


Sorcerer Spells (by class)
Level One Spells (Novice)
Burning Hands (V, S, 1 tile, 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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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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Expeditious Retreat (V, S, self, BA) - This spell allows you to move at an incredible pace. After casting this spell, during this and next turn your Dash is a free action.
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Mage Armour (V, S, 1 tile, A) - You touch a willing target that is not wearing armour, and a protective magical force surrounds it. Armour bonuses are not eligible when Mage Armour is active, the spell wears off after the target takes Long Rest or is dispelled.
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Shield (V, S, self, R) - When you're hit with a melee attack you can use your reaction to summon an invisible barrier of magical force that protects you. Until the start of your next turn, you have +5 to AC.
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Magic Missile (V, S, 12 tiles, A) - You create three glowing darts of magical force. Each dart hits a target 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 target or several.
Sleep (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.


Level Two Spells (Adept)
Blindness (V, S, 3 tile, A) - Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.
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Crown of Madness (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect.
For more information regarding Charm, please read Status Table.
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Inspiring Presence (V, S, 1 tile, BA) - 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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Kinetic Jaunt (S, self, BA) - You magically empower your movement with dancelike steps. When you activate this spell, during that turn you do not trigger AoO. Additionally, you gain +1 tile of movement for 1 turn.
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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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Aganazzar's Scorcher (V, S, 3 tiles, A) - A line of roaring flame emanates from you into the direction of your target. The target takes 3d8 Fire Damage if they fail their Dexterity saving throw. Additionally, upon failure the target receives Burning status. Everybody in 1 tile of the target must also perform this saving throw or receive Burning status.
Maximilian's Earthen Grasp (V, S, 3 tiles, A) - You choose a target within range. Right under them a Hand made of compacted soil rises and reaches for your target. The target has to succeed on a Strength saving throw or take 2d6 Bludgeoning Damage. Additionally, upon failure the target is Restrained for their next turn.
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Mental Barrier (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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Mind Thrust (V, S, 6 tiles, BA) - You thrust a lance of psychic disruption into the mind of one target you can see within range. The target must make an Intelligence saving throw. On failed save, the target takes 3d6 Psychic Damage and they can't take reaction until the end of their next turn. Moreover, on their next turn they must choose whether they move, take an action or a bonus action; they can only choose one. On a successful save they take half damage and suffer none of the spell's effects.
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Spider Climb (V, S, 1 tile, A) - For the duration of 1 turn, one willing target you touch gains the ability to move up and down, and across vertical surfaces, while leaving their hands free. The target also gains climbing speed equal to their walking speed.
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Misty Step (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.
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Knock (V, self, A) - You grant yourself a boon that allows you to breach any lock without destroying it. For one check you gain +30 to Breaching. Any theft or trespassing has to be reported through a Minstrel Ticket according to our Thievery Rules.
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Blur (V, self, A) - Your body becomes blurred, shifting and wavering to all who can see you. For the duration of 1 turn, you gain +1 to AC and Dexterity saving throws. Additionally, if you move out of melee range, you do not trigger AoO.
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Scorching Ray (V, S, 12 tiles, A) - You create three rays of fire and hurl them at 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 Damag


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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Fear (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.
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Stinking Cloud (V, S, 9 tiles, A) - You create a sphere of yellow, nauseating gas centred on a target of your choice. Everyone within 2 tiles of the target, and the target, have to make a Constitution saving throw. On a failed saving throw, all of your targets receive status Dazed. Targets that don’t need to breathe are immune to this spell.
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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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Counterspell (S, self, R) - At any time during combat, in your turn or another player’s, you might cast this spell to give yourself +5 to all saving throws and +5 AC against melee magic attacks. This benefit is dispersed after you are targeted with any spell, successfully or not. If Counterspell is of no use for two turns of yours, it also disperses.
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Fireball (V, S, 12 tiles, A) - A bright streak flashes from your pointing finger and wanders towards your target in a violent explosion. The target and each creature up to 2 tiles away from them must make a Dexterity saving throw. They take 6d6 fire damage on a failed save, or half as much damage on a successful one.
Haste (V, S, 1 tile, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
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Thunder Step (V, 6 tiles, A) - You can teleport yourself and one of your allies to an unoccupied space you can see. Immediately after you disappear, a thunderous boom sounds, and each target within 1 tile of you has to succeed on a Constitution saving throw or take 3d10 Thunder Damage.
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Lightning Bolt (V, S, 9 tiles, A) - You harness the pure energy of lightning. After choosing a target you can unleash the energy. The target has to succeed on a Dexterity saving throw or take 6d6 Lightning Damage. If they succeed on a saving throw they still take half of the damage.
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Melf's Minute Meteors (V, S, 9 tile, A) - You summon six small meteors aimed at up to six targets of yours. Upon impact, your targets have to succeed on a Dexterity saving throw or take 3d6 Fire Damage. Additionally, upon failure they receive Burning status for the duration of 1 turn and are knocked Prone.
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Hypnotic Pattern (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.


Level Four Spells (Practitioner)
Dimension Door (V, self, A) - You can teleport up to 9 tiles to a place you can see or one that you can visualise. After casting this spell you cannot move during this round, regardless of your abilities - you can perform bonus actions, however.
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Polymorph (V, S, 6 tiles, 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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Phantasmal Killer (V, S, 12 tiles, A) - You tap into the nightmares of a target you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On failed save, the target becomes Frightened for 3 turns and takes 4d10 Psychic Damage. On a succesful save, the target takes half damage.
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Flame 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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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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Sickening Radiance (V, S, 12 tiles, A) - You select a target that you can see and that is within range. They and everyone around them within 1 tile is surrounded by greenish light. They have to succeed on a Constitution saving throw or take 4d10 Radiant Damage, and become Dazed for the duration of 1 turn.


Level Five Spells (Professional)
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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Cone of Cold (V, S, 6 tiles, A) - A blast of cold air erupts from your hands, aiming for the target of your choice. The target, and everyone within 1 tile of them, must make a Constitution saving throw. Any target that fails the saving throw takes 8d8 Cold Damage, or half as much on a successful one.
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Bigby's Hand (V, S, 6 tiles, A) - You create a hand of shimmering, translucent force that reaches for a target of your choice within range. The target has to succeed on a Dexterity saving throw, upon failure the target is crushed and takes 5d6 Bludgeoning Damage, and is considered Grappled for the duration of 2 turns (unless the target succeeds on freeing themselves on their turn). Upon success, they still take half of the damage.
Level Six Spells (Expert)
Eyebite (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.


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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Delayed Blast Fireball (V, S, 15 tiles, A) - You summon a sphere of yellow, flash light that floats around you, growing as the time passes. Upon activation you begin to gather the energy, this takes an action. During your next turn you can release the energy you've gathered and direct the sphere at the target of your choice. The target and everyone within 2 tiles of them take 12d6 Fire Damage if they fail a Dexterity saving throw. Upon successful save, they still take half of the damage. During gathering of the energy you cannot cast any other spells but you can move and teleport at will. This spell cannot be interrupted by Daze, however, it can be dispelled.
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Power Word: Pain (V, S, 6 tiles, A) - You speak a word of power that causes a wave of intense pain to assail one target you can see within range. The target has to succeed on a Constitution saving throw or become Dazed for the duration of 3 turns. Additionally, target affected by that spell receives -3 to AC.


Sorcerer Spells (by subclasses)
Aberrant Mind (Novice)
Dissonant Whispers (1) (V, 6 tiles, A) - You whisper a discordant melody that only one target of your choice within range can hear, wracking them with terrible pain. The target must make a Wisdom saving throw. On failed save they take 3d6 Psychic Damage and must immediately move away from you - as far as their movement allows. On successful save the target takes half as much damage and doesn't have to move away.
Arms of Hadar (1) (V, S, 1 tile, A) - You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all targets within 1 tile of you. Each target in that area must make a Strength saving throw. On failed save, the target takes 2d6 Necrotic Damage and can't take reactions until its next turn. On a successful save the target takes half damage but suffers no other effects.
Aberrant Mind (Practitioner)
Calm Emotions (2) (V, S, 6 tiles, A) - You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status. This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.
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Evard's Black Tentacles (4) (V, S, 9 tiles, A) - Squirming, ebony tentacles appear under the target you've selected. The tentacles spread up to 1 tile around your target. All targets within area have to succeed on Dexterity saving throw or take 3d6 Bludgeoning Damage and be restrained by the tentacles for 1 turn.
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Raulothim's Psychic Lance (4) (V, 12 tiles, A) - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter your target's name. If the named target is within range, it becomes the spell's target even if you can't see it. The target must make an Intelligence saving throw. On a failed save, the target takes 6d6 Psychic Damage and is Dazed until the end of their turn. On a successful save, the target takes half as much damage and is not Dazed.
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Aberrant Mind (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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Mental Prison (6) (V, S, 6 tiles, A) - You attempt to bind a target within an illusory cell that only it perceives. One target you can see within range must make an Intelligence saving throw. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way - rendering them immobile for 2 turns. The target can decide to move anyway, but is considered Frightened upon making any Movement.
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Psychic Crush (6) (V, S, 6 tiles, A) - You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 8d6 and receives status Dazed for the duration of 1 turn. On a successful save the target takes half as much damage and isn't Dazed


Shadow (Novice)
False Life (1) (V, S, self, A) - You bolster yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points until you finish a Long Rest.
Inflict Wounds (1) (V, S, 1 tile, A) - Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d8 Necrotic Damage.
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Shadow (Practitioner)
Blindness (2) (V, S, 3 tiles, A) - Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.
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Vampiric Touch (3) (V, S, 1 tile, A) - The touch of your shadow-wreathed hand can siphon life force from your target to heal your wounds. You make a melee spell attack vs target's AC, upon success you deal 3d6 Necrotic Damage and you heal for the damage you dealt.
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Blight (4) (V, 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.
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Shadow (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.
Enervation (5) (V, S, 6 tiles, A) - A tendril of inky darkness reaches out from you, touching a target you can see within range to drain life from it. The target must make a Dexterity saving throw. On successful save the target takes 2d8 Necrotic Damage and the spell ends. On failed save the target takes 4d8 Necrotic Damage. When your cast is succesful, you gain an ability to prolong the spell and to deal 4d8 Necrotic Damage on your next turns without spending a spell slot (no limit), however, if you do so you cannot take any other Action, Bonus Action, Reaction and you cannot move. Whenever the spell deals damage to the target, you regain Hit Points equal to half the amount of Necrotic Damage the target takes. If you take any other Action/Bonus Action/Reaction/Movement, the target leaves your LoS or if you receive status that incapacitates you (Daze, Charm, Paralyse, Prone) - the spell ends.
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Circle of Death (6) (V, S, 12 tiles, A) - A sphere of negative energy ripples out in a radius of 6 tiles around the target of your choice. Everyone in that area must make a Consitution saving throw. A target takes 8d6 Necrotic Damage on a failed save, additonally they are considered Blighted for 2 turns. On succesful check they take half of the damage and aren't affected by negative statuses.
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Finger of Death (7) (V, S, 6 tiles, A) - You send negative energy coursing through a target that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 Necrotic Damage on a failed save, or half as much damage on a successful one.


Divine Soul (Novice)
Good Alignment
Cure Wounds (1) (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
Bless (1) (V, S, 3 tiles, A) - You bless up to three targets of your choice within range. Targets receive +2 to Attack Bonus till the end of combat.
Neutral Alignment
Shield of Faith (1) (V, S, 6 tiles, BA) - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration of five turns.
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Command (1) (V, 6 tiles, A) - 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.
Approach - The target moves toward you by the shortest and most direct route, ending its turn if it moves 1 tile closer to you.
Drop - The target drops whatever it is holding and then ends its turn.
Halt - The target doesn’t move and takes no actions.
Evil Alignment
Inflict Wounds (1) (V, S, 1 tile, A) - Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d8 Necrotic Damage.
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Bane (1) (V, S, 3 tiles, A) - 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 they receive -2 to Attack Bonus until the end of combat.
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Divine Soul (Practitioner)
Good Alignment
Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of Hit Points possible from any healing.
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.
Neutral Alignment
Calm Emotions (2) (V, S, 6 tiles, A) - You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.
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Motivational Speech (3) (V, 6 tiles, A) - Choose up to five targets within range that can hear you. For the duration of combat, each affected target gains 5 temporary hit points and gains +1 to Charisma saving throws.
Evil Alignment
Silence (2) (V, S, 12 tiles, A) - You select a target and mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target.
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Life Transference (3) (V, S, 3 tiles, A) - You sacrifice some of your health to mend another creature’s injuries. You take 3d8 necrotic damage, which can’t be reduced in any way, and you select one target of your choice that you can see within range, the target heals for 6d8.
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Divine Soul (Expert)
Good Alignment
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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Sunbeam (6) (V, S, 6 tiles, 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.
Heal (6) (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.
Neutral Alignment
Freedom of Movement (4) (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.
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Aura of Purity (4) (V, S, 3 tiles, A) - Purifying energy radiates from you in an aura with 3 tiles radius. On cast, every ally you choose is cleansed of following statuses: blinded, charmed, frightened, paralysed, poisoned and dazed. Additionally everyone affected receives resistance to Poison Damage for the duration of 3 turns.
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Dawn (5) (V, S, 6 tiles A) - The light of dawn shines down on a target you specify within range. A bright light is lingering there for the duration of 3 turns. Any spells, abilities or features that require darkness/dim light are unavailable while the light is present. Additonally, if the target fails Consitution saving throw they take 4d10 Radiant Damage, if they suceed, they still take half of the damage but are not affected by the light.
Evil Alignment
Banishment (4) (V, S, 6 tiles, A) - You attempt to send one target that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished for one turn. During the duration the target cannot move, cannot take Action or Bonus action that would target anyone but themselves.
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Immolation (5) (V, 9 tiles, A) - Flames wreathe one target you can see within range. The target must make a Dexterity saving throw. It takes 7d6 Fire Damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also considered Burning for the duration of 4 turns.
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Harm (6) (V, S, 6 tiles, A) - You unleash a virulent disease on a target that you can see within range. The target must make a Constitution saving throw. On a failed save it takes 10d6 Necrotic Damage and is healed for 1 Hit Point. On a successful save they still take half of the damage and are healed by 1 Hit Point.


Storm (Novice)
Thunderwave (1) (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.
Storm (Practitioner)
Gust of Wind (2) (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.
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Shatter (2) (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.
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Freedom of Movement (4) (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.
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Storm (Expert)
Chain Lightning (5) (V, S, 12 tiles, A) - You create a bolt of lightning that arcs towards up to three targets of your choice that you can see within range. Three bolts then leap to the targets you've chosen. All of your targets must succeed on a Dexterity saving throw or take 8d6 Lightning Damage on a failed save, or half as much on a succesful one.
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Freedom of the Winds (5) (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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Disintegrate (6) (V, S, 6 tiles, A) - A thin green ray springs from your pointing finger to a target you can see within range. The target has to make a Dexterity saving throw. On failed save, the target takes 8d6 + 20 Force Damage. If the target's Hit Points are reduced to 0 by this spell, they receive 70 Wound DC.
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.