Emanation cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: V, G
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Mobility (Agility) defense or take 1d6 acid damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Emanation cantrip
Casting Time: 6 Action Points
Range: 120 feet
Components: V, G
Duration: 1 round
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.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d8 when you reach 11th level (2d8).
Manifestation cantrip
Casting Time: 7 Action Points
Range: 120 feet
Components: V, G
Duration: Instantaneous
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.
For 2 Action Points, you can move the lights up to 30 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.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP) and again at 17th (5 AP).
You can create one additional light when you reach 11th level.
Emanation cantrip
Casting Time: 6 Action Points
Range: 120 feet
Components: V, G
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d10 when you reach 11th level (2d10).
Entrancement cantrip
Casting Time: 7 Action Points
Range: 10 feet
Components: V
Duration: Concentration
You emanate a sense of calm to one humanoid creature of your choice you can see. The target must succeed on a Mental (Cunning) defense or become Charmed for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a defense roll.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Emanation cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: V, G
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Body (Endurance) defense. On a failed roll, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Emanation cantrip
Casting Time: 6 Action Points
Range: 15 feet
Components: V, G
Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Body (Strength) defense or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d8 when you reach 11th level (2d8).
Manifestation cantrip
Casting Time: 7 Action Points
Range: 30 feet
Components: V, G
Duration: 1 hour
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. 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 spend 4 Action Points 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.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP) and again at 17th (5 AP).
Your Mage Hands can hold up to 20 pounds when you reach 11th level.
Transmutation cantrip
Range: Touch
Components: V, G, M
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
The dimensions that you can mend an object increase when you reach 5th level (1 ½ ft), 11th (3 ft.), and again at 17th (5 ft.).
Psionic cantrip
Casting Time: 8 Action Points
Range: 120 feet
Components: V, G, M
Duration: Reply only
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.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (7 AP), 11th (6 AP), and again at 17th (5 AP).
Illusion cantrip
Casting Time: 7 Action Points
Range: 30 feet
Components: V, G
Duration: 1 minute
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 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 ft x 5 ft. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.
If a creature spends 6 Action Points to examine the sound or image, the creature can determine that it is an illusion with a Awareness (Intelligence) – Investigation roll against your spell skill. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Emanation cantrip
Casting Time: 6 Action Points
Range: 10 feet
Components: V, G
Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Body (Endurance) Defense roll or take 1d4 poison damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d4 when you reach 11th level (2d4).
Manifestation cantrip
Casting Time: 7 Action Points
Range: 10 feet
Components: V, G
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
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 for no action.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Emanation cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: V, G
Duration: Instantaneous
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 movement is reduced by 10 feet until the start of your next turn.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d8 when you reach 11th level (2d8).
Emanation cantrip
Casting Time: 6 Action Points
Range: Touch
Components: V, G
Duration: Instantaneous
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 made of metal. On a hit, the target takes 1d8 lightning damage, and it can't make counterattacks until the start of its next turn.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d8 when you reach 11th level (2d8).
Emanation cantrip
Casting Time: 6 Action Points
Range: 5-foot radius
Components: V, G
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Mobility (Agility) defense or take 1d6 slashing damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Emanation cantrip
Casting Time: 6 Action Points
Range: 5 feet
Components: V, G
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within a 10-foot diameter sphere must make a Body (Strength) defense or take 1d6 bludgeoning damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d6 when you reach 11th level (2d6).
Psionic cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: V, G
Duration: Instantaneous
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 Mental (Intelligence) defense or take 1d4 psychic damage and have disadvantage on the next attack roll it makes in combat.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by 1d4 when you reach 11th level (2d4).
Manifestation cantrip
Casting Time: 7 Action Points
Range: Touch
Components: V
Duration: Up to 1 hour
You compel shadows to create one of the following effects at a point you can see within range:
The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size.
You cause shadows to conceal a creature in dim light or darkness, giving them advantage on their next Movement (Agility) - Stealth roll within the next minute as long as they remain in the dim light or darkness.
A creature or object's shape becomes either harder or softer, making its form either easier or harder to discern from the shape of the shadow.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect for no action.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
1st-circle warding
Casting Time: 2 Action Points, which you take when you take acid, cold, fire, or lightning damage
Mana Cost: 3 mana
Range: Self
Components: V, G
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee or ranged attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
You can cast the spell at a higher circle by spending an extra 2 mana per spell circle. The damage increases by 2d6 for each circle above the first.
1st-circle warding
Casting Time: 1 minute
Range: 30 feet
Components: V, G, M
Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot sphere. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 15-foot cone
Components: V, G
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Mobility (Agility) defense roll. A creature takes 3d6 fire damage on a failed roll.
The fire ignites any flammable objects in the area that aren't being worn or carried.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the first.
1st-circle transmutation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: G
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object strikes a creature, that creature must make a Mobility (Agility) defense roll. On a failure, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
When you cast the spell at a higher circle, the maximum weight of objects you can target with this spell increases by 5 pounds, and the damage increases by 2d8 for each circle above the first.
1st-circle entrancement
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Instantaneous
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Mental (Intelligence) defense roll or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first. The creatures must be within 30 feet of each other when you target them.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Instantaneous
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Mobility (Agility) defense roll or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in acid takes 1d4 acid damage to its health at the start of each of its turns.
When you cast the spell at a higher circle, the damage increases by 1d4 for each circle above the first.
1st-circle entrancement
Casting Time: 9 Action Points
Mana Cost: 2 mana
Range: 30 feet
Components: V, G
Duration: 10 minutes
You attempt to charm a humanoid you can see within range. It must make a Mental (Cunning) defense roll and does so with advantage if you or your companions are fighting it. If it fails the roll, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first. The creatures must be within 30 feet of each other when you target them.
You can also cast the spell at a higher circle, per creature, to not have the creature know it was charmed.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 90 feet
Components: V, G, M
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, or lightning for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle illusion
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 15-foot cone
Components: V, G
Duration: Instantaneous
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
When you cast the spell at a higher circle, roll an additional 3d10 for each circle above the first.
1st-circle entrancement
Casting Time: 9 Action Points
Mana Cost: 2 mana
Range: 30 feet
Components: V, G, M
Duration: 1 minute
You speak a one-word command to a creature you can see within range. The target must succeed on a Mental (Intelligence) defense roll 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.
Some typical commands and their effects follow. You might issue a command other than the one described here. If you do so, the Narrator determines how the target behaves. 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.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first. The creatures must be within 30 feet of each other when you target them.
1st-circle divination
Casting Time: 10 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1st-circle divination
Casting Time: 9 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Concentration
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1st-circle illusion
Casting Time: 10 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G
Duration: 1 hour
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 will bump into you while it is 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 Awareness (Intelligence) – Investigation check against your Spell defense.
1st-circle psionic
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: V, G
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Mental (Intelligence) defense roll. On a failure it takes 3d6 psychic damage and must use its next action, if available, to move as far as its movement allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a success, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the roll.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the first.
1st-circle augmentation
Casting Time: 3 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G
Duration: Concentration
This spell allows you to move at an incredible pace. When you cast this spell, you may immediately take a movement action, and any extra movement does not cost extra action points.
1st-circle augmentation
Casting Time: 2 Action Points, which you take as a reaction when you or a creature within 60 feet of you falls
Mana Cost: 2 mana
Range: 60 feet
Components: V
Duration: 1 minute
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.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 15-foot cone
Components: V, G
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Body (Endurance) defense roll, taking 2d8 cold damage on a failure.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle chronomancy
Casting Time: 1 minute
Range: Touch
Components: V, G
Duration: 8 hours
You touch a willing creature. For the duration, the target can add 1d4 when it rolls Action Points.
1st-circle manifestation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: V, G, M
Duration: 1 minute
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 Mobility (Agility) defense roll or fall prone. A creature that enters the area or ends its turn there must also succeed on a Mobility (Agility) defense roll or fall prone.
You can also target an object a creature is carrying. The creature must make a Mobility (Dexterity) defense roll or drop the object.
1st-circle emanation
Casting Time: 2 Action Points, which you take in reaction to being damaged by a creature within 60 feet of you that you can see
Mana Cost: 2 mana
Range: 60 feet
Components: V, G
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Mobility (Agility) defense roll. It takes 2d10 fire damage on a failed roll.
When you cast the spell at a higher circle, the damage increases by 2d10 for each circle above the first.
1st-circle entrancement
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 30 feet
Components: V, G
Duration: Instantaneous
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 Mental (Intelligence)Â defense roll or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Mental (Intelligence) defense roll. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
1st-circle divination
Casting Time: 1 minute
Range: Touch
Components: V, G, M (a pearl worth at least 100 gp)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
1st-circle illusion
Casting Time: 1 minute
Range: Touch
Components: V, M (lead-based ink worth at least 10g, consumed)
Duration: 1 week
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.
1st-circle warding
Casting Time: 10 Action Points
Mana Cost: 2 mana
Range: Touch
Components: V, G
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's passive armor becomes 13 + its Agility. The spell ends if the target wears armor or if you dismiss the spell as a free action.
When you cast the spell at a higher circle, the passive armor increases by 1 for every two spell circles (+1 for 3rd, +2 for 5th, etc.).
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 120 feet
Components: V, G
Duration: Instantaneous
You create two glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 damage (your choice between bludgeoning or piercing) to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
When you cast the spell at a higher circle, the spell creates two additional darts for each circle above the first.
1st-circle manifestation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: V, G
Duration: 1 round
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Body (Strength) defense roll. On a failure, a creature takes 2d8 bludgeoning damage, and its movement is halved until the end of its next turn. Otherwise, a creature takes half as much damage and suffers no reduction to its movement.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength roll against your spell defense to pick up or move.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: V, G
Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a spell attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Body (Endurance) defense roll. On a failure, it is also poisoned until the end of your next turn.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle warding
Casting Time: 3 Action Points, which you take when you are hit by an attack
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Instantaneous
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to your Passive Defense, including against the triggering attack, and you take no damage from arcane-sourced physical damage (bludgeoning, piercing, or slashing).
1st-circle illusion
Casting Time: 10 Action Points
Mana Cost: 2 mana
Range: 60 feet
Components: V, G, M
Duration: Concentration
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot sphere. 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.
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 spends 6 Action Points to examine the image can determine that it is an illusion with a successful Awareness (Intelligence) – Investigation check against your Spell defense. If a creature discerns the illusion for what it is, the creature can see through the image.
1st-circle emanation
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: 15-foot cone
Components: V, G
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cone originating from you must make a Body (Strength) defense roll. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, 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.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle convocation
Casting Time: 1 minute
Range: 60 feet
Components: V, G, M
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has a Passive Defense of 10, 1 health, and a Strength of -4, and it can't attack. If it drops to 0 health, the spell ends.
Once on each of your turns simple action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
1st-circle manifestation
Casting Time: 1 minute
Range: 30 feet
Components: V, G, M
Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 100 capacity. If more is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
1st-circle (school)
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
1st-circle (school)
Casting Time: 8 Action Points
Mana Cost: 2 mana
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.