MYSTIC TREES
MYSTIC STRUCTURE:
All 6 Mystics follow the same point structure but have completely different mechanics:
12 Abilities: 1 martial + 1 skill point each (12 martial + 12 skill total)
3 Ultimates: FREE choices at 4, 8, and 12 abilities
At Level 10: 12 martial + 20 skill points available
MYSTIC SCALING:
Each Mystic uses their Mystic level (abilities purchased in that tree, 1-12) for their mystic abilities, unless otherwise specified.
PROPHET (Faith)
Core Mechanic: STACK PRAYERS (combat push-your-luck) + PERFORM LITANIES (utility rituals)
Casting Stat: Faith (replaces Fate)
IMPORTANT: When you invest in the Prophet tree, your Fate stat becomes Faith for all purposes. Faith works fundamentally differently from Fate in checks.
Faith and Checks
Prophets use Faith instead of Fate, with these key differences:
Initial Dice: When making checks, your initial dice only succeed on 6 (not 5-6). This represents the higher bar for divine action.miracles require perfect alignment with divine will.
Explosions: When you roll a 6 on a check, instead of rolling 1 explosion die, roll [Faith mod] explosion dice. These explosion dice succeed normally on 6. Explosion dice cannot explode further. The chain stops after one level. Explosion dice that show 1 do NOT cost stamina (divine protection).
Example: A Prophet with Faith +4 rolls 5 dice for a check. They get a 1, 2, 4, 6, and 6. The two 6s are 2 successes. They then roll 8 explosion dice (4 per 6). Those dice succeed on 6, and any 6s among them do not trigger more explosions.
Faith Points
Gaining Faith Points: Same as Fate points. Rolling 1s on checks costs 1 stamina but grants 1 Faith point. Session start grants 1 Faith point. GM awards for devotion.
Spending Faith Points: Spend 1 Faith point BEFORE rolling to add 1 die to your pool. You must commit before seeing results. This represents faith, not luck. You can spend multiple Faith points, but all must be declared before rolling.
Throne Abilities: Spend 1 Faith point to activate any Throne ability.
CORE MECHANICS
PRAYER SYSTEM
Prayers can be used anytime (in or out of combat).
PRAYER TIERS:
| Successes | Tier | Effect Level |
|---|---|---|
| 1 | 1 | Basic |
| 2 | 2 | Improved |
| 3 | 3 | Greater |
| 4 | 4 | Heroic |
| 5+ | 5 | Legendary |
INVOKING A PRAYER:
When you declare a prayer (tactical phase in combat, or anytime out of combat):
- Roll Faith dice + Tier dice
- Count successes (initial dice need 6, explosion dice need a 6, and explosions don't chain)
- Successes = Prayer Tier for this invocation
- You cannot modify this roll. No Faith points, no rerolls. Divine will determines the outcome.
STAMINA BUYOUT:
If your successes are less than your character Tier, you may spend stamina to increase the Prayer Tier:
- Spend 1 stamina per tier you want to add
- Cannot exceed your character Tier this way
Example: A Tier 3 Prophet rolls 1 success. They can spend 1 stamina to reach Tier 2, or 2 stamina to reach Tier 3. They cannot reach Tier 4 or 5 this way.
DISRUPTION (Combat Only):
If damaged after declaring but before your turn:
- Make a disruption check (d20 + Faith die + Tier vs DC based on prayer tier: DC 11/13/15/17/19 for Tier 1-5)
- Success: Prayer maintained, no cost
- Failure: Spend 1 stamina to maintain, or prayer is lost
DIVINE COMFORT (Disruption Recovery):
When your prayer is disrupted and lost, the divine energy disperses as comfort rather than power. As a free action, grant up to [your Tier] allies within 30 feet (including yourself) temporary Vigor equal to your Faith die. This represents the prayer fragmenting into protective blessing rather than being wasted entirely.
LITANY SYSTEM (OUT OF COMBAT)
How Litanies Work:
- Long-term ritual prayers using shrinking die
- Start at d20, shrink on failures: d20 → d12 → d10 → d8 → d6 → d4
- Roll at specified interval (minutes, hours, days)
- Miracles: When you roll the maximum value on your litany die, it is a Miracle (divine success). Most litanies require multiple miracles to complete.
- Each miracle costs 1 Stamina
PROPHET ABILITIES (12 TOTAL)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your prophet level = number of Prophet abilities purchased (1-12)
Tier Access:
- Levels 1-2: Tier 1 Litanies
- Levels 3-4: Tier 2 Litanies
- Levels 5-7: Tier 3 Litanies
- Level 8+: Tier 4 Litanies
- Level 12: Tier 5 Litanies
DIVINE INTERCESSION (Prophet Deeds)
Prophets shape their prayers through divine intercession by calling upon their deity's nature to modify how divine power manifests. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.
Starting Deeds: BLESS, CONDEMN (gained with Divine Conduit)
| Deed | Effect |
|---|---|
| BLESS | Add secondary beneficial effect to prayer: healing, protection, courage. The divine light touches more than one need. |
| CONDEMN | Add secondary harmful effect to prayer: mark the target, weaken their resolve, expose their sins. Divine judgment falls heavier. |
| WITNESS | Call your deity's attention to the target. They are now "seen" by divine eyes. Consequences follow: oaths become binding, lies become obvious, guilt becomes weight. |
| SANCTIFY | Convert prayer to area effect. Consecrate ground, fill space with divine presence, let holiness spread rather than strike. |
| MARTYR | Take harm yourself to enhance or guarantee prayer's effect. Your sacrifice fuels the miracle. |
| INVOKE | Speak a specific name or title of your deity. The prayer gains thematically appropriate power matching that aspect. |
| HERALD | Announce, proclaim, prophesy. The prayer's effect becomes public knowledge. All present know what occurred and why. |
| ABSOLVE | Remove spiritual burden, guilt, or curse element from target. The prayer cleanses rather than empowers or destroys. |
1. DIVINE CONDUIT (Initial - 1m + 1s)
Required: Must be your first Prophet ability.
You are called. Chosen. Marked by the divine as vessel and voice.
Passive: Sense holy and unholy within 30 feet. Identify consecrated/desecrated ground and curses by touch.
Triggered: Divine Persistence (3 Stamina) - When you fail a check to stabilize while dying, reroll it.
Gain: Prayer and Litany mechanics (detailed above).
Starting Deeds: You know BLESS and CONDEMN.
Learn: 3 Prayers, 1 Litany
2. EXPANDED PRAYERS (1m + 1s)
Your connection to the divine deepens.
Passive: Your prayers can affect one additional target.
Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.
3. SACRED RESILIENCE (1m + 1s)
The divine hardens your body against harm.
Reaction: Intercession (1 Stamina) - When ally within 30 feet takes damage, transfer up to half that damage to yourself after damage is rolled.
Learn: 1 Prayer, 1 Litany
4. UNSHAKEABLE FAITH (1m + 1s)
Your conviction becomes armor.
Passive: Advantage on saves against fear and charm.
Maneuver: Condemning Gaze - Target one enemy within 30 feet. They make Sense save (your Tier) or have disadvantage on their next attack.
Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.
5. DIVINE WRATH (1m + 1s)
The righteous are not meek.
Passive: +1 crit range against profane creatures.
Learn: 1 Prayer, 1 Litany
6. VOICE OF HEAVEN (1m + 1s)
You speak and creation listens.
Action: Command (2 Stamina) - Speak one word at enemy within 30 feet. They make a Tier 2 Sense save or suffer:
- KNEEL: Falls prone
- STOP: Frozen for 1 round, loses action
Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.
7. GUIDED STRIKE (1m + 1s)
The divine guides your allies' hands.
Reaction: Righteous Empowerment (1 Stamina) - When ally within 30 feet hits, add your faith die as damage. Declare after hit confirmed.
Learn: 1 Prayer, 1 Litany
8. PROPHET'S VITALITY (1m + 1s)
Your body is vessel for divine power.
Passive: Creatures you heal also regain 1 Vigor.
Maneuver: Healing Presence - Spend a faith point to heal an adjacent ally or yourself for 1d6 + Faith modifier.
Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.
9. SHIELD OF THE FAITHFUL (1m + 1s)
Your prayer is armor.
Passive: When you use this ability's Interpose reaction, the ally also regains 1 Vigor.
Reaction: Interpose (1 Stamina) - When ally within 30 feet is hit, grant +3 AC against that attack. If still hits, Negate 1 wound from the attack die.
Learn: 1 Prayer, 1 Litany
10. WORDS OF JUDGMENT (1m + 1s)
Your pronouncements carry divine weight.
Passive: Enemies damaged by your prayers have disadvantage on their save against your next prayer.
Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.
11. PILLAR OF FAITH (1m + 1s)
Where you stand, holiness follows.
Passive: While you have 1+ Stamina you cannot be knocked prone or moved against your will.
Maneuver: Consecrated Ground (3 Stamina) - Area within 30 feet becomes holy for 10 rounds. Allies within gain advantage on saves. Unholy beings have disadvantage on attacks. Moves with you. Ends if disrupted.
Learn: 1 Prayer, 1 Litany
12. INEXHAUSTIBLE VESSEL (1m + 1s)
Requires: 12 prophet abilities (this must be your final ability).
Your body was made to carry divine power.
Passive: The stamina buyout on your prayer checks costs 1 less (minimum 1).
Triggered: Unbreakable (4 Stamina) - When you fail a check, choose to succeed instead.
Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.
PROPHET ULTIMATES
Choose one ultimate at 4, 8, and 12 abilities purchased.
1ST ULTIMATE (Free at 4 abilities)
A. MIRACLE OF DELIVERANCE
Action (4 Stamina)
Touch one target. remove 1 wound. Remove blindness, deafness, paralysis, poison, or fear (choose up to three). If they died within last minute, return to life with one open wound slot.
B. RADIANT PRESENCE
Maneuver (4 Stamina) - Lasts 10 rounds
You glow with divine light (near radius). Unholy beings have disadvantage on attacks against you. Allies within gain +1 to saves. You cannot be surprised while active.
C. PROPHET'S ENDURANCE
Passive: You have +1 wound slot.
Triggered: Divine Resilience (4 Stamina) - When you would take the wound that would drop you, make a Tier 3 Sense save. Success = stay up with one open wound slot instead.
2ND ULTIMATE (Free at 8 abilities)
A. WRATH OF THE DIVINE
Maneuver (5 Stamina) - Lasts 10 rounds
Eyes blaze white. All attacks critical against unholy beings. Take 1 fewer wound (minimum 0) from all sources (round down). Witnesses must make a Tier 3 Heart save or respond: righteous inspired, wicked flee, neutral kneel.
B. MASS PRAYER
Free Action (5 Stamina) - Declare when invoking a prayer
Your prayer affects all valid targets within 60 feet instead of a single target. Same prayer tier applies to all.
C. DIVINE INTERVENTION
Action (6 Stamina)
Pray for direct intervention. Deity manifests appropriate power: enemies struck down, allies healed, obstacles removed. Form depends on deity and situation.
3RD ULTIMATE (Free at 12 abilities)
A. AVATAR OF LIGHT
Maneuver (7 Stamina) - Lasts 10 rounds
Transform into divine avatar. All Prayers empowered (and the target loses 1 Vigor/healing). Gain 50 vigor. Natural attacks deal 2d10 + casting stat die. Immune to poison, disease, charm, fear. After transformation ends: Faith resets to 0.
B. ETERNAL PRAYER
Free Action (7 Stamina) - Declare when invoking a prayer
Your prayer affects all valid targets within sight. Effect lasts 1 hour (even if normally instant). Damage becomes ongoing, healing becomes regeneration, protections remain.
C. MARTYRDOM
Triggered (All remaining Stamina) - Once per lifetime
When you would die, activate. Stabilize with one open wound slot. Release all power in a burst: all allies within 30 feet each remove 1 wound, all enemies within 30 feet take 1 wound (save negates).
Total at 12 abilities: 15 Prayers, Litany, 3 Ultimates
PROPHET PRAYERS (15)
1. WEAPON OF RIGHTEOUSNESS
Range: Touch | Duration: Until next dawn
You consecrate a weapon through prayer and anointing. It becomes an instrument of divine wrath. The weapon burns hot in the hands of the faithful and freezing in the hands of the wicked.
Tier 1: Weapon blazes white when evil draws near. Against the corrupt it cuts deeper (deals your casting stat die extra). The weapon remembers murder. If wielder sheds innocent blood, it burns hot in their grip until they confess.
Tier 2: The blade refuses corruption utterly. It passes through the innocent like water, harmless and cold. The wielder's eyes can see through lies when the weapon is drawn. Attempt murder with this blade and it turns in your hand (1 wound, you drop it).
Tier 3: The weapon pulls toward hidden evil like iron to lodestone. The first attack against its wielder each battle turns aside as if striking stone. The blade cannot be picked up by those who have murdered within the past year.
Tier 4: The weapon becomes the very edge of judgment. Betray your cause with this weapon in hand and it will kill you where you stand. The wicked struck by it are marked. Their sins visible to all who look upon them for one day.
Tier 5: The blade is now an instrument of divine will. Those slain by it cannot be raised by any means short of divine intervention. The wielder gains immunity to fear and charm while holding it. Once per day, the weapon may speak a single word of judgment that all within earshot understand.
Consecrated weapons never rust, never dull, never break. They hum before battle. Murderers cannot touch them without their hands blistering. Some become holy relics, others are buried with their wielders, still burning.
2. MARK OF CAIN
Range: 30 feet | Duration: Until blood or confession
You pronounce the mark upon one who has spilled innocent blood or betrayed sacred trust. It burns into their flesh, visible first to the wronged, then to all.
Tier 1: The mark appears as brand on the forehead, seen only by the victim and the faithful. It burns constantly, a dull throb. Beasts sense it and growl. Birds flee. The marked one's lies about their crime catch in their throat and come out as choking.
Tier 2: Now all can see the mark burning black against their skin. No covering hides it. Paint slides off. Masks crack. Glamours shatter. The marked cannot enter holy ground without their skin cracking and bleeding. They cast two shadows.
Tier 3: The faithful know their sin by sight alone. Children scream at their approach. The marked cannot speak lies about their deed at all. Their tongue swells, their voice breaks. Water they touch turns red. Mirrors crack when they look.
Tier 4: The mark blazes for every eye, and with it comes knowledge of the crime. Their shadow points always toward what they destroyed. Their dreams are filled with the faces of those they wronged. The mark remains until they publicly confess before witnesses and make restitution.
Tier 5: Die unrepentant and the mark follows you. Your ghost bears it. Your grave bears it. Your name becomes a curse. The marked cannot be healed by any magic while bearing the mark. Holy texts burn their hands black. Their very presence causes crops to wither within a mile.
The marked smell of ash and copper. Mirrors crack when they look. Holy texts burn their hands black. Dogs bay when they pass. Some go mad. Some confess. Few escape judgment.
3. THE TRUTH MADE MANIFEST
Range: Touch | Duration: Until sunset
You sanctify a place so lies cannot stand. The very stones cry out against falsehood. The air grows heavy and still.
Tier 1: Words spoken false here echo wrong, like bells cracked and ringing sour. You know when lies are told. Liars feel their throats tighten. Their voices crack. Duration one hour.
Tier 2: Contracts written here bind deeper than law. Witnesses remember every word perfectly. Speak deliberate falsehood and take 1 wound as your tongue bleeds. The guilty feel stones pressing on their chests.
Tier 3: The place remembers. Return within seven days, pray for ten minutes, and you can see shadows of what occurred, truth revealed like afterimage. Liars must fight every moment to maintain deception. Their hearts race, sweat beads on their brow.
Tier 4: Invisible beings appear solid. Disguises melt like wax. Shapechangers revert screaming. The hidden is revealed. Secret doors glow, concealed weapons become visible, poisoned food turns black.
Tier 5: Truth is compelled absolutely. Lies are impossible. Words choke and die. Speak truth or keep silence. The thoughts of the unguarded bleed into the air like smoke. Those who flee this circle while hiding truth are dragged back by invisible chains. They return and confess or their hearts burst.
After the prayer fades, the ground remains changed. Grass grows greener there or not at all. Treaties sworn here are unbreakable. Liars avoid the place for years. Some call it holy. Others call it cursed. Both are right.
4. LET THERE BE LIGHT
Range: Self | Duration: 10 minutes
Light pours from you like water. You become as beacon on the mountain, and all lies, all darkness, all hidden things are made known.
Tier 1: Radiance fills 30 feet. You see through shadow and glamour both. Those hiding are outlined in silver. Secret doors glow at their edges. Darkness itself recoils.
Tier 2: Light expands to 60 feet. Your shadow stretches behind you pointing toward the nearest concealed threat. Magical darkness dissolves like morning mist. The invisible become visible as heat-shimmer forms.
Tier 3: Light roars from you in waves. Lies spoken near you hang in the air as black smoke. You see the past hours as ghostly figures replaying their deeds. The guilty cannot bear your gaze and turn away.
Tier 4: Disguises burn away. Illusions crack and fall. Hidden doors tear open. Buried gold glows beneath earth. Invisible stalkers scream as light forces them into form. Poison in wine turns black. Cursed objects smoke and crack.
Tier 5: You become pillar of fire visible for miles. Those who mean harm to the innocent feel their intentions exposed, naked, seen by something vast. The wicked cannot meet your eyes without weeping or rage. Undead within your light take 2 wounds per round and cannot regenerate.
You cast no shadow at all while burning with divine light. Your eyes glow white-hot for hours after, and you see too much, too clearly. Those you have illuminated never forget your face. Some are grateful. Others want you dead. All are changed.
5. CONSECRATE THIS GROUND
Range: 5 feet | Duration: 1 hour
You speak the words and the earth responds. 60 feet around you becomes holy ground. Corruption cannot stand here. Evil finds no purchase.
Tier 1: The corrupt stumble and fall on holy earth. Their feet catch on nothing. They move as if walking through water. You know when they enter your circle. Those standing here cannot be made afraid. Radius 30 feet.
Tier 2: Your circle expands to 60 feet. The wicked cannot enter at all unless they break their will to do it. Water touching holy ground becomes pure. The dying here stabilize, their blood stops flowing.
Tier 3: The circle moves as you walk. Minor wounds close for those within. Small birds land on your shoulders. The earth itself is glad. Dead grass greens in moments.
Tier 4: Flowers burst from stone. Water springs from dust. The circle expands to 100 feet. Those who enter bearing evil intent feel their resolve crumble like sand. Weapons grow heavy. Cruel thoughts slip away like dreams.
Tier 5: The circle remains holy for seven days after you depart. The corrupt cannot teleport or slip between worlds here. They remember who they were before corruption. Some weep. Some pray. Some flee. This is real earth, solid and true. No illusion or deception can exist within.
Where you consecrate, stones rise up marking the boundary. Animals rest within the circle without fear. Plants grow wild and strong. The earth smells like rain on stone, like cedar, like home.
6. THE VOICE THAT COMMANDS
Range: 30 feet | Duration: Faith
You speak and the word is power. Your voice carries harmonics that should not exist in mortal throats. The air itself listens.
Tier 1: Command one target with a word of power: "KNEEL." "FLEE." "STOP." "DROP." The weak-willed obey without thought (Tier 1 Heart save to resist). Your voice comes from all directions at once. Echoes linger.
Tier 2: Three may hear your command (Tier 2 Heart save). Speak short phrases of absolute authority: "SPEAK THE TRUTH." "LAY DOWN YOUR ARMS." Even those who resist feel the words like hooks in their hearts.
Tier 3: Those who obey remember it as their own choice, their own conscience speaking. Commands can be two-part phrases: "REMEMBER YOUR MOTHER'S FACE AND WEEP." The strong must fight against their own muscles to resist (Tier 3 Heart save).
Tier 4: All within earshot hear the Voice. Commands can be complex, layered, profound (Tier 4 Heart save). Commands last until fulfilled or ten minutes. The righteous find your commands align with their deepest convictions.
Tier 5: Something speaks through you.it is not entirely your own voice anymore. Those who resist do so at disadvantage, fighting the weight of cosmic order itself (Tier 5 Heart save). The wicked feel them as chains of fire. Commands can affect creatures normally immune to charm effects.
Your voice echoes for minutes after, repeating in whispers. Glass hums. Stone resonates. Those commanded see visions: paths branching, consequences cascading, the shape of what comes if they obey or refuse. Birds fall silent. Dogs whimper. The very shadows lean toward you to listen.
7. HOLY FIRE
Range: 30 feet | Duration: Instant
Cold white fire descends. It burns like judgment itself, revealing all.
Tier 1: Flame strikes one target for your casting stat die in searing pain. The innocent feel only warmth. The guilty burn. This fire seeks corruption and ignores innocence. It does not spread to tapestries or timber. Only what needs burning burns.
Tier 2: The flame deals 1 wound to the corrupt. It finds hidden rot, curses embedded in flesh, possession. When corruption is found, fire reveals it.infected wounds glow gold, possessed eyes burn white. The innocent are untouched entirely.
Tier 3: The flame hunts corruption like hounds after blood (2 wounds). It scours out disease, poison lurking in the body, minor curses (the affliction burns away with the damage). The ashes smell sweet. Those struck feel judgment enter their bones.
Tier 4: A pillar of white fire fills 30 feet (1 wound to the corrupt). Everything pure is warmed like sitting by a hearth. The ground becomes consecrated for one day. Evil struggles to take root here. The flame shows what must be purified.
Tier 5: The pillar expands to 60 feet, reaching from earth to sky (2 wounds). The unholy of your prophet level or lower are unmade entirely. They do not scream. They simply cease, and where they stood flowers grow the next morning. The ground remains consecrated for months.
Those judged by holy fire never forget. Some convert that very hour. Others curse your name until they die. The flames leave no marks on flesh but those who have burned remember in their dreams. The pillar is visible for miles. Some call it miracle. Others call it atrocity. You call it necessary.
8. THE SHIELD OF THE FAITHFUL
Range: Touch | Duration: Until broken or dawn
You trace the sign on their forehead with ash or oil. An invisible barrier springs up, and they are under protection. The air shimmers faintly when struck.
Tier 1: The shield absorbs 10 points of harm before shattering. When struck, it chimes like a bell and flashes with brief light. The protected feel courage surge. Commit cruelty while shielded and it breaks immediately.
Tier 2: The shield absorbs 20 points. The shielded cannot be moved against their will. Their feet might as well be rooted. The shield turns blades slightly. Attackers feel resistance.
Tier 3: The shield absorbs 30 points. Attacks from those with murder in their hearts have disadvantage. When it breaks, it releases a burst of light that blinds the attacker for one round.
Tier 4: The shield absorbs 40 points and visibly glows when struck. The protected cannot be cowed by threats, swayed by words, or broken by sorcery. The shield sometimes manifests as wings or a giant's hand.
Tier 5: The shield negates the next 4 wounds against the protected. The first time the protected would die, they stay up with one open wound slot instead and the shield explodes outward in blazing light: enemies within 15 feet lose all Vigor.
Those under protection sleep without nightmares. They feel watched, guarded, held. Those who attack them sometimes see faces in the light, eyes in the shine, judgment in the air itself. Some attackers convert. Others redouble their hate.
9. SEND FORTH THE GUARDIAN
Range: 5 feet | Duration: 1 hour
You call and it answers: A servant of the divine manifests according to need. Light tears open and through it comes judgment wearing flesh.
Tier 1: A lesser spirit appears, small and bright (1 wound, AC 12). It understands you and obeys simple commands. Radiates faint light 5 feet. Cannot speak but gestures and nods. The wicked feel uncomfortable near it.
Tier 2: A spirit-servant manifests (1 wound, AC 13). It speaks in whispers and can carry messages to other faithful within a mile. Light pours from it 15 feet. It knows when those near you mean harm and warns.
Tier 3: A warrior-spirit appears with purpose in its eyes (2 wounds, AC 14). It speaks in tongues of fire and offers counsel. Light pours from it 30 feet, suppressing magical darkness. It will not commit cruelty even if commanded.
Tier 4: A champion of the divine descends with wings and blade (3 wounds, AC 15). Can invoke one of your Prayers at Tier 2 effect. Flies 30 feet. Its presence grants all allies within 30 feet protection against fear.
Tier 5: An angel of judgment manifests (4 wounds, AC 16). Wise in the ways of justice. Can invoke one of your Prayers at Tier 4 effect. Flies 60 feet. Mundane weapons pass through it harmlessly. The corrupt have disadvantage on all actions near it. When it departs, all who fought beside it succeed on their next moment of testing.
They arrive with trumpet sound or thunder crack or sudden overwhelming smell of cedar. They know your name and why you called. Some leave gifts when they go: a feather that glows in darkness, a scale that turns away one blade, a word that steadies the heart.
10. THE LAYING ON OF HANDS
Range: Touch | Duration: Instant
Your hand glows with warmth and where you touch, vitality flows. Divine healing made manifest.
Tier 1: restore 1 Vigor. If target is poisoned, they gain advantage on their next save against the poison. Your hand glows faintly and warmth spreads through their body.
Tier 2: restore 1 Vigor. If target is poisoned, the poison is slowed (they take 1 fewer wound (minimum 0) from it for the next hour). Can touch multiple willing targets (up to 3) and split the healing among them.
Tier 3: remove 1 wound. Poison is slowed and target gains advantage on saves against it. Can heal up to your prophet level in targets simultaneously. Minor wounds close.
Tier 4: remove 1 wound. Poison is purged entirely from the body. Color returns to their face. Can touch area (up to 15 feet) and purify water, neutralize simple poisons in food.
Tier 5: remove 1 wound. All poisons, diseases, and minor curses are purged from the body. Can purify an area up to 30 feet. The healed gain advantage on all saves for the next hour as divine warmth lingers in their bones.
The moment of healing: warmth like sunlight spreads from your touch. The afflicted gasp as pain recedes. Some weep with relief. They never forget your face.
11. PRONOUNCE JUDGMENT
Range: 30 feet | Duration: Instant
You speak their name and the word of judgment, and the divine takes notice. The very air becomes heavy. All present know: this is a moment that matters.
Tier 1: The judged sees themselves through eyes that see all. They must make a Tier 1 Sense save or stand motionless for one round, overwhelmed by the weight of truth. The righteous feel vindicated. The wicked feel condemned.
Tier 2: Judgment manifests visibly. The guilty (those who have shed innocent blood) take 1 wound (Tier 2 Sense save for 1 fewer wound (minimum 0)) and are marked for one hour, visible to all faithful. The innocent feel warmth and comfort.
Tier 3: The guilty take 2 wounds (Tier 3 Sense save for 1 fewer wound (minimum 0)) and are marked for a day. The innocent are blessed: healed for 2d6. Those in between must save or confess one hidden sin. The words spill out unbidden.
Tier 4: The greatly wicked take 2 wounds (Tier 4 Sense save for 1 fewer wound (minimum 0)) and collapse to the earth. The innocent are visibly transformed: aura of light for a day, fully healed. Those in moral twilight are forced to see their life from outside.
Tier 5: You speak with the Voice itself. The wicked take 2 wounds (Tier 5 Sense save for 1 fewer wound (minimum 0)). If they have fewer than your prophet level × 5 in Vitality, their hearts may simply stop. The innocent gain protection by providence. The first attack against them each day automatically misses.
Everyone present knows judgment occurred. Some convert on the spot. Others plot murder. None forget. The place gains reputation. "Where the prophet judged."
12. REBUKE THE SERVANTS OF DARKNESS
Range: 30 feet | Duration: 1 minute
Your holy symbol blazes like a brand torn from the forge. You speak the word of rebuke and corruption itself recoils.
Tier 1: All unholy beings within 30 feet (the walking dead, possessing spirits, things that crawled up from below) must make a Tier 1 Heart save or flee for one round. They do not choose direction. They simply run.
Tier 2: Unholy creatures within 30 feet must make a Tier 2 Heart save. Those who fail flee and cannot return to your sight for one minute. Those weaker than you in HD grovel, covering their heads, dropping whatever they held.
Tier 3: Unholy creatures within 60 feet must make a Tier 3 Heart save. Those with HD less than your prophet level are destroyed. They crumble to ash. Others must flee for one hour. The area resonates with holy power for ten minutes.
Tier 4: Your rebuke ripples outward 60 feet (Tier 4 Heart save). Those with HD less than twice your prophet level are destroyed utterly. Stronger beings are cast back and cannot approach you for one day. The ground where they stood cracks, then heals cleaner than before.
Tier 5: All corruption within 100 feet must save at disadvantage (Tier 5 Heart save) or be unmade. Stronger beings are cast back to their origin plane for one week. Those who witness report hearing voices: multitudes speaking in unison, words in language never spoken but understood: "NO."
When you rebuke, glass trembles. Stone groans. The faithless hear only thunder. The devoted hear words of power. The unholy hear their true names spoken with authority that binds. Your voice carries miles. Some say the earth itself speaks through you.
13. WARD THE INNOCENT
Range: Touch | Duration: 8 hours
You trace the sign with water or oil or ash. The protected bears invisible mark. They are under watch now.
Tier 1: They sense danger before it strikes. Hair rises. Gut clenches. They cannot be surprised. The warded dreams true when danger approaches.
Tier 2: Those approaching with intent to harm feel resolve weaken (Tier 2 Heart save to attack). Perhaps there is another way. Perhaps they were wrong. The protected can sense the direction of nearest threat.
Tier 3: Treachery finds no purchase. Assassins fumble at crucial moments. Poisoners spill. The first hidden attack automatically misses. Those meaning harm must make a Tier 3 Heart save to even approach striking distance.
Tier 4: All attacks against them suffer disadvantage. Those attempting harm must make a Tier 4 Heart save each round or find themselves unable to act. Conscience intrudes. Hands shake. The protection appears as subtle shimmer.
Tier 5: Divine protection made manifest. The first time the warded would die, they stabilize with one open wound slot instead. The attacker sees a vision of what comes next. This vision often causes conversion, flight, or madness. Shadows do not touch the warded quite right.
The warded sleep without nightmares. Their presence calms beasts and children. Would-be killers often make different choices. "I raised the blade and I could not. Something stopped me. I wept instead."
14. WRATH MADE FLESH
Range: Self | Duration: 1 minute
Righteous fury fills your frame. Cosmic justice given form. Your eyes blaze white. Your voice booms with harmonics. Lightning crackles at your fingertips.
Tier 1: The corrupt must make a Tier 1 Heart save to approach you willingly. Your attacks deal extra harm equal to your casting stat die. You cannot be made afraid. Your shadow seems larger than shadow should be.
Tier 2: Gain vigor equal to your prophet level (lost when wrath ends). Your strikes count as magical. Those you hit must make a Tier 2 Body save or be thrown back 5 feet. When you speak, the guilty flinch.
Tier 3: You move with terrible purpose. Gain Vitality equal to twice your prophet level. The corrupt have disadvantage resisting your Prayers (Tier 3 saves). Light bends wrong around you. Your eyes shine like coals.
Tier 4: Those you hit must make a Tier 4 Body save or be thrown back 10 feet. Harm barely touches you (take 1 fewer wound (minimum 0) from all sources). Those witnessing must make a Tier 4 Heart save or respond according to their nature: the righteous feel inspired, the wicked flee.
Tier 5: You become avatar of divine wrath. Your strikes against the corrupt automatically hit. When you strike, thunder. When you speak, glass resonates. The ground trembles with your steps. Defeat someone in this state and they remember you forever in nightmares or prayers.
While wrathful you are no longer quite human. Your shadow blazes with white fire. Your footprints glow briefly before fading. Animals either flee or kneel. When it ends you feel hollow. You have been used as channel for something vast and returning to yourself feels like returning to a cage.
15. GRANT THEM REST
Range: Touch | Duration: Special
You grant peace. Release from suffering. Your touch is cool like water, gentle like sunset. This is mercy.
Tier 1: Touch a dying creature to stabilize them AND restore 1 Vigor. Pain vanishes. They feel only peace. Remove all fear and despair from their hearts. Or perform last rites over the dead so they cannot rise as abominations; the dead look peaceful no matter how violent their death. One undead within touch range must make a Heart save or be turned (flees from you for 1 minute).
Tier 2: Revive the dying with one open wound slot. They wake calm, with advantage on all saves against fear for 1 hour. Or lay multiple dead to rest (up to 3). Spirits depart with grateful sighs. Or turn undead in a 15-foot radius (Heart save or flee). Undead who fail by 5+ are destroyed outright if they have fewer HD than your prophet level.
Tier 3: Revive the dying with one open wound slot and one condition is removed (paralysis, blindness, poison). Or lay up to your prophet level in dead to rest. Haunted places become still. Or offer peace to one walking corpse (Heart save). They simply stop, remember who they were, and fade like morning mist. Destroyed undead leave behind a faint blessing: the ground becomes difficult for evil creatures for 1 hour.
Tier 4: restore one who died within the last minute to 1 Vigor. One curse is lifted. They see brief vision of what lies beyond: answers to one question about death or the afterlife. Or offer redemption to unholy beings that were once mortal (Heart save). They remember their names and fade peacefully. Or destroy all undead within 30 feet with fewer HD than your prophet level (no save).
Tier 5: Restore one who died within the last minute to half their Vitality. They return with a sense of calm purpose and immunity to fear for one week. Or offer redemption to all undead within sight (Heart save). They speak final words then fade. The ground where they stood becomes permanently consecrated. Or instantly destroy any single undead creature regardless of power (Heart save negates for creatures of legendary power). All who witness weep. It is the saddest and most beautiful thing they have ever seen.
Those granted peace smile even in death. Tension leaves their faces. Their last expression is gratitude. You sometimes hear whispered thanks on the wind or feel warm hand on your shoulder when alone. Places where you have granted peace become still. Violence is harder to commit here. The earth remembers mercy.
PROPHET LITANIES
TIER 1 LITANIES (20 - Available from start)
1. SANCTIFY GROUND
Interval: 1 hour | Miracles needed: 3
You walk the boundaries of a place while praying, marking corners with ash or oil. The earth listens. Each hour, roll the litany die.
After miracles: The ground within (up to one acre) becomes holy. The walking dead cannot rise here. Their bodies turn to dust if buried in this earth. Evil creatures feel uncomfortable standing here. Those who rest on sanctified ground sleep without nightmares and wake refreshed. Water that touches this earth becomes pure within the hour. Effect lasts one year unless renewed. The earth remembers and resists desecration.
Sanctified ground has weight to it. The air feels cleaner. Plants grow straighter. Animals rest here peacefully. Some places stay holy for generations.
2. CURE THE AFFLICTED
Interval: 10 minutes | Miracles needed: 2
You pray over someone suffering disease or poison. Your hands hover above them, growing hot. They sweat and tremble. Each ten minutes, roll the litany die.
After miracles: The affliction is burned away. Fever breaks like a storm passing. Color returns to their face. They gasp and sit up, weak but whole. Natural diseases and poisons are cured completely. Magical afflictions require longer (4 successes instead). Those cured remember the heat of your hands, the weight of your prayer, the moment relief came like cool water.
Some wake weeping with gratitude. Others with terror at what they saw while fevered. All remember your face.
3. FIND THE LOST
Interval: 1 hour | Miracles needed: 3
You pray for guidance to locate the missing. Must have something connected to them: their name, an object they touched, description from someone who knew them. Each hour of prayer, roll the litany die.
After miracles: Vision comes like dream. You see where they are, landmarks you can recognize, their condition. If alive, you know if they are in danger or at peace. If dead, you know where the body lies and how they died. The vision is true. Distance does not matter but sealed places (deep caves, other planes) cloud the sight.
The vision comes suddenly. Your eyes see elsewhere while your body remains. Others cannot wake you until it finishes.
4. PURIFY WATER
Interval: 10 minutes | Miracles needed: 1
You kneel beside poisoned water and pray. Your hands glow faintly as you touch the surface. Each ten minutes, roll the litany die.
After miracle: The water source becomes pure permanently. Poison neutralizes. Disease dies. Corruption sinks like sediment and becomes harmless mud. Small sources (wells, fountains) are cleansed entirely. Rivers require multiple miracles at different points. The purified water stays pure even if more poison enters later, cleansing itself within the hour.
Purified water tastes sweet and cold no matter the season. Containers filled here keep water fresh for a month.
5. MEND THE BROKEN
Interval: 1 hour | Miracles needed: 2
You gather the pieces of what was broken and pray over them. They must be mundane (not enchanted). Each hour, roll the litany die.
After miracles: The object reforms perfectly as if never broken. Shattered swords become whole. Torn books mend themselves, words reappearing. Burnt paintings restore, colors bright. The repair is flawless. No seams. No weak points. Some say the restored object is stronger than before. Enchanted items require 4 successes and may lose their power permanently.
During the miracle, pieces float and drift together. When complete, a soft sound like a sigh.
6. SPEAK WITH DEAD
Interval: 10 minutes | Miracles needed: 1
You call upon a corpse to answer questions. The body needs a mouth. Cannot have been dead longer than one week per your prophet level. Each ten minutes, roll the litany die.
After miracle: The spirit returns briefly and answers three questions. Must answer truthfully but can be cryptic if it wishes. Knows only what it knew in life. Hostile spirits give hostile answers. Friendly spirits may offer more than asked. After three questions, it departs. Same corpse can be questioned only once per month. Some spirits thank you for the chance to speak. Others curse you for disturbing their rest.
The corpse's eyes open and glow faintly. Voice is hollow, echoing. It speaks whatever language it knew in life.
7. BLESS HARVEST
Interval: 1 day | Miracles needed: 3
You walk planted fields at dawn for three days, praying over the crops. Each dawn, roll the litany die.
After miracles: The blessed fields bear fifty percent more this season. Crops grow healthier, resist blight and pests. The prayer lasts only this growing season. Farmers who receive this prayer often give a tithe to your cause. Can bless up to one acre per prophet level. Blessed crops have a golden sheen at sunrise.
Those who eat from blessed fields feel satisfied with less. The bread tastes better. Seeds from blessed crops grow true and strong.
8. DIVINE COUNSEL
Interval: 1 hour | Miracles needed: 2
You seek your deity's guidance on a specific question or dilemma. Must be significant (matters of life, death, justice, or faith). Each hour of deep prayer and fasting, roll the litany die.
After miracles: Answer comes through vision, sudden certainty, or voice like thunder in your mind. Your deity shows the right path according to divine law. Not a guarantee of success, only of rightness. You may see consequences branching from different choices. The answer is always clear even when unwelcome. Cannot be used for trivial matters. Those who ignore divine counsel find it haunts them.
The vision sometimes includes symbols you must interpret. Your holy symbol grows warm after, holding heat for hours.
9. WARD A DWELLING
Interval: 1 hour | Miracles needed: 2
You walk the perimeter of a building while praying. Mark the threshold with oil. Each hour, roll the litany die.
After miracles: The structure gains protection for one year. Unholy beings must overcome great resistance to enter. Their feet refuse to cross the threshold. Would-be thieves and murderers feel watched, uncomfortable. Their resolve weakens. Accidents become less likely here. Those who sleep within rest peacefully. Windows don't rattle. Doors stay firm. The warded dwelling feels like sanctuary.
A faint shimmer crosses doorways when evil tries to enter. The faithful feel welcomed. The wicked feel judged.
10. RESTORE HOPE
Interval: 10 minutes | Miracles needed: 1
You sit with someone in despair and speak truth to them. Not comfort. Truth. Each ten minutes, roll the litany die.
After miracle: Supernatural despair (curses, magical sorrow, possession by spirits of grief) is lifted. Natural grief remains but becomes bearable rather than crushing. They see path forward they could not see before. They remember your words in dark times. Gain advantage on saves against fear and despair for one week. Some converts come from this miracle more than any other.
Your presence brings warmth. Tears flow freely but lead to acceptance. The weight lifts visibly from their shoulders.
11. BLESS THE JOURNEY
Interval: 10 minutes | Miracles needed: 1
Before travelers depart, you pray over them and trace signs on their foreheads. Can bless up to your prophet level times two. Each ten minutes, roll the litany die.
After miracle: The blessed suffer no minor accidents on their journey. No twisted ankles. No lost supplies. No spoiled food. Weather inconveniences them less. Predators avoid them unless starving. The prayer lasts until they reach destination or one week. Does not protect against bandits or deliberate danger, only misfortune. Blessed travelers leave faint glowing footprints visible only at dusk.
Most arrive ahead of schedule and in better spirits. The journey feels shorter than it was.
12. DETECT EVIL
Interval: 10 minutes | Miracles needed: 1
You prepare yourself through prayer to sense corruption nearby. Must remain still. Each ten minutes, roll the litany die.
After miracle: You sense presence, direction, and rough distance of unholy beings or cursed objects within 120 feet range. Also sense lingering evil from recent atrocities (within past week). Blood spilled in murder smells like copper. Cursed objects throb like wounds. Walking dead feel like cold spots. Cannot identify specifics, only presence and power. Effect lasts one hour.
Your awareness manifests physically. Cold prickling on your skin pointing toward evil. Foul taste in your mouth. Visual distortions.
13. SHIELD THE INNOCENT
Interval: 1 hour | Miracles needed: 2
You bless a vulnerable person (child, elderly, sick, simple-minded) with divine protection. Each hour of prayer over them, roll the litany die.
After miracles: They gain invisible ward for one month. Those who intend them harm feel hesitation. Must overcome resistance to act on cruel intent. They cannot be possessed or deceived by spirits. Wild animals do not attack them. Accidents avoid them. If someone murders them despite this protection, the killer is marked visibly (to the faithful) for one year. The mark burns.
Protected people's shadows are slightly brighter. They sleep without nightmares. Children laugh more freely.
14. CONSECRATE WEAPON
Interval: 1 hour | Miracles needed: 2
You bless a weapon through prayer and ritual washing. The weapon must be intended for righteous purpose. Each hour, roll the litany die.
After miracles: Weapon becomes holy for one month. Counts as magical. Deals extra 1d4 to unholy beings. If used for murder or cruelty, prayer ends immediately and cannot be reapplied to that weapon. Owner senses when unholy beings are near (hair stands up, weapon grows warm). The weapon remembers its purpose.
Holy weapons glow faintly near corruption. Some bear permanent subtle changes after prayer fades: faint script, symbols in the metal.
15. PROPHETIC DREAM
Interval: Full night | Miracles needed: 1
Before sleeping, you pray for vision about a specific question or future event. Each night spent in prayer, roll the litany die when you wake.
After miracle: Your deity sends prophetic dream. Always symbolic, rarely literal. Shows possible futures, hidden dangers, or divine will. You wake with perfect memory of the dream but interpretation requires wisdom. Cannot predict free will choices precisely. Can only seek one dream per week. Some prophetic dreams haunt you for years.
Dream-visions are more vivid than normal dreams. Colors too bright. Sounds too clear. You wake certain of their importance.
16. PRESERVE THE DEAD
Interval: 1 hour | Miracles needed: 1
You perform rites over a corpse to protect it from decay. Each hour of prayer, roll the litany die.
After miracle: Body is perfectly preserved for one year as if freshly dead. Does not prevent forced undeath through necromancy, only natural decay. Allows proper burial preparation and long transport. Bodies preserved this way resist desecration. Scavengers avoid them. Rot does not come even in heat.
Preserved bodies appear peaceful, almost sleeping. Remain cool to touch. Do not smell. Some say the soul lingers near, grateful.
17. BREAK MINOR CURSE
Interval: 1 hour | Miracles needed: 2
You attempt to break a lesser curse through prayer and ritual cleansing. The cursed person or object must be present. Each hour, roll the litany die.
After miracles: Minor curses shatter like glass. Bad luck, compulsions, small haunting, cursed items of no great power. The curse breaks with audible sound: chains snapping, glass breaking, or a released sigh. Cannot break ancient curses, powerful hexes, or artifact curses. If you abandon the attempt before succeeding, the curse deepens (disadvantage on related matters for one week).
When curses break, those freed often feel lighter. Some weep. Some laugh. All remember the moment of release.
18. CALM WEATHER
Interval: 1 hour | Miracles needed: 2
You pray to calm natural storms or harsh weather in one mile radius around you. Each hour, roll the litany die.
After miracles: Weather calms to gentle conditions for eight hours. Rain stops. Winds die. Temperature moderates. Does not prevent storms from returning naturally afterward. Cannot affect weather sent by divine wrath or powerful sorcery. The area of calm is obvious: clear sky in circle of storm. Those within feel peace.
Birds return. The air smells fresh. Sailors and farmers treasure prophets who can do this.
19. LOCATE SIN
Interval: 10 minutes | Miracles needed: 1
You pray for revelation of recent wrongdoing in an area (one building or 60 feet radius). Each ten minutes, roll the litany die.
After miracle: You sense nature and location of serious sins committed here in past week. Murder, betrayal, sacrilege, rape. Do not learn identities unless other clues present. You feel what occurred and where. Minor sins (lies, petty theft) do not register unless your deity particularly opposes them. Effect lasts until you leave the area. Some prophets go mad from this gift.
Your perception manifests as phantom images, cold spots, or blood-like stains visible only to you. The air tastes like copper.
20. SEAL WOUNDS
Interval: 10 minutes | Miracles needed: 2
You perform prayer-healing on serious wounds. Target must be stabilized and alive. Each ten minutes, roll the litany die.
After miracles: One serious wound closes miraculously. Deep cuts seal. Broken bones mend. Internal bleeding stops. Target restore 1 Vigor. Does not cure disease or poison, only physical trauma. Leaves no scar. Can be performed multiple times on same person for different wounds. Warriors sometimes refuse this, wanting their scars. They say a man without scars has not lived.
Sealed wounds glow briefly during closing. Flesh feels warm after. Heals clean and perfect.
TIER 2 LITANIES (15 - Unlocked at Ultimate 1)
21. BRING RAIN
Interval: 1 day | Miracles needed: 5
You pray to end drought and bring rain to a region (ten miles radius per prophet level). This is major divine intervention. Each dawn, roll the litany die.
After miracles: Rain comes within hours and continues intermittently for three days. Enough to break drought and save crops. Rivers refill. Wells recharge. The rain is natural afterward. Cannot force rain in cursed lands without additional miracles. The region remembers you as rainbringer. Some call you blessed. Others call you witch.
Clouds gather unnaturally fast. First rain smells sweet. Plants begin recovering immediately. Children dance in it.
22. LAY THE BATTLEFIELD TO REST
Interval: 1 day | Miracles needed: 7
You consecrate a site of great battle or massacre. Must walk the entire field each day in prayer. Each dawn, roll the litany die.
After miracles: All walking dead on the field are laid to rest. They feel release and crumble peacefully. Lingering spirits find peace. Haunting ends. The ground is consecrated. The dead cannot rise here for one hundred years. Grass grows green again within the month. Scavengers leave the remaining bodies in peace. Site becomes memorial.
Spirits depart visibly at the final success: lights rising to sky. The air feels lighter. Survivors report dreams of peace.
23. CURE PLAGUE
Interval: 1 hour | Miracles needed: Variable
You combat epidemic through miraculous healing. Must treat patients personally. Each hour spent ministering, roll the litany die.
After each miracle: One patient is cured completely. When you have cured ten percent of the afflicted, the plague breaks. Others recover naturally over the following week. Requires exhausting work. You can do nothing else during this time. Your hands crack and bleed. You do not sleep. Communities remember you as savior. Temples are built in your name.
Cured patients recover dramatically. Fever breaks. Color returns. They sit up healed. Word spreads fast.
24. RAISE THE RECENTLY DEAD
Interval: 1 hour | Miracles needed: 3
You attempt to call back the recently dead (died within 24 hours). Must have most of the body. Each hour of intense prayer, roll the litany die.
After miracles: Dead return to life with 1 wound. They remember their death. Brief deaths (minutes) have little effect. Longer deaths leave them changed: cold, haunted, sometimes prophetic. Cannot revive those who died of old age, were destroyed entirely, or whose souls were claimed by powerful entities. Costs you 1 Constitution permanently from the strain. Regained only through rest and pilgrimage to holy site.
The moment of return: gasping breath, eyes opening, a sob. They feel cold for days. Some are grateful. Others resent it.
25. BREAK GREAT CURSE
Interval: 1 day | Miracles needed: 5
You combat serious curses: family curses, cursed bloodlines, powerful hexes, artifact curses of lesser power. Each day of ritual, roll the litany die.
After miracles: Curse breaks permanently. Chains shatter. Cursed items become mundane or beneficial. Cursed bloodlines are cleansed. Generations of suffering end. Cannot break deity-level curses without Tier Litany. Breaking powerful curses sometimes creates backlash: the curse lashes out one final time at whoever broke it (save or suffer the curse's worst effect once).
When great curses break, all affected feel it: weight lifting, sudden warmth, ability to breathe deeply. Some scream. Some weep.
26. DIVINE INQUISITION
Interval: 1 hour | Miracles needed: 2
You perform sacred trial to determine truth and guilt. Accused must be present (bound if unwilling). Each hour of questioning, roll the litany die.
After miracles: You know with certainty whether accused committed the crime in question. Your deity reveals truth directly. Does not show details, only guilty or innocent. Cannot be deceived by mortal magic. Powerful immortals (demon lords, lesser deities) can obscure truth. Those judged innocent are blessed (advantage on next save). Guilty feel divine gaze and often confess before completion.
During inquisition, your holy symbol glows. The guilty sweat. The innocent stand firm. All present know judgment occurred.
27. CONSECRATE TEMPLE
Interval: 1 week | Miracles needed: 4
You sanctify a building to be true temple to your deity. Each dawn, roll the litany die.
After miracles: Building becomes proper temple. Faithful who pray here gain advantage on saves against fear for 24 hours. Unholy beings cannot enter without overcoming resistance. Your deity can manifest signs here more easily. Prayers offered inside are heard more clearly. Temple remains consecrated as long as maintained and used for worship. Desecration ends effect until reconsecrated.
Consecrated temples feel peaceful. Light seems warmer. Even unbelievers feel presence of something greater. Candles burn brighter here.
28. MASS HEALING
Interval: 10 minutes | Miracles needed: 1
You channel divine healing to multiple wounded (up to your prophet level times two). Must be within 30 feet. Each ten minutes, roll the litany die.
After miracle: All affected remove 1 wound. Minor wounds close. Persistent pain eases. Can be performed multiple times but you must rest one hour between. After three times in one day, must complete rest. Your hands shake after. Your breath comes hard.
Healed patients glow softly during the miracle. They feel warmth spreading through injuries. Scars fade or remain at your discretion.
29. SUMMON DIVINE SERVANT
Interval: 1 hour | Miracles needed: 2
You call upon a divine servant (angel, holy spirit, celestial beast) to aid you. Each hour of prayer, roll the litany die.
After miracles: Servant appears and serves faithfully for one day. Offers advice, guards location, delivers message, or fights alongside you. Statistics appropriate to your prophet level. Knows your deity's will and acts accordingly. Will not perform cruelty. Departs at sunset or when task complete. Can only maintain one servant at a time.
Servants arrive in pillar of light. Their presence calms animals. They speak with divine authority. Some leave gifts when departing.
30. RESTORE SIGHT
Interval: 1 hour | Miracles needed: 3
You heal blindness through divine miracle. Cause does not matter: injury, disease, birth, curse. Each hour, roll the litany die.
After miracles: Sight fully restored. Those blind from birth must learn to see over days. Cursed blindness requires breaking curse first. Magical blindness from powerful sources may resist (need 5 successes instead). Restored eyes often have unusual appearance: golden flecks, unusual clarity, or faint glow in darkness.
The moment sight returns is overwhelming. Most weep. They see you first, haloed in light from windows.
31. BANISH DEMON
Interval: 1 hour | Miracles needed: 4
You perform exorcism on possessed victim or banish manifested demon. Each hour of ritual combat, roll the litany die.
After miracles: Possession ends or demon is banished to its prison for one hundred years. Victim is freed but weakened (loses half current Vitality, recovers with rest). Powerful demons may resist (need 7 successes). Failed attempts anger the demon. It may attack. Banished demons remember you with eternal hatred.
Exorcism is violent. Victim thrashes, speaks in tongues, exhibits impossible strength. Success: demon screams and tears free as black smoke.
32. TRIAL BY FIRE
Interval: 10 minutes | Miracles needed: 1
You invoke ancient trial where accused places hand in holy flame. Your deity judges their guilt. Roll litany die when trial begins.
After miracle: Flame appears on altar or in brazier. Accused must place hand in it. If guilty, flame burns (2d8 fire, permanent scarring). If innocent, flame is cool and pleasant. All witnesses know divine judgment occurred. Accused can refuse (marks them as likely guilty in law). The unholy always burn regardless of specific guilt. The trial is considered absolute by faithful communities.
Holy flame is unnaturally bright. Does not spread. Guilty parties' burns never fully heal. The scars mark them.
33. RESTORE THE MAIMED
Interval: 1 day | Miracles needed: 5
You pray for restoration of lost limbs or organs. Each day of intensive ritual, roll the litany die.
After miracles: Lost body part regrows over following week. Process is painful. Limb functions perfectly when complete. Cannot restore parts lost to specific curses without breaking curse first. Cannot restore parts willingly sacrificed in evil rituals. Restored body parts sometimes bear divine marks: unusual coloring, faint glow, or holy symbols in skin.
Regrowth itches intensely. Restored limb emerges pale and perfect, gaining normal color over days. Some call it miracle. Others call it unnatural.
34. CREATE SANCTUARY
Interval: 1 hour | Miracles needed: 3
You create powerful sanctuary in a location (one building or 60 feet radius). Each hour of ritual prayer, roll the litany die.
After miracles: Area becomes true sanctuary for one month. Violence within is nearly impossible. Attackers must overcome resistance every round or find themselves unable to act. Does not prevent self-defense. Those within feel profound peace. Unholy beings cannot enter at all. Perfect for negotiations, recovery, refuge. If someone is murdered within, sanctuary shatters immediately.
Sanctuary glows faintly at twilight. Air feels still. Angry thoughts become difficult to maintain. Birds nest here.
35. CALL THE FAITHFUL
Interval: 1 day | Miracles needed: 3
You send divine summons to all faithful of your deity within 100 miles. Each day of prayer broadcasting the call, roll the litany die.
After miracles: Message appears to faithful as dream, vision, or undeniable certainty. They know where you are and that you need aid. Most faithful feel compelled to answer if possible. Expect 1d10 times your prophet level faithful to arrive over next week. Power depends on faith's prevalence in region. Can only use once per year.
Called faithful report the same dream: your face in light, calling them to gather. Some walk hundreds of miles to answer.
TIER 3 LITANIES (5 - Unlocked at Ultimate 2)
36. RAISE THE LONG DEAD
Interval: 1 week | Miracles needed: 7
You attempt to call back someone dead for months or years. Must have body or significant remains. Each dawn, roll the litany die.
After miracles: Dead return to life, fully healed. Remember everything including death and what came after. Long deaths change people profoundly. They may have divine insights, prophetic gifts, or deep trauma. Cannot raise those who were greatly evil (they fled to deserved fate) or whose souls were claimed by demons. Costs you 1d3 Constitution permanently. Can only attempt once per year per person. Some things should stay dead.
Resurrection after long death: body heals before eyes. Flesh regenerates. First breath is gasping, desperate. They always weep.
37. END FAMINE
Interval: 1 week | Miracles needed: 4
You channel divine abundance to end regional famine (50-mile radius). Each dawn, roll the litany die.
After miracles: Divine intervention provides food. Empty granaries are suddenly full (unexplainable). Hunting becomes supernaturally successful. Fish fill nets. Fruit trees bear out of season. Effect lasts one month, breaking famine cycle. Saved region builds temple in gratitude. Your name becomes legend. Can only be performed once per region per lifetime. The divine does not waste miracles.
Miraculous food appears overnight. Empty stores hold grain. People wake to smell of bread from nowhere. None question. All eat.
38. BANISH DEMON LORD
Interval: 1 week | Miracles needed: 10
You attempt to banish powerful demon lord or devil prince from material plane. Each dawn of ritual combat, roll the litany die.
After miracles: Entity is cast to its prison for 100 years minimum. Cannot return unless summoned by great ritual. Leaves physical destruction: cracked buildings, scorch marks, tears in reality that take years to heal. All its servants are destroyed or flee. Region is free. Your faith experiences renaissance. Saved people convert in droves. The demon lord remembers across centuries and plots revenge.
Banishment is apocalyptic. Reality screams. Demon bellows. Sky tears open. When gone: profound silence. Then celebration and weeping.
39. RESTORE RUIN
Interval: 1 week | Miracles needed: 4
You pray for restoration of destroyed temple or holy site. Each dawn, roll the litany die.
After miracles: Ruined structure rebuilds itself over following month. Stones float back into place. Murals repaint themselves. Holy artifacts lost are found or regenerated. Building emerges exactly as it was in glory days but better: infused with obvious divine presence. Becomes pilgrimage site. Your faith grows in prestige. Can only restore structures once consecrated to your deity.
Restoration is gradual. Each day, more complete. Faithful watch in awe. Some claim to see angels helping in the night.
40. DIVINE JUDGMENT
Interval: 1 day | Miracles needed: 1
You call upon your deity to judge grievous evil: tyrant, mass murderer, corrupt high priest who escaped justice. One day of prayer calling divine attention. Roll litany die at sunset.
After miracle: Your deity delivers judgment directly. Form varies: lightning strike, sudden fatal illness, prophetic doom fulfilled, public exposure leading to overthrow, or divine champion arrives to execute sentence. Justice is absolute and proportional. Cannot be used for petty matters. The divine ignores prayers unless crime is truly heinous. Use sparingly. Direct intervention has cosmic cost. Can invoke once per year.
Divine judgment is unmistakable. All witnesses know it was no accident. Some convert from sheer terror. Others curse your name forever.
WIZARD (Mind)
Core Mechanic: INTERPRETIVE MAGIC SYSTEM
Wizards shape magic through understanding. You've studied the underlying structure of reality and learned to manipulate it.adding complexity for precision or stripping it down for raw power. Your spellbook is your life's work; your interpretations are your.
WIZARD MECHANICS
Casting Stat: Mind
When you invest in the Wizard tree, cast spells using your Mind stat:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Mind die + Tier vs DC). Fail allows stamina buyout
- Spell saves: Target rolls saving throw (dice pool)
Spellbook:
- Each Wizard ability grants spells (see individual abilities)
- Can also learn from scrolls, other spellbooks, or research
- Learning from scrolls: 1 hour per spell tier, consumes 10gp of materials per tier
Preparation:
- Prepare Mind mod + Tier spells (minimum 1)
- Only prepared spells are available to cast
- Can change prepared spells during a recovery (10 minutes)
Stamina Pool: See core Stamina rules. Wizard uses Mind as primary stat.
Disruption (Combat Only):
If damaged after declaring but before your turn, make an Ability Test (d20 + Mind die + Tier) vs DC 10 + spell tier. Fail = spend 1 stamina to maintain, or spell is lost.
ARCANE DISCHARGE (Disruption Recovery):
When your spell is disrupted and lost, the arcane energy releases as raw force. Deal your Mind die + Tier damage to one enemy within 30 feet (no save). The magic finds a target even when the spell cannot form. It would rather wound than dissipate.
Tier Access:
- Levels 1-2: Tier 1 spells
- Levels 3-4: Tier 2 spells
- Levels 5-7: Tier 3 spells
- Level 8+: Tier 4 spells
- Level 12: Tier 5 spells
INTERPRETATIONS (Wizard Deeds)
Interpretations are the Wizard's deeds. Where Prophets modify prayers through Divine Intercession, Druids through Nature's Voice, and Invokers through Patron's Will, Wizards modify spells through Interpretation.
When you cast, declare how you're bending the magic. The GM rules on what that means: what it costs, what it gains, what it risks.
This is negotiation, not declaration. You propose; the GM adjudicates. Interpretations are not guaranteed effects. They're requests to reality, filtered through your skill and the GM's judgment. This requires trust on both sides. A generous GM rewards creative interpretation. A careful player respects the limits of what magic should do. When it works, wizard magic feels like collaboration between player, GM, and the fiction itself.
Outside combat, interpretations work the same way. Extending a ritual's duration, distilling a ward to its essence, layering detection magic with illumination are all valid, all negotiated. The tactical phase doesn't exist, but the conversation does.
Starting Interpretations: EXTEND and DISTILL (gained with Arcane Scholar).
ADDING INTERPRETATIONS
Add complexity for precision and control
EXTEND
You stretch the spell until the magic goes thin.
Effect: Double one dimension: range, duration, area, or number of targets.
Extended spells look elongated, translucent at their edges, like something pulled past its natural shape. You feel the stretch in your chest until the spell ends. Push too far and the GM may rule the magic frays, covering more ground but landing lighter.
Examples: "I extend the range. I can cast at Sight range." "I extend the targets so two creatures are affected."
PRECISE
You add conditions until the spell cuts like a scalpel.
Effect: Add exceptions, conditions, or targeting refinements. The spell gains surgical accuracy, but you must specify exactly what you mean. Vague precision fails.
Precise spells feel cold and deliberate. They don't splash or spread. They find exactly what you named and ignore everything else. Witnesses describe them as "unnatural" and "too clean." The more conditions you add, the more the GM may narrow the spell's power in exchange for its accuracy.
Examples: "Precise: Only affects creatures who intend me harm." "Precise: The fire only burns objects, not creatures."
LAYER
You weave a second spell into the first, both emerging as one.
Effect: Add a secondary effect from another spell you have prepared. Both effects combine as one casting. Both spells' limitations apply. The layered spell must be equal or lower tier.
Layered spells shimmer with doubled colors, overlapping auras that observers find unsettling. The magic feels heavier in your hands. The GM determines how the spells interact. Sometimes they harmonize, sometimes they conflict in unexpected ways.
Examples: "I layer Light into the spell so targets become visible." "I layer Sleep into Fireball so survivors fall unconscious."
CONTINGENCY
You set the spell like a trap, waiting for its moment.
Effect: Set a trigger instead of immediate casting. The spell waits until the trigger occurs. Trigger must be specific and observable. Vague triggers fail.
Contingent spells leave a faint shimmer where they wait, invisible to most but obvious to Witch-Sight. You feel a thread connecting you to each waiting spell, a constant low awareness. Too many contingencies and your sleep grows restless. The GM determines if your trigger is specific enough; "when danger approaches" fails, "when a living creature crosses this threshold" succeeds.
Examples: "Contingency: The ward triggers if anyone touches the door." "Contingency: Phase Step activates if I drop below half health."
METAMORPHOSE
You twist the spell's nature into something else entirely.
Effect: Change the spell's element, appearance, or fundamental nature. Core mechanical effect stays similar, but all interactions change. Fire becomes cold. Force becomes shadow. Healing becomes draining.
Metamorphosed spells look wrong: fire that doesn't flicker, lightning that moves too slowly, force that casts shadows. Other wizards recognize the technique immediately and find it either impressive or unsettling. The GM determines how the new nature interacts with the world; shadow-fire might travel through darkness but fail in bright light.
Examples: "I metamorphose the fireball into cold for a freezing explosion." "I metamorphose the effect into shadow so it travels through darkness."
COMPOUND
You force two spells to exist in the same moment, intertwined.
Effect: Cast two spells as one action. Both happen simultaneously and interact. Both spells are more vulnerable to disruption.
Compound spells arrive with a thunderclap of overlapping magic, too much power in too small a space. The air tastes like metal. Both spells affect each other; the GM rules on how they combine, conflict, or amplify. Failure on the check may mean both spells fail, or worse, that they combine in ways you didn't intend.
Examples: "I compound Shield with Phase Step to arrive already protected." "I compound Command with Hold so they freeze AND obey."
STRIPPING INTERPRETATIONS
Remove complexity for raw power
DISTILL
You carve away everything but the spell's core.
Effect: Remove one component (area, duration, secondary effects, or safety) to intensify what remains. What you strip away concentrates into what's left: a Fireball without area becomes a single devastating lance; a Shield without duration becomes one perfect moment of total protection.
Distilled spells look dense, hard-edged, too bright. The air feels heavy where they land. Declare what you're removing and what you want intensified; the GM rules on the exchange. The more you strip, the more brutal the result and the less control you retain.
Examples: "I distill away the area so this blast is just for him." "I distill away the duration so everything happens NOW."
OVERFLOW
You let the spell exceed its boundaries, spilling past all limits.
Effect: The spell affects more (larger area, more targets, greater range), but you cannot exclude anything. Allies, enemies, yourself, bystanders. The magic goes where it wants.
Overflowed spells feel like releasing a held breath. The magic rushes out of you, eager and hungry, filling every available space. You feel empty afterward, lighter. The GM determines how far the overflow spreads; in enclosed spaces it might fill the room, in open areas it might dissipate quickly.
Examples: "I let the spell overflow so it fills the whole room." "I overflow the healing to affect everyone nearby, friend and foe."
BURN BRIGHT
You collapse duration into a single instant of maximum intensity.
Effect: Everything the spell would do over time happens immediately, all at once. A minute of burning in one flash. An hour of protection in one perfect moment. Consequences that would accumulate also arrive immediately.
Burn Bright spells are blinding, deafening, overwhelming. Witnesses remember them for years. The magic leaves scorch-marks in the air that fade over hours. The GM determines what "maximum intensity" means for each spell; sometimes it's devastating, sometimes the compressed duration simply ends faster with no additional power.
Examples: "I burn it bright for all the damage NOW." "I burn the duration for permanent effect, but only this instant to apply it."
SACRIFICE
You take the spell's cost yourself so others don't have to.
Effect: Accept a consequence willingly (damage, exhaustion, a condition, a loss). In exchange, the spell's benefit is enhanced, guaranteed, or extended for its target. You suffer so they don't.
Sacrifice spells feel like hooks in your chest, pulling something out of you and pushing it into the magic. The more you give, the more the spell delivers. The GM determines fair exchange; sacrificing a minor inconvenience earns minor enhancement, sacrificing something precious earns something powerful.
Examples: "I take the damage myself so they don't get a save." "I sacrifice my sight for a day so the spell pierces all illusions."
RAW CHANNEL
You strip away all flavor and form until only force remains.
Effect: Remove elemental type, sensory manifestation, connection to source. What remains is pure magical force, harder to resist with specific defenses but losing all specific interactions. Fire resistance doesn't help against raw force. But raw force doesn't ignite anything either.
Raw Channel spells are invisible, silent, and feel like nothing at all, which makes them terrifying. Targets often don't realize they've been hit by magic. Other wizards recognize the technique by what's missing: no color, no sound, no signature. Just effect.
Examples: "I channel it raw with no fire, just force." "I strip away the lightning for pure energy, no thunder."
ECHO
You simplify the spell to its barest form, then let that form repeat.
Effect: Reduce the spell to one target, one effect, minimal scope. That simplified spell happens again automatically next round without requiring your action. Costs additional Stamina equal to spell tier.
Echo spells stutter in the air, leaving afterimages that pulse and repeat. The magic feels like a heartbeat (thump, thump, thump), each pulse delivering the same simplified effect. You feel the echo in your bones until it fades. The GM determines what "simplified" means; you're trading power for persistence.
Examples: "I echo the spell with just the core damage, repeating each round." "I echo the ward with minimal protection, but it keeps refreshing."
WIZARD ABILITIES (18 TOTAL)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your wizard level = number of Wizard abilities purchased (1-18)
1. ARCANE SCHOLAR (Initial - 1m + 1s)
Required: Must be your first Wizard ability.
You have studied the arcane arts and begun your spellbook.
Gain: Spellbook with 4 Tier 1 spells. Preparation: Mind mod + Tier spells (minimum 1). Gain Extend and Distill interpretations.
2. PRECISE CASTING (1m + 1s)
Your spells cut with surgical accuracy.
Gain: Precise interpretation (add conditions/exceptions to spells).
Learn: 2 spells
3. LAYERED MAGIC (1m + 1s)
You weave multiple effects into a single casting.
Gain: Layer interpretation (weave secondary spell into primary).
Learn: 2 spells
4. CONTINGENT MAGIC (1m + 1s)
Your spells wait patiently for their moment.
Gain: Contingency interpretation (set triggered spells).
Learn: 2 spells
5. REALITY SHAPING (1m + 1s)
You twist the fundamental nature of magic itself.
Gain: Metamorphose interpretation (change spell elements).
Learn: 2 spells
6. COMPOUND CASTING (1m + 1s)
Two spells become one overwhelming moment.
Gain: Compound interpretation (combine effects of two spells).
Learn: 2 spells
7. OVERFLOW MASTERY (1m + 1s)
You release all limits and let the magic flood outward.
Gain: Overflow interpretation (let spell exceed boundaries).
Learn: 2 spells
8. BURN BRIGHT (1m + 1s)
Duration collapses into a single instant of maximum intensity.
Gain: Burn Bright interpretation (collapse duration into instant).
Learn: 2 spells
9. SACRIFICE MASTERY (1m + 1s)
Your suffering fuels the magic.
Gain: Sacrifice interpretation (take cost yourself to enhance for others).
Learn: 2 spells
10. RAW CHANNEL (1m + 1s)
Strip away all flavor until only pure force remains.
Gain: Raw Channel interpretation (strip away all flavor, pure force remains).
Learn: 2 spells
11. ECHO MASTERY (1m + 1s)
Simplify and let the magic repeat.
Gain: Echo interpretation (simplify and repeat).
Learn: 2 spells
12. EXPANDED SPELLBOOK (1m + 1s)
Your studies yield new knowledge.
Learn: 6 spells (any tier you have access to)
13. GREATER SPELLBOOK (1m + 1s)
Your collection of arcane knowledge grows ever larger.
Learn: 6 spells (any tier you have access to)
14. PERFECT MEMORY (1m + 1s)
Spells are etched into your mind, never to fade.
Passive: Spells are never forgotten (even if spellbook is lost). Prepare 2 additional spells per day.
Learn: 2 spells
15. SUPREME PREPARATION (1m + 1s)
Your mind holds more magic than should be possible.
Passive: Prepare additional spells equal to Tier.
Learn: 2 spells
16. POTENT INTERPRETATION (1m + 1s)
Requires: 8+ Wizard abilities.
Your interpretations bend reality more readily.
Passive: The GM should rule generously on interpretation results. You may combine one adding AND one stripping interpretation on the same spell.
Learn: 2 spells
17. LIVING MAGIC (1m + 1s)
Requires: 8+ Wizard abilities.
Magic flows through you like blood.
Passive: Sense magic within 30 feet. When you Overflow, you may exclude yourself. When you Sacrifice, spend 1 Stamina to halve the personal cost. Advantage on saves vs. magical effects.
Learn: 2 spells
18. ARCHMAGE (1m + 1s)
Requires: 12+ Wizard abilities (this must be your final ability).
You have mastered the arcane arts.
Passive: Combine up to three interpretations (any mix of adding/stripping) on a single spell.
Triggered: Instant Recall (3 Stamina) - Cast a spell from your spellbook without having it prepared.
Triggered: Unbreakable Concentration (2 Stamina) - Auto-bypass disruption (spell cannot be lost even if damaged).
Learn: 3 spells
WIZARD ULTIMATES
Choose one ultimate at 4, 8, and 12 abilities purchased.
1ST ULTIMATE (Free at 4 abilities)
Choose one:
A. QUADRUPLE EXTEND
When you Extend, quadruple the dimension instead of doubling.
B. SURGICAL PRECISION
When you Precise, add up to three separate conditions or exceptions instead of one.
C. DOUBLE DISTILL
When you Distill, remove two components instead of one. The intensification compounds.
D. SAFE OVERFLOW
When you Overflow, choose one creature to exclude from the expanded effect.
2ND ULTIMATE (Free at 8 abilities)
Choose one:
A. DEEP METAMORPHOSIS
When you Metamorphose, change the spell's core function. Damage becomes healing. Movement becomes binding. GM rules on equivalence.
B. TRIPLE LAYER
When you Layer, add two secondary spells instead of one. Three effects combine.
C. TOTAL SACRIFICE
When you Sacrifice, offer something permanent: a stat point, a memory, a year of life. GM rules what permanence buys.
D. PURE CHANNEL
When you Raw Channel, the spell is completely undetectable as magic. No aura, no visible effect. Just reality changing.
3RD ULTIMATE (Free at 12 abilities)
Choose one:
A. GRAND COMPOUND
Action (6 Stamina) - Compound three spells into a single casting. DC equals sum of all tiers + 10.
B. PERMANENCE
Ritual (8 Stamina, 1 hour) - Make any Tier 3 or lower spell permanent. Can only be used once per month on the same target.
C. COMPLETE DISTILLATION
Free Action (6 Stamina) - Distill a spell to a single word of power. Maximum intensity, no other components. The word burns from memory; re-learn the spell.
D. FINAL SACRIFICE
Passive: You no longer age and are unaffected by magical aging, but always appear elderly.
Triggered (All remaining Stamina) - Once per lifetime: When you would die, sacrifice your death to fuel one final spell. Maximum effect, automatic success. Then you die. Nothing prevents this death.
Total at 18 abilities: 41 spells in spellbook (plus scrolls/research), prepare Mind mod + Tier, 12 interpretive abilities (6 adding + 6 stripping), 3 Ultimates
Power Fantasy: Master of arcane manipulation, whether adding layers of complexity or stripping spells to raw devastation
4. DRUID (Sense)
Core Mechanic: ASPECT ATTUNEMENT SYSTEM
Druids channel primal forces through seven Aspects. Magic is reliable but requires careful management. Failure still works but pushes you toward transformation.
ATTUNEMENT MECHANICS:
Seven Aspects:
- Stone: Petrification, endurance, crushing weight
- Flame: Immolation, consuming heat, spreading fire
- Tide: Dissolution into water, drowning, erosion
- Wind: Fading to mist, dispersal, breath stolen
- Root: Becoming tree, strangling growth, rooting
- Beast: Feral transformation, primal instincts
- Star: Cosmic madness, void visions, stellar dissolution
Stamina Pool: See core Stamina rules. Druid uses Sense as primary stat.
How Attunement Works:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Sense die + Tier vs DC). Fail allows stamina buyout
- Disruption: If damaged after declaring, make an Ability Test (d20 + Sense die + Tier) vs DC 10 + spell tier. Fail = spend 1 stamina to maintain, or spell is lost.
- When you fail a check (or disruption), gain +1 Attunement in that spell's Aspect
PRIMAL SURGE (Disruption Recovery):
When your spell is disrupted and lost, the wild magic flows into the land. Choose: either gain +2 Attunement in the spell's Aspect (power building toward transformation), OR heal yourself for your Sense die + Tier as nature's energy courses through you instead of outward.
- Alternatively, voluntarily spend 1 stamina when casting to gain +1 Attunement (power at a cost)
- Each rest: ALL Attunements drop by 1 (minimum 0)
- Alternatively, spend 1 Stamina to reduce one Attunement by 1 (without resting)
- At 10+ Attunement: Make Claiming check (d20 + Sense die + Tier - discord vs DC 12)
- Pass: Safe, remain at current Attunement
- Fail: Claimed - roll d6 on that Aspect's goal table
Discord Penalty (Multi-Aspect Casting):
- 1 Aspect: -0 | 2 Aspects: -2 | 3 Aspects: -4
- 4 Aspects: -6 | 5 Aspects: -8 | 6 Aspects: -10 | 7 Aspects: -12
While Claimed:
- Pursue the rolled goal single-mindedly
- Use all abilities toward completing the goal
- Cannot be reasoned with or redirected
- Duration: Until goal is complete
- After: That Aspect resets to 0, others unchanged
- Cannot voluntarily cast spells from that Aspect until you rest
Affinity System:
- Start with 3 affinities (chosen Aspects)
- Druids use the PRIMAL SPELL LIST (their own unique spell list)
- Can cast ANY primal spell that matches your chosen Aspects
- Prepare Sense modifier spells per aspect when you rest (not RECOVER like the Wizard!) from the entire list.
- Gain 4th/5th/6th affinity at Ultimates
- Each primal spell is tagged with an Aspect - you can only cast spells from Aspects you have affinity for
DRUID MYSTIC TREE (22 Abilities)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your druid level = number of Druid abilities purchased (1-22)
Tier Access:
- Levels 1-2: Tier 1 spells
- Levels 3-4: Tier 2 spells
- Levels 5-7: Tier 3 spells
- Level 8: Tier 4 spells
Note: Tier 5 spells unlock at druid level 12 (requires all 8 core abilities + 4 more from other trees)
Aspect System: Each aspect has 3 abilities (21 total) + 1 foundation = 22 total abilities
NATURE'S VOICE (Druid Deeds)
Druids speak with nature's authority. These deeds represent commanding the primal forces, not casting spells, but shaping how magic and nature interweave. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.
Starting Deeds: ATTUNE, CYCLE (gained with Primal Awakening)
| Deed | Effect |
|---|---|
| ATTUNE | Gain +1 Attunement in relevant Aspect for bonus effect. Embrace transformation to empower magic. |
| CYCLE | Convert damage to healing or healing to damage. Death feeds life; life feeds death. The wheel turns. |
| WILD | Remove precision for raw primal power. Larger, messier, uncontrolled. Nature doesn't do "careful." |
| ROOT | Ground the spell in location. It persists, becomes part of the environment, grows into the land. |
| CLAIM | Nature marks the target. Plants react to them, animals watch them, elements remember their passage. |
| RESONATE | If environment is natural, amplify effect. The land joins your magic. Cities dampen; wilderness sings. |
| GROW | Effect expands organically over time. What starts small spreads, multiplies, takes root. |
| ADAPT | Spell shifts to match circumstances. You set intention; nature finds the path. |
FOUNDATION
1. PRIMAL AWAKENING (Initial - 1m + 1s)
Required: Must be your first Druid ability.
The wild speaks, and you have learned to listen. Where others hear wind, you hear voices. Where others see forest, you see a living mind.
Gain: Cast primal spells (Ability Test: d20 + Sense die + Tier - discord vs DC). When you fail a casting, gain +1 Attunement in that spell's Aspect. Prepare Sense modifier + druid level spells per day.
Passive: Choose 3 starting Affinities (you can cast any primal spell from Aspects you have affinity for). Gain 1 additional affinity at druid levels 4 and 8.
Starting Deeds: You know ATTUNE and CYCLE.
Other druids recognize you by the way nature responds to your presence: the way leaves turn toward you, the way stones feel warmer under your feet.
STONE ASPECT
2. STONE TOUCHED (1m + 1s)
The mountain recognizes you. Your footsteps fall heavier, your bones feel denser, and the earth knows when you walk upon it.
Passive: You cannot be knocked prone while standing on earth or stone.
Active while 2+ Stone Attunement: +1 AC while standing on earth or stone. Tremorsense 30 feet. Burrow through soft earth at half speed.
Triggered: When you take 10+ damage from a single attack, gain +1 Stone Attunement.
3. STONE FLESH (1m + 1s)
Your skin remembers what it once was: mineral, not flesh.
Active while 4+ Stone Attunement: Stone spells deal +d4 damage.
Maneuver: Harden - Gain +2 AC and Negate 1 wound from the attack, but cannot move faster than near. Lasts until you end it or lose Stone Attunement. Cost: +1 Stone Attunement per round.
Triggered: When you cast a Stone spell, gain +1 Stone Attunement.
Learn: Choose 1 Nature's Voice from the list.
4. MOUNTAIN'S HEART (1m + 1s)
You are becoming what you worship. Mountains do not move. Mountains do not break. Mountains endure.
Passive: While you have 4+ Stone Attunement, once per round the first Vigor you would lose is not lost.
Active while 6+ Stone Attunement: Stone spells deal +d6 damage and enemies have disadvantage on saves. Immune to petrification.
Triggered: At the start of combat with 6+ Stone Attunement, gain +1 Stone Attunement.
FLAME ASPECT
5. FLAME TOUCHED (1m + 1s)
Fire knows its own. Flames lean toward you like flowers toward sun. You carry warmth wherever you go.
Passive: Nonmagical fire and heat cannot harm you.
Active while 2+ Flame Attunement: Immune to mundane fire. See through smoke. Fire resistance becomes immunity.
Triggered: When you take damage from heat or magical fire, gain +1 Flame Attunement.
6. LIVING INFERNO (1m + 1s)
The fire isn't around you.it's in you. Your blood runs hot. Your breath steams in cold air.
Active while 4+ Flame Attunement: Flame spells deal +d4 damage.
Maneuver: Ignite - Your attacks deal +d6 fire damage. Creatures that hit you in melee take d4 fire damage. Lasts until you end it or lose Flame Attunement. Cost: +1 Flame Attunement per round.
Triggered: When you cast a Flame spell, gain +1 Flame Attunement.
Learn: Choose 1 Nature's Voice from the list.
7. WILDFIRE SOUL (1m + 1s)
You don't contain fire anymore.you barely restrain it. The blaze wants out.
Passive: While you have 4+ Flame Attunement, you shed bright light 30 feet and creatures that start their turn adjacent to you lose 1 Vigor.
Active while 6+ Flame Attunement: Flame spells deal +d6 damage and targets catch fire (d6/round).
Reaction: Explode - When you take damage, deal fire damage equal to your Sense die to all creatures within 30 feet. Gain 1 Flame attunement.
TIDE ASPECT
8. TIDE TOUCHED (1m + 1s)
The water welcomes you home. It parts when you enter, holds you when you sink, speaks when you listen.
Passive: You breathe water and swim at full speed.
Active while 2+ Tide Attunement: Hold breath 10 minutes. Swim speed equals movement. Breathe underwater. Sense through water.
Triggered: When you enter a body of water, gain +1 Tide Attunement.
9. TIDEWALKER (1m + 1s)
Water obeys you now. It moves when you gesture, parts when you command.
Active while 4+ Tide Attunement: Tide spells deal +d4 healing or damage. Squeeze through any gap water could pass. Advantage to escape grapples.
Maneuver: Shape Water - Create waves, part streams, walk on water, or assume partial liquid form. Effects last until you end them or lose Tide Attunement. Cost: +1 Tide Attunement.
Triggered: When you cast a Tide spell, gain +1 Tide Attunement.
Learn: Choose 1 Nature's Voice from the list.
10. OCEAN'S EMBRACE (1m + 1s)
You are becoming the sea: patient, powerful, and impossible to hold.
Passive: While you have 4+ Tide Attunement, move through enemy spaces and difficult terrain freely.
Active while 6+ Tide Attunement: Tide spells deal +d6 healing or damage and push/pull targets 10 feet.
Maneuver: Water Form - Transform into water for up to 1 minute. Immune to physical damage, flow through cracks, cannot be grappled. Can still cast spells. Cost: +2 Tide Attunement per turn.
WIND ASPECT
11. WIND TOUCHED (1m + 1s)
Gravity has loosened its grip on you. You fall like a leaf, land like a whisper.
Passive: You take no falling damage while conscious.
Active while 2+ Wind Attunement: No falling damage. Advantage on acrobatics. Jump double distance. Leave no tracks.
Triggered: When you fall a significant distance, gain +1 Wind Attunement.
12. WINDBORNE (1m + 1s)
You're becoming less solid. Light passes through you strangely. Your edges blur when you move quickly.
Active while 4+ Wind Attunement: Wind spells deal +d4 damage.
Maneuver: Translucent - Become nearly invisible in motion, hard to focus on when still. Pass through any space air could. Lasts until you end it or lose Wind Attunement. Cost: +1 Wind Attunement per round.
Triggered: When you cast a Wind spell, gain +1 Wind Attunement.
Learn: Choose 1 Nature's Voice from the list.
13. STORM'S FREEDOM (1m + 1s)
The sky calls you. The ground is just a memory.
Passive: While you have 4+ Wind Attunement, ranged attacks against you have disadvantage.
Active while 6+ Wind Attunement: Wind spells deal +d6 damage and knock targets prone.
Maneuver: Fly - Gain 30 feet fly speed. You move like a bird. Bank, glide, ride currents. Lasts until you end it or lose Wind Attunement. Cost: +2 Wind Attunement per round.
ROOT ASPECT
14. ROOT TOUCHED (1m + 1s)
The green world has noticed you. Plants turn toward you as you pass. Trees creak in greeting.
Passive: Advantage on saves against being moved, grappled, or knocked prone.
Active while 2+ Root Attunement: Speak with plants. Sense through roots. Command plants (minor effects at will).
Triggered: When you touch a significant plant, gain +1 Root Attunement.
15. ROOT GUARDIAN (1m + 1s)
The green things protect you now. Thorns grow around your camps. Vines trip your enemies.
Active while 4+ Root Attunement: Root spells deal +d4 healing or damage.
Maneuver: Command Plants - Entangle enemies (Tier 1 Body save or restrained), grow thorn walls (10 ft, d4 damage to pass), or reshape terrain. Effects last 1 minute. Cost: +1 Root Attunement.
Maneuver: Bark Armor - Your skin becomes bark. AC equals 13 + Sense modifier, and you cannot be forcibly moved. Lasts until you end it or lose Root Attunement. Cost: +1 Root Attunement per round.
Triggered: When you cast a Root spell, gain +1 Root Attunement.
Learn: Choose 1 Nature's Voice from the list.
16. ANCIENT OAK (1m + 1s)
You've begun to think like a tree: rooted, patient, measuring time in rings rather than heartbeats.
Passive: While you have 4+ Root Attunement, roll your Heart die twice for Vigor regen and keep the best.
Active while 6+ Root Attunement: Root spells deal +d6 healing or damage and create difficult terrain.
Maneuver: Take Root - You cannot move, but regenerate Vitality equal to your Tier die per round and cannot be moved by any force. Lasts until you end it or lose Root Attunement. Cost: +2 Root Attunement per round.
BEAST ASPECT
17. BEAST TOUCHED (1m + 1s)
Animals recognize you as one of their own. Not prey, not predator, but kin.
Passive: Advantage on Sense checks of smell or hearing; you can convey simple concepts to beasts.
Active while 2+ Beast Attunement: Speak with animals. Advantage on animal handling. Enhanced senses (advantage on Perception, track by scent).
Triggered: When you meaningfully communicate with an animal, gain +1 Beast Attunement.
18. FERAL SURGE (1m + 1s)
The beast is rising. Your nails thicken. Your teeth sharpen. When you're angry, you growl.
Active while 4+ Beast Attunement: Beast spells deal +d4 damage. Enhanced senses pinpoint hidden creatures.
Maneuver: Partial Shift - Grow claws (d6 damage), gain +10 feet speed, and advantage on Body checks. Lasts until you end it or lose Beast Attunement. Cost: +1 Beast Attunement per round.
Triggered: When you cast a Beast spell, gain +1 Beast Attunement.
Learn: Choose 1 Nature's Voice from the list.
19. APEX PREDATOR (1m + 1s)
You are the thing that hunts. The beast isn't riding you anymore.you're wearing it like a second skin.
Passive: While you have 4+ Beast Attunement, your movement does not provoke opportunity attacks.
Active while 6+ Beast Attunement: Beast spells deal +d6 damage. Advantage on attacks against wounded creatures.
Maneuver: Wildshape - Transform into beast form with HD equal to druid level. Retain mind and can cast spells. Lasts until you end it or lose Beast Attunement. Cost: +2 Beast Attunement per round.
STAR ASPECT
20. STAR TOUCHED (1m + 1s)
The night sky speaks to you. The stars are not distant. They are watching, and they have opinions.
Passive: You see in darkness without penalty and always know the hour.
Active while 2+ Star Attunement: Never lost (always know north, time, date). Advantage on initiative. Prophetic visions in sleep. See invisible creatures.
Triggered: When you see the night sky (clear and unobstructed), gain +1 Star Attunement.
21. COSMIC SIGHT (1m + 1s)
You've learned to read the patterns. Everything is connected: fate, time, causality.
Active while 4+ Star Attunement: Star spells deal +d4 damage.
Maneuver: Cosmic Perception - See through illusions, read fate, and perceive alternate timelines. Lasts until you end it or lose Star Attunement. Cost: +1 Star Attunement per round.
Triggered: Foresight (3 Stamina) - After seeing result of any check, reroll it.
Triggered: When you cast a Star spell, gain +1 Star Attunement.
22. VOID WALKER (1m + 1s)
You've looked too deep into the space between stars. Something looked back.
Passive: While you have 4+ Star Attunement, advantage on saves against magic.
Active while 6+ Star Attunement: Star spells deal +d6 damage and stun targets (save ends).
Maneuver: Double Time - Take an additional action this turn. You exist in overlapping moments. Cost: +3 Star Attunement.
DRUID ULTIMATES
Choose one ultimate at 4, 8, and 12 abilities purchased. Each ultimate also grants a new affinity.
1ST ULTIMATE (Free at 4 abilities + gain 4th affinity)
A. ASPECT HARMONY
- Reduce discord penalty by 1
- When you rest, choose one Aspect to drop by 2 instead of 1
B. DEEP SPECIALIZATION
- Choose one Aspect you have affinity for
- Spells from that Aspect: +1 to cast, +d4 damage/healing
- When Claimed by that Aspect, duration reduced by half
C. PRIMAL RESILIENCE
- Prepare one additional spell per day
- Gain advantage on all Claiming checks
- When Claimed, retain some awareness (can communicate basic needs)
2ND ULTIMATE (Free at 8 abilities + gain 5th affinity)
A. PROTECTIVE CLAIMING
- When Claimed, allies within 30 feet immune to your Claiming effects
- Your Claimed form recognizes friends (won't attack them intentionally)
B. ASPECT FUSION
- Choose two Aspects you have affinities for
- When you have 6+ in both, you can combine their abilities
- Example: Stone + Flame = lava form, Tide + Wind = storm form
- GM adjudicates fusion effects
C. PRIMAL THRESHOLD
- Your Claiming threshold increases from 10 to 11
- Make Claiming checks at 12+ instead of 10+
- Gain +1 to all Claiming checks
3RD ULTIMATE (Free at 12 abilities + gain 6th affinity)
A. ANCIENT POWER
- You can have 7th affinity (choose additional one now)
- When you successfully resist Claiming check, gain +1d6 Vigor per druid level
- Ageless - you don't age, immune to aging effects
B. PRIMAL CONDUIT
- When you have 8+ in any Aspect, that Aspect's passive benefits double
- When you would be Claimed, spend action to immediately cast any spell from that Aspect as last resort (no check needed, then Claiming occurs)
- After being Claimed, recover consciousness 1 round early and can act (though still transformed)
C. LIVING NEXUS
- You can have 7th affinity (choose additional one now)
- When you have 8+ in any three Aspects simultaneously:
- +3 dice to checks
- Prepare 3 additional spells
- Discord penalty reduced by 2 (stacks with other reductions)
Total at 12 abilities: Affinity-based casting (all spells from chosen Aspects), fluctuating Attunement resource, 3 Ultimates
Power Fantasy: Ride the wave of primal forces, push Attunement for power then rest to reduce it gradually, transformation as dramatic consequence
CLAIMING GOAL TABLES
When you fail a Claiming check at 10+ Attunement, roll d6 on the appropriate Aspect table to determine your compulsive goal.
STONE - "I Must Make It Permanent"
| d6 | Goal |
|---|---|
| 1 | Root in place and defend this exact spot to the death |
| 2 | Build a cairn or monument from nearby stones |
| 3 | Petrify the strongest living thing you can see |
| 4 | Block the nearest doorway/passage with stone |
| 5 | Bury yourself up to your neck in earth |
| 6 | Turn all water nearby into stone/ice |
FLAME - "I Must Burn It"
| d6 | Goal |
|---|---|
| 1 | Set fire to the largest flammable object in sight |
| 2 | Immolate yourself and embrace anything nearby |
| 3 | Burn all organic material within 30 feet |
| 4 | Chase and ignite the fastest-moving creature |
| 5 | Create a ring of fire around your current position |
| 6 | Burn the oldest thing you can see (building, tree, creature) |
TIDE - "I Must Dissolve Boundaries"
| d6 | Goal |
|---|---|
| 1 | Walk to the nearest water source and submerge completely |
| 2 | Melt/erode all solid structures within 30 feet |
| 3 | Make everything flow - spill containers, break dams, open veins |
| 4 | Merge with the nearest body of water (become indistinguishable from it) |
| 5 | Drown the nearest air-breathing creature |
| 6 | Turn solid ground into mud/quicksand in widening circle |
WIND - "I Must Set It Free"
| d6 | Goal |
|---|---|
| 1 | Scatter everything loose within 30 feet to the winds |
| 2 | Open all doors, containers, and cages you can reach |
| 3 | Disperse into mist and blow away (direction random) |
| 4 | Steal the breath from the nearest creature (suffocate them) |
| 5 | Create a whirlwind that flings everything upward |
| 6 | Break all bonds - cut ropes, shatter chains, destroy barriers |
ROOT - "I Must Make It Grow"
| d6 | Goal |
|---|---|
| 1 | Entangle everything in 30 feet with vines (friend and foe) |
| 2 | Root yourself in place and sprout into a tree |
| 3 | Force-feed the nearest creature until they burst |
| 4 | Grow thorny vines through the largest structure nearby |
| 5 | Plant seeds in every corpse and grave you can reach |
| 6 | Bind the two nearest creatures together with strangling roots |
BEAST - "I Must Follow Instinct"
| d6 | Goal |
|---|---|
| 1 | Hunt and kill whatever last damaged you |
| 2 | Mark territory with claw marks in expanding radius |
| 3 | Devour the nearest fresh corpse completely |
| 4 | Challenge the strongest creature in sight to single combat |
| 5 | Flee to the furthest point you can reach from danger |
| 6 | Protect the weakest/smallest creature as if it's your offspring |
STAR - "I Must Fulfill the Pattern"
| d6 | Goal |
|---|---|
| 1 | Walk in a perfectly straight line until you hit an obstacle, then stop |
| 2 | Arrange all nearby objects into a star/constellation pattern |
| 3 | Climb to the highest point and stare at the sky motionless |
| 4 | Speak prophecies about everyone present's death |
| 5 | Walk to a specific distant location (GM chooses based on stars/fate) |
| 6 | Sacrifice something precious to align the cosmic pattern (GM determines what) |
5. INVOKER (Heart)
Core Mechanic: PATRON SYSTEM
Invokers draw power from a patron, a mighty being whose essence flows through you. This patron might be currently active or an ancestor from the distant past. In either case, they have imparted an irrevocable power unto you. Your magic is raw and intuitive, granted directly rather than learned from books.
Casting Stat: Heart
When you invest in the Invoker tree, you cast spells using your Heart stat:
- In combat: Spells just work with no check, only disruption when damaged
- Out of combat: Ability Test (d20 + Heart die + Tier vs DC). Fail allows stamina buyout
- Spell saves: Target rolls saving throw (dice pool)
Stamina Pool: See core Stamina rules. Invoker uses Heart as primary stat.
Disruption (Combat Only):
If damaged after declaring but before your turn, make an Ability Test (d20 + Heart die + Tier) vs DC 10 + spell tier. Fail = spend 1 stamina to maintain, or spell is lost.
PATRON'S WRATH (Disruption Recovery):
When your spell is disrupted and lost, your patron's anger lashes out. One enemy who damaged you within 30 feet takes your Heart die + Tier damage (no save). Your patron protects their investment. Those who interrupt your magic feel divine displeasure.
Spell Access:
Invokers cast from the Arcane spell list. Unlike Wizards, you don't maintain a spellbook. Your patron grants you direct access to specific spells.
Spells Known:
- Initial ability grants 5 spells
- Deed abilities (grant new deeds) give 3 spells each
- Other abilities give 2 spells each
- All known spells are always available with no preparation needed
The Trade-off: Wizards can learn unlimited spells but prepare only Mind mod + Tier. Invokers have twice the ready spells but can never change their selection.
Tier Access:
- Levels 1-2: Tier 1 spells
- Levels 3-4: Tier 2 spells
- Levels 5-7: Tier 3 spells
- Level 8+: Tier 4 spells
- Level 12: Tier 5 spells
PATRON'S WILL (Invoker Deeds)
Invokers channel raw power through their patron's nature. These deeds represent letting that power flow more freely with less refined than a wizard's precision, but potent. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.
Starting Deeds: SURGE, BURN (gained with Heritage Awakening)
| Deed | Effect |
|---|---|
| SURGE | Push more power through to increase effect by one tier at +1 Stamina cost. Raw amplification. |
| BURN | Collapse duration to instant for maximum intensity. Everything that would happen over time, now. |
| CHANNEL | Let your patron guide the spell. You choose target and tier; patron's personality shapes the result. |
| UNLEASH | Remove targeting limits. The spell affects everything: allies, enemies, yourself. Pure power, no discrimination. |
| ECHO | The effect persists or repeats. Flames linger, cold spreads, your patron's mark remains. |
| MANIFEST | Your patron briefly appears (a shadow, a voice, an impression of presence. Witnesses know who you serve. |
| SEAR | Leave permanent arcane mark on target or location. Your patron claims what you touch. |
| OVERWHELM | Bypass resistances and immunities through sheer force. Your patron's power recognizes no barriers. |
INVOKER ABILITIES (12 TOTAL)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your Invoker level = number of Invoker abilities purchased (1-12)
Ability Categories:
- Heritage (4): Your connection to your patron
- Arcane (4): Harnessing inherited magical techniques
- Throne (4): Championing your principle
HERITAGE ABILITIES
1. HERITAGE AWAKENING (Initial - 1m + 1s) [HERITAGE]
Required: Must be your first Invoker ability.
Something vast stirs in your blood. You've always been different: the way animals watch you too long, the way magic bends toward you unbidden, the way strangers sense something behind your eyes.
Choose your Throne and name your Patron. Your spell list forms from your patron's nature.
Passive - Patron's Blood: You carry undeniable proof of your patronage.
Passive - Throne's Favor: Your moral principle grants you insight (see Throne list below).
Throne List:
- Justice: Sense lies (cold weight in chest)
- Vigilance: Cannot be surprised while conscious
- Necessity: Ask GM which of two bad options causes fewer deaths
- Liberation: Slip free of non-magical bindings in 10 minutes
- Duty: Know if protected person is in mortal danger
- Faith: Cannot be compelled to doubt beliefs
- Honor: Both parties know instantly if word is broken
- Zeal: Need half as much sleep
- Discovery: Once/day, sense direction of most interesting thing in new location
- Conquest: Defeated foes are more cooperative on next meeting
- Redemption: Sense genuine remorse in others
- Innovation: Understand what's wrong with broken objects
- Beauty: Perceive illusions and forgeries
- Nature: Animals understand your intent
- Home: Always know direction to designated Home
- Tradition: Touch old objects to glimpse significant moments
Starting Deeds: You know SURGE and BURN.
Learn: 5 spells
2. PATRON'S MARK (1m + 1s) [HERITAGE]
You bear your patron's symbol, and you can share it with others.
Passive: You have a mark on your body. Creatures loyal to your patron recognize it instantly.
Action: Brand (1 Stamina) - Mark a creature or object. You always know its direction within 1 mile. Creatures loyal to your patron's Throne won't harm it. Maintain up to Heart modifier marks.
Learn: 2 spells. Choose 1 Patron's Will from the list.
3. PATRON'S WHISPER (1m + 1s) [HERITAGE]
Requires: 4+ Invoker abilities.
Your patron's voice reaches you across the distance. Sometimes you hear it in dreams.
Passive: Once per day, your patron sends you a warning, hint, or cryptic message (GM decides).
Action: Commune (2 Stamina) - Reach out to your patron with a question. They may answer clearly, cryptically, or remain silent.
Learn: 2 spells
4. PATRON'S VESSEL (1m + 1s) [HERITAGE]
Requires: 8+ Invoker abilities.
Your patron can act through you. You become an extension of their will.
Maneuver: Channel Patron (6 Stamina) - For 1 minute: Size becomes Large (optional), take on patron's characteristics, spells cast one tier higher, patron's loyal creatures obey you, opposing creatures must save or be frightened. Afterward: Exhausted until you rest.
Learn: 2 spells. Choose 1 Patron's Will from the list.
ARCANE HERITAGE ABILITIES
Your patron's bloodline carries echoes of ancient magical traditions.
5. WAND WIELDER (1m + 1s) [ARCANE]
Your patron's power resonates with stored magic. Wands recognize you as worthy.
Passive: Use wands as a Wizard. Ability Test (d20 + Heart die + Tier) vs DC 10 + spell tier.
Active (1 Stamina) - Auto-succeed on wand Ability Test.
Learn: 2 spells
6. SCROLL SAVANT (1m + 1s) [ARCANE]
Requires: 4+ Invoker abilities.
Written magic speaks to your blood.
Passive: Add Tier to scroll damage/healing. Can read magical script.
Action: Preserve (2 Stamina) - After using a scroll, Heart test (DC 12 + tier). Success: scroll returns after 1 hour.
Learn: 2 spells. Choose 1 Patron's Will from the list.
7. STOLEN INTERPRETATIONS (1m + 1s) [ARCANE]
Requires: 4+ Invoker abilities.
Your patron's lineage includes wizards. Their techniques echo in your blood.
Passive: Choose one wizard interpretation you may apply to Invoker spells.
Learn: 2 spells
8. ARCANE RESERVOIR (1m + 1s) [ARCANE]
Requires: 6+ Invoker abilities.
Your patron's power can be stored and released in controlled bursts.
Passive: After each rest, you have an arcane stamina reservoir with a number of points equal to your Tier. Spend as Stamina for spells/magic items only.
Drain Wand - During a recovery, destroy a SINGLE wand to gain Reservoir equal to its tier. This drained magic will last until your next recovery, increasing your resvoir above its maximum.
Learn: 2 spells. Choose 1 Patron's Will from the list.
THRONE ABILITIES
9. MORAL COMPASS (1m + 1s) [THRONE]
Your principle guides you to friend and foe.
Passive: Spend 1 action to sense if creature shares your Throne, opposes it, or is neutral.
Action: Seek Opposition (1 Stamina) - For 1 hour, know direction to nearest creature serving an opposing Crown (within 1 mile).
Learn: 2 spells
10. PRINCIPLED PRESENCE (1m + 1s) [THRONE]
Your Throne radiates from you. People sense your moral weight before you speak.
Passive: Creatures sharing your Throne are extremely favorable. Opposing Crown servants are nearly hostile.
Action: Overwhelming Presence (2 Stamina) - For 1 minute: allies within 30 feet have advantage vs fear/charm/control. Opposing Crown servants in 30 feet must save or have disadvantage on attacks/checks.
Learn: 2 spells. Choose 1 Patron's Will from the list.
11. THRONE EMPOWERMENT (1m + 1s) [THRONE]
Requires: 4+ Invoker abilities.
Your principle and your magic are one.
Passive: Spend Stamina instead of Fate points for Throne abilities (1:1).
Action: Bless (1 Stamina) - When someone acts in accordance with your Throne, touch them: advantage on next related check. Once per creature per day.
Learn: 2 spells
12. INVOKE OPPOSITION (1m + 1s) [THRONE]
Requires: 6+ Invoker abilities.
Turn the servants of darkness against themselves.
Action: Invoke (3 Stamina) - Target opposing Crown servant within 60 feet. They save or suffer one (your choice):
- Paralysis: Cannot act for 1 round
- Confession: Must speak their greatest violation of their Crown's tenets
- Reversal: For 1 minute, acts as if they held YOUR Throne (GM interprets)
Learn: 2 spells. Choose 1 Patron's Will from the list.
INVOKER ULTIMATES
1ST ULTIMATE (Free at 4 abilities)
Choose one:
A. PATRON'S FAVOR
Your patron grants you a unique gift. Work with your GM to determine what. It should reflect your patron's nature.
B. SPELL MASTERY
Gain access to 5 more spells.
C. THRONE'S CHAMPION
Passive: Your Throne abilities cost 1 less Fate point to activate (minimum 0 for the first use each combat). Additionally, your Throne's Favor passive becomes more potent (GM adjudicates).
2ND ULTIMATE (Free at 8 abilities)
Choose one:
A. PATRON'S SERVANTS
You can spend 3 Stamina to summon a minor creature loyal to your patron (GM determines stats, roughly HD equal to half your Invoker level). It serves you for 1 hour or until destroyed. You can have one such servant at a time.
B. PRINCIPLED SOVEREIGN
Creatures who share your Throne treat you as a leader by default. When you give commands aligned with your shared principle, they must save to refuse. This doesn't work on creatures with more HD than your Invoker level.
C. ARCANE PRODIGY
Your Reservoir doubles in size. When you use a wand or scroll, you may choose to pay from your Reservoir first. Additionally, you gain one additional wizard interpretation of your choice (from those available to Stolen Interpretations).
3RD ULTIMATE (Free at 12 abilities)
Choose one:
A. PATRON'S HEIR
Creatures of your patron's Throne treat you as they would treat your patron. You can command minor creatures of that Throne without question. Major creatures will negotiate with you as an equal.
B. LIVING PRINCIPLE
When you die championing your Throne, you don't simply pass on. You become a minor spirit of your principle, able to be summoned by anyone who shares your Throne to provide guidance once per day for 1 minute. Your legacy continues.
C. VESSEL OF POWER
When you use Channel Patron, you no longer become Exhausted afterward.
Total at 12 abilities: 27 spells known (plus 3 per deed ability taken), Patron connection abilities, Arcane heritage powers, Throne powers, 3 Ultimates
Power Fantasy: Channel divine heritage through arcane mastery and moral conviction, a living vessel of your patron's will
5. PSION (Cunning)
Core Fantasy: You've touched something beyond mortal ken: the spaces between thoughts, the architecture of consciousness itself. Where wizards study books and prophets pray to gods, you look inward and find terrible, beautiful power waiting. Your mind is a blade, a shield, a key to doors that should remain locked.
What Makes a Psion:
- Psionics are NOT magic. Unaffected by anti-magic fields, can't be counterspelled
- You don't cast. You manifest, pulling power from your consciousness
- Your talents make you dangerous in combat, not just a ranged blaster
- Each discipline is vast. GM determines specifics based on your intent
SPONTANEOUS MANIFESTATION (Psion Unique Ability):
Unlike spellcasters who must declare their spells in the tactical phase, psions do not declare. On your turn, you simply manifest whatever power you choose. This represents the instantaneous, reactive nature of mental power. It comes from within, requiring no preparation or focusing ritual.
- No tactical phase declaration required
- Choose your discipline and tier when you act
- Can react to battlefield conditions as they unfold
- Cannot be predicted by enemies
This makes psions uniquely flexible but also means they cannot benefit from coordinated planning the way declared spells can.
Psionic Disciplines:
You know ALL 8 disciplines from the start. Each is a broad tool, not a specific effect.
Manifestation: Make an Ability Test (d20 + Cunning die + Tier) vs DC 10 + (Discipline Tier × 2). Success: Power works, no cost. Failure: Power works, but costs stamina equal to discipline tier.
MENTAL ECHO (Failed Manifestation):
When you fail an Ability Test and must spend stamina, the psionic energy still releases, just not as intended. Choose one creature within 30 feet (ally or enemy). They experience a flash of your surface thoughts and emotions (disturbing but harmless), and you learn one surface thought from them in return.
Sustain: Effects lasting "while you focus" require an Ability Test each round (or when damaged) to maintain.
Tier Access: Tier 1-2 always. Tier 3 at psion level 5. Tier 4 at level 7. Tier 5 at level 9.
Psion Level: Number of Psion abilities purchased (1-12)
PSIONIC FOCUS (Psion Deeds)
Psionic Focus is how you shape your manifestations. Where disciplines define WHAT you do, Focus defines HOW you do it. Apply one Focus when manifesting to modify the effect.
Starting Focus: CONCENTRATE, SCATTER (gained with Psionic Awakening)
| Focus | Effect |
|---|---|
| CONCENTRATE | Single target only, but effect is enhanced (extra die of damage/healing, longer duration, harder save DC). |
| SCATTER | Affect up to Tier additional targets, but effect is diluted (one fewer die, shorter duration, easier saves). |
| SUSTAIN | Duration doubles, but intensity halves. What would be instant becomes 1 round; 1 round becomes 1 minute. |
| QUICKEN | Manifest as reaction instead of action. Ability Test at disadvantage. |
| SUBTLE | No visible manifestation. Observers don't know you did anything. Cannot be used with damaging effects. |
| LINK | Chain effect through mental connections. If target fails save, one creature they're thinking about is also affected. |
| IMPRINT | Leave lasting mental residue. Effect fades normally, but echoes return at random for 1d6 days (GM decides when). |
| INVERT | Reverse the discipline's nature. Damage becomes healing. Reading becomes sending. Enhancement becomes suppression. |
THE 8 DISCIPLINES
Each discipline is a broad psychic capability that scales with your power. You know all eight from the moment you awaken. The question is not which powers you have, but how deeply you've learned to use them.
Outside combat, these disciplines transform you from adventurer to something else entirely. A telepath can negotiate without speaking, verify truth without magic, coordinate armies without messengers. A clairsentient can investigate crimes by reading objects, scout locations from miles away, or glimpse futures before they arrive. The disciplines are tools, and tools work whether or not swords are drawn.
1. TELEPATHY (Mind-to-Mind)
You reach across the space between skulls. Thoughts are just patterns (electromagnetic, chemical), and you've learned to read them, write them, overwrite them. The mind is no longer private when you're involved.
Tier 1: Surface Reading
Range: 30 feet | Duration: Focus
You press your awareness against another mind like a palm against glass. Their surface thoughts flow into you: the stream of consciousness, the words they're about to speak, the fears they're trying to hide. You don't see memories, only the now: what they're thinking, feeling, planning in this moment. If they succeed on a Mind save, they sense the intrusion. A pressure behind the eyes, a feeling of being watched from inside. Your eyes lose focus while reading, staring at nothing physical. You catch fragments of emotion whether you want to or not: their anxiety becomes yours for a heartbeat, their anger makes your jaw clench. When you stop, you feel slightly hollow, as if part of you is still reaching.
Tier 2: Mind Speech
Range: 60 feet | Duration: Instant
You shape a thought and send it, not words alone but images, emotions, memories if you choose. The message arrives complete: a sentence spoken in your mental voice, a face recalled perfectly, a feeling of urgency or calm that the recipient experiences as their own until they recognize its source. They know it's you; your mental voice is as distinctive as your physical one. You can send to any creature you've met, regardless of language. The sending leaves a residue, your thoughts echo in their mind for minutes after, fragments of your intentions surfacing when they try to think. You feel briefly exhausted afterward, as if you've spoken for an hour. Multiple sendings in quick succession give you a splitting headache.
Tier 3: Mental Command
Range: 30 feet | Duration: Instant
You speak directly to the animal part of their brain, the part that obeys before it thinks. One word, undeniable: Sleep. Flee. Stop. Drop. Kneel. Speak. Creatures of your level HD or less simply obey; their body moves before their mind can object, and they watch themselves act with horror or confusion. Higher HD targets may make a Mind save; on failure they obey, on success they feel the command like a hook in their will and know exactly what you tried to make them do. Commands against fundamental nature (breathe water, kill yourself, attack a loved one) fail and cause psychic backlash. You take 2 wounds as the rejected command rebounds. The command echoes in their skull afterward; they'll dream about your voice.
Tier 4: Phantasmagoria
Range: 30 feet | Duration: Focus
You paint reality directly into one target's perceptions (all senses, perfect detail). They see what you imagine, hear what you compose, feel what you describe. You can create scenes of terrible beauty or beauty so terrible it breaks, like loved ones speaking, places long destroyed, futures that will never come. The illusion is perfect to them alone; others see them reacting to nothing, speaking to empty air, flinching from invisible threats. Physical interaction shatters it; if they touch something that should be there and isn't, the illusion cracks and falls. While you focus, you see both realities: theirs and the truth. When it ends, they know they were deceived, and they know you did it. Some victims never fully trust their senses again.
Tier 5: Domination
Range: 60 feet | Duration: Level minutes
You reach into their skull and take the wheel. Mind save; on failure, you slip into the driver's seat and they become passenger in their own body. You see through their eyes, move their limbs, speak with their voice. You can access their surface memories and skills but not their deep mind. They are aware of everything. watching from behind their own eyes as their hands do things they didn't choose. For your level in minutes, they are yours. When it ends, they remember everything: every word you spoke, every action you forced, the feeling of their own body as a prison. They will hate you forever. Some victims are never psychologically whole again. Others dedicate their lives to finding you. Domination is violation; use it knowing what you become.
2. TELEKINESIS (Mind Over Matter)
Force is just an idea. Matter moves because something tells it to: gravity, momentum, impact. You've learned to tell it yourself, and matter listens.
Tier 1: Gentle Hand
Range: 30 feet | Duration: Focus
You reach out with invisible fingers and the world responds. Objects up to 10 pounds float where you direct. drifting, spinning, moving with dreamlike grace. You can manipulate them with surprising precision: turn keys, flip pages, pour wine, button shirts. Delicate work (picking locks, threading needles, writing legibly) requires a Cunning check. The objects trail faint distortions in the air, heat-shimmer traceries that fade after a heartbeat. You feel the weight of what you hold as phantom pressure behind your eyes. Heavy objects (near the limit) give you a dull headache. You cannot lift yourself. You cannot catch yourself if you fall. The mind, it seems, cannot lie to itself about gravity.
Tier 2: Violent Hand
Range: 30 feet | Duration: Instant or Focus
You seize something and throw it with your mind.books, chairs, bodies. The object hurtles through the air and strikes with crushing force: 1 wound on impact, target pushed 5 feet backward. Alternatively, you can wrap invisible force around one creature and simply... hold. They freeze mid-motion, suspended in a cocoon of pressure. Body save to resist; on failure, they cannot move while you focus. They can still speak, still breathe (barely), still glare at you with helpless fury. You feel the struggle as resistance against your thoughts. The air around held creatures shimmers. When you release them, they stagger as if dropped.
Tier 3: Shield of Will
Range: 5 feet from self | Duration: Focus
You shape pure will into a wall (invisible, immovable, absolutely present). The barrier blocks physical attacks from one direction: arrows shatter, swords ring against nothing, bodies bounce back from empty air. It has AC 15 and wounds equal to your Tier; when broken, it shatters with a sound like cracking ice. While the shield holds, you feel impacts as dull pressure against your skull. The barrier shimmers faintly in bright light and hums at frequencies just below hearing. You can see through it perfectly; enemies cannot. In dust or smoke, its outline becomes visible. A rectangular absence where particles cannot go.
Tier 4: Mass Levitation
Range: 30 feet | Duration: Focus
You lift up to your level in targets and hold them in the air; allies float gracefully, enemies dangle helplessly. Hostile targets may make a Body save; success means they merely wobble, failure means they rise whether they wish to or not. Levitated creatures can still act but cannot move under their own power; they drift where you direct at half speed. If you stop focusing while they're airborne, they fall immediately and take normal falling damage. The sensation is disorienting. even willing targets feel vertigo, and hostile ones often panic. You feel their combined weight as building pressure behind your eyes. Too many targets, too long held, and your nose begins to bleed.
Tier 5: Crushing Grip
Range: 60 feet | Duration: Instant
You close your hand and something breaks. One creature, seized by pure force and compressed from all directions at once: Body save; 2 wounds (force) on a failure, 1 wound on a success.
3. PSYCHOPORTATION (Mind-Space Travel)
Space is a suggestion. You've learned to disagree with it, to be here, then there, without crossing the distance between. The journey happens in your mind, and your body follows.
Tier 1: Blink Step
Range: 5 feet you can see | Duration: Instant
You are here. Then you are there. The distance between simply... doesn't happen. You vanish from one point and appear at another within 5 feet, leaving a faint afterimage that fades over one round.a ghostly impression of where you were, confusing to those who saw you disappear. The sensation is disorienting: a moment of absolute darkness, absolute silence, then light and sound rushing back. You can use this as a reaction to avoid attacks (spend 2 stamina), blinking away from the sword mid-swing. Observers describe it differently: some see you blur, some see you flicker, some insist you were in both places at once for a heartbeat. The truth is simpler and stranger: you were nowhere at all.
Tier 2: Phase Walk
Range: Self | Duration: 1 round
You step sideways into the space between spaces. For one round, you become incorporeal, a ghost of yourself, translucent and untouchable. You can pass through walls, doors, bars, anything solid and non-living. The experience is deeply unsettling: you feel hollow, weightless, cold from the inside. Colors drain to gray. Sounds become distant echoes. You cannot affect the physical world while phased, and the physical world cannot affect you. Living matter blocks you utterly. You cannot phase through creatures. Magic blocks you too; enchanted walls are as solid as if you were flesh. When you emerge, you gasp as weight and warmth and color flood back. Some psions become addicted to the peace of incorporeality. They phase more and more often, spending longer in the between. Eventually they don't come back.
Tier 3: Astral Projection
Range: 60 feet | Duration: Level × 10 minutes
Your body slumps as your mind steps free. You become invisible awareness, a point of perception that can travel up to 60 feet from your physical form. You can see and hear but cannot touch, speak, or affect anything. You pass through walls as easily as air. The experience is liberating and terrifying: you see the world without a body to ground you, floating through spaces you could never reach. If your body is harmed while you're projecting, you snap back instantly, taking 2 wounds from the violent reunion. Your body breathes shallowly while you're gone, and your eyes are open but empty. To observers, you look dead, or possessed by something that left.
Tier 4: Combat Flicker
Range: 30 feet you can see | Duration: Instant
You've learned to teleport without thinking, to make distance a choice rather than an obstacle. You can teleport up to 30 feet without using your action, usable your level times per combat. You flicker across the battlefield. here, there, behind them, above them, gone before they can react. Each teleport disorients you briefly; you have disadvantage on your next attack after each jump as reality settles. Observers lose track of you; you seem to be everywhere and nowhere. In sustained combat, the flickering becomes constant, and enemies stop trying to predict where you'll be. You become fear given form: the enemy who could be anywhere, who cannot be cornered, who cannot be caught.
Tier 5: Plane Shift
Range: Touch | Duration: Instant
You tear a hole in reality and step through. Transport yourself and up to your level in willing creatures to another plane of existence. The hells, the heavens, the elemental chaos, the far realms, wherever you have the knowledge or the madness to reach. The portal is visible for one heartbeat: a wound in the air, showing glimpses of somewhere else. Then it closes, and you are gone. Returning requires another manifestation. Planar travel is not safe: the GM determines what waits on the other side, and some planes change you just by being there. Creatures that watch between worlds notice when someone tears the fabric. Some of them remember your face. Some of them start watching for your return.
4. PSYCHOMETABOLISM (Mind-Body Control)
Your body is a machine. Your mind is the operator. You've learned to override the defaults to push flesh beyond limits, rebuild what breaks, and transform what evolution shaped.
Tier 1: Enhanced Physique
Range: Self | Duration: Level rounds
You reach into your own biology and push. Muscles swell with sudden strength, tendons tighten, bones feel dense and unbreakable. For the duration, you have advantage on Body checks and can lift twice your normal capacity. doors that wouldn't budge now fly open, weights that should crush you sit comfortable in your grip. Veins stand out on your arms and temples. Your skin flushes with increased blood flow. You feel invincible, unstoppable, more alive than you've ever been. When it fades, you feel the absence like a loss. Your muscles ache with phantom memory of strength they no longer possess. You're ravenously hungry, your body spent reserves it now demands replenished.
Tier 2: Metabolic Surge
Range: Self | Duration: 10 minutes
You flood your system with everything it has, adrenaline, endorphins, stored energy, reserves meant for emergencies. Gain vigor equal to 3d6 + your Cunning die. For 10 minutes, you feel no pain, no exhaustion, no limits. Wounds that should stop you barely register. Your eyes dilate. Your heart races. You can push through anything. Then it ends. The crash is brutal: all the pain you didn't feel arrives at once, all the exhaustion lands on your shoulders like a physical weight. You must eat immediately. A full meal, not a snack, or suffer disadvantage on all checks until you do. Your body took an advance on resources it now desperately needs.
Tier 3: Forced Regeneration
Range: Self | Duration: Level rounds
Your flesh remembers what it was and fights to return. For the duration, you restore 1 Vigor at the start of each of your turns. Wounds close visibly. skin crawls together, blood retreats back into veins, bone grinds into alignment. The process is disturbing to watch: flesh rippling, healing in fast-forward, the wet sounds of tissue knitting. It itches terribly, deep beneath the skin where you cannot scratch. After regeneration ends, you're overwhelmed by hunger and thirst, your body consumed its reserves to rebuild itself and demands immediate replacement. You'll eat anything. You'll drink anything. The need is biological, undeniable, almost animal.
Tier 4: Hostile Adaptation
Range: Self | Duration: 1 hour
You rewrite your biology for survival. Choose one environmental hazard: fire, cold, poison gas, drowning, vacuum, pressure, radiation. For one hour, you are immune to it. Your body changes visibly to accommodate: scales for heat, blubber for cold, gills for water, sealed skin for vacuum. The transformation takes one round and is unsettling to witness. flesh reshaping, features distorting, your body becoming something not quite human. Others react with fear or disgust; social interactions during adaptation suffer. When it ends, your body returns to normal, but traces remain: skin slightly tougher, temperature regulation slightly off, a lingering sense that your form is more suggestion than fact.
Tier 5: Perfect Form
Range: Self | Duration: 1 minute
For one minute, you become what evolution intended. What humanity could have been if every gene expressed perfectly, every cell optimized, every system running at theoretical maximum. +4 Body. +4 Cunning. Advantage on all saves. You regain 1 Vigor each round without rolling. You are faster, stronger, smarter, more aware than any mortal has a right to be. Your senses sharpen to predator acuity. Your reflexes become supernatural. Your mind processes information like a machine. You feel like a god wearing human skin. Then it ends. Perfect form is addictive. The most dangerous drug in existence, because you produce it yourself. Some psions chase that feeling forever, burning out their bodies trying to recapture that single minute of transcendence. Most fail. Some succeed. They're not human anymore.
5. CLAIRSENTIENCE (Mind-Sight)
You've learned to see without eyes, hear without ears, know without being told. Your mind reaches out and touches the world directly, perceiving what your body never could.
Tier 1: True Sight
Range: Self | Duration: Level minutes
Your perception sharpens beyond mortal limits. For the duration, you see invisible creatures outlined in silver light, see through illusions as if they were smoke, detect disguised creatures by the wrongness of their form. Truth becomes obvious: lies shimmer, deceptions waver, hidden things glow with quiet insistence. Your eyes turn silver-white, pupilless and unsettling. Others find your gaze uncomfortable. They feel seen, exposed, their secrets vulnerable. You see too much: the fear behind bravado, the grief behind smiles, the lies behind declarations of love. This is not comfortable knowledge. Some truths are hidden for reasons.
Tier 2: Danger Sense
Range: Self | Duration: 1 hour
Your awareness expands to encompass threat itself. For the duration, you cannot be surprised. danger announces itself as wrongness in your gut, a prickling at the back of your neck, a sudden certainty that something is wrong. Hidden traps glow with warning, visible only to you. Ambushes feel like pressure before they spring. Poison in your cup tastes wrong before it touches your lips. The cost is paranoia: you're jumpy, flinching at shadows, reading threat into innocent movements. You have disadvantage on social checks while the sense is active. You cannot relax. You cannot trust. Your body is in constant low-level fight-or-flight, and it shows.
Tier 3: Object Reading
Range: Touch | Duration: Instant
You hold an object and its history flows into you. Who owned it. What they felt while holding it. Significant moments: the murder weapon remembers the killing, the wedding ring remembers the vows, the child's toy remembers the abandonment. You experience fragments. flashes of emotion, glimpses of faces, echoes of words spoken while this object was present. Traumatic objects are dangerous: murder weapons, torture implements, objects present at deaths. These force a Mind save; on failure, you relive the trauma fully. You feel the victim's pain, see through their dying eyes, experience their final moments. 2 wounds, and you cannot act for one round as the horror overwhelms you. Some objects are so saturated with suffering that reading them can break a mind permanently.
Tier 4: Remote Viewing
Range: Anywhere you've been | Duration: Level minutes
You project your senses across distance, seeing and hearing a location you've visited before as if you stood there. The range is effectively unlimited. anywhere on the same plane that you can clearly remember. Your body sits blank-faced and unresponsive while you view; you are vulnerable. At the target location, you're invisible and intangible. pure perception without presence. But sensitive creatures feel your attention: a prickling awareness of being watched. They may make a Mind save to pinpoint your viewing location, turning to stare at exactly where your perception hovers. Remote viewing feels intrusive because it is. You're watching without permission. Some things you see, you cannot unsee.
Tier 5: Precognition
Range: Self | Duration: Instant
You look forward along the threads of probability and ask one question about the future. The GM answers truthfully regarding the most likely outcome, not what will happen, but what would happen if events proceed unchanged. The future is not fixed; your knowledge may change it. That's the point. But the future resists being known. After the vision: terrible migraine for one hour, disadvantage on all checks. You've seen possibilities. deaths that might happen, disasters that could unfold, betrayals waiting to bloom. Some visions haunt you for days. Some psions stop asking questions because they've seen too many terrible futures. The future is vast and mostly dark, and looking too closely changes you.
6. PYROKINESIS (Mind-Fire)
Fire is just excited molecules. Excitement is an emotion. You've learned to share your emotions with matter, and matter burns when you're angry enough.
Tier 1: Ignite
Range: 30 feet | Duration: Instant
You look at something flammable and it catches fire. Paper, cloth, oil, dry wood. anything that could burn, does. The flame spreads normally from there; you start it, you don't control it. The fire is real and behaves like real fire: consumes fuel, releases smoke, spreads if given the chance. But observers notice something wrong at the edges. The flame burns slightly too cold at its periphery, the color slightly off, as if the fire remembers it came from a mind rather than friction. You smell of smoke for hours afterward. The fire is your child, and it knows where it came from.
Tier 2: Fire Bolt
Range: 60 feet | Duration: Instant
You hurl a bolt of psychic flame. pure heat shaped by will, condensed rage given form. It strikes for 1 wound, and flammable targets ignite, taking 1 wound at the start of each turn until they spend an action to extinguish themselves. The bolt leaves a trail of heat-shimmer in the air, a line of distortion pointing back to your outstretched hand. The air crackles as it passes. The sound is wrong, not quite the roar of natural flame, but something sharper, more intentional. Observers see exactly what you did: pointed, and fire happened. Some find this more frightening than any spell.
Tier 3: Flame Cloak
Range: Self | Duration: Level rounds
Fire wraps around you like a living thing. psychic flame that knows your shape and loves it. For the duration, you're wreathed in fire that doesn't burn you but burns everything else. Melee attackers take 1 wound when they strike you; the flames lash out hungrily at anyone who comes close. You're immune to damage while the cloak persists. You shed bright light in a 30-foot radius and significant heat. snow melts at your feet, water steams, the air shimmers. Animals flee in terror. The fire has opinions: it strains toward enemies, calms around allies, and sometimes flickers in patterns that almost look like faces. When it ends, you feel cold for hours. The fire was keeping you warm in ways you didn't realize.
Tier 4: Flame Mastery
Range: 30 feet | Duration: Focus
Existing fire becomes your puppet. You can redirect flames, intensify them to blast furnace heat, extinguish them with a thought, or shape them into walls, bridges, rough forms that move at your command. The fire obeys reluctantly. It wants to burn freely, and controlling it requires constant concentration. Fire shaped into barriers blocks movement and deals 2 wounds to anything passing through. Fire shaped into forms can intimidate, but cannot truly attack. they're fire given shape, not fire given purpose. If your concentration breaks, the fire does what fire does: spreads, consumes, destroys. You are not immune to fire you're controlling. You're just its master, and masters can be overthrown.
Tier 5: Immolation
Range: 60 feet | Duration: Special
You reach into someone and set them on fire from the inside. Sense save; on failure, they erupt in psychic flame, burning from within. 2 wounds immediately as their body becomes fuel. The fire continues: 2 wounds at the start of each of their turns until they or an ally spends a full round extinguishing them completely. Water slows it but doesn't stop it; this is not natural fire. All witnesses must make a Mind save or be frightened of you for one minute. they've seen you look at someone and watched them burn. The victim screams in a particular way. Others remember that sound. They remember your face, calm and focused while someone died by your will alone. Immolation is not subtle. Immolation is a statement.
7. CRYOKINESIS (Mind-Ice)
Heat is motion. Still the motion and you still the heat. You've learned to quiet molecules until they stop entirely, and the world freezes at your command.
Tier 1: Freeze
Range: 30 feet | Duration: Until melted
You reach out and still the motion in moisture. Water becomes ice, instantly and completely. A 15-foot area of liquid freezes solid. puddles become slick surfaces, locks freeze shut, rivers develop patches solid enough to walk on. The ice lasts until melted normally, but psychic ice is colder than natural ice; it takes longer to thaw and contact causes frostbite. You can create slippery floors, ice walls in doorways, frozen bridges across gaps. The cold radiates outward from the frozen area; breath mists nearby, metal surfaces collect frost. You feel the cold too. A chill that settles in your bones and takes hours to fade. Using cryokinesis in summer feels like betraying the season.
Tier 2: Ice Blade
Range: 60 feet | Duration: Instant
You hurl a javelin of psychic ice. crystalline, razor-sharp, cold enough to burn. It forms in your hand and launches in one motion, trailing mist and frost. 1 wound on impact, and the cold spreads through the target's body. They must save or be slowed until the end of their next turn: muscles sluggish, movements heavy, joints stiff with creeping frost. The blade shatters on impact, spraying crystalline fragments that melt into nothing. The wound it leaves burns with cold; frostbite around the edges, slow to heal. Some victims feel echoes of that cold for days afterward. phantom shivers, sensitivity to drafts, dreams of ice.
Tier 3: Flash Freeze
Range: 30 feet | Duration: Instant
You drain heat from an area in one terrible moment. All liquids in a 15-foot area freeze instantly. water, blood, the moisture in the air. Creatures partially immersed in water take 2 wounds as ice locks around them. They're frozen in place, trapped in ice up to their waist or chest (Body DC 15 to break free). They can still attack but cannot move, cannot retreat, cannot escape. The sound is memorable: a sharp crack, then crystalline ringing, then silence. Flash freezing someone is torture. The cold bites deep, the struggle only hurts more, and every moment the ice seems to tighten. Some creatures would rather die than experience it twice.
Tier 4: Glacial Armor
Range: Self | Duration: Level × 10 minutes
Psychic ice forms over your skin. plates of crystalline cold, beautiful and deadly. For the duration: +4 AC, resistance to damage (the flames hiss and die against your frozen shell), and immunity to damage from the cold or ice magic. Your touch freezes moisture; footprints of frost mark your passage. Your breath clouds constantly. Metal objects frost in your grip. The armor is beautiful. faceted like crystal, refracting light into rainbows, coldly perfect. When it finally melts, you're left shivering for hours, craving warmth you can't quite find. Your body remembers the cold. It dreams of ice.
Tier 5: Blizzard
Range: 60 feet from self | Duration: Level rounds
You become the eye of a storm. Winter erupts around you: driving snow, howling wind, temperature plunging toward fatal. The blizzard fills a 60-foot radius centered on you and moves with you. All creatures except you suffer: half movement as they fight through drifts, disadvantage on attacks as wind and snow blind them, 1 wound per round as heat bleeds from their bodies. Visibility drops to 5 feet; beyond that, nothing but white. The sound is deafening. wind screaming, ice rattling, the world ending in frozen chaos. You stand in the calm center, untouched, watching. When the blizzard ends, the terrain is changed: drifts, frozen surfaces, frost-killed plants. Winter doesn't disappear. It merely stops growing.
8. ELECTROKINESIS (Mind-Lightning)
Electricity is just electrons moving. Motion is intention. You've learned to intend very hard, and electrons leap to obey.
Tier 1: Shock Touch
Range: Touch | Duration: Instant
You reach out and your hand becomes a weapon. Contact delivers an electric shock. 1 wound as current tears through their nervous system. They must save (Body DC 12) or convulse as muscles seize beyond their control. They cannot take actions until the end of their next turn; they stand there, twitching, unable to make their body respond. The shock leaves burns where you touched, branching patterns like frozen lightning. Your own hand tingles for minutes afterward, fingers twitching involuntarily. The smell of ozone clings to your skin. Some targets develop lasting nerve damage.phantom pains, muscle spasms, a flinch whenever they see you raise your hand.
Tier 2: Lightning Arc
Range: 60 feet | Duration: Instant
You point and lightning leaps from your fingertips. A bolt of raw electrical force that bridges the gap between you and your target in an instant. 1 wound, and the lightning can arc to a second target within 5 feet of the first (1 fewer wound (minimum 0)). Thunder cracks at the moment of impact, audible for miles. The flash blinds momentarily; the thunder leaves ears ringing. Everyone in the area knows what just happened. There is nothing subtle about lightning. it's violence made visible, destruction too fast to dodge. The bolt leaves scorch marks where it passes and ozone-smell that lingers for hours. Witnesses remember the brightness, the sound, the way you stood there with sparks still dancing at your fingertips.
Tier 3: Lightning Reflexes
Range: Self | Duration: Level rounds
You accelerate your nervous system beyond human limits. electrical impulses firing faster, reactions becoming superhuman. For the duration: double movement speed, advantage on Cunning saves, +2 AC as you dodge attacks before attackers know they're making them. You perceive the world in slow motion; everyone else moves through honey while you dance. Your eyes flicker with tiny electrical discharges. Your hair stands on end. Your movements become almost too fast to track. Then it ends. The crash is brutal: disadvantage on all physical checks for 10 minutes as your system struggles to return to baseline. You're twitchy for hours. jumping at sounds, reaching for things before you consciously decide to reach. Your nervous system remembers what it could be.
Tier 4: Overload
Range: 30 feet | Duration: Instant
You reach out and push electricity through something that contains it.a device, a machine, a construct, anything with electrical or magical components. The power surges beyond tolerance. It explodes. 1 wound to all within 5 feet as machinery detonates, magical constructs burst apart in showers of sparks, and devices become shrapnel. Constructs take double damage.their animating force tears itself apart. Locks pop open as mechanisms fuse. Doors blast off hinges as their enchantments fail catastrophically. The effect is dramatic and destructive: lightning coursing visibly through the target for one eternal moment before the violent end. Complex magical items may survive but cease functioning. Simple items rarely survive at all.
Tier 5: Lightning Storm
Range: 60 feet from self | Duration: Level rounds
You become a living storm. For the duration, lightning answers your call. bolts descending from clouds that weren't there a moment ago. Each round, you can call strikes on up to 3 targets within range: 1 wound each (Cunning save for 1 fewer wound (minimum 0)). The storm is real: wind rises, thunder rolls continuously, the smell of ozone becomes overwhelming. Rain may begin. The sky darkens. You stand at the center of a localized apocalypse, lightning arcing down where you point, thunder answering your commands. When it ends, you're electrically charged. metal objects shock you for 1 wound for the next hour. Your hair refuses to settle. Static clings to everything you touch. The storm drew attention from miles away, and everyone who saw it knows: someone commanded the lightning. Someone out there has power over the sky itself.
PSION ABILITIES (12 TOTAL)
Choose abilities in any order. Requirements listed where applicable.
Mystic Level: Your psion level = number of Psion abilities purchased (1-12)
Tier Access:
- Levels 1-4: Tier 1-2 disciplines
- Levels 5-7: Tier 1-3 disciplines
- Level 8-11: Tier 1-4 disciplines
- Level 12: Tier 1-5 disciplines
1. PSIONIC AWAKENING (Initial - 1m + 1s)
Required: Must be your first Psion ability.
The third eye opens. The world becomes a hall of mirrors, each mind a door you could push through.
Gain: All 8 disciplines (always available). Manifestation mechanics (see above).
Passive: Detect thinking creatures within 30 feet (presence and direction, not precision).
Starting Focus: You know CONCENTRATE and SCATTER.
2. MIND OVER MATTER (1m + 1s)
Your thoughts have weight. Your will has force.
Passive: Once per round, a discipline that wounds also strips 1 Vigor from its target.
Maneuver: Mental Push (1 Stamina) - Force one creature within 30 feet to move 10 feet in any direction (Body save negates).
Learn: Choose 1 Psionic Focus from the list.
3. PSIONIC BLADE (1m + 1s)
You think of a weapon and your hand holds one: crystallized intention, given edge.
Passive: Manifest a weapon of pure psychic force (free action). Deals 2 wounds, 5 feet reach, counts as magical. Sheds dim blue light. Lasts until dismissed or unconscious.
4. PSIONIC ASSASSIN (1m + 1s)
Requires: Psionic Blade.
You strike where thought meets nerve.
Passive: When you hit a creature unaware of you with Psionic Blade, your crit range improves by 2 and the hit ignores Vigor.
Learn: Choose 1 Psionic Focus from the list.
5. PSIONIC WARRIOR (1m + 1s)
Requires: Psionic Blade.
Your body becomes an extension of your will.
Passive: Attack twice per turn with Psionic Blade. While it is manifested, opportunity attacks against you have disadvantage.
6. MENTAL FORTRESS (1m + 1s)
Your mind is a citadel. Others may knock at the gates, but you choose whether to answer.
Passive: Advantage on saves vs mental effects (charm, fear, domination, possession); allies within 5 feet share it. Know when targeted by mental intrusion.
Learn: Choose 1 Psionic Focus from the list.
7. PSYCHIC RESILIENCE (1m + 1s)
Even death gives you a moment to think.
Passive: Once per combat when your Vigor drops to 0, immediately regain 1 Vigor.
Triggered: Last Thought (3 Stamina) - When wounded past your last slot, manifest one Tier 1-2 discipline as free action (auto-succeed) before falling unconscious.
8. MIND-BODY UNITY (1m + 1s)
The distinction between thought and action dissolves.
Passive: Your missed Psionic Blade and discipline attacks bank your Cunning die on the target (as the Body rule), at 5 or 30 feet.
Learn: Choose 1 Psionic Focus from the list.
9. ARCANE ECHO (1m + 1s)
Your mental discipline has touched the patterns that underlie all magic.
Passive: Use scrolls as wizard. Ability Test vs DC 10 + (tier × 2). Failure: spell works but take damage = tier.
Learn: 3 wizard spells (Tier 3 or lower). Cast using psion manifestation rules.
10. ENHANCED FOCUS (1m + 1s)
Your concentration becomes absolute. Where others waver, you hold.
Passive: When you apply a Psionic Focus, the drawback is halved. Once per combat, apply one with no drawback at all.
Learn: Choose 1 Psionic Focus from the list.
11. TRANSCENDENT MIND (1m + 1s)
Your thoughts move outside time's river.
Passive: Immune to surprise. Always act in the first round. Your disciplines' crit range improves by 1.
12. PSIONIC MASTER (1m + 1s)
Requires: 12 psion abilities (this must be your final ability).
You have become what others merely imagine.
Passive: Choose one discipline: auto-succeed all Ability Tests for it.
Triggered: Transcendent Manifestation (5 Stamina) - Manifest any discipline as Tier 5 (auto-succeed).
Triggered: Perfect Focus (2 Stamina) - Auto-succeed any single Ability Test.
Learn: Choose 1 Psionic Focus from the list.
PSION ULTIMATES
Choose one ultimate at 4, 8, and 12 abilities purchased.
1ST ULTIMATE (Free at 4 abilities)
A. COMBAT TELEPORTER
- Your Psychoportation Tier 1 (Blink Step) costs only 1 stamina as reaction (instead of 2)
- You can use it your Tier times per combat
- No afterimage, instant repositioning
B. PSIONIC WARRIOR STANCE
- Passive: While wielding Psionic Blade, gain +2 AC
- You can manifest disciplines while holding your blade
- Your blade can be thrown (30 feet, returns to hand next round)
C. MENTAL DOMINATION
Free Action (4 Stamina) - Manifest Telepathy Tier 3 (Mental Command) against creature you can see. No check required, automatic success.
2ND ULTIMATE (Free at 8 abilities)
A. PERFECT ADAPTATION
Maneuver (5 Stamina) - Manifest Psychometabolism Tier 4 (Adaptation) without check. You can adapt to TWO environmental hazards simultaneously. Duration extends to 8 hours, no visible transformation.
B. PSYCHIC ASSASSIN MASTER
- Your Psionic Assassin damage increases: extra weapon die + full psion level in dice
- After striking from ambush, immediately teleport 5 feet as free action (no stamina cost)
- Striking from stealth does not break invisibility/stealth
C. FORCE BARRIER MASTERY
- Manifest Telekinesis Tier 3 (Force Barrier) as reaction (spend 1 stamina)
- Barrier can surround you completely (sphere, not wall)
- Barrier wounds double (8 wounds)
- While inside barrier, you can manifest through it without penalty
3RD ULTIMATE (Free at 12 abilities)
A. PSYCHIC STORM
Maneuver (6 Stamina) - For 1 minute, all discipline manifestations require no check (auto-succeed). You can manifest twice per turn. You regain 1 Vigor each round without rolling. After: Exhausted (disadvantage on all rolls) until rest.
B. MIND KILLER
Free Action (6 Stamina) - Declare when manifesting any damaging discipline. If the manifestation drops the target, they die instantly (no death timer). Works even on creatures normally immune to instant death. Leaves no physical mark; they simply... stop.
C. PSIONIC TRANSCENDENCE
- Passive: All disciplines you manifest count as one tier higher (Tier 1 becomes Tier 2, etc.)
- Maximum tier remains 5
Total at 12 abilities: 8 broad disciplines (all available, scale with level), combat-capable with Psionic Blade, 3 Ultimates
Power Fantasy: Mind warrior who manifests thought into reality, deadly in combat, versatile in problem-solving, master of consciousness itself
MARTIAL ARTIST (Body)
Core Fantasy: You've touched something beyond mere training: the architecture of combat itself. Where others learn techniques, you've learned to improvise them. Your body is a weapon that adapts, your mind sees openings before they exist, and you master the secrets of every fighting style you witness.
What Makes a Martial Artist:
- Jutsus are NOT spells. Unaffected by anti-magic, can't be dispelled
- You don't cast. You execute, pulling power from perfect body-mind unity
- You master deeds from other martial trees and make them your own
- Each jutsu is vast. GM determines specifics based on your intent
SPONTANEOUS EXECUTION (Martial Artist Unique Ability):
Unlike other martial characters who rely on specific techniques, martial artists do not declare. On your turn, you simply execute whatever jutsu you choose. This represents the instantaneous, reactive nature of true mastery. It comes from within, requiring no preparation or focusing ritual.
- No tactical phase declaration required
- Choose your jutsu and tier when you act
- Can react to battlefield conditions as they unfold
- Cannot be predicted by enemies
This makes martial artists uniquely flexible but also means they cannot benefit from coordinated planning the way declared abilities can.
Primary Stat: Body
Stamina Pool: See core Stamina rules. Martial Artist uses Body as primary stat.
Martial Artist Level: Number of Martial Artist abilities purchased (1-12)
THE THREE PATHS
Each Martial Artist ability grants passives plus 1 Mastered Deed (always) and your choice of either a Jutsu OR a Primal Spell:
| Path | What You Get |
|---|---|
| Mastered Deed | Master one deed from any martial tree. Give it a unique name. Always gained. |
| Jutsu | Learn one jutsu from the 6 Jutsu categories below. Choose this OR Primal Spell. |
| Primal Spell | Learn one spell from the Primal (Druid) spell list. Cast using Body instead of Sense. Choose this OR Jutsu. |
Note: Foundation of Iron (your first ability) grants all three as an exception.
JUTSUS
Jutsus are broad martial capabilities with 5 tiers. All tiers are available from the start. Higher tiers are harder but nothing stops you from attempting Tier 5 at level 1.
Execution: Roll Body dice + Tier dice, needing [Jutsu Tier] successes. Success: Free. Failure: Works, but costs stamina equal to tier.
Stamina & Exhaustion:
- Have stamina (1+): Roll normally. Failure costs stamina equal to tier.
- Out of stamina (0): Can still execute. Failure causes exhaustion.
- Already exhausted: Roll at disadvantage. Failure means instant death.
Reaction Execute: Spend 2 stamina to execute as a reaction.
PRIMAL SPELLS
Martial Artists who walk the primal path learn druid magic, channeling nature through their body rather than their will.
Improvised Casting: Like jutsus, spells are cast on your turn without declaration. Ability Test (d20 + Body die + Tier vs DC). Success: Free. Failure: Spend stamina equal to tier to succeed, or spell fails.
Spell Access: You can only learn spells with tier ≤ your Tier.
MASTERED DEEDS
Master deeds from other martial trees and make them your own. Give each a unique name that fits your style.
Examples:
- "Iron Mountain Throw" (from Wrestler's Earth Shaker)
- "Void Step Strike" (from Skirmisher's Ghost Step)
- "Dragon's Crushing Palm" (from Grappler's Spine Breaker)
- "Phoenix Rising Fist" (from Berserker's Blood Surge)
THE 6 JUTSUS
Each jutsu is a broad martial capability that scales with your power. You know all six from the moment you begin training. The question is not which techniques you have, but how deeply you've mastered them.
Outside combat, these jutsus transform you from fighter to something else entirely. A master of Iron Body can survive environmental hazards, endure torture, and demonstrate feats of endurance that inspire legends. A master of Piercing Eye can read people, anticipate danger, and see through deception. The jutsus are tools, and tools work whether or not fists are flying.
1. IRON BODY (Hardening)
You have learned to channel force through your body: where it enters, where it pools, where it exits. Your flesh remembers stone.
Tier 1 (Free): Toughen skin. Gain +2 AC for one round.
Tier 2 (Reaction): Reduce damage from one attack by half.
Tier 3 (Free): Ignore one condition (stunned, paralyzed, poisoned, frightened).
Tier 4 (Action): Remove 1 of your wounds. Wounds close visibly.
Tier 5 (Action): Become invulnerable for 1 round. Attacks land but do nothing.
Outside combat: Survive falls, resist torture, endure environmental hazards, demonstrate impossible feats of endurance.
2. SWIFT WIND (Movement)
Your feet find surfaces that shouldn't hold you. Your body moves faster than thought allows. Physics suggests limits; you respectfully decline.
Tier 1 (Free): Gain +15 feet movement this round.
Tier 2 (Free): Walk on water, walls, or ceilings for 1 round.
Tier 3 (Move): Teleport up to 30 feet to a location you can see.
Tier 4 (Action): Take two actions this round. You exist in overlapping moments.
Tier 5 (Action): Become incorporeal for 1 round. Pass through solid matter.
Outside combat: Run across rooftops, traverse impossible terrain, escape any pursuit, scout ahead instantaneously.
3. STRIKING THUNDER (Offense)
You strike the space between thought and action. Your fists carry the weight of mountains, the precision of needles, the finality of death.
Tier 1 (Free): Your next unarmed strike deals and the target loses 1 Vigor.
Tier 2 (Free): After hitting, target saves or is dazed (move OR action only).
Tier 3 (Free): After hitting, target saves or is stunned for 1 round.
Tier 4 (Free): Strike deals 2 wounds. Target saves for half.
Tier 5 (Free): After hitting a creature of your level or lower, they save or die instantly.
Outside combat: Break objects precisely, strike pressure points for healing, demonstrate power that ends fights before they begin.
4. FLOWING WATER (Defense)
Your hands read the air like water. Attacks announce themselves before they arrive. You simply reach up and suggest they land elsewhere.
Tier 1 (Reaction): Negate 1 wound from a ranged attack; roll your Body die, and on a 5+ you catch the projectile.
Tier 2 (Reaction): Redirect one attack to a different target within 5 feet.
Tier 3 (Reaction): Catch and return a ranged attack at the attacker.
Tier 4 (Reaction): Counter a melee attack with an immediate unarmed strike.
Tier 5 (Reaction): Turn an enemy's attack fully against them. They take their own damage.
Outside combat: Catch thrown objects, deflect falling debris, sense incoming danger through air displacement.
5. HIDDEN SHADOW (Stealth)
You have learned that shadows are not absences but presences, doorways for those who know how to step sideways. You are there, and then you're not.
Tier 1 (Free): Blend into shadows. Advantage on stealth, disadvantage to spot you in dim light.
Tier 2 (Free): Vanish from sight for 1 round. Attacking breaks the effect.
Tier 3 (Move): Teleport between shadows within 60 feet.
Tier 4 (Action): Become invisible for your level in rounds. True invisibility.
Tier 5 (Action): Exist partially outside reality for 1 minute. +4 AC, advantage on saves, can't be targeted by sight.
Outside combat: Pass unseen, escape any cage, infiltrate anywhere, disappear when conversations turn dangerous.
6. PIERCING EYE (Awareness)
You've learned to see without eyes, know without being told. Your mind perceives what your body never could.
Tier 1 (Free): Sense hidden creatures within 30 feet.
Tier 2 (Free): Read a target's next combat action.
Tier 3 (Free): Cannot be surprised. Danger sense activates automatically.
Tier 4 (Free): See through illusions, detect lies automatically, recognize disguises.
Tier 5 (Action): Glimpse the next minute of combat. Ask the GM one yes/no question about what will happen.
Outside combat: Investigate crime scenes, verify truth, anticipate danger, read intentions and motives.
MARTIAL ARTIST ABILITIES (12 Total)
Choose abilities in any order. Requirements listed where applicable.
Each ability grants passives plus 1 Mastered Deed (always) and choose 1 of 2: Primal Spell OR Jutsu.
1. FOUNDATION OF IRON (Initial - 1m + 1s)
The training begins. You have learned to feel the flow of force through your body.
Required: Must be your first Martial Artist ability.
Passive:
- Passive: Unarmed strikes count as magical weapons; +1 crit range at Tier 3, +2 at Tier 5.
- Passive: While unarmored or in light armor, you may use your Body modifier in place of Sense for AC.
Gain All Three: 1 Primal Spell + 1 Jutsu + 1 Mastered Deed
2. IRON PALM (1m + 1s)
Your palm becomes a forge hammer. Solid things remember they were always meant to break.
Passive:
- Unarmed strikes deal double damage to objects
- Advantage when attacking objects or structures
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
3. SWIFT FEET (1m + 1s)
You move like something hunting. Your footsteps make less noise than they should.
Passive:
- +10 feet movement speed
- Advantage on Body checks to jump
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
4. HARDENED BODY (1m + 1s)
Your skin looks normal but feels subtly wrong, too dense, like touching a statue made of warm stone.
Passive:
- Passive: +1 AC when unarmored or in light armor.
- Passive: Once per combat, negate one wound.
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
5. CENTERED MIND (1m + 1s)
Your mind has walked through darkness. Lesser influences find no purchase in its depths.
Passive:
- Advantage on saves vs charm, fear, and mind control
- Cannot be surprised while conscious
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
6. FLOWING STANCE (1m + 1s)
You stand where you choose to stand. Wind, water, and enemy hands find no purchase.
Passive:
- Passive: When you succeed on a saving throw, you may immediately move 5 feet without provoking.
- Advantage on saves vs being moved or knocked prone
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
7. PRESSURE POINT MASTERY (1m + 1s)
You have memorized the body's hidden architecture: where nerves cluster, where a single touch can silence limbs.
Passive:
- Passive: Once per turn when you hit with an unarmed strike, the target has disadvantage on its next attack.
- During rest, meditate to recover Stamina equal to Body modifier
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
8. IRON SKIN (1m + 1s)
You have trained your body to redirect force the way rivers redirect around stones.
Passive:
- Passive: Once per round when an attack strips your Vigor, roll your Body die: on a 5+ the Vigor is not lost.
- Passive: Falls and bludgeoning hazards cannot wound you.
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
9. SHADOW STEP (1m + 1s)
Shadows are not absences but presences, doorways for those who know how to step sideways.
Passive:
- Passive: You may move through enemies' spaces (you cannot end your movement there).
- After using a jutsu, move 5 feet without provoking
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
10. GRAPPLING MASTERY (1m + 1s)
Your grip is iron. What you seize, you keep.
Passive:
- Passive: Advantage on Body checks to grapple.
- Enemies you grapple have disadvantage to escape
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
11. BATTLEFIELD AWARENESS (1m + 1s)
You've learned to perceive the battlefield as masters do.
Requires: 6 martial artist abilities
Passive:
- Tremorsense 15 feet
- Passive: Add your Tier to initiative rolls.
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
12. GRANDMASTER (1m + 1s)
You have transcended the body by perfecting it. Others argue whether the body is prison or temple; you have made yours a door.
Requires: 11 martial artist abilities (must be your final ability)
Passive:
- Passive: Once per rest, execute a jutsu of any tier regardless of your Tier.
- All jutsu execution checks have advantage
Gain: 1 Mastered Deed + choose 1: Primal Spell OR Jutsu
MARTIAL ARTIST ULTIMATES
Choose one ultimate at 4, 8, and 12 abilities purchased.
1ST ULTIMATE (Free at 4 abilities)
Choose ONE:
A. FLOWING STRIKES
After executing any jutsu, you can immediately move 10 feet without provoking opportunity attacks.
B. ADAPTIVE DEFENSE
When an enemy hits you, spend 1 Stamina to gain advantage on all saves against that enemy until end of your next turn.
C. JUTSU FUSION
Once per round, execute two different jutsus as part of the same action. Make one check at disadvantage for both.
2ND ULTIMATE (Free at 8 abilities)
Choose ONE:
A. COUNTER MASTERY
When an enemy misses you with a melee attack, immediately execute any Tier 1-2 jutsu against them as a free action.
B. IRON WILL
Advantage on all saves. When you fail a save, spend 2 Stamina to reroll (must take new result).
C. LIMITLESS STAMINA
During rest, recover all Stamina. Maximum Stamina increases by +4.
3RD ULTIMATE (Free at 12 abilities)
Choose ONE:
A. PERFECT SELF
Your body transcends mortality:
- You no longer age
- You don't need food or water
- Immune to disease and poison
- Tier 1-2 jutsus always succeed (no check needed)
B. DEATH TOUCH
After hitting with an unarmed strike, spend 3 Stamina to place a death mark. Any time in the next 7 days, use an action to activate: target makes Body save or dies instantly. Success: 2 wounds.
C. EMPTY BODY
Spend 4 Stamina: Become invisible and intangible for 1 minute. Pass through solid objects. Cannot attack while active. Can end early to make one attack with advantage.
Total at 12 abilities: 6 broad jutsus (all available, scale with tier), 12 mastered deeds, massive passive bonuses, 3 Ultimates
Power Fantasy: Master martial artist who improvises impossible techniques, steals the secrets of every fighting style, and transcends the limits of the body
ARCANE SPELL LIST
Shared by Wizard and Invoker. Magic is strange. Spells are tools with natural properties and limitations. Class abilities provide modification and scaling.
Casting: In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death.
TIER 1 (20 Spells)
Reliable tools, strange effects. Damage: 1d6-2d6
FORCE DART
Range: 60 feet | Duration: Instant
You flick your fingers and bolts of violet light streak toward your enemies. One dart per two levels, minimum two. Each dart strikes automatically and strips 1 Vigor; a dart that strikes a minion kills it. If you direct the whole volley at one target, it deals 1 wound instead. You may divide the darts among any targets you can see. The darts cannot be dodged or blocked, only absorbed by magic. They leave glowing trails in the air for one round, illuminating their path and pointing back toward you. They pass through glass without shattering it but not through stone or metal.
WITCH-SIGHT
Range: Self | Duration: Level x 10 minutes
Your eyes turn silver and you see the invisible architecture of magic within 30 feet. Enchantments pulse with blue light, illusions waver like heat-mirages, curses coil like black smoke around their victims. Magical creatures glow with intensity proportional to their power. You can read magical writing and see invisible creatures. While your sight is turned to magic, mundane things grow dim. Disadvantage on noticing non-magical details. Others can see the silver gleam in your eyes.
PHANTOM ARMOR
Range: Touch | Duration: Until dawn
Ghostly plates of pale blue force settle over a creature like a second skin, granting +2 AC. The armor is weightless and silent but shimmers visibly when struck, shedding motes of light that fade after a moment. It cannot coexist with physical armor. Attempting to don armor causes both to fail. The wearer feels a faint chill while protected, and their breath mists slightly even in warm air.
COLD HAND
Range: Touch | Duration: Level rounds (cold)
Your hand turns corpse-blue and killing cold radiates from your palm. A creature you touch takes 1 wound and must save or be slowed. Half movement, clumsy actions until the end of their next turn as frost locks their joints. Your hand remains freezing for the spell's duration, leaving frost on everything you touch. You cannot feel texture or temperature with that hand until the cold fades. Water freezes at your touch; flames gutter and die.
THE DROWSING
Range: 30 feet | Duration: Level x 10 minutes
A wave of honey-thick exhaustion settles over a 15 feet area. Creatures of your level HD or less fall into deep, dreamless slumber without a save. Higher HD creatures may save; on failure they sleep, on success they are drowsy (disadvantage on perception and initiative) for the duration. Sleepers wake if harmed or shaken vigorously. loud noises alone won't rouse them. The air in the area smells faintly of lavender and dust. You feel the spell's weight while it persists, not enough to sleep, but enough that your thoughts drift and your eyelids grow heavy.
FALSE FRIEND
Range: 30 feet | Duration: Until dawn
You twist a humanoid's perception of you. They must save; on failure they believe you are a trusted ally, an old friend, someone they've always known. On success they feel inexplicably well-disposed toward you (won't attack unless provoked, answers simple questions). Either way, they won't betray their true companions. Hostility from you or your allies allows a new save. When the spell fades, they remember everything with horrifying clarity, your face, your voice, exactly what you made them believe. They know what you did to their mind.
CANDLELIGHT
Range: Touch | Duration: Until dawn
An object you touch glows with warm golden light, illuminating 30 feet. The light has no heat and cannot be extinguished by water or wind. Only by your will or the dawn. It flickers and dims when lies are spoken within its radius, though it cannot tell who speaks falsely. You always know the direction to any active Candlelight you've cast, no matter the distance. The light casts no shadows, or rather, shadows fall strangely, pointing toward the light instead of away.
SLOW FALL
Range: 30 feet | Duration: Level rounds
You speak a word and gravity loosens its grip on up to your level in falling creatures within range. For the duration, affected creatures fall gently (about 30 feet per round.Âand take no falling damage. You may cast this the moment you see creatures fall. Affected creatures drift like leaves and can be grabbed, pushed, or attacked easily while descending. They glow faintly with a soft light until they land. If the spell ends while they're still airborne, they resume falling normally.
FORCE WARD
Range: Self | Duration: Level rounds
A disc of shimmering blue force snaps into existence on your forearm, granting +3 AC for the duration. You may cast this the moment you are attacked. The ward appears before the blow lands. It crackles audibly when struck and sheds dim light within 5 feet. Your warded hand cannot hold anything while the spell persists; the force disc occupies it completely. Attacks that strike the ward leave rippling patterns of light across its surface.
WHISPERS OF THE DEAD
Range: 30 feet | Duration: Level x 10 minutes
You hear the murmuring of spirits tied to this place. The dead who fell here, echoes of violence, ghosts bound to objects or the ground where they died. You may ask them one question per round; they answer truthfully but only know what they witnessed in life or at their death. Spirits speak in whispers only you can hear. Each question beyond your level requires a Sense save or one spirit attempts possession until dawn. They are hungry for life, and your attention feeds that hunger.
UNSEEN PORTER
Range: 5 feet | Duration: Level hours
A rippling presence manifests. Âinvisible but for a slight distortion in the air like heat shimmer. The porter follows you, carrying up to 500 pounds, hovering at waist height. It cannot fight, speak, or travel more than 30 feet from you. It can manipulate simple objects. Âopen doors, pour drinks, hold torches. Âbut nothing requiring skill or judgment. It hums faintly when heavily laden. If forced beyond 30 feet, it sets down its burden and vanishes with a soft pop.
GREASE
Range: 30 feet | Duration: Level rounds
Slick, foul-smelling oil spreads across a 10-foot area. Creatures entering or standing there must save or fall prone. Standing up in the grease requires an action and another save. The grease is violently flammable. Âany spark ignites it for 1 wound to all creatures inside, then the spell ends. The smell clings to anything that touched it and lingers for hours. The oil gleams sickly in torchlight.
MENDING TOUCH
Range: Touch | Duration: Instant
You press your hand to a broken object and its pieces flow together like water finding its level. Breaks, tears, and cracks seal seamlessly over the course of one minute. The object cannot be larger than a door. This cannot restore magical properties, reassemble objects destroyed entirely, or heal living flesh. Each mending leaves a faint silver line visible only under Witch-Sight. Âa scar in the object's history that reveals it was once broken.
FOXFIRE
Range: 30 feet | Duration: Level x 10 minutes
You conjure up to four floating motes of pale blue-green light. Each illuminates like a candle and floats where you direct, moving up to 30 feet per round. They cannot pass through solid objects but can squeeze through gaps. If touched, they feel cold and slightly damp. You can extinguish them at will or combine them into one brighter light. The lights flicker and dance when spirits or invisible creatures pass near them.
ALARUM
Range: Touch | Duration: Until dawn
You ward an area up to 30 feet across with invisible magical threads. When a creature larger than a rat crosses the boundary, you are instantly alerted. Âa sharp tone sounds in your mind, waking you from sleep if necessary. You know the direction of the intrusion but not what caused it. The ward is invisible but Witch-Sight reveals a faint web of silver lines. You may set a password that allows creatures to pass without triggering the alarm.
THUNDERCLAP
Range: 5 feet | Duration: Instant
You clap your hands and thunder booms outward. All creatures within 5 feet except you must save; on failure they are deafened for one minute and pushed back; on success they are pushed back but not deafened. The sound is audible from a mile away.everyone nearby knows magic was worked. Brittle objects in range crack or shatter. Your own ears ring for several minutes afterward, giving you disadvantage on hearing-based checks. The air smells of storms.
FEATHERWEIGHT
Range: Touch | Duration: Level x 10 minutes
An object you touch becomes nearly weightless. Âreduced to a tenth of its normal weight. A locked chest becomes easy to carry; a boulder can be rolled by a child. The object still has the same mass for purposes of collision and momentum. Living creatures cannot be affected. When the spell ends, the full weight returns instantly. Âbe careful what's beneath it. Affected objects drift slightly in strong wind.
SILVER TONGUE
Range: Self | Duration: Level x 10 minutes
Your voice becomes honey and velvet. For the duration, you have advantage on checks to persuade, deceive, or charm through speech. Your words are not magically compelling. Âyou're simply supernaturally convincing. Listeners who succeed on a Mind check sense something unnatural about your eloquence. Your voice takes on a faint melodic quality, and your eyes gleam when you speak. The spell ends immediately if you shout, scream, or speak in anger.
BITTER IRON
Range: Touch | Duration: Level x 10 minutes
You touch a metal object no larger than a weapon and it becomes cold iron. Âanathema to fey, spirits, and certain demons. Creatures vulnerable to cold iron take an additional 1 wound from the weapon, and wounds from it resist their natural healing. The metal turns dull gray and sweats a faint reddish moisture like blood. When the spell ends, the metal returns to normal but is left with a slight chill that never quite fades.
WHISPERED WARNING
Range: Self | Duration: Level hours
You attune yourself to the flow of fate and danger. For the duration, you cannot be surprised, and you feel a prickling unease moments before hidden dangersâ€"Âtraps, ambushes, poison in your cup. The warning is instinctive, not informative; you know something is wrong but not what. The magic makes you jumpy and paranoid; you have disadvantage on checks to remain calm or sleep peacefully while it persists.
SENSE DECEIT
Range: Self | Duration: Level x 10 minutes
Your perception attunes to falsehood. When someone within 30 feet speaks a deliberate lie, you hear a faint discordant note, not what the truth is, only that deception occurred. The note is perceptible only to you and sounds like a string plucked wrong. Creatures who believe their own lies trigger nothing. The spell makes you sensitive to social subtleties; you have advantage on Insight checks but disadvantage on checks to accept things at face value.
TRUTH'S ECHO
Range: Self | Duration: Level x 10 minutes
Your ears attune to the shape of spoken words. When someone within 30 feet speaks, you sense the emotional weight behind their words: conviction, uncertainty, fear, hope. You cannot detect lies directly, but you know when words are spoken with full belief versus hollow recitation. Performers and skilled liars may speak with genuine conviction about false things. The spell leaves a faint ringing in your ears for an hour afterward.
STEADY HAND
Range: Self | Duration: 1 minute
You steel yourself for necessary action. For the duration, your hands cannot shake, your voice cannot waver, and you cannot hesitate from fear or doubt. You have advantage on checks to remain calm, resist intimidation, or perform precise actions under pressure. The spell doesn't make you brave. It makes you functional despite terror. When it ends, the suppressed emotions hit; you are shaken for one round.
EXPOSE WEAKNESS
Range: 30 feet | Duration: Instant
You study a creature for a heartbeat and perceive one significant vulnerability: a gap in armor, an old injury, a fear they try to hide. The next attack against them within one round has advantage. The knowledge is intuitive, not detailed; you know where to strike, not why it works. Using this on the same target twice in a day reveals nothing new.
CONDEMNING GAZE
Range: 30 feet | Duration: Level hours
You fix your eyes upon a creature and they feel the weight of scrutiny. For the duration, they have disadvantage on Deception checks against you and feel compelled to avoid meeting your gaze. If they have wronged someone present, they become visibly uncomfortable: sweating, fidgeting, avoiding the topic. The gaze is unsettling; social interactions with you are strained while it persists.
OATH BOND
Range: Touch | Duration: Until dawn
You touch a willing creature and speak words of protection. Until dawn, you know if they fall below half Vitality and their approximate direction. Once during the duration, when they take damage, you may spend your reaction to appear at their side by teleporting up to 60 feet instantly. The bond is visible as a faint silver thread between you, seen only with magical sight. Only one bond at a time.
SHIELD OTHER
Range: 30 feet | Duration: Focus
You share the burden of a creature's pain. While you concentrate, half of all damage they take is redirected to you instead. The damage cannot be reduced. You feel exactly what was meant for them. If you fall unconscious, the spell ends. A faint shimmer connects you visibly; enemies can target you to break the link. The redirected wounds appear on you in the same locations.
WARD WORD
Range: Self | Duration: 1 minute
You speak a word of protective power. Until you make an attack, cast an offensive spell, or take a hostile action, enemies must save before they can target you directly. Success lets them act normally; failure means they must choose a different target or waste their action. The protection shatters the instant you harm anyone. While protected, you shimmer faintly with residual energy.
WATCHFUL GUARDIAN
Range: Touch | Duration: Level hours
You touch a doorway, window, or portal no larger than 10 feet across. For the duration, you are aware of all creatures that pass through it.their number, size, and whether they bear hostile intent toward what lies beyond. The awareness works at any distance on the same plane. You can have up to your level in watched portals at once. The threshold glimmers briefly when something passes through.
PATHFINDER
Range: Self | Duration: Level hours
Name a destination you have visited or can describe precisely. For the duration, you know the shortest safe route (not necessarily the fastest, but the one with fewest hazards). The knowledge manifests as gentle intuition; wrong turns feel subtly unpleasant. The spell cannot find paths that don't exist or routes blocked by magic. In unfamiliar territory, you never feel lost.
SECOND WIND
Range: Self | Duration: Instant
You push through exhaustion with sheer will. Remove one level of exhaustion or recover Vitality equal to 1d6 + your level. Using this spell more than once between rests is dangerous. Each additional use deals 1 wound to you as you burn through reserves. The surge of energy is visible as a brief flush of color returning to pale features.
SURGE FORWARD
Range: Self | Duration: 1 round
You burst forward with supernatural momentum. Your movement speed doubles for one round, and you can move through enemy spaces without provoking attacks of opportunity. Moving in a straight line grants and the target loses 1 Vigor to your first melee attack this round. You cannot turn sharply while surging. Only gradual curves. The rush leaves a faint blur in your wake.
COMPREHEND STRUCTURE
Range: Touch | Duration: Instant
You touch a mechanism, device, or structure and instantly understand how it functions. Locks reveal their mechanisms, traps show their triggers, devices demonstrate their purpose. You don't learn how to bypass or disable, only how it works. Complex magical devices may reveal only partial information. The knowledge comes as a flash of perfect clarity that fades into memory.
INSPIRING PRESENCE
Range: Self | Duration: Level x 10 minutes
Your confidence becomes contagious. Allies within 30 feet have +1 to attack rolls and saves while they can see or hear you. If you flee, cower, or show visible fear, the spell ends immediately for all affected. You stand slightly straighter, your voice carries slightly further, and your shadow seems slightly larger than it should.
OPEN THE WAY
Range: 30 feet | Duration: Instant
You speak a word of unmaking directed at a barrier. One mundane door, gate, chain, or lock within range breaks, bends, or springs open. The breaking is loud. Everyone within 60 feet hears it. Magical locks or reinforced barriers (more than 1 foot thick stone) are unaffected. The break is violent; splinters and shards scatter. Works once per specific barrier.
DETECT SECRETS
Range: Self | Duration: Level x 10 minutes
Hidden things call to you. Secret doors, concealed compartments, invisible writing, and hidden mechanisms within 30 feet reveal themselves as faint outlines only you can see. The spell doesn't reveal traps, creatures, or magically hidden things, only physically concealed objects and passages. The secrets glow faintly with cold blue light to your enhanced sight.
HEARTH'S EMBRACE
Range: Touch | Duration: Until dawn
You touch a fire and it becomes a hearth-fire. It cannot be extinguished by natural means until dawn. Those who sleep within its light recover one additional Vitality die, and the warmth keeps watch; sleepers wake instantly if a creature with hostile intent enters the light. The fire still consumes fuel normally. You can only have one hearth-fire at a time. The flames burn faintly blue at their base.
NATURE'S GIFT
Range: Touch | Duration: Until dawn
You touch an area of natural growth. A garden, grove, or field up to 100 feet across. For the duration, plants grow twice as fast, resist disease and pests, and produce abundant yields. The effect is subtle; only careful observation reveals the magic. If the area is damaged (fire, trampling, blight), the spell ends early. The enhanced plants retain their growth when the spell fades.
ANCESTRAL WHISPER
Range: Self | Duration: Level x 10 minutes
You attune to the memory of a place. Objects and structures within 30 feet whisper fragments of their history, who made them, who used them, moments of significance that occurred here. The whispers are impressionistic, not detailed; you learn emotions and relationships, not names and dates. Places with long histories can be overwhelming; you may only ask about one specific era or topic per casting.
TIER 2 (18 Spells)
Situation changers. Damage: 2d6-3d6
PHASE STEP
Range: Self | Duration: Instant
You cease to exist for a heartbeat, reappearing up to 60 feet at a location you can see or have visited. You pass through physical barriers but not magical wards; magical barriers feel like hitting a wall of glass. A faint afterimage lingers at your origin for one round.Âenemies who saw you vanish know your destination. Using this more than once per hour leaves you disoriented: disadvantage on your next check. The transition is silent but leaves a faint smell of ozone.
VEIL OF ABSENCE
Range: Touch | Duration: Level x 10 minutes
A creature you touch slips out of perception. Âinvisible, scentless, leaving no tracks in dust or snow. The spell ends the moment they harm another creature or cast magic. They still make sound. Âfootsteps, breathing, the rustle of cloth. Those who know to listen can find them. Their shadow vanishes entirely; observant creatures may notice its absence. Mirrors do not show their reflection.
SPIDER'S GIFT
Range: Touch | Duration: Level x 10 minutes
A creature you touch can climb any surface. Âwalls, ceilings, sheer glass. Âat their normal speed, hands-free. The magic fails on surfaces that reject grip: ice, oil, magical wards. The creature leaves no tracks but may leave faint sticky residue on delicate materials. Faint web-patterns appear on their palms and soles while the spell lasts. They can support their own weight plus 100 pounds. Falling while the spell is active deals 1 fewer wound (minimum 0).
WEB SPINNING
Range: 30 feet | Duration: Level x 10 minutes
Thick strands of sticky webbing fill a 20-foot cube, anchored to solid surfaces on all sides. Creatures caught within must save; on failure they are tangled (cannot move, disadvantage on attacks and Body/Cunning checks); on success they are slowed (half movement, webbing clings to them). Escaping full entanglement requires a Body save as an action. The webs burn quickly. fire destroys them in one round but deals 1 wound to everything inside. The webbing is white and slightly luminescent, visible in darkness. Small objects can become permanently stuck.
MIRROR SELVES
Range: Self | Duration: Level x 10 minutes
Three perfect copies of yourself step out of your shadow, mimicking your every movement with uncanny precision. When attacked, roll 1d4: on 2-4, an image is struck and shatters into fragments of light and sound. The images have no weight, cast no shadow, and make no sound when they move. Creatures who cannot see are unaffected. The copies cannot move more than 30 feet from you and wink out if forced beyond that distance.
UNLOCK / SEAL
Range: 30 feet | Duration: Instant / Until dawn
Unlock: Locks spring open, bars bend aside, sealed doors fly wide. The sound echoes. Âeveryone within 60 feet knows something was opened. Magical locks resist for one round, then reassert themselves. The spell leaves faint cracks around the mechanism.
Seal: A portal you touch becomes magically locked until dawn. Forcing it requires a DC 18 Body check. You know if your Seal is broken, feeling a snap like a cord cut.
FEIGN DEATH
Range: Touch | Duration: Until dawn
A willing creature enters a deathlike trance. Âno pulse, no breath, cold as a corpse. They perceive their surroundings dimly. Âmuffled sounds, vague shapes. Âbut cannot move, speak, or act. Any damage ends the spell. To all inspection short of powerful magic, they appear to be a corpse. The creature can end the trance at will with a round of concentration. Being in this state for more than an hour leaves the creature groggy for several hours after waking.
PRIMAL COMMAND
Range: 30 feet | Duration: Level rounds
Speak with nature's absolute authority. Beasts, plants, and elementals of your level HD or less must obey a single-word command: Come. Flee. Sleep. Guard. Hunt. Still. Creatures above your level may save. Commands last for the duration or until completed. Commanding against nature. Âmother from cubs, predator from prey, tree to uproot itself. Âfails and the magic recoils. You cannot cast this spell again until you rest.
SHATTER
Range: 30 feet | Duration: Instant
A word of breaking cracks through the air. Brittle objects in a 10-foot area. Âglass, crystal, ceramic, bone, ice. Âexplode into fragments. All creatures in the area take 1 wound from shrapnel, save for 1 fewer wound (minimum 0). Creatures made of brittle materials take 1 wound instead. The sound is audible at great distance and leaves ears ringing. The spell has no effect on materials that bend rather than break.
ENLARGE / DIMINISH
Range: 30 feet | Duration: Focus
A creature doubles in size or shrinks to half. Enlarged creatures deal and the target loses 1 Vigor, have advantage on Body checks, and their voice booms. Diminished creatures deal -1 wound (minimum 1), fit through small spaces, and speak in squeaks. Unwilling creatures may save. Clothes and equipment change with them. The transformation is jarring. Âaffected creatures are disoriented and have disadvantage on their first action. Growth breaks chains and bursts through ceilings if space is lacking.
HOVERING
Range: 30 feet | Duration: Focus
A creature or object up to 500 pounds rises into the air under your control, moving up to 30 feet per round. Vertical movement only. Âhorizontal requires pushing off surfaces or being pulled by rope. Unwilling creatures may save each round. If you lose concentration, the target floats down gently for one round, then falls. Hovering creatures glow faintly from below with pale light. Strong wind makes fine control difficult.
CHOKING DARKNESS
Range: 30 feet | Duration: Focus
A sphere of absolute darkness 30 feet across blooms from a point you choose. No light penetrates. Ânot torches, not magical light below Tier 3. Sound is muffled within; voices seem to come from everywhere and nowhere. You are as blind inside as anyone else. The darkness clings to a surface or object you designate and moves with it. The air inside feels thick and cold. Creatures who spend more than a minute within grow unsettled and paranoid.
STOLEN FACE
Range: Self | Duration: Level hours
Your features flow like wax, reshaping into those of another humanoid you have seen clearly. Your body shape changes slightly to match. Âheight, weight, build. Âthough you cannot become significantly larger or smaller. Your voice does not change unless you affect one. The disguise is physical, not illusory; it can be touched and examined. Careful inspection may reveal oddities. The eyes are slightly wrong, the mannerisms unfamiliar. The transformation itches faintly the entire duration.
CLOAK OF SILENCE
Range: 30 feet | Duration: Focus
A 15 feet sphere of utter silence manifests at a point you choose. No sound exists within or passes through. Âscreams go unheard, thunder makes no noise, verbal spellcasting becomes impossible inside. Creatures within cannot hear anything outside either. The boundary is invisible but faintly tingles when touched. You cannot move the sphere once placed. Creatures inside grow uneasy at the profound absence of sound.
BURNING BRAND
Range: Touch | Duration: Level x 10 minutes
A weapon you touch ignites with smokeless orange flame that sheds light at 5 feet. The weapon deals an additional 1 wound on hit and sets flammable materials ablaze. The fire cannot harm the wielder or burn the weapon itself. The flame can be doused normally but reignites at the start of the wielder's next turn. When the spell ends, the weapon is warm for an hour afterward.
BEAST TONGUE
Range: Self | Duration: Level x 10 minutes
You understand the speech of beasts and can speak so they understand you. Animals do not become friendly. Âa hungry wolf still sees you as food. Âbut you can bargain, threaten, or reason with them as with any creature of limited intelligence. Beasts remember you and may recognize you later. The magic leaves a faint animal musk on you that lingers for hours. Domesticated animals become slightly nervous in your presence.
ACID SPLASH
Range: 30 feet | Duration: Level rounds
You hurl a glob of hissing green acid that strikes a creature for 1 wound. The acid clings. At the start of each of its turns for the duration, the target takes 1 wound as the acid eats deeper. The lingering damage can be ended by washing with water as an action. The acid destroys paper and cloth on contact and leaves pitted scars on stone and metal. It has a sharp, eye-watering smell.
ROPE TRICK
Range: Touch | Duration: Level hours
You touch a rope up to 60 feet long and it rises into the air, standing rigid. At the top, an invisible opening leads to a small extradimensional space that can hold up to eight creatures. The space has no light and no exit except back down the rope. Creatures inside cannot affect or be affected by anything outside. The rope can be pulled up from inside. When the spell ends, anything inside is deposited gently at the rope's base.
COMPEL ANSWER
Range: 30 feet | Duration: Instant
You ask one question and your voice carries weight that demands response. The target must save; on failure they answer truthfully in three words or fewer, unable to elaborate, lie, or stay silent. On success they still hesitate visibly, and you learn whether they know the answer even if they don't speak it. The question must be simple and direct; complex questions cause the spell to fail. The target knows magic was used on them and may resent it.
PURSUIT
Range: Self | Duration: Level hours
Name a creature you have seen or whose description you know. For the duration, you sense their direction and approximate distance: across a room, across a district, across the city. The connection fades if they cross running water or enter warded ground. You move slightly faster when traveling toward them. The target feels hunted; they cannot identify you specifically, but they sense something follows.
WEIGHT OF WORDS
Range: 30 feet | Duration: Level rounds
You speak accusation and it takes physical form. One creature must save; on failure they are pressed down by invisible force (half movement, disadvantage on attacks); on success they feel the weight but can still function (−1 to attacks, movement reduced by 5 feet). Each round they can use an action to speak a genuine truth about themselves; speaking truth ends the spell. The weight is proportional to how much they conceal; the open feel only pressure, while the secretive can barely stand. You must maintain line of sight.
SHATTER LIES
Range: 30 feet | Duration: Instant
You speak a word of unmaking directed at deception. One illusion, disguise, or magical concealment within range is dispelled if Tier 2 or lower. Higher tier effects require a contested magic check (both roll d20 + casting stat die + Tier). The dispelling is visible. The falsehood cracks like glass before dissolving. Everyone within 30 feet knows something was hidden and now is not. Physical disguises (makeup, costume) are unaffected.
VIGILANT SENSES
Range: Self | Duration: Level x 10 minutes
Your senses sharpen beyond human limits. You can see clearly in dim light, hear whispered conversations at 60 feet, and smell recent presence. You know if someone passed through an area in the last hour. Ambush becomes nearly impossible; you cannot be surprised while the spell persists. The heightened senses are overwhelming in crowds or loud places. Disadvantage on concentration in chaotic environments.
DECISIVE STRIKE
Range: Self | Duration: 1 round
You commit fully to one action. Your next attack or check this round has advantage, and if it's an attack that hits, add 1 wound. However, you cannot take reactions until the start of your next turn; you're fully committed. If you don't attack or make the check before your turn ends, the spell is wasted. The moment of decision is visible; your eyes flash with certainty.
HOLD THE LINE
Range: Self | Duration: Focus
You plant yourself and become immovable. While concentrating, you cannot be pushed, pulled, knocked prone, or moved against your will by any force short of Tier 5 magic. Your feet leave impressions in stone. You cannot move voluntarily while the spell persists. Ending it requires an action. Enemies who attempt to move you feel as if pushing against a mountain.
WARDED GROUND
Range: Touch | Duration: Until dawn
You touch the ground and create a protected area 30 feet across. The warded ground resists intrusion. Creatures with hostile intent toward those inside feel resistance when trying to enter, giving you one round of warning. Undead and summoned creatures must save to enter; failure means they cannot cross the boundary this round. The ward's edge shimmers faintly at night. Violence within the area cracks the ward; a death ends it entirely.
GUARDIAN BLADE
Range: Touch | Duration: Level x 10 minutes
A weapon you touch becomes an instrument of protection. While wielded, it grants the wielder +1 AC and the ability to impose disadvantage on one attack against an adjacent ally once per round; the blade leaps to parry. The weapon glows faintly, more so when blocking. If used to strike an unarmed or helpless creature, the spell ends immediately.
VOICE OF COURAGE
Range: 30 feet | Duration: 1 minute
You speak words that steady hearts. Up to your level in creatures who hear you gain advantage on saves against fear and cannot be frightened by creatures with fewer HD than you. If already frightened, they may immediately save again to end the effect. Your voice carries clearly even in chaos, audible to all you intend to hear regardless of noise.
GUARDIAN'S WARNING
Range: Self | Duration: Level hours
You become a lightning rod for harm. Whenever an ally within 30 feet would be hit by an attack you can see, you may use your reaction to become the target instead. The attack strikes you, not them. You cannot reduce this damage by any means. A faint shimmer connects you to your allies, marking the protective bond. Those who attack your allies sometimes hesitate, sensing your watchful presence.
MOMENTUM
Range: Self | Duration: Focus
Each round you move at least half your speed in the same direction, you gain cumulative bonuses: +5 feet movement, +1 to attacks and damage. The bonus caps at +15 feet / +3. Standing still, moving backward, or changing direction more than 45 degrees resets everything. You leave faint afterimages when moving at full momentum. Enemies can see you building speed.
ADAPTABLE FORM
Range: Self | Duration: Level x 10 minutes
Your body shifts to meet challenges. Choose one: gills (breathe water), claws (1d6 natural weapon), scales (+2 natural AC), darkvision (60 feet), or wall-climbing. The transformation is visible and somewhat disturbing, your body reshapes with audible pops and stretches. You can change your adaptation by concentrating for one round, losing the previous benefit.
FORGE PATH
Range: 30 feet | Duration: Instant
You create a path where none existed. A bridge of force spans a 30-foot gap, a ladder of shimmering energy climbs a 30-foot wall, or a platform of power supports weight over a 15-foot pit. The path lasts for one minute. long enough to cross. It can support up to 500 pounds at once. The path is visible as faintly shimmering force, transparent but clearly present.
VICTORIOUS CRY
Range: Self | Duration: Instant
You shout in triumph and the sound carries power. All enemies within 30 feet who have fewer current Vitality than you must save or be shaken until the end of their next turn (disadvantage on attacks). Allies who hear you gain 1d6 vigor lasting one hour. The shout is unnaturally loud; everyone within 100 feet knows exactly where you are.
SHELTER
Range: Touch | Duration: Level hours
You touch a natural feature (a tree, rock formation, hillside) and it opens to reveal a comfortable space large enough for up to six people. The shelter is dry, warm, and hidden from casual observation; finding the entrance requires knowing it's there or a DC 15 Mind check. Inside, time passes normally but the weather cannot reach. The shelter closes when the spell ends, gently depositing anyone inside outside.
TIER 3 (16 Spells)
Encounter enders. Damage: 4d6-6d6
CONFLAGRATION
Range: 60 feet | Duration: Instant
A mote of fire streaks to a point you choose and blooms into an inferno 30 feet across. Everything in the area takes 1 wound (save for 1 fewer wound (minimum 0)). The fire is indiscriminate; you cannot exclude anyone. Flammable objects ignite and continue burning after the spell ends. The area fills with smoke and the smell of burning for several minutes. The ground is hot enough to burn bare feet for an hour afterward.
THUNDERBOLT
Range: Self | Duration: Instant
Lightning erupts from your outstretched hand in a line 60 feet long and 5 feet wide. Creatures in the path take 1 wound (save for 1 fewer wound (minimum 0)). The bolt leaves a scorched black line and the smell of storms. It reflects unpredictably off metal surfaces. The GM determines where it bounces. Thunder deafens creatures within 30 feet for one round unless they save. Your arm is numb for several minutes afterward.
UNMAKING
Range: 30 feet | Duration: Instant
You reach into a spell's structure and tear it apart. Magical effects of Tier 3 or lower on a creature, object, or area end immediately. Higher tier effects require a contested magic check. You can only unravel one effect at a time. Choose carefully when facing layered magic. Successfully unmaking powerful magic (Tier 4+) leaves you dazed and unable to cast again for one round. The unraveling is visible as threads of light dissolving into nothing.
FLIGHT
Range: Touch | Duration: Focus
A creature you touch rises into the air, able to fly at their normal movement speed with perfect maneuverability. When concentration ends normally, they float down gently for one round. If concentration is broken suddenly, they fall immediately. Flying creatures are terribly exposed. Easy targets against the open sky with no cover. Wind affects their movement. A faint hum surrounds them while airborne.
TONGUE OF BABEL
Range: Touch | Duration: Level x 10 minutes
A creature you touch understands all spoken language and is understood by all who hear them speak. The words sound wrong. Listeners hear their own tongue but the rhythm is alien, the emphasis strange. Everyone knows magic is at work. Written language and codes remain incomprehensible. The creature's eyes shimmer faintly with reflected letters. Speaking feels strange, like words are being pulled from somewhere else.
HASTE
Range: Touch | Duration: Focus
A creature you touch moves with impossible speed, blurring at the edges. They may take two actions each turn and gain +2 AC from sheer quickness. The magic burns hot. When the spell ends, however it ends, The creature is utterly wrung out, barely able to move for their next turn and suffering disadvantage on everything until they rest for at least ten minutes. Their heart races dangerously throughout.
SLOW
Range: 30 feet | Duration: Focus
Up to your level in creatures must save; on failure they move as if through thick honey (may move OR act each turn, not both, speech stretches and distorts); on success they are still slowed (half movement, −2 initiative). The air around affected creatures visibly thickens. Those fully slowed may save again at the end of each turn to downgrade to the lesser effect, then save again to end it entirely. You must maintain concentration. Creatures with more HD than twice your level have advantage on their saves.
COUNTERSPELL
Range: 30 feet | Duration: Instant
You see magic forming and speak a word of negation. You may cast this the instant you see another creature casting. Make opposing magic checks (both roll d20 + casting stat die + Tier); if you win, their spell unravels harmlessly into wisps of light. If you lose, both spells fail. Regardless of outcome, you cannot cast again until your next turn. The negation is visible as a brief flash and sounds like breaking glass.
WALL OF FLAME
Range: 30 feet | Duration: Focus
A curtain of roaring fire springs up to 60 feet long and 30 feet high, or a ring 30 feet across. Creatures within 5 feet of one side (you choose when casting) take 1 wound at the start of each turn. Passing through the wall deals 1 wound. The wall blocks sight completely with its bright orange light. The heat is intense. Creatures within 30 feet of the wall are uncomfortable. It sets fire to anything flammable it touches.
GILLS
Range: 30 feet | Duration: Until dawn
Up to your level in creatures sprout feathery gills along their necks and can breathe water as easily as air. They cannot speak underwater. Only bubbles emerge, though they can gesture and mouth words. The magic doesn't help them see in murky depths, resist pressure, or swim if they cannot already. At dawn, the gills fade even if underwater. The gills are visible and somewhat disturbing to those unfamiliar with the spell.
MIST FORM
Range: Touch | Duration: Focus
A willing creature dissolves into pale, swirling mist along with their possessions. They can drift slowly (half normal speed) and seep through any gap air could pass. They cannot attack, cast, speak, or manipulate objects. They are immune to non-magical weapons but strong wind deals 2 wounds per round and pushes them. Sunlight makes the mist glitter, revealing their location. Reforming takes a full action.
DISTANT EYE
Range: 1 mile | Duration: Focus
You create an invisible, intangible eye at a location you have visited or can precisely describe. You see and hear through it as if present; it can see in dim light but not darkness. The eye is stationary and can be spotted with Witch-Sight as a faint glimmer. While perceiving through the eye, you are blind and deaf to your own surroundings. Your body stands slack and vulnerable. The eye lasts until you end the spell or lose concentration.
BINDING CHAINS
Range: 30 feet | Duration: Focus
Spectral chains of cold iron erupt from the ground, ceiling, or walls to bind up to three creatures within range. Each must save or be wrapped in chains (unable to move or take physical actions, can still speak). The chains are visible as links of dull gray metal that frost the air around them. Chained creatures may attempt a Body save at the end of each turn to break free. Creatures vulnerable to iron take 2 wounds per round while bound.
LIGHTNING SHROUD
Range: Self | Duration: Focus
Crackling electricity wraps around your body, shedding bright light at 30 feet. Any creature that strikes you with a melee attack takes 1 wound, and you may have the lightning arc to another creature within 5 feet for 1 wound. You are immune to electrical damage while shrouded. The thunder of the spell makes stealth impossible and nearby conversation difficult. Metal objects within 5 feet spark and tingle.
ELEMENTAL WARD
Range: Touch | Duration: Focus
Choose fire, cold, lightning, or acid. A creature you touch gains resistance to that element. They take 1 fewer wound (minimum 0) from it and have advantage on saves against effects of that type. The ward manifests visibly: flames flicker harmlessly across fire-warded skin, frost crystals orbit the cold-warded, etc. The first time the ward prevents the wound that would drop the creature, the spell ends instead.
SCRYING POOL
Range: Touch | Duration: Focus
You touch a reflective surface (water, mirror, polished metal) and it becomes a window to spy on a creature or place you know. The target may save; you have advantage if you possess something of theirs. Success shows their surroundings from above, with sound. The image is visible to anyone looking at the surface. The target feels a prickling sensation of being watched. The pool ripples occasionally, distorting the image.
TRUTH'S BINDING
Range: 30 feet | Duration: Focus
You weave strands of compulsion around a creature's throat. They must save or find themselves unable to speak deliberate lies for the duration. The words simply won't form, catching in their throat like fishhooks. They can remain silent, speak truth, or speak what they believe to be true. Each round they attempt to lie and fail, they take 2 wounds from the strain. The binding is visible as faint silver threads around their neck to those with magical sight.
SHIELD OF CONVICTION
Range: 30 feet | Duration: Focus
A shimmering barrier of force springs into existence around a creature. They gain +4 AC and resistance to the next source of damage that strikes them, after which the resistance fades but the AC bonus remains. The shield is visible as a faintly blue outline that flares when struck. If the protected creature attacks, the AC bonus drops to +2 as the shield's energy splits between offense and defense.
WARDED CIRCLE
Range: Self | Duration: Focus
You create a 15-foot radius barrier of force centered on yourself. Allies within gain +2 AC and advantage on saves against spells. Enemies must save to enter the circle; failure means they cannot enter this round and are pushed back 5 feet. The barrier is visible as faintly shimmering air. You must remain stationary. Moving ends the spell. Ranged attacks pass through normally but at disadvantage.
UNBREAKABLE VOW
Range: Touch | Duration: Permanent until fulfilled or broken
Two willing creatures swear an oath that you bind with arcane power. Define the oath clearly: to protect, to serve, to return, to never betray. While both creatures uphold the vow, each knows if the other is alive and in mortal peril. If either breaks the oath willfully, they are wracked with pain (2 wounds, no save) and permanently marked with a visible brand of broken trust. The mark can only be removed by making amends or Tier 5 magic.
INEVITABLE PROGRESS
Range: Self | Duration: Focus
You become impossible to halt. For the duration, you cannot be grappled, restrained, paralyzed, or slowed by any effect of Tier 3 or lower. You move through difficult terrain at full speed. Magical barriers still stop you, but mundane obstacles part as you wade through crowds and push through underbrush without slowing. Your progress is visible as a faint bow-wave in reality, space itself yielding to your advance.
WRATH OF THE WILD
Range: 60 feet | Duration: Focus
You call nature's fury upon a 30-foot area. Roots erupt to grasp, branches lash, thorns tear. Creatures in the area take 2 wounds each round (save for 1 fewer wound (minimum 0)) and must save or be restrained by grasping vines. Escaping requires a DC 14 Body check as an action. The area becomes difficult terrain for the duration. This only works outdoors or where plants can grow. The vegetation remains after the spell ends, dead and withered from the exertion.
TIMELESS PRESERVATION
Range: Touch | Duration: Permanent until disturbed
You touch an object or willing creature and suspend it outside time's flow. For creatures, this halts all biological processes: no breathing, no aging, no awareness, until touched by another creature or until a condition you specify occurs. For objects, decay halts utterly; food stays fresh, iron cannot rust, flowers remain in bloom. The subject glows faintly with amber light visible only in darkness. Violence against a preserved creature ends the effect instantly.
TIER 4 (14 Spells)
World-reshaping. Damage: 6d6-8d6
RESHAPE FLESH
Range: 30 feet | Duration: Focus
You twist a creature's form into that of a beast of equal or fewer HD. Unwilling creatures may save. Their mind remains but their body becomes the animal entirely: stats, natural weapons, movement. Animal instincts tug at their thoughts; long transformations risk losing themselves. If the beast form is dropped, they revert; excess wounds carry over to their true form. A creature who wishes to stay transformed may resist reversion with a Sense save.
STEP BETWEEN
Range: 60 feet | Duration: Instant
You and one willing creature you touch vanish and reappear at a destination within 60 feet. You need not see it; you may describe direction and distance, or name a place you've visited. Arriving inside solid matter is violently rejected: 1 wound and you appear at the nearest open space. A faint thunderclap marks both departure and arrival. The transition leaves you both briefly disoriented.
WALL OF ICE
Range: 30 feet | Duration: Level x 10 minutes
A wall of solid ice appears: up to 60 feet long, 30 feet high, 1 foot thick, or a dome 30 feet across. Each 10-foot section has 2 wounds. Fire deals double damage. The wall radiates cold; standing within 5 feet is uncomfortable. Creatures where the wall forms may save to leap aside; failure traps them in the ice (1 wound each round until freed). The ice is translucent. Shapes are visible through it but details are blurred.
CONFUSION
Range: 30 feet | Duration: Focus
A 20-foot sphere of psychic static scrambles thought. Creatures in the area must save or lose control of their actions. Each turn, roll 1d6: 1-2 wander aimlessly, 3-4 attack nearest creature (friend or foe), 5-6 act normally but cannot use complex tactics or cast spells. Affected creatures babble and mutter. They may save again each turn. You are not immune if caught within. The area feels like static against the mind.
BLACK TENTACLES
Range: 30 feet | Duration: Focus
Rubbery black appendages erupt from the ground, filling a 20-foot area with writhing limbs. Creatures in the area must save or be seized by tentacles and take 2 wounds. Seized creatures take 2 wounds at the start of each turn and cannot move. Escaping requires a Body save as an action. The tentacles cannot distinguish friend from foe. They smell faintly of the sea. Killing individual tentacles is futile; more emerge.
BANISHMENT
Range: 30 feet | Duration: Focus
You tear open a rift and hurl a creature through. They may save; creatures native to this world have advantage. On failure, they vanish to a harmless demiplane: a silvery void where they can breathe but not act. When focus ends, they return exactly where they left (or nearest open space), dazed for one round. If they were not native to this world, they return to their origin plane permanently when the spell ends.
PERFECT INVISIBILITY
Range: Touch | Duration: Focus
A creature you touch vanishes utterly from sight and remains invisible even through violence and spellcasting. Attacks and spells seem to come from empty air. They still make sound and displace their environment. They make footsteps, ripples in water. Dust, water, paint, and blood cling and reveal outlines. They cast no shadow and have no reflection. Witch-Sight reveals a faint, creature-shaped absence.
STONE SKIN
Range: Touch | Duration: Focus
A creature's skin becomes gray and rough as granite. They take 1 fewer wound (minimum 0) from non-magical weapons and are immune to critical hits. Blades simply skid off. They sink like stone in water and cannot swim. They move with grinding weigh: disadvantage on stealth, climbing, and anything requiring grace or delicacy. Their weight doubles, which may stress floors and mounts. The transformation is uncomfortable but not painful.
PHANTASMAL SLAYER
Range: 30 feet | Duration: Focus
You reach into a creature's mind and manifest their deepest terror (visible only to them), hideously real. They must save or take 2 wounds and freeze in terror (cannot move, act, or speak) until the start of their next turn. Each round you maintain focus, they must save again. Failure means more damage and they remain frozen. Success ends the spell. The creature screams; others hear but see nothing. The fear lingers in their dreams for weeks.
ARCANE EYE
Range: 1 mile | Duration: Focus
You create a floating eye (invisible, the size of a fist), able to see in complete darkness. You direct its movement up to 30 feet per round; it can squeeze through gaps as small as 1 inch and hover in place. It cannot pass through solid barriers or magical wards. If the eye is discovered and destroyed, you take 2 wounds and cannot cast this spell until you rest. You see through it while your own vision remains normal.
WALL OF FORCE
Range: 30 feet | Duration: Focus
An invisible wall springs into existence, up to 60 feet long and 30 feet high, or a dome 30 feet across. Nothing passes through: not matter, not magic, not sound, not air. It cannot be damaged or dispelled by anything short of Tier 5 magic. Creatures inside a dome will eventually suffocate. The wall shimmers faintly when touched and is visible as a slight distortion when looked at from an angle.
LOCATE
Range: 1 mile | Duration: Focus
Name a specific creature or object you have seen before, or describe it in precise detail. You sense the direction and approximate distance to the nearest match. The spell cannot find creatures shielded by lead, transformed beyond recognition, or on another plane. The target feels a crawling sensation of being watched; if they succeed on a Mind check, they realize they're being searched for.
FORCECAGE
Range: 30 feet | Duration: Level hours
A cage of invisible force bars springs into existence around a point you choose, a cube 5 feet on a side. Creatures inside when it forms may save to leap out; failure means they're trapped. The bars are a hand's width apart. Spells and arrows pass through, but creatures cannot. The cage cannot be damaged or dispelled by anything less than Tier 5 magic. It does not block sound or air. Creatures inside can see the bars shimmer when touched.
FLESH TO STONE
Range: 30 feet | Duration: Focus / Permanent
You begin turning a creature to stone. They must save; on failure, they are slowed as stone creeps across their body. At the end of their next turn, they must save again; failure means they become a stone statue permanently. Success ends the effect. While concentration is maintained, you may force additional saves. A fully petrified creature is aware but cannot move, speak, or age. Stone to Flesh or Tier 4+ magic can restore them.
HUNTER'S BRAND
Range: 30 feet | Duration: Until dawn
You fix your will upon a creature, marking them for pursuit. A faint sigil visible only to you and your allies appears on their forehead. It cannot be hidden by illusion, disguise, or shapechanging. You always know the branded creature's direction and approximate distance while on the same plane. The first attack against them each round has advantage. They cannot hide from you; concealment and invisibility fail to obscure them from your sight. The brand fades at dawn or when they die. You can only maintain one brand at a time.
AEGIS OF WILL
Range: 30 feet | Duration: Focus
You wrap an ally in layered shields of pure force. They are immune to the next two sources of damage that would strike them; attacks deflect at the last instant, spells scatter harmlessly against the barrier. After absorbing two instances of damage, the aegis shatters with a crack like breaking glass. The shields shimmer visibly. Stealth is impossible. If you lose concentration, any remaining protection dissipates.
CALL OF THE WILD
Range: 1 mile | Duration: Focus
You send a cry into nature and it answers: Within one hour, 2d6 beasts appropriate to the terrain arrive to aid you.wolves in forests, hawks in mountains, sharks in seas. They follow simple commands and fight on your behalf but won't sacrifice themselves pointlessly. The beasts are natural animals, not summoned; they must exist nearby to answer. When the spell ends, they return to their lives. They remember you favorably.
ETERNAL GROVE
Range: Touch | Duration: Until dispelled
You touch the ground and plant a seed of magic. Over one hour, trees and plants grow to form a perfect circle 60 feet across. The grove is protected: fire cannot burn within, disease cannot spread, and nothing can die of natural causes. Creatures resting there recover double normal healing. The grove persists indefinitely but is tied to your life; your death causes it to wither over one year. You may only have one grove.
TIER 5 (12 Spells)
Reality-bending. Damage: 8d6+ or conditional
DOMINATION
Range: 30 feet | Duration: Focus
You seize absolute control of a creature's will. They may save; creatures with more HD than twice your level have advantage. On failure, you perceive through their senses and direct their actions mentally. They obey any command, even harmful ones. Each time they take damage, they may save again. When the spell ends, they remember everything: every action you forced, every thought you planted.
TELEKINESIS
Range: 60 feet | Duration: Focus
Your will becomes a hand that can grip, lift, and hurl. You can move up to 1,000 pounds up to 30 feet per round. Unwilling creatures may save each round you try to grasp them. Hurled objects or creatures deal 2 wounds per 100 pounds. Fine manipulation (writing, lockpicking) is possible but requires a Mind check. This requires your total concentration; you can take no other actions while maintaining it.
POISON CLOUD
Range: 60 feet | Duration: Focus
A billowing cloud of yellow-green vapor 30 feet across manifests where you point. Creatures in the cloud take 2 wounds each round (save for 1 fewer wound (minimum 0)). Creatures of 3 HD or less die without a save; their lungs simply stop. The cloud drifts 5 feet away from you each round and sinks to the lowest ground. Holding your breath doesn't help; the poison absorbs through skin. The cloud persists in still air even after concentration ends.
TELEPORTATION CIRCLE
Range: Touch | Duration: 1 round
You draw a circle of silver sigils that connects to another permanent circle whose sequence you know. Until your next turn, any creature entering the circle is instantly transported to the destination. The destination must be on the same plane. Creating a permanent circle requires casting this spell in the same location every day for one year, consuming 50gp of rare materials each time.
HOLD MONSTER
Range: 30 feet | Duration: Focus
Invisible bands of force lock a creature rigid. They may save; creatures with more HD than twice your level have advantage. On failure, they are held rigid by invisible force. Aware but unable to move, speak, or act. They may save (Sense DC 15) again at the end of each of their turns to break free. Truly legendary creatures (ancient dragons, demon princes) are immune unless caught utterly by surprise.
CONE OF COLD
Range: Self | Duration: Instant
A blast of killing cold erupts from your hands in a 60 feet cone. Creatures in the area take 2 wounds (save for 1 fewer wound (minimum 0)). Water freezes instantly to a depth of one foot. Unprotected liquids become ice. Creatures who fail their save are slowed until the end of their next turn. The cold lingers. The area remains difficult terrain and uncomfortable for an hour.
DISINTEGRATE
Range: 60 feet | Duration: Instant
A thin green ray strikes one creature or object. A creature takes 1 wound (save for 1 fewer wound (minimum 0)). If killed by this spell, they and everything they carry become fine gray dust; only wish-level magic can restore them. A non-magical object up to 5 feet on a side is simply gone. The ray leaves a distinctive acrid smell and a coating of fine dust that persists for days.
CHAIN LIGHTNING
Range: 60 feet | Duration: Instant
Lightning leaps from your hand to strike a creature for 1 wound (save for 1 fewer wound (minimum 0)). It then arcs to up to 3 additional creatures within 30 feet of the previous target, dealing 8d6 to each. You cannot choose arc targets. Âit seeks the nearest creatures not yet struck. A creature can only be struck once. It may arc to allies if they're nearest. Thunder rolls after each strike.
SCRYING
Range: Unlimited | Duration: Focus
You peer across any distance to observe a creature on the same plane. They may save, modified by familiarity: strangers +5, acquaintances +0, those whose possessions you hold -5, those whose blood or hair you hold -10. Success reveals their location, surroundings, and nearby conversation. They feel being watched; if they succeed on a Mind check, they know someone is scrying them and can attempt to trace the connection back to you.
ANIMATE OBJECTS
Range: 30 feet | Duration: Focus
Up to 10 small objects or 3 medium objects or 1 large object shudder to hostile life at your command. Small objects: AC 12, 1 wound. Medium: AC 13, 2 wounds. Large: AC 14, 3 wounds. They strike as soldiers of your level.
PASSWALL
Range: Touch | Duration: Level x 10 minutes
You press your hand to stone, wood, brick, or earth, and it parts silently. A passage 5 feet wide and up to 30 feet deep opens. Âanyone can use it. Metal, glass, and living matter resist. When the spell ends, the passage closes slowly over one round; anything inside is pushed to the nearest exit. Multiple castings can extend the passage indefinitely. The walls of the passage are smooth but visibly magical.
IMPRISONMENT
Range: Touch | Duration: Permanent
You bind a creature outside of time and space. They must save; legendary creatures have advantage. On failure, you choose their prison: entombed in a gemstone, frozen in a painting, transformed into a statue, grown into a tree, buried in slumber deep underground. They don't age, think, or dreamâ€"Âthey simply aren't until released. Only another casting of this spell targeting their specific prison, or magic of equal or greater power, can free them.
DEATH WARD
Range: Touch | Duration: Level hours
You touch a creature and weave protective magic into their life force. Once during the duration, when they would die from any source (damage, poison, failed save, instant death effect), they instead survive with 1 wound. This triggers automatically the first time they would die. A faint shimmer surrounds them for a moment when the ward activates, visible to all. The ward ends once triggered or when the duration expires.
IMPENETRABLE BASTION
Range: Touch | Duration: 1 minute
You touch a structure (a wall, tower, door, or building) and reinforce it with absolute arcane force. For the duration, it cannot be damaged, breached, teleported through, or bypassed by anything short of another Tier 5 spell. Creatures inside cannot leave and creatures outside cannot enter by any means. The structure glows faintly with hairline cracks of blue-white energy. Living creatures cannot be targeted, only constructed things.
NATURE'S AVATAR
Range: Self | Duration: Focus
You become one with the natural world. Your form shifts into living nature: bark for skin, leaves for hair, roots for feet. You gain 30 vigor, resistance to all damage except fire, and can move through natural terrain without trace. You can speak with all plants and animals, and they regard you as a friend. Attacking ends the spell immediately. When the spell ends, natural features around you are subtly healthier.
PRIMEVAL SANCTUARY
Range: Touch | Duration: Permanent
You touch a natural space. cave, grove, spring. And attune it to the deep magic of the land. The area up to 100 feet across becomes eternally preserved; seasons don't change within, and time passes differently. Creatures hostile to nature cannot enter without save; failure means they are simply turned aside, walking around without realizing. Those you designate can enter freely. The sanctuary remains until the magic is deliberately broken by powerful spells or the destruction of its central feature.
SPELL COUNTS
- Tier 1: 39 spells
- Tier 2: 34 spells
- Tier 3: 23 spells
- Tier 4: 18 spells
- Tier 5: 16 spells
- Total: 130 spells
PRIMAL SPELL LIST
Druids cast primal magic drawn from natural forces. Each spell is tied to an Aspect: Stone, Flame, Tide, Wind, Root, Beast, or Star.
Casting: In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death.
On any failed check, gain +1 Attunement in that spell's Aspect.
TIER 1 (27 Spells)
STONE ASPECT
STONE SHARD
Range: 60 feet | Duration: Instant
You clench your fist and feel the earth answer. A jagged stone tears itself free from the ground, wall, or floor and hurls itself at your target with bone-cracking force, dealing 1 wound. The shard leaves a small crater where it formed and falls where it strikes, obvious evidence of primal violence. In places with no loose stone, the spell pulls minerals from soil or rips chips from bedrock. The stone always feels cold, even in summer. Targets struck feel a deep ache in their bones for hours afterward, as if the earth itself resents them.
EARTHSENSE
Range: Self | Duration: Focus
You press your palm to earth, stone, or worked masonry and your awareness sinks into the ground like water into sand. Within 30 feet, you sense vibrations through the earth. footsteps become drumbeats, hidden doors reveal themselves as hollow echoes, buried objects press against your consciousness like lumps beneath a blanket. You can count creatures by their footfalls and estimate their weight. Standing still is required; the moment you move, the connection shatters like dropped pottery. Your eyes glaze white while sensing. Underground creatures sense you sensing them.some flee, some investigate.
STONE FIST
Range: Self | Duration: Level rounds
Your hands harden to grey granite, the transformation crawling up from your fingernails in a wave of cold numbness. Unarmed strikes deal 1 wound; the impact sounds like hammers on anvils. Your hands feel impossibly heavy. disadvantage on tasks requiring fine manipulation, and you cannot feel texture or temperature through the stone. The transformation is visually dramatic: veins of quartz visible beneath the surface, your knuckles becoming rough-hewn edges. When the spell ends, your hands ache fiercely as blood returns to flesh, and flakes of stone dust fall from your skin for minutes afterward.
STONECRAFT
Range: Touch | Duration: Permanent
You press your hands to unworked stone and feel it soften like clay beneath your touch. Over ten minutes of patient work, you can shape stone into simple objects. blades, bowls, tools, crude figurines. The work is meditative; your hands leave faint fingerprints in the stone that never quite fade. Created items are obviously stone. grey, cold, slightly rough. And fragile if dropped on hard surfaces. The magic cannot work on living rock still attached to the earth, nor on stone that has been worked before. Stonecraft items feel oddly warm to their creator, cold to everyone else. Master druids can recognize each other's stonecraft by the patterns left behind.
FLAME ASPECT
FLAME BOLT
Range: 60 feet | Duration: Instant
You exhale sharply and fire answers your breath. A streak of orange-white flame lances from your palm toward one target, dealing 1 wound. The bolt leaves a trail of heat-shimmer in the air and smells of woodsmoke and hot metal. Misses don't simply vanish; they ignite whatever flammable terrain they strike. dry grass, wooden walls, spilled oil. The spell doesn't discriminate between friend and fuel. Your throwing hand feels fever-warm for an hour afterward, and your eyes reflect firelight more brightly than they should. In complete darkness, casting this spell ruins night vision for everyone who sees it.
EMBERLIGHT
Range: Touch | Duration: Level x 10 minutes
An object you touch kindles with inner fire, glowing like a coal pulled from the hearth. The light reaches 30-foot radius, warm and orange, casting dancing shadows that seem almost alive. The object radiates gentle heat. enough to warm hands, dry wet clothes, or keep frost at bay. Prolonged contact with flammables causes smoldering; paper browns, cloth scorches, dry wood begins to smoke. The light cannot be extinguished by wind or water while the spell persists, though smothering it in earth ends the magic. Living creatures cannot be made to glow. The warmth feels like summer sunlight, and those who carry emberlights often grow drowsy in their presence.
KINDLE
Range: 30 feet | Duration: Instant
You point at any flammable object you can see within range. A torch, a haystack, an enemy's cloak. And speak a word that sounds like crackling flames. Fire blooms where you indicate, as if an invisible spark had landed there. The fire spreads naturally from that point; you create the ignition, not control the blaze. The magic cannot kindle living flesh directly, nor materials that wouldn't burn naturally (wet wood resists, oiled wood ignites eagerly). There's a faint smell of sulfur when you cast, and fire-druids are often blamed for blazes they didn't start. The kindled flame burns true and hot, as if begun by natural means.
HEAT METAL
Range: 30 feet | Duration: Level rounds
You fix your gaze on metal within range and will it to remember the forge. The metal begins to glow. first dull red, then orange, then white at the edges. Creatures touching or wearing heated metal take 1 wound per round as it sears their flesh. Armor becomes a prison of agony; weapons must be dropped or held through screaming pain. The metal remains dangerously hot for minutes after the spell ends, cooling slowly and unevenly. Affected metal warps slightly, leaving permanent ripple-marks. The smell of hot iron fills the area, and you can feel a sympathetic warmth in your own blood while maintaining the spell.
TIDE ASPECT
WATER BLAST
Range: 30 feet | Duration: Instant
You gesture toward a water source. A puddle, a waterskin, a rain-soaked cloak. And the water leaps to obey, erupting toward one creature in a churning torrent that deals 1 wound and pushes them back 5 feet. The spell moves existing water, it doesn't create it; without a source nearby, the magic finds nothing to grasp. The water strikes with surprising force, cold and heavy as a wave. Targets are left drenched and gasping. The source is depleted. waterskins empty, puddles scatter, barrels slosh half-full. In rain, the spell seems to pull water from the air itself, leaving a brief dry spot where you stand.
WATER BREATHING
Range: Touch | Duration: Level x 10 minutes
You press your wet fingertips to a creature's throat and feel their lungs shift. For the duration, they breathe water as easily as air.gills don't form, but the magic transforms water to breath within their chest. The adaptation is complete; breathing air becomes uncomfortable while the spell persists, each breath feeling thin and unsatisfying. Targets often find themselves craving immersion. When the spell ends, lungs return to normal with a wet cough that expels residual water. The magic leaves a faint taste of salt and iron. Those who've experienced it say drowning no longer frightens them.they know how peaceful it can be.
PURIFY WATER
Range: Touch | Duration: Instant
You touch water. A cup, a barrel, a still pond. And will it clean. Impurities separate visibly, sinking to the bottom or rising to the surface in oily films: poison turns black and settles like silt, disease blooms as pale cloudy threads, corruption surfaces as an iridescent sheen. You see exactly what was removed. The purified water tastes impossibly clean, almost sweet, with no mineral character at all. The spell cannot separate water from other liquids (wine remains wine) or purify blood, but it can make swamp water drinkable and render poisoned wells safe. The separated impurities remain dangerous. dispose of them carefully.
SLICK
Range: 60 feet | Duration: Level rounds
Water spreads across the ground in a 30-foot radius, coating every surface in a thin, impossibly slippery film. The area becomes difficult terrain; creatures moving through must save; on failure they fall prone, on success they move at half speed while fighting for balance. The water comes from nowhere visible, seeping up through stone and soil as if the ground itself were sweating. It evaporates slowly when the spell ends, leaving surfaces damp and slightly iridescent. The slick smells of rain and tastes of nothing. Creatures that fall in it find their clothes soaked through, as if they'd been dunked in a river.
WIND ASPECT
GUST
Range: 30 feet | Duration: Instant
You sweep your arm and the air obeys. A powerful wind rushes from you in a 30-foot line, hitting like an invisible wall. Creatures must save: on failure they are pushed back 5 feet, stumbling or thrown from their feet; on success they are merely staggered, losing 5 feet of movement next turn as they brace against the blast. The gust extinguishes torches, scatters loose papers, slams doors, and sends cloaks billowing. The wind carries the scent of high places. mountain peaks, open sky. And your hair whips wildly even after the spell ends. In enclosed spaces, the gust creates a tremendous boom as air pressure shifts; outdoors, it passes almost silently.
FEATHERFALL
Range: 30 feet | Duration: Instant
You see creatures falling and speak a word of gentle descent. up to your level in falling creatures within range suddenly drift downward like autumn leaves, about 30 feet per round, taking no falling damage. You may cast this the moment you begin to fall; timing is everything, and hesitation means impact. Affected creatures glow faintly with soft white light and can be pushed, grabbed, or attacked easily while floating. Their clothing and hair drift as if underwater. The magic ends the moment they touch solid ground, and they land light as dandelion seeds. If the spell ends while still airborne, normal falling resumes instantly. The transition is jarring.
WHISPER WIND
Range: Sight | Duration: Instant
You murmur words and they ride the air to someone you can see. up to ten words carried on a breeze that touches no one else. The recipient hears your voice as a whisper directly in their ear, intimate and unmistakable. They know which direction you spoke from. Anyone watching sees you casting: your lips move, a faint stirring of air ripples your clothing, and perceptive observers might guess the target from the wind's direction. The whisper cannot be intercepted, but it cannot carry tone. sarcasm and sincerity sound identical. In still air, the message arrives instantly; in strong wind, it takes a few moments to fight through.
FOG CLOUD
Range: 60 feet | Duration: Focus
You exhale slowly and mist pours from your mouth, spreading to fill a 30-foot radius with thick, clammy fog that heavily obscures everything inside. Visibility drops to arm's length; sounds become muffled and directionless. The fog smells of morning dampness and leaves surfaces slick with condensation. It disperses naturally in wind. A strong breeze ends the spell immediately, and even light wind causes it to drift and thin. While focusing, you feel cold inside, as if the mist comes from somewhere within you. Creatures in the fog can taste iron on their tongues. The boundary is distinct: step out and you can see clearly, step in and the world disappears.
ROOT ASPECT
THORN WHIP
Range: 30 feet | Duration: Instant
You reach out and a vine erupts from the nearest soil or plant matter. thorned, whip-quick, and cruel. It lashes toward one creature, striking for 1 wound as thorns the size of daggers rake flesh, then wraps around them and yanks them 5 feet toward you. The vine withers to brown dust the moment it releases, leaving only wounds and scattered thorns behind. Blood on the thorns smells of sap and copper. The spell cannot manifest without plant matter or soil nearby; on bare stone or metal floors, the magic finds nothing to shape. Wounds from thorn whips scar distinctively. druids recognize them on sight.
ENTANGLE
Range: 60 feet | Duration: Level rounds
You stamp your foot or press your palm to earth and the ground erupts with sudden, hostile life. Vines and roots burst from soil in a 30-foot radius, writhing like serpents seeking prey. Creatures starting their turn in the area must save or be restrained. wrapped in coiling vegetation that tightens when they struggle. Breaking free requires wrenching loose or cutting through. The spell requires soil or existing plants; on bare stone it fails entirely. The vegetation is aggressive, crawling toward warmth and movement. Restrained creatures hear the plants growing, a wet creaking sound. When the spell ends, the vines wither but don't release. corpses have been found wrapped in dead vegetation days later.
SPEAK WITH PLANTS
Range: Touch | Duration: Level x 10 minutes
You press your palm to bark or leaf and your awareness brushes against something vast and slow. Plants within 30 feet answer simple questions about what they've witnessed, who passed by, what was buried beneath them, whether blood was spilled on their roots. They think in seasons, not seconds; each answer takes a full minute of rustling communication, and concepts like "yesterday" mean little to things that measure time in rings and dormancy. Trees remember longest but care least about small scurrying things. Flowers remember faces but not names. Grass remembers weight and warmth. The plants cannot lie, but they can be confused, mistaken, or simply indifferent to your concerns.
BARKSKIN
Range: Touch | Duration: Level x 10 minutes
You run your hands over a creature's skin and it transforms, thickening and hardening into bark-like armor that grants +2 AC. The transformation is visually dramatic: skin takes on wood-grain patterns, hair stiffens to twigs, fingernails become rough as pine bark. Joints stiffen. disadvantage on Dexterity checks requiring flexibility. And the creature feels their face become an expressionless wooden mask. They can still speak, but their voice sounds hollow. When the spell ends, the bark flakes away over several minutes, leaving ordinary skin beneath that feels too soft, too vulnerable. Some druids report dreaming of forests for nights afterward.
BEAST ASPECT
ANIMAL SPEECH
Range: Self | Duration: Level x 10 minutes
Your voice shifts, taking on growls and chirps and chattering undertones that feel wrong in your human throat. For the duration, you speak with beasts and understand their replies, not words exactly, but meaning conveyed through posture, scent-memory, and sounds below human hearing. Animals share what they know: hunger, territory, fear, the locations of food and danger. They lack complex human concepts; asking a wolf about "justice" earns only confusion, but asking about "threat" gets immediate, visceral response. Different animals have different priorities. prey animals are nervous and scattered, predators are blunt and practical. Your voice sounds strange to human ears while the spell persists, and animals may approach you expecting continued conversation.
BEAST SENSE
Range: 30 feet | Duration: Focus
You lock eyes with a willing beast and your awareness slides into theirs. For the duration, you perceive through the animal's senses. seeing what they see, hearing what they hear, smelling with noses far keener than your own. The experience is disorienting; colors shift (dogs see differently than hawks), sounds have different meanings, and scents carry information you barely understand. While focused, you're blind and deaf to your own surroundings, your body stands vacant and vulnerable, mouth slightly open, eyes unfocused. The beast knows you're present; most find it comforting, like a rider they trust. Breaking the connection requires a moment of disorientation as you remember what your own senses feel like.
TRACKLESS STEP
Range: Self | Duration: Level x 10 minutes
You walk and the world forgets your passage. For the duration, you leave no tracks. footprints fill themselves in, bent grass springs back, snow smooths over. You carry no scent; hounds lose your trail, predators cannot smell you on the wind. The magic doesn't make you invisible or silent. You can still be seen and heard, but pursuit becomes nearly impossible once you break line of sight. The sensation is strange: you feel weightless, disconnected, as if the ground itself doesn't quite acknowledge you. When the spell ends, your next few steps feel impossibly heavy by comparison, and you suddenly become aware of how loudly you've been breathing.
PREDATOR'S GRACE
Range: Self | Duration: Level rounds
Your movements become fluid, predatory, inhuman. For the duration, you ignore difficult terrain as if it weren't there.undergrowth parts, rubble shifts, mud firms beneath your feet. You gain advantage on stealth and can flow through enemy spaces (though you cannot end there) like a wolf slipping between trees. Your eyes take on a faint reflective gleam, and observers feel an instinctive unease in your presence. prey recognizing a hunter. When the spell ends, the grace drains away suddenly, leaving you feeling clumsy and exposed in your merely human body. For several minutes afterward, ordinary walking feels like wading through water.
STAR ASPECT
STARLIGHT
Range: 30 feet | Duration: Level x 10 minutes
You raise your hand and soft silver light spills from your palm like moonlight pooled in flesh. illuminating 30-foot radius with the gentle glow of a clear night sky. The light is cool and kind to night-adjusted eyes, casting long shadows that seem to move slightly when not watched directly. Invisible creatures are revealed as faint silhouettes within the light. position obvious but form unclear, like shadows without sources. The light doesn't flicker; it's steady as stars, and slightly unnerving to those unused to magic. Creatures in the light feel watched, as if something vast and distant has turned its attention their way. When the spell ends, the darkness that returns feels deeper than before.
READ OMENS
Range: Self | Duration: Instant
You still your mind and let the stars speak through intuition. The cosmos offers a glimpse of whether a specific action will bring weal or woe in the next hour, not knowledge, but feeling. You might sense creeping dread at the thought of opening a door, or warm confidence about trusting a stranger. The answer is never specific; the stars show patterns, not particulars. The sensation is unmistakable but resists language. afterward, you struggle to explain why you know what you know. Asking the same question twice earns only silence; the stars don't repeat themselves. Some druids report seeing afterimages of constellations when they close their eyes after casting.
GUIDING STAR
Range: Self | Duration: Until dawn
A single point of silver light kindles in your mind.an internal compass aligned to the heavens. Until dawn, you always know true north, and you can retrace any path you've walked in the last day as if following a glowing thread visible only to you. The magic shows direction, not obstacles; it will lead you toward a cliff you need to climb or a river you must ford. You cannot become lost while the spell persists, and you navigate with uncanny confidence even in total darkness. The sensation is comforting, like a hand on your shoulder guiding you home. When the spell ends at dawn, you feel momentarily adrift until you remember how ordinary navigation works.
FATE'S THREAD
Range: Touch | Duration: Level x 10 minutes
You touch a creature and your vision fractures into possibility. For a moment, you glimpse the destiny-threads connecting them to their fate. glowing lines stretching into a future you can barely comprehend. You learn one significant future event involving them: a death, a betrayal, a triumph, a loss. The GM determines specifics. The knowledge arrives as fragments. A face, a place, a sensation. never the full picture, and often maddeningly incomplete. You cannot choose what you see, and the vision may be decades distant or horrifyingly soon. The touched creature feels nothing, but you are left shaken, having glimpsed the machinery of fate. Some druids refuse to cast this spell on those they love.
TIER 2 (21 Spells)
STONE ASPECT
STONE SHAPE
Range: Touch | Duration: Permanent
You press your hands to stone and it flows like cold clay beneath your touch. Over minutes of patient work. One cubic foot per minute. You can carve passages through walls, seal doors into solid rock, or sculpt shapes from raw stone. The work is slow and meditative; rushing leaves rough edges that crumble. Shaped stone bears obvious magical marks: faint fingerprints, unnaturally smooth curves, a subtle crystalline quality where you worked. The changes are permanent but not seamless. anyone examining the stone closely can tell it was magically altered. The spell cannot work on stone that is actively part of a living creature or bound by stronger magic. Your hands ache afterward, as if you'd been sculpting for hours.
TREMOR
Range: 30 feet | Duration: Instant
You stamp your foot and the earth answers with violence. The ground shakes in 30-foot radius. A sharp, brutal quake that throws creatures from their feet, cracks foundations, and sends unsecured objects crashing down. All creatures in the area take 1 wound from the shaking and must save; on failure they fall prone; on success they keep their feet but are rattled. Structures crack; weak walls may collapse. The tremor is loud, felt for hundreds of feet, and absolutely unmistakable as magical in origin. Dust fills the air. Afterward, the ground is fractured and unstable. difficult terrain until properly settled. Underground, this spell is terrifyingly effective.
STONE ARMOR
Range: Touch | Duration: Level x 10 minutes
Plates of grey stone flow up from the ground and lock into place around the target like a living statue assembling itself. The armor grants AC 16 and ignores Sense entirely. speed and agility mean nothing when encased in rock. Movement speed is halved; swimming is impossible (the wearer sinks like a stone); Dexterity saves are made with disadvantage. The armor is visually impressive. interlocking plates, subtle crystalline veins. And the wearer can feel the weight of mountains pressing down on them. When the spell ends, the stone crumbles away in chunks, leaving the wearer standing in a pile of gravel. Some find the weight comforting; others feel buried alive.
FLAME ASPECT
WALL OF FIRE
Range: 30 feet | Duration: Focus
You trace a line and fire erupts from the earth. A wall of roaring flame 30 feet long and 10 feet high, impossibly hot and hungry. Creatures passing through take 1 wound; there is no avoiding the heat, only enduring it. The wall radiates killing warmth. creatures within 5 feet take 1 wound per round simply from proximity. The flames burn without fuel, impossibly bright, casting dancing shadows that seem to move with malicious intent. The heat is visible as shimmering distortion; the roar of flames drowns conversation. When you stop focusing, the wall gutters out instantly, leaving only scorched earth and the smell of burning. Nothing flammable survives contact with the wall.
FLAME BLADE
Range: Self | Duration: Focus
Fire gathers in your hand and takes shape. A blade of pure flame, orange-white and hissing, casting sharp light and sharper heat. Attacks with the flame blade deal 1 wound; armor provides little protection against something that simply burns through. The blade leaves no wounds. only burns, cauterized and blackened. Gripping pure flame is agony barely contained by magic; your palm blisters slightly throughout. When the spell ends, you take 1 wound as the protective magic fails and the fire bites one last time. The smell of your own singed flesh lingers. The blade cannot be dropped or disarmed. It IS your hand, for the duration.but if you're knocked unconscious, the flame dies.
SCORCHING RAY
Range: 60 feet | Duration: Instant
You spread your fingers and three rays of concentrated fire lance outward. brilliant orange streaks that leave afterimages on the vision. Each ray strikes a target you can see (same or different targets) for 1 wound. Roll separately for each ray; they may hit or miss independently. The rays are precise enough to pick targets from a crowd but cannot navigate around obstacles. Where they strike, they leave small scorched marks and the smell of burning. Missing rays ignite whatever they hit instead. walls char, cloth catches flame, flesh sizzles. Your fingertips glow red-hot for several minutes afterward, and pointing at things makes people nervous.
TIDE ASPECT
TIDAL WAVE
Range: 60 feet | Duration: Instant
You raise your arms and water answers. A wave surges up from the nearest significant source (river, lake, flooded room) and crashes through an area 30 feet long by 30 feet wide, a churning wall of force that catches everything in its path. Creatures take 1 wound from the impact and must save; on failure they're knocked prone and swept along; on success they brace and remain standing but soaked. Without a significant water source, the spell finds nothing to command. The wave leaves everything drenched, floors slippery, papers ruined, torches extinguished. The sound is tremendous. The roar of surf, the crash of impact. Afterwards, water pools and drains according to natural laws, often flooding lower areas unexpectedly.
WATER WALK
Range: Touch | Duration: Level x 10 minutes
You touch up to your level in creatures and the water remembers how to hold them. For the duration, they walk on water as solid ground.the surface dimples beneath their feet like firm skin, rippling with each step but never breaking. Stepping off into deep water requires genuine courage; instinct screams it's impossible, that they'll fall through at any moment. Some targets cannot bring themselves to trust the magic. Those who do find the sensation dreamlike. walking on liquid, watching fish swim beneath their feet. The magic fails if the target is fully submerged (they must stay on top). When the spell ends, they sink normally. hopefully they've reached shore.
CONTROL WATER
Range: 30 feet | Duration: Focus
You extend your will over water within 30 feet and it obeys. Part rivers to create dry paths; raise water levels to flood rooms; lower them to reveal what lies beneath; create whirlpools that spin and grasp. The water moves as you direct, fighting its natural inclination to flow downhill and settle. You feel the water's weight pressing against your mind; large volumes are exhausting to control. When you stop focusing, water returns to natural flow. sometimes violently, as it rushes to reclaim lost territory. The spell cannot create water, only command what exists. Controlled water feels wrong to those sensitive to nature. too still, too obedient, water acting against its nature.
WIND ASPECT
CALL LIGHTNING
Range: Sight | Duration: Focus
You raise your hand to the sky and clouds answer. dark and heavy, gathering with unnatural speed until the air tastes of copper and static. Each round while you focus, you call down lightning on one creature you can see: a blinding flash, a deafening crack, 1 wound and the smell of ozone. The bolt strikes from above; the target must be under open sky (indoors, underground, or under significant cover, the spell finds no path). The clouds remain while you focus, casting everything in grey shadow. Thunder rolls after each strike, audible for miles. When you stop focusing, the clouds disperse slowly, leaving an uneasy stillness. Small metal objects in the area become slightly magnetized.
WIND WALL
Range: 30 feet | Duration: Focus
You sweep your arms apart and wind solidifies into a barrier. A wall of screaming air 30 feet long and 30 feet high, invisible but absolutely present. Projectiles (arrows, thrown weapons, hurled objects) are deflected, tumbling away harmlessly. Gases and airborne particles cannot pass; fog, smoke, and poison clouds are held at bay. Flying creatures attempting to cross must save or be blown back, tumbling through the air. The wall roars constantly, making conversation within 5 feet nearly impossible. It doesn't block line of sight, but everything viewed through it shimmers and distorts. When you stop focusing, the wind disperses explosively outward, sending loose objects tumbling.
GASEOUS FORM
Range: Self | Duration: Focus
Your body dissolves into pale mist. organs, bones, everything becoming vapor that flows and drifts. In this form you are immune to physical damage (swords pass through, arrows scatter you briefly), can fit through any crack air can pass through, and fly slowly with the effort of swimming through fog. You cannot interact with physical objects, speak clearly (only faint whispers), or cast other spells. Your vision is strange. diffuse, as if seeing from many points at once. The transformation is profoundly unsettling; you feel scattered, your sense of self attenuated. Taking magical damage breaks your focus, snapping you back to flesh. disoriented and gasping. Reforming feels like being poured back into a too-tight container.
ROOT ASPECT
SPIKE TRAP
Range: 30 feet | Duration: Until triggered or dawn
You kneel and press your palm to soil, whispering to the plants beneath. Thorny vines settle into dormancy underground, spread across 30-foot radius, invisible and patient. When creatures enter the area, the vines erupt. A sudden violent flowering of razor-sharp thorns that lash upward, dealing 1 wound to all creatures in the area. The trap triggers once and then withers to dead vegetation. The dormant trap is nearly undetectable; druids can sense them, and animals instinctively avoid the area. The vines don't discriminate between friend and foe. If dawn arrives without triggering, the vines surface harmlessly and wither. The trap smells faintly of green growth; perceptive creatures might notice something wrong.
GRASPING VINES
Range: 30 feet | Duration: Focus
You call to the green things below and they answer hungrily. Vines and creepers fill 30-foot radius, making all terrain difficult as vegetation writhes underfoot. Creatures starting their turn in the area must save or be restrained. caught in coiling tendrils that grip and squeeze. The vines are actively malevolent while you focus; they reach toward warmth and movement, tighten when prey struggles. Requires soil or existing plants; on bare stone, the spell finds nothing to awaken. The area becomes a writhing mass of vegetation, leaves rustling without wind, stems reaching like grasping fingers. When you stop focusing, the vines go still but don't release. those restrained must still tear free.
PLANT GROWTH
Range: 30 feet | Duration: Permanent
You spend several minutes in ritual concentration. This is clearly magic, not subtle. And plants within 30-foot radius respond with explosive growth. Grasses become chest-high tangles; shrubs swell into thickets; trees spread canopies and extend roots. The growth is permanent and becomes difficult terrain that takes hours to clear. The spell doesn't create plants, only enhances what exists; bare stone yields nothing. The growth is natural once established. It will flower, fruit, spread seeds according to its nature. The ritual feels like encouraging something that wants to happen; plants grow toward you as you work, leaves turning like faces toward the sun. Druids use this to heal damaged forests, enrich farmland, or make areas impassable.
BEAST ASPECT
ANIMAL FORM
Range: Self | Duration: Focus
Your body twists and reshapes, bones reforming, flesh rearranging. You become a beast of your level in HD or less. The transformation takes seconds but feels like hours; pain fades as human nerves become animal ones. You gain the beast's physical stats and abilities; your human mind remains but sits uneasily in an animal skull. Primal instincts surface constantly: when you see prey, smell threat, or feel fear, you must save or act on instinct rather than reason. The beast's urges are powerful. hunger, territorial aggression, flight response. When the spell ends, transformation reverses over several painful seconds. Clothes and gear reform with you but feel strange against newly-human skin. Many druids report dreams of running on four legs for nights afterward.
SUMMON BEAST
Range: 30 feet | Duration: Level x 10 minutes
You call out with the voice of the wild and something answers. A beast appears. called from nearby wilderness, stepping from shadows or emerging from undergrowth. up to your level in HD, real and solid and alive. The beast obeys simple commands (attack, guard, fetch, follow) to the best of its animal understanding. It is a real creature, not a magical construct; it feels pain, has instincts, might disobey commands that violate its nature. When the spell ends, the beast simply leaves. walks, flies, or swims back toward wilderness. It doesn't vanish; it was always a real animal, temporarily called to service. Some druids develop relationships with particular beasts who answer their calls repeatedly.
FERAL SPEED
Range: Touch | Duration: Level rounds
You touch a creature and the speed of the hunt floods their body. They gain +20 feet movement, advantage on Dexterity checks, and can Dash as a bonus action.moving with the blurring quickness of a charging predator. Their pupils dilate, their breathing quickens, their reactions sharpen to animal precision. The magic burns hot in their blood; they feel invincible, unstoppable. When the spell ends, the price comes due: complete exhaustion settles over them like a heavy blanket. For one hour, they suffer disadvantage on all checks as their body pays for borrowed speed. The crash is profound; some targets have fallen asleep standing up.
STAR ASPECT
MOONBEAM
Range: 30 feet | Duration: Focus
You raise your hand and silver light descends.a 5-foot radius beam of concentrated moonlight that shines down from above regardless of ceiling or time of day. Creatures starting their turn in the light take 1 wound as moonlight burns those it judges impure. Shapechangers and creatures hiding behind false forms must save or be revealed. polymorphed creatures revert, disguises become transparent, illusions waver and fail. The light is beautiful and terrible; it illuminates with silver clarity and judges with cold distance. Those within feel exposed, as if something ancient and vast is examining them. When you stop focusing, the light fades reluctantly, leaving afterimages burned into vision.
STARFALL
Range: 120 feet | Duration: Instant
You point at the sky and the stars answer. Light crashes down. brilliant white points streaking from above like meteors, striking a 30-foot radius with terrible radiance. All creatures in the area take 1 wound as starlight sears through them; they must save or be blinded for one round, vision washed white by cosmic fire. The impact is silent. No thunder, no explosion, just light beyond comprehension. The area is left briefly illuminated as if by noon sun, and creatures' shadows point in wrong directions for several minutes afterward. Those blinded report seeing patterns in the light. constellations, cosmic arrangements, that they cannot quite remember afterward.
AUGURY
Range: Self | Duration: Instant
You quiet your mind and ask the stars about the future. Describe a specific action you plan to take in the next hour, and receive an omen: weal (good outcome), woe (bad outcome), both (mixed results), or neither (inconsequential). The answer comes not as words but as feeling. certainty that settles in your bones. The stars don't lie, but interpretation is murky; they see outcomes you cannot imagine, weigh factors you don't consider. Asking the same question twice yields silence. The stars don't repeat themselves. The knowledge is frustrating in its vagueness; you know something about what will happen, but not enough to truly plan around it. Some druids become addicted to asking, unable to act without cosmic reassurance.
TIER 3 (21 Spells)
STONE ASPECT
STONE TO MUD
Range: 60 feet | Duration: Level x 10 minutes
You touch stone and unmake it.solid rock becomes thick, sucking mud within a 30-foot radius. The transformation is immediate and dramatic; floors become quagmires, walls sag and ooze, foundations turn to mire. The mud is difficult terrain; creatures standing on affected stone sink immediately to their knees, and each round they remain they sink deeper. Swimming through the mud is exhausting and slow. When the spell ends, the mud hardens back to stone instantly. anything still stuck is trapped, possibly entombed, requiring powerful magic or patient chiseling to free. The hardened stone bears the marks of its transformation: swirls and eddies frozen solid. This spell has ended sieges and buried armies.
MELD INTO STONE
Range: Self | Duration: Level x 10 minutes
You press yourself against stone and sink into it like water into sand. Your body merges with the rock completely. No seam, no outline, no trace of your presence. You perceive your surroundings dimly, as if through thick fog, sound and vibration reaching you muffled and distant. You are completely hidden and immune to physical damage; weapons find only stone. You cannot move while merged. The spell ends if you try, or if the stone is destroyed. The sensation is strange: cold, compressed, your heartbeat echoing through rock. Time passes strangely; minutes feel like hours, hours like minutes. Emerging is disorienting, like waking from deep sleep, and you're always cold afterward.
METEOR SWARM
Range: Sight | Duration: Instant
You raise your hand to the sky and call down fire from above. Three burning stones streak from the heavens. trailing smoke and flame, screaming as they fall. Each striking a point you designate within Sight. Each meteor explodes on impact (30-foot radius), dealing 1 wound as superheated rock fragments scatter. The impacts are obvious, loud, and terrifying; the sound alone can be heard for miles. Craters mark where the meteors struck; fires spread from the impact points. Witnesses never forget seeing the sky rain fire. The spell works indoors if there's nothing physical between you and sky. The meteors simply materialize at the ceiling and fall. The smell of sulfur and burning fills the air.
FLAME ASPECT
WILDFIRE
Range: 60 feet | Duration: Level rounds
You release fire and let it consume. A blazing inferno fills a 30-foot radius, not a controlled burn but true wildfire, hungry and spreading. All creatures in the area take 1 wound at the start of their turn as flames leap and dance. The fire spreads naturally. igniting surfaces, consuming fuel, generating choking smoke that obscures vision and burns lungs. The flames don't discriminate; allies burn as readily as enemies. This spell is catastrophe unleashed; using it indoors or in dry conditions invites disaster. The heat is visible, distorting air; the roar drowns all speech. When the spell's duration ends, natural fires continue burning. you've started something that must burn itself out.
IMMOLATION
Range: 60 feet | Duration: Focus
You point at a creature and they burst into flames. fire erupting from within their flesh, burning from the inside out. They take 1 wound immediately as flames engulf them, then 1 wound at the start of each of their turns as the fire continues to burn. Each turn they may save to extinguish the flames; success ends the spell as they smother the fire through desperate effort. The flames are visible, obvious, screaming. there is nothing subtle about this spell. Creatures on fire illuminate the area and cannot hide. The burning creature's screams are distinctive; anyone who has heard immolation remembers the sound. The spell leaves survivors scarred, burned from within. wounds that heal poorly and ache in cold weather.
FIRE SHIELD
Range: Self | Duration: Level x 10 minutes
Flames wreath your body like a cloak of fire. dancing, flickering, casting light and shadow in equal measure. You become immune to damage from heat or magical fire; flames part around you like water around a stone. Creatures that hit you in melee take 1 wound as flames lash back at them; armor provides no protection against fire. Everything you touch risks igniting. paper, cloth, dry wood, hair. You cannot be subtle while the shield persists; you glow with obvious fire and leave scorched footprints. The heat radiating from you is uncomfortable for nearby allies. When the spell ends, the flames die instantly, leaving you feeling cold and vulnerable by comparison.
TIDE ASPECT
FLASH FLOOD
Range: 120 feet | Duration: Instant
You call to water and it comes in fury. A wall of churning water crashes through. 60 feet long, 30 feet wide. sweeping away everything in its path. Creatures in the flood take 1 wound from the crushing weight and are swept 60 feet in whatever direction the flood travels. The spell requires a major water source nearby. river, lake, sea. without one the magic finds nothing to command. The flood is deafening, terrifying, the sound of nature's wrath unleashed. Everything in its path is drenched, tumbled, scattered. Aftermath leaves debris strewn, floors flooded, survivors gasping and battered. The water drains naturally afterward, seeking its level, often causing secondary flooding in low areas.
WATER BREATHING (MASS)
Range: Touch | Duration: Level x 10 minutes
You touch up to ten creatures in rapid succession, and their lungs transform together. For the duration, all affected breathe water as easily as air.the change rippling through them simultaneously, a shared adaptation. Breathing air becomes uncomfortable while the spell persists; affected creatures feel themselves drawn toward water, restless on land. The magic creates temporary community; those sharing the spell can communicate underwater with disturbing ease, as if they'd always been aquatic. When the spell ends, all affected cough out water simultaneously. an unsettling chorus of gasping as lungs remember how to process air.
MAELSTROM
Range: 60 feet | Duration: Focus
You stir the water and it begins to spin. A whirlpool forming in a 30-foot radius, pulling everything toward its hungry center. Creatures starting their turn in the maelstrom take 1 wound from the churning water and must save or be pulled 5 feet toward the center, where the pull is strongest and the water deepest. Swimming against the current is exhausting; those pulled to the center must fight to stay afloat. The maelstrom is loud. A constant roar of spinning water. And visually mesmerizing, hypnotic spirals drawing the eye. When you stop focusing, the whirlpool collapses suddenly, water crashing inward before settling. Debris, bodies, and treasures collect at the center.
WIND ASPECT
CYCLONE
Range: 60 feet | Duration: Focus
You raise your arms and wind spirals upward. A whirlwind forming in a 30-foot radius, stretching 60 feet toward the sky, howling with fury. Creatures caught in the cyclone must save: on failure they take 1 wound and are flung 60 feet in random directions, tumbling through the air; on success they take 1 wound and are pushed 5 feet as they brace against the wind. Projectiles entering the cyclone are deflected away harmlessly. The noise is tremendous. A constant roar that makes communication impossible. Debris becomes deadly missiles; anything loose is caught up in the spin. When you stop focusing, the wind dies suddenly, dropping everything it held. The silence after is profound.
SUFFOCATE
Range: 30 feet | Duration: Focus
You reach out and steal the air from one creature's lungs, not blocking breath but removing it entirely. The target cannot breathe; their lungs compress as if at great depth, and they take 2 wounds at the start of each turn as their body starves for oxygen. Each turn they may save to gasp air and end the spell.a desperate, shuddering breath as they break your hold. The victim cannot speak or cry out while affected; they clutch their throat, mouth working silently. The spell requires focus; losing concentration restores their breath instantly. This is an intimate killing. You feel their desperate need for air echoed in your own chest, a sympathetic pressure that makes focusing uncomfortable.
WINDWALK
Range: Touch | Duration: Level x 10 minutes
You touch a creature and they dissolve into wind. body becoming streaming mist, able to fly at double normal speed with the effortless grace of a cloud. In this form they cannot interact with physical objects, and speech becomes distant whisper carried on breezes. The experience is exhilarating. weightless, free, drifting on currents. Taking damage while windwalking forces a save; failure snaps them back to flesh wherever they float, dropping them if airborne. The transition back is jarring. sudden weight, sudden solidity, sudden vulnerability. Those who've windwalked speak of the sky differently afterward; some develop a persistent longing for heights.
ROOT ASPECT
WALL OF THORNS
Range: 30 feet | Duration: Level x 10 minutes
You call to the green and it rises in fury. A wall of thorny brambles erupts from the ground.30 feet long and 30 feet high, wickedly sharp and densely woven. Creatures attempting to pass through take 2 wounds as thorns the size of daggers tear at flesh; they must save or become restrained, caught in the brambles' grasp. The wall is alive and hostile; it shifts to close gaps, reaches toward those who damage it. Cutting through is slow and painful; fire burns it but fills the area with choking smoke. When the spell ends, the brambles wither but don't disappear. brown, dead, still sharp, requiring clearing.
TREE STRIDE
Range: Touch | Duration: Level x 10 minutes
You touch a living tree and step inside. The bark parting like a curtain, wood flowing around you like water. You emerge from another tree within Sight, stepping out as if through a doorway. The journey between trees is instantaneous but feels longer. A moment of darkness, of vast roots and patient growth, of being part of something ancient and slow. You can transport up to your level in willing creatures; each must be touching you when you enter. Both trees must be living and large enough to admit you; dead wood or saplings won't serve. The trees remember your passage; druids can sense paths through forests, the routes worn by repeated use.
VERDANT SURGE
Range: 60 feet | Duration: Instant
You release primal growth and the world explodes green. Within a 30-foot radius, roots burst from the ground, vines erupt from walls, branches crack through floors. sudden, violent, unstoppable growth that deals 1 wound to all creatures caught in the surge. The growth doesn't discriminate; allies and enemies alike are battered by whipping branches and piercing roots. The area becomes overgrown difficult terrain permanently. dense vegetation that will take hours to clear, and which begins spreading naturally from that point. The spell works even in unlikely places; seeds dormant for centuries, nutrients locked in stone, life waiting for permission. All answer the call. The smell is overwhelming: green, growing, vital.
BEAST ASPECT
AWAKEN BEAST
Range: Touch | Duration: Until dawn
You touch a beast and pour intelligence into its skull. human-level awareness flooding a mind built for instinct. The beast's eyes change, deepening with sudden understanding, and it can speak in a voice that sounds wrong coming from animal throat. The awakened beast retains its nature. A predator remains a predator, but now it can plan, anticipate, deceive. This is gift and curse together; the beast now knows it will die, now feels loneliness, now understands the cruelty it has suffered. When dawn comes, the intelligence fades, leaving the beast with fragmentary memories and a profound confusion. Some awakened beasts become bitter enemies; others, devoted allies who remember kindness.
BEAST SWARM
Range: 60 feet | Duration: Level x 10 minutes
You call to the small and the numerous, and they answer in multitudes. Dozens of small beasts swarm into a 30-foot radius. rats boiling from drains, birds descending in shrieking clouds, insects carpeting every surface. The swarm is overwhelming; creatures within take 1 wound per round from countless bites, stings, and scratches, and suffer disadvantage on attacks as they're covered in crawling, biting things. The swarm requires your focus; if you lose concentration, it attacks indiscriminately. allies, enemies, anything living. The swarm doesn't obey specific commands; you direct its general attention, nothing more. When the spell ends, the swarm disperses, leaving behind small corpses, blood, and profound disgust.
APEX PREDATOR
Range: Self | Duration: Level rounds
You embrace the hunter within and it consumes you. For the duration, you become the ultimate predator. gain +4 to attack rolls against wounded creatures (you can smell their blood), advantage on tracking, and your attacks prevent magical healing for one minute as your strikes tear something deeper than flesh. Your eyes glow with feral hunger; stealth is impossible while you radiate killing intent. Prey animals panic in your presence; other predators either submit or challenge. The sensation is intoxicating. clarity, purpose, hunger. When the spell ends, ordinary humanity feels like a cage, and meat tastes wrong for days.
STAR ASPECT
COSMIC BOLT
Range: 120 feet | Duration: Instant
You reach toward the stars and they answer with violence. Raw starlight lances toward one creature, not fire or lightning but something older, colder, the light of suns that burned out before the world began. The bolt deals 2 wounds, and the target must save or be stunned for one round as they glimpse infinity. The vast dark between stars, the insignificance of all earthly concerns, the terrible patience of cosmic time. Those who've been struck report nightmares afterward, dreams of falling through endless black. The bolt leaves no mark except a brief afterimage and a profound sense of being noticed by something ancient.
CONSTELLATION
Range: Self | Duration: Level rounds
Stars manifest around you.points of cold white light orbiting your body in recognizable patterns, constellations made flesh. The stars shed bright light (30-foot radius) and move with you, casting strange shadows that shift independent of normal light sources. When you are attacked, the constellations shift as a reaction.the attacker must save or their blow targets a random creature in range instead, redirected by cosmic interference. The stars are beautiful and alien; observers feel vertigo looking at them, as if staring into infinite distance. When the spell ends, the stars fade slowly, leaving afterimages that persist for hours.
GRAVITY WELL
Range: 60 feet | Duration: Focus
You invoke the weight of distant stars. The crushing gravity of collapsed suns, the pull of cosmic bodies beyond comprehension. A 30-foot radius becomes a zone of intensified gravity; creatures within take 1 wound at the start of each turn as their own weight crushes them, movement is halved as every step becomes exhausting, and flying creatures fall as wings cannot overcome the pull. The area feels oppressive, heavy; breathing is labored, thoughts sluggish. Those outside can see the effect.light bends strangely around the zone, objects within appear distorted. When you stop focusing, gravity normalizes suddenly, and the relief is profound. everything feels impossibly light afterward.
TIER 4 (14 Spells)
STONE ASPECT
EARTHQUAKE (MAJOR)
Range: 300 feet | Duration: Level rounds
You strike the earth and it breaks. A massive earthquake shakes a 200-foot radius. The ground bucks and heaves, buildings crack and topple, chasms open without warning. All creatures take 1 wound each round as the world shakes itself apart and must save or fall prone each round. Structures collapse; weak buildings are destroyed entirely, strong ones cracked and dangerous. The terrain is permanently altered. new fissures, shifted ground, rubble everywhere. The earthquake is audible for miles, felt for leagues. Underground, this spell is apocalyptic. When the shaking finally stops, the landscape is unrecognizable. This is not attack magic. It is geographical violence.
PETRIFY
Range: 30 feet | Duration: Permanent
You lock eyes with one creature and speak a word that means stillness. And their flesh begins to harden. They must save; on failure, the transformation completes in seconds, flesh becoming stone from the outside in. On success, they feel the magic trying to take hold but shake it off, their joints stiffen for a moment, skin turns grey, then normalizes. Petrified creatures are unaware of time passing; they experience nothing, remember nothing, simply cease and then resume when restored. Only powerful magic can undo the transformation. The statue remains perfectly preserved, holding whatever expression they wore at the moment of transformation. Some petrified creatures have stood for centuries.
FLAME ASPECT
RAIN OF FIRE
Range: Sight | Duration: Level rounds
You raise your hand and the sky catches fire. Within a 200-foot radius, flaming rain falls, not droplets but streams of liquid fire, pouring down as if the heavens themselves were burning. Creatures in the area take 1 wound at the start of each turn as fire falls upon them, pools around their feet, ignites their clothing and hair. The terrain itself catches fire. buildings, trees, grass, anything flammable. Smoke chokes the air; visibility becomes nightmare. The fire continues falling for the duration, and natural fires spread from there. When the rain stops, the area is devastated. charred, smoking, forever marked. This spell has burned cities.
SUNBURST
Range: 120 feet | Duration: Instant
You gather light and compress it into a point. then release it in a single devastating instant. Brilliant light explodes in a 60-foot radius, brighter than the sun, painful to witness even from a distance. Creatures within takes 2 wounds fire and damage as concentrated solar fury washes over them; they must save or be blinded as their vision burns white. Objects ignite spontaneously; darkness flees before the light and cannot return for several minutes. The flash is visible for miles. A second sun, brief and terrible. Those blinded see afterimages for hours; some never fully recover their night vision. The area smells of ozone and burning. This is the sun's judgment made manifest.
TIDE ASPECT
TSUNAMI
Range: 300 feet | Duration: Instant
You call to the ocean and it answers with apocalyptic fury. A massive wave rises. 200 feet long and 100 feet wide, towering and inexorable. And crashes across the battlefield with the weight of the deep. Creatures caught in the tsunami take 2 wounds from the crushing water and are swept 60 feet in the wave's direction, tumbling and drowning. The spell requires a major water body nearby. ocean, great lake, wide river. without which the magic finds nothing to command. The aftermath is devastation: flooded areas, scattered debris, survivors gasping in mud and ruin. The wave withdraws as ocean waves do, dragging what it can back with it. Coastal settlements tell stories of druids who ended wars with a single gesture.
ICE STORM
Range: 120 feet | Duration: Level rounds
You call winter's wrath and the sky darkens with frozen fury. Hail and ice bombard a 120-foot radius, not rain but chunks of ice the size of fists, falling with killing force. Creatures in the area take 1 wound and 1 wound at the start of each turn as ice hammers them from above. The ground becomes treacherous. covered in ice and fallen hail, difficult terrain that persists long after the spell ends. The cold is brutal; exposed skin burns, breath freezes in the air. Visibility is reduced to arm's length as ice sheets horizontally through the air. When the storm ends, the area is blanketed in white, silent and frozen, bodies half-buried in hail.
WIND ASPECT
TORNADO
Range: Sight | Duration: Focus
You spin your finger and the wind spirals to obey. A tornado forms, 30-foot radius at its base, extending to the sky in a column of shrieking destruction. Creatures caught within take 1 wound and are flung in random directions, tumbling helplessly through the air. The tornado moves 30 feet each round in a direction you choose, a mobile catastrophe that devours everything in its path. Debris becomes deadly missiles; structures are torn apart; trees uprooted and scattered. The roar is constant, overwhelming, the sound of wind given malevolent purpose. When you stop focusing, the tornado disperses violently, dropping everything it held in a scattered radius. The silence afterward is deafening.
HURRICANE
Range: 300 feet | Duration: Level rounds
You spread your arms and howling winds answer. A hurricane fills a 200-foot radius, sustained fury that batters everything within. Creatures must save at the start of each turn: on failure they take 1 wound and are pushed 30 feet in the direction you choose; on success they take 1 fewer wound (minimum 0) and hold their ground through desperate effort. Ranged attacks are impossible within the hurricane; projectiles are caught by wind and scattered. Structures take damage each round as the storm tears at them.weak buildings collapse, strong ones lose roofing and shutters. The wind is constant, exhausting, deafening. When the spell ends, calm returns suddenly, and the devastation becomes visible: scattered debris, collapsed structures, survivors battered and disoriented.
ROOT ASPECT
TRANSPORT VIA PLANTS
Range: Touch | Duration: Instant
You step into a living plant. A tree, a great bush, a massive flower. And the green parts around you like water. For a moment of darkness, you exist within the network of all growing things, aware of roots touching roots across continents, of forests communicating in languages older than speech. Then you emerge from any plant of the same type you've seen, anywhere in the world. The same species, the same green lineage. You can transport up to your level in willing creatures; each must be touching you when you enter. The journey is instantaneous but feels longer; travelers speak of distant awareness, of being part of something vast. One way only. returning requires another casting.
STRANGLE THE LAND
Range: 120 feet | Duration: Level rounds
You command the earth to rebel, and roots answer with violence. Within a 60-foot radius, roots burst from the ground.thick as arms, strong as iron, grasping at everything that stands. Each round, creatures must save or be restrained by coiling roots that constrict, dealing 1 wound as wood crushes flesh. The ground churns and buckles; buildings crack as foundations are torn apart, roads buckle and break, wells collapse. The land itself seems hostile, angry, reclaiming what was taken. Even those who save must fight through writhing vegetation. When the spell ends, the roots withdraw slowly, leaving a landscape scarred by upheaval. The earth remembers what was asked of it.
BEAST ASPECT
SHAPECHANGE
Range: Self | Duration: Level x 10 minutes
You surrender your form to the beast within. transforming into any creature you've seen, up to twice your level in HD. The change is complete: you gain all the beast's physical stats, abilities, and instincts. You could become a dragon, a dire wolf, a kraken. Your mind remains, but it sits uneasily in a form built for other thoughts. Each time you take damage, you must save or lose yourself to the beast. acting on instinct, forgetting your purpose, becoming what you've become. The transformation is addictive; many druids have lost themselves permanently, choosing beast over humanity. When the spell ends, returning to human form feels like diminishment.
ALPHA'S DOMINION
Range: 120 feet | Duration: Level x 10 minutes
You project absolute dominance. The authority of the supreme predator, the pack leader whose word is law. All beasts within a 60-foot radius must save: on failure they become utterly loyal, obeying your commands without question or hesitation; on success they cower, refusing to approach but not fleeing entirely. Intelligent creatures with beast-like nature. lycanthropes, beast-kin, those touched by animal spirits. save with disadvantage, their animal sides recognizing your authority even as their minds resist. The dominated beasts will fight, kill, die at your command. When the spell ends, the dominion shatters, and the beasts scatter in terror. suddenly free, suddenly aware of what they nearly became.
STAR ASPECT
TIME GLIMPSE
Range: Self | Duration: Level rounds
You step slightly outside the flow of time.not stopping it, but moving beside it, your actions unshackled from normal causality. For the duration, you take two full turns each round while the world moves at normal speed around you. You see time differently: moments stretch, seconds become elastic, you can think and react before others realize you've moved. The sensation is intoxicating and terrifying. The world reduced to near-stillness, your isolation from normal time profound. When the spell ends, time catches up violently. You are disoriented and exhausted, suffering disadvantage on all rolls for one hour as your body remembers what it means to exist within time.
VOID STEP
Range: Self | Duration: Instant
You step outside reality. A single step that takes you beyond the world, through the space between spaces, emerging anywhere within Sight. The journey is instantaneous but feels eternal; you glimpse the void between worlds, the darkness beyond stars, the nothing that waits at reality's edge. You must save or gain temporary madness. One hour of confused behavior as your mind struggles to process what it witnessed. Those who fail speak of vastness, of presence, of being noticed by something that has no eyes. The void step leaves no trace of your passage; you simply cease to be in one place and begin to be in another. Some druids refuse to cast this spell, fearing what watches them pass through.
TIER 5 (7 Spells)
STONE ASPECT
MOUNTAIN RISE
Range: Sight | Duration: Permanent
You speak the name of stone that has not been spoken since the world was young. And the earth remembers. A mountain erupts from the ground, its base spanning a quarter-mile radius, its peak climbing hundreds of feet into the sky over the course of minutes. The birth is violent: earthquakes shatter buildings for miles, landslides bury valleys, rivers redirect themselves around the newborn peak. Creatures caught in the eruption zone are hurled aside, buried, or carried upward on rising stone. The mountain is real and permanent. It will stand until the end of the world, indistinguishable from peaks that took millennia to form. Miners who later dig into it find the same mineral veins, the same ancient fossils, the same patient stone as any natural mountain. Maps become lies. Trade routes must reroute. Kingdoms find their borders redrawn by your word. The spell leaves you feeling hollow, as if you've spoken something too large for mortal throats. Some druids who cast this spell never speak again, their voices lost to the magnitude of what they commanded. The mountain has no memory of you, but the earth does; stone is more willing to answer your call forever after, and more reluctant to harm you.
FLAME ASPECT
VOLCANIC ERUPTION
Range: Sight | Duration: Until dawn
You call fire from the world's molten heart. And the world bleeds. At the point you designate, the ground splits and a volcano is born, not over millennia but in moments. Lava fountains hundreds of feet into the air, rivers of molten rock flow outward covering everything in their path, and ash clouds billow skyward to blot out the sun. The immediate 60-foot radius becomes an inferno; creatures there take 1 wound each round and must flee or burn. But the devastation spreads. over hours, lava flows can travel miles, pyroclastic clouds can bury towns, ash can fall across entire regions. The air fills with sulfur and char. Earthquakes accompany the eruption for days. Unlike the mountain spell, this destruction has a time limit; at dawn the volcano goes dormant, the lava begins to cool, the ash settles. But the damage is done. forests are gone, rivers boiled away, settlements buried under stone that will take centuries to erode. You smell like brimstone for weeks afterward, and flames seem to lean toward you, eager and waiting. Some druids who cast this spell find they can no longer bear the cold; others discover that ordinary fire no longer burns them at all. The earth remembers this violence, and that ground will be volcanic forever. hot springs, geysers, and the occasional tremor marking your passage for generations.
TIDE ASPECT
FLOOD
Range: Sight | Duration: Permanent
You speak to water that exists beyond the world. The primordial ocean that existed before land, the waters above the sky, the deep that waits beneath all things. And you invite it back. Water surges up from the ground, falls from clear skies, erupts from every well and spring and forgotten aquifer. Within minutes, a half-mile radius is submerged under fathoms of water. Rivers forget their banks and spread across valleys. New lakes form where none existed. The flood drowns what cannot swim, but it also transforms. fish appear where there were none, water plants take root overnight, the land becomes wetland and will never fully dry again. The water level eventually stabilizes but the change is permanent: maps must be redrawn, boats become necessary where horses once sufficed, creatures adapted to water move in while those that needed dry land move on or die. Only magic of equal magnitude can undo what you've done. And even then, the land remembers being drowned. You feel water call to you afterward; rain seems to fall more gently on you, rivers never fight your crossing, and you can hold your breath far longer than any mortal should. Some druids who cast this spell find they can no longer tolerate thirst; they must always be near water or feel a hollow ache that grows until it becomes unbearable.
WIND ASPECT
STORM OF VENGEANCE
Range: Sight | Duration: Level rounds
You raise your arms and the sky answers with apocalyptic fury. Clouds spiral into existence, black as hate and crackling with lightning that seems to have intent. The storm fills the sky for a half-mile radius, and for a number of rounds equal to your level, you are its conductor. Each round, you choose the storm's wrath: lightning bolts strike targets you designate, dealing 1 wound to each as thunder shakes the ground; winds rise to hurricane force, flinging creatures 60 feet through the air; hail the size of fists hammers everything beneath the clouds for 1 wound; or a tornado touches down, a 30-foot radius of absolute devastation that reduces structures to splinters and leaves creatures broken in its wake. You can mix these effects, calling lightning one round and tornado the next, orchestrating destruction with terrible precision. The storm does not touch you.you stand in an eye of perfect calm while the world around you dies. When the spell ends, the clouds disperse unnaturally fast, leaving clear sky that seems somehow apologetic. But the damage remains: forests flattened, fields ruined, buildings collapsed. Survivors speak of the storm for generations, and weather-witches can sense the scar in the sky for decades after. You feel the wind differently forever. It whispers to you, warns you of coming storms, and seems reluctant to ever blow against you again.
ROOT ASPECT
FOREST AWAKENING
Range: 300 feet | Duration: Level x 10 minutes
You touch the forest floor and speak the oldest words. The words the first trees heard when the world was young. And the forest wakes. Every tree within a quarter-mile radius shudders, groans, and pulls its roots from the earth. They rise as treants, ancient and terrible, each with Hit Dice equal to your level. In a dense forest, this means dozens of awakened giants; even in sparse woodland, a formidable army answers your call. They obey your commands with vegetable patience. slow to understand complex orders but utterly implacable in executing simple ones. They can uproot buildings, crush armies, dam rivers with their fallen bodies, or simply stand as an impenetrable wall of living wood. The awakened trees fight without fear or hesitation, knowing that death means only returning to the earth from which they came. When the spell ends, the survivors root where they stand and return to slumber. which means the forest's shape is permanently changed, trees standing where no trees stood before, gaps where ancient groves once grew. The forest remembers you forever after; the trees seem to lean toward you when you pass, branches part to let you through, and you can never become lost in any woodland. Some druids who cast this spell find that trees speak to them afterward in dreams. slow, deep, patient voices sharing memories of centuries.
BEAST ASPECT
PLAGUE OF BEASTS
Range: 300 feet | Duration: Until dawn
You howl. A sound that is not a sound, a call that speaks directly to the beast-mind that lurks in every creature. And the wild answers with madness. Every beast within a half-mile radius becomes frenzied, hostile, and utterly without fear. Rats pour from sewers in rivers of fur and teeth. Wolves forget their caution and charge into armed camps. Bears smash through doors. Birds descend in clouds that blot out the sun, pecking at eyes and exposed flesh. Insects swarm in choking masses. Deer become trampling hordes. The beasts attack everything that is not you.each other, structures, fleeing humanoids, anything that moves or makes sound. You can command them generally: "attack that army," "destroy that village," "drive everything living from this valley." But you cannot control individuals; the tide of beasts flows in the direction you point, but what happens in detail is chaos and carnage. Until dawn, the region becomes a nightmare of nature turned against civilization. When the sun rises, surviving beasts collapse exhausted or flee in terror, horrified by vague memories of what they did. The land is changed. game becomes scarce for years as populations recover, farmers find their livestock slaughtered, and no beast will willingly approach you ever again. They remember, somehow, that you were the voice that stole their minds. Animals that see you afterward either flee in panic or freeze in submission, unsure whether you are predator or something worse.
STAR ASPECT
COSMIC SIGHT
Range: Self | Duration: Level x 10 minutes
You open your eyes to the cosmos. And the cosmos opens its eyes through you. Your irises become windows to the void between stars, filled with slowly wheeling galaxies and the cold light of suns that died before your world was born. You see everything: invisible creatures appear as clearly as visible ones, illusions shimmer and fade before your gaze, lies taste like ash in the air before the speaker finishes them, and every language becomes immediately comprehensible because you perceive meaning directly rather than through symbols. You can see through walls, into sealed containers, past magical darkness. You perceive truth. The real nature of shapeshifted creatures, the contents of hidden thoughts (surface level only), the history of objects you touch, the futures most likely to unfold from any choice. Time itself becomes visible as branching paths stretching forward into probability. For the spell's duration, you are functionally omniscient within line of sight. But knowledge has a price. When the spell ends, something of you is left behind in the cosmic void, your Intelligence permanently decreases by 1 as fragments of mortal understanding are traded for glimpses of infinite truth. This loss can be restored only by greater restoration or similar magic. Some druids who cast this spell too often report that the stars watch them even after the spell ends, that they see cosmic patterns in ordinary shadows, that they know things they wish they didn't. A few have cast it one time too many and simply... stopped being human, their minds expanded into something vast and terrible that no longer fits in mortal flesh.
Total: 90 Spells
- Tier 1: 27 spells
- Tier 2: 21 spells
- Tier 3: 21 spells
- Tier 4: 14 spells
- Tier 5: 7 spells