Spells
60 cards in this category
Flame Burst
Deal 1d8 fire damage in a 10 ft cone in front of the caster. All creatures caught in the cone are affected.
Glowcaster, Stonecaller
โEverything in front of you gets a little warmer. Much too warm, actually.โ
Healing Dew
Restore 1d6 HP to an ally you touch. The healing manifests as a gentle glow of dewdrop light.
Luminarch, Leafling, Songweaver
โCool as morning grass, warm as a kind word. One touch and the hurt starts to fade.โ
Frost Flicker
Deal 1d6 cold damage to one target and slow their movement speed by half for 1 turn.
Glowcaster, Stonecaller
โA flicker of blue light, a crackle of frost, and suddenly they're not moving nearly as fast.โ
Vine Whip
A whipping vine springs from the ground and strikes one target for 1d6 damage, then pulls them 5 ft closer to the caster.
Leafling, Wildscout
โThe vine has opinions about where you should be standing. Specifically: closer.โ
Gust Push
A blast of compressed air pushes one enemy or object up to 10 ft away from the caster. Cannot move creatures larger than Large size.
Glowcaster, Stonecaller
โNot harmful, exactly. But very inconvenient for your balance.โ
Pebble Strike
Magically propel a sharp stone with precision force, dealing 1d6 bludgeoning damage to a single target.
Glowcaster, Leafling, Stonecaller
โIt's a rock. But it's a very intentional rock.โ
Radiant Glow
Unleash a burst of blinding radiance at one target. On a failed **Sense (DC 12 Keen)**, the target is Blinded for 1 turn.
Luminarch, Glowcaster
โYou pointed light directly at their eyes. It was rude. It worked.โ
Shadow Puff
Conjure a cloud of magical smoke in a 5 ft radius. All creatures inside the cloud cannot see out of it, and creatures outside cannot see into it. The cloud obscures vision completely.
Sneaklet, Keeper
โNow you see them. Now you very much don't.โ
Static Spark
Fire a crackling bolt of lightning that deals 1d6 lightning damage to the primary target. If a second creature is within 5 ft of the target, the bolt may arc to them for 1d4 lightning damage.
Glowcaster, Stonecaller, Inventor
โTwo for the price of one. The second one didn't even see it coming.โ
Aqua Jet
Launch a pressurized jet of water that deals 1d8 water damage and pushes the target back 5 ft.
Leafling, Stonecaller
โThe water hits like a very determined river. You are knocked back and also quite damp.โ
Minor Shield
A shimmering magical barrier forms around the caster, adding **+2 Dodge** until the start of their next turn.
Glowcaster, Luminarch, Inventor
โAn invisible wall between you and everything that wants to hit you. Extremely useful.โ
Trick Light
Summon two to three dancing lights that dart and weave unpredictably, distracting all enemies in the area. Affected creatures have **Disadvantage on their next attack roll**.
Keeper, Songweaver
โThe lights don't hurt. They just refuse to let you focus on anything else.โ
Beast Bond
Open a magical channel of communication with one friendly or neutral animal you can see. For up to 5 minutes, you can understand its feelings and send simple emotional messages back. The animal cannot speak in words, but its intent becomes clear.
Leafling, Wildscout
โThe squirrel told you three things: it is very busy, the acorn is precious, and that fox has been acting weird for days. Useful on all counts.โ
Soothing Song
Hum a calming magical melody toward one hostile creature. On a failed **Hold Fast (DC 12 Warm)**, the creature is Charmed (will not attack the caster) for 1 minute or until it takes damage.
Songweaver, Luminarch
โThe growling stopped. The creature tilted its head. Music is a very old magic.โ
Sand Spray
Fling a handful of stinging sand or fine dirt at one creature's face. On a failed **Endure (DC 12 Brave)**, the creature is Blinded for 1 turn.
Sneaklet, Wildscout, Leafling
โSimple. Effective. A little rude, but you're in a fight, so.โ
Thunder Snap
Clap your hands together to produce a magical thunderclap in a 10 ft radius around you. All creatures in the area must **Endure (DC 10 Brave)** or be deafened until the start of your next turn (Deafened: Disadvantage on Sound-based checks).
Songweaver, Glowcaster, Stonecaller
โBOOM. Everyone in the room looks up. Some of them can't hear properly anymore.โ
Mystic Hand
Create a glowing spectral hand that can move, lift, or carry a small object (up to 10 lbs) without touching it. The hand follows your mental direction.
Glowcaster, Inventor, Keeper
โThe key was on the other side of the bars. The Mystic Hand did not care about bars.โ
Blessing Beam
Send a beam of warm golden light to one ally. That ally gains **+1 to their next roll**.
Luminarch, Knight
โThe light lands softly on your friend's shoulders. They suddenly feel like they can do this.โ
Tangle Step
Vines and roots coil around your own legs, anchoring you firmly to the ground. While anchored, you gain **+2 to resist knockback**, can't be pushed or shoved, and cannot be moved involuntarily. You cannot move until you release the vines (free action on your turn).
Leafling, Wildscout
โNothing can push you. Nothing can knock you over. You are one with the ground. The ground is very supportive.โ
Arcane Spark
Release a focused bolt of raw arcane energy that deals **1d8 arcane damage** to a single target. Pure magical force โ not fire, not cold, not light โ just the raw stuff of magic.
Glowcaster, Stonecaller, Keeper
โNo element. No flair. Just magic doing what magic does best: exploding a little.โ
Blazing Wave
Unleash a roaring wave of fire in a 15 ft cone. All creatures in the cone take 2d8 fire damage. Flammable objects in the area ignite automatically.
Glowcaster, Stonecaller
โThe wave rolls outward like a breath from a very serious dragon. Flammable things do not survive this.โ
Greater Heal
Channel a surge of restorative magic into one ally. Restore 2d8 HP. The healing manifests as a warm cascade of golden light.
Luminarch, Leafling
โNot just a patch. A full repair. The kind of healing that makes people sit up and say 'Oh. I feel much better.'โ
Ice Shards
Launch a barrage of razor-sharp icicles at one target, dealing 2d6 cold damage. The target is also slowed (half movement) for 2 turns on a failed **Endure (DC 12 Brave)**.
Glowcaster, Stonecaller
โThe icicles stick in awkward places. The target is cold, annoyed, and moving very slowly.โ
Nature's Wrath
Summon a surge of tangling roots and vines that erupt from the ground, attempting to restrain up to 2 targets in the area. Each target must **Brace (DC 13 Might)** or be Stuck for 2 turns.
Leafling, Wildscout
โThe earth has had enough. The earth would like these creatures to stop moving now.โ
Wind Burst
Unleash an explosive burst of wind in all directions from the caster's position. All creatures within 10 ft are knocked back 10 ft and take 1d8 bludgeoning damage.
Glowcaster, Stonecaller
โEveryone who was nearby is now further away. And slightly ruffled.โ
Stone Spire
Raise a pointed stone pillar directly beneath one enemy, launching them upward and dealing 2d6 bludgeoning damage. If used on rough terrain, the pillar can also provide cover for allies.
Leafling, Stonecaller
โUp you go. The stone did not ask for your permission.โ
Sunbeam
Focus a concentrated beam of blazing sunlight on one target, dealing 2d8 radiant damage. Undead and corrupted creatures take an additional 1d8 radiant damage.
Luminarch, Glowcaster
โPure light, focused to a single point. Darkness does not appreciate this spell. At all.โ
Dark Veil
Conjure a sphere of magical darkness in a 10 ft radius. Even creatures with darkvision cannot see through it. The darkness lasts 3 turns.
Keeper, Sneaklet
โA patch of absolute nothing. Useful for sneaking, escaping, or just being dramatic.โ
Lightning Chain
Unleash a powerful bolt of lightning that deals 2d8 lightning damage to the primary target. The bolt then arcs to one nearby enemy (within 10 ft) for 1d6 lightning damage automatically.
Glowcaster, Stonecaller, Inventor
โThe first bolt was expected. The second one was a surprise for everyone involved.โ
Tidal Wave
Crash a 10 ft wide surge of rushing water through the battlefield. All creatures in the wave's path take 2d8 water damage and are knocked prone (Stuck until they stand โ takes 5 ft of movement).
Leafling, Stonecaller
โYou may have been expecting a splash. This is more of a catastrophic flood. Apologies for the inconvenience.โ
Magic Barrier
Surround yourself with a shimmering arcane shield that absorbs the next 10 damage you would take. The barrier lasts until it has absorbed 10 damage total or 2 turns pass, whichever comes first.
Glowcaster, Luminarch, Inventor
โIt looks like glass. It acts like a wall. Ten points of 'not today.'โ
Phantom Image
Conjure two illusory duplicates of yourself that mirror your movements. Attackers must guess which is real. All attacks targeting you are made with **Disadvantage** for 1 turn. A duplicate dissipates when struck.
Keeper, Songweaver, Sneaklet
โThree of you. One real. Which one? The attacker is deeply unsure.โ
Call of the Wild
Issue a magical call that summons one friendly animal companion to assist in the fight. The animal acts on your initiative, follows your basic commands, and persists for 3 turns before returning to the wild.
Leafling, Wildscout
โThe wolf arrived exactly when needed. It seemed very pleased to be here.โ
Harmony Song
Weave a harmonizing melody that fills the air with magical encouragement. All allies within 15 ft gain **+1 to all rolls** for 2 turns.
Songweaver, Luminarch
โYour song fills the battlefield. Everyone feels like they might actually pull this off.โ
Sandstorm
Whip up a swirling sandstorm in a 10 ft radius. All creatures inside the storm are Blinded for 2 turns and have Disadvantage on attack rolls while inside it.
Leafling, Wildscout, Stonecaller
โIt is extremely sandy in there. Nobody inside can see anything. This is intentional.โ
Thunder Blast
Release a massive sonic boom in a 15 ft radius around a chosen point. All creatures in the area take 2d6 thunder damage and are pushed back 5 ft.
Songweaver, Glowcaster, Stonecaller
โThe sound is physical. You feel it in your bones. Your enemies feel it more.โ
Telekinetic Lift
Lift and mentally control a medium-sized object or creature for up to 2 turns. Move it up to 20 ft per turn. A creature can resist with a **Brace (DC 13 Might)**. Objects cannot resist.
Glowcaster, Inventor, Keeper
โThe boulder floated. The narrator paused. The boulder floated into the enemy.โ
Divine Blessing
Call down sacred light to fortify your allies. All allies within 20 ft gain **+2 to all Saving Throws** for 2 turns.
Luminarch
โWhen the divine blesses you, the traps feel less dangerous and the dark spells slide right off.โ
Wildform
Channel wild magic into your own body, temporarily transforming into the shape of a medium beast of your choice. While in Wildform: gain **+2 Might** and **+1 Mettle**, your attacks deal natural weapon damage (1d8 + Might), and you cannot cast spells. The transformation lasts 3 turns.
Leafling, Wildscout
โYou are temporarily a bear. This is very effective for several reasons.โ
Arcane Burst
Release an explosion of raw arcane energy in a 10 ft radius centered on a point within range. All creatures in the area take 2d8 arcane damage.
Glowcaster, Stonecaller, Keeper
โA sphere of pure magical force. No type. No flavor. Just: everyone in here takes damage.โ
Inferno Storm
Call down a roaring storm of fire across a 20 ft radius. Every enemy in the area takes 4d8 fire damage. The storm does not damage allies.
Glowcaster, Stonecaller
โThe sky catches fire. Your enemies are in the sky. This was planned.โ
Mass Heal
Channel a wave of powerful restorative light outward from the caster. All allies within 20 ft regain 3d8 HP simultaneously.
Luminarch, Leafling
โEveryone, at once, feels better. That is the whole spell. It is an excellent spell.โ
Glacial Prison
Encase one target in a prison of magical ice. The target takes 3d8 cold damage and must **Brace (DC 15 Might)**. On a failure, they are completely immobilized (Stuck) for 2 turns. On a success, they take the damage but shake free.
Glowcaster, Stonecaller
โThe ice is not ice you can melt with a match. The ice has opinions.โ
Earthquake
Shake the ground violently in a 30 ft radius. All creatures in the area take 3d8 bludgeoning damage and are knocked prone. Structures in the area may crack or partially collapse (narrator discretion).
Leafling, Stonecaller
โYou asked the earth to be dramatic. The earth overdelivered.โ
Tempest Gale
Summon hurricane-force winds in a 40 ft cone. All creatures in the cone take 2d8 bludgeoning damage and are pushed 15 ft away from the caster. Flying creatures must **Brace (DC 14 Might)** or be knocked out of the sky.
Glowcaster, Stonecaller
โThe wind does not negotiate. It simply pushes. Everything. Everywhere.โ
Solar Flare
Release a blinding burst of radiant solar energy in a 40 ft radius. All enemies in the area take 4d6 radiant damage and are Blinded for 1 turn. Simultaneously, all allies in the area are healed for 2d6 HP.
Luminarch
โIt heals your friends and hurts your enemies at the exact same time. The light does not have favorites โ except it does.โ
Nightmare Veil
Blanket a 30 ft area in suffocating shadow magic that preys on fears. All enemies in the area must **Sense (DC 14 Keen)**. On a failure, they are frightened โ they use their Move to flee from the caster and have Disadvantage on attack rolls for 3 turns.
Keeper, Sneaklet
โThe shadows don't just block the light. They show your enemies exactly what they're afraid of.โ
Thunder Wrath
Call down a pillar of divine lightning upon one target, dealing 4d8 lightning damage. The strike is so powerful it cannot be Dodged or deflected by normal means โ only a magical shield or barrier can absorb it.
Glowcaster, Stonecaller, Inventor
โThere was a boom. Then there was a crater. The two events were related.โ
Tsunami Wave
Summon a massive wave that crashes through a 30 ft line. All creatures in the path take 3d8 water damage and are knocked prone. The wave leaves difficult terrain (deep water, debris) in its wake for 2 turns.
Leafling, Stonecaller
โYou asked where the ocean came from. It came from the caster. That's where the ocean came from.โ
Divine Shield
Raise a shimmering dome of divine energy that completely blocks all incoming damage for all allies inside the 10 ft radius for 1 full turn. The shield cannot be dispelled during its duration.
Luminarch
โOne turn of absolute safety. One turn where nothing can reach you. Use it well.โ
Mirror Army
Conjure three perfect illusory copies of the caster that move independently and realistically. Enemies cannot distinguish which is real. Copies can take attacks (each copy dissipates after absorbing one hit). Lasts 2 turns.
Keeper, Songweaver, Sneaklet
โOne of you is real. The others are very confident illusions. Good luck figuring out which is which.โ
Nature's Guardian
Summon a towering nature spirit in the form of a giant tree or living earth elemental to fight alongside the party. The Guardian has **Dodge 15**, **Mettle 2**, and **HP 20**, acts on the caster's initiative, and fights using great slam attacks (2d6 bludgeoning). It persists for 3 turns before returning to the natural world.
Leafling, Wildscout
โThe tree had been watching this fight for a while. It decided it was time to get involved.โ
Hero's Anthem
Belt out a rousing magical anthem that fills every ally within 30 ft with legendary courage. All affected allies gain **+2 to attack rolls and +2 to damage rolls** for 3 turns.
Songweaver, Luminarch
โIt's just a song. Except now everyone is hitting harder and feeling invincible. Same thing, really.โ
Stone Fortress
Raise thick stone walls from the ground to create cover and fortifications. Allies behind the walls gain **+4 Dodge** against ranged attacks and **+2 Mettle** against all attacks while behind them. The fortress lasts 3 turns.
Leafling, Stonecaller
โWalls: excellent. Magical walls made of stone raised by sheer will: even more excellent.โ
Thunder Chorus
Unleash a devastating chorus of overlapping thunderblasts in a 25 ft radius. All creatures in the area take 3d8 thunder damage. Creatures that fail an **Endure (DC 14 Brave)** are Stunned (skips next turn) in addition to taking full damage.
Songweaver, Glowcaster, Stonecaller
โThe sound is so loud it becomes pain. Then the pain becomes silence. That's the stun.โ
Astral Hand
Create a massive glowing spectral hand that can lift or throw objects weighing up to 200 lbs, catch incoming projectiles, or grab and restrain a creature (Brace DC 14 Might to resist). The hand persists for 3 turns.
Glowcaster, Inventor, Keeper
โThe hand picked up the boulder. The hand threw the boulder. The hand waved goodbye. It was a lot.โ
Heaven's Grace
Call down sacred blessing upon all allies within 30 ft. For 2 turns, all affected allies gain **+2 Dodge** and **+2 Mettle** against all damage.
Luminarch
โFor two turns, your friends are very hard to hurt. Heaven has opinions about that.โ
Elemental Fusion
Combine the raw power of two elements simultaneously (any two from: fire, water, air, earth) into a single devastating blast. Deal **5d8 mixed damage** of both element types to all creatures in a 15 ft area.
Glowcaster, Stonecaller
โFire and water. Earth and air. Two things that don't belong together, making something that definitely shouldn't exist. Perfect.โ
Phoenix Rebirth
Channel phoenix fire into a fallen ally, pulling them back from unconsciousness. The ally awakens with **1d8 HP**. The caster takes **5 damage** as the fire passes through them. Cannot resurrect the truly dead โ only stabilize and revive the fallen.
Luminarch, Glowcaster, Leafling
โThe fire hurts you. The fire saves them. You knew what you were doing. You did it anyway.โ
Meteor Strike
Call down a blazing meteor from above that crashes into a 20 ft area, dealing **5d8 fire and bludgeoning damage** to all creatures within. The impact leaves a crater of scorched earth and difficult terrain.
Glowcaster, Stonecaller
โYou called something down from space. It arrived. Everyone agrees this was a significant moment in the battle.โ