Spells: Transmutation

 

Affliction


This family of spells focuses on sickening targets with effects to debilitate them.

Contagion (Toxin)

5th Level Spell
Casting Time: 1 action
Range: Touch
Duration: 7 days

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
SlimyDoom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

 

Aid


2nd Level Spell
Casting Time: 1 action

Your spell bolsters your allies’ health. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase for the duration. If a second spell in this family is cast upon the same creature, the prior bonus is removed and is replaced by the new spell.

Healing Aid (Health)

Range: 30 ft.
Duration: 8 hours
Health Increase: 5. Increase by an addition 5 per slot level above 2nd.

Restoring Veil (Restore)

Range: 30 ft.
Duration: 1 minute
Health Increase: 1d8. Increase by an addition 1d8 per slot level above 2nd.

 

Aura of Vitality


3rd Level Spell
Casting Time: 1 action
Range: 90 ft.
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain hit points.

Aura of Vitality (Restoration)

Heal: 2d6 healing. Increase healing by 1d6 per two slot levels above 3rd.

A shallow pool of water begins pouring out in a radius around you. At your command it washes up around a target to heal them.

 

Cure Affliction


2nd Level Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Rejuvenate (Health)

The condition healed can be blinded, deafened, paralyzed, or poisoned.

Greater Rejuvenate (Health)

Spell-Level: 5th Level Spell

You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

• 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

 

Cure Wounds


A creature of your choice that you can see within range regains hit points. This spell has no effect on undead or constructs.

Heal Wounds (Health)

1st Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous
Heal: 1d6 + your spellcasting ability modifier. Increase healing by 1d6 per slot level above 1st.

Producing healing herbs, a poultice is quickly created and applied to the target.

Mend Wounds (Soul)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Heal: 1d10 + your spellcasting ability modifier. Increase healing by 1d10 per slot level above 1st.

You cure wounds on your body through sheer force of will and a little magic.

Restore Wounds (Restoration)

1st Level Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Heal: 1d8 + your spellcasting ability modifier. Increase healing by 1d8 per slot level above 1st.

Utilizing purifying water, the targets wounds are cleansed of any wounds.

 

Empower


This family of spells focuses on granting allies advantages to survive in battle.

Aromatherapy (Health)

3rd Level Spell
Casting Time: 1 action
Range: 30 ft.
Targets: 3 targets. Increase number of targets by 3 per slot level above 3rd.
Duration: Concentration, up to 1 minute

This spell bestows a sense of hope and tranquility. Choose a number of targets within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

 

Enhance Ability


This family of spells focuses on enhancing attributes of targets granting them several benefits to saving throws and skill checks.

Eagle’s Splendor (Soul)

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

The target has advantage on Charisma checks, gains proficiency in one charisma-based skill, and gains 2d10 temporary barrier.

Glamour (Ether)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Charisma checks, gains proficiency in one charisma-based skill, and gains 2d6 temporary barrier.

Bear’s Endurance (Soul)

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

The target has advantage on Constitution checks. It also increases its maximum health by 2d6, which is lost when the spell ends.

Fortify (Power)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Constitution checks. It also increases its maximum health by 1d8, which is lost when the spell ends.

Cat’s Grace (Soul)

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

The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated and they gain +2 bonus damage on ranged weapon attacks.

Celerity (Power)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated and they gain +1 bonus damage on ranged weapon attacks.

Fox’s Cunning (Soul)

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

The target has advantage on Wisdom checks, gains proficiency in one wisdom-based skill, and gains 2d10 temporary barrier.

Acuity (Ether)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Wisdom checks, gains proficiency in one wisdom-based skill, and gains 2d6 temporary barrier.

Transcendence (Power)

6th Level Spell
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The target has advantage on Strength, Dexterity, and Constitution checks and gains a +2 bonus to damage on all weapon attacks. The target also increases their maximum hit points by 3d6 which is lost along with all other effects once the spell ends.

Enlightenment (Ether)

6th Level Spell
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The target has advantage on Intelligence, Wisdom, and Charisma checks and gains proficiency in any one skill for the duration of the spell. The target also gains 5d6 temporary barrier points.

Bull's Strength (Soul)

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

The target has advantage on Strength checks, his or her carrying capacity doubles, and they gain a +2 bonus on melee weapon damage.

Empower (Power)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Strength checks, his or her carrying capacity doubles, and they gain a +1 bonus on melee weapon damage.

Owl’s Wisdom (Soul)

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

The target has advantage on Wisdom checks, gains proficiency in one wisdom-based skill, and gains 2d10 temporary barrier.

Guile (Ether)

2nd Level Spell
Casting Time: 1 action
Targets: 2 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute

The target has advantage on Wisdom checks, gains proficiency in one wisdom-based skill, and gains 2d6 temporary barrier.

 

Environmental Adaption


This family of spells allows you to adapt to your environment in ways to improve your survivability.

Water Breathing (Fluid)

2nd Level Spell
Casting Time: 1 action
Range: Touch
Targets: Up to five creatures
Duration: Up to 1 hour

The target can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

 

Feign Death


3rd Level Spell
Range: Touch
Casting Time: 1 action

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Feign Death (Blood)

Duration: 1 hour

 

Fly


3rd Level Spell
Casting Time: 1 action
Duration: Concentration, up to 10 minutes

You target a willing creature. The target gains a flying speed for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. The target must remain in the range of the caster to remain in flight or else the spell will end prematurely.

Soar (Wind)

Range: 60 feet.
Fly Speed: 30 feet.
At Higher Levels: Increase the number of targets that can be affected by this spell by one per slot level above 3rd.

Controlled bursts of wind around the target allow them to use a controlled form of flying.

Jet (Flame)

Range: Self
Fly Speed: 50 feet. Increase fly speed by 10 feet per slot level above 3rd.

Using a concentrated burst of fire beneath the user’s feet and hands, the spellcaster is able to achieve flight.

 

Goodberry


1st Level Spell
Casting Time: 1 bonus action
Range: Touch
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Goodberry (Health)

Heal: 1 hit point. Increase healing by 1 per slot level above 1st.

 

Haste


3rd Level Spell
Casting Time: 1 action
Range: 30 feet.
Duration: Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased, 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, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Unburden (Gravity)

Speed Increase: Speed is increased by 50%. Increase the target’s speed by 50% per two slot levels above 3rd.

The target becomes more nimble as gravity has a reduced effect on the target. The target has advantage on Strength and Dexterity checks, their weight is halved, and their jumping distance is doubled.

Alacrity (Time)

Speed Increase: Speed is doubled. Increase the target’s speed by 50% per two slot levels above 3rd.

The target perceives time much slower allowing them to move more effectively during battle. The target gains a +2 bonus to AC and can use the extra action to also Disengage or Hide.

 

Heal


5th Level Spell
Casting Time: 1 action
Duration: Instantaneous

Heal (Health)

Range: 90 ft.
Heal: 50 hit points. Increase healing by 10 per slot level above 5th.

Using powerful herbs, the target within range is healed by vines that forcibly restore any wounds. This spell also removes any diseases affecting the target.

Mend (Health)

Range: Self
Heal: 70 hit points. Increase healing by 15 per slot level above 5th.

Through force of will you purify any damage taken to yourself. This spell also removes any diseases affecting the target.

Restore (Restoration)

Range: 30 ft.
Heal: 70 hit points. Increase healing by 15 per slot level above 5th.

This spell creates a font of healing water in the target’s location.

 

Healing Word


1st Level Spell
Casting Time: 1 bonus action
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points. This spell has no effect on undead or constructs.

Healing Breath (Health)

Range: 90 ft.
Heal: 1d4 + your spellcasting ability modifier. Increase healing by 1d4 per slot level above 1st.

Casting powerful herbs into the wind towards your target, the subject is healed once the herbs reach them.

Restoring Breath (Restoration)

Range: 30 ft.
Heal: 1d4 + your spellcasting ability modifier. Increase healing by 1d4 per slot level above 1st.

A sprinkling of water above the target rejuvenates minor cuts and bruises.

 

ImprovedSenses


Until the spell ends, the caster gains improved senses.

Aquasense (Water)

2nd Level Spell
Casting Time: 1 bonus action
Targets: Self
Range: 60 ft.
Duration: Up to 1 hour

You attune yourself to the subtle fluctuations in the water around you. For the duration of the spell the caster can automatically pinpoint the location of anything that is in contact with water out to the range specified.

Blindsense (Ether)

2nd Level Spell
Casting Time: 1 action
Targets: Self
Range: 500 ft.
Duration: Instantaneous

By opening your senses to the spirit world, you can detect the presence of any physical objects or creatures within your range. Details other than size and count are difficult to discern.

At Higher Levels: Increase the range of darkvision by 30 ft. per slot level above 1st.

Darkvision (Light)

2nd Level Spell
Casting Time: 1 bonus action
Targets: Self
Range: 60 ft.
Duration: Up to 1 day

Your eyes adjust to the absence of light allowing the caster to see in darkness out to a 60 ft range.

At Higher Levels: Increase the range of darkvision by 30 ft. per slot level above 1st.

Scent (Wind)

2nd Level Spell
Casting Time: 1 bonus action
Targets: Self
Range: 30 ft.
Duration: Up to 1 hour

This spell allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a Survival (Wisdom) check to find or follow a track. The typical DC for a fresh trail is reduced by 10 with the scent ability. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Tremorsense (Gravity)

2nd Level Spell
Casting Time: 1 bonus action
Targets: Self
Range: 60 ft.
Duration: Up to 1 minute

You attune yourself to the subtle fluctuations in the ground around you. For the duration of the spell the caster can automatically pinpoint the location of anything that is in contact with the ground out to the range specified.

 

Jump


1st Level Spell
Casting Time: 1 action
Duration: 1 minute

You imbue a creature with greater power. The creature’s jump distance is increased until the spell ends.

Ascent (Power)

Range: Touch
Jump Distance: Jump Distance is doubled. When you cast this spell at 2nd level jump distance is tripled. When you cast this spell at 3rd level or higher jump distance is quadrupled.

Leap (Soul)

Range: Self
Jump Distance: Jump Distance is tripled. When you cast this spell at 2nd level jump distance is quadrupled. When you cast this spell at 3rd level or higher jump distance is quintupled.

 

Mass Cure Wounds


5th Level Spell
Casting Time: 1 action
Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to a number of targets in an area centered on that point to heal hit points. This spell has no effect on undead or constructs.

Healing Pollen (Health)

Range: 90 ft.
Area: 30-foot-radius sphere
Targets: Up to 10 creatures
Heal: 3d8 + your spellcasting ability modifier. Increase healing by 1d8 per slot level above 5th.

Flowers with potent healing ability bloom at the feet of all the targets. The immediately release healing pollen to your targets, healing them greatly.

Restoring Spring (Restoration)

Range: 60 ft.
Area: 5-foot-radius sphere
Targets: Up to 3 creatures
Heal: 3d12 + your spellcasting ability modifier. Increase healing by 1d12 per slot level above 5th.

A small spout of water springs from the ground and showers healing water around those nearby.

 

Protection From Poison


2nd Level Spell
Casting Time: 1 action
Duration: 1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Poison Ward (Health)

Range: 30 feet

 

Regenerate


7th Level Spell
Casting Time: 1 minute
Duration: 1 hour

You use your magicks to help stimulate natural healing ability. The target regains an initial amount of hit points and then for the duration of the spell, the target regains hit points at the start of each of its turns.

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Life Weave (Health)

Range: Touch
Initial Heal: 2d8 + 5. Increase healing by 2d8 per slot level above 7th.
Residual Heal: 3 hit points at the start of each turn (30 hit points each minute).

Purify (Health)

Range: Self
Initial Heal: 8d8 + 15. Increase healing by 4d8 per slot level above 7th.
Residual Heal: 3 hit points at the start of each turn (30 hit points each minute).

True Restoration (Restoration)

Range: Touch
Initial Heal: 8d8 + 15. Increase healing by 4d8 per slot level above 7th.
Residual Heal: 1 hit point at the start of each turn (10 hit points each minute).

 

Revivify


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

You target a creature that has died within the last minute. That creature returns to life, stabilizes, and heals a number of hit points. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Revitalize (Health)

Range: 30 ft.
Heal: 0 hit points

Resuscitate (Blood)

Range: Touch
Heal: 1 hit point

 

Run


1st Level Spell
Casting Time: 1 bonus action

This spell allows your targets to move at an incredible pace.

Longstrider (Power)

Range: Touch
Targets: 1 creature. Increase the number of creatures by 1 per slot level above 1st.
Duration: 1 hour

When you cast this spell your target’s speed increases by 10 feet.

Expeditious Retreat (Soul)

Range: Self
Duration: Concentration, up to 10 minutes

When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

 

Slow


3rd Level Spell
Casting Time: 1 action
Range: 120 feet.
Duration: Concentration, up to 1 minute

You alter a number of targets of your choice in an area within range. Each target must succeed on a saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

A creature affected by this spell makes another saving throw at the end of its turn. On a successful save, the effect ends for it.

Encumber (Gravity)

Targets: Up to 6 creatures. Increase number of target creatures by 1 per slot level above 3rd.
Area: 60-foot cube
Saving Throw: Constitution (Negates)

The target becomes more sluggish as gravity has a greater effect on the target. All attacks against the target are at Advantage.

Lethargy (Time)

Targets: Up to 6 creatures. Increase number of target creatures by 1 per slot level above 3rd.
Area: 40-foot cube
Saving Throw: Wisdom (Negates)

You alter time around each target. On a failed save, in addition to the main effects the target can’t use reactions.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

 

Spider Climb


This family of spells focuses on allowing targets to move along walls while freeing their hands while doing so.

Foot Anchor (Soul)

2nd Level Spell
Casting Time: 1 action
Targets: Self
Range: Self
Duration: Concentration, up to 1 hour
Climb Speed: Equal to target's movement speed.

Using magic, you create anchors in your feet to lock yourself in place when climbing vertical walls. Until the spell ends, targets you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed. In addition, you have advantage on checks against effects that push you.

Group Climb (Power)

2nd Level Spell
Casting Time: 1 action
Targets: 3 Creatures. Increase number of target creatures by 1 per slot level above 2nd
Range: 30 feet
Duration: Concentration, up to 1 minute
Climb Speed: 15 feet

Extending magic outward to others, you allow them to stick to vertical walls. Until the spell ends, targets you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed.

Spells: Transmutation

Tan Suo Gelatos