Get +1 , max +
Get +1 , max +
Get +1 , max +
Get +1 , max +
Take another move
Take another move
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Take another [_$=playbook] move
[_=0/1] Take another [_$=playbook] move
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
ADVANCED IMPROVEMENTS
Get +1 to any rating, max +3.
Change this hunter to a new type.
Create a second hunter to play as well as this one.
Mark two of the basic moves as advanced.
Mark another two of the basic moves as advanced.
Retire this hunter to safety.
Get back one used Luck point.
[_=0/1] Get +1 to any rating, max +3.
[_=0/1] Change this hunter to a new type.
[_=0/1] Create a second hunter to play as well as this one.
[_=0/1] Mark two of the basic moves as advanced.
[_=0/1] Mark another two of the basic moves as advanced.
[_=0/1] Retire this hunter to safety.
[_=0/1] Get back one used Luck point.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll +Cool.
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll [b]+Cool[/b].
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp.
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll [b]+Sharp[/b].
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm.
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll [b]+Charm[/b].
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll +Tough.
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll [b]+Tough[/b].
[style]{"logo":"https://i.imgur.com/oUq36tk.png"}[/style]
[2column]
[col]
[abilities="CHARACTER INFO"]
[f=font-cabin large]
[b]Name:[/b] [_=]
[b]Playbook:[/b] [_playbook=]
[/f]
[/abilities]
[abilities="LOOK"]
[f=font-cabin large]
[b]Gender:[/b] [_=]
[b]Appearance:[/b] [_=]
[b]Clothing:[/b] [_=]
[/f]
[/abilities]
[abilities="GEAR"]
# [_=Weapon 1]
[_=harm and tags]
# [_=Weapon 2]
[_=harm and tags]
# [_=Weapon 3]
[_=harm and tags]
[/abilities]
[abilities="HISTORY"]
[f=font-cabin large]
[_=PC 1]: [_=]
[_=PC 2]: [_=]
[_=PC 3]: [_=]
[_=PC 4]: [_=]
[/f]
[/abilities]
[abilities="IMPROVEMENTS"]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Get +1 [_=], max +[_=]
[_=0/1] Take another [_$=playbook] move
[_=0/1] Take another [_$=playbook] move
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[_=0/1] [_=]
[/abilities]
[abilities="ADVANCED IMPROVEMENTS"]
[_=0/1] Get +1 to any rating, max +3.
[_=0/1] Change this hunter to a new type.
[_=0/1] Create a second hunter to play as well as this one.
[_=0/1] Mark two of the basic moves as advanced.
[_=0/1] Mark another two of the basic moves as advanced.
[_=0/1] Retire this hunter to safety.
[_=0/1] Get back one used Luck point.
[/abilities]
[/col]
[col]
[abilities="STATS"]
[f=font-cabin large]
[table="rolls"]
Ability | Score | Roll
Charm | [_charm=] | 2d6[_$=+charm]
Cool | [_cool=] | 2d6[_$=+cool]
Sharp | [_sharp=] | 2d6[_$=+sharp]
Tough | [_tough=] | 2d6[_$=+tough]
Weird | [_weird=] | 2d6[_$=+weird]
[/table]
[/f]
[/abilities]
[abilities="STANDARD MOVES"]
# Act Under Pressure
This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll [b]+Cool[/b].
# Help Out
When you help another hunter with a move they are making, roll [b]+Cool[/b].
# Investigate A Mystery
Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll [b]+Sharp[/b].
# Kick Some Ass
This is used when you are fighting something that’s fighting you back. When you get into a fight and kick some ass, roll [b]+Tough[/b].
# Manipulate Someone
This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll [b]+Charm[/b].
# Protect Someone
If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll [b]+Tough[/b].
# Read A Bad Situation
When you look around and read a bad situation, roll [b]+Sharp[/b].
# Use Magic
When you use magic, say what you’re trying to achieve and how you do the spell, then roll [b]+Weird[/b].
[/abilities]
[abilities="PLAYBOOK MOVES"]
# [_move1=]
[_=0/1] [_$=move1]: [_=Move details]
# [_move2=]
[_=0/1] [_$=move2]: [_=Move details]
# [_move3=]
[_=0/1] [_$=move3]: [_=Move details]
# [_move4=]
[_=0/1] [_$=move4]: [_=Move details]
[/abilities]
[abilities="LUCK"]
[f=font-cabin large]
[b]Okay[/b] [_=0/7] [b]Doomed[/b]
[/f]
[/abilities]
[abilities="HARM"]
[f=font-cabin large]
[b]Okay[/b] [_=0/3] || [_=0/4] [b]Dying[/b]
[b]Unstable[/b] [_=0/1]
[/f]
[/abilities]
[abilities="LEVELING UP"]
[f=font-cabin large]
Experience: [_=0/5]
[/f]
[/abilities]
[/col]
[/2column]
[abilities="NOTES"]
[f=font-cabin large]
[/f]
[/abilities]
[linebreak]
[snippets="Speech"]
# Dialogue
[/snippets]
Expand and edit the field in the "Char Skill ST" spoiler for base attributes and modifiers. This helps keep the rollable tables cleaner.
[ +- ] Update Notes
I added a spoiler for Characteristics & ST to contian raw values to clean up the look. Simply expand that to enter base stats and any modifieers. This lets the visible tables be cleaner as they are now only for rolls. I added weight tracking in the inventory section
I am also working on a 5e spell sheet for games here, or you can find it in the character Library as ~Spells
[ +- ] Cantrip Spells
Spell Name : School, +Casting Time, @Range, =Duration, *Components
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Higher Level: Beginning at 5th level you are able to cast this spell in advance and maintin it in readyness by concentrating on it. As soon as you take any form of damage the spell takes effect and lasts till the end of your next round. The concentration period increases by 3 rounds t 5th (3 rounds), 11th (6 rounds), and 17th (9 rounds).
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Higher Level: Beginning at 5th level you are able to cast this spell in advance and maintin it in readyness by concentrating on it. As soon as you take any form of damage the spell takes effect and lasts till the end of your next round. The concentration period increases by 3 rounds t 5th (3 rounds), 11th (6 rounds), and 17th (9 rounds).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Higher Level: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
Higher Level: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Higher Level: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Higher Level: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Control Flames : Transmute, +1 Action, @60 Feet, =Instant or 1 hour, *S Notes
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Higher Level: The distance you can move the fire increases by 5 feet at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Higher Level: The distance you can move the fire increases by 5 feet at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
Create Bonfire : Conjure, +1 Action, @60 Feet, =Concentrate, up to 1 minute, *VS Notes
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancing Lights : Evoke, +1 Action, @120 Feet, =Concentration up to 1 minute, *VSM Notes
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Higher Level: The number or torches increases by 2 at 5th (6 torches), 11th (8 torches), 17th (10 torches).
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Higher Level: The number or torches increases by 2 at 5th (6 torches), 11th (8 torches), 17th (10 torches).
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Higher Level: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
Higher Level: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Higher Level: The duration of this spell increased at 5th (1 dat), 11th (3 days), and 17th (10 days).
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary. If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand. Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Higher Level: The duration of this spell increased at 5th (1 dat), 11th (3 days), and 17th (10 days).
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Higher Level: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Higher Level: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends : Enchant, +1 Action, @Self, =Concentrate, up to 1 minute, *SM Notes
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Higher Level: The duration of this spell increases by 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
Higher Level: The duration of this spell increases by 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Higher Level: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
Higher Level: This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 +your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Guidance : Divination, +1 Action, @Touch, =Concentrate up to 1 minute, *VS Notes
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Higher Level: The duration of this spell increases by 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Higher Level: The duration of this spell increases by 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Higher Level: The number of effects increases by 1 at 5th (2 effects), 11th (3 effects), and 17th (4 effects). All affects must be adjacent. If multiple effects are created that require ST they all have advantage.
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Higher Level: The number of effects increases by 1 at 5th (2 effects), 11th (3 effects), and 17th (4 effects). All affects must be adjacent. If multiple effects are created that require ST they all have advantage.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
The number of objects enchanted increases by 1 at 5th (2 items), 11th (3 items), and 17th (4 items).
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
The number of objects enchanted increases by 1 at 5th (2 items), 11th (3 items), and 17th (4 items).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Higher Level: The number of hands increases by 1 at 5th (2 hands), 11th (3 hands), and 17th (4 hands). Each hand can operate independantly or with other hands.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Higher Level: The number of hands increases by 1 at 5th (2 hands), 11th (3 hands), and 17th (4 hands). Each hand can operate independantly or with other hands.
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
The number of stones you can enchant increases by 1 at 5th (4 stones), 11th (5 stones), and 17th (6 stones).
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 +your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone. If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
The number of stones you can enchant increases by 1 at 5th (4 stones), 11th (5 stones), and 17th (6 stones).
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Higher Level: The casting time of this spell is reduced by 2 rounds at 5th (8 rounds), 11th (6 round), and 17th (4 round).
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Higher Level: The casting time of this spell is reduced by 2 rounds at 5th (8 rounds), 11th (6 round), and 17th (4 round).
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Higher Level: The number of creatures you can message increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures). They can not use this to communicate with each other and can only hear and reply to you.
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Higher Level: The number of creatures you can message increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures). They can not use this to communicate with each other and can only hear and reply to you.
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Higher Level: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Higher Level: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Higher Level: The maximum number of instances of this cantrip increases by 1 at 5th (2 illusions), 11th (3 illusions), and 17th (4 illusions).
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Higher Level: The maximum number of instances of this cantrip increases by 1 at 5th (2 illusions), 11th (3 illusions), and 17th (4 illusions).
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Higher Level: The distance you can move the earth each round increases by 5 feet per round at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Higher Level: The distance you can move the earth each round increases by 5 feet per round at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Higher Level: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
Higher Level: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
Higher Level: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
Higher Level: The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Higher Level: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Higher Level: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ray of Frost : Evoke, +1 Action, @60 feet, =Instant, *VS Notes
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Resistance : Abjure, +1 Action, @Touch, =Concentrate up to 1 minute, *VSM Notes
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Higher Level: The number of creatures that you can bless increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures). The spell ends as soon as any one of them uses the spells d4 bonus.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Higher Level: The number of creatures that you can bless increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures). The spell ends as soon as any one of them uses the spells d4 bonus.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
Higher Level: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
Higher Level: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shape Water : Transmute, +1 Action, @30 feet, =Instant or 1 hour, *S Notes
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Higher Level: The speed with witch you control the water increases by 5 feet per round at at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Higher Level: The speed with witch you control the water increases by 5 feet per round at at 5th (10 feet), 11th (15 feet), and 17th (20 feet).
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Higher Level: The duration of the spell increases 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Higher Level: The duration of the spell increases 1 minute at 5th (2 minutes), 11th (3 minutes), and 17th (4 minutes).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Higher Level: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Higher Level: At 5th level the duration increases to 1 round. In addition the number of creatures you can stabilize increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures)
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Higher Level: At 5th level the duration increases to 1 round. In addition the number of creatures you can stabilize increases by 1 at 5th (2 creatures), 11th (3 creatures), and 17th (4 creatures)
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Higher Level: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Toll the Dead : Necrotic, +1 Action, @60 feet, =Instant, *VS Notes
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Higher Level: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
Higher Level: The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
True Strike : Divination, +1 Action, @30 feet, =Concentrate up to 1 round, *S Notes
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Higher Level: The duration increases by 1 round at 5th (2 rounds), 11th (3 rounds), and 17th (4 rounds). The spell end as soon as you attack with advantage.
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Higher Level: The duration increases by 1 round at 5th (2 rounds), 11th (3 rounds), and 17th (4 rounds). The spell end as soon as you attack with advantage.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Higher Level: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Higher Level: This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Word of Radiance : Evoke, +1 Action, @5 feet, =Instant, *VM Notes
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
Higher Level: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
[ +- ] 1st Level Spells
Spell Name : School, +Casting Time, @Range, =Duration, *Components
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Bane : Enchant, +1 Action, @30 feet, =Concentrate, up to 1 minute, *VSM Notes
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Beast Bond : Divination, +1 Action, @Touch, =Concentrate, up to 1 minute, *VSM Notes
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Bless : Enchant, +1 Action, @30 feet, =Concentrate, up to 1 minute, *VSM Notes
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Cause Fear : Necrotic, +1 Action, @60 feet, =Concentrate, up to 1 minute, *VS Notes
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water
You touch one vial of water and cause it to become Holy Water (flask). Coming of Age
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
[b]Atonement[/b]
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
[b]Bless Water[/b]
You touch one vial of water and cause it to become Holy Water (flask).
[b]Coming of Age[/b]
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
[b]Dedication[/b]
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
[b]Funeral Rite[/b]
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
[b]Wedding[/b]
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
Chaos Bolt
d8
Type
d8
Type
1
Acid
2
Cold
3
Fire
4
Force
5
Lightning
6
Poison
7
Psychic
8
Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
Chaos Bolt
[table=ht compact] d8 | Type | d8 | Type
1 | Acid | 2 | Cold
3 | Fire | 4 | Force
5 | Lightning | 6 | Poison
7 | Psychic | 8 | Thunder[/table]
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop The target drops whatever it is holding and then ends its turn. Flee
The target spends its turn moving away from you by the fastest available means. Grovel
The target falls prone and then ends its turn. Halt
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
[b]Approach[/b]
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
[b]Drop
[/b]The target drops whatever it is holding and then ends its turn.
[b]Flee[/b]
The target spends its turn moving away from you by the fastest available means.
[b]Grovel[/b]
The target falls prone and then ends its turn.
[b]Halt[/b]
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Compelled Duel : Enchant, +1 Bonus Action, @30 feet, =Concentrate, up to 1 minute, *V Notes
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Create or Destroy Water : Transmute, +1 Action, @30 feet, =Instant, *VSM Notes
You either create or destroy water. Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
You either create or destroy water.
[b]Create Water[/b]
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
[b]Destroy Water[/b]
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Evil and Good : Divination, +1 Action, @Self, =Concentrate, up to 10 minutes, *VS Notes
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Magic : Divination, +1 Action R, @Self, =Concentrate, up to 10 minutes, *VS Notes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease : Divination, +1 Action, @Self, =Concentrate, up to 10 minutes, *VSM Notes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Divine Favor : Evoke, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *VS Notes
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Ensnaring Strike : Conjure, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Entangle : Conjure, +1 Action, @90 feet, =Concentrate, up to 1 minute, *VS Notes
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
Expeditious Retreat : Transmute, +1 Bonus Action, @Self, =Concentrate, up to 10 minutes, *VS Notes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Faerie Fire : Evoke, +1 Action, @60 feet, =Concentrate, up to 1 minute, *V Notes
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.At Higher Levels:
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.At Higher Levels:
Fog Cloud : Conjure, +1 Action, @120 feet, =Concentrate, up to 1 hour, *VS Notes
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Gift of Alacrity : Divination DC, +1 Minute, @Touch, =8 hours, *VS Notes
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
At Higher Levels:
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
At Higher Levels:
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
At Higher Levels:
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
At Higher Levels:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Hail of Thorns : Conjure, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Heroism : Enchant, +1 Action, @Touch, =Concentrate, up to 1 minute, *VS Notes
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Hex : Enchant, +1 Bonus Action, @90 feet, =Concentrate, up to 1 hour, *VSM Notes
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hunter's Mark : Divination, +1 Bonus Action, @90 feet, =Concentrate, up to 1 hour, *V Notes
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
At Higher Levels:
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
At Higher Levels:
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
At Higher Levels:
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
At Higher Levels:
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.
If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.
If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
At Higher Levels:
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
At Higher Levels:
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Protection from Evil and Good : Abjure, +1 Action, @Touch, =Concentrate, up to 10 minutes, *VSM Notes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
Ray of Sickness : Necrotic, +1 Action, @60 feet, =Instant, *VS Notes
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
Searing Smite : Evoke, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
At Higher Levels:
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
At Higher Levels:
Shield of Faith : Abjure, +1 Bonus Action, @60 feet, =Concentrate, up to 1 minute, *VSM Notes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
Silent Image : Illusion, +1 Action, @60 feet, =Concentrate, up to 10 minutes, *VSM Notes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
At Higher Levels:
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
At Higher Levels:
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
At Higher Levels:
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
At Higher Levels:
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
At Higher Levels:
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
At Higher Levels:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
At Higher Levels:
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
At Higher Levels:
Tasha's Caustic Brew : Evoke, +1 Action, @Self (30-foot line), =Concentrate, up to 1 minute, *VSM Notes
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Tasha's Hideous Laughter : Enchant, +1 Action, @30 feet, =Concentrate, up to 1 minute, *VSM Notes
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
At Higher Levels:
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
At Higher Levels:
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
At Higher Levels:
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
At Higher Levels:
Thunderous Smite : Evoke, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
At Higher Levels:
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
At Higher Levels:
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
At Higher Levels:
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
At Higher Levels:
Witch Bolt : Evoke, +1 Action, @30 feet, =Concentrate, up to 1 minute, *VSM Notes
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1
Wrathful Smite : Evoke, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
At Higher Levels:
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
At Higher Levels:
Zephyr Strike : Transmute, +1 Bonus Action, @Self, =Concentrate, up to 1 minute, *V Notes
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
At Higher Levels:
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
At Higher Levels:
Notes: Delete the other classes that don't apply to your character. Remove the spoiler tag from your class. Delete unnecessary attacks from the combat section. Add {_$=+lucky} (replace curly braces with square brackets) to any roll for Lucky Sign.
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Racial Features
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Class Features
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
[table="ht rolls"]
[b]Saving Throw[/b] and [b]Roll Needed[/b] |[b]Roll+Mod[/b]
Death/Poison need [_=12] | 1d20+4
Wands need [_=13] | 1d20+4
Paralyze/Stone need [_=14] | 1d20+4
Dragon Breath need [_=15] | 1d20+3
Spells need [_=17] | 1d20+4
[/table]
[table="ht rolls"]
[b]Saving Throw[/b] and [b]Roll Needed[/b] |[b]Roll+Mod[/b]
Death/Poison need [_=12] | 1d20+4
Wands need [_=13] | 1d20+4
Paralyze/Stone need [_=14] | 1d20+4
Dragon Breath need [_=15] | 1d20+3
Spells need [_=17] | 1d20+4
[/table]
[/col]
[col]
Equipment
[b]Platinum:[/b] [_=]
[b]Gold:[/b] [_=34]
[b]Silver:[/b] [_=]
[b]Copper:[/b] [_=]
[table="ht"]
[b]Qty[/b]|[b]Item Name[/b] |[b]Size[/b]| [b]Gold Value[/b] | [b]Weight[/b]
1|Great Axe|L|14|15
1|Chain Mail|-|60|40
3|Dagger|S|2|1
[/table]
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Racial Features
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Must: Use Medium weapons one-handed and some Large weapons (<4' in length) in two hands
Not Allowed: Two-handed swords, Polearms, Longbows.
Must: Use large weapons with both hands, but may use Small or Medium weapons in one hand.
SpecialAbilities:
Darkvision (60' range)
Detect (1-2 on 1d6) Slanting passages, Traps, Shifting walls, New construction.
+ 10% to all experience points earned
Class Features
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Click the ink bottle above to edit
Use a # to start a new ability entry, press enter, and then add the text for the feat or feature
This gives you a header and a little red arrow beside it. You can click the little red arrow to expand the selection
Feel free to remove all of this text once you understand how it works
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves to resist poison, sickness, cold, etc. The Constitution bonus is added to healing rolls. A PC’s number of item slots is always equal to their Constitution defense.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for saves requiring concentration and precision, such as wielding magic, resisting magical effects, recalling lore, crafting objects, tinkering with machinery, picking pockets, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
Used for ranged attacks and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors, detecting illusions, etc.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of +2.
• If you have more than one marked debility, your momentum reset is 0.
In addition:
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
• If you are encumbered, narrative complications.
COMPANION
Name:
Your hawk can aid you while it is aloft.
Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
+0
+1
+2
+3
COMPANION
Name:
Your hawk can aid you while it is aloft.
[_=0/1] Far-seeing: When you Undertake a Journey, or when you Resupply by hunting for small game, add +1.
[_=0/1] Fierce: When you Secure an Advantage +edge using your hawk to harass and distract your foes, add +1 and take +1 momentum on a hit.
[_=0/1] Vigilant: When you Face Danger +wits to detect an approaching threat, or when you Enter the Fray +wits against an ambush, add +2.
[table="stats"]
[_=0/1]+0|[_=0/1]+1|[_=0/1]+2|[_=1/1]+3[/table]
PATH
When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
PATH
[_=1/1] When you make a move to pacify, calm, control, aid, or fend off an animal (or an animal or beast companion), add +1 and take +1 momentum on a hit.
[_=0/1] You may add or upgrade an animal or beast companion asset for 1 fewer experience. Once you mark all their abilities, you may Forge a Bond with them and take an automatic strong hit.
When you do, mark a bond twice and take 1 experience.
[_=0/1] Once per fight, when you leverage your animal or beast companion to make a move, reroll any dice. On a hit, take +1 momentum.
COMBAT TALENT
When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
When you Resupply by recovering or gathering arrows after a battle, add +2.
When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
COMBAT TALENT
[_=1/1] When you Secure an Advantage by crafting arrows of fine quality, add +1. Then, take +1 supply or +1 momentum on a hit.
[_=0/1] When you Resupply by recovering or gathering arrows after a battle, add +2.
[_=0/1] When you craft a single arrow designated for a specific foe, envision the process and materials, and roll +wits. On a strong hit, take both. On a weak hit, choose one.
• Seeker: When a shooter uses the arrow to Strike or Clash against this foe, reroll any dice (one time only).
• Ravager: When a shooter uses the arrow to inflict harm against this foe, inflict +1d6 harm (one time only).
A challenging quest with a small number of obstacles
Dangerous
Mark 2 progress
An involved quest with several tough obstacles
Formidable
Mark 1 progress
A complex quest with many intimidating obstacles
Extreme
Mark 2 ticks
An overwhelming quest of staggering proportions
Epic
Mark 1 tick
A life-defining quest of unknowable scope
[table=grid]
Troublesome|Mark 3 progress|A challenging quest with a small number of obstacles
Dangerous|Mark 2 progress|An involved quest with several tough obstacles
Formidable|Mark 1 progress|A complex quest with many intimidating obstacles
Extreme|Mark 2 ticks|An overwhelming quest of staggering proportions
Epic|Mark 1 tick|A life-defining quest of unknowable scope
[/table]
Progress
Undertake a Journey Description:
Dangerous Mark 2 progress
Threat Description:
Enter the Fray Description:
Formidable: Mark 1 progress
Threat Description:
Undertake a Journey Description: [_=]
[_=4/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Dangerous Mark 2 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Enter the Fray Description: [_=]
[_=0/10][color=";zoom:85%;"]
[_=0/3][/color]
[_=Formidable: Mark 1 progress]
Threat Description: [_=]
[color=";zoom:85%;"][_=0/10][/color]
Traveling a moderate distance within a single region
Dangerous
Mark 2 progress
Traveling a long distance within a single region, or across rough terrain
Formidable
Mark 1 progress
Traveling from one region to another, or across especially challenging terrain
Extreme
Mark 2 ticks
Traveling through multiple regions
Epic
Mark 1 tick
Traveling from one end of the Ironlands to another, or to a separate land
[table=grid]
Troublesome|Mark 3 progress|Traveling a moderate distance within a single region
Dangerous|Mark 2 progress|Traveling a long distance within a single region, or across rough terrain
Formidable|Mark 1 progress|Traveling from one region to another, or across especially challenging terrain
Extreme|Mark 2 ticks|Traveling through multiple regions
Epic|Mark 1 tick|Traveling from one end of the Ironlands to another, or to a separate land
[/table]
This place holds the secrets of a bygone age.
FEATURES
1-4
Evidence of lost knowledge
5-8
Inscrutable relics
9-12
Ancient artistry or craft
13-16
Preserved corpses or fossils
17-20
Visions of this place in another time
DANGERS
1-5
Ancient trap
6-10
Hazardous architecture or terrain
11-12
Blocked or broken path
13-14
Denizen protects an ancient secret
15-16
Denizen reveres an ancient power
17-18
Living relics of a lost age
19-20
Ancient evil resurgent
21-22
Dire warnings of a long-buried danger
23-24
Ancient disease or contamination
25-26
Artifact of terrible meaning or power
27-28
Disturbing evidence of ancient wrongs
29-30
Others seek power or knowledge
This place holds the secrets of a bygone age.
FEATURES
[table="hl"]
1-4|Evidence of lost knowledge
5-8|Inscrutable relics
9-12| Ancient artistry or craft
13-16|Preserved corpses or fossils
17-20|Visions of this place in another time
[/table]
DANGERS
[table="hl"]
1-5|Ancient trap
6-10|Hazardous architecture or terrain
11-12|Blocked or broken path
13-14|Denizen protects an ancient secret
15-16|Denizen reveres an ancient power
17-18|Living relics of a lost age
19-20|Ancient evil resurgent
21-22|Dire warnings of a long-buried danger
23-24|Ancient disease or contamination
25-26|Artifact of terrible meaning or power
27-28|Disturbing evidence of ancient wrongs
29-30|Others seek power or knowledge
[/table]
The crumbling legacy of a dead civilization.
FEATURES
21-43
Crumbling corridors and chambers
44-56
Collapsed architecture
57-64
RubblE - choked hall
65-68
Courtyard
69-72
Archive or library
73-76
Broken statuary or fading murals
77-80
Preserved vault
81-84
Temple to forgotten gods
85-88
Mausoleum
89-98
Something unusual or unexpected
99
You transition into a new Theme
00
You transition into a new Domain
DANGERS
31-33
Ancient mechanism or trap
34-36
Collapsing wall or ceiling
37-39
Blocked or broken passage
40-42
Unstable floor above a new danger
43-45
Ancient secrets best left buried
The crumbling legacy of a dead civilization.
FEATURES
[table="hl"]
21-43|Crumbling corridors and chambers
44-56|Collapsed architecture
57-64|RubblE - choked hall
65-68|Courtyard
69-72|Archive or library
73-76|Broken statuary or fading murals
77-80|Preserved vault
81-84|Temple to forgotten gods
85-88|Mausoleum
89-98|Something unusual or unexpected
99|You transition into a new Theme
00|You transition into a new Domain
[/table]
DANGERS
[table="hl"]
31-33|Ancient mechanism or trap
34-36|Collapsing wall or ceiling
37-39|Blocked or broken passage
40-42|Unstable floor above a new danger
43-45|Ancient secrets best left buried
[/table]
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
When the outcome of a move prompts an encounter with a denizen, you may:
• Choose or introduce a denizen based on the situation and what you know of this place.
• Identify a denizen as ‘likely’ to appear, and Ask the Oracle. If the answer is "no," roll on the matrix.
• Pick two denizens, rate one as ‘likely’ , and Ask the Oracle to determine which you encounter.
•Roll on the matrix to generate a random encounter. If the field is blank, add a new denizen.
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits. On a strong hit, you are successful. Take +1 momentum. On a weak hit, you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply. On a miss, you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
[table="rolls"]
Move|Roll
FACE DANGER +Edge|1d6+[_$=e]
FACE DANGER +Heart|1d6+[_$=h]
FACE DANGER +Iron|1d6+[_$=i]
FACE DANGER +Shadow|1d6+[_$=s]
FACE DANGER +Wits|1d6+[_$=w]
[/table]
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you are successful. Take +1 momentum.
[b]On a weak hit[/b], you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1 momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply.
[b]On a miss[/b], you fail, or your progress is undermined by a dramatic and costly turn of events. Pay the Price.
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits. On a strong hit, you gain advantage. Take both. On a weak hit, your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum. On a miss, you fail or your assumptions betray you. Pay the Price.
[table="rolls"]
Move|Roll
SECURE AN ADVANTAGE +Edge|1d6+[_$=e]
SECURE AN ADVANTAGE +Heart|1d6+[_$=h]
SECURE AN ADVANTAGE +Iron|1d6+[_$=i]
SECURE AN ADVANTAGE +Shadow|1d6+[_$=s]
SECURE AN ADVANTAGE +Wits|1d6+[_$=w]
[/table]
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance: Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
[b]On a strong hit[/b], you gain advantage. Take both.
[b]On a weak hit[/b], your advantage is short-lived. Choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. Pay the Price.
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1. On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum. On a weak hit, the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum. On a miss, your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
[table="rolls"]
Move|Roll
GATHER INFORMATION +Wits|1d6+[_$=w]
[/table]
When you search an area, ask questions, conduct an investigation, or follow a track, roll +wits. If you act within a community or ask questions of a person with whom you share a bond, add +1.
[b]On a strong hit[/b], you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn (Ask the Oracle if unsure), and take +2 momentum.
[b]On a weak hit[/b], the information complicates your quest or introduces a new danger. Envision what you discover (Ask the Oracle if unsure), and take +1 momentum.
[b]On a miss[/b], your investigation unearths a dire threat or reveals an unwelcome truth that undermines your quest. Pay the Price.
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower. On a strong hit, your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health. On a weak hit, as above, but you must suffer -1 supply or -1 momentum (your choice). On a miss, your aid is ineffective. Pay the Price.
[table="rolls"]
Move|Roll
Heal +Wits|1d6+[_$=w]
Heal +Iron|1d6+[_$=i]
[/table]
When you treat an injury or ailment, roll +wits. If you are mending your own wounds, roll +wits or +iron, whichever is lower.
[b]On a strong hit[/b], your care is helpful. If you (or the ally under your care) have the wounded condition, you may clear it. Then, take or give up to +2 health.
[b]On a weak hit[/b], as above, but you must suffer -1 supply or -1 momentum (your choice).
[b]On a miss[/b], your aid is ineffective. Pay the Price.
When you hunt, forage, or scavenge, roll +wits. On a strong hit, you bolster your resources. Take +2 supply. On a weak hit, take up to +2 supply, but suffer -1 momentum for each. On a miss, you find nothing helpful. Pay the Price.
[table="rolls"]
Move|Roll
RESUPPLY +Wits|1d6+[_$=w]
[/table]
When you hunt, forage, or scavenge, roll +wits.
[b]On a strong hit[/b], you bolster your resources. Take +2 supply.
[b]On a weak hit[/b], take up to +2 supply, but suffer -1 momentum for each.
[b]On a miss[/b], you find nothing helpful. Pay the Price.
When you rest and recover for several hours in the wild, roll +supply. On a strong hit, you and your allies may each choose two. On a weak hit, choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey. On a miss, you take no comfort. Pay the Price.
[table="rolls"]
Move|Roll
MAKE CAMP +Supply|1d6+[_$=su]
[/table]
When you rest and recover for several hours in the wild, roll +supply.
[b]On a strong hit[/b], you and your allies may each choose two. [b]On a weak hit[/b], choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a Journey.
[b]On a miss[/b], you take no comfort. Pay the Price.
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll. On a strong hit, you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark progress.
• You move at speed: Mark progress and take +1 momentum, but suffer -1 supply. On a weak hit, you reach a waypoint and mark progress, but suffer -1 supply. On a miss, you are waylaid by a perilous event. Pay the Price.
[table="rolls"]
Move|Roll
UNDERTAKE A JOURNEY +Wits|1d6+[_$=w]
[/table]
When you travel across hazardous or unfamiliar lands, first set the rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting off from a community with which you share a bond, add +1 to your initial roll.
[b]On a strong hit[/b], you reach a waypoint. If the waypoint is unknown to you, envision it (Ask the Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark progress.
• You move at speed: Mark progress and take +1 momentum, but suffer -1 supply.
[b]On a weak hit[/b], you reach a waypoint and mark progress, but suffer -1 supply.
[b]On a miss[/b], you are waylaid by a perilous event. Pay the Price.
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum. On a weak hit, you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
REACH YOUR DESTINATION =PROGRESS|2d10
[/table]
Progress Move
When your journey comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], the situation at your destination favors you. Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you arrive but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], you have gone hopelessly astray, your objective is lost to you, or you were misled about your destination. If your journey continues, clear all but one filled progress, and raise the journey’s rank by one (if not already epic).
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
Move
Roll
ENTER THE FRAY +Heart
1d6+
ENTER THE FRAY +Shadow
1d6+
ENTER THE FRAY +Wits
1d6+
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits. On a strong hit, take +2 momentum. You have initiative. On a weak hit, choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative. On a miss, combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
[table="rolls"]
Move|Roll
ENTER THE FRAY +Heart|1d6+[_$=h]
ENTER THE FRAY +Shadow|1d6+[_$=s]
ENTER THE FRAY +Wits|1d6+[_$=w]
[/table]
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without warning: Roll +shadow.
• Ambushed: Roll +wits.
[b]On a strong hit[/b], take +2 momentum. You have initiative.
[b]On a weak hit[/b], choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
[b]On a miss[/b], combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge. On a strong hit, inflict +1 harm. You retain initiative. On a weak hit, inflict your harm and lose initiative. On a miss, your attack fails and you must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
STRIKE +Iron|1d6+[_$=i]
STRIKE +Edge|1d6+[_$=e]
[/table]
When you have initiative and attack in close quarters, roll +iron When you have initiative and attack at range, roll +edge.
[b]On a strong hit[/b], inflict +1 harm. You retain initiative.
[b]On a weak hit[/b], inflict your harm and lose initiative.
[b]On a miss[/b], your attack fails and you must Pay the Price. Your foe has initiative.
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge. On a strong hit, inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm. On a weak hit, inflict your harm, but then Pay the Price. Your foe has initiative. On a miss, you are outmatched and must Pay the Price. Your foe has initiative.
[table="rolls"]
Move|Roll
CLASH +Edge|1d6+[_$=e]
CLASH +Iron|1d6+[_$=i]
[/table]
When your foe has initiative and you fight with them in close quarters, roll +iron. When you exchange a volley at range, or shoot at an advancing foe, roll +edge.
[b]On a strong hit[/b], inflict your harm and choose one. You have the initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm.
[b]On a weak hit[/b], inflict your harm, but then Pay the Price. Your foe has initiative.
[b]On a miss[/b], you are outmatched and must Pay the Price. Your foe has initiative.
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit. If you fail to score a hit on that move, you must suffer a dire outcome. Pay the Price.
[table="rolls"]
Move|Roll
[/table]
Once per fight, when you risk it all, you may steal initiative from your foe to make a move (not a progress move). When you do, add +1 and take +1 momentum on a hit.
[b]If you fail to score a hit[/b] on that move, you must suffer a dire outcome. Pay the Price.
Progress Move
When you make a move to take decisive action, and score a strong hit, you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure). On a weak hit, as above, but you must also choose one.
• It’s worse than you thought: Endure Harm.
• You are overcome: Endure Stress.
• Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.
• You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.
• You’ll pay for it: An objective falls out of reach.
• Others won’t forget: You are marked for vengeance. On a miss, you have lost this fight. Pay the Price.
[table="rolls"]
Move|Roll
END THE FIGHT =PROGRESS|2d10
[/table]
Progress Move
When you make a move to take decisive action, [b]and score a strong hit[/b], you may resolve the outcome of this fight. If you do, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], this foe is no longer in the fight. They are killed, out of action, flee, or surrender as appropriate to the situation and your intent (Ask the Oracle if unsure).
[b]On a weak hit[/b], as above, but you must also choose one.
• It’s worse than you thought: Endure Harm.
• You are overcome: Endure Stress.
• Your victory is short-lived: A new danger or foe appears, or an existing danger worsens.
• You suffer collateral damage: Something of value is lost or broken, or someone important must pay the cost.
• You’ll pay for it: An objective falls out of reach.
• Others won’t forget: You are marked for vengeance.
[b]On a miss[/b], you have lost this fight. Pay the Price.
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits. On a strong hit, you achieve your objective unconditionally. Take +2 momentum. On a weak hit, you achieve your objective, but not without cost. Pay the Price. On a miss, you are defeated and the objective is lost to you. Pay the Price.
[table="rolls"]
Move|Roll
BATTLE +Edge|1d6+[_$=e]
BATTLE +Heart|1d6+[_$=h]
BATTLE +Iron|1d6+[_$=i]
BATTLE +Shadow|1d6+[_$=s]
BATTLE +Wits|1d6+[_$=w]
[/table]
When you fight a battle, and it happens in a blur, envision your objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll +heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
[b]On a strong hit[/b], you achieve your objective unconditionally. Take +2 momentum.
[b]On a weak hit[/b], you achieve your objective, but not without cost. Pay the Price.
[b]On a miss[/b], you are defeated and the objective is lost to you. Pay the Price.
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow. On a strong hit, they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1. On a weak hit, as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure). On a miss, they refuse or make a demand which costs you greatly. Pay the Price.
[table="rolls"]
Move|Roll
COMPEL +Heart|1d6+[_$=h]
COMPEL +Iron|1d6+[_$=i]
COMPEL +Shadow|1d6+[_$=s]
[/table]
When you attempt to persuade someone to do something, envision your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
[b]On a strong hit[/b], they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information, make that move now and add +1.
[b]On a weak hit[/b], as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
[b]On a miss[/b], they refuse or make a demand which costs you greatly. Pay the Price.
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1. On strong hit, you and your allies may each choose two from within the categories below. On a weak hit, choose one.
If you share a bond, choose one more. On a miss, you find no help here. Pay the Price.
Clear a Condition
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
Recover
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.
Move
Roll
FOCUSED RECOVER +Heart
1d6+
On a hit, you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1. On a strong hit, take +2 more for that action. On a weak hit, take +1 more. On a miss, it goes badly and you lose all benefits for that action.
[table="rolls"]
Move|Roll
SOJOURN +Heart|1d6+[_$=h]
[/table]
When you spend time in a community seeking assistance, roll +heart. If you share a bond, add +1.
[b]On strong hit[/b], you and your allies may each choose two from within the categories below.
[b]On a weak hit[/b], choose one.
If you share a bond, choose one more.
[b]On a miss[/b], you find no help here. Pay the Price.
[i]Clear a Condition[/i]
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
[i]Recover[/i]
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
[i]Provide Aid[/i]
• Take a quest: Envision what this community needs, or what trouble it is facing (Ask the Oracle if unsure). If you chose to help, Swear an Iron Vow and add +1.
[table="rolls"]
Move|Roll
FOCUSED RECOVER +Heart|1d6+[_$=h]
[/table]
[b]On a hit[/b], you and your allies may each focus on one of your chosen recover actions and roll +heart again. If you share a bond, add +1.
[b]On a strong hit[/b], take +2 more for that action. [b]On a weak hit[/b], take +1 more. [b]On a miss[/b], it goes badly and you lose all benefits for that action.
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1. On a strong hit, take +1 momentum. You may also choose up to three boasts and take +1 momentum for each. On a weak hit, you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death. On a miss, you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
[table="rolls"]
Move|Roll
DRAW THE CIRCLE +Heart|1d6+[_$=h]
[/table]
When you challenge someone to a formal duel, or accept a challenge, roll +heart. If you share a bond with this community, add +1.
[b]On a strong hit[/b], take +1 momentum. You may also choose up to three boasts and take +1 momentum for each.
[b]On a weak hit[/b], you may choose one boast in exchange for +1 momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with death.
[b]On a miss[/b], you begin the duel at a disadvantage. Your foe has initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may make a lawful demand, and your opponent must comply or forfeit their honor and standing. If you refuse the challenge, surrender, or are defeated, they make a demand of you.
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice. On a strong hit, make note of the bond, mark a tick on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum. On a weak hit, they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline or fail, Pay the Price. On a miss, you are refused. Pay the Price.
[table="rolls"]
Move|Roll
FORGE A BOND +Heart|1d6+[_$=h]
[/table]
When you spend significant time with a person or community, stand together to face hardships, or make sacrifices for their cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their benefit, you may reroll any dice.
[b]On a strong hit[/b], make note of the bond, mark a tick on your bond progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], they ask something more of you first. Envision what it is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark the bond. If you decline or fail, Pay the Price.
[b]On a miss[/b], you are refused. Pay the Price.
When your bond is tested through conflict, betrayal, or circumstance, roll +heart. On a strong hit, this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum. On a weak hit, your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price. On a miss, or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
[table="rolls"]
Move|Roll
TEST YOUR BOND +Heart|1d6+[_$=h]
[/table]
When your bond is tested through conflict, betrayal, or circumstance, roll +heart.
[b]On a strong hit[/b], this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
[b]On a weak hit[/b], your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or Swear an Iron Vow). If you decline or fail, clear the bond and Pay the Price.
[b]On a miss[/b], or if you have no interest in maintaining this relationship, clear the bond and Pay the Price.
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative. On a strong hit, your Ally gains advantage. They take both. On a weak hit, your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum. On a miss, you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
[table="rolls"]
Move|Roll
AID YOUR ALLY +Edge|1d6+[_$=e]
AID YOUR ALLY +Heart|1d6+[_$=h]
AID YOUR ALLY +Iron|1d6+[_$=i]
AID YOUR ALLY +Shadow|1d6+[_$=s]
AID YOUR ALLY +Wits|1d6+[_$=w]
[/table]
When you Secure an Advantage in direct support of an ally, and score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have initiative.
[b]On a strong hit[/b], your Ally gains advantage. They take both.
[b]On a weak hit[/b], your Ally's advantage is short-lived. They choose one.
• Take control: Make another move now (not a progress move); when you do, add +1.
• Prepare to act: Take +2 momentum.
[b]On a miss[/b], you fail or your assumptions betray you. You Pay the Price. (Not your Ally)
Progress Move
When you retire from your life as Ironsworn, envision two things:
What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll. On a strong hit, things come to pass as you hoped. On a weak hit, your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure). On a miss, your fears are realized.
[table="rolls"]
Move|Roll
WRITE YOUR EPILOGUE =BONDS|2d10
[/table]
Progress Move
When you retire from your life as Ironsworn, envision two things:
What you hope for, and what you fear. Then, roll the challenge dice and compare to your bonds. Momentum is ignored on this roll.
[b]On a strong hit[/b], things come to pass as you hoped.
[b]On a weak hit[/b], your life takes an unexpected turn, but not necessarily for the worse. You find yourself spending your days with someone or in a place you did not foresee. Envision it (Ask the Oracle if unsure).
[b]On a miss[/b], your fears are realized.
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher. On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum. On a weak hit, you press on. On a miss, also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
Move
Roll
AT 0 HEALTH
1d100
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
[table="rolls"]
Move|Roll
ENDURE HARM +Health|1d6+[_$=hp]
ENDURE HARM +Iron|1d6+[_$=i]
[/table]
When you face physical damage, suffer -health equal to your foe’s rank or as appropriate to the situation. If your health is 0, suffer -momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum.
If you are at 0 health, you must mark wounded or maimed (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 The harm is mortal. Face Death.
11-20 You are dying. You need to Heal within an hour or two, or Face Death.
21-35 You are unconscious and out of action. If left alone, you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show mercy, Face Death.
36-50 You are reeling and fighting to stay conscious. If you engage in any vigorous activity (such as running or fighting) before taking a breather for a few minutes, roll on this table again (before resolving the other move).
51-00 You are battered but still standing.
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher. On a strong hit, choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum On a weak hit, you press on. On a miss, also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
Move
Roll
AT 0 HEALTH
1d100
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
[table="rolls"]
Move|Roll
ENDURE STRESS +Heart|1d6+[_$=h]
ENDURE STRESS +Spirit|1d6+[_$=sp]
[/table]
When you face mental shock or despair, suffer -spirit equal to your foe’s rank or as appropriate to the situation. If your spirit is 0, suffer -momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
[b]On a strong hit[/b], choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
[b]On a weak hit[/b], you press on.
[b]On a miss[/b], also suffer -1 momentum. If you are at 0 spirit, you must mark shaken or corrupted (if currently unmarked) or roll on the following table.
[table="rolls"]
Move|Roll
AT 0 HEALTH|1d100
[/table]
1-10 You are overwhelmed. Face Desolation.
11-25 You give up. Forsake Your Vow (if possible, one relevant to your current crisis).
26-50 You give in to a fear or compulsion, and act against your better instincts.
51-00 You persevere.
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher. On a strong hit, your companion rallies. Give them +1 health. On a weak hit, your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health. On a miss, also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two. If you roll a miss with a 1 on your action die, and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
[table="rolls"]
Move|Roll
COMPANION ENDURE HARM +Heart|1d6+[_$=h]
COMPANION ENDURE HARM +Companion Health|1d6+
[/table]
When your companion faces physical damage, they suffer -health equal to the amount of harm inflicted. If your companion’s health is 0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
[b]On a strong hit[/b], your companion rallies. Give them +1 health.
[b]On a weak hit[/b], your companion is battered. If their health is 0, they cannot assist you until they gain at least +1 health.
[b]On a miss[/b], also suffer -1 momentum. If your companion’s health is 0, they are gravely wounded and out of action. Without aid, they die in an hour or two.
[b]If you roll a miss with a 1 on your action die[/b], and your companion’s health is 0, they are now dead. Take 1 experience for each marked ability on your companion asset, and remove it.
When you are brought to the brink of death, and glimpse the world beyond, roll +heart. On a strong hit, death rejects you. You are cast back into the mortal world. On a weak hit, choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest. On a miss, you are dead.
[table="rolls"]
Move|Roll
FACE DEATH +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of death, and glimpse the world beyond, roll +heart.
[b]On a strong hit[/b], death rejects you. You are cast back into the mortal world.
[b]On a weak hit[/b], choose one.
• You die, but not before making a noble sacrifice. Envision your final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to complete that quest. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are dead. Otherwise, you return to the mortal world and are now cursed. You may only clear the cursed debility by completing the quest.
[b]On a miss[/b], you are dead.
When you are brought to the brink of desolation, roll +heart. On a strong hit, you resist and press on. On a weak hit, choose one.
• Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
• You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. If you fail to score a hit when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
You may only clear the tormented debility by completing the quest. On a miss, you succumb to despair or horror and are lost.
[table="rolls"]
Move|Roll
FACE DESOLATION +Heart|1d6+[_$=h]
[/table]
When you are brought to the brink of desolation, roll +heart.
[b]On a strong hit[/b], you resist and press on.
[b]On a weak hit[/b], choose one.
• Your spirit or sanity breaks, but not before you make a noble sacrifice. Envision your final moments.
• You see a vision of a dreaded event coming to pass. Envision that dark future (Ask the Oracle if unsure), and Swear an Iron Vow (formidable or extreme) to prevent it. [b]If you fail to score a hit[/b] when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
You may only clear the tormented debility by completing the quest.
[b]On a miss[/b], you succumb to despair or horror and are lost.
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
[table="rolls"]
Move|Roll
[/table]
When your momentum is at its minimum (-6), and you suffer additional -momentum, choose one.
• Exchange each additional -momentum for any combination of -health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress on that track per its rank.
troublesome=clear 3 progress
dangerous=clear 2 progress
formidable=clear 1 progress
extreme=clear 2 ticks
epic=clear 1 tick
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
[table="rolls"]
Move|Roll
[/table]
When your supply is exhausted (reduced to 0), mark unprepared. If you suffer additional -supply while unprepared, you must exchange each additional -supply for any combination of -health, -spirit or -momentum as appropriate to the circumstances.
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1. On a strong hit, you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum. On a weak hit, you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward. On a miss, you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
SWEAR AN IRON VOW +Heart|1d6+[_$=h]
[/table]
When you swear upon iron to complete a quest, write your vow and give the quest a rank.
Then, roll +heart. If you make this vow to a person or community with whom you share a bond, add +1.
[b]On a strong hit[/b], you are emboldened and it is clear what you must do next (Ask the Oracle if unsure). Take +2 momentum.
[b]On a weak hit[/b], you are determined but begin your quest with more questions than answers. Take +1 momentum, and envision what you do to find a path forward.
[b]On a miss[/b], you face a significant obstacle before you can begin your quest. Envision what stands in your way (Ask the Oracle if unsure), and choose one.
• You press on: Suffer -2 momentum, and do what you must to overcome this obstacle.
• You give up: Forsake Your Vow.
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
[table="rolls"]
Move|Roll
[/table]
When you make significant progress in your quest by overcoming a critical obstacle, completing a perilous journey, solving a complex mystery, defeating a powerful threat, gaining vital support, or acquiring a crucial item, you may mark progress:
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll. On a strong hit, your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5 On a weak hit, there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1. On a miss, your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
[table="rolls"]
Move|Roll
FULFILL YOUR VOW =Progress|2d10
[/table]
Progress Move
When you achieve what you believe to be the fulfillment of your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
[b]On a strong hit[/b], your quest is complete. Mark experience:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[b]On a weak hit[/b], there is more to be done or you realize the truth of your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience:
troublesome=0
dangerous=1
formidable=2
extreme=3
epic=4
You may Swear an Iron Vow to set things right. If you do, add +1.
[b]On a miss[/b], your quest is undone. Envision what happens (Ask the Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow.
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
[table="rolls"]
Move|Roll
[/table]
When you renounce your quest, betray your promise, or the goal is lost to you, clear the vow and Endure Stress. You suffer -spirit equal to the rank of your quest:
troublesome=1
dangerous=2
formidable=3
extreme=4
epic=5
When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.
[table="rolls"]
Move|Roll
[/table]
When you focus on your skills, receive training, find inspiration, earn a reward, or gain a companion, you may spend 3 experience to add a new asset, or 2 experience to upgrade an asset.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
Move
Roll
PAY THE PRICE
1d100
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage.
60-68 It is harmful.
69-77 It is stressful.
78-85 A surprising development complicates your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
95-98 A friend, companion, or ally is put in harm’s way (or you are, if alone).
99-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’ , and Ask the Oracle using the yes/no table. On a ‘yes’ , make that outcome happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the result to fit the current situation, roll again.
[table="rolls"]
Move|Roll
PAY THE PRICE|1d100
[/table]
1-2 Roll again and apply that result but make it worse. If you roll this result yet again, think of something dreadful that changes the course of your quest (Ask the Oracle if unsure) and make it happen.
3-5 A person or community you trusted loses faith in you, or acts against you.
6-9 A person or community you care about is exposed to danger.
10-16 You are separated from something or someone.
17-23 Your action has an unintended effect.
24-32 Something of value is lost or destroyed.
33-41 The current situation worsens.
42-50 A new danger or foe is revealed.
51-59 It causes a delay or puts you at a disadvantage.
60-68 It is harmful.
69-77 It is stressful.
78-85 A surprising development complicates your quest.
86-90 It wastes resources.
91-94 It forces you to act against your best intentions.
95-98 A friend, companion, or ally is put in harm’s way (or you are, if alone).
99-00 Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
Odds (The answer is ‘yes’ if you roll...)
Roll
Almost Certain (11 or greater)
1d100
Likely (26 or greater)
1d100
50/50 (51 or greater)
1d100
Unlikely (76 or greater)
1d100
Small Chance (91 or greater)
1d100
On a match, an extreme result or twist has occurred.
When you seek to resolve questions, discover details in the world, determine how other characters respond, or trigger encounters or events, you may…
• Draw a conclusion: Decide the answer based on the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’ , and roll on the table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’ , and roll on the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
[table="rolls]
Odds (The answer is ‘yes’ if you roll...)| Roll
Almost Certain (11 or greater)| 1d100
Likely (26 or greater)| 1d100
50/50 (51 or greater)| 1d100
Unlikely (76 or greater)| 1d100
Small Chance (91 or greater)| 1d100
[/table]
[b]On a match, an extreme result or twist has occurred.[/b]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
[table="rolls"]
[/table]
When you resolve to enter a perilous site in pursuit of an objective, choose the theme and domain which best represent its nature (Ask the Oracle if unsure), and give it a rank.
• Troublesome site: 3 progress per area.
• Dangerous site: 2 progress per area.
• Formidable site: 1 progress per area.
• Extreme site: 2 ticks per area.
• Epic site: 1 tick per area.
If you are returning to a previously explored site, roll both challenge dice, take the lowest value, and clear that number of progress boxes.
Then, Delve the Depths to explore this place.
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits. On a strong hit, you delve deeper. Mark progress and Find an Opportunity. On a weak hit, roll on the following table according to your stat. On a miss, Reveal a Danger.
Edge
Shadow
Wits
Weak Hit Result
DELVE THE DEPTHS
1d100
1-45
1-30
1-40
Mark progress and Reveal a Danger.
46-65
31-65
41-55
Mark progress.
66-75
66-90
56-80
Choose one: Mark progress or Find an Opportunity.
76-80
91-99
81-99
Take both: Mark progress and Find an Opportunity.
81-00
00
00
Mark progress twice and Reveal a Danger.
[table="rolls"]
Move|Roll
DELVE THE DEPTHSv+Edge|1d6+[_$=e]
DELVE THE DEPTHS +Shadow|1d6+[_$=s]
DELVE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you traverse an area within a perilous site, envision your surroundings (Ask the Oracle if unsure). Then, consider your approach. If you navigate this area…
• With haste: Roll +edge.
• With stealth or trickery: Roll +shadow.
• With observation, intuition, or expertise: Roll +wits.
[b]On a strong hit[/b], you delve deeper. Mark progress and Find an Opportunity.
[b]On a weak hit[/b], roll on the following table according to your stat.
[b]On a miss[/b], Reveal a Danger.
[table="rolls"]
Edge|Shadow|Wits|Weak Hit Result
DELVE THE DEPTHS|||1d100
1-45| 1-30| 1-40| Mark progress and Reveal a Danger.
46-65| 31-65| 41-55| Mark progress.
66-75| 66-90| 56-80| Choose one: Mark progress or Find an Opportunity.
76-80| 91-99| 81-99| Take both: Mark progress and Find an Opportunity.
81-00| 00| 00| Mark progress twice and Reveal a Danger.
[/table]
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
Roll
Result
FIND AN OPPORTUNITY
1d100
1-25
The terrain favors you, or you find a hidden path.
26-45
An aspect of the history or nature of this place is revealed.
46-57
You locate a secure area.
58-68
A clue offers insight or direction.
69-78
You get the drop on a denizen.
79-86
This area provides an opportunity to scavenge, forage, or hunt.
87-90
You locate an interesting or helpful object.
91-94
You are alerted to a potential threat.
95-98
You encounter a denizen who might support you.
99-00
You encounter a denizen in need of help.
When you encounter a helpful situation or feature within a site, roll on the following table. If you are making this move as a result of a strong hit on Delve the Depths, you may pick or envision an opportunity instead of rolling.
Then, choose one.
• Gain insight or prepare: Take +1 momentum.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
[table="rolls"]
Roll| Result
FIND AN OPPORTUNITY|1d100
1-25| The terrain favors you, or you find a hidden path.
26-45| An aspect of the history or nature of this place is revealed.
46-57| You locate a secure area.
58-68| A clue offers insight or direction.
69-78| You get the drop on a denizen.
79-86| This area provides an opportunity to scavenge, forage, or hunt.
87-90| You locate an interesting or helpful object.
91-94| You are alerted to a potential threat.
95-98| You encounter a denizen who might support you.
99-00| You encounter a denizen in need of help.
[/table]
When you encounter a risky situation within a site, envision the danger or roll on the following table.
Roll
Result
REVEAL A DANGER
1d100
1-30
Check the theme card.
31-45
Check the domain card.
46-57
You encounter a hostile denizen.
58-68
You face an environmental or architectural hazard.
69-76
A discovery undermines or complicates your quest.
77-79
You confront a harrowing situation or sensation.
80-82
You face the consequences of an earlier choice or approach.
83-85
Your way is blocked or trapped.
86-88
A resource is diminished, broken, or lost.
89-91
You face a perplexing mystery or tough choice.
92-94
You lose your way or are delayed.
95-00
Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER|1d100
1-30| Check the theme card.
31-45| Check the domain card.
46-57| You encounter a hostile denizen.
58-68| You face an environmental or architectural hazard.
69-76| A discovery undermines or complicates your quest.
77-79| You confront a harrowing situation or sensation.
80-82| You face the consequences of an earlier choice or approach.
83-85| Your way is blocked or trapped.
86-88| A resource is diminished, broken, or lost.
89-91| You face a perplexing mystery or tough choice.
92-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply. On a strong hit, you have it. Take +1 momentum. On a weak hit, you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply. On a miss, you don’t have it and the situation grows more perilous. Pay the Price.
[table="rolls"]
Move|Roll
CHECK YOUR GEAR +Supply|1d6+[_$=su]
[/table]
When you check to see if you have a specific helpful item, and you have at least +1 supply, roll +supply.
[b]On a strong hit[/b], you have it. Take +1 momentum.
[b]On a weak hit[/b], you have it, but your resources are diminished. Take +1 momentum and suffer -1 supply.
[b]On a miss[/b], you don’t have it and the situation grows more perilous. Pay the Price.
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum. On a weak hit, you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure). On a miss, your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
[table="rolls"]
Move|Roll
LOCATE YOUR OBJECTIVE =PROGRESS|2d10
[/table]
Progress Move
When your exploration of a site comes to an end, roll the challenge dice and compare to your progress. Momentum is ignored on this roll.
[b]On a strong hit[/b], you locate your objective and the situation favors you.
Choose one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
[b]On a weak hit[/b], you locate your objective but face an unforeseen hazard or complication. Envision what you find (Ask the Oracle if unsure).
[b]On a miss[/b], your objective falls out of reach, you have been misled about the nature of your objective, or you discover that this site holds unexpected depths. If you continue your exploration, clear all but one filled progress and raise the site’s rank by one (if not already epic).
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits. On a strong hit, you make your way safely out of the site. Take +1 momentum. On a weak hit, you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge. On a miss, a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
[table="rolls"]
Move|Roll
ESCAPE THE DEPTHS +Edge|1d6+[_$=e]
ESCAPE THE DEPTHS +Heart|1d6+[_$=h]
ESCAPE THE DEPTHS +Iron|1d6+[_$=i]
ESCAPE THE DEPTHS +Shadow|1d6+[_$=s]
ESCAPE THE DEPTHS +Wits|1d6+[_$=w]
[/table]
When you flee or withdraw from a site, consider the situation and your approach. If you...
• Find the fastest way out: Roll +edge.
• Steel yourself against the horrors of this place: Roll +heart.
• Fight your way out: Roll +iron.
• Keep out of sight: Roll +shadow.
• Retrace your steps or locate an alternate path: Roll +wits.
[b]On a strong hit[/b], you make your way safely out of the site. Take +1 momentum.
[b]On a weak hit[/b], you find your way out, but this place exacts its price.
Choose one.
• You are weary or wounded: Endure Harm.
• The experience leaves you shaken: Endure Stress.
• You are delayed, and it costs you.
• You leave behind something important.
• You face a new complication as you emerge from the depths.
• A denizen plots their revenge.
[b]On a miss[/b], a dire threat or imposing obstacle stands in your way. Reveal a Danger. If you survive, you may make your escape.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
Roll
Result
REVEAL A DANGER (alternate version)
1d100
1-22
You encounter a hostile denizen.
23-42
You face an environmental or architectural hazard.
43-58
A discovery undermines or complicates your quest.
59-64
You confront a harrowing situation or sensation.
65-70
You face the consequences of an earlier choice or approach.
71-76
The path is blocked or trapped.
77-82
A resource is diminished, broken, or lost.
83-88
You face a perplexing mystery or tough choice.
89-94
You lose your way or are delayed.
95-00
Roll twice more on this table. Both results occur. If they are the same result, make it worse.
When you encounter a risky situation within a site, envision the danger or roll on the following table.
[table="rolls"]
Roll| Result
REVEAL A DANGER (alternate version)|1d100
1-22| You encounter a hostile denizen.
23-42| You face an environmental or architectural hazard.
43-58| A discovery undermines or complicates your quest.
59-64| You confront a harrowing situation or sensation.
65-70| You face the consequences of an earlier choice or approach.
71-76| The path is blocked or trapped.
77-82| A resource is diminished, broken, or lost.
83-88| You face a perplexing mystery or tough choice.
89-94| You lose your way or are delayed.
95-00| Roll twice more on this table. Both results occur. If they are the same result, make it worse.
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
[table="rolls"]
WIELD A RARITY =Rarity die| 1d6
[/table]
When you make a move aided by an augmented asset, roll your rarity die in place of your action die.
On any result with 6 showing on the rarity die, the power of the rarity manifests in a dramatic and obvious way. You score an automatic strong hit and take +1 momentum.
On a hit with 5 showing on the rarity die, the power of the rarity manifests in a subtle way. Take +1 momentum.
On a miss with 1 showing on the rarity die, the rarity’s power fails or works against you.
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
[table="rolls"]
[/table]
When you make a move and score a miss, mark a tick on your failure track. If you score a miss when making a progress move, mark two ticks.
Progress Move
When you spend time reflecting on your hardships and missteps, and your failure track is +6 or greater, roll your challenge dice and compare to your progress. Momentum is ignored on this roll. On a strong hit, you commit to making a dramatic change. Take 3 experience and clear all progress. Then, choose one.
• Adjust your approach: Discard a single asset, and take 2 experience for each marked ability.
• Make an oath: Swear an Iron Vow, and reroll any dice.
• Ready your next steps: Take +3 momentum. On a weak hit, you learn from your mistakes. Take 2 experience and clear all progress. On a miss, you’ve learned the wrong lessons. Take 1 experience and clear all progress. Then, envision how you set off on an ill-fated path.
[table="rolls"]
Move|Roll
LEARN FROM YOUR FAILURES =PROGRESS|2d10
&