Spells: Manipulation

 

Aura


This family of spells creates an aura around the caster. These auras may be beneficial to the caster and their allies or impose penalties to their enemies.

Circle of Power (Ether)

4th Level Spell
Casting Time: 1 action
Range: Self (30 foot radius)
Duration: Concentration, up to 1 minute

You tap into the spirit plane and create a connection to it for you and nearby allies. This connection causes magical energy to be absorbed into the spirit realm. Until the spell ends this aura remains centered on you and moves with you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.

Aura of Vitality (Restoration)

3rd Level Spell
Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A shallow pool of water begins pouring out in a radius around you. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the pool (including you) for the pool to surge over, causing them to regain 2d6 hit points.

 

Blinding Burst


3rd Level Spell
Casting Time: 1 action
Duration: Instantaneous

This family of spells focuses on blinding targets.

Flash (Light)

3rd Level Spell
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet.
Area: 15 ft. radius.

This spell creates a blinding flash of light at a point within range. Any creatures within the area of effect must make a Constitution saving throw. If it fails, the creature is blinded for 1d4 rounds. At the end of each of its turns, the target can make a saving throw. On a success, the spell ends.

The caster is not affected by the light. Creatures can be warned of the flash before hand granting them advantage on the saving throw.

Sandman (Sand)

3rd Level Spell
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet.
Area: 15 ft. radius.

This spell whips sand at all targets within the effect radius. Any creatures within the area of effect must make a Dexterity saving throw. If it fails, the creature is blinded for 1d6 rounds. At the end of each of its turns, the target can make a saving throw. On a success, the spell ends.

 

Blur


This family of spells focuses on altering a creature’s appearance to appear blurred and difficult to focus on.

Shimmer (Light)

2nd Level Spell
Casting Time: 1 action
Target: 1 target creature
Range: 30 feet
Duration: Concentration, up to 1 minute

Light begins to bend around you as you cast this spell creating a shimmering effect. For the duration, any creature has disadvantage on attack rolls against the target of this spell. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.

Distortion (Time)

2nd Level Spell
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your body appears to waver as images of you appear concurrently and overlap. For the duration, any creature has disadvantage on attack rolls against you.

 

Commune

This family of spells has a caster enter into a meditative state as they speak with spirits to gain information.

Locate Object (Ether)

2nd Level Spell
Casting Time: 1 minute
Range: Self
Duration: 1 minute

You contact a spirit and describe an object that is familiar to you. You are told the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

Commune With Spirit (Ether)

2nd Level Spell
Casting Time: 1 minute
Range: Self
Duration: 1 minute

You contact a spirit and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends.

Spirits aren’t omniscient and only retain information that they themselves know. Information gained only has a 30% chance of being correct. In addition, some questions may be difficult to answer at all and the caster will simply receive an unclear message.

Locate Creature (Ether)

4th Level Spell
Casting Time: 1 minute
Range: Self
Duration: 10 minutes

You contact a spirit and describe a creature that is familiar to you. Once the duration is complete you are given information as to where that creature us, as long as that creature is within 1,000 feet of you. If the creature is moving, you also are told the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a bear). 

Gather Terrain Information (Ether)

5th Level Spell
Casting Time: 1 minute
Range: Self
Duration: 30 minutes

You gather a large group of spirits for information about your current location in a wide area. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

• terrain and bodies of water
• prevalent plants, minerals, animals, or peoples
• influence from other planes of existence
• buildings

For example, you could determine the location of powerful spirits in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

 

Disable


2nd Level Spell
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a saving throw or have an effect occur on them.

Hold Person (Blood)

Targets: 1 target. Increase targets by 1 per slot level above 2nd.
Saving Throw: Wisdom (negates)

You halt the flow of blood to the target’s muscles causing them to freeze in place. The target must succeed on a saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another saving throw. On a success, the spell ends on the target.

Seize (Blood)

Targets: 1 target. 
Saving Throw: Wisdom (negates)

You halt the flow of blood to the target’s legs, causing them to collapse to the ground. A target who fails the save becomes prone, cannot move from their space, and has disadvantage on Dexterity saving throws and attack rolls. 

As an action, a seizing creature makes a saving throw to regain control of itself. On a successful save, the spell ends.

Freeze Person (Ice)

Targets: 1 target. Increase targets by 1 per slot level above 2nd.
Damage: 3d6 cold (water) damage. Increase by 1d6 per slot level above 2nd.
Saving Throw: Strength (negates)

You freeze the target’s body in place. The target must succeed on a saving throw or be restrained for the duration and takes damage. At the end of each of its turns, the target can make another saving throw. On a success, the spell ends on the target.

 

Illusory Image


1st Level Spell
Casting Time: 1 action

You create an image in the air inside an area within range. 

Hypnotic Pattern (Light)

Min Level: 3rd
Range: 120 ft.
Area: 30-foot-cube. Increase area by 5 feet per slot level above 3rd.
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air. The image appears for a moment and vanishes. Each creature in the area who sees the image 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.

Mirage (Light)

Range: 60 ft. Increase by 60 ft. per slot level above 1st
Area: 15-foot-cube. Increase area by 10 feet per two slot levels above 1st.
Duration: Concentration, up to 10 minutes

You create a duplicate of an image of an object, a creature, or some other visible phenomenon that is no larger than an area. The image must be a duplicate of another image within range. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

 

Invisibility


1st Level Spell

Spells that cause the target to become invisible for a length of time.

Shadow Walk (Light)

1st Level Spell
Casting Time: 1 action
Target:Self
Duration: Concentration, up to 1 minute

Your form begins to waver while you're in the shadow soon after disappearing from sight. As long as the target remains in dim or darker light the target become invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that does anything but move or if they are damaged.

Light Blindness (Light)

1st Level Spell
Casting Time: Instantaneous
Target:Self
Duration: Up to 1 minute

Light around you begins to waver as you become invisible. As long as the target remains in a source of light they remain invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. If the target moves from the square they occupy, anyone within line of sight can make a perception check vs. your stealth check at disadvantage to see your true form, ending the invisibility effect. The spell ends for a target that does anything but move or if they are damaged.

 

Mark Target


This family of spells allows you to mark a target in order to cause some kind of effect in the future.

Venom (Toxin)

1st Level Spell
Casting Time: 1 bonus action
Range: 60 ft.
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and imbue them with a small amount of poison that activates upon your strikes. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

In addition, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Etherial Mark (Ether)

1st Level Spell
Casting Time: 1 bonus action
Range: 90 ft.
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mark their ki signature through the spirit plane. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with an attack. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

In addition, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 

Messaging


This family of spells focuses on communication through vast distances.

Whispering Wind (Nimbus)

2nd Level Spell
Casting Time: 1 action
Range: 60 miles. Increase by 60 miles per spell slot above 2nd.
Duration: Up to 1 hour or until discharged. Increase by 1 hour per spell slot level above 2nd.

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than 25 words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per minute.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Skywrite (Nimbus)

2nd Level Spell
Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

 

Planar Travel


This family of spells focuses on providing casters with a means to enter and interact with the spirit realm.

Spirit Walk (Ether)

3rd Level Spell
Casting Time: 1 minute
Range: Touch
Duration: Concentration, up to 1 hour

You and one other creature within range project your astral bodies into the Spirit Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious while you are on the spirit plane.

Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot but can be seen through concentration. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, losing you to the spirit plane. This tether lasts only for the duration of the spell and users risk being lost to the planes if they remain in the plane for too long.

Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.

The spell might also end early for you or one of your companions. If a creature’s original body drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of unconsciousness. A creature may also return to their material body by returning to the location of their body and using their action to return.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

A creature that drops to 0 hit points while in the Spirit Plane must be returned to their material plane body with haste or risk being lost in the Spirit Plane.

Astral Projection (Ether)

7th Level Spell
Casting Time: 1 minute
Range: Touch
Duration: Concentration, up to 24 hours

As Spirit Walk except you can bring up to 8 other willing companions.

 

Slow Fall


1st Level Spell
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Duration: Instantaneous

Choose a limited number of falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Feather Fall (Wind)

Range: 120 feet.
Target Count: Up to 5 targets. Increase by 2 targets per slot level above 1st.
Duration: 1 minute.

Congregate Clouds (Nimbus)

Range: 60 feet.
Area: 20 foot radius at a point within range. Increase radius by 10 feet per slot above 1st.
Target Count: Targets in area.
Duration: 1 minute.

 

Sudden Casting


2nd Level Spell
Casting Time: 1 bonus action
Duration: Instantaneous

Choose a cantrip that you know with a casting time of 1 action. You cast that spell immediately.

Sudden Casting (Time)

Range: Self

 

Teleport


2nd Level Spell
Duration: Instantaneous

This spell causes you to disappear from the area and appear at another location within range.

Quick Stop (Time)

Casting Time: 1 bonus action
Range: 15 feet.

You slow the passage of time allowing you to easily evade attacks against you as you make your retreat. You immediately move from your position without provoking attacks of opportunity with your movement. During this movement you can take free actions on inanimate objects like opening doors, drawing weapons, or flipping switches.

Time Out (Time)

Spell-Level: 4th
Casting Time: 1 action
Range: 200 feet. Increase by 100 feet per slot level above 4th.

You freeze time momentarily and immediately move from your current location to any other spot within range. You must be able to reach the spot via normal movement restrictions. During this movement you can take free actions on inanimate objects like opening doors, drawing weapons, or flipping switches.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

At Higher Levels: When you cast this spell at a higher level you can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity per slot level above 4th. The creatures targeted must be within 5 feet of you when you cast this spell.

Blink (Time)

Spell-Level: 5th
Casting Time: 1 reaction, which you take when you are hit by an attack
Range: 30 feet. 

You freeze time immediately upon impact of an attack and immediately move from your current location to any other spot within range to avoid the attack. You must be able to reach the spot via normal movement restrictions. During this movement you can take free actions on inanimate objects like opening doors, drawing weapons, or flipping switches.

 

Time Stop


7th Level Spell

Casting Time: 1 action
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take additional turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Time Stop (Time)

Range: Self
Stop Duration: 1 round. Increase duration by 1 round per slot level above 7th.

 

Warding Force


2nd Level Spell

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A strong force blows around you in a radius and moves with you, remaining centered on you. The energy lasts for the spell’s duration.

Warding Wind (Wind)

Area: 10 foot radius 5-foot-high cylinder.

The spell creates a strong wind (20 miles per hour) that blows around you. The wind has the following effects:

• It silences those within to those outside of its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Warding Mists (Fluid)

Area: 15 foot radius 10-foot-high cloud.

The spell creates a dense mist that surrounds you. The mist has the following effects:

• Creatures within the area are lightly obscured.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Spells: Manipulation

Tan Suo Gelatos