the ground at four different points you can see within 1 mile. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 plus 2x your level bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. This effect ignores resistance to fire or bludgeoning damage and any effect that would reduce the damage to half on a failed save or ignore it on a success (such as a rogue’s Evasion).

The spell destroys Large or smaller objects and ignites flammable objects in the area that aren’t being worn or carried.

Mind Blank

  • Tags. Arcane or Divine, Greater
  • Cast Time. 1 action

One willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read or influence its thoughts or actions, divination spells, and the charmed condition for 24 hours. The spell even foils legendary effects used to affect the target’s mind or to gain information about the target.

Mirage Arcane

  • Tags. Arcane, Lesser, Concentration
  • Cast Time. 1 minute

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Modify Memory

  • Tags. Arcane, Lesser
  • Cast Time. 1 action

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the one minute. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell while charmed, this effect ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the effect ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the effect ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse spell or greater restoration incantation cast on the target restores the creature’s true memory.

If you are at least level 15 when you cast this effect, you can modify memories of an even that took place up to 8 days ago. At level 17 you can modify memories up to one month ago. At level 20, you can modify memories up to 1 year ago.

Power Word Kill

  • Tags. Arcane or Divine, Greater
  • Cast Time. 1 action

You utter a word of power that can compel one weaker creature you can see within 60 feet to die instantly and weakens those too strong to die outright. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the creature takes damage equal to 3x your level. This damage cannot be reduced, absorbed, transferred, or eliminated in any way.

Power Word Stun

  • Tags. Divine, Greater
  • Cast Time. 1 action

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the target is staggered.

The stunned or staggered target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning or staggering effect ends.

Regenerate

  • Tags. Primal, Lesser
  • Cast Time. 1 minute

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 2x your level hit points. In addition, the target can spend any number of hit dice as an action. If the rolled value for any individual hit die is less than half the maximum value of the hit die, that die is not expended.

The target’s severed body members (fingers, legs, tails, and so on), if any, as well as any lingering or internal injuries, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Reverse Gravity

  • Tags. Arcane or Primal, Lesser, Concentration
  • Cast Time. 1 action

This effect reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within 100 feet. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this effect. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Rip Soul

  • Tags. Arcane, Lesser
  • Cast Time. 1 action

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 4x your level necrotic damage on a failed save, or half as much damage on a successful one.

Living creatures who fail the saving throw against this effect gain 5 levels of exhaustion.

Shapechange

  • Tags. Primal, Greater, Concentration
  • Cast Time. 1 action

You assume the form of a different creature for up to one hour or until you lose concentration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can’t be a construct, an undead, or a unique creature and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. If you choose a humanoid lineage, you transform into an average member of that lineage and gain no special abilities except those common to all members of that lineage.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your Intelligence, Wisdom, and Charisma scores and personality. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You can only speak if the creature can normally speak one or more languages, although you retain your normal languages.

You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. Other magical effects on you function normally if they can affect your new form; otherwise they are suppressed (but their duration continues to run).

During this effect’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with two exceptions: first, if your new form has more hit points than your current one, your hit points remain at their current value. Second, any effect granted by your previous form or its abilities ends once you transform.

Sunburst

  • Tags. Divine, Greater
  • Cast Time. 1 action

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within 150 feet. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell or magical effect.

Symbol

  • Tags. Generic, Lesser
  • Cast Time. 1 minute
  • Other Requirements. You must expend powdered diamond and opal with a total value of at least 1,000 gp

When you cast this effect, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this effect (including into or out of extra-dimensional spaces or between planes), the glyph is broken, and the effect ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your legendary effect DC to find it.

You decide what triggers the glyph when you cast the effect. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the effect is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shape-changers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the effect ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.

Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.

Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.

Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

Time Stop

  • Tags. Generic, Greater
  • Cast Time. 1 action

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the effect ends if you move to a place more than 1,000 feet from the location where you cast it.

Weird

  • Tags. Arcane, Greater, Concentration
  • Cast Time. 1 action

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. Each creature that starts their turn or enters a 30-foot-radius sphere centered on a point of your choice within 150 feet for the first time on a turn must make a Wisdom saving throw. On a failed save, a creature is incapacitated until the start of their next turn and takes 8d10 psychic damage. On a successful save, the creature is frightened until the end of their next turn and takes half of the psychic damage but is not incapacitated. The sphere lasts for one minute or until your concentration ends.

Wind Walk

  • Tags. Primal, Lesser
  • Cast Time. 1 minute

You and up to ten willing creatures you can see within 30 feet assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from non-magical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form, which requires an action. Until the effect ends, a creature can revert to cloud form, which requires a 1-minute transformation during which they are incapacitated and cannot move.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Word of Recall

  • Tags. Divine, Lesser
  • Cast Time. 1 action

You and up to five willing creatures within 10 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this effect without first preparing a sanctuary, the effect does nothing.

You must designate a sanctuary by casting this effect within a location dedicated to or strongly linked to your deity or Ascended patron, such a temple or space consecrated (e.g. by the hallow incantation). If you attempt to designate an area that isn’t dedicated to your deity, the effect fizzles.

This effect ignores all non-legendary effects that preclude or inhibit teleportation.