Shatter
Shatter
An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage.
Shattering Barrage
Shattering Barrage
You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.
Shocking Grasp
Shocking Grasp
Electricity arcs from your hand to shock the target.
Spare the Dying
Spare the Dying
A jolt of healing energy flows through the target and it becomes stable.
Stone Shape
Stone Shape
You reshape the target into any form you choose. For example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn’t more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
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.
Sunburst
Sunburst
Oozes and undead have
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:
Thunderwave
Thunderwave
You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.
Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.
Time Stop
Time Stop
You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
The spell ends if you move more than 1,000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.