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 Divine and Wyrd (Necromancy) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Circles. When you cast this spell using a spell slot of 2nd …
4th-Circle Wyrd (Evocation) Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute You can place up to three 20-foot cubes each centered on a point you can see within range. Each object in a cube is outlined in blue, green, or violet light (your …
6th-Circle Primordial (Transmutation) Casting 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 Choose an area of terrain no larger than 40 feet on a side …
2nd-Circle Arcane (Evocation) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous 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 …
Divine Cantrip (Necromancy) Casting Time: 1 action Components: : V, S Duration: Instantaneous You touch a living creature that has 0 HP. The creature becomes stable. This spell has no effect on Constructs or Undead.
7th-Circle Arcane (Conjuration) Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, …
6th-Circle Primordial (Evocation) Casting Time: 1 action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes 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 …
Arcane Cantrip (Conjuration) Range: 60 feet Components: V, S Duration: Instantaneous Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a DEX save or take 1d6 acid damage. This spell’s damage increases by 1d6 when …
4th-Circle Wyrd (Conjuration) Casting 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 Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, …