Spells: Transmutation

Contents

Affliction
- Sicken
- Sleep
- Slumber
- Confusion
- Contagion
- Bleed
- Attenuate
- Feign Death
- Cardiac Seizure
Aid
- Healing Aid
- Restoring Veil
Cure
- Heal
- Nightingale
- Mend
- Restore
- Rhapsody
Cure Affliction
- Poison Ward
- Rejuvenate
- Stabilize
Cure Wounds
- Heal Light Wounds
- Heal Wounds
- Mass Heal Wounds
- Mend Light Wounds
- Mend Wounds
- Restore Light Wounds
- Restore Wounds
- Mass Restore Wounds
Empower Barrier
- Wind Barrier
- Flame Barrier
- Sand Barrier
- Ether Barrier
- Static Barrier
- Cold Barrier
Enhance Ability
- Resistance
- Encumbrance Booster
- Soul Bolster
- Soul Splendor
- Power Surge
- Lift
- Empower
- Physique Surge
- Transcendence
- Acuity
- Mind Surge
- Enlightenment
- Guile
- True Strike
Enhanced Movement
- Soar
- Jet
- Expeditious Retreat
- Leap
- Foot Anchor
- Longstrider
- Burrow
- Root
- Ascent
- Group Climb
- Overland Run
Environmental Adaption
- Heat Adaption
- Water Breathing
- Cold Adaption
Haste
- Unburden
- Quicken
- Alacrity
Healing Word
- Healing Breathe
- Restoring Breathe
Improved Senses
- Aquasense
- Blindsense
- Darkvision
- Scent
- Tremorsense
Regenerate
- Lesser Life Weave
- Life Weave
- Purify
- True Restoration
Revivify
- Revitalize
- Resuscitate
Slow
- Restrain
- Subdue
- Encumber
- Lethargy

 

Affliction


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

 

Sicken (Toxin)

1st Level Spell
Casting Time: 1 action
Range: 120 ft.
Duration: Concentration, up to 1 minute

You disease your targets with a sickening poison. Two target creatures within range must make a Constitution saving throw. On failure, whenever the target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

 

Sleep (Toxin)

1st Level Spell
Range: 90 feet.
Casting Time: 1 action
Duration: 1 minute

This spell creates a cloud of spores that cause creatures to drift into sleep. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

 

Slumber (Toxin)

3rd Level Spell
Casting Time: 1 action
Range: Self (40 ft. cone)
Duration: Concentration, up to 1 minute

Spores emerge from your finger tips filling a 40 foot cone in a direction you choose. Each creature in the area must make a Constitution saving throw. On a failed save, the creature becomes staggered. At the end of their turn, a staggered creature must make a Constitution saving throw. On a failed save they fall unconscious. A creature may take an action on their turn to make a Constitution saving throw. On a successful save, the staggered condition is lifted.

 

Confusion (Toxin)

4th Level Spell
Casting Time: 1 action
Range 90 feet
Duration: Concentration, up to 1 minute

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a saving throw when you cast this spell 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

Behaviour

1

The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 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 each of its turns, an affected target can make a saving throw. If it succeeds, this effect ends for that target.

 

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.

 

Bleed (Blood)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instant

You cause a living creature that is below or at 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

 

Attenuate (Metal Fundamental)

1st Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

You thin the target’s blood forcing the body to move more sluggish. Four target creatures within range must make a Constitution saving throw. On failure, whenever the target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

 

Feign Death (Blood)

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

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.

 

Cardiac Seizure (Blood)

7th Level Spell
Range: 60 feet.
Casting Time: 1 action
Duration: Instantaneous

You twist the creature's blood causing them to tense up and freeze in place. If the target has 100 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.

 

Aid


This family of spells focuses on bolstering your allies’ health.

 

Healing Aid (Health)

2nd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: 8 hours

Your spell bolsters your allies’ health. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 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.

 

Restoring Veil (Restore)

2nd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: 8 hours

Your spell bolsters your allies’ health. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 1d8 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.

 

Cure


This family of spells restores a large amount of lost health.

 

Heal (Health)

5th Level Spell
Casting Time: 1 action
Range: 90 ft.
Duration: Instantaneous

Using powerful herbs, the target within range is healed by vines that forcibly restore any wounds, healing 50 hit points. This spell also removes any diseases affecting the target.

 

Nightingale (Health)

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

A wave of healing pollen covers over the creature you touch. The target regains 90 hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

 

Mend (Soul)

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

Through force of will you purify 70 damage taken to yourself. This spell also removes any diseases affecting the target.

 

Restore (Restoration)

5th Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous

This spell creates a font of healing water in the target’s location, healing 70 hit points in the target.

 

Rhapsody (Restoration)

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

A wave of healing water washes over the creature you touch. The target regains all its hit points. If the creature is prone, it can use its reaction to stand up.

 

Cure Affliction


This family of spells removes afflictions and ailments from allies

 

Purify Food and Drink (Health)

Cantrip
Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

 

Poison Ward (Health)

2nd Level Spell
Casting Time: 1 action
Range: 30 feet
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.

 

Rejuvenate (Health)

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

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 

Stabilize (Restoration)

Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

 

Cure Pain


Spells that help restore wounds over a long duration.

 

Heal Pain (Restoration)

Cantrip
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous

You concentrate on restoring wounds in the target for the duration. At the end of the duration the target heals 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Mend Pain (Restoration)

Cantrip
Casting Time: 1 hour
Range: Self
Duration: Instantaneous

You concentrate on restoring wounds on yourself for the duration. At the end of the duration you heal 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Restore Pain (Restoration)

Cantrip
Casting Time: 1 hour
Range: Self
Duration: Instantaneous

You concentrate on restoring wounds in the target for the duration. At the end of the duration the target heals 1d6 hit points.

The spell’s healing increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Cure Wounds


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

 

Heal Light Wounds (Wood Fundamental)

1st Level Spell
Casting Time: 1 action
Range: 15 ft.
Duration: Instantaneous

Producing healing herbs, a poultice is quickly created and applied to the target, healing 1d6 hit points.

 

Heal Wounds (Health)

1st Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous

Producing healing herbs, a poultice is quickly created and applied to the target, healing 1d6 + your spellcasting ability modifier hit points.

At Higher Levels: Increase healing by 1d6 per slot level above 1st.

 

Mass Heal Wounds (Health)

5th Level Spell
Casting Time: 1 action
Range: 90 ft.
Duration: Instantaneous

Choose up to 10 creatures in a 30 foot radius sphere at a point within range. Flowers with potent healing ability bloom at the feet of all the targets. They immediately release healing pollen to your targets, healing 3d8 + your spellcasting ability modifier hit points.

At Higher Levels: Increase healing by 1d8 per slot level above 5th.

 

Mend Light Wounds (Fire Fundamental)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cure wounds on your body through sheer force of will and a little magic, healing 1d8 hit points.

 

Mend Wounds (Soul)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cure wounds on your body through sheer force of will and a little magic, healing 1d10 + your spellcasting ability modifier hit points.

At Higher Levels: Increase healing by 1d10 per slot level above 1st.

 

Restore Light Wounds (Water Fundamental)

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

Utilizing purifying water, the targets wounds are cleansed of any wounds, healing 1d6 hit points.

 

Restore Wounds (Restoration)

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

Utilizing purifying water, the targets wounds are cleansed of any wounds, healing 1d8 + your spellcasting ability modifier hit points.

At Higher Levels: Increase healing by 1d8 per slot level above 1st.

 

Mass Restore Wounds (Restoration)

5th Level Spell
Casting Time: 1 action
Range: Self (20-foot-radius sphere)
Duration: Instantaneous

A small spout of water springs from the ground at your feet and showers healing water around those nearby. Choose up to 3 creatures in a 20-foot-radius sphere around you that may include yourself. These selected targets heal 3d12 + your spellcasting ability modifier.

At Higher Levels: Increase healing by 1d12 per slot level above 5th.

 

Empower Barrier


This school of magic concentrates on empowering your barrier with your magic.

 

Wind Barrier (Wind)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

Wind begins to whip around you for the duration of this spell. The first time in a round a creature hits you with a melee attack they are pushed 5 feet away from you. Once your barrier is broken the effects of this spell end.

 

Flame Barrier (Flame)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

The air around you begins to heat greatly. The first time in a round a creature hits you with a melee attack they take 5 burn (Fire) damage. Once your barrier is broken the effects of this spell end.

 

Sand Barrier (Sand)

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

Sand stirs around you in a haze making you difficult to pinpoint. You have partial cover while this spell is active. Once your barrier is broken the effects of this spell end.

 

Ether Barrier (Metal Fundamental)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You connect your barrier with a slight amount of ether. At the start of your turn you heal 1d6 barrier. Once your barrier is broken the effects of this spell end.

 

Static Barrier (Nimbus)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

A faint hum can be heard radiating around you. The first time in a round a creature hits you with a melee attack they take 1d8 lightning (Metal) damage. Once your barrier is broken the effects of this spell end.

 

Cold Barrier (Ice)

1st Level Spell
Casting Time: 1 action
Range: Self
Duration: 1 hour

The air around you is faintly colder. The first time in a round a creature hits you with a melee attack they take 2 cold (Water) damage and their speed is reduced to zero until the start of their turn. Once your barrier is broken the effects of this spell end.

 

Enhance Ability


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

 

Resistance (Soul)

Cantrip
Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

Once before the spell ends, the caster can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

 

Encumbrance Booster (Soul)

1st Level Spell
Casting Time: 1 minute
Range: Self
Duration: Up to 8 hours

The caster multiplies their encumbrance maximums by 5 for the duration of this spell.

 

Soul Bolster (Soul)

2nd Level Spell
Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

Choose either Strength, Dexterity, or Constitution. The caster gains advantage on checks related to the chosen ability score. In addition, the target gains additional bonuses for the duration of the spell determined by the chosen ability score.
Strength. +1 to all damage rolls.
Dexterity. +10 feet to speed.
Constitution. Hit point maximum increases by 2d10.

 

Soul Splendor (Soul)

2nd Level Spell
Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

Choose either Intelligence, Wisdom, or Charisma. The caster gains advantage on checks related to the chosen ability score and gains 2d10 temporary barrier typed to their own primary barrier.

 

Power Surge (Power)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: 1 round

The next weapon attack the target makes deals your Proficiency bonus in damage. This bonus only applies to the first attack made.

 

Lift (Power)

1st Level Spell
Casting Time: 1 minute
Range: Touch
Duration: Up to 4 hours

The caster touches up to 2 creatures (which may include themselves). Each target multiplies their encumbrance maximums by 3 for the duration of this spell.

 

Empower (Power)

2nd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

Choose either Strength, Dexterity, or Constitution. Up to 3 target creatures gain advantage on checks related to the chosen ability score. In addition, the target gains additional bonuses for the duration of the spell determined by the chosen ability score.
Strength. +1 to all damage rolls.
Dexterity. +10 feet to speed.
Constitution. Hit point maximum increases by 2d10.

 

Physique Surge (Power)

4th Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

Choose either Strength, Dexterity, or Constitution. One target creature increases the chosen ability score by +4 for the duration of the spell.

 

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.

 

Acuity (Ether)

2nd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

Choose either Intelligence, Wisdom, or Charisma. Up to 3 target creatures gain advantage on checks related to the chosen ability score and gains 2d10 temporary barrier typed to their own primary barrier.

 

Mind Surge (Ether)

4th Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

Choose either Intelligence, Wisdom, or Charisma.One target creature increases the chosen ability score by +4 for the duration of the spell.

 

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.

 

True Strike (Time)

Cantrip
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 round

You prepare a spell to slow down time to line up a perfect shot. On your next turn, you can grant advantage on your first attack roll against a target, provided that this spell hasn’t ended.

 

Enhanced Movement


This family of spells grants the user additional forms of movement.

 

Soar (Wind)

3rd Level Spell
Casting Time: 1 action
Range: 60 feet.
Duration: Concentration, up to 10 minutes

Controlled bursts of wind around the target allow them to use a controlled form of flying. You target a willing creature. The target gains a 30 ft. 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.

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

 

Jet (Flame)

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

Using a concentrated burst of fire beneath the user’s feet and hands, the spellcaster is able to achieve flight.You gain a 50 ft. flying speed for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

 

Expeditious Retreat (Soul)

1st Level Spell
Casting Time: 1 bonus action
Range: Self
Duration: 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.

 

Leap (Soul)

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

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

At Higher Levels. When you cast this spell at 2nd level or higher jump distance is quadrupled.

 

Foot Anchor (Soul)

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

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

 

Longstrider (Earth Fundamental)

1st Level Spell
Casting Time: 1 bonus action
Range: Touch
Duration: 4 hours

When you cast this spell you choose up to 3 target creatures whose speed increases by 20 feet.

At Higher Levels: Increase the duration by 2 hours per slot level above 1st.

 

Burrow (Rock)

3rd Level Spell
Casting Time: 1 action
Range: Self.
Duration: Concentration, up to 5 minutes

You move earth around you so that you can easily traverse through it. The subject can burrow at a speed of 15 feet through sand, loose soil, or gravel, or at a speed of 5 feet through stone. The burrowing creature cannot charge or run. Loose material collapses behind the target 1 round after it leaves the area. This spell does not give the target the ability to breathe underground, so when passing through loose material, the creature must hold its breath and take only short trips, or else it may suffocate.

 

Root (Gravity)

Cantrip
Casting Time: 1 bonus action
Range: 30 feet
Duration: 1 round

For the duration of the spell the target has advantage on checks against being pushed.

 

Ascent (Power)

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

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

At Higher Levels. 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.

 

Group Climb (Power)

2nd Level Spell
Casting Time: 1 action
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, up to 3 target creatures you touch gain a climbing speed equal to 15 feet. Until the spell ends the targets can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

At Higher Levels: Increase the number of creatures affected by 2 per slot level above 2nd.

 

Overland Run (Power)

3rd Level Spell
Casting Time: 1 action
Range: Touch
Duration: 4 hours

When you cast this spell you choose up to 6 target creatures whose speed increases by 20 feet and increases to 50 feet when not in combat.

At Higher Levels: Increase the duration by 2 hours per slot level above 3rd.

 

Environmental Adaption


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

 

Heat Adaption (Fire Fundamental)

2nd Level Spell
Casting Time: 1 action
Range: Touch
Duration: Up to 8 hours

Up to 5 target creatures you touch can survive in high heat environments. The target does not take any of the disadvantages for being in an area with a high temperature. This does not provide protection from flame or burn damage.

At Higher Levels. Increase the number of target creatures by 3 per slot level above 2nd.

 

Water Breathing (Fluid)

2nd Level Spell
Casting Time: 1 action
Range: Touch
Duration: Up to 8 hours

Up to 5 target creatures you touch can breathe underwater indefinitely. The target can freely use any breath weapon, spells, or other abilities while submerged.

At Higher Levels. Increase the number of target creatures by 3 per slot level above 2nd.

 

Cold Adaption (Water Fundamental)

2nd Level Spell
Casting Time: 1 action
Range: Touch
Duration: Up to 8 hours

Up to 5 target creatures you touch can survive in extreme cold environments. The target does not take any of the disadvantages for being in an area with a low temperature. This does not provide protection from ice or cold damage.

At Higher Levels. Increase the number of target creatures by 3 per slot level above 2nd.

 

Haste


This family of spells increases the speed of a target creature allowing them to move faster and perform more actions.

 

Unburden (Gravity)

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

The target becomes more nimble as gravity has a reduced effect on the target. Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is increased by 50%, 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.

The target has advantage on Strength and Dexterity checks, their weight is halved, and their jumping distance is doubled.

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.

 

Quicken (Water Fundamental)

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

The caster perceives time much slower allowing them to move more effectively during battle. Until the spell ends, the caster has advantage on Dexterity saving throws, and it can use its Bonus Action to take the Dash or Use an Object action.

 

Alacrity (Time)

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

The target perceives time much slower allowing them to move more effectively during battle. Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, 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.

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.

 

Healing Word


An efficient family of healing spells that allows you to target a creature of your choice that you can see within range and heal wounds.

 

Healing Breathe (Health)

1st Level Spell
Casting Time: 1 bonus action
Range: 90 ft.
Duration: Instantaneous

Casting powerful herbs into the wind towards your target, the subject is healed 1d4 + your spellcasting ability modifier hit points once the herbs reach them.

 

Restoring Breathe (Restoration)

1st Level Spell
Casting Time: 1 bonus action
Range: 20 ft.
Duration: Instantaneous

A sprinkling of water above the target rejuvenates minor cuts and bruises, healing 1d4 + your spellcasting ability modifier hit points.

 

Improved Senses


Until the spell ends, the caster gains improved senses.

 

Aquasense (Water)

2nd Level Spell
Casting Time: 1 bonus action
Range: Self
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 60 feet.

This also works in mist but to a reduced range, negating any form of obscurity caused by a mist or fog within 10 ft.

 

Blindsense (Ether)

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

By opening your senses to the spirit world, you can detect the presence of any physical objects or creatures within 500 feet. 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
Range: Self
Duration: Up to 1 day

Your eyes adjust to the absence of light allowing the caster to see in darkness out to a 60 foot 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
Range: Self
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
Range: Self
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 60 feet.

 

Regenerate


This family of spells represent the most powerful form of healing, able to undo lasting damage to the target.

 

Lesser Life Weave (Health)

4th Level Spell
Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature you touch with healing energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

• One lasting scar
• 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

 

Life Weave (Health)

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

You use your magicks to help stimulate natural healing ability. The target regains 2d8 + 5 hit points and then for the duration of the spell, the target regains 5 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.

At Higher Levels: Increase initial healing by 2d8 per slot level above 7th.

 

Purify (Soul)

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

You use your magicks to help stimulate natural healing ability. The target regains 8d8 + 15 hit points and then for the duration of the spell, the target regains 3 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.

At Higher Levels: Increase initial healing by 4d8 per slot level above 7th.

 

True Restoration (Restoration)

7th Level Spell
Casting Time: 1 Action
Range: Touch
Duration: 1 hour

You use your magicks to help stimulate natural healing ability. The target regains 8d8 + 15 hit points.

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.

At Higher Levels: Increase healing by 4d8 per slot level above 7th.

 

Revivify


This class of spells allows the caster to bring a creature back to life if they had died.

 

Revitalize (Health)

3rd Level Spell
Casting Time: 1 action
Range: 30 ft.
Duration: Instantaneous

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

 

Resuscitate (Blood)

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

You target a creature that has died within the last minute. That creature returns to life, stabilizes, and heals 1d6 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.

 

Slow


A family of spells focused on reducing the speed of targets to debilitate.

 

Restrain (Earth Fundamental)

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

One chosen target within range becomes immobilized as gravity weighs them down. The target must succeed on a Strength saving throw. On failure, the target becomes restrained.

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

 

Subdue (Gravity)

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

One chosen target within range becomes more sluggish as gravity has a greater effect on them. The target must succeed on a Strength saving throw. On failure, the target’s speed is halved and they become Staggered.

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

 

Encumber (Gravity)

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

The target becomes more sluggish as gravity has a greater effect on the target. You choose up to 6 targets in a 60-foot cube area within range. Each target must succeed on a Constitution 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, and all attacks against the target are made at Advantage. 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.

At Higher Levels: Increase number of target creatures by 1 per slot level above 3rd.

 

Lethargy (Time)

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

You alter the time of each target and how they perceive what is around them. You choose up to 6 target creatures in a 15-foot cube area within range. Each target must succeed on a Wisdom 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, and 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.

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.

At Higher Levels: Increase number of target creatures by 1 per slot level above 3rd.

Spells: Transmutation

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