


Druid Spells (by class)
Level One Spells (Novice)
Charm Person (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. For more information regarding Charm, please read Status Table.
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Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.
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Healing Word (V, 6 tiles, BA) - A target 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.
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Entangle (V, S, 9 tiles, A) - Grasping weeds and vines sprout from the ground under the target of your choice. The target must succeed on a Strength saving throw or be Restrained by entangling plants for the duration of 1 turn.
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Thunderwave (V, S, 1 tile, A) - A wave of thunderous force sweeps out from you. Everyone within 1 tile must succeed on a Constitution saving throw or take 2d8 Thunder Damage and be pushed 1 tile away from their current position. On a successful saving throw they still take half damage, but they're not pushed.
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Level Two Spells (Adept)
Strengthening Bond (V, S, 1 tile, A) - You touch a target and strengthen their physique. For the duration of 3 turns, the target receives +1 to Str, Dex and Con saving throws.
Inspiring Presence (V, S, 1 tile, A) - You touch a target and bestow upon them a magical inspiration. For the duration of 3 turns, the target receives +1 to Int, Wis and Char saving throws.
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Protection from Poison (V, S, 1 tile, A) - You touch a target within range. If they are Poisoned, you remove all poisons that affect the target. Additonally, if the target you cured becomes poisoned in the next turn, you can use this ability as a Free Action to cure them. This Free Action can be used only once per combat.
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Lesser Restoration (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.
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Moonbeam (V, S, 12 tiles, A) - A silvery beam of pale light shines down on a target of your choice. The target and everyone within 1 tile of the target has to succeed Constitution saving throw or take 2d10 Radiant Damage. If the target or anyone around the target is shapeshifted, they are reverted to their original form.
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Heat Metal (V, S, 6 tiles, A) - When you choose a target that is wearing Medium or Heavy Armour, they have to succeed on a Constitution saving throw or take 2d8 Fire Damage. Additionally, the affected target has to take action to remove their Armour during their next turn. Targets that are not wearing Medium or Heavy Armour are not affected by that spell.
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Barkskin (V, S, 1 tile, A) - You touch a willing creature. For the duration of 2 turns, the target's skin has rough, bark-like appearance and the target's AC becomes 16 regardless of what Armour they're wearing.
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Flame Blade (V, S, self, BA) - You evoke a fiery blade in your free hand, your next melee attack with that weapon deals 3d6 Fire Damage and afterwards it disappears.
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Healing Spirit (V, S, 6 tiles, BA) - You call forth a nature spirit to soothe the wounded. The intangible spirit appears around the target you choose within range. The spirit looks like transparent beast or fey (your choice). For the duration of 2 turns, whenever the target of your spell starts their turn, you can use free action to restore their Hit Points by 1d6, aftertwards the spirit disappears.
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Gust of Wind (V, S, 6 tiles, A) - Pick up to 3 targets within range. All of the selected targets have to succeed on Strength saving throw or be pushed 2 tiles away from you. If there is any obstacle in the direction of their pushback, they’re stopped. Additionally, affected targets have their movement halved for their next turn.


Level Three Spells (Adept)
Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.
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Call Lightning (V, S, 12 tiles, A) - You summon a storm cloud that appears above you. You choose a target within range, everyone around them within 1 tile, and the target must make a Dexterity saving throw or take 3d10 Lightning Damage, half as much on successful one. If any target is affected by the status Soaked they receive additional 1d10 damage. The spell fails and cannot be used if you are inside a walled building.
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Tidal Wave (V, S, 12 tiles, A) - You conjure up a wave of water that crashes down on your opponents. You choose a target within range, everyone around them within 3 tiles, and the target must make a Dexterity saving throw or take 4d8 Bludgeoning Damage, be knocked Prone and receive Soaked status. On a success, the targets take half as much damage and are not knocked Prone, nor receive any statuses.
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Flame Arrows (V, S, 1 tile, A) - You touch a quiver containing arrows or bolts. When the target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire Damage. The spell lasts 3 turns.
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Level Four Spells (Practitioner)
Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.
Polymorph (V, S, 6 tile, A) - The target of your choice within range has to make a Wisdom saving throw or be turned into a harmless critter. When polymorphed the target can move their base movement value but cannot take any action for the duration of 2 turns or until they revert to their original form. Any damage inflicted upon a polymorphed target removes the effect of the spell.
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Fire Shield (V, S, self, A) - Thin and wispy flames wreathe your body for the duration of 2 turns. When the shield is active, you gain resistance to both Fire and Cold Damage. Additionally, anyone who performs a melee attack against you while the shield protects you, they receive 1d8 Fire Damage and 1d8 Cold Damage.
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Grasping Vine (V, S, 6 tiles, BA) - You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a target within 6 tiles of you. The target must succeed on a Dexterity saving throw or be pulled 2 tiles towards you.
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Stoneskin (V, S, 1 tile, A) - This spell turns the flesh of a willing target you touch as hard as stone. For the duration of 2 turns, the target has resistance to Bludgeoning, Piercing and Slashing Damage.
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Lightning Bane (V, S, 9 tiles, A) - Choose one target you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for 2 turns. Each time the target takes Lightning Damage, they take additional 2d6 damage of that type. Moreover, the target loses any resistance to that damage until the spell ends.


Level Five Spells (Professional)
Greater Restoration (V, S, 1 tile, A) - You undo all negative effects a target suffers from and restore their previous state. This includes Bleeding, Charmed, Dazed, Frightened, Paralysed, Poisoned, Blighted and Burning. The target is also healed for 3d10 Hit Points.
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Freedom of the Winds (V, S, self, A) - As you are guided by the winds themselves, your Movement is set to 6 and you gain +3 to your saving throws against being grappled, restrained or paralysed. During that time you are immune to falling damage. When you are targeted by a spell or attack while this spell is in effect, you can use your reaction to teleport up to 6 tiles to an unoccupied space. The spell lasts 2 turns.
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Insect Plague (V, S, 12 tiles, A) - Enchanted, swarming and biting loctus goes after the target of your choice. Your target, and everyone in 2 tiles radius, has to succeed on a Consitution saving throw or take 5d10 Piercing Damage and receive penalty -2 to AC for the duration of 1 turn. On successful saving throw they still take half of the damage but are not affected by the penalty.
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Contagion (V, S, 1 tile, A) - Make a melee spell attack against a creature within your reach. On a hit the target is poisoned for the duration of 3 turns. Additionally, the target receives an infection making them Bleed for the duration of 1 turn. The infection also affects target's saving throws, they receive -2 penalty to Strength and Constitution saving throws for the duration of 1 turn.
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Wrath of Nature (V, S, 12 tile, A) - You call out to the spirits of nature to rouse them against your enemy. Choose a target within range. The target has to succeed on a Dexterity saving throw or become Restrained by the vines emerging from the ground for the duration of 1 turn. Thorns covering those vines wound your target's legs, halving their movement for 2 turns. Additionally, upon failure, the target receives 7d8 Bludgeoning Damage as any nearby loose branch or stone launches itself at your target. This spell cannot be used inside of walled building.
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Level Six Spells (Expert)
Heal (V, S, 6 tiles, A) - Choose a target that you can see within range. A surge of positive energy washes through your target, causing them to regain 70 Hit Points. This spell also removes all of negative effects that might affect your target (Daze excluded). This spell has no effect on constructs or undead.
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Sunbeam (V, S, 6 tile, A) - A beam of brilliant light flashes out from your hand, aimed for a target of your choice. The target has to succeed on a Constitution saving throw or take 6d8 Radiant Damage and receives status Blinded. On successful save, they still take half of the damage but they are not blinded. Undead take additional 2d8 damage from this spell, regardless of the success or failure.


Level Seven Spells (Master)
Fire Storm (V, S, 15 tiles, A) - A storm made of sheets of roaring flame appears in above the battlefield. You can select up to 10 targets within range. Each target has to succeed on a Dexterity saving throw or take 7d10 Fire Damage, half as much on a successful save.
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Reverse Gravity (V, S, 9 tiles, A) - The gravity within 5 tiles of your target is completely reversed; all additional targets around them that are not Restrained must make a Dexterity saving throw or upon failure - fall upward until they reach the height of 10 tiles. When a target reaches the top of the gravitationally reversed column, they then violently fall to the very ground, experiencing 10d6 Bludgeoning Damage and are knocked Prone. Targets with falling damage immunity are immune to this spell. This spell can only be used in open spaces.
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Whirlwind (V, S, 12 tiles, A) - A whirlwind howls down to a point, next to a target of your choice. The whirlwind sucks up anyone who fails Strength saving throw, is not restrained by magical means, and is within 3 tiles of your initial target. Targets affected by the whirlwind take 10d6 Bludgeoning Damage, half as much on a successful save. Additionally, regardless of the success, targets are knocked Prone.
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Tsunami (V, S, 12 tiles, A) - A wall of water springs into existence to engulf your target and everybody up to 12 tiles away from them. Each creature within that area must make a Strength saving throw. On a failed save, a creature takes 8d10 bludgeoning damage, or half as much damage on a successful save. Caster is not affected by the spell. Each target is affected by Soaked status, and those who failed their Strength saving throw receive Prone status


Druid Spells (by Subclasses)
Circle of Dreams (Novice)
Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.
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Charm Person (1) (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. For more information regarding Charm, please read Status Table.
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Circle of Dreams (Practitioner)
Mental Barrier (2) (V, self, R) - When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.
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Hypnotic Pattern (3) (S, 12 tiles, A) - You create a twisting pattern of colours that weaves through the air in front of two targets of your choice. The pattern appears for a moment and vanishes. Each target affected has to make a Wisdom saving throw or become Dazed for the duration of 1 turn. If any of your targets receives damage while Dazed, the spell ends.
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Circle of Dreams (Expert)
Synaptic Static (5) (V, S, 12 tiles, A) - You choose a target and cause psychic energy to explode around them. Everyone within 1 tile of your target must make an Intelligence saving throw. Upon failure, targets take 8d6 Psychic Damage and receive -2 penalty to all saving throws until the end of their turn. Upon failure, they still take half of the damage but do not receive penalties.
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Eyebite (6) (V, S, 6 tiles, A) - Your eyes become an inky void imbued with dread power. One target of your choice within range that you can see must succeed on a Wisdom saving throw or receive Sleep effect for the duration of 2 turns. After waking up, whenever it was dispelled or after 2 turns, the target receives Frightened status for the duration of 1 turn.


Circle of Spores (Novice)
Chill Touch (Cantrip) (V, S, 12 tiles, A) - 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.
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Circle of Spores (Practitioner)
Blindness (2) (V, S, 3 tiles, A) - You can blind a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target receives status Blinded for the duration of 1 turn.
Blight (4) (V, S, 3 tiles, A) - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 6d8 Necrotic Damage on a failed save and for the duration of 1 turn the target receives Blighted status - upon successful check, the target receives half of the damage and is not affected by Blighted status. This spell has no effect on undead or constructs.
Circle of Spores (Expert)
Cloudkill (5) (V, S, 12 tiles, A) - You summon poisonous, yellow-green fog centred on a target you choose within range. The fog spreads in a radius of 3 tiles, everyone within that area, along with your initial target must succeed on a Constitution saving throw or take 5d8 Poison Damage and become Poisoned for 1d6 for 3 turns, additionally they receive Blighted status and cannot be healed for the duration of 1 turn. Anyone who succeeds on a saving throw takes half of the damage and is not affected by negative statuses.


Circle of Wildfire (Novice)
Burning Hands (1) (V, S, 2 tiles, A) - You shoot forth a thin sheet of flames at one target. They and creatures up to 1 tile around it must make a Dexterity saving throw. They take 3d6 fire damage on a failed save or half of it on successful one.
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Circle of Wildfire (Practitioner)
Scorching Ray (2) (V, S, 12 tiles, A) - You create three rays of fire and hurl them at up to three targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Revivify (3) (V, S, 1 tile, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.
Circle of Wildfire (Expert)
Mass Cure Wounds (5) (V, S, 6 tiles, A) - A wave of healing energy washes over targets of your choice and area around them. The spell restores Hit Points equal to 3d8+ your Spellcasting Modifier to the targets. This spell has no effect on udead or constructs.
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Flame Strike (5) (V, S, 6 tiles, A) - A column of divine fire roars down from the heavens at a target of your choice and each creature within 1 tile range from them. Affected need to make a Dexterity saving throw. The targets take 6d6 Radiant Damage on a failed save, or half as much damage on a successful one.
Below you will find a small legend for easier browsing.
V - Verbal Component
S - Somatic Component
X tiles - Spell's range
self - Spell is castable only on you
A - Action
BA - Bonus Action
R - Reaction
(1) - The number is a Spell Slot the spell uses.