Table of Contents
Arcane Spell Descriptions
Arcane spells in Eldritch Earth fall in one of these general spell categories, each with a level of power ranging from cantrip to 5th level
- Abjuration - Protective magic aimed at preventing harm
- Curses - Attacking magic which wounds the enemy and reduces their capabilies
- Divination - Magic to learn more about the universe
- Elementalism - Energy attacks and nature magic
- Goety - Evil blood magic, demon summoning, and banishment to other realms
- Hypnosis - The ability to manipulate the perceptions and thoughts of other sentients
- Spiritualism - Magic that affects the denizens of the spirit realm
- Immortality - Evil magic that consumes the life force of the living to extend the life of another
- Illusion - Enchantments that create false perceptions of onlookers
- Necromancy - Evil magic that animates the bodies of the dead
Ache
1st Level Arcane Blasphemy (Curses)
Choose a point within 60' you can see. All mortal creatures within a 15' radius of that point who are hit by a successful magic attack take 1D10 necrotic damage as they feel muscles tear and joints crack. Additionally, they must make a CON check or they are disoriented by the pain for one round.
The material component of this spell is the bone of an animal that has been slaughtered and eaten like a pig or a chicken.
Animate Golem
3rd Level Arcane Charm (Spiritualism)
Once a day you can use this ritual to create a mute, unfeeling servant of clay. This servant does the your bidding until it hardens and cracks into dirt at the next sunrise. The golem has 1 HD per caster level. It may be built as a Brute, Sniper, Controller or Soldier monster with up to techniques chosen with the blessing of the GM.
The material component of this ritual is at least 1 load of fresh, wet clay. Special golems built to match those in the monster section may require additional spell components with a particular cost.
Antimagic Aura
5th Level Arcane Spell (Abjuration)
A 10-foot-radius Invisible Sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. For as long as you concentrate, or an hour passes, the Sphere moves with you, centered on you.
Spells and other magical Effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.
Targeted Effects: Spells and other magical Effects, such as Magic Missile and Charm Person, that target a creature or an object in the Sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of magic, the part of the area that is covered by the Sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the Sphere, creating a gap in the wall if the overlap is large enough.
Spells: 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.
Magic Items: The properties and powers of Magic Items are suppressed in the Sphere. For example, a +1 long sword in the Sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the Sphere or wielded by an attacker in the Sphere. If a Magic Weapon or piece of magic Ammunition fully leaves the Sphere (For example, if you fire a Magic Arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, whether the Sphere is the destination or the departure point for such magical Travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the Rope Trick Spells, temporarily closes while in the Sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the Sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the Sphere.
Dispel Magic: Spells and magical Effects such as Dispel Magic have no effect on the Sphere. Likewise, the spheres created by different antimagic field Spells don't nullify each other.
The material component of this spell is a pinch of olicharium filings costing at least 100gp.
Apparition
3rd Level Arcane Spell (Illusion)
This spell creates the illusion of an object, creature, or force, as you visualize no larger than 20' on a side. The illusion can include visual, auditory, olfactory, and thermal components.
If you choose to concentrate on the spell, you may use your Active action to cause the image to move to any other spot within 120'. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Alternatively, as you release concentration you may program the illusion to follow a script determined by you without you having to concentrate on it for up to 10 minutes. Once the illusion is programmed, it may not be reprogrammed or controlled using concentration.
Any interaction with the illusion dispels the effect. If you are incapacitated, the apparition immediately fades.
This spell requires a ball of raw fleece or dried honeycomb as its spell component.
Arcane Aegis
1st Level Arcane Spell (Abjuration)
As a Quick action, the spellcaster ignores damage and effects from a magical area effect or magical energy attack. To be successful, this spellcasting check is further modified by the level of the spell to be countered (e.g. the 3rd level spell Caustic Bullet requires a 13+). This spell does not require any spell components.
Arcane Arrow
1st Level Arcane Formula (Elementalism)
This spell is a staple of Hermetic magic, and is well known for its reliability. You mutter an incantation and point at your target to deliver 1D4/level force damage to a target you can see within 100' on a successful magical attack. On a magical mishap, you may roll twice on the mishap table and decide which one the GM should choose for his ruling. The material component of this spell is a wand or staff made of rare wood or precious metals which costs no less than 50gp. The wand or staff is not consumed by the spell.
Asphyxia
3rd Level Arcane Blasphemy (Hypnosis)
On a successful magical attack, a creature that shares a language with you stops breathing normally and is staggered. As long as you maintain concentration, the target cannot speak, remains staggered and must make a CON check or drop to zero hit points at the end of their round.
Aura of Asha
2nd Level Arcane Hymn (Hypnosis)
When you cast this spell, roll a magic attack against everyone in 30'. Any creature affected can't speak a deliberate lie while the spell is in effect. You know whether each creature succeeds or fails, and you may hold the effect for as long as you concentrate on the spell. This spell requires an amulet of The Faravahar of at least 100gp value which may be used each time this spell is cast.
Avasculate
1st Level Arcane Blasphemy (Necromancy)
You shoot a ray of necromantic energy from your outstretched hand, causing any living creature within 30' struck by the ray to violently purge blood or other vital fluids through its skin on a successful magic attack. They immediately take 3D6 necrotic damage. The material component of this spell is a permanent point of STR which weakens and withers you toward death.
Banishment
3rd Level Arcane Spell (Goety)
You attempt to send one creature that you can see within range back to its original plane of existence. On a successful magic attack, the target is banished with a final utterance, returning to its home plane. This spell is useless against targets native to the natural plane such as ghosts or undead. The material component of this spell is something distasteful to the target such as a holy book or holy water for a demon.
Bend Favor
Arcane Cantrip (Hypnosis)
Gives advantage on all Charisma checks directed at one creature of the your choice that isn’t hostile toward you for one minute. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.
Blizzard
5th Level Arcane Formula (Elementalism)
A blast of cold air, snow, and razor sharp ice erupts from your hands draining the heat and life from everything in a 60' cone. Each creature in the cone hit by a successful magical attack takes 1d8/level cold damage. For the next round only, any spellcasting check you make must be rolled at disadvantage because of the extreme cold in your hands caused by this spell is difficult to handle.
The material component of this spell is a a very small crystal or glass cone.
Blood Garrote
2nd Level Arcane Blasphemy (Necromancy)
You drain a bit of your blood and string the thick, oozing bodily fluid into a thin scarlet strand with the thickness and strength of steel wire. It exists in both the mundane and spirit world which means it could be used to strangle a ghost. The garrote is 6“ long per hit point sacrificed as the material component of this spell.
Blunt Weapon
1st Level Arcane Rune (Abjuration)
You swing an axe through the air, magically snapping off the heads of spears and breaking blades of swords of your enemies. On a successful magical attack one armed target per level within 30' of you has his normal weapon broken. This spell requires a specially prepared ritual masterwork axe or hatchet, which costs ten times the amount of a regular weapon but may be reused.
Brainfood
1st Level Arcane Blasphemy (Divination)
You eat at least a portion of the brain of a creature's corpse. By doing so, you permanently gain access to the creature's memories. You have a 25% chance of recalling any important fact known to the creature — family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, spells, and other such knowledge cannot be obtained in this fashion. Once you roll to determine whether you recall a fact, you cannot attempt to recall that fact again.
The material component of this spell is the fresh or preserved (still bloody) portion of another creature's brain.
Call Ibburim
2nd Level Arcane Charm (Spiritualism)
Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. Although viewed as evil necromancy by some scholars, Kabbalists have regular contact with and negotiations with the spirit world.
A Kabbalist can summon an Ibbur to protect them from threats from the spirit world or as a rite to possess a dead body for use as a temporary henchman. Only one such Ibburim may be employed by a Kabbalist at a time.
While an Ibbur that possesses a corpse gives them a good semblance of life, the body still retains a corpse-chill. Typically an Ibbur will avoid touching the living with bare skin lest they cause stress. Once called, Ibburim must be convinced to help the spellcaster. Unless the Kabbalist knew them in life there must be a negotiation on how the ghost spends their limited time back in the mortal realm.
Some examples of bargains an Ibbur might make include:
- The spellcaster must promise to live their life to the fullest, and not take any day alive for granted.
- The spellcaster must promise to take a message to a living loved one of the Ibbur.
- The spellcaster must promise to pay a regular retainer's wage to a living loved one or pay off a debt.
- The spellcaster must promise to get vengeance on the Ibbur's killer.
- The spellcaster must promise to finish the Ibbur's work whether it is a piece of art, a book, a song, or help get a business out of debt.
- The spellcaster must allow the Ibbur to temporarily possess a body to experience one last pleasure of the flesh such as drinking liquor, eating food, laughing at a joke, a passionate embrace, or even just taking one last breath of fresh air as they watch the setting sun.
As the sun rises on the next day, or at the Kaballist's command the Ibbur leaves the mortal world and makes its way to the heavens leaving any possessed corpse unable to be used for any sort of future animation or necromancy. This spell requires a tiny bag of edible nuts, seeds, or berries and a small candle.
Candle Calling
2nd Level Arcane Spell (Spiritualism)
Chanting quietly while staring at flame of the candle, you may communicate with someone holding another candle created specially just for this spell. The wick of that candle will magically light, and then the recipient of the message may gaze into its flame to complete the communication link. Once the link is complete, you and the recipient of the message may talk normally as if you were both in the same room. Only those entranced and concentrating on the candle flame will hear the voices emanating from the candle. While the spell is in effect, flame of the candle burns sickly green. The candle is consumed unnaturally fast while the spell is active and burns out once concentration is broken, leaving behind naught but a pool of molten wax.
The material component for this spell are two candles specifically made for this purpose from the the flesh of black sheep. One is used by the caster, and another by the recipient.
Caustic Bullet
3rd Level Arcane Spell (Elementalism)
An acidic sling bullet rockets into the target of a magical attack taking 1D6 acid damage/level. It requires as material components a sling which may be reused as well as powdered rhubarb leaf and a venomous snake's stomach which is consumed.
Charm
2nd Level Arcane Spell (Hypnosis)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear you and shares a common language. 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 ends the spell.
On a successful magical attack, the target pursues the course of action you described to the best of its ability. The suggested course of action can continue for up to eight hours or until your concentration is broken or dropped. 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 knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends. This spell has no material component requirements.
Circles of Necromancy
1st - 5th Level Arcane Blasphemy (Necromancy)
This listing is for all five circles of ritual necromancy. This spell is unique in that a spellcaster must know all previous circles of this spell to learn a new, higher circle. A mishap that keeps a particular level of spells from being cast only keeps you from casting the appropriate circle's spell, but not others. The levels of this ritual are as follows:
- The first circle turns a dead body into a lesser guardian corpse at the master's command.
- The second circle turns dead bodies into 1/hd per level of guardian corpses or legion of the damned.
- The third circle animates dead bodies into 25 HD of guardian corpses or Legion of the damned.
- The fourth circle transforms the body of a human sacrifice into an obedient ghoul.
- The fifth circle binds the spirit of a dead sorcerer to its mummified corpse, creating an undead necromancer allowing you to become an undead monstrosity.
Just like any other blasphemy, each time you cast a circle of necromancy spell, you risk corruption and you must make the appropriate checks.
The material components of all circles of the spell are the corpses or sacrifices required.
Climb as a Spider
2nd Level Arcane Blasphemy (Goety)
One willing creature you touch gains a climbing speed equal to its walking speed for one hour or as long as you continue to concentrate on the spell. They may move up, down, and across vertical surfaces and upside down along ceilings while leaving one of its hands free. If they remove their shoes and move barefoot, travelling in this manner leaves both the target's hands free. The material component of this spell are a few spider eggs.
Corrupt the Flesh
4th Level Arcane Blasphemy (Necromancy)
On a successful magic attack, you cause a level of stress and your target must make a CON check or else their physical form begins to degrade into ruin and corruption. Over the next few days, they mutate into a subhuman beast. Only but the most stable of men are driven completely mad and mindless by the process. Only a successful Dispel Arcanum or exorcism can stop the process once it has started.
Counterspell
3rd Level Arcane Spell (Abjuration)
As a Quick action you attempt to interrupt a creature casting a spell and break their magic up. Roll a spellcasting check. If successful, the casting creature's spell fails and has no effect unless their spellcasting check roll exceeds your own. Any magical mishap from this spell has a chance of altering the spell that was to be countered adding to the effect. This spell does not require any spell components.
Create Hell Stalker
3rd Level Arcane Blasphemy (Goety)
This ritual is used to create a Hell Stalker from the blood of human sacrifice. As part of completing the ritual, you give the stalker is target which it hunts and tracks until either it or its victim is dead.
Create Imp
1st Level Arcane Blasphemy (Goety)
This forbidden magic embodies an evil spirit with a material body. During this ritual, the blood of a specially sacrificed black-fleeced sheep is poured into a mold of a small creature made out of soft clay. Once the ritual is complete, the demonic spirit pushes its way out of the mold, now a hideous baby-sized gelatinous beast known as an Impling. The Impling and all its progeny will serve you for your lifetime, after which all your servant Imps are free to roam the earth on their own.
Create Spawn
2nd Level Arcane Blasphemy (Goety)
This forbidden magic is another method by which evil spirits can gain entry into the material world by giving it the flesh of a physical creature. During this ritual, the blood of a specially sacrificed black-skinned pig or goat is stirred into a boiling cauldron and mixed with tar and ash. Once the mixture comes to a boil, it is poured into a shallow pit, and filled over with soil, gravel and crushed bone. As the pit cools, and the ritual ends a gnarled, lumpy Pit Spawn Soldier pushes its way out of the hole to more or less serve you for your lifetime, after which all your servant Spawn are free to roam the earth on their own.
Dazzle
1st Level Arcane Spell (Illusion)
A hypnotic array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you must make an INT check or they are affected by a condition appropriate for their hit die.
Hit Die | Effects |
---|---|
<2 HD | The creature is knocked unconscious for 1 hour |
2 HD | The creature is blinded and Stunned for 1D6 rounds |
3 HD to 4 HD | The creature is Stunned for 1D4 rounds |
5 HD + | The creature is Stunned for 1 round |
This spell only affects sentient creatures who are able to see the illusion. Sightless creatures are not affected by this spell. The material component of this spell is a pinch each of powder or sand that is colored red, yellow, and blue.
Delicacy
2nd Level Arcane Spell (Illusion)
You make a target creature you touch smell and taste delicious for ten minutes. The smell radiates 60' in calm air, but can spread via wind or leave a trail. Sentient creatures can usually resist the urge to eat the target without a WIS check, but animals and other ravenous creatures must check or select the spell's target as their primary attack target for the spell's duration. The target may use an Active Action to try and shake off the effect by making a successful INT check. This spell can also affect dead creatures.
Dementia
4th Level Arcane Spell (Hypnosis)
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. On a successful magical attack, creatures in a 10-foot-radius sphere centered on a point you choose within 90' can't take Quick actions and are Confused for as long as you maintain concentration.
The material component of this spell are three nutshells, or a live earthworm.
Demonic Hammers
1st Level Arcane Blasphemy (Goety)
Invisible demonic hammers of force from hell strike a target within 30' of you on a successful magical attack. The target creature takes 2D6 bludgeoning damage and is pushed 5' in a direction of your choice. The material component of this spell is a simple hammer that has been used to ritually kill a sentient being in a special ritual. The hammer is not consumed by the spell.
Dhikr
3rd Level Arcane Trance (Hypnosis)
For up to ten minutes, you raise your voice in prayer with the words of the Quaran. Your melee weapons do an extra 1/level thunder damage, and your blows knock any humanoids prone if they fail a CON check. This chant also removes the disadvantage to resist spiritual attack and allows you to gain your proficiency bonus in defending against spiritual attacks. Any attack or condition that renders you silent ends the trance. It should be said that stealth is impossible while you vocalize the trance.
This trance does not trigger a spell mishap on a failure other than losing access to the spell level. The material component of this spell is a slashing or piercing melee weapon that has been prepared specifically to attack spiritual foes with silver inlays featuring the words of the prophet, which may be reused in subsequent castings. Such a masterwork weapon is always at least ten times the normal value of a regular weapon.
Discern Magic
Arcane Cantrip (Spiritualism)
As a quick action, you tap into the nearby spirits of your location to sense the location of all nearby magic. Roll a check to learn its nature and function. On a failure, the information learned may be inaccurate or incomplete. Further checks reveal the same details regardless of the roll.
Dispel Arcanum
3rd Level Arcane Spell (Abjuration)
Choose any creature, object, or magical effect within range. On a successful magic check modified by the spell level of the effect, the spell immediately ends. For example, a third level spell requires a check of 13+ to be dispelled. On a failure, the spellcaster encounters no mishap, but loses access to the spell level as normal. There are no material components to this spell.
Divine Immolation
5th Level Arcane Hymn (Elementalism)
Like the phoenix, radiant streams of energy explode from you in all directions. All beings in a 20' radius who are not true believers take 2D6/level radiant damage on a successful magical attack roll. There are no material components for this spell. On any sort of spell mishap, do not roll on the spell mishap table. Instead, the spell is cast normally but it affects you as well.
Domination
5th Level Arcane Spell (Hypnosis)
You attempt to dominate a mortal creature that you can see within range. On a successful magical attack, the target is charmed by you for 1 minute per level, or until you drop concentration.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey based on its sentience. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your Active action to take total and precise control of the target. Until the end of your next turn, you control the creature's Active, Move, and Quick actions and you can sense what it can naturally sense as long as the creature remains on the same plane of existence.
Doom
5th Level Arcane Spell (Curses)
You touch a mortal creature. On a successful magic attack, the target is cursed to perish immediately. The victim's hit points immediately go to zero as their body crumples into a twitching and agonized heap. This spell has no material requirements.
Dowsing
Arcane Cantrip (Divination)
Dowsing is a type of divination employed in attempts to locate ground water, buried metals or ores, gemstones, or gravesites. The caster may choose which one they would like to locate. A Y-shaped twig or rod, or two L-shaped ones—individually called a dowsing rod, divining rod (Latin: virgula divina or baculus divinatorius), “vining rod”, or witching rod—are used during dowsing.
Drink Life
3rd Level Arcane Blasphemy (Necromancy)
The touch of your shadow wreathed hand siphons life force from others to heal your wounds. Make a magical attack against a creature within your reach. On a success, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Dream
4th Level Arcane Spell (Spiritualism)
You project your soul into the spirit world. The material body you leave behind is unconscious and in a state of suspended animation. It doesn't need food or air and doesn't age.
Your spiritual form 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 from view after 1 foot. 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, killing you instantly.
Your spirit form can freely travel through the spirit world. Any attacks that would affect the physical world now only affects denizens of the spirit world and vice versa. Your spirit form is immaterial and invisible to those on the material world and can pass through portals there leading to the Realm of Light or the Second World. If you enter a new realm or return to the mundane world, your body and possessions are transported along the silver cord, allowing you to re-enter your body. Your spirit 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 when you use your action to dismiss it. When the spell ends, you return to your physical body, and awaken. A successful Dispel Arcanum spell used against your spirit form or physical body ends the spell as well. If a your original body or spirit form drops to 0 Hit Points, the spell ends. If the spell ends and the silver cord is intact, the cord pulls your spirit back to your body, ending its state of suspended animation.
Eijlatan
5th Level Arcane Trance (Hypnosis)
For one minute, this musical meditative trance gives you and one other ally that you touch an extra Move action, +2 AC, Advantage to any DEX checks, immunity to fear, charm, and hypnosis effects, and an extra attack if they use their Active action to attack. Any attack or condition that renders you silent ends the trance. This spell may be cast as a Quick action, requires no material components, and does not trigger a spell mishap on a failure other than losing access to the spell level.
Empower
2nd Level Arcane Spell (Spiritualism)
By calling on the spirits of the nearby lands, you imbue yourself or a nearby target ally you can see within 30' with the might of the spirit world. For ten minutes, the target gains advantage on any Strength checks and the target's attacks deal 1d4 extra damage of the weapon's type. Additionally, they can sense any nearby incorporeal spirits and demons. This spell requires a pinch of powdered iron filings and a small candle.
Enslavement
5th Level Arcane Blasphemy (Hypnosis)
On a successful magical attack against a mortal human, you may command the target to do whatever tasks they wish including harm themselves. This effect continues for the remainder of the target's life unless you die, or an appropriate dispel magic or exorcism is performed on the enslaved target.
Evil Eye
2nd Level Arcane Spell (Curses)
You curse a target within 90' with a malevolent glare. It can be given whether or not the target is aware of the attack. On a successful magic attack, the target is cursed. They find that everything they do falls apart and they succumb to terrible strings of luck for ten minutes. The cursed target makes all skill checks and attack rolls at disadvantage, and any roll of a 1-3 acts as a critical failure.
This spell requires a thumb sized ball of dried blood of a rat, bat, or snake.
Fall as a Feather
2nd Level Arcane Spell (Elementalism)
As a quick action choose up to 1/level creatures falling within 60'. The rate of descent slows to 60 feet per round until the falling creatures reach something else that takes their weight. These creatures take no Falling damage and can land on its feet, and the spell ends for that creature. This spell requires a downy feather of a bird to cast.
Flame of the Faithful
3rd Level Arcane Hymn (Elementalism)
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. All except true believers in 20’ radius of a point in visual range take 1d6/lvl fire damage on a successful magical attack roll. The material component of this spell is a tiny ball of bat guano and sulfur.
Flickerheat
Arcane Cantrip (Elementalism)
You have limited control over non-magical flame or heat.
You choose nonmagical flame that you can see within range. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames.
- You create a spark big enough to light a candle or dry tinder.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes (such as the vague form of a creature, an inanimate object, or a location) to appear within the flames and animate as you like as long as you concentrate on them.
Flurry
3rd Level Arcane Spell (Elementalism)
A wave of razor-sharp ice and cold erupts from a point you choose within 30'. Each creature in a 15-foot-diameter sphere centered on that point you see within 30' takes 1D6/level cold damage or half as much if they make a successful CON check.
The material component of this spell is a chip of white quartz or a pinch of salt.
Fulmination
1st Level Arcane Spell (Elementalism)
With a gesture, you break a small gourd between your hands causing a blinding flash and an unearthly thunderous noise. On a successful magic attack all targets in a 15-foot cube originating from you are pushed 10' away taking 1D8/3 levels rounded up thunder damage. Humanoid targets are knocked prone.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a sonorous boom.
The material component of this spell is a small hollowed out melon, gourd or pumpkin.
Ghost Sight
Arcane Cantrips (Spiritualism)
By taking an Active action to focus into the spiritual world, you can sense any nearby incorporeal spirits or any invisible creatures or objects such as angels, demons or fey. As long as you are concentrating, you see these beings as though they were flesh and blood, although incorporeal creatures and objects appear ghostly and translucent.
Ghostly Hand
Arcane Cantrip (Spiritualism)
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your Active action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Hex
3rd Level Arcane Spell (Curses)
You place a curse on a creature that you can see within 60' by making a successful magical attack. The target must immediately make a WIS check or gain a level of stress. The hex remains for up to 10 minutes or as long as you continue to concentrate on the target. Until the spell ends, you may deal an extra 1D6 necrotic damage per spellcaster level to the target as a Quick action whenever you or your allies hit it with an attack.
This spell requires the petrified eye of a newt as a material component.
Husk
3rd Level Arcane Blasphemy (Illusion)
You create the illusion for mortals to believe their flesh is rotting and falling off their bodies, and that their internal organs are spilling out. On a successful magic attack, all mortal creatures within a 10' radius of a point within 90' of you suffers a level of stress and take 1D10 psychic damage. Additionally, they must immediately make a WIS check or they are Staggered until the end of their next round and take and additional 1D10 necrotic damage. The material component of this spell is the rotten flesh of a person or animal dead for at least one month.
Hypnotic Invisibility
2nd Level Arcane Spell (Hypnosis)
For one day, the spellcaster becomes invisible to one sentient creature within 120' on a successful spell attack. Anyone else sees the spellcaster normally, as the spell caster has made themselves unseeable by the target through hypnotic suggestion. Items held in the spellcaster's hands are visible to the creature, unless held behind the spellcaster's back or put on their person. This spell requires a crystal vial of phosphorescent material worth approximately 20gp that may be reused in future castings.
Imbue Passionate Strength
2nd Level Arcane Verse (Spiritualism)
You energize one target touched with the spiritual might of the natural world. Any fear or hypnosis effects are removed and the character gains +4 Strength points for 10 minutes. This spell requires a drop of fresh blood of a mighty animal such as a bull, bear or puma.
Induce Terror
4th Level Arcane Spell (Curse)
You awaken the sense of mortality of all mortal creatures in a 30 foot cone. A construct or an undead is immune to this effect. Those hit by a successful magic attack are frightened and suffer a level of stress. All allies of the frightened creatures must immediately make a morale check if they witness this horrifying curse.
While frightened by this spell, a creature must use their Active action to dash 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 WIS check. On a successful check, the spell ends for that creature.
The material component of this spell is the heart of a large animal such as a bull, wolf, or puma.
Illumination
Arcane Cantrip (Elementalism)
For as long as you concentrate, your hand sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be colored as you like. The illumination may be covered by closing your fist, or dismissed at will.
Kavanah
1st Level Arcane Charm (Spiritualism)
Incanting a powerful protective prayer infuses one target within 30' with intention and life, bestowing +4 temporary hit points for 1 hour and removing the disadvantage to resist spiritual attack. This spell requires a small candle and a clam shell for material components.
Knock
2nd Level Arcane Spell (Divination)
You peer into the inner workings of a mechanical or magical trap or lock, and learn the secrets of its construction and purpose allowing you to easily open or disable the mechanisms within. In the case of spell failure, you might find that the mechanism disengages in an awkward or potentially dangerous way, or that a different lock or mechanism altogether might have been loosed instead such as an ally's crossbow bolt. This spell requires a small length of knotted string as a material component.
Legerdemain
Arcane Cantrip (Illusion)
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 30'.
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non instantaneous effects active at a time, and you can dismiss such an effect as an action.
Levitate
2nd Level Arcane Blasphemy (Goety)
You rise up vertically, up to 20 feet, and remain suspended there suspended by an invisible hellish servant who controls your limbs like you are a marionette on strings. You can move horizontally up to your movement speed. You can change your altitude by up to 20 feet in either direction as part of your Move action. When the spell ends, you float gently to the ground if still aloft. This spell requires a length of wire which is wrapped around your wrists as a spell component.
Lightning Stroke
3rd Level Arcane Formula (Elementalism)
A bolt of lightning forming a line 100' long and 5' wide blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren't being worn or carried. All in the area of the stroke take 1d6/lvl Lightning damage on a successful magical attack against them.
The material components of this spell is a bit of fur or felt along with a rod of amber or crystal which may be purchased for at least 120gp. The fur or felt is consumed in the casting, but the rod is not.
Locate
3rd Level Arcane Spell (Divination)
This spell can be used to find just about anything on the same plane. Describe or name an object or creature that is familiar to you. For one hour, you sense the direction toward your target's location as long as the target is within at least a mile of you. If the target is moving, you know the direction of the movement.
The spell can locate a specific object or creature that while unfamiliar is known to you, as long as you have sensed it in person up close–within 30 feet–at least once. Alternatively, the spell can locate the nearest object or creature of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, weapon, or creature such as a human or a puma.
This spell fails if any thickness of lead or at least 10 feet wide of running water blocks a direct path between you and your target.
Miasma
2nd Level Arcane Blasphemy (Goety)
You summon the poisonous atmosphere of hell, forming a transparent greenish cloud 15' on a side forming at a point within 60' of you. Any mortal creature caught in the cloud when they start their turn takes 4D6 poison and are poisoned until their next round unless they make a CON save in which case their condition does not change but they take half damage. Any mortals who see their allies caught in this demonic cloud must make a WIS check or gain a level of stress from the horror of the poison taking hold.
The sinister vapors follow the winds of fate as they seek to descend back into hell. At the beginning of your next round, and each round until the spell ends, roll 1D20 on the table below to determine what the cloud does:
D20 Roll | Winds of Fate |
---|---|
1-3 | The cloud moves 15' in a random direction, leaving behind an invisible Corruptor Demon who immediately attempts to inhabit the soul of the nearest mortal |
4-8 | The cloud stays still, and gouts of crackling energy arc from it dealing 1D10 lightning damage to all targets within 10' of the miasma if they fail a DEX check |
9-13 | The cloud moves 15' in a random direction |
14-15 | The cloud stays still, roiling and sparking becoming an opaque cloud for one round blinding all those inside and covering line of sight through it |
16-20 | The cloud dissipates back to the pits of the abyss |
Mind Reading
3rd Level Arcane Spell (Hypnosis)
For the Duration of a social interaction or a battle, for as long as you concentrate you can read the thoughts of certain creatures. When you cast the spell and as your Active action on each turn until the spell ends, you can focus your mind on any one creature 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 Active 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 check. If it fails, you gain Insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
The material component for this spell is a gemstone on a string, or a shiny pendant worth at least 10gp. This item is not consumed by the spell.
Mirrored Duplicity
4th Level Arcane Spell (Illusion)
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can dismiss the illusory duplicates as a free action.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates in your space.
If you have three duplicates in your space, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
As a quick action on your turn, you can move one of the illusory duplicates away from your space up to 30 feet to a space you can see, but it must remain within 120 feet of you. You can cast spells as though you were in an illusion's space such as spells that require touch, but you must use your own senses. You may use a quick action on a subsequent turn to move that duplicate again, or move them 30' back to your space to aid in foiling attacks targeting you.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
The material component of this spell is a tiny silver mirror worth at least 150gp, which is not consumed by the spell and a triangular glass prism which is consumed.
Mold the Flesh
3rd Level Arcane Blasphemy (Necromancy)
Using this spell the target of the spell may assume a different form. This ritual spell takes an hour to complete. By coating the target's body with an alchemical salve, the spellcaster may twist and shape their body or the body of a willing target like clay. When you cast the spell, choose one of the following options, the Effects of which are permanent. Only by recasting this spell may the spellcaster return the target of the spell to a semblance of their previous visage.
- Aquatic Adaptation: You adapt your body to an aquatic Environment, sprouting gills, and growing webbing between your fingers. You can breathe Underwater and gain a swimming speed equal to your walking speed.
- Change Appearance: You transform your target's appearance. You decide what the taret look like, including their height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. The target can appear as a member of another heritage, though none of their Statistics change. They may also not appear as a creature of a different size, and their basic shape stays the same. For example if they are bipedal, they can't use this spell to become quadrupedal.
- Natural Weapons: The target grows claws, fangs, spines, horns, or a different natural weapon of the spellcaster's choice. Their unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
- Regrow Limbs and Organs: The target may mold a new limb, eye, ear, or similar organ to replace a limb lost.
Each time this spell is cast, the target of the spell as well as the spellcaster must roll to avoid corruption from demonic spirits. If the spellcaster uses this spell on themselves, they should roll twice.
This spell requires a drop of Razorbat blood.
Mordant Vomit
1st Level Arcane Blasphemy (Goety)
Upon casting this spell, your jaws distend and you spew a thick acidic chum from your mouth. The acid is called from the pits of hell and it burns the flesh of your enemies to the bone. On a successful attack against an adjacent enemy, the burning acid does 1D12 acid damage to the target for every three spellcaster levels or fraction thereof. For an entire round following this your speech is slurred and your voice gravely as you recover from the spell.
Anyone without the taint of corruption who witnesses a victim of this spell within 30' must make a WIS check or suffer one level of stress from the horrific smells and sighs of burning flesh.
The material component of this spell is a rotten egg which is swallowed whole by the spellcaster.
Nature's Entanglement
1st Level Arcane Verse (Elementalism)
When you cast this spell you speak to the plants sleeping dormant in the earth and you call to them, magicaly creating grasping weeds and vines that sprout from the ground in a 20 foot square starting from a point within 90'. For as long as you concentrate, these plants turn the ground in the area into difficult terrain for anyone you wish.
Creatures in the area when you cast the spell must succeed on a Strength or Athletics check or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its Active action to make another check to free itself.
This spell is particularly safe to cast, as the call aids the spirits of the land in a way that they benefit. On a magical mishap, you may roll twice on the mishap table and decide which one the GM should choose for his ruling.
When the spell ends, the conjured plants wilt away. The material component of this spell is seven thorns or seven naturally sharp twigs.
Noxious Cloud
2nd Level Arcane Spell (Elementalism)
You create a 20 foot radius sphere of orange, nauseating gas centered on a point within 90' obscuring the entire area. Those caught in the sphere when it is cast must make a CON check or become stunned losing all their actions for the turn. The cloud lasts as long as you continue concentration, and requires either a rotten egg or several skunk cabbage leaves as a material component.
One Among Many
1st Level Arcane Spell (Illusion)
Drawing on the appearances and actions of those nearby, you make yourself look like you belong there. Your appearance becomes similar to those around you; if there is more than one type of creature nearby, you may choose which to imitate. You can only imitate creatures that you are aware of (generally those you can see), and you do not imitate a particular creature: you get advantage to your Stealth skill checks to avoid being noticed.
Furthermore, if there are at least three nearby creatures who are acting with a particular purpose (such as expressing hostile intentions towards a particular target), the spell allows you to appear to act like them as well. You do not read their minds with this spell; they must be open about the intention you attempt to imitate. You get advantage to Deception checks made to convince others that you are there to aid their purpose.
The material component of this spell is a bite of stale bread and a mouthful of water.
Phantom Punch
1st Level Arcane Spell (Spiritualism)
A successful magic attack does 1D10+INT damage as the spellcaster locks eyes with their target within 30' and swings their arm as though attacking with a martial weapon. The attack may do either bludgeoning, piercing, or slashing damage as the spellcaster chooses, and knocks the target prone if they are a humanoid.
The spellcaster may attempt two magic attacks in a single Active action at 5th level, and try up to three magic attacks at 9th level each time risking spell failure and mishap.
This spell acts as magic weapon damage with respect to monsters that are resistant or immune to conventional damage. A 5th level spellcaster may use this spell to attack incorporeal monsters that they can actively sense.
The material component of this spell is a an open flame such as a burning candle or torch, which is not consumed by the spell.
Polymorph Other
5th Level Arcane Verse (Curse)
This spell transforms a creature with at least 1 hit point that you can see within 60' into a new form on a successful magical attack.
The transformation is permanent. The new form can be any beast whose Challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a Challenge rating). The target's game Statistics, including mental Ability Scores, are replaced by the Statistics of the chosen beast. It retains its Alignment and personality. The target assumes the Hit Points of its new form. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
If the target takes enough damage to reduce the creature's hit points to zero, the target dies.
If the target somehow reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed, and they must make a WIS check or take a level of stress.
The material component for this spell is the cocoon of the rare Azul Morpho caterpillar.
Prophecy
1st Level Arcane Spell (Divination)
There are many types of prophecy, each unique to their particular archetype. Kabbalists use the numerology of Gematria, Celtics use Ogham rune sticks, Sufis chant, while Zoroastrians and Occultists might peer into a crystal ball or a burning flame of truth.
In each case, following this ritual the GM will generate a random prophecy from a deck or table appropriate for the archetype generating it. The spellcaster or any of their allies may re-roll a check, or force an NPC to reroll one of their checks any time a player can reasonably link the circumstance back to the language of the prophecy. Only one prophecy may be in effect at any time, but its power may be called on up to three times per day.
The material component of this spell is simply the means of the prophecy such as a crystal ball, rune sticks, or burnt incense. A permanent component which is not consumed might cost as low as 10gp.
Protect Warrior
3rd Level Arcane Rune (Abjuration)
With a touch, you increase the magical defense and AC by +3 of your target for 1 minute. The component for this spell is a twig from an ash tree, which is tucked into the belt or collar of your target.
Quiet
2nd Level Arcane Spell (Illusion)
For 1 minute per spellcaster level, no sound can be created within or pass through a 15-foot-radius sphere centered on a point you choose within 120'. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Alternately, this spell may be used to produce a frightening or alluring noise, causing curious investigators to come closer or scaring away skittish enemies arising from a space within 120', audible to any within the normal hearing range of the sound. This sound can be anything the caster desires, from talking, singing, shouting, walking, marching, and running to a hoard of running rats to a roaring lion or a roaring dragon. The sound can be made to recede, approach, or remain fixed in place. The flexibility of the spell allows the caster to easily tailor the sound to the intended recipient, though the caster must take care to make the noise believable.
The material component for this spell is a chip of mica.
Razor Spiral
1st Level Arcane Blasphemy (Elementalism)
You launch blades of force which circle around you for as long as you concentrate. All mortal creatures within 15' of you at the very start of your round take 1D8 slashing damage as long as the spell is maintained. Roll damage for each creature individually, starting with those closest to you. The blades will also cut or damage fragile objects in the area such as spider webs, curtains, or upholstery.
Read Aura
Arcane Cantrip (Divination)
Whether it is the Kabbalists' practice Metoscopy or a Zoroastrianist study of one's Khvarenah, all arcane archetypes can learn to look carefully at the spirit of a living being and read the aura of mortals, whether it be people or animals. In cases where objects have physical or emotional value to a particular individual, there may be an aura that can be read from an object as well. However, those auras are of limited value and fade quickly over time. This spell requires an Active action and Concentration.
Sama
4th Level Arcane Trance (Spiritualism)
As a quick action, you can enter this musical meditative trance allowing you to see into the spirit realm for as long as you continue to move and sing. You can see invisible and spiritual monsters such as demons, ghosts, and fey and harm them with your melee weapons as though they were physical beings. Any condition or attack that renders you silent or immobile ends this trance.
This trance does not trigger a spell mishap on a failure other than losing access to the spell level. The material component of this spell is a slashing or piercing melee weapon that has been prepared specifically to attack spiritual foes with silver inlays featuring the words of the prophet, which may be reused in subsequent castings. Such a masterwork weapon is always at least ten times the normal value of a regular weapon.
Scorch
3rd Level Arcane Spell (Elementalism)
You gesture and a line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line takes 1D6/level fire damage or half as much if they make a successful DEX check.
The material component for this spell is the dried tail of a salamander.
Scrying
4th Level Arcane Charm (Divination)
You create an invisible, magical eye that hovers in the air next to you. It exists for as long as you concentrate. You mentally receive visual information from the eye which can look in every direction. As an Active action, you can move the eye up to 30 feet in any direction or have it pass through solid doors, windows and walls.
The material component for this spell is a large well-cut gem worth at least 50gp which may be reused.
Sculpt Element
4th Level Arcane Spell (Elementalism)
For 1 minute/level, you can create, disintegrate, or control one of the four elements of air, earth, fire and water.
- Magic Walls: In a battle, this spell may be used to create a single continuous wall of fire, stone, seawater, or air starting at a point within 60'. These walls are created in chunks sized 15'x 5'x3' per level (the size of a Jenga block.) Having copious amounts of a particular element available such as rubble, a nearby lake, or a bonfire can double the possible size of these magical walls. These magical walls are hastily and roughly assembled and will collapse after 10 minutes or once you stop concentrating on maintaining the wall.
- A stone wall prevents passage and is opaque. It requires 10/level points of bludgeoning damage to knock through one 10'x10' section. Additionally, you may use your Quick action to force everyone within 10' of one side of the wall to make a DEX check or take 1/level acid damage.
- Fire walls don't prevent passage, and are transparent, but automatically inflict 1D8/level fire damage as any physical being passes through it. Additionally, you may use your Quick action to force any number of targets you choose within 10' of either side of the wall to make a CON check or take 1D4/level fire damage.
- Air walls don't prevent passage, but are completely opaque to one side, while being transparent on the other. Any missile weapons may only be successfully fired through the wall from those who have the transparent view, as the wall grants full cover to those firing blindly through the opaque side. Additionally, you may use your Quick action to force any number of targets you choose within 10' of either side of the wall to make a INT check or take 1D6/level lightning damage.
- Water walls are made of rapidly shifting water and ice. They deal 1D6/level points of cold damage to those who don't first crack through it with 5/level points of bludgeoning damage first. Both enemy and ally alike may still attack through the wall in both directions at disadvantage. Additionally, you may use your Quick action to force any number of targets you choose within 10' of both sides of the wall to make a CON check or take 2/level cold damage.
- Passage: Create holes in walls, or clear a space to travel through a body of water or across a gout of lava or burning flame.
- Construction or Excavation: By using the ability to manipulate earth and rock, you may use your powers to construct rough earthworks and moats at lower levels, rising to the ability to conjure and work stone and water into fortifications and dams at later levels.
- Crafting: This spell can be a significant aid in magical crafting.
This spell requires a talisman appropriate for the particular element being manipulated such as a chunk of coal, a chip of granite, a small sack of air from on top of a high mountain, or a swallow of seawater.
Semazen
2nd Level Arcane Trance (Hypnosis)
For one minute, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15'. Failing to move the full 15', or any spell or condition that renders you immobile immediately ends the trance. This spell may be cast as a Quick action.
There is no material component for this spell, and this trance does not trigger a spell mishap on a failure other than losing access to the spell level.
Shadowfield
2nd Level Arcane Blasphemy (Goety)
By calling on the darkness of the pits of hell itself, you cover a 15' foot radius sphere in magical darkness for 1 minute/level.
The material component for this spell is a small red candle infused with human blood which is lit and then crushed in your hand.
Shield Aura
2nd Level Arcane Spell (Abjuration)
The spellcaster and anyone standing within 5' of the spellcaster have the same AC against mundane ranged attacks as a target taking cover behind a window (AC17 & Disadvantage). This aura requires the spellcaster's concentration. The material component for this spell is a nutshell, which is consumed in the casting.
Shroud
2nd Level Arcane Blasphemy (Spiritualism)
For as long as you concentrate, you become invisible to the mortal world, but your location burns bright as a beacon in the spirit world potentially attracting unwanted attention.
The material component of this spell is an eyelash encased in gum arabic.
Silvertongue
4th Level Arcane Verse (Hypnosis)
You attempt to reshape another creature's memories that you can communicate with. On a successful magical attack the target is Incapacitated and unaware of its surroundings, though it can still hear you. A target in a battle or loud environment gains a +4 bonus to resist this magical attack at the GM's discretion. If the target takes any damage or is targeted by another spell, this spell ends immediately, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.
This spell requires a crystal vial of live fireflies. While the vial may be reused, the fireflies are released and lost as part of the casting.
Sleep
1st Level Arcane Spell (Hypnosis)
This spell sends creatures into a magical slumber. Make a magical attack. The total number of hit dice of creatures affected is two per spellcaster level. Creatures with less hit dice than your level within 30' of a point you choose within 90' are affected starting with the creatures with the lowest hit dice. Those affected fall unconscious for eight hours or until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. The components for this spell could be either a pinch of very fine sand, fresh rose petals, or a live cricket.
Creatures immune to charm/hypnosis such as spirits, constructs, undead, faeries aren't affected by this spell.
Spirit of Travel
3rd Level Arcane Verse (Abjuration)
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. This verse requires no material components.
Spiritual Flame
1st Level Arcane Hymn (Spiritualism)
You ignite a 15' cone of fire from your outstretched fingertips. On a successful magical attack, all beings who are not true believers take 1D8 fire damage per spellcaster level.
It is up to the GM to decide what is meant by “true believers” but a Zoroastrian would know that while this spell typically effects atheists, animals, and beings possessed by spirits or ghosts who are originally from the mundane world, this spell does not affect angels or demons who originate from the Second World or the Realm of Light even if they are not immune to fire damage. Depending on the strength of their conviction, PC zealots and scholars may also ignore this damage at the GM's discretion. A good rule of thumb is that the stronger a target's personal code of conduct is, the more likely they will be classified as “true believers” regardless of whether that code is for good or ill.
This spell requires a bit of white phosphorus as its spell component.
Soothe the Seas
5th Level Arcane Rune (Elementalism)
For 24 hours the wind and waves are pleasant and blow the direction you wish. (C)
Stars in Alignment
5th Level Arcane Spell (Divination)
Following a successful spellcasting check, the spellcaster gains advantage on all subsequent spellcasting checks for spells below level 5 for the next hour. On an unsuccessful spellcasting check, all subsequent spellcasting checks for the next day are at disadvantage.
The material component of this spell is a set of astronomer's tools, priced at at least 500gp, which are not consumed by the casting and may be re-used again.
Steel Skin
4th Level Arcane Spell (Abjuration)
This spell turns the flesh of a willing creature you touch as hard as steel for one hour/level. Until the spell ends, or the spellcaster stops concentrating, the target gains resistance to all damage except psychic damage.
This spell requires an application of diamond dust worth 100 gp, which the spell consumes.
Still Spears
2nd Level Arcane Rune (Abjuration)
As a Quick action, an invisible barrier of magical force appears and protects you. Until the start of your next round, you have a +5 bonus to AC, including against the triggering attack. This spell does not require material components.
Stop Hatred
4th Level Arcane Rune (Hypnosis)
You clap your hands and shout. All mortals within 30' of a point you can see have no wish to fight unless they themselves are attacked for ten minutes or as long as you continue concentrating. This spell does not require material components. (A)
Synesthesia
1st Level Arcane Blasphemy (Hypnosis)
On a successful magical attack the senses of up to three targets within 30' are confused and mixed. Colors evoke sounds. Tastes inspire flashes of light. Different textures cause different flavors, and affected targets can see sounds. The target is Distracted by the effect for 10 minutes.
Terror
1st Level Arcane Spell (Curses)
You awaken the sense of mortality in one creature you can see within 30 feet. A construct or an undead is immune to this effect. On a successful magic attack, the target is Frightened by you and must make a WIS check or gain a level of stress. The material component of this spell is the heart of a small animal such as a chicken, duck, or turkey.
Theurgy
4th Level Arcane Formula (Elementalism)
Two quick syllables release the power of the spell, and several of your allies get stronger and more ferocious on the battle field. For ten minutes, or for as long as you maintain concentration, up to three allies gain +1/level temporary hit points, move 10' faster, and may make an additional attack if they choose to attack using their Active action. There is no material component to this spell.
Torment
1st Level Arcane Blasphemy (Hypnosis)
You speak the horrific syllables of power, corrupting the mind and spirit of a target with less levels/HD than you within 30'. They writhe is extreme suffering and pain. On a successful magic attack any mortal target creature falls prone Stunned for as long as you continue to use your Active action to chant. Once the spell ends the target must make a WIS check or suffer a level of stress and you gain Advantage to any Intimidate checks against the target for the next week.
Truesight
4th Level Arcane Spell (Divination)
This spell gives a number of willing creatures equal to your spellcaster level within 30' the ability to see things as they actually are out to a range of 120'. For one hour, the creatures can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on any checks against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the spirit world and they automatically notice any secret doors hidden by magic.
The material component of this spell is a puff of smoke from quick burning incense made from mushroom powder, saffron, and fat which costs 50gp per spell.
Unspeakable Song
2nd Level Blasphemy (Curses)
You open your mouth and a wailing moan that follows melodies unknown to men issues from your throat. Make a magical attack against all creatures within 15'. The flesh of the song's victims who were affected by a successful magical attack begins to bubble and fester as if trying to dance following the strange song. All victims take 3D8 necrotic damage, and gain a level of exhaustion. Creatures watching their comrades fall victim to this song must make a WIS check or gain a level of stress.
The effect continues as long as you continue to use your action to continue the song. If two or more songs are sung in the same area, they negate each other, resulting in no effect other than a screaming cacophony of voices.
While this spell does not require any material components it only works when Aldebaran is visible - at night between early December through the last day of April.
Unspeakable Yellow Sign
3rd Level Arcane Blasphemy (Curses)
This foul spell is only revealed to those favored by the Unspeakable One and his deranged priests. Casting the spell immediately grants you one point of corruption, as the power of the Unspeakable One courses through you. With a waving of arms and a devilish chant, you create an illusion of a whirling, pulsating symbol of pure madness in the air. Those within 30' when the spell is cast, or any creature other than you who ends their turn within the 30' area for as long as you maintain concentration must make two checks. Those failing a WIS check are Stunned for one round and gain a level of stress, transfixed to staring at the symbol. Those who fail a CON check take 5D8 points of necrotic damage and gain a level of exhaustion, as their skin rots off of their bones.
The caster is immune to his symbol, but not to symbols created by other casters.
While this spell does not require any material components it only works when Aldebaran is visible - at night between early December through the last day of April.
Vohu Manah
4th Level Arcane Hymn (Hypnosis)
For as long as you concentrate on the burning will to live, and your allies' fighting spirit, all your henchmen and retainers within the 30' of you are immune from fear, gain a +2 AC, add +1 to hit, and add +1 to the damage of their physical attacks. The material component of this spell is a fragment of bone from a soldier who died bravely fighting for what he believed in.
Whelm
3rd Level Arcane Spell (Hypnosis)
With a gesture, a wave of unseen arcane energy assaults the minds and spirits of all sentient creatures in a 30' cone for 1D4/level psychic damage. Those who fail an INT check are Slowed for their next round, while those who make the check take half damage.
There is no material component to this spell.
Whispermind
Arcane Cantrip (Spiritualism)
By whispering to the spirits of the land, you can convey messages back and forth across a considerable distance. You point your finger toward a creature within 120' and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Witchfire
1st Level Arcane Spell (Elementalism)
A beam of crackling, blue energy lances out toward a creature within 30', forming a sustained arc of lightning between the spellcaster and the target. On a successful magic attack, the target takes 1D6 Lightning damage for each two levels of the spellcaster (rounding up). The spellcaster may use their next Active action to deal an additional 1D6 lighting damage to the target automatically. The spell ends if the spellcaster uses their action to do anything else, if the target is outside the spell's range, or if the target has total cover from the spellcaster.
On a spell failure, the witchfire hits the next closest target, friend or foe. If the die roll of the failure is an odd number, the spellcaster must give up subsequent Active actions to inflict further damage until the spellcaster is knocked unconscious or the target runs out of hit points. On a die roll of a '1', the spellcaster attacks themselves and will continue to give up subsequent Active actions to attack themselves until they are knocked unconscious or run out of hit points.
The material components of this spell is a bit of fur or felt along with a rod of amber or crystal which may be purchased for at least 35gp. The fur or felt is consumed in the casting, but the rod is not.
Word of Paralysis
2nd Level Arcane Formula (Hypnosis)
The arcane words of Hermetic magic tap into the very nature of language and its importance to the universe. By intoning these enchanted syllables, you render a human target within 30' paralyzed on a successful magical attack. This paralysis lasts as long as you maintain concentration. There is no material component required to cast this spell.
Zikr
1st Level Arcane Trance (Hypnosis)
You produce a long sharp needle, and falling into a powerful chanting trance you push it through your body to complete the casting.
This powerful Sufi trance grants you resistance to
piercing and slashing damage for 8 hours.
It requires a silver needle worth at least 10gp to cast, but it is not consumed by the casting. It is typically done as a ritual, but if the spell is cast as an Active action and it should cause a mishap, instead of rolling on the mishap table the failure instead inflicts 1D6 piercing damage on you.