Aid
Aid
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
Altered Strike
Altered Strike
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
Anomalous Knight
Anomalous Knight
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Banishment
Banishment
You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.
Until the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.
Beautify Creature
Beautify Creature
The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.
Bless
Bless
The blessing you bestow upon the targets makes them more durable and competent.
Blood-Writ Bargain
Blood-Writ Bargain
This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.
Calculated Retribution
Calculated Retribution
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
Ceremony
Ceremony
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
Funeral: You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR ¼ or less. A corpse can only benefit from this effect once.
Command
Command
You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.
Below are example commands, but at the Narrator’s discretion you may give any one-word command.
Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.
Create Food and Water
Create Food and Water
Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.
Create or Destroy Water
Create or Destroy Water
Choose one of the following.
Create Water: You fill the target with up to 10 gallons of nonpotable water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.
Crushing Haymaker
Crushing Haymaker
Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet.
Cure Wounds
Cure Wounds
The target regains hit points equal to 1d8 + your
Daylight
Daylight
Magical light fills the area.
Deadweight
Deadweight
The target object’s weight is greatly increased.
Death Ward
Death Ward
The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Dispel Evil and Good
Dispel Evil and Good
A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.
Dispel Magic
Dispel Magic
You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell’s level for each one, ending the effect on a success.
Divine Favor
Divine Favor
You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.
Dragon Knight
Dragon Knight
Eavesdrop
Eavesdrop
You touch the target and mark it with a glyph that acts as a scrying sensor. The glyph is visible and resembles a one-inch-tall drawing of an ear. The sensor can be covered or concealed without changing the function of the spell. A creature can wipe it away as an action, ending the spell. You can only have one such sensor active at once.
Executore
Executore
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Find Steed
Find Steed
You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it.
Force of Will
Force of Will
Casting Time: 1 reaction, which you take in response to being damaged
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Geas
Geas
You give a command to a target which can understand you.
Green Knight
Green Knight
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Heroism
Heroism
The target’s spirit is bolstered.
Holy Champion
Holy Champion
Identify Weapon
Identify Weapon
While casting this spell, you touch a wound on a creature or corpse.
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Inquisitor
Inquisitor
Knight of the Fey
Knight of the Fey
Leila's Devastating Daylight
Leila's Devastating Daylight
Rare spell of
Lesser Restoration
Lesser Restoration
Your glowing hand removes one
Light
Light
Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
Locate Creature
Locate Creature
Range: Special (1,000-foot radius)
Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
Locate Object
Locate Object
Range: Special (1,000-foot radius)
Name or describe in detail an object familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
You may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).
Magic Circle
Magic Circle
Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.
Magic Weapon
Magic Weapon
Until the spell ends, the target becomes +1 magic weapon.
Mending
Mending
You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.
Magic items and constructs may be repaired in this way, but their magic is not restored.
You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Mental Grip
Mental Grip
You conjure extensions of your own mental fortitude to keep your foes at bay.
Message
Message
You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you.
You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.
The spell moves freely around corners or through openings.
Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Protection from Poison
Protection from Poison
The target has
Purify Food and Drink
Purify Food and Drink
You remove all
Raise Dead
Raise Dead
You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
Remove Curse
Remove Curse
This spell ends a
Reopen Rift
Reopen Rift
If any creature used teleportation or plane shift magic, such as
Resistance
Resistance
The target gains an expertise die to one
Revivify
Revivify
The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.
Revoker
Revoker
Shield of Faith
Shield of Faith
Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2
Silver Shield
Silver Shield
You touch a nonmagical shield, giving it a silver mirror coating.
Spellbound Oath
Spellbound Oath
This spell binds two creatures to an agreement spoken as the part of the casting of the spell in a language that both parties understand.
The agreement must include a promise by both parties to do or refrain from doing something specific. The promises do not need to be the same or equal but mustn’t be obviously harmful to either creature. For example, an archfey may promise to restore the freedom of a loved one in exchange for a mortal becoming their emissary.
Stone Sentinel
Stone Sentinel
You touch a statue and transform it into a
Stone Warden
Stone Warden
Stonesense
Stonesense
You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.
Sufferer's Pact
Sufferer's Pact
You burn away weakness to reveal inner strength. The target takes 4d8 force damage. Then, at the start of each of its turns, it gains 2d8 temporary hit points.
Sufferer's Strike
Sufferer's Strike
Your weapon thrums with the power of your misery. As part of casting this spell, make a melee spell attack against the target. On a hit, you deal your weapon damage plus 2d8 force damage.
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
Trace Magic Aura
Trace Magic Aura
Until the spell ends, you sense the lingering aura of spells that were cast within the recent past. For you to detect a spell’s aura, it must have been cast within the radius of this spell and in a location you can see. You can pinpoint the location where the spellcaster stood at the time that they cast the spell, the spell’s schools of magic, and its area of effect (if it is within this spell’s radius). If the spell is one that you know, you can identify it as such.
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
Transmute Exhaustion
Transmute Exhaustion
All the target creature’s levels of
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Wind Up
Wind Up
You wind your power up like a spring.
Zone of Truth
Zone of Truth
You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.