CANTRIP SPELLS
You've chosen to be a mage, now it's time to choose your spell class. Choose one of the four types of spellcasting: Creation, Spirit, Entropy, or Primal. When you unlock a second mage tree at level 10, you may choose another spellcasting class.
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Chantry's Light-- Range: self. A flickering light appears in your hand and remains there for the duration. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or after after 10 minutes has passed. You can also attack with the light, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the light at a creature within 30 feet of you by making a ranged spell attack. On a hit, the target takes 1d8 holy damage.
- Heroic Defense-- Range: self. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
- Heroic Offense-- Range: touch. You touch one ally. Once, before the spell ends in 10 minutes, your ally can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
SPIRIT SPELLS
- Corrosive Bomb-- Range: 10ft. You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
- Mind Blast-- Range 60ft. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 spirit damage.
- Spell Might-- Range: 30ft. A beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 spirit damage, and its speed is reduced by 10 feet until the start of your next turn.
ENTROPY SPELLS
- Poison-- Range 60ft. You hurl a poisonous orb at a target within range, who must succeed a Dex save or take 1d6 poison damage.
- Persuade-- Range: self. For 10 minutes, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you.
- Disorient-- Range: 30ft. You create a sound or an image of an object within range that lasts for 1 minute. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object, it must be no larger than a 5-foot space. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence/[Investigation] check against your spell save DC.
PRIMAL SPELLS
- Firebolt-- Range 60ft. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
- Ice Touch-- Range 30ft. Make a ranged spell attack against the target. On a hit, the target takes 1d8 ice damage, and it can’t regain hit points until the start of your next turn. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
- Shock-- Range 30ft. Lightning springs from your hand to deliver a shock to a creature. Make a ranged spell attack. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
- Rock Armor-- Range: touch. This spell turns the flesh of an ally you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage
LEVEL 1 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Andraste's Favor-- Range: 30ft. Choose an ally within range. Its weapon attacks deal an extra 1d4 radiant damage on a hit.
- Cure-- Range: touch. An ally you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Divine Blessing-- Range: 30ft. You bless up to three allies of your choice within range. Whenever an ally makes an attack roll or a saving throw before the spell ends, they can roll a d4 to add to the attack roll or saving throw.
- Heroic Aura-- Range: 30ft. A protective magical force surrounds you, manifesting as a shimmer that covers you and your gear. You gain 5 temporary hit points for the duration of battle. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 holy damage.
- Revive-- Range: touch. You touch an ally that has 0 hit points. The ally becomes stable. This spell has no effect on undead or constructs.
SPIRIT SPELLS
- Death Vortex-- Range: 30ft. You whisper a discordant melody that only one target of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 darkness damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
- Dispel-- Range: 30ft. Up to three targets of your choice that you can see within range must make Charisma saving throws. The targets that fail this saving throw must roll a d4 and subtract the number rolled from an attack roll or saving throw on their next turn.
- Spirit Bolt-- Range: 60ft. A flash of light streaks toward a target of your choice. Make a ranged spell attack against the target. On a hit, the target takes 4d6 spirit damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
- Telekinesis-- Range: 30ft. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. You can give a command other than below, but the DM determines how the target behaves.
- Approach The target moves toward you by the most direct route, ending its turn if it moves within 5 feet of you.
- Drop The target drops whatever it's holding and ends its turn.
- Flee The target spends its turn moving away from you by the fastest available means.
- Grovel The target falls prone and ends its turn.
- Halt The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so.
- Virulent Bomb-- Range: 30ft. A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
ENTROPY SPELLS
- Affliction Hex-- Range: Self, 10ft radius. Tendrils of dark energy erupt from you and batter all targets within 10 feet of you. Each target in that area must make a Strength saving throw. On a failed save, a target takes 2d6 darkness damage. On a successful save, the creature takes half damage.
- Mana Clash-- Range: 30ft. You attempt to compel a target into a duel. One target that you can see within range must make a Wisdom saving throw. On a failed save, the target is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against your allies and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you. If it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that target a creature other than the target, if an ally damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
- Vulnerability Hex-- Range: 30ft. You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target.
- Weakness-- Range: 30ft. A creature of your choice that you can see perceives everything as hilariously funny and falls into fits of laughter for 10 minutes if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
PRIMAL SPELLS
- Flame Blast-- Range: Self, 15ft cone. A thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
- Ice Bolt-- Range: 30ft. A beam of sharp, blue ice lances out toward a target within range, forming a sustained arc of ice between you and the target. Make a ranged spell attack against that target. On a hit, the target takes 1d12 ice damage, and on each of your turns for the duration of 5 minutes, you can use your action to deal 1d12 ice damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
- Thunderwave-- Range: Self, 15ft cube. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
- Ensnare-- Range: 60ft. The target must succeed on a Strength saving throw or be restrained by magical vines until the spell ends. A large or massive creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 earth damage at the start of each of its turns. A target restrained by the vines or one that can touch the target can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
LEVEL 2 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Heal-- Range: 30ft. Up to 4 allies of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Rally Ally-- Range: 30ft. This spell bolsters your allies with toughness and resolve. Choose up to three allies within range. Each ally's hit point maximum and current hit points increase by 5 for the duration.
- Rejuvinate-- Range: Touch. You touch an ally and can end either one disease or one condition afflicting it. The condition can be blind, deaf, paralyze, or poison.
- Valiant Aura-- Range: Touch. You touch an ally and bestow upon it a magical enhancement. Choose one of the following effects to gain for 5 minutes.
- Griffon's Endurance. The target has advantage on Con checks and gains 2d6 temporary hit points, which are lost when the spell ends.
- Iron Bull’s Strength. The target has advantage on Str checks.
- Elvhen Grace. The target has advantage on Dex checks. It also doesn’t take damage from falling 20 feet or less.
- Andraste's Splendor. The target has advantage on Cha checks.
- Surfacer's Cunning. The target has advantage on Int checks.
- Enchanter's Wisdom. The target has advantage on Wis checks.
SPIRIT SPELLS
- Force Field-- Range: Self. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any target has disadvantage on attack rolls against you.
- Magic Weapon-- Range: Touch. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
- Spirit Strike-- Range: 60ft. You fill the air with spinning daggers in a 5ft cube on a point you choose within range. Any target within range takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
- Spiritual Weapon-- Range: 60ft. You create a floating, spectral weapon within range that lasts for the duration of 5 minutes, until you cast another spell, or choose to end this spell. When you cast the spell, make a melee spell attack against a target within 5 feet of the weapon. On a hit, the target takes spirit damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a target within 5 feet of it. The weapon can take whatever form you choose.
ENTROPY SPELLS
- Hex of Torment-- Range: Self. For the duration of 1 minute, you can read the thoughts of certain targets. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one target that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind. If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind. You can also use this spell to detect the presence of targets you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, within range.
- Loss of Sense-- Range: 30ft. You can blind or deafen a foe. Choose one target that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration of 5 minutes. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
- Paralyze-- Range: 60ft. Choose a target that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration of 5 minutes. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
- Ray of Enfeeblement-- Range: 60ft. A black beam of enervating energy springs from your finger toward a target within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
PRIMAL SPELLS
- Fireball-- Range: 60ft. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration of 10 minutes. Any creature that ends its turn within 5 feet of the sphere must make a Dex saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
- Frost-- Range: 120ft. You create three cold rays of sleet and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 ice damage.
- Chain Lightning-- Range: 60ft. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Con saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
- Tangle-- Range: 60ft. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
LEVEL 3 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Andraste's Mantle-- Range: Self. Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in your allies. Until the spell ends, the aura moves with you, centered on you. While in the aura, each ally in the aura (including you) deals an extra 1d4 holy damage when it hits with a weapon attack.
- Glyph of Warding-- Range: Touch. When you cast this spell, you inscribe a glyph that harms targets, either upon a surface or within an object that can be closed (such as a book or scroll) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter and lasts 10 minutes. If you choose an object, that object must remain in its place and lasts 1 hour; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. For glyphs inscribed on a surface, the triggers include touching or standing on the glyph. For glyphs inscribed within an object, triggers include opening that object, approaching within a certain distance of the object, or seeing/reading the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so the spell activates only under certain circumstances or set conditions for creatures that don’t trigger the glyph.
- Explosive Runes The glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. Each creature in the area must make a Dex saving throw. A creature takes 5d8 spirit, fire, ice, lightning, or earth damage on a failed saving throw (your choice), or half as much damage on a successful one.
- Spell Glyph You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. If the spell has a target, it targets the creature that triggered the glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it.
- Haste-- Range: 30ft. Choose an ally that you can see within range. For 1 minute, the ally's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- Vitality-- Range: Self, 30ft radius. Healing energy radiates from you. For 1 minute, the aura moves with you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
SPIRIT SPELLS
- Arcane Shield-- Range: 30 ft. This spell bestows courage and vitality. Choose any number of allies within range. For 10 minutes, each ally has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
- Cleanse-- Range: Touch. At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
- Death Syphon-- Range: 10ft. This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small size within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s stats). On each of your turns, you can use a bonus action to command the creature if they are within 60 feet of you. You decide what action the creature will take or where it will move. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control for another 24 hours, you must recast this spell before the current 24-hour period ends.
- Magic Ward-- Range: 60ft. You create a 10-foot-radius, 20-foot-tall cylinder of magical spirit energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor/other surface and lasts 1 hour. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The target can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation to do so, it must first succeed on a Charisma saving throw.
- The target has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
ENTROPY SPELLS
- Despair-- Range: Self, 30ft cone. You project a phantasmal image of your targets' worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
- Drain Life-- Range: Touch. The touch of your shadow-wreathed hand can siphon force from enemies to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 darkness damage, and you regain hit points equal to half the amount of damage dealt.
- Miasma-- Range: Touch. The target must succeed on a Wisdom saving throw or become cursed for the duration of 1 minute. When you cast this spell, choose the nature of the curse from the following options (You may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. ;)):
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. The target also has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 darkness damage to the target. A remove curse spell ends this effect.
- Shackling Hex-- Range: 60ft. You create a twisting pattern of colors that weaves through the air inside a 15-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
PRIMAL SPELLS
- Elemental Weapon-- Range: Touch. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: fire, cold, lightning, or earth. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
- Searing Fireball-- Range: 120ft. A bright flame flashes from your hand to a point you choose within range then explodes into a roar of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. It ignites flammable objects in the area that aren’t being worn or carried.
- Blizzard-- Range: 120ft. Until the spell ends, freezing sleet falls in a 20ft tall cylinder with a 30ft radius centered on a point you choose within range. The area is heavily obscured, and any exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone and takes 3d8 ice damage. On a save, creature does not fall prone and only takes half damage.
- Storm-- Range: 120ft. A circular storm cloud appears that is 10 feet tall with a 30-foot radius, centered on a point you can see and lasts for 5 minutes. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, the Deep Roads or a room that can’t accommodate the cloud). Choose a point you can see within range, and a bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
- Fissure-- Range: Self, 60ft line. The ground cracks, forming a line 100 feet long and 5 feet wide that blast out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 earth damage on a failed save, or half as much damage on a successful one.
LEVEL 4 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Death Ward-- Range: Touch. You grant an ally a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, they instead drop to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
- Glyph of Defiance-- Range: 60ft. A shimmering field appears and surrounds an ally of your choice within range, granting them a +2 bonus to AC for the duration of 5 minutes.
- Regeneration-- Range: 30ft. Choose one ally within range to regain 1d8 HP at the start of their next turn.
- Specter of Andraste-- Range: 30 ft. A large spectral guardian appears and hovers for the duration of 1 hour in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 holy damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
SPIRIT SPELLS
- Aura of Andraste-- Range: Self, 30ft radius. Purifying energy radiates from you in an aura with a 30-foot radius. For 10 minutes, the aura moves with you, centered on you. Each ally in the aura (including you) can’t be knocked prone, has resistance to poison, and has advantage on saving throws against effects that cause blind, charm, deaf, frighten, paralyze, and poison.
- Misdirection Hex-- Range: 60ft. You reach into the mind of one enemy you can see and force it to make an Intelligence saving throw. The enemy automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected enemy chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
- Mana Drain-- Range: 30ft. You sacrifice some of your health to mend another creature’s injuries. You take 4d8 darkness damage, and one ally of your choice that you can see within range regains a number of hit points equal to twice the damage you take.
- Stunning Blast-- Range: 30ft. The caster draws in nearby energy. An enemy within range takes 2d8 spirit damage, which the caster gains as hit points.
ENTROPY SPELLS
- Death Magic-- Range: 60ft. Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts 5 minutes. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 darkness damage. This light makes it impossible for the creature to benefit from being invisible.
- Horror-- Range: 90ft. This spell assaults and twists enemies’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior:
- 1. The creature uses all its movement to move in a random direction. To determine the direction, roll a d4 and assign a direction to each die face. The creature doesn’t take an action this turn.
- 2-6. The creature doesn’t move or take actions this turn.
- 7-8. The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
- 9-10. The creature can act and move normally.
- At the end of its turns, the enemy makes a Wisdom saving throw. It it succeeds, this effect ends.
- Magic Burst-- Range: 30ft. Necromantic energy washes over an enemy you can see within range. The target must make a Constitution saving throw. The target takes 8d8 darkness damage on a failed save or half as much on a successful one. This spell has no effect on undead or constructs.
- Shadow of the Old Gods-- Range: Self. Flame-like shadows wreathe your body for 10 minute, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to holy damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 darkness damage.
PRIMAL SPELLS
- Inferno-- Range: 120ft. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall lasts for 1 hour. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
- Winter's Grasp-- Range: 120ft. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 ice damage on a failed save, or half as much damage on a successful one.
- Thunder Sphere-- Range: 120ft. A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for 1 hour. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage
- Stonefist-- Range: 120ft. You point at a location within range, and a 5ft diameter boulder streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and another 5d4 earth damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
LEVEL 5 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Greater Heal-- Range: 60ft. A wave of healing energy washes out from a point of your choice within range. Choose up to six allies in a 30-foot-radius sphere centered on that point. Each ally regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- Mass Rejuvination-- Range: Touch. You imbue an ally with positive energy to undo a debilitating effect. You can end one of the following effects on your ally:
- One effect that charmed or petrified the target
- One curse, including the target’s attunement to a cursed magic item
- Any reduction to one of the target’s ability scores
- One effect reducing the target’s hit point maximum
- One effect that charmed or petrified the target
- Weapon of Faith-- Range: Touch. You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30 foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 holy damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
SPIRIT SPELLS
- Arcane Wall-- Range: Self, 10ft radius. A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for 10 minutes. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affect creature is forced to pass through the barrier, the spell ends.
- Spell Shield-- Range: Self, 30ft radius. Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration of 1 hour, each ally in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.
- Transmutation-- Range: Self. You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
ENTROPY SPELLS
- Death Hex-- Range: 60ft. You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 darkness damage on a failed save, or half as much damage on a successful one. An enemy killed by this damage rises up as a zombie you have no control of at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. If you target an undead with this spell, the enemy doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
- Elemental Bomb-- Range: 30ft. You hurl a 4-inch-diameter sphere of energy at an enemy that you can see within range. You choose darkness, fire, ice, lightning, or earth for the type of orb you create, and then make a ranged spell attack against the enemy. If the attack hits, the enemy takes 5d10 damage of the type you chose.
- Entropic Cloud-- Range: 60ft. A tendril of inky darkness reaches out from you, touching an enemy you can see within range to drain life from it. The enemy must make a Dexterity saving throw. On a failed save, the enemy takes 4d8 darkness damage, and you can use your action on each of your next turns to automatically deal an additional 4d8 darkness damage to that enemy. The spell ends if you use your action to do anything else, if that enemy target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to the enemy, you regain hit points equal to half the amount of darkness damage the target takes.
PRIMAL SPELLS
- Flame Weapon-- Range: 90 ft. Flames wreathe one enemy you can see within range. The enemy must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the enemy also burns for the spell’s duration. The flame gives bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.
- Cone of Cold-- Range: Self, 60ft cone. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 ice damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
- Thunder-- Range: 30ft. A vertical column of blazing lightning roars down from the heavens in a location you specify. Each creature in a 10 foot radius centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 lightning damage and 4d6 holy damage on a failed save, or half as much damage on a successful one.
- Earthly Strike-- Range: Self, 30ft radius. You strike the ground, creating a burst of energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 earth damage, as well as 5d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
LEVEL 6 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Glyph of Repulsion-- Range: Self. You have resistance to poison, fire, ice, lightning, and earth damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
- Restore-- Range: 60ft. Choose an ally that you can see within range. A surge of positive energy washes through that ally, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
- Spellbloom-- Range: Self, 60ft line. A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 holy damage. On a successful save, it takes half as much damage. Undead have disadvantage on this saving throw.
SPIRIT SPELLS
- Barrier-- Range: 90ft. You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for 10 minutes. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
- Elemental Shield-- Range: Self, 10ft radius. An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for 1 hour. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
- Paralyzing Prison-- Range: 60ft. You attempt to bind an enemy within an illusory cell that only it perceives. One enemy you can see within range must make an Intelligence saving throw. The enemy succeeds automatically if it is immune to being charmed. On a successful save, the enemy takes 5d10 spirit damage, and the spell ends. On a failed save, the target takes 5d10 spirit damage, and you make the area immediately around the enemy's space appear dangerous to it in some way (surrounded by fire, floating razors,, hideous mabari with bloody teeth, etc). Whatever form the illusion takes, the enemy can’t see or hear anything beyond it and is restrained for the spell’s duration. If the enemy is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 spirit damage, and the spell ends.
ENTROPY SPELLS
- Curse of Mortality-- Range: Self. For one minute, your eyes become an inky void imbued with dread power. One enemy of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice. On your turns until the spell ends, you can use your action to target another enemy but can’t target an enemy again if it has succeeded on a saving throw.
- Asleep The enemy falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
- Panicked The enemy is frightened of you. On each of its turns, the frightened creature must Dash away from you by the safest and shortest available route, unless there is nowhere to move. If the enemy moves to a place at least 60 feet away from you, this effect ends.
- Sickened The enemy has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
- Suggestion Hex-- Range: 60ft. You suggest a course of activity (limited to a sentence or two) and magically influence up to six creatures of your choice that you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for 5 minutes. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of bandits give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
- Waking Nightmare-- Range; 60ft. You unleash a virulent disease on an enemy that you can see within range. The enemy must make a Constitution saving throw. On a failed save, it takes 14d6 darkness damage, or half as much damage on a successful save. The damage can’t reduce the enemy's hit points below 1. If the enemy fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
PRIMAL SPELLS
- Pyromancer-- Range: Self. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
- You are immune to fire damage and have resistance to cold damage.
- Winter's Blast-- Range: 120ft. A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 30-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 ice damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
- Lightning-- Range: 120ft. You create a bolt of lightning that arcs toward an enemy of your choice that you can see within range. Three bolts then leap from that enemy to as many as three other enemies, each of which must be within 30 feet of the first. An enemy can be a creature or an object and can be targeted by only one of the bolts. An enemy must make a Dexterity saving throw. The enemy takes 10d8 lightning damage on a failed save, or half as much on a successful one.
- Petrify-- Range: 60ft. You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh hardens. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for 24 hours. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
LEVEL 7 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Greater Regenerate-- Range: Touch. You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 10 hit points each minute for 10 minutes.
- Spell Wisps-- Range: Self. Seven star-like wisps of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature/object within 120 feet of you. Make a ranged spell attack; on a hit. the target takes 4d12 spirit damage. Whether you hit or miss, the mote is expended. The spell ends early when you expend the last mote.
- Word of Andraste-- Range: 30ft. You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of enemies you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, an enemy suffers an effect based on its current hit points:
- 50 hit points or fewer: deaf for 1 minute
- 40 hit points or fewer: deaf and blind for 10 minutes
- 30 hit points or fewer: blind, deaf, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
SPIRIT SPELLS
- Crushing Prison-- Range: 100ft. An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from spirit bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid mana barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation to leave the cage, it must first make a Intelligence saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. This spell can’t be dispelled by dispel magic.
- Stinging Swarm-- Range: 60ft. You send threatening energy coursing through an enemy that you can see within range, causing it searing pain. The enemy must make a Constitution saving throw. It takes 7d8 + 30 spirit damage on a failed save, or half as much damage on a successful one. A human killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
ENTROPY SPELLS
- Death Cloud-- Range: Touch. You inscribe a harmful glyph either on a surface (a section of floor, a wall, a table) or within an object that can be closed to conceal the glyph (a book, a scroll, a treasure chest). If you choose a surface, the glyph can cover no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph. When you inscribe the glyph, choose one of the options below for its effect. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
- Death Each target must make a Constitution saving throw, taking 10d10 darkness damage on a failed save, or half as much damage on a successful save.
- Discord Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
- Fear Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.
- Hopelessness Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
- Insanity Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
- Pain Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
- Sleep Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
- Stun Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
- Harm-- Range: 60ft. You speak a word of power that causes waves of intense pain to assail one enemy you can see within range. If the enemy has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect. An enemy is also unaffected if it is immune to being charmed. While the enemy is affected by crippling pain, any speed it has can be no higher than 10 feet. The enemy also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the enemy tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. An enemy suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
PRIMAL SPELLS
- Apocalypse-- Range: 120ft. A beam of red-orange light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead that, with a low roar, explodes into flames that spreads around corners. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. On a fail, any creatures are pushed back 5 ft and fall prone.
- Tornado-- Range: 120. A whirlwind howls at a point you can see on the ground within range for 1 minute. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, any creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d4 × 10 feet away from it in a random direction.
- Magic Beam-- Range: Self, 60ft cone. Eight multicolored rays of light flash from your hand. Each creature in the range of the spell must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
- Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 earth damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 ice damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition.
- Violet. On a failed save, the target is blind. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness.
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.
LEVEL 8 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Glyph of Neutralization-- Range: Self, 10ft radius. A 10-foot-radius invisible sphere of anti-magic surrounds you. This area is divorced from the mana of the Fade. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become normal. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects are suppressed and can’t protrude into it. A slot expended to cast a suppressed spell is still consumed. While an area effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. The area of another spell, such as fireball, can’t extend into the sphere. The flames created are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. The properties of magic items and equipment are suppressed, too. Teleportation doesn't work in the sphere, whether the sphere is the destination or the departure point.
- Holy Aura-- Range: Self. Divine light washes out from you and coalesces in a soft radiance in a 30 ft radius around you. Allies of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
SPIRIT SPELLS
- Arcane Fortress-- Range: Touch. For 10 minutes, one ally you touch is immune to spirit and darkness damage, any effect that would sense its emotions or read its thoughts, and being charmed.
- Stunning Blast-- Range: 60ft. You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
ENTROPY SPELLS
- Madness-- Range: 120ft. Magical darkness spreads from a point you choose within range to fill a 30ft radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 darkness damage on a failed save, or half as much damage on a successful one.
- Shatter-- Range: 60ft. You blast the mind of an enemy you can see within range. The target takes 4d6 darkness damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
PRIMAL SPELLS
- Heat Burst-- Range: 120ft. Brilliant light flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 fire damage. On a successful save, it takes half as much damage. Undead have disadvantage on this saving throw. This spell dispels any darkness in its area that was created by a spell.
- Deep Freeze- Range: 120ft. A thick wall of frost springs into existence at a point you choose within range. You can make the wall up to 100 feet long, 100 feet high, and 30 feet thick. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 ice damage, or half as much damage on a successful save.
- Tempest-- Range: 120ft. A raging storm appears in a location you choose within range. The area of the storm consists of up to five 10ft cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 lightning damage on a failed save, or half as much damage on a successful one.
- Earthquake-- Range: 200ft. You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.
- Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse.
- Structures that collapse damage nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a Strength (Athletics) check as an action to escape. The DM determines the DC depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
LEVEL 9 SPELLS
CREATION SPELLS
SPIRIT SPELLS
ENTROPY SPELLS
PRIMAL SPELLS
- Wave of Restoration-- Range: Self, 45ft radius. A flood of healing energy flows from you into injured allies around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range (including you). Allies healed by this spell are also cured of all diseases and any effect making them blind or deaf. This spell has no effect on undead or constructs.
SPIRIT SPELLS
- Spirit Mastery-- Range: 60ft. You create a magical restraint to hold an enemy that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. When you cast the spell, you choose one of the following forms of imprisonment.
- Burial The enemy is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can they teleport to get into or out of it.
- Chaining Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
- Minimus Containment The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation. The gemstone can’t be cut or broken while the spell remains in effect.
- Slumber The target falls asleep and can’t be awoken.
- Ending the Spell During the casting of the spell, in any of its versions, you must specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can create only one prison at a time.
ENTROPY SPELLS
- Spirit Bomb-- Range: 60ft. You unleash the power of your mind to blast the intellect of up to ten enemies of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each enemy you choose must make an Intelligence saving throw. On a failed save, a target takes 14d6 darkness damage and is stunned. On a successful save, they takes half as much damage and aren't stunned. If an enemy is killed by this damage, its head explodes, assuming it has one. A stunned enemy can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
PRIMAL SPELLS
- Fire Storm-- Range: 200ft. Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a sucessful one. A creature in the area of more than one fiery burst is affected only once.