Gravity cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You focus an intense gravitational pull on one creature you can see within range. The target must make a Body (Strength) defense roll or take 1d6 damage, and its speed is reduced by 1 until the end of the round as immense weight presses down upon it.
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).
Entropy cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Instantaneous
You fling a glob of potent acid at a point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Mobility (Agility) defense roll against your Spell 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).
Primal cantrip
Casting Time: 4 Action Points, that you take when you take damage
Range: Self
Components: G
Duration: Instantaneous
You pull the power of the world into you, reducing the effect of damage. When you do, you reduce the damage you take by 1 per dice of damage you take.
Fire cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Concentration
You create a Burst of fire on the ground that you can see within range. Until the spell ends, the flame fills a 5-foot area. Any creature in the fire's space, when you cast the spell, may take the dodge action against your Spell defense, to move out of the way. Any creature within the area of the bonfire takes 1d8 fire damage.
The flame 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).
Beast cantrip
Casting Time: 8 Action Points
Range: 30 feet
Components: G, M
Duration: 1 round
You cause a cloud of mites, fleas, and other parasites to appear at a location you see in range, this location may be the area of another creature. This swarm uses the Infestation Swarm stat block. The swarm immediately makes an attack and any further actions or movement it takes consumes the casters Action Points. After the duration ends the swarm dissipates back into the environment and is no longer in play.
The summoned creatures Vigor, Attack bonus, and damage increase by 2 when you reach 5th level, 11th level, and again at 17th level.
This spell's duration increases by 1 when you reach 11th level (2 rounds).
Earth 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).
Beast 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).
Ice cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Concentration
You create a slick patch of ice on the ground that you can see within range. Until the spell ends, the magic ice layers a 5-foot area making it difficult terrain. Any creature in the space, when you cast the spell, must make a Mobility (Agility) defense roll against your Spell defense or take 1d6 bludgeoning damage and fall prone.
The number of patches of ice that you can concentrate on for this spell increases by 1 when you reach 5th level (2), 11th level (3), and again at 17th (4).
Plant 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 end of the round, 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 the next round.
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).
Primal cantrip
Casting Time: 5 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 bludgeoning damage and damage based on the land or spirits you are currently bound to as energy swirls around the weapon. 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).
Plant 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).
Void cantrip
Casting Time: One Weapon Strike
Range: Self
Components: G, M (a melee weapon)
Duration: 1 round
Using a weapon, you make a melee attack against a creature within range of the weapon. On a hit, the target suffers the weapons attack's normal effects and becomes suffused with void energy until the end of the round. If the target willingly moves from that location, then the target takes 1d8 necrotic damage, and the spell ends.
This damage the target takes for moving increases by 1d8 when you reach 5th level (2d8) and again at 17th (3d8).
The melee attack deals an extra 1d6 necrotic damage on a hit when you reach 11th level.
Water cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You send a concentrated wave of water at one target you can see within range. Make a melee attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and the target must make a Body (Endurance) defense roll. On a failed roll, the creature becomes Unbalanced.
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).
Air cantrip
Casting Time: 6 Action Points
Range: 30 feet
Components: G, M
Duration: Instantaneous
You target one creature you can see within range with a sudden, concentrated blast of wind. The target must make a Body (Strength) defense roll. On a failed roll, the creature takes 1d4 piercing damage and is pushed 10 feet directly away from 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 1d4 when you reach 11th level (2d4).
Shillelagh Damage Types
Arctic Terrain or Ice Spirits Cold Damage
Coast Terrain or Water Spirits Slashing Damage
Desert Terrain or Fire Spirits Fire Damage
Forest Terrain or Nature Spirits One Poison Damage per dice change
Grassland Terrain or Air Spirits Piercing Damage
Mountain Terrain or Earth Spirits Lightning Damage
Swamp Terrain or Entropy Spirits Acid Damage
Underdark Terrain or Void Spirits Necrotic Damage
Urban Terrain or Gravity Spirits Primal Damage
1st-circle primal
Casting Time: 11 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You transform your appearance. You look mostly like yourself, but with additional or less features, 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 Ancestry, though no one specific. 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. When you change you can choose one of the following options.
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 movement.
Aerial Buoyancy. You take on characteristics to allow you to soar in the skies. Your bones become hollow and you gain feather or leather skin, allowing you to glide (falling only 5 feet per round) and gain a basic fly speed (half your movement), though you cannot hover.
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.
1st-circle beast
Casting Time: 10 Action Points
Vitality Cost: 1 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. This spell works only on beasts up to 1 level higher than you.
When you cast the spell at the 2nd circle, you can affect beasts up to 2 levels higher than you. At the 3rd circle you can affect beasts up to 3 levels higher than you, and at the 4th circle, you can affect beasts up to 5 levels higher than you.
1st-circle primal
Casting Time: 6 Action Points
Vitality Cost: 3 vitality
Range: Touch
Components: G, M
Duration: 10 minutes
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 beast
Casting Time: 8 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 entropy
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: 1 minute
You channel the power of corrosion and acid to eat away at your enemies defenses. Make an unarmed attack against a creature dealing unarmed damage plus 2d6 acid damage. If the target is wearing armor, the armor takes a cumulative -1 penalty to it's armor. If the target is a construct or otherwise made of non-living materials, it has disadvantage on its next attack roll as well.
When you cast the spell at a higher circle, the acid damage increases by 2d6 for each circle above the first. At every odd spell circle, the spell also decreases the armor penalty by an additional -1.
1st-circle water
Casting Time: 1 minute
Range: 30 feet
Components: G, M
Duration: Instantaneous
You either create or destroy water.
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 column 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 sphere within range.
When you cast the spell at a higher circle, number of gallons that can be affected increase by 10. The area that can be affect by this spell also increases by 5 feet for each spell circle used.
1st-circle primal
Casting Time: 10 Action Points
Vitality Cost: 1 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 earth
Casting Time: 9 Action Points
Vitality Cost: 1 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 plant
Casting Time: 9 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 primal
Casting Time: 7 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 colorful 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 or unseen.
1st-circle air
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 entropy
Casting Time: 1 minute
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Instantaneous
You touch one non-magical object no larger than a 3-foot sphere and begin to magically destroy the physical bonds that hold it together. The magic takes hold at the end of the casting, but the effect manifests slowly.
Over the course of 1 hour, the object succumbs to this entropic decay. Metal becomes intensely brittle and fractured, stone turns cracked and crumbly, wood rots, and cloth or leather frays and weakens.
At the end of the duration, the object is completely destroyed, falling apart, rusting, or becoming generally unusable. If the object has a function (like a lock, a bridge support, or a weapon), it ceases to function and breaks upon the next significant use or impact that occurs after the decay has completed.
When you cast the spell at a higher circle, the time it takes for the decay to take hold is reduced. At every the 2nd circle, the decay takes 30 minutes, at the 3rd circle, it takes 10 minutes, at the 4th, it takes 1 minute, and at the 5th circle the casting time is reduced to 15 Action Points and the effect happens instantaneously.
1st-circle ice
Casting Time: 11 Action Points
Vitality Cost: 2 vitality
Range: 60 feet
Components: G, M
Duration: 1 minute
You conjure a path of supernaturally smooth, slick ice on a solid surface you can see within range. You can make the path up to 30 feet long and 5 feet wide. You can shape the path in a straight line, or you can have it bend on its course as long as it forms a continuous line.
For the duration, the icy surface is considered difficult terrain. When a creature enters the spell's area for the first time or starts its turn there, it must make a Mobility (Agility) defense roll or fall prone.
When the spell ends, the magical ice instantly melts into harmless water and evaporates.
When you cast the spell at a higher circle, the length of the path is increased by 5 feet.
1st-circle plant
Casting Time: 10 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M
Duration: Instantaneous
Up to four 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 plant
Casting Time: 9 Action Points
Vitality Cost: 1 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 air
Casting Time: 7 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G
Duration: Instantaneous
You strike a creature you can reach with an open palm, releasing a localized blast of howling, explosive air. The target must make a Body (Strength) defense roll.
The target takes 2d8 bludgeoning damage, and you choose one of the following additional effects:
Upward Blast. The target is flung 10 feet straight up into the air. It immediately falls back into its space, taking an additional 1d6 bludgeoning damage from the impact and landing prone.
Horizontal Blast. The target is pushed 5 feet horizontally in a straight line directly away from you. It lands prone at the end of this movement.
When you cast the spell at a higher circle, the initial bludgeoning damage increases by 1d8 and the distance the target is moved increases by 5 feet for each circle above the first. The damage from the fall increases based on the fall distance.
1st-circle ice
Casting Time: 9 Action Points
Vitality Cost: 1 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 gravity
Casting Time: 8 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: Concentration
You focus the pull of gravity on a single creature you can see within range. The target must make a Body (Endurance) defense roll. The target takes 1d6 damage as it is burdened by an immense weight. It also has disadvantage on skill rolls and it's speed is reduced by 1.
When you cast the spell at a higher circle, the damage increases by 2d6 and the movement speed reduction is increased by 1 feet for each circle above the first.
1st-circle fire
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 void
Casting Time: 10 Action Points
Vitality Cost: 1 vitality
Range: Touch
Components: G
Duration: Concentration
You wave your hand over an object, causing a small tear in the void to open. The rift pulls the object into the void beyond before snapping shut with a faint, final hum. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. While the object is sealed in this void, it is weightless, has no physical presence, and cannot be detected by non-magical means.
Until the spell ends, you can spend 3 Action Points to summon the object to your free hand, as similar rift opens above it, noiselessly depositing the object into your palm before vanishing. As long as you maintain Concentration, you can spend 3 Action Points to return the object to the extradimensional space. If your concentration is broken, the object reappears in front of you and harmlessly falls to the ground at your feet.
If you cast the spell above the 2nd circle, it no longer requires Concentration and has a duration of 8 hours. At the 5th circle, it has a duration of 24 hours.
1st-circle primal
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 primal
Casting Time: 7 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You have resistance to one damage type of your choice: acid, cold, fire, or lightning.
When you cast the spell at a higher circle, the Action Point cost never increases. Instead you reduce the action Point cost of the spell for each circles above the first with a minimum cost of 3 Action Points. The Vitality cost increases as normal.
1st-circle void
Casting Time: 7 Action Points
Vitality Cost: 2 vitality
Range: 30 feet
Components: G, M
Duration: Instantaneous
You create a shard of solidified void and hurl it at a target or unoccupied space within range. Make a ranged attack with the shard, doing 2d8 necrotic damage as the shard embeds itself in the target.
Immediately after the shard strikes its target or embeds itself in a space (whether your attack on a creature hit or missed), you can choose to teleport. If you do, you vanish and reappear in the closest unoccupied space of the rift shard's location. This teleportation does not provoke counterattacks.
The rift dagger dissipates into nothingness immediately after you make your choice to teleport or not.
When you cast the spell at a higher circle, the necrotic damage increases by 1d8 and the range increases by 5 feet for each circle above the first.
1st-circle gravity
Casting Time: 1 Action Points
Vitality Cost: 1 vitality
Range: Touch
Components: G, M
Duration: 1 hour
You touch an object weighing 5 pounds or less, such as a torch, a lantern, your spellcasting focus, or a waterskin. The object lifts into the air and begins to slowly orbit your head at a distance of 2 feet.
For the duration, the object orbits you, moving with you as you walk and matching your elevation if you climb or fall. This leaves your hands completely free while still giving you immediate access to the orbiting object.
For 3 Action Points, you can command the object to detach from its orbit and move to an unoccupied space you can see within 20 feet of you, where it hovers in place. You can then spend another 3 Action Points to command it back into orbit around you, or to move it to a new unoccupied space.
You can retrieve the object from its orbit or its hovering position at any time by using a free hand to simply grab it, which ends the spell.
When you cast the spell at a higher circle, the weight of the object you can cause to orbit increases by 10 pounds per spell circle.
1st-circle fire
Casting Time: 9 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You create a magical, smokeless flame at the tip of your magical focus. This flame cannot be extinguished by non-magical means. For the duration, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This is no ordinary light, as its magical illumination reveals hidden truths. Within the spell's dim light, but not its bright light, the faint shimmering outlines of any invisible creatures and objects become visible, and magical illusions appear as translucent, wavering images, revealing their false nature. You can extinguish the flame at any time.
1st-circle plant
Casting Time: 9 Action Points
Vitality Cost: 2 vitality
Range: Touch
Components: G, M (25 feet of vines, consumed)
Duration: 8 hours
As you cast this spell, you use vines to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the vines 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 beast
Casting Time: 10 Action Points
Vitality Cost: 1 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 earth
Casting Time: 12 Action Points
Vitality Cost: 1 vitality
Range: Self
Components: G, M
Duration: Concentration
You place a hand flat against a stone or earth surface and close your eyes, attuning your senses to the vibrations within it. For the duration, you gain Tremorsense with a radius of 30 feet.
This allows you to detect and pinpoint the exact location of anything that is moving and in contact with the same contiguous body of earth or stone as you. You can discern the approximate size of the moving source (Tiny, Small, Medium, Large, etc.), but not its identity.
Additionally, this sense is keen enough to detect large voids or flowing water within the stone, allowing you to get a general sense of nearby tunnels, chambers, or underground rivers within the spell's radius. You must maintain physical contact with the surface to use this sense.
When you cast the spell at a higher circle, the radius of your Tremorsense increases by 10 feet for each circle of spell used.
1st-circle beast
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 10 feet
Components: G, M
Duration: 1 round
You summon a giant insect. It bursts free from the ground in an unoccupied space that you can see within range. This creature uses the Giant Insect stat block. The insect resembles an a giant insect appropriate to the environment. The insect disappears when it drops to 0 Vigor or when the spell ends.
The creature is an ally to you and your companions and acts using your Action Points.
When you cast the spell at a higher circle, the number of rounds the summon can remain is increased by 1 and its Vigor is increased by 4 for each circle above the first.
At the 4th circle or higher, add 1 to the attack and damage rolls of the summon.
1st-circle water
Casting Time: 4 Action Points
Vitality Cost: 2 vitality
Range: Self
Components: G, M
Duration: Concentration
You conjure a swirling ward of protective water that surrounds you. For the duration of the spell, you gain a +2 bonus to your Armor.
The ward is a volatile defense. The first time a creature hits you with a melee attack while this spell is active, the ward violently explodes outwards. The creature that hit you must make a Body (strength) defense roll or take 2d8 bludgeoning damage, and the spell immediately ends.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first. At every odd spell circle, the spell also increases the armor by an additional +1.
2nd-circle primal
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: Self
Components: G, M
Duration: Concentration
You shift your vision into the Aetheric flow. You can see into the Ethereal Plane up to 60 feet. Furthermore, you perceive the cognitive shadow of any creature whose physical shape has been changed. If a creature is a shapeshifter, or is under the effect of a spell such as Polymorph or Wild Shape, you see a spectral shadow of their original form superimposed over their current body.
2nd-circle beast
Casting Time: 12 Action Points
Vitality Cost: 4 vitality
Range: 30 feet
Components: G, M
Duration: 48 hours
By means of this spell, you use an animal to deliver a message. Summon a Tiny beast, such as a squirrel, a blue jay, or a bat to an unnocupied space. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost. Once the message is delivered, or the spell ends, the beast disapears.
2nd-circle ice
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: Self (30-foot cone)
Components: G, M
Duration: Instantaneous
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Body (Endurance) defense roll or take 3d6 cold damage and is hindered by ice formations for 1 minute. Another creature within reach of it can spend 5 Action Points to break away the ice. A creature hindered by ice has its movement reduced to 0.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the second.
2nd-circle gravity
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Instantaneous
You choose two creatures you can see within range that are no more than 30 feet apart. A powerful gravitational force attempts to pull both creatures violently toward the midpoint between them. Each creature must make a Body (Strength) defense roll.
If only one creature fails the roll: That creature is pulled up to 15 feet in a straight line toward the other creature's original position.
If both creatures fail their saves: They are both pulled in a straight line to the midpoint between them. They collide with crushing force, each taking 4d8 bludgeoning damage and landing prone in the nearest unoccupied space.
When you cast the spell at a higher circle, the damage increases by 1d8 for each circle above the second.
2nd-circle water
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 15 feet
Components: G, M
Duration: Instantaneous
You conjure a sudden, devastating surge of churning water. Each creature in a 15-foot cone in front of you must make a Body (Strength) defense roll or take 3d8 Bludgeoning damage and be pushed 15 feet away.
If the spell is cast in a body of water or heavy precipitation, the damage increases to 4d8.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the second.
2nd-circle air
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
Choose an unoccupied 5-foot sphere of air that you can see within range. An elemental force that resembles a dust devil appears in the space.
Any creature that ends its turn within 5 feet of the dust devil must make a Body (Endurance) defense roll or take 1d8 slashing damage and is pushed 10 feet away from the dust devil.
For 3 Action Points, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the second.
2nd-circle earth
Casting Time: 12 Action Points
Vitality Cost: 4 vitality
Range: 300 feet
Components: G
Duration: Concentration
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Movement (Strength) - Fly roll, or its flying speed (if any) is reduced to 0 for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
2nd-circle earth
Casting Time: 10 Action Points
Vitality Cost: 4 vitality
Range: 30 feet
Components: G, M
Duration: Concentration
You choose an unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Body (Strength) defense roll or take 2d6 bludgeoning damage and is Restrained.
For 8 Action Points, you can cause the hand to crush the restrained target, which must make a Body (Strength) defense roll or take 2d6 bludgeoning damage.
To break out, the restrained target can spend 6 Action Points to make a Strength roll against your Spell Defense to break free.
For 9 Action Points, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
2nd-circle primal
Casting Time: 7 Action Points
Vitality Cost: 4 vitality
Range: Touch
Components: G, M
Duration: Concentration
A weapon you touch becomes imbued with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. The weapon deals and extra 1d4 of the chosen type when it hits.
When you cast the spell at a higher circle, the damage increases by 1d4(2d4) at the 4th circle, another 1d4(3d4) at the 6th cirlce, and an additional 1d4(4d4) at the 8th circle.
2nd-circle fire
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
A 5-foot sphere of fire appears in an unoccupied space of your choice within range. Any creature that ends its turn within 5 feet of the sphere must make a Mobility (Agility) defense roll or take 2d6 fire damage.
For 3 Action Points, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make defense roll 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.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the second.
2nd-circle primal
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: Touch
Components: G, M
Duration: Concentration
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.
Bull's Strength. The target has advantage on Strength Physical, Mental, and Profession skill rolls, and his or her carrying capacity doubles.
Bear's Endurance. The target has advantage on Endurance Physical, Mental, and Profession skill rolls. They also gains 2d6 Vigor, which are lost when the spell ends.
Cat's Grace. The target has advantage on Dexterity Physical, Mental, and Profession skill rolls. It also reduces the damage from falling by 20 feet and they do not land Prone from falling.
Raccoon’s Touch. The target has advantage on Dexterity Physical, Mental, and Profession skill rolls and their hands are preternaturally steady. When the target makes a skill roll for a manual task, the dice roll cannot be lower than their skill bonus.
Owl's Wisdom. The target has advantage on Wisdom Physical, Mental, and Profession skill rolls. The target also can recall any information seen or heard within the last 24 hours with perfect clarity, such as specific words in a book or a face in a crowd.
Fox's Cunning. The target has advantage on Intelligence Physical, Mental, and Profession skill rolls. They may ignore the first point of Displeasure gained from an NPC during the spell's duration.
Eagle’s Vision. The target has advantage on Charisma Physical, Mental, and Profession skill rolls, and can see fine details up to a mile away and ignores penalties caused by light obscuration (mist, dim light).
Lion’s Heart. The target has advantage on Physical, Mental, and Profession skill rolls. They have advantage on Spirit defense rolls and cannot be magically compelled to act against their nature.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the second.
2nd-circle ice
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: Touch
Components: G, M
Duration: 8 hours
You touch a container, opening, or object and instantly encase it in a layer of clear, frigid ice, creating a perfect seal. This seal is non-magical and maintains its temperature and integrity for the duration. You can choose one of the following effects:
Preservation. You seal a container (such as a barrel, chest, or sack). Any perishable contents within are perfectly preserved and frozen for the duration, preventing rot, spoilage, or decay. The contents are held at a temperature of 32 degrees Fahrenheit.
Sealant. You seal a single break or crack in a non-magical, non-living object (such as a fracture in a wooden beam, a crack in a ceramic pot, or a torn leather binding). The seal instantly repairs and stabilizes the structure, allowing the object to function normally for the duration.
Locking. You seal a door, window, or small portal (up to 5 feet wide). The opening is completely sealed shut. Any creature attempting to open the door, window, or opening, must succeed on a Physicality (Strength) - Overpower roll or attempt to break the seal.
The spell ends if the seal is successfully broken, or when the duration expires. Â The seal has Durability of 15 and 7 Armor.
2nd-circle primal
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 30 feet
Components: G, M
Duration: Concentration
You cause a creature you can see within range to grow larger or smaller for the duration. If the target is unwilling, it can make a Body (Endurance) defense roll. Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Grow. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases the creature's 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 attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on all Strength rolls. 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.
Shrink. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases the creature's size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength roll. 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).
2nd-circle air
Casting Time: 10 Action Points
Vitality Cost: 4 vitality
Range: Self (60-foot line)
Components: G, M
Duration: Concentration
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature that starts its turn in the line must succeed on a Body (Strength) defense roll or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend double the Action Points 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 2 Action Points, you can change the direction in which the line blasts from you.
2nd-circle fire
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
You target a metal object within range. The metal begins to pulse with a cherry-red glow, losing its rigidity and radiating intense heat. As you cast the spell, the metal becomes malleable, the target number for any physical roll to break, bend, or force the object is reduced by 5.
If the object is wielded or worn, it becomes painful and difficult to hold onto. In combat, this happens at the start of the following round. Any creature in physical contact with the metal takes 1d8 fire damage. If a creature takes damage from this spell at the start of the round, they must succeed on a Body (Endurance) defense roll or immediately drop the object if they are holding it. If the creature does not (or cannot) drop the object, they have disadvantage on all attack rolls and skill rolls for the remainder of the round.
When you cast the spell at a higher circle, the damage increases by 1d8 for each circle above the second.
2nd-circle ice
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 90 feet
Components: G, M
Duration: Instantaneous
A flurry of freezing ice and snow erupts from a point you choose within range. Each creature in a 10-foot sphere centered on that point must make a Mobility (Agility) defense roll or take 3d6 cold damage.
When you cast the spell at a higher circle, the damage increases by 2d6 for each circle above the second.
2nd-circle gravity
Casting Time: 12 Action Points
Vitality Cost: 3 vitality
Range: Self
Components: G, M
Duration: 1 hour
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength croll eck against your Spell Defense. On a success, the creature can move the object up to 10 feet.
When you cast the spell at a higher circle, the duration increases to 24 hours at the 3rd circle and triple the weight capacity, and the spell becomes permanent at the 5th circle.
2nd-circle primal
Casting Time: 13 Action Points
Vitality Cost: 1 vitality
Range: Self
Components: G, M
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
2nd-circle void
Casting Time: 4 Action Points
Vitality Cost: 4 vitality
Range: Self
Components: G
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
2nd-circle primal
Casting Time: 10 Action Points
Vitality Cost: 4 vitality
Range: 120 feet
Components: G, M
Duration: Concentration
A silvery beam of pale light shines down in a 10-foot-wide, 40-foot-high cylinder centered on a space within range, dim light filling the cylinder.
When a creature enters the spell's area for the first time in a round or starts a new round there, it is engulfed in ghostly flames that cause searing pain, and it must make a Spirit (Will) defense roll or take 2d10 damage.
A shapechanged creature makes this defense roll with disadvantage, and failing causes it to instantly reverts to its original form. It can't assume a different form until it leaves the spell's light.
For 8 Action Points, you can move the beam up to 60 feet in any direction.
When you cast the spell at a higher circle, the damage increases by 2d10 for each circle above the second.
2nd-circle void
Casting Time: 11 Action Points
Vitality Cost: 3 vitality
Range: Self
Components: G, M
Duration: Concentration
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) has a +10 bonus to Stealth rolls and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
2nd-circle plant
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 150 feet
Components: G, M
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
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 movement for every 1 space. You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
2nd-circle entropy
Casting Time: 12 Action Points
Vitality Cost: 3 vitality
Range: Touch
Components: G, M
Duration: 1 hour
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 defense rolls against being poisoned.
2nd-circle air
Casting Time: 1 minute
Range: Sight
Components: G, M
Duration: Concentration
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
2nd-circle beast
Casting Time: 10 Action Points
Vitality Cost: 4 vitality
Range: Touch
Components: G, M
Duration: Concentration
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
2nd-circle earth
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 150 feet
Components: G, M
Duration: Concentration
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 2d4 piercing damage for every 5 feet it travels.
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 an Awareness (Acuity) - Perception roll against your Spell Defense to recognize the terrain as hazardous before entering it.
2nd-circle beast
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 10 feet
Components: G, M
Duration: 2 rounds
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose Beast of the Air, Land Predator, Land Protector, Sea Predator, or Sea Protector. The beast resembles an animal of your choice that is native to the chosen environment. The beast disappears when it drops to 0 Vigor or when the spell ends.
When you cast the spell at a higher circle, the number of rounds the summon can remain is increased by 1 and its Vigor is increased by 6 for each circle above the second.
At the 4th circle or higher, add 1 to the attack and damage rolls of the summon.
2nd-circle primal
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 10 feet
Components: G, M
Duration: 2 rounds
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that you can see within range. The spirit looks like a transparent beast or fey (your choice) and uses the Healing Spirit stat block.
The Spirit may immediately move and any further movement it takes consumes the summoner's Action Points. The Spirit disappears when its Vigor is reduced to 0 or when the spell ends.
When you cast the spell at a higher circle, the number of rounds the summon can remain is increased by 1 and its Vigor is increased by 7 for each circle above the second.
At the 4th circle or higher, the summon becomes large instead of medium.
2nd-circle plant
Casting Time: 10 Action Points
Vitality Cost: 4 vitality
Range: 30 feet
Components: G, M
Duration: 2 rounds
You conjure a spherical, hardened Thornpod Sentinel in an unoccupied space you can see within range. The plant uses the Thornpod Sentinel stat block. The thornpod immediately makes an attack and any further actions or movement it takes consumes the summoner's Action Points. The thornpod adds your spellcasting skill to its attack rolls and the target number for any actions it makes. The Pod disappears when its Vigor is reduced to 0 or when the spell ends.
When you cast the spell at a higher circle, the armor of the summon is increased by 1 and its Vigor is increased by 2 for each circle above the second.
For every 2 spell circles above the second, all damage dice are increased by 1.
2nd-circle air
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: Self
Components: G, M
Duration: Concentration
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
2nd-circle water
Casting Time: 11 Action Points
Vitality Cost: 4 vitality
Range: 30 feet
Components: G, M
Duration: 24 hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
2nd-circle beast
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
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. 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 Body (Endurance) defense roll. 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 roll against your Spell Defense to break free. 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.
2nd-circle entropy
Casting Time: 9 Action Points
Vitality Cost: 4 vitality
Range: 60 feet
Components: G, M
Duration: Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Body (Endurance) defense roll or take 2d6 necrotic damage. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area regains 2 Health plus it gains your spellcasting attribute as temporary Vitality.
When you cast the spell at a higher circle, the damage increases by 1d6 and the Health increases by 1 for each circle above the second.
3rd-circle void
Casting Time: 10 Action Points
Vitality Cost: 6 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
You designate one creature you can see within range. The target makes a Spirit (Will) defense roll or a temporary, localized field of shifting void energy surrounds the target. While the spell lasts, the creature's movement speed is halved, and, once per round, you may, as a reaction the the target's movement, spend 4 Action Points to set their movement to 0.Â
The target can make a Spirit (Will) defense roll at the end of each round, ending the effect on a success.
When you cast the spell at a higher circle, you may target 1 additional creature for each circle above the second.
3rd-circle primal
Casting Time: 11 Action Points
Vitality Cost: 6 vitality
Range: 60 feet
Components: G, M (a small maple tree worth 20 gp)
Duration: Concentration
You command the stone, earth, roots, and air to restrain a beast or plant in range. The target must succeed on a Body (Strength) defense roll or become Pinned by the spirits of nature. The caster can spend 6 Action Points to attempt to the roll again if the target begins to break free.
For every circle above the 3rd, you may target 1 additional creature.
At the 5th circle, you may also target 1 Fae or Elemental, increasing this number by 1 for each additional circle. At the 7th circle, you may also target 1 Giant or Dragon, increasing this number by 1 for each additional circle.
3rd-circle beast
Casting Time: 13 Action Points
Vitality Cost: 6 vitality
Range: Touch
Components: G
Duration: Concentration
You touch a willing beast. You can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you release the spell and return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
You make make a Survival (Will) - Wildlife roll to influence the actions of the beast, your Narrator will determine the Target Number needed to influence the beast based on the action.
When you cast the spell at a higher circle, the range of the spell increases to 60 feet at the 4th-circle. You may also shift your vision to another beast within 60 that the current creature you are sharing senses with can see that is willing to share senses with you. At the 5th-circle you may share your vision with most plants.Â
3rd-circle primal
Casting Time: 10 Action Points
Vitality Cost: 6 vitality
Range: 30 feet
Components: G, M
Duration: Concentration
You cause the target to take on the traits of an ancient, rooted guardian. The target's skin hardens into bark or stone, granting +2 its Armor. Any creature that hits the target with a melee attack automatically takes 1d6 Piercing damage as thorn pierce their skin. The target emanates a 10-foot radius of grasping roots that are difficult terrain.
3rd-circle water
Casting Time: 10 Action Points
Vitality Cost: 6 vitality
Range: 60 feet
Components: G, M
Duration: Concentration
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has Armor of 2 and 10 Durability. Reducing a frozen section to 0 Durability destroys it. When a section is destroyed, the wall's water doesn't fill it.
3rd-circle air
Casting Time: 10 Action Points
Vitality Cost: 6 vitality
Range: 120 feet
Components: G, M
Duration: Concentration
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 Body (Strength) defense roll or take 3d8 bludgeoning damage.
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.
3rd-circle primal
Casting Time: 10 Action Points
Vitality Cost: 6 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 second.
3rd-circle primal
Casting Time: 10 Action Points
Vitality Cost: 6 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 second.
4th-circle primal (animal?)
Casting Time: 11 Action Points
Vitality Cost: 9 vitality
Range: 60 feet
Components: G, M
Duration: Concentration, up to 1 minute
You attempt to transform a creature that you can see within range into a Beast. The target must make a Spirit (Will) defense roll or shape-shift into Beast form for the duration. That form can be any Beast you choose that is the same level or less than the target. The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its disposition, and motivation.
The target assumes the Health of its new form. When it reverts to its normal form, the creature returns to the Health and Vitality it had before it transformed. If it reverts as a result of dropping to 0 Health, 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 Health, it isn't knocked Unconscious.
The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
When not in combat, the caster can maintain Concentrate without limit.
4th-circle earth
Casting Time: 11 Action Points
Vitality Cost: 8 vitality
Range: 120 feet
Components: G, M
Duration: Instantaneous
A nonmagical wall of solid stone springs into existence at a point you choose within range, or you cause a section of wall to dissolve within range. The wall is 6 inches thick and is composed of four 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 Dodge roll as a reaction to move 10 feet 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. 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.
The wall is an object made of stone that can be damaged and thus breached. Each panel has Armor of 3 and 20 Durability per inch of thickness. Reducing a panel to 0 Durability destroys it and might cause connected panels to collapse at the Narrator's discretion.
4th-circle primal
Casting Time: 11 Action Points
Vitality Cost: 8 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 second.
4th-circle primal
Casting Time: 11 Action Points
Vitality Cost: 8 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 second.
5th-circle ice
Casting Time: 12 Action Points
Vitality Cost: 10 vitality
Range: 120
Components: G, M
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 with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. 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 Mobility (Agility) defense roll or take 8d6 cold damage.
The wall is an object that can be damaged and thus breached. It has an Armor of 2 and 25 Durability per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 Durability 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 in a round must make a Body (Endurance) defense roll or take 4d6 cold damage.
When you cast the spell at a higher circle, 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 each circle above the fifth.
5th-circle primal
Casting Time: 12 Action Points
Vitality Cost: 10 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 second.
5th-circle primal
Casting Time: 12 Action Points
Vitality Cost: 10 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 second.
5th-circle primal
Casting Time: 12 Action Points
Vitality Cost: 10 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 second.
6th-circle plant
Casting Time: 13 Action Points
Vitality Cost: 12 vitality
Range: 120 feet
Components: G, M
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 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.
When the wall appears, each creature within its area must make a Mobility (Agility) defense roll or take 7d8 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 movement a creature moves through the wall, it must spend 4 movement. Furthermore, the first time a creature enters the wall in a round or ends the round there, the creature must make a Mobility (Dexterity) defense roll or take 7d8 slashing damage.
When you cast the spell at a higher circle, the damage increases by 1d8 for each circle above the sixth.
6th-circle primal
Casting Time: 13 Action Points
Vitality Cost: 12 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 second.
6th-circle primal
Casting Time: 13 Action Points
Vitality Cost: 12 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 second.
6th-circle primal
Casting Time: 13 Action Points
Vitality Cost: 12 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 second.
7th-circle primal
Casting Time: 14 Action Points
Vitality Cost: 14 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 second.
7th-circle primal
Casting Time: 14 Action Points
Vitality Cost: 14 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 second.
8th-circle primal
Casting Time: 15 Action Points
Vitality Cost: 16 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 second.
8th-circle primal
Casting Time: 15 Action Points
Vitality Cost: 16 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 second.
9th-circle primal
Casting Time: 16 Action Points
Vitality Cost: 18 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 second.
9th-circle primal
Casting Time: 16 Action Points
Vitality Cost: 18 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 second.