Spells

Targets an object of 10 lbs or less and moves it up to 10ft per action. 2 actions may be spent to turn it into an attack. It deals damage equal to your INT MOD.

##### Party Trick

Somatic, Verbal, 1 action, 10ft range

Causes a weak magical effect of your choosing (GM discretion at what counts as weak). Examples include, changing the color or taste of up to 1 square ft material, creating a sound at an inside speaking level, creating an illusion within 1 square ft., raising or lowering the temperature of an object within 1 square ft by 10 degrees fahrenheit.

##### Conjure Element

Somatic, Verbal, 1 action, 20ft range, Arcana V.S. REFLEX

Create a weak bolt of elemental energy (specified at the time the spell is learned) and make a ranged attack. On a hit, deal damage equal to INT MOD on a success. This spell can be learned more than once for multiple elements.

##### Manipulate Element

Somatic, Verbal, 1 action, 30ft range, Nature V.S FORTITUDE

Manipulate up to 5 feet of existing elemental energy (specified at the time the spell is learned) and move or shape it up to 30ft. 2 actions may be spent to turn it into an attack. On a hit, deal damage equal to your WIS MOD

##### Vine Grapple

Somatic, Verbal, 1 action, 15ft range, Nature V.S FORTITUDE

Release a tangle of vines at a single target. On a successful hit, the target is grappled. Two actions may be spent to strangle the target for 1d4 damage. 1 action may be spent to move the target 10ft in one direction.

## Hourly

##### Natural Growth

Verbal, Somatic, Material(Existing plant or fungus), 1-3 actions, 15ft range, Nature V.S. WILL if Sentient

Grows an existing plant, fungus or seedling to fill a space of 5 square feet per action spent. Some plants may have additional actions such as “release spores” or “trap” at the discretion of the GM.

##### Heal Wounds

Verbal, Somatic, Material(Purified Water), 3 actions, 5ft range

Remove 1d4 hits plus WIS MOD from a willing creature.

##### Minor Image

Somatic, Material(Paints or Dyes worth 10 SN), 2 actions, 30ft range/10ft radius

Create an illusory image within the specified range. It cannot make noise, and a successful investigation check against your deception reveals it to be an illusion.

##### Resist Toxins

Verbal, Material(Natural Herbs), 1 action, 10ft range

Give a willing creature +10 fortitude when rolling a save against poison, petrification, or paralysis effects. The effect lasts for 1 minute. If a creature is already under the effects of one of the above status conditions, they immediately roll to see if they resist them. If they do, the condition is removed.

##### Will Break

Verbal, Material(3 SN, Opioids), 2 actions 20ft range, Arcana V.S WILL

On a success, force a sentient entity to take a full round of actions per your instruction. They do not take their next turn in combat.

## Daily

##### Charm Person

Verbal, 2 actions, 15 feet, ARCANE V.S. WILL

If successful, the target is temporarily charmed to do what the casting player suggests for one hour. If the target is hit, or successfully resists, it knows a charm attempt was made and becomes hostile.

##### Change Weather

Verbal, Somatic, Material(5 GC worth of incense), 3 actions, 100 ft radius

The GM rolls percentage dice, and the casting player rolls a NATURE check versus the result. If it is successful, the weather is changed in the location to the players preference (At the GMs discretion as to what’s “Reasonable”)

##### Avatar of the Divine

Verbal, Somatic, Material(A ruby worth 4 GC), 2 actions, self, 30 seconds

You become an avatar to your patron deity. You are imbued with a moment of their strength. Gain 10 temporary hits, a fly speed of 10ft and one additional action per round. You wield a spiritual weapon representing your deity with a range of 20ft. Use a WIS skill of your choice V.S. WILL when attacking with this weapon. It does 3 hits plus your WIS MOD as damage on a successful hit (or three additional hits if your natural weapons damage would be higher). You can only take actions that are in line with your patrons beliefs and ideals.

## Ritual

##### Bond Familiar

Verbal, Somatic, Material(2 GC worth of incense), 1 hour, 5 feet

A friendly, and willing creature of your choice is bound to become your familiar. They will do as you say, and become part spirit in addition to their other creature types. They can be dismissed to an interplanar space or summoned from that space at one action. You may only have one familiar present at a time. If a familiar would die, it is sent to the interdimensional space to recuperate for three days.

##### Grove Practice

Verbal, Somatic, Material(50lbs petrified wood,), 1 hour, 10 feet

All willing creatures within range gain an additional number of hits equal to your ranks in nature. They can only benefit from this effect once. It wears off after 12 hours.

## Soul Cast

##### Damned Shot

Somatic, Material(1/3 Soul Fragment), 1 Action, 100 feet, INTIMIDATION V.S. WILL

You propel the tortured fragment of a soul at a target. If the attack is a success, ignore armor and do 2 hits directly as Psychic damage.

##### Soul Compass

Verbal, Material(1/1 Soul Fragment), 2 Action, 10 Miles, lasts 1 hour

You summon a soul fragment into an object, creature, or a part of your body. At the time of casting, you give it a directive to find somebody or something with which it is familiar (you have to know of a preexisting connection or risk losing the soul fragment or being led to something else). A creature will be possessed to find it, an object will mechanically try to shift in its direction, and a piece of your body will begin to glow and start giving you a tugging sensation in the direction of the intended target depending on what you summon the soul fragment into.

##### Commune with Soul Fragment

Verbal, Material(1 Soul Fragment), 3 actions

You expend a soul fragment and ask a question the original owner may know the answer to. It is resistant to give up its knowledge but may be persuaded like a regular NPC in exchange for its freedom to join the rest of its soul in the afterlife.