Home >Classes >Wizard >

Wizard schools, talents and spells (3pp)

Wizard Class Features (Addition)

Contents

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.

Wizard Schools

The seven schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. See the necromancer class for Necromancy.

Abjuration

This school covers mainly defense and protection spells.

Champion Feat Once per day, when casting an Abjuration spell on yourself, also grant the benefit to a nearby ally.

Abjuration spells

 Core BookDark Alleys
Utility1: Hold Portal5: Magical Disjunction
Level 1ShieldMage Armor, Resist Magic
Level 3Teleport ShieldBreak Enchantment, Circle of Warding, Elemental Absorption, Explosive Runes, Protection from Arrows
Level 5Protection from Normal Weapons, Sanctum
Level 7Invisibility PurgeAnti-Magic Shell, Elemental Parry, Mind Blank, Symbol
Level 9Imprisonment, 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.

Conjuration Spells

 Core BookDark Alleys
Utility1: Summon Small Animals, Unseen Servant
3: Leisurely Tiny Hut
9: Magnificent Mansion
Level 1Acid Arrow, Summon Wizard’s Earth Elemental (M)Acid Splash, Ice Knife, Summon Mana Spirit
Level 3Crescendo, Summon Imp (M)Clay Golem, Flame Arrow, Flaming Sphere, Reanimate Golem, Web
Level 5Dimension Door, Summon Frenzy Demon (M)Acid Trap, Big Purple Hand, Rock Golem
Level 7Summon Laughing Demon (M)Arcane Sword, Gem Golem
Level 9TeleportMagma Golem, Maze, Wish

(M) See 13th Age Monthly: Summoning Spells

Divination

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

Divination spells

 Core BookDark Alleys
Utility3: Speak with Item

7: Scrying

1: Darkvision, Familiar’s Eyes, Identify, Recall Memory, Talking Pages, Tongues

3: Clairaudience/Clairvoyance, See Invisible

5: Arcane Eye, Legend Lore

7: True Seeing

Level 1Hostile Probe, Painful Memory, Threat Assessment, True Strike
Level 3Critical Scope, Foresee Peril
Level 5Precognitive Ward, Telepathic Bond
Level 7Flashback
Level 9Foresight

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.)

Enchantment Spells

 Core BookDark Alleys
Utility1: Scribe Scroll
Level 1Charm PersonAnimate Armor; Eldritch Incantation; Hideous Laughter; Magic Weapon
Level 3Confusion; Hold Monster; Rebuke; SleepFlame Arrow; Enchanted Conduit, Luck; Suggestion
Level 5DenialCrushing Despair; Heroism
Level 7Outrageous Irresistible Dance; Power Word, Stun
Level 9Dominate Monster; Feeblemind; 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.

Evocation spells

 Core BookDark Alleys
Utility1: Continual Light, Treasure-Bearing Disc
Level 1Magic Missile, Ray of Frost, Shocking GraspChromatic Orb, Elemental Triad, Firebolt, Fog Cloud
Level 3Force Salvo, Lightning BoltFire / Ice Shield, Stinking Cloud
Level 5FireballCone of Cold, Contingency, Incendiary Cloud, Resilient Sphere
Level 7Cloudkill, Delayed Blast Fireball, Opaque Freezing Sphere, Wall of Force
Level 9Meteor SwarmPrismatic 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.

Illusion spells

 Core BookDark Alleys
Utility1: Disguise Self1: Animated Image

3: Magic Mouth

7: Mirage Arcana, Scrying Screen

Level 1Blur, Color SprayMirror Image, Phantasmal Force, Phantom Lance
Level 3Phantom Soldiers, Shadow Evocation
Level 5InvisibilityFantastic Beast, Hypnotic Pattern, Phantasmal Killer
Level 7Mislead, Simulacrum
Level 9Twisted 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.

Transmutation spells

 Core BookDark Alleys
Utility1: Feather Fall

3: Levitate, Message

5: Water Breathing

1: Permanent Cantrip

3: Arcane Cypher

5: Passwall, Stone to Flesh

7: Dungeon Engineering

Level 1Enlarge Person, Expeditious Retreat, Ray of Contortion, Reduce Person
Level 3Harden Metal, Slow
Level 5Baleful Polymorph, Tenacious Transformation
Level 7Blink, Flight, Haste, Overcome Resistance, Transfer EnchantmentFlesh to Stone
Level 9DisintegrateTime Stop

Specialist Wizard (Class Variant)

This is a class variant inspired by the classic wizard school specialist, who gains extra power in one school, at the cost of losing access to spells of another school.

The variant replaces two class features of the wizard, Overworld Advantage and Utility Spell, with a new one: School Specialization.

School Specialization

Choose one of seven wizard schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, or Transmutation as your specialist school.

Specialist Advantage

Special: This replaces Overworld Advantage.

Daily spells of your chosen school become recharge 16+ after battle. They still count as daily spells for abilities that trigger off daily 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 or utility 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.

Special: This replaces access to the Core Book wizard’s utility spell slot. You can still cast utility spells, but you prepare them individually like your other spells.

Barred School

As a specialist wizard, 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.

Wizard Talents

Arcane Archaeologist

You gain 5 points in a background 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 (x2 at 5th level; x3 at 8th) 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 a background 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 multiclassed, 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.

Deep Specialization

Special: You must be a specialist wizard. 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.

Dual Specialization

Special: You must be a specialist wizard. 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.

Hedge Wizard

After each full heal-up, roll a d8.

  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 saveing throws until your next full heal-up.
  3. You bond with an earth spirit. Gain a daily 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 spell as 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.

Monster Ecologist

You gain a 5-point background in 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 (x2 at 5th level; x3 at 8th) 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.

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.

Pyromancer

When you cast a wizard spell that deals damage, you can change the damage type to fire.

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

Adventurer Feat You ignore fire resistance.

Champion Feat When you take fire 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 fire damage, increase its damage dice by one step.

<<<BEGIN SIDEBAR>>>

Feel free to adapt the Pyromancy talent as Acidomancer (acid), Cryomancer (cold), Fulgomancer (lightning), Impetomancer (force), Psychomancer (psychic), or Venomancer (poison) if that fits your character concept better.

<<<END SIDEBAR>>>

Scion of Horizon

Your close ties in wizard society give you an extra icon relationship point with a wizardly icon, such as the Archmage.

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 day, 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 point in it per word in the name, ignoring trivial words like “the”, for up to 7 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 day, you can perform an arcane ritual without expending a spell.

Spellslinger

Adventurer Feat Once per day 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.

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 (x2 at 5th level; x3 at 8th) 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 points towards a background 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 Spells

Cantrips

These cantrips can be cast by all wizards, as per the Cantrips class feature. Also see that page for a cantrip’s maximum duration, which depends on the wizard’s level.

Animate Quill

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

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.

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.

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.

Mustache

This incantation grows a mustache on the target. Rumors are that it is part of an entire suite of spells that create a wide variety of hair and beard styles, however, this specific formula has proven to be a runaway hit at the court of the Elf Queen (of all places).

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.

Quench 13WCS

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.

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.

1st Level Utility Spells

Animated Image

Close-quarters spell; Daily; Illusion

Effect: Create a two-dimensional illusion, up to the size of a large painting, with an animated effect such as eyes that follow the viewer, falling snow or a change of seasons. Make a skill check to determine the artistic value of the image. The image lasts about 10 minutes.

3rd level spell: The spell lasts for 1 hour.

5th level spell: The spell lasts for 1 day.

Adventurer Feat You can program the image to appear and perform a predetermined movement when a defined trigger occurs, such as when a person steps through a door.

Continual Light

Close-quarters spell; Daily; Evocation

Effect: An object you touch starts emitting light as bright as a torch. The light stays at this brightness for a day, then it slowly fades over the next few days.

Darkvision

Close-quarters spell; Daily; Divination

Target: One creature per spell level 

Effect: The target can see perfectly in the dark for 10 minutes per spell level.

Familiar’s Eyes

Close-quarters spell; Daily; Divination

Special: This spell requires the Wizard’s Familiar talent.

Effect: For the next 1d6 x 10 minutes, you can perceive the world through your familiar’s eyes and senses. While using the spell, you are effectively blind and deaf as it dulls your own senses.

Identify

Close-quarters spell; Daily; Divination

Effect: Gain a +10 bonus to a skill check to identify the magic properties of an item or a persistent magical effect.

Permanent Cantrip

Close-quarters spell; Daily; Transmutation

Effect: This spell has the effect of any wizard cantrip of your choice, except that the effect is ongoing for days, if not months, if you don’t dismiss it. Since it’s a minor magical effect, other spellcasters can dispel it with a normal-difficulty skill check.

Recall Memory

Close quarters spell; Daily; Divination

Target: You or a nearby willing creature

Effect: You help the target remember something. They can repeat a failed knowledge check with a +5 bonus.

Scribe Scroll

Close-quarters spell; Daily; Enchantment

Effect: Inscribe any spell you have prepared for the day onto a parchment. You can cast the spell from the scroll once at a later date, which uses up the scroll.

Choose the level of the spell when you create the scroll, between the lowest level it can be learned at and the highest you can cast.

Creating a scroll takes roughly 10 minutes per spell level and expends your use of that spell for the day, even for spells other than daily spells. It requires material components that cost about 50 gp per level of the spell.

The finished scroll can be used by others, but doing so requires an Intelligence-based skill check with a DC of 15 + the spell’s level (10 + level for other wizards). On a natural even failure, nothing happens, but on a natural odd failure, the magic gets triggered in an unintended, possibly disastrous way, and the scroll is destroyed.

Adventurer Feat Your scrolls are easier to use by other people, and only require a DC of 10 + level to cast (5 + level for other wizards).

<<<Begin Sidebar>>>

While a scroll or two in the wizard’s backpack won’t break the game, it can be a challenge for the GM if the PCs come across a pile of gold and they decide to spend it on a big stash of scrolls that can solve every issue they come across. In that situation, feel free to throw a few extra problems at them and deplete their stash. Remind them that scroll cases are big, bulky and easily dropped. And the last thing you want when you try to pull yourself out of a lava pit is fireworks of randomly triggered magic from your melting scrolls.

If a PC carries around more than one scroll per level, the GM can also add magic item quirks similar to true magic items.

<<<End Sidebar>>>

Summon Small Animals

Close-quarters spell; Daily; Conjuration

Effect: You summon 1d6 small animals, such as cats, rabbits, or doves. The animals are purely magical creations. They will act rather confused and disappear after 1d6 minutes.

3rd level spell: You can control the animals with a quick action each turn, and you can have them perform small tricks an animal of that type would be capable of.

Talking Pages

Close-quarters spell; Daily; Divination

Target: One book you touch

Effect: You absorb the knowledge contained in a piece of writing up to the size of a book. A short touch will teach you the gist of it, whereas a few minutes of concentration are enough to gain an understanding of its contents. A full day is required if you want to achieve a word-by-word memorization. You don’t need to know the language of the writing. This spell can also decipher non-magical code.

Tongues

Close-quarters spell; Daily; Divination

Effect: You gain the ability to speak and understand the language of any intelligent creature. You can only speak one language at a time. Tongues does not enable you to communicate with creatures that don’t have a language. You can make yourself understood as far as your voice carries. The effect lasts for 1d6 x 10 minutes.

5th level spell: The effect lasts for 1d6 hours.

Adventurer Feat You can grant the ability to another creature by touch.

Treasure-bearing Disc

Close-quarters spell; Daily; Evocation

Effect: You create a hovering disc of force energy, roughly the size of your outstretched arms. It can carry two people, one person in heavy armor, or a load of treasure. It follows you on command. It flies at walking speed, and it can slowly move up or down. The disc is indestructible by non-magical means. It persists for 1d6 x 10 minutes.

5th level spell: The disc lasts for 1d6 hours.

Unseen Servant

Close-quarters spell; Daily; Conjuration

Effect: You summon a shimmering, ghost-like valet to step and fetch, open doors and hold chairs, as well as to clean and mend at your command. The servant is about as strong as an average human. It does not fight, is hit by any attack roll of natural 2+, and only has one hit point per level of the spell. The servant persists for 1d6 x 10 minutes.

5th level spell: The servant persists for 1d6 hours.

3rd Level Utility Spells

Arcane Cypher

Ranged spell; Daily; Transmutation

Effect: You scramble a text of up to one page per spell level into unreadable gibberish, unless a condition set by you is met. This is usually a certain person reading the text, a specific item touching the page, or a spoken code word.

Arcane Eye 13WCS

Ranged spell

Daily

Effect: You create a glowing eyeball one inch in diameter made of raw arcane energy that can float up to a typical far-away distance from you in any direction (but no more than a city block’s distance or so). It works like a normal human eyeball and is dependant upon light to process images. Anything the eye can see, you can also. It moves at average walking speed for your species on your mental command—you can command it to stop, slow down, change direction, or return to you as desired. The eye persists for 1 minute per level; it has an AC and PD of 10 and is immediately destroyed if it takes any amount of damage.

5th level spell: The arcane eye can now see in total darkness.

7th level spell: The eye’s form is blurred and translucent, making it invisible to Champion-tier or lower creatures that can’t normally see invisible things.

9th level spell: The eye can see invisible creatures or objects within its line of sight.

Clairaudience / Clairvoyance

Ranged spell; Daily; Divination

Effect: You concentrate upon a nearby locale and either see or hear inside as if you were there (your choice). You must be able to pinpoint the location, such as around a corner, behind a door etc. The spell lasts for up to one minute per spell level.

5th level spell: You can both see and hear with the spell.

7th level spell: You can target far away locations.

Leisurely Tiny Hut

Close-quarters spell; Daily; Conjuration

Effect: You summon a small hut that is large enough for six people to find shelter in. The hut is sturdy enough to survive most environmental effects, although it can be damaged and ultimately destroyed by extreme conditions such as lava or a direct lightning strike. The outer appearance of the hut is up to you. On the inside, the hut provides a comfortable temperature and breathable air. The effect lasts for up to 8 hours.

Magic Mouth

Close-quarters spell; Daily; Illusion

Effect: You place an enchanted mouth on an object which suddenly appears when a specified event occurs. The mouth speaks a message of up to 25 words as specified by you. The message is entirely mundane and cannot create spell effects. The event that triggers the message can be as simple or as complicated as you like, but the conditions are limited to what can be perceived by normal means. No mind reading, detecting invisible creatures and the like. The spell remains in effect for one day per spell level.

See Invisible

Close-quarters spell; Daily; Quick action; Divination

Effect: You can see invisible creatures normally until the end of the battle or scene.

5th level spell: The effect lasts for up to an hour.

7th level spell: The effect lasts for up to eight hours.

5th Level Utility Spells

Arcane Eye DATP

Close-quarters spell; Daily; Divination

Effect: You create an invisible floating eye that sends you visual information. The eye floats at walking speed, and you can send it out of your line of sight. Through the eye, you can see as if through your own eyes. It cannot pass through walls, but it can pass through small holes and openings. The eye persists for 1d6 x 10 minutes.

During combat, it’s a quick action to direct the eye and receive visual imagery. If you don’t use the quick action, the eye remains inert.

7th level spell: The effect lasts for 1d6 hours.

Champion Feat You can cast spells through the eye at a -2 penalty to the attack.

Legend Lore

Ranged spell; Daily; Divination

Effect: This divination reveals some information about a legendary person, place, or item. Examples include a current or former icon, their stronghold, or a major artifact. The closer you are physically to the target, the more information can be gained by the spell. If you are in the target location, or have the object within reach, the spell is likely to provide vivid imagery of key scenes in its history. If the target is far away, or just a myth that may not be real at all, the spell will conjure just very hazy fragments of information.

Magical Disjunction

Ranged spell; Daily; Abjuration

Effect: You destroy a permanent magical effect. If you target a true magic item, it is permanently returned into its mundane state. A magical trap is permanently disarmed. Epic-level items are immune to this spell.

9th level spell: You can now destroy epic-level effects, but artifacts of iconic power are still immune to the spell.

Passwall

Ranged spell; Daily; Transmutation

Effect: You open a magical passage through a wall that allows you, and any creature designated by you, to pass through. The passage is open for 1d6 minutes, if you do not end the spell earlier. The passage opens straight on the opposite side, so make sure there is safe terrain to step into.

Stone to Flesh

Ranged spell; Daily; Transmutation

Effect: This spell reverses a petrification effect, such as from a medusa’s gaze. You can also use it to change a stone statue into an uncanny corpse (and make the proud artist quite angry).

Wall of Stone 13WCS

Ranged spell

Daily

Effect: Sometimes what you really need is a big slab of stone. You can create a stone wall 3 inches thick and smooth as polished marble out of thin air, plastering an area of up to about 100 square feet with the stuff. It lasts for an hour or until it’s broken down by an assailant. Mechanically, this can be used to cut off two nearby areas you are exploring (or fighting in) if there’s a gap or doorway to be filled. Adventurer tier creatures cannot break through or climb it, no matter how hard they try. Each round that a champion tier creature attempts to break through or climb over the wall requires the caster to resist with a DC 25 Intelligence check (applying a related background). A total of three failed checks means the wall is successfully breached. An epic tier creature can ram through or scale it faster than a champion tier one can—fail the check once, and they’re on you.

7th level spell: The skill DC to keep the wall up is now 20 instead of 25.

9th level spell: You now need to fail three Intelligence checks before Epic tier creatures can bust down or climb over your wall.

7th Level Utility Spells

Dungeon Engineering

Ranged spell; Daily; Transmutation

Effect: You magically perform major construction work for roughly an hour. You can move large amounts of earth and stone, dig a hole or a tunnel, or erect walls and pillars. The GM can require a skill check using an appropriate background to determine the quality and sturdiness of the work.

Mirage Arcana

Ranged spell; Daily; Illusion

Effect: You cover an area the size of a castle or a small forest in an extensive animated illusion that affects all senses. The illusion cannot create solid objects, so if for example you create an illusory wall where there is none, anyone can just walk through it. Make a Charisma-based skill check to determine the quality of the illusion. Anyone with an MD higher than the check will see through it immediately. Others can save against the effect if they have a reason to disbelieve the illusion.

The illusion lasts for a day but can be cast as a ritual for longer durations.

Scrying Screen

Ranged spell; Daily; Illusion

Effect: You create an illusion that fools magical divinations. Whoever uses a spell such as Scrying on you or the surrounding area will perceive the image or scene as set by you, not what is really there. The details of the illusory images and sounds are entirely up to you. The screen stays up for 8 hours, but paranoid mages tend to set this spell up as a ritual for longer durations.

True Seeing

Close-quarters spell; Daily; Divination

Target: You or an ally you touch

Effect: For the next hour, the target can see in normal and magical darkness, see invisible creatures and objects, detect visual illusions, and perceive the natural form of a shapechanger or a magically transformed creature. For a creature that has more than one natural form, such as a werewolf, you see both forms as a shadowy overlay. The target can also perceive things that are hidden away on other planes where they overlap with their current location.

9th Level Utility Spells

Magnificent Mansion

Ranged spell; Daily; Conjuration

Effect: You create and furnish a stately home in an extradimensional space. You can layout and decorate the place in any shape and form you like. The typical manifestation of the spell is a large aristocratic manor with dozens of luxurious rooms, a glistening banquet hall and lush gardens, populated with liveried servants and skillful musicians. The entrance to the manor is a dimensional portal that others can enter upon your invitation.

The mansion lasts for one day. Anything brought into the mansion will drop out of the portal when the spell ends.

1st Level Spells

Acid Splash

Ranged spell; At-will; Conjuration

Target: 2 random nearby enemies

Attack: Automatic hit

Effect: 3 acid damage

3rd level spell: 5 damage

5th level spell: 8 damage

7th level spell: 12 damage

9th level spell: 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; Daily; 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.

Armor Golem

1st level troop; initiative: +6

Pummel +6 vs. AC—1d4 damage (or damage die of equipped weapon)

Magic item powers: as per equipped items

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.

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.

Armor Golem Level Progression

LevelInitiativeAttackDamageACPDMDHP
1+4+61d4*17151122
3+6+83d4*19171335
5+8+115d4*22201650
7+10+147d4*25231980
9+12+1710d4*282622125

* Increase the damage die according to the equipped weapon.

Chromatic Orb

Ranged spell; Daily; 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.

Pearly: Light. Holy 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.

3rd level spell: 3d12 damage, and you can create the following colors:

Opal: Fire. Fire damage. The target takes 5 points of ongoing fire damage per spell level.

Amber: Blindness. Negative energy damage. When the target attacks, determine the targets randomly among all nearby creatures (save ends).

5th level spell: 5d12 damage, and you can create the following colors:

Emerald: Stinking cloud. Poison damage. The target is dazed (save ends). Deal half damage to 1d3 nearby enemies.

Turquoise: Magnetism. Metal objects start clinging to the target. It is hampered (save ends).

7th level spell: 7d12 damage, and you can create the following colors:

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.

Amethyst: Petrification. Negative energy damage. The target is weakened (save ends). If it fails its fourth save against the spell, it is permanently turned into stone.

9th level spell: 9d12 damage, and you can create the following colors:

Ashen: Negative energy damage. If the target has 150 hit points or less, it dies. Otherwise it takes 50 ongoing negative energy 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.

Eldritch Incantation

Ranged spell; At-will; Enchantment

Target: One nearby enemy

Attack: Intelligence + Level vs. MD

Hit: 1d20 psychic damage

Miss:

3rd level spell: 2d20 damage

5th level spell: 3d20 damage

7th level spell: 4d20 damage

9th level spell: 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

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 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; Daily; 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:

5th level spell: 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 13WCS

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.

3rd level spell: All attack and damage penalties for holders of affected items worsen by 2.

5th level spell: 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 level spell: You can target two items held by a single creature; all penalties to the holder stack.

9th level spell: 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 day.

Attack: Intelligence + Level vs. PD

Hit: 2d6 fire damage

Miss: Half damage

3rd level spell: 4d6 damage; 1d4 targets if expended

5th level spell: 5d8 damage

7th level spell: 6d10 damage; 1d6 targets if expended

9th level spell: 8d12 damage

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

Fog Cloud

Ranged spell; Daily; 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.

Hideous Laughter

Ranged spell; Daily; 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.

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:

3rd level spell: 4d10 damage

5th level spell: 6d10 damage

7th level spell: 8d10 damage

9th level spell: 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

3rd level spell: 5d8 damage; 2d8 on even hit

5th level spell: 8d8 damage; 3d8 on even hit

7th level spell: 13d8 damage; 4d8 on even hit

9th level spell: 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; Daily; 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.

3rd level spell: Base armor 13

5th level spell: 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 Weapon

Ranged spell; Daily; 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.

5th level spell: Increase the bonus to +2

9th level spell: 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 DATP

Close-quarters spell; Daily; 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.

3rd level spell: 1d4 images

5th level spell: 1d4+1 images

7th level spell: 1d6+1 images

9th level spell: 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.

Mirror Image 13WCS

Close-quarters spell; Daily

Target: You

Effect: This spell creates 1d2 illusory doubles of yourself which remain close to you in a nearby group. On a natural odd hit from an enemy, one of the doubles took the hit instead of you—it winks out and disappears.

3rd level spell: Create 1d2 + 1 doubles

5th level spell: Create 1d3 + 1 doubles

7th level spell: Whenever you suffer a crit, a double automatically takes the hit.

9th level spell: Add half of the current escalation die value to the number of doubles you create.

Adventurer Feat This spell recharges on 16+ after battle if you have one illusory double left, or 11+ if you have two or more left.

Champion Feat Your doubles may engage with nearby enemies. They can only make basic melee opportunity attacks identical to yours, which deal psychic damage.

Epic Feat Your doubles explode in a dazzling display when struck, dealing psychic damage equal to your Intelligence modifier + your level + the current escalation die value.

Phantasmal Force

Ranged spell; Daily; 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.

5th level spell: The phantasm can have up to two of the effects above.

9th level spell: 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:

3rd level spell: 3d10 damage

5th level spell: 5d10 damage

7th level spell: 6d12 damage

9th level spell: 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

3rd level spell: 4d6 damage

5th level spell: 6d6 damage

7th level spell: 10d6 damage

9th level spell: 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.

Reduce Person

Ranged spell; Daily; 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.

5th level spell: 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.

5th level spell: Resistance is now 16+.

7th level spell: The spell now affects two targets.

9th level spell: Recharge roll is now 11+.

Adventurer Feat You can target an additional creature with the spell.

Summon Mana Spirit

Close-quarters spell; Daily; 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 isits attacked.

Summoned Mana Spirit

1st level artillery [Caster]; initiative: +3

(Ranged) Magic Missile, automatic hit—5 force damage

Cantrips: The Mana Spirit can cast any wizard cantrip as a quick action once per round.

Flight

Resist any damage 16+ except force damage

Mana Spirit Level Progression

LevelInitiativeDamageACPDMDHP
1+3513101410
3+5815121615
5+71217141825
7+91819162040
9+113021182260

Threat Assessment

Ranged spell; Daily; 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; Daily; 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; Daily; 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; Daily; 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.

Clay Golem

3rd level construct [blocker]; initiative +1

Clobbering Fist +6 vs. AC — 7 damage

Natural even hit: The target takes a -5 penalty to its next disengage check.

Miss: Half damage

Slow: The clay golem takes a -5 penalty on disengage checks.

Golem immunity: It can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.

Clay Golem Level Advancement

LevelInitiativeAttackDamageACPDMDHP
3+3+6714161250
5+5+91116181482
7+7+1116192117122
9+9+1424222420198

Critical Scope

Ranged spell; Daily; 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.

7th level spell: You can now cast this spell on two targets.

Elemental Absorption

Close-quarters spell; Daily; 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.

5th level spell: 50 points of damage

7th level spell: 80 points of damage

9th level spell: 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; Daily; 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.

5th level spell: Increase the enchantment bonus to champion tier (+2), and the extra damage to 2d6.

7th level: Increase the extra damage to 3d6.

9th level spell: 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; Daily; Abjuration

Effect: You inscribe mystic runes on a book, scroll, map or similar item that last for a day. 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

5th level spell: 10d6 damage

7th level spell: 2d6 x 10 damage

9th level spell: 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 (x2 at 5th level; x3 at 8th) + Level to it.

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

5th level spell: 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; Daily; 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

5th level spell: Create 2 arrows.

7th level spell: Create 3 arrows.

9th level spell: 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.

5th level spell: 3 WEAPON dice

7th level spell: 5 WEAPON dice

9th level spell: 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; Daily; 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.

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: 3d12 fire damage

Miss: Half damage to a different nearby enemy

5th level spell: 6d12 damage

7th level spell: 1d12 x 10 damage

9th level spell: 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.

Foresee Peril

Ranged spell; Daily; 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; Daily; 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; Daily; 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.

5th level spell: The target also gains the bonus to defenses.

9th level spell: 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.

Painful Memory

Ranged spell; Daily; 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.

5th level spell: 15 damage, and 15 ongoing damage

7th level spell: 25 damage, and 25 ongoing damage

9th level spell: 40 damage, and 40 ongoing damage

Champion Feat Stun the target on a natural 16+.

Phantom Soldiers

Ranged spell; Daily; 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.

Phantom Soldier

3rd level mook; Initiative: +8

Ghostly Bohemian Ear Spoon +6 vs. AC—6 damage

AC 17, PD 12, MD 16, HP 10 (mook)

Immaterial: Attacks with a natural odd attack roll don’t affect the soldier.

Mook: Kill one phantom soldier mook for every 10 damage you deal to the mob.

Phantom Soldier Level Advancement

LevelInitiativeAttackDamageACPDMDHP
3+3+6616121610
5+5+91018141815
7+7+111521172122
9+9+142224202433

Protection from Arrows

Ranged spell; Daily; 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; Daily; 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 day

Effect: You reanimate the golem at full hit points.

Shadow Evocation

Ranged spell; Daily; 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:

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

Slow

Ranged spell; Daily; 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:

5th level spell: 180 hp or fewer

7th level spell: 300 hp or fewer

9th level spell: 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 13WCS

Ranged spell

Daily

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.

5th level spell: 8d6 damage and the spell can target PD or AC (your choice).

7th level spell: 9d12 damage.

9th level spell: 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

You create a cloud of pungent odor.

Ranged spell; Daily; 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.

5th level spell: 6d6 damage

7th level spell: 10d6 damage

9th level spell: 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.

Web DATP

Ranged spell; Daily; 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.

5th level spell: Targets with 50 hp or fewer

7th level spell: Targets with 80 hp or fewer

9th level spell: 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.

Web 13WCS

Range: Close-quarters spell

Daily

Target: One or more nearby enemies (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: The target is dazed for a number of rounds equal to the escalation die; a normal save (11+) ends the condition. On an attack roll of natural 16+, the target is also stuck until the end of your next turn.

Natural Even Miss: The target is dazed until the end of its next turn.

5th level spell: On any miss, the target is dazed until the end of its next turn.

7th level spell: On an attack roll of natural 12+, the target is also stuck until the end of your next turn.

9th level spell: You can target far-away enemies with this spell, and you suffer no penalty for targeting up to 3 enemies (targeting 4 or more enemies incurs all penalties as normal, however).

Adventurer Feat The dazed effect ends only on a hard save (16+).

Champion Feat You summon a swarm of spiders into the webbing, which deal 4d10 poison damage to anyone stuck in the web at the start of their turn.

5th Level Spells

Acid Rain 13WCS

Ranged spell

Daily

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.

7th level spell: 9d12 damage.

9th level spell: 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; Daily; 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

7th level spell: 2d4 x 10 damage

9th level spell: 2d8 x 10 damage

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

Baleful Polymorph

Ranged spell; Daily; 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:

7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or fewer

9th level spell: 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.

Big Purple Hand

Close-quarters spell; Daily; 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.

Big Purple Hand

Large 5th-level troop [Construct]

Initiative: +7

Clenched Fist +10 vs. PD—18 force damage.

Forceful Hand +10 vs. PD—The target is pushed back and pops free from all opponents.

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.

Big Purple Hand Level Progression

LevelInitiativeAttackDamageACPDMDHP
5+7+1018 / 921191560
7+9+1228 / 1423211790
9+11+1544 / 22262420150

Cone of Cold

Close-quarters spell; Daily; 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.

7th level spell: 15d8 damage

9th level spell: 2d8 x 10 damage

Champion Feat The spell is now Recharge 16+ after battle.

Contingency

Close-quarters spell; Daily; 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; Daily; 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.

Enlarge/Shrink Creature 13WCS

Close-quaters spell

Daily

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.

7th level spell: 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 level spell: You can target two creatures with this spell.

Fantastic Beast

Ranged spell; Daily; 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.

Fantastic Beast

5th level wrecker [beast]; Initiative: +12

Phantom Claw +10 vs. AC—15 psychic damage

Wings: The beast can fly.

Immaterial: Attacks with a natural odd attack roll don’t affect the beast.

Fantastic Beast Level Progression

LevelInitiativeAttackDamageACPDMDHP
5+12+101519151938
7+14+122421172155
9+17+153624202480

Heroism

Ranged spell; Daily; 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; Daily; 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.

7th level spell: 120 hit points or fewer

9th level spell: 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; Daily; 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.

7th level spell: 8d10 damage

9th level spell: 10d12 damage

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

Phantasmal Killer

You create the vision of a shadowy attacker in the target’s head.

Ranged spell; Daily; 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

7th level spell: 2d8 x 10 damage

9th level spell: 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; Daily; 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; Daily; 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; Daily; 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.

Rock Golem

5th level construct [blocker]; Initiative +6

Rock golems cause the earth to shake with every step.

Rock Punch +10 vs. AC—16 damage

Natural even hit (Staggered enemy only): The target is hampered until the end of your next turn.

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

LevelInitiativeAttackDamageACPDMDHP
5+7+101621211755
7+9+122523231980
9+12+1540262622120

Resilient Sphere

Ranged Spell; Daily; 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:

7th level spell: You can now target a large creature.

9th level spell: You can now target a huge creature.

Sanctum

Ranged spell; Daily; Abjuration

Effect: You ward the nearby area against magical intrusion. The area cannot be scried 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; Daily; 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.

Tenacious Transformation

Close-quarters spell; Daily; 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 13WCS

Close-quarters spell

Daily

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.

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; Daily; 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; Daily; 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:

9th level spell: 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; Daily; 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.

9th level spell: 50 damage to non-mooks; 25 damage to allies on miss

Epic Feat You can now target far away enemies.

Delayed Blast Fireball

Ranged spell; Daily; 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.

9th level spell: 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.

9th level spell: Trigger on 18 or less.

Champion Feat Increase the extra damage to 1d4 per spell level.

Flashback

Ranged spell; Daily; Quick action; Divination

Target: You or a nearby ally

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

Flesh to Stone

Ranged spell; Daily; 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

9th level spell: target with 750 hp; 40 ongoing damage; 30 miss damage

Gem Golem

Ranged spell; Daily; 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.

9th level spell: You can now embed three gems worth at least 500 gp each to embed 5th level spells.

Gem Golem

A sparkling creation of gems, silver, and gold, the gem golem shows off its owner’s wealth and magical prowess.

7th level construct [caster]; Initiative +11

Diamond Fist +13 vs. AC—25 damage; the golem has a +2 bonus to its critical threat range with the attack.

Spellcasting: The golem can cast three spells that you embed when you create it.

Golem immunity: Can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.

Gem Golem Level Advancement

LevelInitiativeAttackDamageACPDMDHP
7+11+132523192176
9+13+1535252125114

Mind Blank

Close-quarters spell; Daily; 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.

9th level spell: Resist psychic 18+

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

Mislead

Ranged spell; Daily; 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; Daily; 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

9th level spell: 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.

Outrageous Irresistible Dance

Ranged spell; Daily; 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.

Power Word, Stun

Ranged spell; Daily; 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.

9th level spell: 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 13WCS

Ranged spell

Daily

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.

9th level spell: 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; Daily; 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.

9th level spell: The simulacrum has 70 hp.

Slow 13WCS

Ranged spell

Daily

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.

9th level spell: The roll to repeat the effect is now 11+ instead of 16+.

Symbol

Ranged spell; Daily; 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

9th level spell: 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.

Wall of Force

Ranged spell; Daily; 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.

9th level spell: The wall now only dissipates on the third failed roll.

9th Level Spells

Dominate Monster

Ranged spell; Daily; 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; Daily; 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

You bestow sudden flashes of insight about the immediate future to the target.

Ranged spell; Daily; 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; Daily; 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; Daily; 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.

Magma Golem

9th level construct [wrecker]; Initiative +14

A lump of molten lava given a vaguely humanoid shape.

Molten Fist +14 vs. PD—40 fire damage

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

Golem immunity: Can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage.

Resist fire 18+

Magma Golem Level Advancement

LevelInitiativeAttackDamageACPDMDHP
9+14+1740262420126

Maze

Ranged spell; Daily; 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).

Power Word, Kill

Ranged spell; Daily; Enchantment

Target: One nearby enemy

Attack: Intelligence + Level vs. PD

Hit: The target takes 100 ongoing negative energy 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 13WCS

Close-quarters spell

Daily

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 holy or negative energy). 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.

Barrier:Resistance Type (and Damage Type If Passed):Overcome By:
1st–RedFireCold
2nd–OrangeThunderThunder
3rd–YellowForceNegative Energy
4th–GreenAcidPsychic
5th–BlueColdForce
6th–IndigoLightningHoly
7th–VioletPsychicLightning

Prismatic Spray

Ranged spell; Daily; 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.

  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; Daily; 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.

Time Stop

Close-quarters spell; Daily; 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; Daily; 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 saveing throw 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; Daily; 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? The Diabolist?

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.

 

Section 15: Copyright Notice

13WCS: 13 Wizard Cantrips and Spells. © 2018, John Brazer Enterprises

DATP: Dark Alleys & Twisted Paths. © 2019, Kinoko Games