Cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Concentration
You create a bonfire on the ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot area. Any creature in the bonfire's space, when you cast the spell, may take the dodge action against your Spell defense number, to move out of the way. Any creature within the area of the bonfire takes 1d8 fire damage.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and again at 17th (4d8).
Cantrip
Casting Time: 8 Action Points
Range: Self
Components: G, M
Duration: Instantaneous
You make a sign of protection in the air before you. When you do, you gain 1d6 temporary vitality. If cast in combat, any temporary vitality remaining from this spell is decreased by 1 at the start of each of your turns.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (7 AP) and again at 17th (6 AP).
This temporary health granted by this spell increases by 1d6 when you reach 11th level (2d6).
Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: 1 round
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. You summon an Infestation swarm to a location you see in range. The swarm immediately makes an attack and any further actions or movement it takes uses up your remaining AP. After the duration ends the swarm dissipates back into the environment and is no longer in play.
The summoned creatures increase by your Spell skill when you reach 5th level, 11th level, and again at 17th level. (Armor, Vitality/Health, attack bonus, damage)
This spell's duration increases by 1 when you reach 11th level (2 rounds).
Small swarm of Tiny Beasts
Armor: 0 Passive Armor: 4 Armor Reduction: 1
Health: 3 (3-4) Vitality: 0 (1d6-1)
Movement: 3, fly 6
Damage Resistances: piercing, slashing
Status Immunities: charm, fear, stun, grappled, prone, restrained
Skills: Unarmed - Trained
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Health or gain temporary Health or Vitality.
Actions
Bites. Melee Weapon Attack: 3 Action Points, +0 to hit, reach: one target in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its Health or fewer.
Cantrip
Casting Time: 3 Action Points
Range: Touch
Components: G, M
Duration: 1 hour
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 40 feet. On a hit, the target takes bludgeoning damage equal to 1d6 +2. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
This spell's damage increases by 2 when you reach 5th level (+4) and 17th level (+6).
This spell's damage dice increases by 1d6 when you reach 11th level (2d6).
Cantrip
Casting Time: 6 Action Points
Range: Self
Components: G
Duration: Instantaneous
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your Strength as acid damage. After you make the attack, your teeth or fingernails return to normal.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP).
During the attack, your Strength increases by +1 when you reach 11th level (+1) and again at 17th (+2).
Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: 1 round
Grasping roots sprout in each unoccupied space on the ground surrounding a target within range. Until the start of your next turn, if a creature other than you willingly moves into one of the spaces, the creature must succeed on a Body (Strength) defense or take 1d4 piercing damage and have its movement reduced by half until the start of its next turn.
This spell's duration increases by 1 when you reach 5th level (2 rounds).
The spell reduces movement to 0 when you reach 11th level.
The time to cast this spell decreases by 1 Action Point when you reach 17th level (5 AP).
Cantrip
Casting Time: 3 Action Points
Range: Touch
Components: G, M
Duration: 1 hour
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, the weapon's damage die becomes a d8 and does primal sourced damage. The spell ends if you cast it again or if you let go of the weapon.
The weapon’s damage die changes when you reach 5th level (d10), 11th level (d12), and 17th level (2d8).
Cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to 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 1d6 when you reach 11th level (2d6).
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: 1 day
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is -2 or higher, the spell fails. Otherwise, the beast must succeed on a Mental (Cunning) defense roll or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
When you cast the spell at a higher circle, you can affect one additional beast for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Concentration
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance. The target adds 2 to its Armor. Each time the target takes damage, reduce the armor by 1, when the armor reaches 0, the spell ends.
When you cast the spell at a higher circle, the Armor increases by 1 for each circle above the first.
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Concentration
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is -2 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages and can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
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 spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 10 feet
Components: G, M
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Mobility (Agility) defense roll. On a failure, a creature takes 1d6 bludgeoning damage and is knocked prone. Unless magical or protected, the ground becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
When you cast the spell at a higher circle, the damage increases by 1d6, and the range increases by 5 for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 90 feet
Components: G, M
Duration: Concentration
Grasping weeds and vines sprout from the ground in a 10-foot radius 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 Body (Strength) defense roll 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 roll against your Spell defense. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
Each object in a 20-foot sphere 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 Mobility (Agility) defense roll. 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.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 120 feet
Components: G, M
Duration: Concentration
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.
When you cast the spell at a higher circle, the radius of the fog increases by 20 feet for each circle above the first.
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Instantaneous
Up to two berries appear in your hand and are infused with magic for the duration. A creature can spend 4 Action Points to eat one berry. Eating a berry restores 1 Health, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
When you cast the spell at a higher circle, the number of berries increases by 4 per spell circle.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 10-foot radius
Components: G, M
Duration: Instantaneous
Thick vines and branches erupt from around you and batter all creatures within 10 feet of you. Each creature in that area must make a Body (Strength) defense roll. On a failure, a target takes 2d6 bludgeoning damage and can't make counterattacks until its next turn. On a success, the creature takes half damage, but suffers no other effect.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. As part of the casting of this spell, make a thrown weapon attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Mobility (Agility) defense roll or take 2d6 cold damage.
When you cast the spell at a higher circle, the cold damage increases by 2d6 for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G
Duration: Concentration
Your hand crackles with powerful energy. Make an unarmed attack against a creature. On a hit, the target takes 2d8 lightning damage, and on each of your turns for the duration, you can spend 5 Action Points to deal 2d4 lightning damage to the target automatically. The spell ends if the target is ever 45 feet from you or if it has total cover from you.
When you cast the spell at a higher circle, the damage for each part of the spell increases by 2d8 and 2d4 respectively, and the range increases by 10 feet for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: 1 hour
You touch a creature. The target's movement increases by 2 and the creature’s jump distance is tripled until the spell ends. While the spell is in effect, fall damage up to 20 feet deals no damage to this creature.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-Circle spell
Casting Time: 7 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 round
Until the end of the round, you have resistance to one damage type of your choice: acid, cold, fire, or lightning.
When you cast the spell at a higher circle, you reduce the action Point cost of the spell for each two circles above the first.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M (25 feet of rope or vines, consumed)
Duration: 8 hours
As you cast this spell, you use the rope or vines to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Awareness (Intelligence) – Investigation roll against your spell defense to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Mobility (Agility) defense roll or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Strength roll at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use a standard action to make a Will roll against your Spell defense. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
1st-Circle spell
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 hour
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the Narrator's discretion.
1st-Circle spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: 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 spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: 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 spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: 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 spell
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: 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.