Storm Kick
Storm Kick
You must be able to move in order to cast this spell. You leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt.
Storm of Vengeance
Storm of Vengeance
Range: Special (Sight)
Suggestion
Suggestion
Creatures that cannot be
Sunbeam
Sunbeam
Area: Line 60 feet long and 5 feet wide
Sunburst
Sunburst
Oozes and undead have
Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Tearful Sonnet
Tearful Sonnet
Duration: Concentration (3 rounds)
Telekinesis
Telekinesis
You move the target with the power of your mind. Until the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:
Telepathic Bond
Telepathic Bond
Until the spell ends, a telepathic link connects the minds of the targets. So long as they remain on the same plane of existence, targets may communicate telepathically with each other regardless of language and across any distance.
Teleport
Teleport
You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you’re teleporting to, and it must be on the same plane of existence.
Teleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you’re teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.
Familiarity is determined as follows: