Category: Spells
A spell is a manipulation of reality accomplished using a combination of will and energy. Every spell must have energy to fuel its effects and a spellcaster capable of controlling the flow of energy. Spells can accomplish any number of things—harm, protection, problem-solving— all guided by a caster’s imagination.
1st-Circle Wyrd (Evocation) Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute 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 …
7th-Circle Arcane and Wyrd (Evocation) Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth at least 1,500 gp) An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a …
5th-Circle Divine and Primordial (Abjuration) Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by …
4th-Circle Arcane and Primordial (Evocation) Casting Time: 1 action Range: 300 feet Components: S, M (a pinch of dust and a few drops of water) Duration: Instantaneous 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 …
3rd-Circle Arcane and Wyrd (Illusion) Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes 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 …
5th-Circle Arcane (Enchantment) Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute One creature that you can see must make a WIS save. If you are fighting the creature, it has advantage on the save. On a failed save, the target becomes charmed …
Divine Cantrip (Evocation) Casting Time: 1 action Range: 60 feet Components: V, S Flame-like radiance descends on a creature that you can see within range. The target must succeed on a DEX save or take 1d8 radiant damage. The target gains no benefit from cover for this save. The spell’s …
3rd-Circle Primordial (Conjuration) Casting 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 Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a …
5th-Circle Arcane and Wyrd (Transmutation) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes 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 …
6th-Circle Arcane and Primordial (Evocation) Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of quartz) Duration: Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere …