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# Wizard

# Ability Scores

Wizards gain a +2 class bonus to Intelligence or Wisdom, as long as it isn’t the same ability you increase with your +2 species bonus.

# Skills

Wizards get 2 skill points in any Intelligence or Wisdom skill like Arcana, Nature, and Craft.

# Gear

At 1st level, a wizard usually has a dagger, a robe or two, a wand, ritual components in pouches, and other minor accouterments suggested by their background.

# Gold Pieces

Wizards start with 25gp.

# Armor

Armor Type Base AC Atk Penalty
None 10
Light 10
Heavy 11 –2
Shield +1 -2

# Melee Weapons

Weapon Type One-Handed Two-Handed
Small LEVELd4 dagger LEVELd6 staff
Light or Simple LEVELd6 (-2 atk) shortsword LEVELd8 (-2 atk) spear*
Heavy or Martial LEVELd8 (-5 atk) longsword LEVELd10 (-5 atk) greatsword*

# Ranged Weapons

Weapon Type Thrown Crossbow Bow
Small LEVELd4 dagger LEVELd4 hand crossbow
Light or Simple LEVELd6 (-2) javelin LEVELd6 (–1 atk) light crossbow* LEVELd6 (-2 atk) shortbow*
Heavy or Martial LEVELd8 (–4 atk) heavy crossbow* LEVELd8 (-5 atk) longbow*

*A wizard needs one free hand on a spellcasting implement to cast spells. As such, they suffer a penalty for using a two-handed weapon. (The penalty applies to spells also.)

# Level Progression

Wizard Level Total Hit Points Total Feats 1st level spell (H) 3rd level spell (H) 5th level spell (H) 7th level spell (H) 9th level spell (H) Level-up Ability Bonuses
Level 1 Hybrid (Avg. of both classes) x 3 1 adv 5 Not affected
Level 1 (6 + CON mod) x 3 1 adv 5  
Level 2 (6 + CON mod) x 4 2 adv 6  
Level 3 (6 + CON mod) x 5 3 adv 3 4  
Level 4 (6 + CON mod) x 6 4 adv 2 6 +1 to 3 abilities
Level 5 (6 + CON mod) x 8 4 adv; 1 champ 1 4 4  
Level 6 (6 + CON mod) x 10 4 adv; 2 champ 2 8  
Level 7 (6 + CON mod) x 12 4 adv; 3 champ 1 4 5 +1 to 3 abilities
Level 8 (6 + CON mod) x 16 4 adv; 3 champ; 1 epic 3 8  
Level 9 (6 + CON mod) x 20 4 adv; 3 champ; 2 epic 1 5 6  
Level 10 (6 + CON mod) x 24 4 adv; 3 champ; 3 epic 3 9 +1 to 3 abilities

Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

(H): Indicates columns in which hybrid characters lag one level behind.

# Stats at 1st Level

Ability Bonus +2 Intelligence or Wisdom (different from species bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier
Recoveries 10
Recovery Dice (1d4 x Level) + Con mod
Skills 2, max 5 in any one skill
Relationships 3 points
Talents 3
Feats 1 per Level

# Basic Attacks

# Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss:


# Ranged attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:


# Class Features

# Cantrips

Every wizard can cast a handful of cantrips each full recovery. You don’t have to memorize or choose them beforehand, you just cast them on the fly.

Wizards can cast a number of cantrips equal to their Intelligence modifier each battle. Each cantrip takes a standard action to cast as a ranged spell. Outside of battle, a wizard can cast about three to six cantrips every five minutes. The Cantrip Mastery talent speeds up cantrip casting.

Tier Duration
Adventurer Cantrips with a standard duration last 10–60 minutes, plus 10 minutes per wizard level. The GM rolls and the wizard becomes aware that their cantrip is about to end a couple minutes before it’s done.
Champion tier Most cantrips last 1–6 hours.
Epic Tier Most cantrips last 2–12 hours.

# Cloud Spells

Cloud spells create a fog in the nearby area. These spells usually attack a number of nearby enemies and have some effect on allies engaged with these targets.

After the fog is created, non-engaged creatures can move out of it as a move action. Engaged creatures must succeed at a disengage check to do so.

At the start of your next turn after casting the spell, make a normal save (11+) to check whether the cloud persists. This is not an action. If it persists, any target that was hit and is still in the cloud suffers the effect again, and you make another save at the start of the following turn. If the save fails, the spell ends.

At the GM’s discretion, clouds move naturally with the terrain. They will roll down slopes and disperse in strong winds.


# Cyclic Spells

Spells that have a cyclic usage can always be cast at least once per battle, and are only expended in that battle if they are cast when the escalation die is 0 or odd. In other words, if you cast a cyclic spell like color spray or rebuke when the escalation die is even, the spell is not expended and can still be cast later in the battle.


# Ritual Magic

Wizards can cast arcane rituals.

# Champion Feat

You can master a ritual in half the required time.


# Wizard Schools

The seven schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, and Transmutation. Choose one of the schools as your specialty.

Necromancy is the forbidden 8th school, and is not featured, see Necromancer instead.

# Barred School

Choose one of the seven wizard schools Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, or Transmutation as your barred school. You cannot cast spells from that school.

# Specialist Advantage

Full Recovery spells of your chosen school become recharge 16+ after battle. They still count as full recovery spells for abilities that trigger off full recovery spells.

# Champion Feat

Gain a +1 bonus to recharge rolls for spells of your school.

# Epic Feat

The bonus to recharge rolls is now equal to your Intelligence modifier.

# Specialist Spell Slot

When you choose spells during a full heal-up, you can declare one (and only one) of your spell slots as your specialist school slot. You don’t choose a spell for that slot after the full heal-up, but at the time of casting the spell. You can choose any normal spell that belongs to your specialist school.

If the spell you cast is a recharge spell, make a recharge roll at the end of the battle to regain the spell slot, not the particular spell. If the spell you cast is once per battle, cyclic, or at-will, you cast the spell normally during the battle, then regain the spell slot at the end of the battle.


# Abjuration

This school covers mainly defense and protection spells.

# Champion Feat

Once per full recovery, when casting an Abjuration spell on yourself, also grant the benefit to a nearby ally.

# Spell List
Level Spells
1st Mage Armor, Resist Magic, and Shield
3rd Break Enchantment, Circle of Warding, Elemental Absorption, Explosive Runes, Protection from Arrows, and Teleport Shield
5th Protection from Normal Weapons and Sanctum
7th Anti-Magic Shell, Elemental Parry, Invisibility Purge, Mind Blank, and Symbol
9th Imprisonment and Suppress Magic

# Conjuration

Spells of this school summon things, usually from other planes.

# Adventurer Feat

You gain a +1 bonus to attack rolls with your spells against enemies engaged with a creature you summoned.

# Spell List
Level Spells
1st Acid Arrow, Acid Splash, Ice Knife, and Summon Mana Spirit
3rd Clay Golem, Crescendo, Flame Arrow, Flaming SPhere, Reanimate Golem, and Web
5th Acid Trap, Bigby’s Hand, Dimension Door, and Rock Golem
7th Arcane Sword and Gem Golem
9th Magma Golem, Maze, Teleport, and Wish

# Divination

Spells of this school help you perceive things, both mundane and magical, and at higher levels also through time and space.

# Adventurer Feat

When you perform an arcane ritual to gain information or predict the future, you have advantage on the ritual check.

# Spell List
Level Spells
1st Hostile Probe, Painful Memory, Threat Assessment, and True Strike
3rd Critical Scope and Foresee Peril
5th Precognitive Ward and Telepathic Bond
7th Flashback
9th Foresight

# Enchantment

There are two types of Enchantment spells, those that mess with the mind and those that give objects magical properties.

# Adventurer Feat

Increase the difficulty of saves against spells of the Enchantment school by 1. (A natural 18+ on a save always succeeds.)

# Spell List
Level Spells
1st Animated Armor, Charm Person, Eldritch Incantation, Magic Weapon, and Tasha’s Hideous Laughter
3rd Confusion, Enchanted Conduit, Flame Arrow, Hold Monster, Luck, Rebuke, Sleep, and Suggestion
5th Crushing Despair, Denial, and Heroism
7th Otto’s Irresistible Dance and Power Word Stun
9th Dominate Monster, Feeblemind, and Power Word Kill

# Evocation

Evocation spells summon raw magical force and the elements. Besides spells that throw raw elements at your enemies, the school also offers spells that create walls and spheres.

# Champion Feat

Once per battle, when casting an Evocation spell on more than one target, add an additional target.

# Spell List
Level Spells
1st Chromatic Orb, Elemental Triad, Firebolt, Fog Cloud, Magic Missile, Ray of Frost, and Shocking Grasp
3rd Fire/Ice Shield, Force Salvo, Lightning Bolt, and Stinking Cloud
5th Cone of Cold, Contingency, Fireball, Incendiary Cloud, and Resilient Sphere
7th Cloudkill, Delayed Blast Fireball, Opaque Freezing Sphere, and Wall of Force
9th Meteor Swarm and Prismatic Spray

# Illusion

Illusion spells create figments of imagination, either in the target’s mind or for all to see.

# Adventurer Feat

Double the duration of all illusion spells you cast that have a fixed duration.

# Spell List
Level Spells
1st Blur, Color Spray, Mirror Image, Phantasmal Force, and Phantom Lance
3rd Phantom Soldiers and Shadow Evocation
5th Fantastic Beast, Hypnotic Pattern, Invisibility, and Phantasmal Kille
7th Mislead and Simulacrum
9th Twisted Nightmare

# Transmutation

Transmutation manipulates the properties of a physical object, or changes it entirely.

# Adventurer Feat

Double the duration of any spell that targets physical objects, including cantrips.

# Spell List
Level Spells
1st Enlarge Person, Expeditious Retreat, Ray of Contortion and Reduce Person
3rd Harden Metal and Slow
5th Baleful Polymorph and Tenser’s Transformation
7th Blink, Flesh to Stone, Flight, Haste, Overcome Resistance, and Transfer Enchantment
9th Disintegrate and Time Stop

# Class Talents

Choose three of the following class talents.

# Abjurer

Whenever you cast a full recovery wizard spell, you gain a +4 AC bonus until the end of your next turn.

# Adventurer Feat

The bonus also applies to your Physical Defense.

# Champion Feat

You gain 2d12 temporary hit points each time you cast a full recovery spell.

# Epic Feat

The bonus also applies to Mental Defense.


# Arcane Archaeologist

You gain 5 points in skills that covers knowledge of ancient civilizations, locating treasure sites, and identifying what you find. You are familiar enough with ancient writing systems that you can decipher most writings you find on maps, dungeon walls, and item inscriptions.

Once per battle or scene, as a move action, you can pull off a stunt that you have learned when exploring dangerous ruins, things like climbing slippery surfaces, jumping narrow ledges, and avoiding massive rolling boulders. Describe how you are using a mixture of athletic training and arcane tricks to avoid the danger. Usually, you can pull off the stunt without any skill check, but the GM can require a roll for absolutely outlandish tricks.

# Adventurer Feat

You gain the rogue’s Trap Sense class feature.

# Champion Feat

Add your Intelligence modifier to magic item power recharge rolls for items you wield. This represents your familiarity with ancient artifacts.

# Epic Feat

You have advantage on saves against effects that were caused by magic items and traps.


# Beguiler

When you cast a spell that targets MD, choose one of the following benefits:

  • If the spell deals damage, deal extra damage equal to your Charisma modifier, twice at champion tier, and thrice at epic tier.to each target you hit.
  • Increase the difficulty for the target’s first save against the spell by your Charisma modifier. (A natural roll of 18+ always saves, however.)
  • Increase the hit point limit for the creatures you can affect by 5 times your level if the spell has one target, and twice your level if it has multiple targets.

# Adventurer Feat

You gain 3 points toward skills that represents performance skills or mental manipulation.

# Champion Feat

Choose a class. You can switch out a wizard spell for a spell from the chosen class at a -2 level penalty, as long as that spell targets MD.

# Epic Feat

Once per battle, when the escalation die is 3+, you can gain all three of the beguiler benefits with one spell.


# Bladesinger

You can use light and heavy one-handed melee weapons without attack penalty, and if the weapon is a true magic item, you can use it as an implement for wizard spells. If you are a hybrid, you are considered a “skillful warrior” for these weapons and don’t suffer a reduced damage die with them.

You are also trained in light armors, and increase your base AC with them to 12.

However, the focus on martial training has reduced your time to study the arcane arts, and you have one fewer wizard spell slots of your highest level available.

# Adventurer Feat

When you wield a one-handed blade weapon, your ranged spells do not provoke opportunity attacks.

# Champion Feat

After casting an arcane spell, your next hit or miss with a melee weapon attack deals extra damage equal to the spell level. This bonus is not cumulative, only use the highest bonus.

# Epic Feat

As a quick action, you can enter a defensive stance that gives you a +1 bonus to AC until the end of your next turn, and a +1 bonus to the first melee attack on your next turn.


# Cantrip Mastery

Cantrips are at-will spells for you.

Unlike normal wizards, who use a standard action to cast a cantrip, you can cast a cantrip as a quick action.

To do something particularly cunning or surprising with one of your cantrips where the GM isn’t sure whether you could pull off that use of the spell, roll a normal save (11+) to cast the spell the way you envision it.

Additionally, you can expend a 3rd level spell slot or higher to choose one cantrip per spell slot you have given up and create a once-per-full recovery related effect with it that is much greater, if you and your GM can agree on a cool effect that suits the cantrip.

# Adventurer Feat

You can use cantrip-style versions of any wizard spell you have memorized. When you expend a spell, however, you can’t make cantrip-style use of it any more. The key is that none of these uses should be combat relevant or deal damage.

The Cantrip Mastery talent is more about enhance the roleplaying and less about combat usefulness.


# Deep Specialization

Special: You cannot take both this talent and Dual Specialization.

When you prepare your specialist spell slot, you can use it to cast two spells instead of one.

# Adventurer Feat

You have advantage on skill checks regarding spells of your specialist school.

# Champion Feat

When you take a quick rest, and you don’t have any spells left except at-will spells, you can regain your specialist school bonus spell slot. Take a cumulative -1 penalty to PD and MD from exhaustion until your next full heal-up.

# Epic Feat

Gain the lowest tier feat of all spells of your specialist school for free.


# Destiny Manipulation

You’ve studied the movements of the stars, correlated the signs and portends, and learned the forbidden fate-warping magic.

Once per full recovery, you may allow yourself or an ally to reroll a d20 with a +4 bonus by changing fate. However, this manipulation of destiny has a cost. After the battle or scene in which you enabled a reroll, attempt an easy save (6+). If you succeed, nothing horrible happens, congratulations on your prescient reroll.

If you fail the save, you, or someone in the adventuring party, or more rarely, an NPC or place you care about, take a big loss— something horrible happens that isn’t directly related to the fight or problem you were just dealing with.

Each loss gives you an option: you can choose to make it slightly less of a loss by having the problem magically tie back to your predictions. Or you can erase all traces of your manipulation, so that not even your fellow player characters have any idea, but the loss will be just as bad as it was going to be.

# Adventurer Feat

You gain a +1 bonus on the destiny manipulation save.

# Champion Feat

You can now use destiny manipulation twice a full recovery.

# Epic Feat

You can now use destiny manipulation on your enemy’s rolls.


# Dual Specialization

Special: You cannot take both this talent and Deep Specialization.

Choose two specialist schools instead of just one. You gain the specialist spell slot and specialist recharge abilities for both schools. For the specialist slot, you can prepare two slots, one for each of your two schools.

You must also choose two barred schools.

# Adventurer Feat

Before casting a spell of one specialist school, you can spend a quick action to add a small effect from your other specialist school. For example, you could use illusion to make an evocation spell seem scarier and more dangerous, or add an abjuration effect to a summoned monster to shore up its defenses.

# Champion Feat

Gain the adventurer tier feat of all spells from both of your specialist schools.


# Evoker

Once per battle, when you cast a spell that targets Physical Defense, before rolling for the number of targets or making the spell’s attack roll, you can expend your quick action to evoke the spell. Hit or miss, you’ll max out the spell’s damage dice (except on a natural one, which deals no damage to the target and likely damages the caster in some manner).

# Champion Feat

Whenever you evoke a spell, you can reroll one of the attack rolls if that natural roll was less than or equal to the escalation die. You must take the new result.


# Hedge Wizard

After each full heal-up, roll on the table below.

d8 Effect
1 A blood sacrifice strengthens your body over your mind. You gain one less wizard spell this time. However, you gain a +2 bonus to PD and roll d8s for recovery dice until the next full heal-up.
2 You bond with a protective spirit. Gain a +1 bonus to saves until your next full heal-up.
3 You bond with an earth spirit. Gain a full recovery terrain caster spell from the terrain you are currently in.
4 You bond with a life spirit. The first time you are reduced below zero hit points before your next full heal-up, immediately heal using a free recovery.
5 You have an out-of-body experience. Immediately gain the incremental advance you would gain at the end of the session. (This does not allow you to level up yet).
6 You have a prophetic dream about an upcoming conflict. For one battle before the next full heal-up, set the escalation die to 1 at the start of your first turn.
7 You reach into the past. Choose one spell that you had not expended before the heal-up and gain it as a bonus spell. If you have none, reroll.
8 The stars are aligned for one spell of your choice. You can reroll one of your attack rolls with that spell before your next full heal-up.

# Adventurer Feat

When casting a ritual, you can expend a recovery without healing to gain advantage on the check. Describe how your ritual is physically exhausting, through dance, sweating, loss of blood, etc.

# Champion Feat

Roll twice on the table and choose one of the results.

# Epic Feat

Get a spell from a different spellcasting class as a bonus spell, at your class level minus 2. This represents your study of primal wizardry that does not conform to modern limitations.


# High Arcana

Your study of the highest orders of magic gives you options that lesser wizards cannot match: Memorization and a bonus spell: counter-magic


# Memorization

When you pick your spells, you can choose any full recovery wizard spell twice (instead of once). This doesn’t apply to spells that start as recharge spells. For example, at 7th level when you have five 7th level spells and four 5th level spells, you could choose fireball twice as a 7th level spell, or once as a 7th level spell and once as a 5th level spell. (Your 3rd level spell slot can’t be used for fireball because fireball starts as a 5th level spell.)


# Counter-magic

Close-quarters Spell

Once per battle

Free Action to cast

Trigger: A nearby creature you can see casts a spell.

Target: The nearby creature casting a spell.

Attack: Intelligence + Level vs. MD

Hit: The target’s spell is canceled, and the caster loses the action they were using for the spell. If the spell had a limited use, that use is expended if your natural attack roll is even.

# Champion Feat

You can now cast counter-magic twice per battle.

# Epic Feat

You can now cast counter-magic in reaction to a creature using any magical ability, not just casting a spell.


# Monster Ecologist

You gain a 5-point skill related to the academic knowledge of fantastic creatures.

Once per battle, as a free action on your turn, gain a flash of insight about a creature. Choose from the list below:

  • Learn details of an attack, power, or nastier special (GM’s choice).
  • Understand its true desires or motives for fighting.
  • Find out the condition under which it would negotiate, surrender, or flee.
  • Know about weaknesses or resistances.

# Adventurer Feat

If the creature is an aberration, beast, dragon, elemental or ooze, you can learn two facts about it.

# Champion Feat

You can use this talent twice per battle.

# Epic Feat

After using this talent on a target, gain a +1 bonus to attacks against it.


# Muscle Wizard

You can make unarmed attacks without penalty, and your unarmed damage dice are d6s. Once per battle, when you hit with an unarmed attack, you can deal fire, force, or lightning damage with the attack, increase the damage dice to d10s, and force the target to pop free from you.

When you cast a ranged spell, you don’t trigger attacks of opportunity from engaged enemies that you target with the spell.

# Adventurer Feat

When you miss a spell attack against a target you are engaged with, deal damage equal to your Strength modifier, twice at champion tier, and thrice at epic tier to it.

# Champion Feat

Increase your recovery dice to d8s.

# Epic Feat

Increase the damage dice of your once-per-battle unarmed attack to d20s.


# Necroblast

Once per full recovery, before you cast a spell, you may declare it to be a necroblast. The spell’s damage type becomes necrotic damage in addition to its usual type. If any non-undead nonmooks are destroyed by the spell, they become undead under your control.

In battle, these undead creatures crumble at the end of their next turn, or if they are hit by any other attack, but may make a move and a basic attack under your control. The creatures are considered weakened (–4 to attacks and defenses).

Alternatively, if you do not wish to force the creatures to fight for you, the undead creature will perform one brief service for you after the battle before crumbling, like answering a question, guiding you a short distance, carrying you across some obstacle, or a brief improvised entertainment.

If no creatures are destroyed by the necroblast, you gain no added benefit.

# Adventurer Feat

If you don’t kill any non-mooks with the spell, your necroblast ability isn’t expended.

# Champion Feat

Reanimated creatures aren’t weakened.

# Epic Feat

The service you demand out of battle doesn’t have to be a brief one. Instead, they serve you at least until your next full heal-up, and possibly longer. Creatures who are forced to serve still won’t fight for you.


# Necromancy

You can switch one of your wizard spells for a spell of the same level from the necromancer list. Starting at third level, you can switch out additional spells at a -2 level penalty.

You know how to unravel the magic that creates undead. You gain a +1 bonus to attacks against them.

# Adventurer Feat

Understanding the undead helps you ward them off. You gain a +1 bonus to defenses against undead.

# Champion Feat

Add your Intelligence modifier to the first death save you roll in a battle. If you roll a natural 20 on any death save. you also regain an expended spell.

# Epic Feat

When you kill an enemy with a spell, siphon off some of their life. Gain a +1 bonus to your critical threat range until the end of the battle. This bonus resets to zero when you score a critical hit.


# Polysyllabic Verbalizations

Rename each of your full recovery and recharge spells. Think up the most over-the-top and extravagant names you can muster. Since these alternate spells are so lengthy, they take an additional quick action to cast. While the regular effects of the spells are the same as the more common versions, they have a small bonus effect appropriate to the situation.

The bonus effect is determined by the GM, or by a collaboration between the GM and the player. It should add to the storytelling power of the situation.

The bonus effect should suit the name of the spell or the way it’s delivered, and shouldn’t precisely match up with what the spell normally accomplishes.


# Scion of Horizon

Your close ties in wizard society give you an extra positive relationship point with a wizardly icon.

Due to your pure wizard blood, combined with the excellent training you have enjoyed, you gain a bonus spell slot at the highest level you can cast. However, you also have one less recovery (usually 7).

# Adventurer Feat

You have met many wizards, which gives you an easy read on them. When meeting an arcane spellcaster for the first time, ask one question about them, which the GM will answer truthfully. Typical questions are their school specialization, their icon affiliation, or the spell signature that marks their spells.

# Champion Feat

You gain a +1 bonus to all defenses against spells and magical attacks.


# Sheltered Apprentice

Intelligence-based skill checks are one step easier (-5) for you. This includes checks about niche academics and esoteric lore, but also arcane knowledge and skill checks required for ritual casting. Once per full recovery, you can perform a stunt to remember an otherwise useless fact from an obscure tome you’ve read. This is allows you to automatically succeed on what would otherwise be a ridiculously hard task. The GM should encourage the player to make up pieces of lore for the game world with this talent.

However, you also choose one ability score where all skill checks are one step more difficult. You’re either frail (Strength), clumsy (Dexterity), sickly (Constitution), lacking in empathy (Wisdom) or socially awkward (Charisma).

# Adventurer Feat

Choose a very narrowly defined scholarly background, and gain one skill point in a related skill per word in the name of your background, ignoring trivial words like “the”, for up to 7 skill points. Examples include the revised taxonomy of butterflies in the Eldeen Reaches, cultural implications of the seasonal migration patterns of Koru Behemoths, or tribal animism and worship among Iron Sea merfolk.

# Champion Feat

When you spend a feat to improve a wizard spell, you also gain the benefits of any other feat of that spell up to your current tier.

# Epic Feat

Once per full recovery, you can perform an arcane ritual for half of the normal component cost, but you still need a focus worth the entire cost as relevant.


# Spellslinger

You gain a +2 bonus to your critical threat range with wizard at-will spells.

# Adventurer Feat

Once per full recovery per point of Dexterity modifier, you can reroll an attack roll with an at-will spell.

# Champion Feat

Once per battle, when the escalation die is 3+, you can cast an at-will spell as a quick action.

# Epic Feat

As per the champion tier feat, but you can cast the spell as an interrupt when you are attacked. If you hit, your attacker has disadvantage on their attack roll.


# Summoner

When you spend a quick action to control a summoned creature (which allows it to add the escalation die to attack rolls), it also deals extra damage equal to its level, on both hit and miss.

Creatures you summon have one recovery. When healed, they use your recovery roll to determine how many hit points they regain. They can use the rally action to heal, or be healed using healing spells and potions.

# Adventurer Feat

Your summoned creatures gain a +1 bonus to all saves.

# Champion Feat

Your summoned creatures have a second recovery.

# Epic Feat

Your summoned creatures gain a +1 bonus to all defenses.


# Typomancy

Choose a type from among Fire, Acid, Cold, Lightning, Force, Psychic, or Poison. When you cast a wizard spell that deals damage, you can change the damage type to the chosen type.

Note: This results in Pyromancy, Acidomancy, Cryomancy, Fulgomancy, Impetomancy, Psychomancy, or Venomancy respectively.

You gain a spell from any class as a bonus spell at the highest level you can cast, as long as that spell deals your chosen type damage or is otherwise connected to that type. If the spell has an attack roll, you can use Intelligence as the ability score.

# Adventurer Feat

You ignore resistance for your type.

# Champion Feat

When you take your type of damage from an enemy attack, heal hit points equal to your level.

# Epic Feat

When the escalation die is 1+ and you cast a spell that does your damage type damage, increase its damage dice by one step.


# Thaumaturge

When you cast a spell that targets PD, choose one of the following benefits:

  • If the spell deals damage, deal extra damage equal to your Constitution modifier, twice at champion tier, and thrice at epic tier.to each target you hit.
  • Increase the DC for the target’s first save against the spell by your Constitution modifier. (A natural roll of 18+ always saves, however)
  • Increase the hit point limit for the creatures you can affect by 5 times your level if it is one target, or twice your level in case of multiple targets.

# Adventurer Feat

You gain 3 skill points towards a skill in alchemy and the manipulation of forces and matter.

# Champion Feat

Choose a class. You can switch out a wizard spell for a spell from that class at a -2 level penalty, as long as that spell targets PD.

# Epic Feat

Once per battle, when the escalation die is 3+, you can gain all three of the thaumaturge benefits with one spell.


# Wizard’s Familiar

Your familiar is a tiny or small animal or creature that aids your magic and provides companionship. It also provides opportunities for improvisation between you and the GM.

Your familiar is as intelligent as a normal person. It can communicate with you and will stay close you unless you’ve chosen abilities that let it roam. Your familiar is on your side but it’s not perfectly in your control.

If your familiar dies, it can come back to you the next time you get a full heal-up. (The method or story used is between you and the GM.) Alternatively, you can get a new familiar.

Familiars are useless in combat, except as indicated by their abilities. Ordinarily they aren’t damaged by enemy attacks and spells unless the story calls for it.


# Familiar Abilities

Choose two of the following abilities for your familiar.


# Agile

You gain a +2 bonus to Dexterity skill checks.


# Alert, Maybe Even Insightful

You gain a +2 bonus to Wisdom skill checks.


# Counter-bite

Each battle, if your familiar is close to you, it bites the first enemy that hits you with a melee attack after that attack, dealing 1d4 damage per level (no attack roll) to that enemy.


# Flight

Your familiar flies as well as a hawk. It doesn’t fly that often and usually sticks with you, but it can do so when its other abilities allow.


# Mimic

One battle per full recovery, you gain the use of the species power (without feats) of one nearby ally.


# Poisonous

Once per battle, when you hit an enemy engaged with you, you can add 5 ongoing poison damage per tier to the damage roll.


# Scout

Once per full recovery, your familiar can separate itself from you and make a reconnaissance run of an area or location. Roll an easy skill check for the environment to get your familiar to scout unseen.


# Tough

You gain a +1 save bonus. Tough counts as two familiar abilities.


# Talkative

Your familiar can talk like a person (but the GM speaks for the familiar more than you do).

# Adventurer Feat

Your familiar gains another ability.

# Champion Feat

Once per level, if your familiar is close to you, it can cast one of your spells as a free action on your initiative count, even if you have already expended the spell. The spell functions as if you had cast it.

# Epic Feat

Your familiar gains another ability.


# Cantrips

# Alarm (standard duration)

The cantrip creates a minor watch-sprite that can be instructed to scream if someone comes through an area or touches an object. Watch-sprites are notoriously stupid and sleepy, but with the right talking-to they might stay focused for the duration of the spell. At higher levels, the spell might summon little fanged spirits buzzing back and forth serving as both visual and actual deterrents.

# Animated Quill

Animate a quill, a piece of charcoal or similar object to write down words as you instruct it.

# Arcane Mark (standard duration)

The cantrip creates a magical sigil on an object or person. These sigils are usually plain to see, though a deliberately invisible mark can be made. It takes a difficult perception or magic check to notice.

# Deep Pockets

Put an item in a pocket, from where it disappears into a small pocket dimension. The item can be as long as you like, as long as it fits through the pocket’s opening. You can pull the item back out as a quick action at any time. At the end of the cantrip’s duration, or if the physical pocket is destroyed, the item falls out.

# Detect Magic

You notice lingering magic and supernatural effects within your field of vision. If an effect is concealed on purpose, the DM can require a skill check to detect it.

# Erase

Permanently remove non-magical writing or painting from a scroll or a sheet of paper, parchment, or similar surfaces.

# Fire Shaping

Enlarge or reduce a non-magical fire, change its color, shape, or intensity. After the spell ends, the fire returns to its natural shape, determined by the material that is burning.

# Ghost Sound

This spell creates false noises emanating from somewhere nearby. The effect is like an exceptionally good version of throwing your voice, if your voice could create a wide variety of sounds. Attempted distractions with the cantrip are DC 15 challenges in adventurer environments, higher as you move into champion and epic environments. If someone is using ghost sound against the PCs, a Wisdom-based skill check can identify the sound as a magical fake.

# Grease

You create a slippery area where you touch the floor or an object. Anyone who attempts to move through the area or tries to hold on to the object must succeed at a save to do so.

# Gust of Wind

Create a strong puff of air that is sufficient to extinguish candles, torches, and similar unprotected flames. With a successful skill check, the gust is strong enough to even extinguish lanterns and other protected flames. It pushes back insects and other small flying creatures, smells, and smoke clouds. It does not affect larger creatures except for a dramatic waving of hair and clothing.

# Knock

This cantrip summons a magical servitor three to four times as big as your closed fist that swarms around the door and attempts to punch or push it open (depending on whether you want to be quiet or announce your presence). Success is determined with an Intelligence check against the environment’s DC using an appropriate skill. This cantrip does nothing to avoid any traps that might exist.

# Light (standard duration)

This cantrip creates a fairly wide and consistent field of light, up to 30 feet in diameter, though it isn’t bright enough to dazzle.

# Locate Minor Object

Divine the location of an object you are very familiar with, within a range of a few meters. This spell is very handy to find keys, glasses, and other things that get lost around the house.

# Mage Hand

This cantrip creates a small telekinetic effect that lasts a round at most. At best it’s about half as strong as the wizard’s own strongest hand. At worst it’s half as strong as the wizard when they’re weak from a bad fever.

# Mending

This cantrip summons a variety of tiny (hand-sized and smaller) magical sprites who swarm over a chosen broken object attempting to mend it (over the course of 1–6 rounds). Small-scale repairs like torn wineskins, muddy clothing, a broken handgrip on a sword, and similar repairs that anyone could fix with two to four hours of devoted work gets handled in seconds. More elaborate repairs to complicated objects might require an Intelligence check, or at the GM’s discretion could only be possible if the wizard has taken the Cantrip Mastery talent.

# Nascent Magic Aura

Give an item an indeterminate magic aura, which can be noticed if it is examined for the presence of magic. Upon closer examination and a hard difficulty skill check, the examiner can determine that the aura has no other effect than to create the appearance of a magical enchantment.

# Perfume

Create a pleasant smell on the target object, or at least hide a hideous one.

# Prestidigitation

This cantrip produces magic tricks and small illusions. One casting usually gives you a minute of fun. The magic has nowhere near as much real world force as mage hand.

# Quench

This spell can put out nearby small fire sources such as campfire embers and candles, or smother a hem or sleeve someone has carelessly caught aflame. At higher levels, this cantrip can be used on smaller flames that are far away, or put out a large campfire or small bonfire nearby.

# Recall Familiar

You summon your familiar back to your shoulder, or a location next to you, from up to a few hundred feet distance.

# Recording

For the next few minutes, you record the surrounding sounds into a small gem. The gem holds the recorded sound and can replay it as long as the cantrip lasts.

# Spark

This is a minor fire creation spell, enough to light a pipe, or a campfire, or even a page or two of an unprotected spellbook. It doesn’t work against living beings or against things that couldn’t easily be set on fire with a few seconds of steady application of a candle. The target of the spark has to be nearby and in sight.

# Still Image

You produce an illusory image, roughly the size of a portrait painting, for the standard duration. It’s two-dimensional, doesn’t move, and doesn’t react to touch. You can make the image transparent or opaque.

# Sundial

Summon a small sundial on your open palm that shows the current time, even in places where no sunlight is available.

# Sunshades

Summon a black screen in front of your eyes that blocks excessive sunlight.

# Ventriloquism

You throw your voice to appear to come from a different location. This is especially effective if the target can’t see you speak.

# Adventurer Feat

Double the number of cantrips you know.

# Champion Feat

Triple the number of cantrips your know.


# 1st Level Spells

# Acid Arrow

Ranged Spell

Full Recovery

Target: One nearby or far away creature

Attack: Intelligence + Level vs. PD

Hit: 4d10 acid damage, and 5 ongoing acid damage.

Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.

Higher Level Effect
3rd 5d10 damage, and 10 ongoing damage; 10 ongoing on a miss.
5th 8d10 damage, and 15 ongoing damage; 15 ongoing on a miss.
7th 3d4 x 10 damage, and 25 ongoing damage; 25 ongoing on a miss.
9th 5d4 x 10 damage, and 40 ongoing damage; 40 ongoing on a miss.

# Acid Splash

Ranged Spell

At-will

Conjuration

Target: 2 random nearby enemies

Attack: Automatic hit

Effect: 3 acid damage

Higher Level Effect
3rd 5 damage
5th 8 damage
7th 12 damage
9th 20 damage

# Adventurer Feat

When the escalation die is odd, target 3 random nearby enemies.

# Champion Feat

When the escalation die is even, increase the damage by the spell level.

# Epic Feat

You can now cast this spell without provoking opportunity attacks.


# Animate Armor

Ranged Spell

Full Recovery

Enchantment

Special: You can only cast this spell outside of battle; it requires 2d4 minutes to cast.

Target: A suit of heavy armor

Effect: You animate a suit of heavy armor to fight for you as an armor golem, following to the summoning rules. The armor stays animated until it is reduced to zero hit points, or until your next full heal-up. The spell ends, but the armor is not destroyed when it is reduced it to zero hp (unless it makes sense story-wise, e.g. when falling into lava).

By default, the armor uses its gauntlets to attack, and has a d4 damage die with them. However, the armor can also wield melee weapons like a fighter (with the same WEAPON damage dice) and use a shield for +1 AC.

If you cast the spell on a true magic item suit of armor, or equip it with magic items, it benefits from their bonuses and abilities. However, it can only benefit from one item per spell level, and it suffers all item quirks.

While the armor provides strong protection, it has one weakness — when it takes damage, it needs a round to reassemble itself, and cannot attack that turn.

# Summoned Armor Golem

Normal 1st level Initiative +4; Pummel 6+ vs. AC–1d4 damage (or damage die or equipped weapon) AC PD 17 15
Troop Magic item powers: as per equipped items MD HP 11 22
  Unstable Enchantment: When the armor golem takes damage, it cannot attack on your next turn. Instead, it uses its standard action to heal hit points equal to twice the spell level.    
# Armor Golem Level Advancement
Level Initiative Attack Damage AC PD MD HP
1st +4 +6 1d4* 17 15 11 22
3rd +6 +8 3d4* 19 17 13 35
5th +8 +11 5d4* 22 20 16 50
7th +10 +14 7d4* 25 23 19 80
9th +12 +17 9d4* 28 26 22 125

* Increase damage die according to equipped item.

# Adventurer Feat

Unstable Enchantment now only activates when the armor golem is staggered.

# Champion Feat

The armor golem now has golem immunities. It can’t be dazed, weakened, confused, made vulnerable, and it ignores ongoing damage.


# Blur

Ranged Spell

Full Recovery

Target: You or one nearby ally

Effect: For the rest of the battle (or for five minutes), attacks against the target miss 20% of the time.

Higher Level Effect
3rd The spell is now a quick action to cast.
5th Miss 25% of the time.
7th Miss 30% of the time, and you can now target 1d2 creatures with the spell.
9th Miss 30% of the time, and you can now target two creatures with the spell.

# Charm Person

Ranged Spell

Full Recovery

Target: One nearby creature with 40 hp or fewer

Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight.

Attack: Intelligence + Level vs. MD

Hit: The target believes you are their friend until you or your allies take hostile action against them. (Attacking their normal allies is okay.) If you or your allies attack the target or order the target to attack its normal allies, the target can roll a normal save to break the charm effect during its turn each round.

Special: On a miss, the spell is not detectible by most others unless you miss by 4+ or roll a natural 1, in which case the target and its allies knows what you tried to do and will usually be angry about it.

Higher Level Effect
3rd Target with 64 hp or fewer.
5th Target with 96 hp or fewer.
7th Target with 160 hp or fewer.
9th Target with 266 hp or fewer.

# Chromatic Orb

Ranged Spell

Full Recovery

Evocation

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 1d12 damage, plus damage type and effect depending on your choice for the color of the orb.

Color Ability Damage Type Effect
Pearly Light Radiant damage The target is surrounded by bright light. It is also weakened (-4 to attacks and defenses; save ends).
Ruby Heat Fire damage The target’s attacks deal half damage (save ends).

Miss: You regain the spell during your next quick rest.

Higher Level Damage Color Ability Damage Type Effect
3rd 3d12 damage Opal Fire Fire damage The target takes 5 points of ongoing fire damage per spell level.
3rd   Amber Blindness Necrotic damage When the target attacks, determine the targets randomly among all nearby creatures (save ends).
5th 5d12 damage Emerald Stinking cloud Poison damage The target is dazed (save ends). Deal half damage to 1d3 nearby enemies.
5th   Turquoise Magnetism   Metal objects start clinging to the target. It is hampered (save ends).
7th 7d12 damage Sapphire Paralysis Lightning damage The target is stunned (save ends). If the target has more than 150 hit points, it can save against the effect immediately.
7th   Amethyst Petrification Necrotic damage The target is weakened (save ends). If it fails its fourth save against the spell, it is permanently turn into stone.
9th 9d12 damage Ashen   Necrotic damage If the target has 150 hit points or less, it dies. Otherwise it takes 50 ongoing necrotic damage.

# Adventurer Feat

The spell is now Recharge 16+ after battle.

# Champion Feat

All saves against this spell are hard saves (16+), including saves against ongoing damage.

# Epic Feat

You have advantage on the attack roll with this spell.


# Color Spray

Close-quarters Spell

Cyclic (cast once per battle OR at-will when the escalation die is even)

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: 2d8 psychic damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of your next turn.

Higher Level Effect
3rd 4d6 damage, 20 hp or fewer.
5th 6d8 damage, 30 hp or fewer.
7th 10d6 damage, 40 hp or fewer.
9th 10d12 damage, 60 hp or fewer.

# Adventurer Feat

Increase the hit point threshold of the weakened effect by 5 hp.

# Champion Feat

On a miss, the spell deals damage equal to your level.

# Epic Feat

The spell now targets 1d4 + 1 nearby enemies in a group.


# Eldritch Incantation

Ranged Spell

At-will

Enchantment

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d20 psychic damage

Miss:

Higher Level Effect
3rd 2d20 damage
5th 3d20 damage
7th 4d20 damage
9th 6d20 damage

# Adventurer Feat

You can cast this spell as a close-quarters spell.


# Elemental Triad

Ranged Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Evocation

Target: Three nearby enemies

Attack: Intelligence + Level vs. PD

Hit: 2d8 damage. Against the first target, deal fire damage, cold against the second, and lightning against the third.

Miss: Damage equal to your level

Higher Level Effect
3rd 3d8 damage
5th 5d8 damage
7th 7d8 damage
9th 10d8 damage

# Adventurer Feat

Choose the element of each attack. You can also deal acid or thunder damage with this spell, but each attack must use a different element.

# Champion Feat

If you miss a target with the first or second attack roll, you can target the same enemy again with the next attack.

# Epic Feat

On a miss, deal half damage instead.


# Enlarge Person

Ranged Spell

Full Recovery

Transmutation

Target: One nearby creature

Attack: Intelligence + Level vs. PD (no attack roll required against allies)

Hit: The target’s size increases by one step (usually from normal to large), and it has advantage on all Strength-based skill checks. In addition, it increases all WEAPON damage dice by one step. The target also has a +2 bonus to all defenses against attacks that attempt to grab or swallow it. Unwilling targets can save against the effect normally, otherwise the effect ends at the end of the battle or scene.

Miss:

Higher Level Effect
5th You can now increase the target’s size to huge. It takes a -1 penalty to attacks and defenses, but its WEAPON damage dice are increased by an additional step.

# Enlarge/Shrink Object

Ranged Spell

Move Action to cast

Recharge: 11+ after battle, or after 10 minutes have passed if used out of combat

Target: One nearby object no larger than a human being

Attack: Intelligence + Level vs. the PD of the person holding the object or automatic success if the object is unattended.

Effect: You either double or halve the size of the target object for your level in rounds (if used outside of combat, the effect lasts for your level in minutes instead). You can’t cause an item to expand or contract in a way that damages other objects or creatures, however—so, for instance, you can’t shrink a creature’s armor to crush it or make a door expand in its frame in order to break down a wall.

If you shrink a creature’s shield, they lose its benefits; if you shrink their weapon, they take a penalty to damage equal to the escalation die + your level when attacking with it.

Enlarging a shield, weapon, or similarly-sized held item requires the target’s holder to take a penalty to attack rolls equal to the escalation die + your level while still holding it.

Either way, the creature has to make a save (11+) or drop the affected item when the spell is cast.

Higher Level Effect
3rd All attack and damage penalties for holders of affected items worsen by 2.
5th Enlarging a held item causes the holder to become stuck (save ends) unless they drop it. Shrinking a held item causes the holder to lose a move action on their next turn out of sheer confusion.
7th You can target two items held by a single creature; all penalties to the holder stack.
9th You can now target items held by two different creatures, but no more than two items per creature.

# Expeditious Retreat

Close-quarters Spell

Once per battle

Quick Action

Transmutation

Target: You

Effect: Move to a far away location that you can reach on foot. You do not trigger opportunity attacks and you cannot be intercepted.

# Adventurer Feat

Until the end of your next turn, you gain a bonus to all defenses equal to the escalation die.


# Firebolt

Ranged Spell

At-will

Evocation

Target: One nearby enemy

Special: You can increase the targets of the spell to 1d3 nearby enemies. This expends the spell for the full recovery.

Attack: Intelligence + Level vs. PD

Hit: 2d6 fire damage

Miss: Half damage

Higher Level Effect
3rd 4d6 damage; 1d4 targets if expended
5th 5d8 damage
7th 6d10 damage; 1d6 targets if expended
9th 8d12 damage

# Adventurer Feat

If you expend the spell, you can recharge it on a 16+ after the battle.


# Fog Cloud

Ranged Spell

Full Recovery

Cloud

Evocation

Target: 1d4 nearby enemies

Attack: Intelligence + Level vs. PD

Hit: While inside the cloud, any attack made by the target or against the target has disadvantage, unless the attack is at engaged range. Any creature engaged with the target is also under this effect, i.e. it attacks by it and against it have disadvantage unless at engaged range.

Cloud: A creature that is not engaged can leave the cloud as a move action. At the start of your next turn, make a normal save (11+) to check whether the cloud persists. This is not an action. If it persists, the effect continues, and you make another check at the start of the following turn.

# Adventurer Feat

The save to see if the cloud persists is now an easy save (6+).

# Champion Feat

You can now target 1d4+2 enemies.


# Hostile Probe

Ranged Spell

At-will

Divination

Target: A nearby enemy

Attack: Intelligence + Level vs. MD

Hit: The target must choose to either reveal its intentions or resist and take damage.

Reveal: You learn what action the target intends to take next. Until the end of your next turn, its attacks against you have disadvantage.

Resist: The target takes 2d10 psychic damage.

Miss:

Higher Level Effect
3rd 4d10 damage
5th 6d10 damage
7th 8d10 damage
9th 12d10 damage

# Adventurer Feat

You can share the reveal with your allies, which gives the target disadvantage on attacks against them too.


# Ice Knife

Ranged Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Conjuration

Target: One nearby enemy

Attack: Intelligence + Level vs. AC

Hit: 3d8 cold damage

Natural even hit: Deal 1d8 cold damage to the 1d3 enemies closest to the target.

Miss: Cold damage equal to your level

Higher Level Effect
3rd 5d8 damage; 2d8 on even hit
5th 8d8 damage; 3d8 on even hit
7th 13d8 damage; 4d8 on even hit
9th 2d8 x 10 damage; 5d8 on even hit

# Adventurer Feat

For the extra damage on even hit, increase the number of targets to 1d4 and the damage dice to d10s.


# Mage Armor

Close-quarters Spell

Full Recovery

Quick Action

Abjuration

Special: You can spend 2d4 minutes to cast this spell out of battle to protect yourself until the end of the next battle.

Target: You

Effect: Increase your unarmed base armor class to 12 (usually from 10) until the end of the battle.

Higher Level Effect
3rd Base armor 13
5th Base armor 14

# Adventurer Feat

If you cast this spell out of battle, it lasts for two battles.

# Champion Feat

If you cast this spell out of battle, it lasts for three battles.


# Magic Missile

Ranged Spell

At-Will

Target: One nearby or far away enemy.

Attack: Automatic hit

Effect: 2d4 force damage.

Higher Level Effect
3rd 2d8 damage.
5th 4d6 damage.
7th 6d6 damage.
9th 10d6 damage.

# Adventurer Feat

You can choose two targets; roll half the damage dice for one missile and half the damage dice for the other, then assign one set of damage dice to each of the two targets.

# Champion Feat

Roll a d20 when you use the spell; if you roll a natural 20, the magic missile crits and deals double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)

# Epic Feat

The 7th and 9th level versions of the spell now use d8s as damage dice.


# Magic Weapon

Ranged Spell

Full Recovery

Quick Action

Enchantment

Target: A nearby weapon

Effect: Until the end of the battle, the weapon gains a +1 bonus to attack and damage, like a true magic item. Attacks with the weapon ignore any resistances the target has against the attack.

Higher Level Effect
5th Increase the bonus to +2
7th Increase the bonus to +3

# Adventurer Feat

If you wield the weapon, you can use your Intelligence modifier for attack and damage with it.

# Champion Feat

The spell is now Recharge 16+ after battle.

# Epic Feat

The wielder can hurl the weapon to make a ranged attack against a nearby enemy with it. It returns to their hand.


# Mirror Image

Close-quarters Spell

Full Recovery

Illusion

Quick Action

Target: You

Effect: You create 1d3 illusory duplicates of yourself. If an attack against you is a natural odd roll, the attack strikes a duplicate instead of you, and destroys it.

Higher Level Effect
3rd 1d4 images
5th 1d4+1 images
7th 1d6+1 images
9th 2d4 images

# Adventurer Feat

The spell is now Recharge 16+ after battle.

# Champion Feat

On a natural odd miss, the duplicate is no longer destroyed.


# Phantasmal Force

Ranged Spell

Full Recovery

Illusion

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: You plant a phantasm in the target’s mind that it considers to be real (save ends). Describe the phantasm to the GM, who will adjudicate the effect and the target’s actions. Some outcomes the GM can choose are:

  • Silly distraction: The target is dazed.
  • Overwhelming desire: The target will move toward a place, creature, or item, and possibly try to grab or touch it.
  • Stationary danger: The target will avoid a certain area.
  • Looming threat: The target will try to move away from a place or a creature as fast as it can.
  • Frightening horror: The target curls up in a corner, unable to do anything but shiver.
  • Imaginary pain: The target takes 10 ongoing psychic damage per spell level.

The GM can set the save as hard (16+) or easy (6+) depending on how realistic the phantasm is in the current situation. The spell ends immediately if the target feels pain that is inconsistent with the phantasm (like touching a hot coal that it thought was a diamond). The target can still perceive everything outside of the phantasm normally. The phantasm cannot be seen by anyone else.

Miss: You regain the spell at the end of the battle.

Higher Level Effect
5th The phantasm can have up to two of the effects above.
9th You can target a second enemy.

# Adventurer Feat

When you hit a mook with this spell, you affect the entire group.


# Phantom Lance

Ranged Spell

At-will

Illusion

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 2d10 psychic damage

Miss:

Higher Level Effect
3rd 3d10 damage
5th 5d10 damage
7th 6d12 damage
9th 10d12 damage

# Adventurer Feat

If the target is dazed or confused, you have advantage on the attack roll.

# Champion Feat

On a natural even hit, also deal ongoing psychic damage equal to the spell level.

# Epic Feat

You can attack far away enemies at a -2 penalty to the attack roll.


# Ray of Contortion

Ranged Spell

At-will

Transmutation

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 2d8 damage

Natural 16+: The target has disadvantage on its next attack roll.

Miss: Damage equal to your level

Higher Level Effect
3rd 4d6 damage
5th 6d6 damage
7th 10d6 damage
9th 10d10 damage

# Adventurer Feat

On a natural 12–15 on the attack roll, the target is vulnerable to the next attack against it.

# Champion Feat

Constructs and undead are vulnerable to this spell.


# Ray of Frost

Ranged Spell

At-Will

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d6 cold damage

Miss: Damage equal to your level.

Higher Level Effect
3rd 4d8 damage.
5th 6d8 damage.
7th 7d10 damage.
9th 10d12 damage.

# Adventurer Feat

When your ray of frost attack roll is a natural even hit, if the target is staggered after taking the damage, it is also dazed until the end of your next turn.

# Champion Feat

The target of the spell can also be far away.

# Epic Feat

When you cast the spell you can change the damage type to lightning or necrotic.


# Reduce Person

Ranged Spell

Full Recovery

Transmutation

Target: One nearby creature

Attack: Intelligence + Level vs. PD (no attack roll required against allies)

Hit: The target’s size is reduced by one step (usually from normal to small), and it has a +4 bonus to AC against opportunity attacks. Its WEAPON damage dice are reduced by 1 step. Targeted monsters reduce the damage of physical attacks by their level. Unwilling targets can save against the effect normally, otherwise the effect ends at the end of the battle or scene.

Higher Level Effect
5th You can now reduce a target to tiny size. It deals half damage with physical and weapon attacks.

# Resist Magic

Ranged Spell

Recharge 16+ after battle

Abjuration

Target: You or one nearby ally

Effect: Until the end of the battle, the target gains resist magic 12+. This resistance covers any monster attacks that have names like spells, any attack by a monster with the caster type, and obviously magic abilities like dragon breath.

Higher Level Effect
5th The resistance is now 16+.
7th The spell now affects two targets.
9th Recharge roll is now 11+.

# Adventurer Feat

You can target an additional creature with the spell.


# Summon Mana Spirit

Close-quarters Spell

Full Recovery

Conjuration

Effect: This spell summons a Mana Spirit as a superior summoned creature. The level of the spirit is the same as the spell’s level. This spell follows the summoning rules.

# Adventurer Feat

The mana spirit can teleport to a nearby location once per battle.

# Champion Feat

When the escalation die is even, the Mana Spirit can attack two nearby enemies with its magic missile attack.

# Epic Feat

The mana spirit can use Magic Missile as an interrupt action after it is attacked.

# Summoned Mana Spirit

Normal 1st level Initiative +3; Flight; (Ranged) Magic Missile, automatic hit–5 force damage AC PD 13 10
Artillery Caster Cantrips: The Mana Spirit can cast any wizard cantrip as a quick action once per round. MD HP 14 10
  Resist 16+: Any damage except force damage.    
# Mana Spirit Level Advancement
Level Initiative Damage AC PD MD HP
1st +3 5 13 10 14 10
3rd +5 8 15 12 16 15
5th +7 12 17 14 18 25
7th +9 18 19 16 20 40
9th +11 30 21 18 22 60

# Shield

Close-quarters Spell

Recharge 11+ after battle

Free Action to cast, when an attack hits your AC.

Effect: The attacker must reroll the attack. You must accept the new result.

Higher Level Effect
3rd You gain a +2 AC bonus against the rerolled attack.
5th You can also use the spell against attacks that target your Physical Defense; replace references to AC with PD.
7th The bonus to AC/PD on the rerolled attack increases to +4.
9th The bonus to AC/PD on the rerolled attack increases to +6.

# Adventurer Feat

You can now choose either of the attack rolls, in case the second one crits or is otherwise bad for you.

# Champion Feat

Recharge roll after battle is now 6+.

# Epic Feat

Hit or miss, you take only half damage from any attack you use shield against.


# Shocking Grasp

Close-quarters Spell

At-Will

Target: One creature engaged with you

Attack: Intelligence + Level vs. PD

Hit: 1d4 lightning damage, and the target pops free from you.

Miss: You take damage equal to the target’s level from botched feedback.

Higher Level Effect
3rd 1d6 damage.
5th 2d6 damage.
7th 3d6 damage.
9th 4d6 damage.

# Adventurer Feat

The spell now requires only a quick action to cast (once per round).

# Champion Feat

Once per battle, when you hit the target of the spell, you can also daze it until the end of your next turn.

# Epic Feat

The damage dice of the spell increase to d8s.


# Tasha’s Hideous Laughter

Ranged Spell

Full Recovery

Enchantment

Target: A nearby enemy; constructs and similar mindless enemies are immune to this spell.

Attack: Intelligence + Level vs. MD; if the target is staggered, you have disadvantage on the attack roll as the target is in too much pain

Hit: The target starts laughing uncontrollably. It is unable to make attacks, but it can take other actions normally (save ends; it also ends if the target is hit by an attack).

Miss: The target is dazed until the end of your next turn.


# Threat Assessment

Ranged Spell

Full Recovery

Divination

Target: A larger area, such as one level of a dungeon

Effect: You gain a visual image and the rough location of the strongest creature in the target area (GM’s choice; usually the creature with the most hit points).


# True Strike

Close-quarters Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Divination

Target: You or a nearby ally

Effect: The target has advantage on their next weapon attack roll, and a bonus to their critical threat range equal to the escalation die.


# 3rd Level Spells

# Break Enchantment

Ranged Spell

Full Recovery

Abjuration

Target: One nearby creature or object

Attack: Charisma + Level vs. MD; you can hit willing targets without an attack roll

Hit: End all effects on the target. If you target a magic item, its effects are temporarily negated (save ends).

Miss:

# Champion Feat

You can target one specific effect, rather than all of them.


# Circle of Warding

Close-quarters Spell

Full Recovery

Abjuration

Effect: You create a circle on the ground that is large enough for you and one ally per spell level to stand in. Choose one type of creature (aberration, beast, construct, demon, dragon, elemental, fey, giant, humanoid, plant, ooze, or undead). Creatures of the chosen type have disadvantage on all attacks against those within the circle. Anyone inside the circle has to step across it to engage anyone outside of it, and vice versa.

If a creature of your chosen type tries to enter the circle, make the following attack against it as a free action.

Attack: Intelligence + Level vs. MD

Hit: 1d6 per spell level psychic damage. The target fails to enter the circle and can’t engage anyone within it.

At the start of each of your turns, roll 1d20. If the roll is equal to the escalation die or lower, the spell ends.


# Clay Golem

Ranged Spell

Full Recovery

Conjuration

Special: You can only cast this spell outside of battle; it requires 2d4 minutes to cast.

Effect: You summon a clay golem to fight as your ally in the upcoming battles, according to the summoning rules. The golem stays animated until it is reduced to zero hit points, or until your next full heal-up.

# Adventurer Feat

Your clay golem regenerates a number of hit points equal to its level at the start of its turn.

# Summoned Clay Golem

Normal 3rd level Initiative +3; Clobbering Fist +6 vs. AC–7 damage AC PD 14 16
Blocker Construct Natural even hit: The target takes a -5 penalty to its next disengage check. MD HP 12 50
  Miss: Half damage    
  Slow: The clay golem takes a -5 penalty on disengage checks.    
  Golem immunity: It can’t be slowed, dazed, or immobilized.    
# Clay Golem Level Advancement
Level Initiative Attack Damage AC PD MD HP
5th +5 +9 11 16 18 14 82
7th +7 +11 16 19 21 17 122
9th +9 +14 24 22 24 20 198

# Confusion

Ranged Spell

Full Recovery

Target: One nearby enemy with 100 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is confused (save ends).

Miss: If you miss all targets, you regain this spell during your next quick rest.

Higher Level Effect
5th Target with 160 hp or fewer, and the target can be far away.
7th Target with 250 hp or fewer, or two targets each with 125 hp or fewer.
9th Target with 500 hp or fewer, or two targets each with 250 hp or fewer.

# Adventurer Feat

On a miss against all targets with this spell, you can choose to daze those targets (save ends). If you do, you do not regain the spell.

# Champion Feat

Each failed save against the spell deals 6d10 psychic damage to the target.

# Epic Feat

The save against confused is now a difficult save (16+).


# Crescendo

Close-quarters Spell

At-Will

Target: One or more enemies engaged with you (but see below)

Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.

Attack: Intelligence + Level vs. PD

Hit: 4d6 thunder damage, and the target pops free from you.

Miss: Damage equal to your level.

Higher Level Effect
5th 4d12 damage.
7th 7d10 damage.
9th 10d12 damage.

# Critical Scope

Ranged Spell

Full Recovery

Quick Action

Divination

Target: You or a nearby ally

Effect: The target gains a +2 bonus to their critical threat range until the end of the battle.

Higher Level Effect
7th You can now cast this spell on two targets.

# Elemental Absorption

Close-quarters Spell

Full Recovery

Abjuration

Target: You or a nearby ally

Effect: Choose one element (acid, cold, fire, force, lightning, poison, or thunder). You create a shield around the target that absorbs damage of that element. The shield dissipates after it has absorbed 30 points of damage, or at the end of the battle.

Higher Level Effect
5th 50 points of damage
7th 80 points of damage
9th 140 points of damage

# Adventurer Feat

You can choose to create two shields for two different elements; each absorbs half the amount.


# Enchanted Conduit

Close-quarters Spell

Full Recovery

Quick Action

Enchantment

Target: A staff (simple two-handed melee weapon)

Effect: You enchant the staff as both an adventurer-level true magic weapon, and an arcane implement (+1 bonus to attack and damage). In melee, you can use Intelligence for attack and damage with it, and it deals acid, cold, fire, force, or lightning damage (your choice). Deal 1d6 extra damage with melee attacks and spells that deal damage of the chosen element.

Higher Level Effect
5th Increase the enchantment bonus to champion tier (+2), and the extra damage to 2d6.
7th Increase the extra damage to 3d6.
9th Increase the enchantment bonus to epic tier (+3), and the extra damage to 5d6.

# Adventurer Feat

You can switch the damage type as a quick action.

# Champion Feat

The spell is now Recharge 16+ after battle.


# Explosive Runes

Ranged Spell

Full Recovery

Abjuration

Effect: You inscribe mystic runes on a book, scroll, map or similar item that last for a full recovery. Specify a safe way to read the runes without triggering them. If those instructions aren’t followed, the runes explode, targeting the reader with the attack below.

Attack: Intelligence + Level vs. PD

Hit: 6d6 fire damage

Miss: Half damage against the target and another random nearby creature

Higher Level Effect
5th 10d6 damage
7th 2d6 x 10 damage
9th 3d6 x 10 damage

# Adventurer Feat

The runes have 1d4+1 charges, and they last for up to a month.


# Fire/Ice Shield

Close-quarters Spell

Recharge 16+ after battle

Quick Action

Evocation

Special: Choose whether you want to create a fire shield or an ice shield when you cast the spell.

Effect (Fire Shield): You create a burning barrier that you can wield like a shield (AC +1, no attack penalty). The shields grants resist fire 12+. When an enemy makes a melee attack against you, deal fire damage equal to your Intelligence modifier, twice at champion tier, and thrice at epic tier + Level to it.

Effect (Ice Shield): As above, but the shield deals cold damage and grants resistance to cold damage.

Higher Level Effect
5th The resistance is now 16+.

# Champion Feat

Increase the AC bonus to +2.

# Epic Feat

The spell is now Recharge 11+.


# Flame Arrow

Close-quarters Spell

Full Recovery

Enchantment / Conjuration

Special: When you cast the spell, choose whether you want to cast it as (A) a direct damage spell or (B) an item enchantment effect.

Effect A: You create one flaming arrow and make the following attack with it.

Target: One nearby or far away enemy. If you have more than one arrow, you choose a different target for each arrow, or the same target again.

Attack: Intelligence + Level vs. PD

Hit: 7d10 fire damage

Miss: Half damage

Higher Level Effect
5th Create 2 arrows.
7th Create 3 arrows.
9th Create 5 arrows.

Effect B: Summon flaming arrows into someone’s quiver. Until the end of the battle, they deal 2 extra WEAPON dice of fire damage with bow attacks on a hit until the end of the battle.

Higher Level Effect
5th 3 WEAPON dice
7th 5 WEAPON dice
9th 7 WEAPON dice

# Adventurer Feat

The spell is now Recharge 16+ after battle.

# Champion Feat

(B) The enchanted bow deals half extra fire damage on a miss.


# Flaming Sphere

Ranged Spell

Full Recovery

Conjuration

Effect: You summon a flaming sphere that you can direct to singe your enemies. Until the end of the battle, you can make the following attack as a quick action once on each of your turns.

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d12 fire damage

Miss: Half damage to a different nearby enemy

Higher Level Effect
5th 6d12 damage
7th 1d12 x 10 damage
9th 3d6 x 10 damage

# Adventurer Feat

On a miss, deal damage equal to your level to the initial target.

# Champion Feat

You can attack recklessly with this spell. Attack 1d3 enemies with one quick action, but on a miss, deal half damage to each ally engaged with the targets.


# Force Salvo

Ranged Spell

Full Recovery

Targets: One or more nearby or far away enemies (see below)

Special: The spell creates a number of force bolts equal to 1 + your Intelligence modifier. You must target a different creature with each bolt; any extras can’t be used.

Attack: Intelligence + Level vs. PD

Hit: 4d10 force damage.

Higher Level Effect
5th 7d10 damage.
7th 10d12 damage.
9th 3d6 x 10 damage.

# Adventurer Feat

You can now target a specific creature with more than one bolt. Once you hit that target, you must target a different creature, and so on. (Roll your attack after each bolt before picking a target for the next bolt.)

# Champion Feat

On a miss, a bolt now deals miss damage equal to your level.

# Epic Feat

Increase the number of bolts by 1.


# Foresee Peril

Ranged Spell

Full Recovery

Divination

Target: You or a nearby ally

Effect: The target has advantage on initiative checks and cannot be surprised. It can always act in a surprise round. It also has advantage on skill checks to notice dangers such as traps. This effect lasts for one hour per spell level.


# Harden Metal

Ranged Spell

Full Recovery

Quick Action

Transmutation

Target: A nearby set of heavy armor

Effect: If cast on a set of armor, the armor grants +1 AC and converts critical hits into normal hits until the end of the battle.


# Luck

Ranged Spell

Full Recovery

Quick Action

Enchantment

Target: You or one nearby ally

Effect: The target gains a +1 bonus to d20 rolls (attacks, saves, skill checks) until the end of the battle or scene.

Higher Level Effect
5th The target also gains the bonus to defenses.
7th Increase the bonus to +2.

# Adventurer Feat

When you cast the spell, roll 1d6. If the result is equal to the escalation die or lower, you can add a second target.


# Hold Monster

Ranged Spell

Full Recovery

Target: One nearby enemy with 60 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target cannot move or use move actions (hard save ends, 16+).

Miss: The target is dazed until the end of your next turn.

Higher Level Effect
5th Target with 100 hp or fewer.
7th Target with 160 hp or fewer.
9th Target with 250 hp or fewer.

# Adventurer Feat

If the spell misses all targets, you regain the spell during your next quick rest.

# Champion Feat

The spell can target up to 2 nearby enemies whose total hit points don’t exceed the limit.

# Epic Feat

Increase the limit by +50 hp.


# Lightning Bolt

Close-quarters Spell

Full Recovery

Targets: 1d3 + 1 nearby enemies in a group or in a (rough) line

Attack: Intelligence + Level vs. PD

Hit: 7d8 lightning damage.

Miss: Half damage.

Higher Level Effect
5th 10d10 damage.
7th 2d8 x 10 damage.
9th 3d8 x 10 damage.

# Champion Feat

A natural even hit also deals 10 ongoing lightning damage.

# Epic Feat

A natural even hit now deals 20 ongoing lightning damage (hard save ends, 16+).


# Painful Memory

Ranged Spell

Full Recovery

Divination

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 10 psychic damage, 10 ongoing psychic damage and the target is dazed (save ends).

Natural 18+: The target is also stunned until the end of your next turn.

Miss: The target is dazed until the end of your next turn, and you regain the spell during your next quick rest.

Higher Level Effect
5th 15 damage, and 15 ongoing damage
7th 25 damage, and 25 ongoing damage
9th 40 damage, and 40 ongoing damage

# Champion Feat

Stun the target on a natural 16+.


# Phantom Soldiers

Ranged Spell

Full Recovery

Illusion

Effect: You summon a mob of three phantom soldiers (below), as per the summoning rules. These soldiers fight for you until the end of the battle, or until they drop to 0 hp, whichever comes first.

# Summoned Phantom Soldier

Normal 3rd level Initiative +3; Ghostly Bohemian Ear Spoon +6 vs. AC–6 damage AC PD 16 12
Mook Immaterial: Attacks with a natural odd attack roll don’t affect the soldier. MD HP 16 10
# Phantom Soldier Level Advancement
Level Initiative Attack Damage AC PD MD HP
5th +5 +10 10 18 14 18 15
7th +7 +11 15 21 17 21 22
9th +9 +14 22 24 20 24 33

# Protection from Arrows

Ranged Spell

Full Recovery

Abjuration

Target: You or one nearby ally

Effect: Until the end of the battle, the target gains resist missile attacks 18+. This reduces the damage from weapon-based ranged attacks, such as arrows or sling stones, but not spells and attacks that deal elemental damage. The spell does not protect from attacks that aren’t targeted, such as an avalanche.

# Adventurer Feat

The spell is now Recharge 16+ after battle.

# Champion Feat

If the natural attack roll is 12 or lower, the resisted attack deals no damage.

# Epic Feat

You can target yourself and 1d3 nearby allies with this spell.


# Reanimate Golem

Ranged Spell

Full Recovery

Conjuration

Special: When you cast this spell during a quick rest, you can expend a recovery without healing to regain this spell after the quick rest.

Target: One destroyed golem you have created earlier that full recovery

Effect: You reanimate the golem at full hit points.


# Rebuke

Ranged Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Target: One nearby enemy with 100 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is hampered (only makes basic attacks) until the end of your next turn.

Higher Level Effect
5th Target with 160 hp or fewer.
7th Target with 266 hp or fewer.
9th Target with 400 hp or fewer.

# Adventurer Feat

When you roll a natural even hit with the spell, you also deal psychic damage equal to double your level to the target.

# Champion Feat

When you hit the target with the spell, you also daze it until the end of your next turn.

# Epic Feat

When you roll a natural even miss against the target, you daze it until the end of your next turn.


# Shadow Evocation

Ranged Spell

Full Recovery

Illusion

Effect: Choose a spell of the Evocation school of the same level as this spell or lower. You cast that spell, with the following changes:

  • It’s a full recovery spell.
  • The spell targets the enemy’s MD.
  • All damage dice are reduced by one step (d6 to d4 and so on).
  • All damage is psychic damage.

# Sleep

Ranged Spell

Full Recovery

Target: Before making the attack, roll 3d20 + 45 to determine the maximum number of hit points of enemies you can target with the spell. The spell can affect multiple enemies. You must target nearby enemies with the current lowest hit points first, and you don’t get to choose the exact targets (except in the case of ties). If adding a creature would exceed the spell’s hit point maximum, that enemy can’t be a target.

Attack: Intelligence + Level vs. MD

Hit: The target falls unconscious (hard save ends, 16+; it also ends if the target takes 10+ damage).

Miss: The target is dazed until the end of your next turn.

Higher Level Effect
5th Targets 5d20 +50 max hp.
7th Targets 7d20 + 100 max hp.
9th Targets 9d20 + 200 max hp.

# Slow

Ranged Spell

Full Recovery

Transmutation

Target: One nearby enemy with 120 hp or fewer

Attack: Intelligence + Level vs. PD

Hit: The target is slowed (save ends).

Slowed: The target is limited to one attack per turn and takes a -5 penalty to disengage checks. It can’t take actions outside of its turn.

Miss:

Higher Level Effect
5th 180 hp or fewer
7th 300 hp or fewer
9th 480 hp or fewer

# Adventurer Feat

On a miss, the target takes a -5 penalty to disengage checks until the end of its next turn.

# Champion Feat

Target 1d3 nearby enemies.

# Epic Feat

The target is also weakened.


# Snowball Swarm

Ranged Spell

Full Recovery

Special: When you cast this spell, you can choose to cast it recklessly.

Targets: 1d3 enemies in a nearby group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with any of the targets may also take damage (see below).

Attack: Intelligence + Level vs. AC

Hit: 4d8 cold damage; if you cast this spell recklessly, affected targets are also dazed (save ends).

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage and are dazed until they make an easy save (6+).

Effect: Description follows.

Higher Level Effect
5th 8d6 damage and the spell can target PD or AC (your choice).
7th 9d12 damage.
9th 2d8 x 10 damage.

# Adventurer Feat

When casting recklessly, the save to avoid being dazed is now hard (16+) for enemies and normal (11+) for allies.

# Champion Feat

Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3.

# Epic Feat

Affected targets must make a normal save (11+) or be helpless until the start of their next turn.


# Stinking Cloud

Ranged Spell

Full Recovery

Cloud

Evocation

Target: 1d4 nearby enemies

Attack: Intelligence + Level vs. PD

Hit: 4d6 poison damage, and the target is dazed until the start of your next turn.

Miss: Half damage against each ally engaged with the target.

Cloud: A creature that is not engaged can leave the cloud as a move action. At the start of your next turn, make a normal save (11+) to check whether the cloud persists. This is not an action. If it persists, any target that was hit and is still in the cloud suffers the hit effect again, and you make another save at the start of the following turn.

Higher Level Effect
5th 6d6 damage
7th 10d6 damage
9th 14d6 damage

# Adventurer Feat

A target that suffers the hit effect a second time is now weakened instead. A target that suffers the hit effect a third time is now stunned instead.


# Suggestion

Ranged Spell

Recharge 11+

Enchantment

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: You plant a suggested course of action into the target’s mind. The suggestion must be short and easy to understand. The subject will only follow reasonable courses of action. It won’t do anything to harm themselves or people they care about. The effect ends when the target fulfills the suggestion. If this requires a longer time than one round, the target can save against the effect.

Miss: The target hears the suggestion but is in no way compelled to follow it.


# Teleport Shield

Close-quarters Spell

Full Recovery

Always: For the rest of the battle, once per round when an enemy moves to engage you, you can make the following attack against it as a free action before it has the chance to attack in melee.

Attack: Intelligence + Level vs. PD

Hit: Teleport the enemy somewhere nearby you can see. You can place them in combat with one of your allies, but you can’t place them in a dangerous location. (It’s a defensive tool).

Higher Level Effect
5th The teleported enemy also takes 4d10 damage.
7th 6d10 damage.
9th 10d10 damage.

# Champion Feat

When your teleport shield attack misses, the spell’s attack is not expended that round.

# Epic Feat

You can now teleport the enemy somewhere far away that you can see; other restrictions still apply.


# Web

Ranged Spell

Full Recovery

Conjuration

Target: 1d3 nearby enemies in a group with 30 hp or fewer each. If you choose to cast the spell recklessly, you can target enemies with any number of hp.

Attack: Intelligence + Level vs. PD

Hit: The target is stuck and hampered (save ends both).

Miss:

Reckless Miss: Make an attack roll for this spell against each of your allies engaged with a target.

Effect: The spell creates a webbed area until the end of the battle. If a combatant with hit points equal to limit or less is pushed into the webbed area by a stunt or similar, it must immediately make a save. If the save fails, it is also stuck and hampered (save ends both). The web can be set on fire by a torch or a fire spell. In that case, the spell ends, and all stuck creatures take fire damage equal to twice the spell level.

Higher Level Effect
5th Targets with 50 hp or fewer
7th Targets with 80 hp or fewer
9th Targets with 125 hit points or fewer

# Adventurer Feat

Your allies can save against the spell with an easy save (6+).

# Champion Feat

Target 1d4 enemies.

# Epic Feat

The web is now populated by spiders that deal 10 poison damage to any enemy caught in the web at the start of your turn.


# 5th Level Spells

# Acid Rain

Ranged Spell

Full Recovery

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. PD

Hit: 7d10 acid damage, and the target becomes vulnerable (18+) for a number of rounds equal to the current escalation die value.

Miss: Half damage.

Higher Level Effect
7th 9d12 damage.
9th 3d4 x 10 damage.

# Champion Feat

Affected targets instead become vulnerable (16+).

# Epic Feat

Increase the number of targets to 1d4 + 1 instead of 1d4.


# Acid Trap

Ranged Spell

Full Recovery

Conjuration

Special: You can use this spell to create a trap. Cast the spell as a standard action on a designated spot. You can then trigger the spell as an interrupt action. If you don’t trigger the spell before your next full heal-up, it fades. You can set the spell to trigger on a set condition, such as a certain type of creature going near the location.

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. PD

Hit: 8d8 acid damage

Miss: Half damage

Higher Level Effect
7th 2d4 x 10 damage
9th 2d8 x 10 damage

# Champion Feat

The trap resets to trigger a second time after 1d4 turns.


# Baleful Polymorph

Ranged Spell

Full Recovery

Transmutation

Target: One nearby enemy with 160 hp or fewer

Attack: Intelligence + Level vs. PD

Hit: The target is polymorphed into a harmless creature, like a mouse or a frog (save ends). While polymorphed, the target retains its defenses, but it cannot make attacks. The spell ends if the target takes damage equal to its level.

Miss:

Higher Level Effect
7th Target with 250 hp or fewer, or two targets each with 125 hp or fewer
9th Target with 500 hp or fewer, or two targets each with 250 hp or fewer

# Champion Feat

After the target successfully saves against the spell, it is dazed until the end of its next turn.

# Epic Feat

You can target three instead of two creatures with the lower hit point total.


# Bigby’s Hand

Close-quarters Spell

Full Recovery

Conjuration

Effect: You summon a hand of shimmering, translucent force, as per the summoning rules. The hand lasts until the end of the battle, or until destroyed. It moves at your command, mimicking the movements of your own hand.

# Champion Feat

Attacks by the hand deal +1d8 damage; +2d8 at 8th level.

# Summoned Bigby’s Hand

Large 5th level Initiative +7; Clenched Fist +10 vs. PD–18 force damage AC PD 21 19
Troop Construct Forceful Hand +10 vs. PD— The target is pushed back and pops free from all opponents. MD HP 15 60
  Grasping Hand +10 vs. PD— 9 force damage and the target is grabbed (until disengaged; -5 to disengage; can’t make opportunity attacks; the hand gets a +4 bonus to attacks against the target).    
  Interposing Hand: (standard action) Until the end of the summoner’s next turn, attacks against their AC and PD by creatures not engaged with them have disadvantage. The hand can intercept enemies trying to engage the summoner.    
# Bigby’s Hand Level Advancement
Level Initiative Attack Damage AC PD MD HP
7th +9 +12 28 / 14 23 21 17 90
9th +11 +15 44 / 22 26 24 20 150

# Cone of Cold

Close-quarters Spell

Full Recovery

Evocation

Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d4 + 1 enemies, but your allies engaged with the targets may also take damage.

Attack: Intelligence + Level vs. PD; you gain a +2 bonus to the attack roll against enemies engaged with you

Hit: 10d8 cold damage

Natural even hit: The target is dazed until the end of your next turn.

Miss: Half damage

Reckless miss: Your allies engaged with the target take damage equal to twice the spell level.

Higher Level Effect
7th 15d8 damage
9th 2d8 x 10 damage

# Champion Feat

The spell is now Recharge 16+ after battle.


# Contingency

Close-quarters Spell

Full Recovery

Evocation

Target: You

Effect: Choose a spell of 5th level or lower that you can cast, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, you could set a contingency to trigger water breathing when you are drowning.

Triggering the contingent spell does not take an action from you. It takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others.

If the contingency was not triggered, it ends at your next full heal-up.

# Adventurer Feat

You can now set a target other than you for the contingency, such as “the enemy who attacked me last” or “a nearby orc.”


# Crushing Despair

Ranged Spell

Full Recovery

Enchantment

Target: 1d3 nearby enemies

Attack: Intelligence + Level vs. MD

Hit: The target has disadvantage on attack rolls and skill checks (save ends).

Miss: The target has disadvantage on its next attack roll.


# Denial

Ranged Spell

Full Recovery

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: 9d10 psychic damage, and the target is hampered until the end of your next turn.

Miss: Half damage.

Higher Level Effect
7th 3d4 x 10 damage.
9th 3d6 x 10 damage.

# Champion Feat

When you roll a natural even miss with the spell, the target is also hampered until the end of your next turn.

# Epic Feat

Increase the number of targets to 1d4 + 1.


# Dimension Door

Close-quarters Spell

Move Action to cast

Full Recovery

Target: You

Effect: You teleport somewhere nearby that you can see.

Higher Level Effect
7th Your destination can now be far away, but not so far that it is out of range of enemy attacks that can hit far away targets.
9th You can take one ally who is next to you along with you as you teleport.

# Enlarge/Shrink Creature

Close-quarters Spell

Full Recovery

Target: 1 nearby ally or enemy

Attack: Intelligence + Level vs. PD

Miss: You regain this spell during your next quick rest.

Effect: The target creature’s size is either doubled or halved (your choice), including all items it is wearing or holding. The effect lasts for a number of rounds equal to your Intelligence modifier + the current value of the escalation die.

An enlarged creature gains one quarter of its current hit points on top of its current total and decreases its AC by 1 and its PD by 3. Its weapon attacks deal 1.5 times the normal damage—this doesn’t affect damage from spells, but does increase damage from natural abilities like breath weapons or claws.

A shrunken creature loses one quarter of its current hit points from its current total, and increases its AC by 1 and its PD by 3. Its weapon attacks deal half the normal damage—again, this doesn’t affect damage from spells, but does decrease damage from natural abilities like breath weapons or claws.

When the spell wears off, any hit points gained from being enlarged are lost, although the affected creature can’t be brought to less than1 hp due to this. Any hit points lost from being shrunken return fully when the spell wears off.

Higher Level Effect
7th Enlarged creatures gain a bonus to weapon attack rolls equal to the current escalation die value when cast. Shrunken creatures suffer a penalty to weapon attack rolls equal to the current escalation die value when cast.
9th You can target two creatures with this spell.

# Fantastic Beast

Ranged Spell

Full Recovery

Illusion

Effect: You summon a fantastic beast (below), as per the summoning rules. The beast fights for you until the end of the battle, or until it drops to 0 hp, whichever comes first. Choose one special ability for the beast from the list below.

Memory Jumble: When the beast’s attack roll is a natural 20, the target is confused until the end of their next turn.

Oscillating Skin Pattern: Enemies engaged with the beast have disadvantage on attacks against targets other than the beast.

Phasing: If the escalation die is even, the beast can teleport to a nearby location you can see as a quick action.

Psychic Strike: When a nearby enemy attacks the beast’s MD, it can make a phantom claw attack against it as an interrupt action.

# Champion Feat

Choose two abilities instead.

# Epic Feat

Choose three abilities instead.

# Summoned Fantastic Beast

Normal 5th level Initiative +12; Phantom Claw +10 vs. AC–15 psychic damage AC PD 19 15
Wrecker Beast Wings: The beast can fly. MD HP 19 38
  Immaterial: Attacks with a natural odd attack roll don’t affect the beast.    
# Fantastic Beast Level Advancement
Level Initiative Attack Damage AC PD MD HP
7th +14 +12 24 21 17 21 55
9th +17 +15 36 24 20 24 80

# Fireball

Ranged Spell

Full Recovery

Special: When you cast this spell, you can choose to cast it recklessly.

Target: 1d3 nearby enemies in a group. If you cast recklessly, you can target 1d3 additional enemies, but then your allies engaged with the target may also take damage (see below).

Attack: Intelligence + Level vs. PD

Hit: 10d10 fire damage.

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage.

Higher Level Effect
7th 12d10 damage.
9th 20d10 damage.

# Champion Feat

Casting the spell recklessly increases the number of additional targets to 1d4 instead of 1d3.

# Epic Feat

Increase the number of targets to 1d3 + 1 instead of 1d3.


# Heroism

Ranged Spell

Full Recovery

Enchantment

Target: One nearby ally

Effect: The target is immune to fear. In addition, once per round, the target can reroll a d20 roll that is a natural 1–5.


# Hypnotic Pattern

Ranged Spell

Full Recovery

Illusion

Target: 1d4 nearby enemies in a group

Attack: Intelligence + Level vs. MD

Hit: If the target has 80 hit points or fewer, it is stunned (can’t take actions and -4 to defenses; easy save 6+ ends). Otherwise it is dazed (save ends).

Miss: The target is dazed until the end of your next turn.

Higher Level Effect
7th 120 hit points or fewer
9th 180 hit points or fewer

# Champion Feat

Enemies who successfully save against this spell are still dazed until the end of their next turn.


# Incendiary Cloud

Ranged Spell

Full Recovery

Cloud

Evocation

Target: 1d3 nearby enemies

Attack: Intelligence + Level vs. PD

Hit: 6d8 fire damage

Miss: For each damage die coming up as maximum, deal that much damage to each ally engaged with the target.

Cloud: A creature that is not engaged can leave the cloud as a move action. At the start of your next turn, make a normal save (11+) to check whether the cloud persists. This is not an action. If it persists, any target that was hit and is still in the cloud suffers the hit effect again, and you make another save at the start of the following turn.

Higher Level Effect
7th 8d10 damage
9th 10d12 damage

# Champion Feat

The check to sustain the cloud is now an easy save (6+).


# Invisibility

Ranged Spell

Full Recovery

Target: You or one nearby ally

Effect: Until the end of the battle (or for five minutes out of combat), the target becomes invisible until it attacks or uses some ridiculously flashy action.

High Arcana: The duration out of combat is 1 hour instead.

Higher Level Effect
7th You can now target 1d3 nearby allies (including you) with the spell.
9th Creatures made invisible by the spell have a 25% chance of remaining invisible the first time (and first time only) they attack or get flashy.

# Phantasmal Killer

Ranged Spell

Full Recovery

Illusion

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d12 x 10 psychic damage

Natural odd hit: The target makes a basic attack against one of its allies.

Miss: Half damage

Higher Level Effect
7th 2d8 x 10 damage
9th 4d6 x 10 damage

# Champion Feat

On an odd hit, the target will use its most damaging attack power available instead of a basic attack, possibly targeting more than one ally.

# Epic Feat

The target adds the escalation die to its attack roll.


# Precognitive Ward

Ranged Spell

Full Recovery

Divination

Target: You or a nearby ally

Effect: Until the end of the battle, whenever the target is attacked, they can use an interrupt action to roll a d20. If that roll is higher than the natural roll of the attacker, the attack is a miss. (Note that you are limited to one interrupt action between your turns.)

# Champion Feat

Add the escalation die to the d20 roll.


# Protection from Normal Weapons

Ranged Spell

Full Recovery

Abjuration

Target: You or one nearby ally

Effect: Until the end of the battle, the target gains resist weapon attacks 18+. This reduces the damage from weapon-based melee attacks, such as swords and axes. It does not protect from attacks that don’t use weapons, including the claws, teeth, and other natural weapons of monsters. True magic item weapons also ignore the resistance.

# Champion Feat

If the natural attack roll is 12 or lower, the resisted attack deals no damage.

# Epic Feat

You can target yourself and 1d3 nearby allies with this spell.


# Rock Golem

Ranged Spell

Full Recovery

Conjuration

Special: You can only cast this spell outside of battle it requires 2d4 minutes to cast.

Effect: You summon a rock golem to fight as your ally in upcoming battles, according to the summoning rules. The golem stays animated until it is reduced to zero hit points, or until your next full heal-up.

# Champion Feat

Enemies engaged with the stone golem take a -2 penalty to any attack that does not target the stone golem.

# Epic Feat

The stone golem cannot be intercepted by creatures that aren’t large or bigger.

# Summoned Rock Golem

Normal 5th level Initiative +7; Phantom Claw +10 vs. AC–16 damage AC PD 21 21
Blocker Construct Natural even hit (Staggered enemy only): The target is hampered until the end of your next turn. MD HP 17 55
  Miss: Damage equal to the golem’s level    
  Golem immunity: Can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.    
  Rock-hard shell: Attacks with a natural roll of 10 or less have no effect on the golem, including no miss damage.    
# Rock Golem Level Advancement
Level Initiative Attack Damage AC PD MD HP
7th +9 +12 25 23 23 19 80
9th +12 +15 40 26 26 22 120

# Resilient Sphere

Ranged Spell

Full Recovery

Evocation

Target: A nearby normal-sized creature

Attack: Intelligence + Level vs. PD

Hit: A sphere of shimmering force encloses the target (hard save 16+ ends). Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The enclosed creature can push against the sphere’s walls and roll around with it.

Miss:

Higher Level Effect
7th You can now target a large creature.
9th You can now target a huge creature.

# Sanctum

Ranged Spell

Full Recovery

Abjuration

Effect: You ward the nearby area against magical intrusion. The area cannot be scryed on with divination spells, and it’s not possible to teleport into it.

Wizards often use a ritual of this spell to protect their studies and towers against other wizards.


# Telepathic Bond

Ranged Spell

Full Recovery

Divination

Target: You and one nearby creature per spell level

Effect: All targets of the spell can communicate with each other telepathically for the next hour.

# Champion Feat

If two targets of the spell are engaged with the same enemy, they gain a +2 bonus to attacks against that enemy.


# Tenser’s Transformation

Close-quarters Spell

Full Recovery

Transmutation

Target: You

Effect: You become a fighting machine—stronger, tougher, faster. You can wield all weapons without attack penalty, your Strength is increased to be equal to your Intelligence score, your base armor class increases to 14 (from usually 10), your recovery dice increase to d10s, and you gain 5 temporary hit points per level.

However, you cannot cast any spells while transformed. You can end the spell at the start of your turn as a free action.

# Champion Feat

You can cast spells while transformed, but at a -2 penalty to the attack roll.


# Titan’s Fist

Close-quarters Spell

Full Recovery

Target: One or more enemies engaged with you (but see below)

Special: You can choose more than one target for this spell, but you take a –2 penalty when attacking two targets, a –3 penalty for three targets, and so on.

Attack: Intelligence + Level vs. PD

Hit: 8d12 damage and the target is stuck (save ends) for a number of rounds equal to your level.

Miss: Half damage.

Higher Level Effect
7th level spell 12d10 damage.
9th level spell 2d8 x 10 damage.

# Champion Feat

Affected targets must make a hard save (16+) to end the stuck condition.

# Epic Feat

Choose one target you hit with this spell. The titan’s fist flings them to a far-away location of your choice in the immediate encounter area.


# 7th Level Spells

# Anti-Magic Shell

Close-quarters Spell

Full Recovery

Abjuration

Target: You or a nearby ally

Effect: You create a shimmering zone around the target that suppresses all magic within it. The zone protects the target and any creature next to it. Creatures within the zone can’t cast spells or use magic items, and any ongoing magical effects end. Magical attacks, including supernatural effects like gaze or breath weapons, don’t affect targets within the zone.

The spell lasts until the end of the battle, or until you end it as a free action.

# Champion Feat

You can target enemies with the spell. To attach the zone to an unwilling target, you need an attack roll vs. MD, and the target can save against the effect.


# Arcane Sword

Close-quarters Spell

Full Recovery

Conjuration

Effect: You summon a hovering sword of pure magical force. Until the end of the battle, you can make the following attack with it as a quick action.

Target: One nearby enemy

Attack: Intelligence + Level vs. AC

Hit: 1d8 x 10 force damage

Miss:

Higher Level Effect
9th 1d12 x 10 damage

# Champion Feat

You can take a few minutes before a battle to prepare the spell, which allows you to summon the sword as a free action.



# Cloudkill

Ranged Spell

Full Recovery

Cloud

Evocation

Target: 1d4 nearby enemies OR 3d4 nearby mooks

Attack: Intelligence + Level vs. PD

Hit: If the target is a mook, it is killed. Otherwise, it takes 30 poison damage.

Miss: Allies engaged with the target take 15 poison damage.

Cloud: A creature that is not engaged can leave the cloud as a move action. At the start of your next turn, make a normal save (11+) to check whether the cloud persists. This is not an action. If it persists, any target that was hit and is still in the cloud suffers the hit effect again, and you make another save at the start of the following turn.

Higher Level Effect
9th 50 damage to non-mooks; 25 damage to allies on miss

# Epic Feat

You can now target far away enemies.


# Delayed Fireblast

Ranged Spell

Full Recovery

Evocation

Effect: Before the end of the battle, you can make the following attack once as a free action.

Target: 1d3 nearby enemies; or 2d3 if cast recklessly

Attack: Intelligence + Level vs. PD

Hit: 12d10 fire damage

Miss: Half damage

Reckless miss: Allies engaged with the target take one quarter of the damage.

Higher Level Effect
9th 20d10 damage

# Elemental Parry

Close-quarters Spell

Cyclic (once per battle OR at-will when the escalation die is even)

Interrupt Action

Abjuration

Trigger: You are targeted by an attack that deals acid, fire, cold, lightning, or thunder damage, with a natural attack roll of 14 or less.

Effect: Take half damage from the attack. The next time you cast a spell that deals damage of that element before the end of the battle, deal extra damage equal to the level of this spell.

Higher Level Effect
9th Trigger on 18 or less.

# Champion Feat

Increase the extra damage to 1d4 per spell level.


# Flashback

Ranged Spell

Full Recovery

Quick Action

Divination

Target: You or a nearby ally

Effect: The target regains a spell or power they have expended this full recovery or this battle.


# Flesh to Stone

Ranged Spell

Full Recovery

Transmutation

Target: One nearby enemy with 500 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: 25 ongoing damage, and the target has disadvantage on disengage checks (save ends both). After the first failed save, the target is also hampered (save ends all). After the fourth failed save, the target is permanently turned to stone.

Miss: 20 damage

Higher Level Effect
9th target with 750 hp; 40 ongoing damage; 30 miss damage

# Flight

Ranged Spell

Full Recovery

Target: You or one nearby ally

Effect: The target can fly until the end of the battle (or for five minutes). Your speed doesn’t increase appreciably but you can move in three-dimensions.

Higher Level Effect
9th When you cast the spell, you can choose one: the effect lasts for an hour OR you can target 1d4 + 1 creatures for the normal duration.

# Gem Golem

Ranged Spell

Full Recovery

Conjuration

Special: You can only cast this spell outside of battle; it requires 2d4 minutes to cast.

Effect: You summon a gem golem to fight as your ally in upcoming battles, according to the summoning rules. The golem stays animated until it is reduced to zero hit points, or until your next full heal-up. When you create the golem, embed three gems worth at least 300 gp each in its forehead, which you can retrieve when the golem is destroyed. For each gem, choose a 3rd-level wizard spell you can cast. The golem is able to cast these spells as if you would cast them, at their normal frequency. This does not expend any of your spells.

Higher Level Effect
9th You can now embed three gems worth at least 500 gp each to embed 5th level spells.

# Summoned Gem Golem

Normal 7th level Initiative +11; Diamond Fist +13 vs. AC–25 damage; the golem has a +2 bonus to its critical threat range with the attack. AC PD 23 19
Caster Construct Spellcasting: The golem can cast three spells that you embed when you create it. MD HP 21 76
  Golem immunity: Can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.    
# Gem Golem Level Advancement
Level Initiative Attack Damage AC PD MD HP
9th +13 +15 35 25 21 25 114

# Haste

Ranged Spell

Full Recovery

Target: You or one nearby ally

Effect: On the target’s next turn (not this one, if you cast it on yourself), the target gains an additional standard action.

In addition, at the start of each of the target’s turns this battle, if the escalation die is even, roll a d20 and add the escalation die; on a 16+, the target gains an additional standard action that turn.

Higher Level Effect
9th The roll for additional standard actions is now 11+ instead of 16+.

# Invisibility Purge

Ranged Spell

Full Recovery

Targets: Any nearby enemies who are invisible, whether you know they are there or not

Attack: Intelligence + Level vs. MD, rolled by GM

Hit: The target turns visible and cannot become invisible again this battle.

Miss: If there are one or more invisible creatures nearby, you become aware of their presence. Not where they are, or who they are, but that there are invisible creatures present.

Higher Level Effect
9th The spell also affects far away targets that you could normally see.

# Mind Blank

Close-quarters Spell

Full Recovery

Abjuration

Target: You or one nearby ally

Effect: Until the end of the battle, the target gains resist psychic 16+ and it is immune to all non-damage effects of attacks against MD.

Higher Level Effect
9th Resist psychic 18+

# Epic Feat

You can target yourself and 1d3 allies with the spell.


# Mislead

Ranged Spell

Full Recovery

Illusion

Target: You

Effect: Until the end of the battle (or for five minutes out of combat), you become invisible until you attack or use some ridiculously flashy action. In addition, you create an illusory double of yourself that you can move freely in a nearby location. The double does not interact with physical objects; everything passes through it.


# Opaque Freezing Sphere

Ranged Spell

Full Recovery

Evocation

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d6 x 10 cold damage

Miss: Half damage

Special: You can choose to cast this spell recklessly. In this case, add 1d3 enemies in the same group as secondary targets.

Secondary Attack: Intelligence + Level vs. PD

Secondary Hit: 1d10 x 10 cold damage

Secondary Miss: 1d4 x 10 cold damage to allies engaged with the targets

Higher Level Effect
9th Increase all damage multipliers to x 15.

# Epic Feat

On a natural 16+ attack roll, the primary target is weakened until the end of your next turn.


# Otto’s Irresistible Dance

Ranged Spell

Full Recovery

Enchantment

Target: One nearby enemy with 320 hp or fewer

Special: If the target has 160 hp or fewer, you gain a +4 bonus to the attack roll and the save is a hard save (16+).

Attack: Intelligence + Level vs. MD

Hit: The target is hampered and takes a -4 penalty to defenses (save ends both).

Miss:

9th level spell: Targets with 500 / 250 hp or fewer

# Epic Feat

On a miss, the next attack against the target has advantage.


# Overcome Resistance

Ranged Spell

Recharge 16+ after battle

Target: 1d3 nearby allies (including yourself, if you wish)

Effect: Until the end of the battle, the target ignores the resistance power of any creature it targets with an attack.

Higher Level Effect
9th You can now target 1d4 nearby allies with the spell.

# Power Word Stun

Ranged Spell

Full Recovery

Enchantment

Target: One nearby enemy with 300 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is stunned (-4 to defenses and can’t take actions; save ends).

Miss: The target is weakened until the end of its next turn.

Higher Level Effect
9th Targets with 600 hp or fewer

# Epic Feat

If the target has 300 hp or fewer, the save is a hard save (16+).


# Reverse Gravity

Ranged Spell

Full Recovery

Special: When you cast this spell, you can choose to cast it recklessly.

Target: 1d3 + 1 nearby enemies in a group. If you cast recklessly, you can target 1d2 additional enemies, but then your allies engaged with any of the targets may also take damage (see below).

Attack: Intelligence + Level vs. PD

Hit: 2d4 x 10 damage.

Miss: Half damage.

Reckless miss: Your allies engaged with the target take one-fourth damage.

Higher Level Effect
9th 2d8 x 10 damage, and gravity remains reversed for any hit targets (as well as any damaged allies on a reckless miss) for a number of rounds equal to the current escalation die value when you cast the spell. If there’s no ceiling in the place where you cast this, multiply the base damage by the number f rounds the effect lasts—that’s how much they’ll take when they finally land.

# Simulacrum

Ranged Spell

Full Recovery

Illusion

Target: One nearby creature

Effect: You create an illusory double of the creature that fights for you until the end of the battle, according to the summoning rules. The simulacrum has the stats of the target, with the following changes:

  • It only has 45 hit points.
  • It ignores any attack against it with a natural odd attack roll.
  • If the target was double-strength, the simulacrum deals half damage. If it was triple-strength or a PC, the simulacrum deals one third of the damage. You cannot create a simulacrum of creatures stronger than triple-strength.
  • It can’t be healed.
Higher Level Effect
9th The simulacrum has 70 hp.

# Slow

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: On the target’s next turn, it can only take either a standard action or a move action, but not both.

In addition, at the start of each of the target’s turns this battle, if the escalation die is odd, roll a d20 and add the escalation die; on a 16+, this effect persists for that turn.

Miss: You regain this spell during your next quick rest.

Higher Level Effect
9th The roll to repeat the effect is now 11+ instead of 16+.

# Symbol

Ranged Spell

Full Recovery

Abjuration

Effect: You create a glowing symbol on a nearby object that you imbue with a variable effect from the list below. You can choose between a lesser symbol, which has a weaker effect but affects more targets, or a greater symbol, which has a stronger effect but only affects one target.

Lesser Symbols

Fear: The targets are struck by fear (-4 to attacks and can’t use the escalation die; save ends).

Hopelessness: The targets are struck by hopelessness (-5 to MD and -5 difficulty to skill checks to give suggestions or commands to the target; save ends).

Pain: The target has disadvantage on attacks (save ends).

Discord: The targets are confused until the end of their next turn.

Persuasion: The targets are subject to a suggestion by the caster (save ends). The effect also ends if the target takes damage.

Greater Symbols

Insanity: The target is confused (save ends).

Sleep: The target falls unconscious (save ends). The effect also ends if the target takes damage.

Stun: The target is stunned (save ends).

Death: The target starts making last gasp saves (16+). If it fails the fourth save, it dies.

The symbol lasts until it is activated, or until 24 hours have passed. You also set an activation trigger, for example when the object is touched, when an undead creature comes near it, or when someone passes through the doorway under it.

When the symbol is triggered, it makes the following attack:

Target (lesser symbol): the 1d4 closest creatures with 120 hp or fewer

Target (greater symbol): the closest creature with 180 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: As per the chosen symbol

Higher Level Effect
9th Increase the hp threshold to 180 / 270 hp.

# Champion Feat

You can hide the symbol, so that it only becomes visible on a certain condition (for example, when an orc approaches within 30 feet, or when someone is touching the object). The symbol must become visible before it can trigger.

# Epic Feat

The effect skips nearby enemies with more hit points than the hp threshold if eligible targets are within range.


# Time Travel

Ranged Spell

Full Recovery

Effect: You and several allies (the adventuring party, more or less) next to you can travel backwards in time. Your control over this temporal shift is limited—you pick your destination age, and then fight a number of battles equal to the number of ages travelled. Your opponents in these battles may be Eternals. You may take a quick rest between fights, but if you take a full heal-up or a campaign loss when fighting your way back in time, you’ll arrive in an unfamiliar place and time in your destination age. If you endure, you get to pick roughly when and where you’ll arrive.

You can return to your home age by casting this spell again, or you may be dragged back to the present when reality snaps back (i.e. at the end of the adventure.) You don’t usually need to fight your way back to the future on the return trip.

You cannot use this spell to travel into the future (although entities from the future can use it to travel back to the present), or to travel within the same age.

You can only travel back to a specific age once per level. Trying to repeat the same time-jump more than once may have unfortunate consequences.

Higher Level Effect
9th You get to take a full heal-up once during your travel in time. You must describe the weird cross-temporal place where you take a break from battling your way through the howling time winds.

# Transfer Enchantment

Ranged Spell

Full Recovery

Special: You or an ally you are next to must be suffering from a condition caused by an enemy for you to cast this spell.

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 2d6 x 10 psychic damage, and you can transfer one condition caused by your enemies from you or the ally you are next to over to the target. If timing is required, interpret the transferred condition as if you had caused it with this spell.

Miss: Half damage.

Higher Level Effect
9th 2d10 x 10 damage; if the spell misses, you regain it during your next quick rest.

# Wall of Force

Ranged Spell

Full Recovery

Evocation

Effect: You create a transparent wall in a straight line across the battlefield. The wall can be a few hundred feet across. The wall blocks creatures, attacks, and spells.

When damage is dealt directly to the wall, divide the damage of that attack by 10 and roll a d20. If the die roll is lower, the wall dissipates.

Higher Level Effect
9th The wall now only dissipates on the third failed roll.

# 9th Level Spells

# Disintegrate

Ranged Spell

Full Recovery

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 4d8 x 10 damage, and the target is vulnerable (hard save ends, 16+).

In addition, if the target drops to 0 hp from this attack, or drops to 0 hp before it saves against the vulnerable effect of this attack, it is gone, dusted, nothing remaining.

Miss: Half damage.

# Epic Feat

You can now target a far away creature with the spell.


# Dominate Monster

Ranged Spell

Full Recovery

Enchantment

Target: One nearby creature

Attack: Intelligence + Level vs. MD

Hit: You take complete control over the target (normal save 11+ ends; double-strength and stronger monsters make an easy save 6+). The target acts on its normal turn, but you determine its actions. If you order the target to do something that goes against its very nature, it can immediately save against the effect.

# Epic Feat

You can target a group of mooks as a single target.


# Feeblemind

Ranged Spell

Full Recovery

Enchantment

Target: One nearby creature

Attack: Intelligence + Level vs. MD

Hit: The target is reduced to minimal intelligence and instinctual behavior (hard save 16+ ends). The target can still physically defend itself and fight, and it recognizes friend from foe, but it can’t speak, cast spells, or use any advanced tactics. This is effectively a stronger version of the hampered condition.

Miss: The target is dazed until the end of your next turn.

# Epic Feat

The target can only save against the spell effect when the escalation die is even.


# Foresight

Ranged Spell

Full Recovery

Divination

Target: You or a nearby ally

Effect: The target rolls two d12s and keeps the higher result. As a free action, it can reduce the die by one to gain a sudden insight about an upcoming task, which grants advantage to a skill check, attack, or save. The target can also reduce the die by one to avoid being surprised, or impose disadvantage on an attack against it. The spell ends when the die is reduced to zero, or at the next full heal-up.


# Imprisonment

Ranged Spell

Full Recovery

Abjuration

Target: One nearby creature

Attack: Intelligence + Level vs. PD

Hit: You shrink the target and teleport it into a gem, necklace or similar object. The target is fully conscious, but can’t escape the gemstone unless it succeeds at a hard save (16+), the gem is smashed, or it has a way to teleport out of there.

Miss: The target is teleported to a random nearby location.


# Magma Golem

Ranged Spell

Full Recovery

Conjuration

Special: You can only cast this spell outside of battle; it requires 2d4 minutes to cast.

Effect: You summon a magma golem to fight as your ally in upcoming battles, according to the summoning rules. The golem stays animated until it is reduced to zero hit points, or until your next full heal-up.

# Epic Feat

When the magma golem engages an enemy, it deals 25 fire damage to them.

# Summoned Magma Golem

Normal 9th level Initiative +14; Diamond Fist +17 vs. AC–40 fire damage AC PD 26 24
Wrecker Construct Lava Splash +14 vs. PD (interrupt action when the golem is hit by a melee attack, against the attacker) — 25 fire damage to the attacker and 10 fire damage to all other enemies engaged with the golem MD HP 20 126
  Golem immunity: Can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.    
  Resist fire 18+    

# Maze

Ranged Spell

Full Recovery

Conjuration

Target: One nearby creature

Attack: Intelligence + Level vs. MD

Hit: The target is removed from the battlefield and teleported to a labyrinth-like demiplane, where it has to search for the exit. At the end of each turn, it makes a normal save (11+). If it succeeds, it immediately rolls another save that turn, otherwise it starts saving again at the end of its next turn. It needs three successes to escape from the maze. Enemies whose MD is higher than yours only need two successes. Minotaurs always succeed at their save against this spell.

Miss:

# Epic Feat

Enemies now need four successes to escape the maze (three if their MD is higher than yours).


# Meteor Swarm

Ranged Spell

Full Recovery

Special: You summon a meteor swarm. If you’re underground, you get the ur-dark stalactite equivalent! Nothing more happens this round, but roll 1d3 + 1 to determine how many meteors you have summoned.

At the start of your next turn, even if you are unconscious or dead or have left the area, the meteors arrive one per turn at the start of each of your turns and slam into the combat area.

Target: You can make an attack with each meteor against 1d4 enemies in a group. Alternatively, use the spell to level an area with high impact property damage.

Attack: Intelligence + Level vs. PD

Hit: 4d4 x 10 damage of the energy type of your choice (cold, fire, lightning).

Any allies engaged with the enemies you are targeting take one-fourth damage from each meteor that impacts the area.

Miss: Half damage.

# Epic Feat

Each meteor now deals 5d4 x 10 damage.


# Power Word Kill

Ranged Spell

Full Recovery

Enchantment

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: The target takes 100 ongoing necrotic damage. If it rolls a natural 5 or less on its save, increase the ongoing damage by 50.

Miss: 50 ongoing damage

# Epic Feat

On a natural 5 or less on the save, increase the ongoing damage by 100.


# Prismatic Barriers

Close-quarters Spell

Full Recovery

Target: You

Effect: You create a series of stationary multicolored barriers around you that grant you resist 18+ to all damage, even from weapons (but not from radiant or necrotic). You can leave or re-enter the barriers without harming yourself, but other creatures who pass them suffer 4d20 points of a certain damage type as indicated on the chart below. The rainbow barriers can be overcome only by physically passing through them, or by dealing 40 points of a certain damage type to each one in the specific order presented below. Attack rolls that target a barrier must overcome your PD (even if they would normally target AC or MD), and the resistances don’t apply to the barriers—only to you. As each barrier comes down, you lose the indicated resistance type; you also lose your resistance to weapon damage when the final violet barrier is dispersed.

# Epic Feat

You can expand the barriers to hold 1d2 allies who can enter and exit them just as you can. Any adventurer or champion tier monsters who pass through a barrier must make a hard save (16+) or be hampered and dazed until the end of their next turn.

Layer-Barrier Resistance Type and Damage Type Type Overcome By
1st–Red Fire Cold
2nd–Orange Thunder Thunder
3rd–Yellow Force Necrotic
4th–Green Acid Psychic
5th–Blue Cold Force
6th–Indigo Lightning Radiant
7th–Violet Psychic Lightning

# Prismatic Spray

Ranged Spell

Full Recovery

Evocation

Target: One random nearby enemy per point of Intelligence modifier

Attack: Intelligence + Level vs. PD

Hit: Roll 1d8 to determine which color ray affects the target.

d8 Color Effect
1 Red The target takes 2d8 x 10 ongoing fire damage.
2 Orange The target takes 3d8 x 10 acid damage.
3 Yellow The target takes 3d8 x 10 lightning damage.
4 Green The target takes 2d8 x 10 ongoing poison damage. If it fails a save while it has 150 hp or fewer, it dies.
5 Blue The target takes 3d8 x 10 cold damage.
6 Indigo The target is hampered (save ends). After the third failed save, it is permanently turned into stone.
7 Violet The target is blinded (treat as weakened, -4 to attacks and defenses). If it fails its save three times, it is transported to another plane of existence of the GM’s choosing. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8   The target is struck by two rays. Roll twice more, rerolling any 8s.

Miss: Roll 1d8 to determine the ray color, but the target takes half damage and ignores any non-damage effect.


# Suppress Magic

Ranged Spell

Full Recovery

Abjuration

Effect: Nearby enemies have disadvantage on magic and spell attacks (anything that can be targeted by Counterspell). If they try to cast a spell that does not involve an attack roll, roll a d20; if the roll is a natural 1–5, the spell fails. The effect lasts until the end of the battle, until you fall unconscious, or until an enemy rolls a natural 20 on a spell attack roll or spell failure check.


# Teleport

Ranged Spell

Full Recovery

Effect: You and up to 4 allies next to you can teleport to any location in the world, underworld, or overworld that you have previously visited.

When you teleport, roll a d20. If you roll a 1, you miss your desired location and arrive somewhere else altogether. Otherwise, you and your allies arrive at the desired location at the start of your next turn.

Any effects of spells or items cast before teleporting are dispelled and no longer function on arrival.

# Epic Feat

Your allies don’t need to be next to you before you cast the spell, just nearby. Alternately, if they are all next to you when you cast the spell, you can teleport to a location known to one of your allies.


# Time Stop

Close-quarters Spell

Full Recovery

Transmutation

Target: You

Effect: Time seems to cease flowing for everyone but you. You speed up so greatly that all other creatures seem frozen to you, although they are still moving at their normal speeds. You can take 1d4+1 full turns (standard action, move action, quick action) as a free action. You suffer effects like ongoing damage normally while taking these turns. While the time stop is in effect, other creatures are invulnerable to your attacks and spells. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. Any spell with a duration longer than the remaining duration of the time stop has its normal effects on other creatures once the time stop ends.


# Twisted Nightmare

Ranged Spell

Full Recovery

Illusion

Target: One nearby enemy with 750 hp or fewer

Attack: Intelligence + Level vs. MD

Hit: The target is confused (save ends). It takes a penalty to the save equal to the escalation die. Whenever the target hits its own ally, it takes psychic damage equal to half the damage it dealt. Whenever the target takes damage, increase the damage of its attacks by its level until the end of the battle (even after the spell ends).

Miss: You can repeat the attack against the target once during your next turn as a quick action.

# Epic Feat

If you hit the target with this spell, you gain a +2 bonus to attacks against it until the end of the battle.


# Wish

Close-quarters Spell

Full Recovery

Conjuration

Effect: You utter the words “I wish …”, and the literal wording of that Wish becomes reality. Wish is the ultimate freeform spell, as it can make anything happen. It can heal wounds, transport you anywhere, summon items, and make bad things happen to your enemies. However, the universe has a way to reflect overly ambitious Wishes back at the caster, by giving them exactly what they wanted.

Special: You cannot, or rather should not attempt to cast this spell more than three times in a lifetime. Stories are vague as to the reason, but the most common legend is that the genie who fulfills your wishes is freed after the third casting, and a fourth attempt will force the caster to take their place.

GM Note: If you are looking for a literary inspiration for this spell, think about Cinderella’s transformation to join the ball. Think about who fulfills wishes in your campaign — Faerie godmothers? Genies? Primus?

All in all, treat this spell as a plot device. Fulfill the Wish in a way that moves the story forward, with an epic effect that is worthy of a 9th level spell, just like you would handle a 5 or 6 on an icon relationship roll. This is the most powerful spell in the game, cast by one of the most powerful casters in the game world, at the peak of the campaign. The results can and should feel amazing. There is always room to introduce unintended negative consequences later.