| Spell | |
|---|---|
|
Grooming | |
| School | Transmutation |
| Descriptor | |
| Level | Sor/Wiz 0, Brd 0 |
| components | V,S, |
| casting time | 1 action |
| range | Touch |
| target | One creature/level |
| effect | |
| area | |
| duration | Instantaneous |
| saving throw | Will negates (harmless) |
| spell resistance | Yes (harmless) |
With this Cantrip subjects are instantly groomed in several ways. They are cleaned of filth and grime. Their clothing is cleaned and pressed and all equipment is cleaned and polished. The caster can choose to cut the subjects' hair in any style, and can shave them as well. Hair may also be colored, straightened, or curled as desired. Fingernails and toenails can be trimmed and colored as well.
Honor Mark Transmutation Cantrip Casting Time: Bonus Action Range: 10 Feet Components: V Duration: Permanent Used to mark those the Wizard has seen performing a dishonorable action. Generally a striking black line that cut’s across the target’s eyes or down along their nose, this mark is instantly recognizable to most intelligent races of Zakhara and leaves the victim at -2 to non-combat Charisma Checks. The duration of this spell remains Permanent until either the target makes an earnest attempt to atone for their misdeed (protecting them from further Honor Marks over that dishonor) or they are the target of a magic dispelling effect (leaving them vulnerable to future Honor Marks for the same crime). Should a Wizard attempt to cast this spell on a target they have not seen perform a dishonorable act, they are marked by the magic instead. In addition to apologizing to their attempted target, the Wizard must also perform a minor atoning task asked by the second party to end the spell’s effect on their person. Dispel Magic and the like still work to dispel the Honor Mark’s effects as normal. There is no saving throw allowed against this spell.
Night’s Jambiya Illusion Cantrip Casting Time: Bonus Action Range: Touch Components: V, S, M Duration: 2 Rounds Cloaks a Jambiya in impenetrable shadow. Throwing attacks made with the Jambiya benefit from a +3 Attack Bonus to represent the difficulty in dodging such a weapon. The Caster need not be the one to throw the Jambiya, but with its brief duration that character must typically throw it within the next round to receive any benefit. The material component for this spell is a jambiya, which is not consumed by the casting of Night’s Jambiya.
Ritual Strength Abjuration Cantrip Casting Time: 1 Action Range: Self Components: V, S Duration: Two hours Throughout the spell’s duration, the Caster suffers none of the ill-effects of exhaustion should their actions be taken as part of a ritual. This spell does not protect against conventional fatigue or spell-based effect of a similar nature. At Higher Levels: When you cast this spell using a 1st-Level slot or higher, the duration increases by two hours per Spell Level.
Avert Evil Eye 1st Level Abjuration Casting Time: Bonus Action Range: Touch Components: V, S, M (blue bead of glass) Duration: 24 Hours Avert Evil Eye protects one creature from contracting the Evil Eye, both from conventional means and supernatural abilities such as a Rawun’s stare and the Attract Evil Eye spell. Voicing the intended recipient’s common name and / or identity and touching a blue bead of glass, the caster imbues the bead with a protective enchantment before either sewing it into their clothing or crushing it into their drink [don’t ask me how or why the game has you drink crushed glass to no ill-effect]. As long as the bead is in the target’s possession, or throughout the spell’s duration if they consumed it, any Saving Throws made against the Evil Eye are automatically passed. Furthermore, the recipient benefits from a +1 bonus to saves against Enchantment spells and +2 specifically against the Curse spell. At Higher Levels: When you cast this spell using a 2nd-Level slot or higher, the duration increases by 48 hours per Spell Level. The reverse of this spell, Attract Evil Eye, does about what you’d expect. Using a black bead instead, the target must succeed at a Wisdom Saving Throw or fall under the effects of the Evil Eye (-2 to all Saving Throws and Ability Checks). Furthermore - in addition to the Evil Eye’s effects - the victim suffers from a -1 penalty to all saves against Enchantment spells, and a -2 penalty when saving against Curse.
Rain of Blood 2nd Level Necromancy Casting Time: 1 Action Range: 30 Yards Components: V, S, M Duration: Three rounds Used almost exclusively by Necromancers and Ghul Lords, this spell calls forth a cloudburst of deadly blood from the Negative Energy Plane to a point of your choosing within range. Any creature caught within a 15’ radius of this cylinder’s base who does not have Total Cover from above has their vitality leeched from them on contact with the supernatural ichor. For every round they remain within the area of effect unsheltered, the creature suffers damage equal to 20 - Armor Class to a maximum of 10 and a minimum of 0. A successful Constitution saving throw reduces this damage by half. This spell does not affect Golems, Undead, or other creatures lacking a conventional analogy to life. It does not provide sustenance for Vampires or similar blood-feeding creatures. The material component for this spell is a small vial of pure water, darkening and turning to blood as the spell is cast. When the last syllables of the spell are spoken, the caster hurls the vial into the air. At Higher Levels: When you cast this spell using a 3rd-Level Spell Slot or higher, you increase the spell’s overall Range, Duration, and Radius. For every additional Spell Level used, the Caster increases the overall Range by 20 yards, the Duration by two rounds, and the Radius by 10’. Thus, Rain of Blood cast at 4th Level will have a Range of 210’, Duration of seven rounds, and a Radius of 35’.
Dispel Mirage 3rd Level Abjuration Casting Time: One Action Range: 100ft Components: V, S, M Duration: Instantaneous Dispel Mirage affects an area of space so as to destroy any natural and magical illusions and mirages within. The default area of the spell is a box ten feet tall and fifteen on either side, but the caster is free to rearrange the shape however they desire so long as the center remains within the spell’s Range (ex: A five foot tall box that is fifteen feet along one length and 30 along the other, or a cylinder ten feet tall with an eight foot radius). The effect is instantaneous, banishing visual deceptions that overlap, touch, or occur within the specified area. Natural Invisibility, Illusions from 6th-level spells and higher, and natural abilities mimicking Illusions of 6th-level or higher are unaffected by Dispel Mirage. At Higher Levels: When you cast this spell using a 4th-Level Spell Slot or higher, you may extend the default effected area by another five feet on the x-axis. Thus at 5th Level Dispel Mirage covers a 10x25x25 area, at 9th Level a 10x45x45 one. The types of Illusions and mirages dispelled do not change. The material component of this spell is a fistful of sand, cast into the air during casting.
Dread Whisper 4th Level Enchantment Casting Time: One Action Range: 10’ Components: V Duration: 8 Hours This spell is rarely used by wizards of Good alignment. Upon casting, the wizard’s words seek to fill the target’s mind with visions of a terrible fate that can only be avoided by leaving the caster in peace. Should they fail at a Wisdom Saving Throw, the target will find their self unable to talk, look, or even think about the caster for the spell’s duration. Any attempt to bring the Caster to the target’s attention or move them into action only results in them being wracked even greater visions of woe. This spell automatically fails to work if caster and target share no common language. At Higher Levels: When casting this spell using a 5th-Level Spell Slot or higher, the duration increases by another eight hours for each additional level.
Guise of the Yak-Man 5th Level Illusion Casting Time: 1 Minute Range: Touch Components: V, S, M Duration: Two hours An exceptionally powerful illusion, Guise of the Yak-Man fools all five of the senses so as to leave the target perfectly resembling one of the Yak-men of Zakhara. Extraordinarily difficult to counter, this illusion can even those typically unaffected by phantasms and illusions. Only Divination magic of 6th level or higher (such as True Seeing) or natural abilities of similar potency may see through the Guise of the Yak-Man, and only three methods may reliably dispel it: The caster choosing to end the spell early, Wish, or Dispel Magic / similar spells cast using a 9th Level Spell Slot or higher. Otherwise the spell will run its course for the full duration. There are several beneficial uses for this spell. First, neither Dao nor true Yak-men will bring harm upon the recipient should they not be aware of their true nature: An ancient pact between Dao and Yak-men ensures the first’s neutrality in their dealings, while unprovoked violence between Yak-men is met in a similar fashion as that among most other demihuman races. Second, being so difficult to penetrate, the illusion provides a handy cover for one seeking to hide their true identity from scrying or retaliation. Lastly, at once feared and hate by those of the Land of Fate, the target is likely to be avoided by smaller and weaker gatherings of intelligent races, harassed and attacked by greater ones. Knowing this spell is not without drawback. Should it ever become public knowledge that the Wizard is versed in Guise of the Yak-Man, many will construe it as evidence of consorting with them. Yak-man collaborators are typically met with only slightly less fear and contempt than Yak-men themselves, and as such the caster will be at Disadvantage on any non-combat Charisma checks other than Intimidation (of which they will be at Advantage) when dealing with non-Yak kind. Dao and Yak-men also look unfavorably upon those they know to use such magic. Any Dao that recognizes their self the victim of the caster’s illusion will often hold grudges and seek retribution upon discovery of the deception. And though nonplused to find this spell known by sympathetic collaborators, any other Wizards found by a Yak-man to know this spell will find any possible dealings strained even further as they suspect them of subterfuge and ill-intent. Unlike other races, the Caster does not gain Advantage on Intimidation against either through knowledge of this spell. The material component of this spell is hair from a yak-man. Against unwilling targets, a Wisdom saving throw may be made so as to resist the effects. This spell does not modify the target’s behavior, personality, or abilities in any fashion. At Higher Levels: When casting this spell using a 6th-Level Spell Slot or higher, the duration of the illusion increases by a half hour for every additional spell level.
Burning Sands Alteration Cantrip Casting Time: Bonus Action Range: Touch Components: V, S, M (A handful of sand) Duration: 1 Hour This spell causes a fistful of sand to be flammable. Otherwise retaining its natural texture and form, the sand becomes combustable like lantern oil. It burns with a colorless flame without odor for either an hour or the spell’s duration, whichever is longer. This flammable sand may be thrown at a creature or target within ten feet, provided they have sufficient crevices or crags or whatnot for the sand to cling to. Wet (but not submerged) surfaces are equally viable. On a hit, the target is covered with ignitable sand. If the target takes any fire damage before the sand’s dislodged, they will proceed to catch fire, suffering an additional 1d3 points of fire damage at the start of each of its next turns. Dislodging the sand while inert takes the creature a single round’s movement or action, their responsible player’s choice (DM for creatures and NPCs, Player for PCs and Followers / Familiars), succeeding automatically. Once lit, dislodging the burning sands requires use of the creature’s action and a successful DC10 Dexterity Check. A single handful of burning sand gives off the heat of a small campfire and the light of a lamp. It cannot be extinguished by wind, and takes 1d4 rounds to successfully smother (provided the material does not ignite within such a period). Water will not put out the fire, but it may scatter the grains sufficiently so as to be little more than embers and sparks. At Higher Levels: When you cast this spell using a 1st-level spell slot, the duration increases to three hours. When you cast this spell using a 2nd-level spell slot or higher, the duration increases to four hours multiplied by the level of the spell slot. Thus a 2nd-level casting will last for eight hours, an eighth level casting 32.
Create Shade Alteration Cantrip Casting Time: One Action Range: 400’ Components: V, S Duration: 1 Hour The magic of this spell creates an area of cool, shaded ground suitable for resting within or seeking comfort from the midday sun. This area is clearly delineated by a patch of dark shade that does not require clouds or cover or the like to serve as a source. So long as they may all fit within the spell’s area (a 10’ by 10’ square), any number of creatures might benefit from the spell’s effects. Create Shade cannot be cast upon the deck of a ship, roof of a house, or other artificial constructions. It may be dispelled at any time of the caster’s choosing, or through the use of spells such as Dispel Magic. At Higher Levels: When you cast this spell using a 1st-level spell slot or higher, you may add an additional pair of 10’ x 10’ cubes to the area of the spell for every Spell Slot beyond Cantrip used, as well as increase the spell’s duration by 30 minutes for every Spell Slot beyond Cantrip used. Only one casting of Create Shade may be active for any given Spell Level / Slot per caster, though multiple versions of varying levels may be utilized concurrently (for example: A 4th and 5th Level version can be cast together to cover twenty 10’ x 10’ areas, but a Cantrip version could not be cast twenty times to cover the same area).
Move Sand Evocation Cantrip Casting Time: Bonus Action Range: 100’ Components: V, S, M (A handful of sand) Duration: Concentration, up to 2 Rounds This spell enables the caster to direct the movement of sand and dusty earth within a small area (up to 30 cubic feet) at a speed of 10’ per round. This movement is effective against the forces of natural winds, gravity, and non-Concentration spells of 2nd Level or lower, but may only be directed by the caster within the spell’s range. For example, the caster could trigger a sand slide down a slope some eighty feet away, but could not command the sand around an obstacle at its bottom some hundred and ten feet distant. A common use of this spell is to deliberately lift sand or dust in calm conditions only to drop it violently, creating a cloud that lightly obscures vision and imposes a -1 penalty for one round on any ranged attacks made on targets within or beyond it. The size of the cloud varies depending on how much sand and dust is available to the caster, as well as the ground it is to be dropped upon and from upon which height. In unfavorable circumstances the cloud might obscure only the area of its landing (a 10’ by 10’ square), whereas in optimal conditions the cloud may cover a wider area (an additional 10’ by 10’ square along every side). Another common use for this spell is to make difficult ground along a given path. On level ground the caster may turn a 10’ by 10’ area of sandy or dusty ground into Difficult Terrain for the remainder of the spell’s duration. In the case of uneven ground - the slopes of a dune, for instance - the caster may further impose a DC10 Strength Check on those passing through the 10’ by 10’ area. Any creature who fails this check is knocked Prone until the start of their next round. At Higher Levels: When you cast this spell using a 1st-level spell slot or higher, you may add an additional 10’ by 10’ square to the area of the spell for every Spell Slot beyond Cantrip used. Crafty casters have been known to use Higher Level versions of this spell to trigger an avalanche of sand and dust over the ledge of a cliff or down a slope. Talk with your DM to determine if the terrain is suitable for triggering a sand slide, or roll 1d8 and multiple the result by 10. If the result is less than the degree of the incline, a sand slide has been successfully triggered. Though no two avalanches of sand are exactly alike, treating the affected area as Difficult Terrain and requiring a Strength Check of at least DC12 to maintain one’s footing are a good place to start.
Sand Jambiya Evocation Cantrip Casting Time: Bonus Action Range: Touch Components: V, S, M (A handful of sand) Duration: 1 Minute. This spell creates a keen-edged jambiya (dagger), held firmly in the caster’s hand as they finish casting. It is as hard as steel, is not affected by heat or magnetic force, and is a poor conductor of electricity, treated as a magical +1 weapon for the purpose of resistances and vulnerabilities. A successful attack with a Sand Jambiya does 1d4+1 (+ Strength Ability Modifier) piercing damage. The jambiya crumbles into loose sand in any of the following condition: If it’s dispelled, upon your (the Caster’s) mental command, upon your (the Caster’s) death or loss of consciousness, or the end of the spell’s duration.
Sand Quiet 1st-level Illusion Casting Time: Bonus Action Range: Touch Components: V, S, M (Two handfuls of sand) Duration: 3 Rounds To cast this spell you (the Caster) must sprinkle two handfuls of sand upon the recipient. In combat, this may require a successful attack roll depending on the recipient’s willingness. For the duration of this spell, the affected creature or object is “silenced” for three rounds. Any sounds created by the target - including those of being struck, carried gear, or a handheld object - are transmitted far away and emitted in a random location. An unwilling creature or magical object must succeed on a Wisdom saving throw or be affected for the spell’s duration. Unlike Silence, Sand Quiet does not prevent the casting of spells with verbal components or leave the target deafened, nor does Sand Quiet provide immunity to thunder damage (unless the source of the damage would be inflicted by a source within less than a foot of the target). Instead the noise is transported randomly in one of the eight cardinal directions (roll 1d8, starting at 1 with North and moving clockwise towards North-West) 2d6 miles away. In the case of spells such as Shatter or Power Word, wherein the sound carries with it the effect of the magic, the spell’s effects are similarly transported (providing protection to its original targets). Otherwise any spells cast by or at the caster function as normal. Use of this spell is typically prohibited within cities, its random displacement of noise and sound-effects both unwelcome and dangerous to their inhabitants and leaders. A spell caster caught using Sand Quiet risks hefty fines and reparations for uncaught violators in the best of situations, exile or death in the most unfavorable of ones (such as, for example, displacing the Wail of a Banshee into a capital’s palace). At Higher Levels: When you cast this spell using a 2nd-level spell slot, the duration of its effects increases to five rounds. For every additional spell slot used (3rd, 4th, 5th, and so-on), the duration increases another five rounds. Thus Sand Quiet cast with a 6th-level spell slot lasts for 20 rounds (two minutes).
Sand Slumber 1st-level Enchantment Casting Time: Bonus Action Range: Touch Components: V, S, M (A pinch of sand) Duration: 5 Rounds Casting or sprinkling a pinch of sand into the target’s face as you cast this spell, you send them into a deep magical slumber. The target of this spell must make a Wisdom saving throw. If failed, the creature falls to the ground unconscious for five rounds. Creatures normally immune to sleep-like effects (such as Elves and Genies) may be affected by Sand Slumber, provided they normally require sleep, as can creatures with more than 40 hit points. As with the spell Sleep, the target awakens upon spell’s end, taking damage, or someone using an action to shake and slap the sleeper awake. A successful Wisdom saving throw leaves the target Slowed as per the spell for a single round, adhering to immunities and vulnerabilities as normal.
Traceless Travel 1st-level Abjuration Casting Time: One Action Range: Touch Components: V, S, M (A handful of sand, a tear from the caster) Duration: One hour Gathering a handful of sand and shedding a tear to the ground, you - or your another creature of your choosing that is no larger than Large in size - may tread upon dusty and sandy ground without leaving a visible trace. No physical tracks are left of their passage, and any attempts to track the recipient via lingering scents are at Disadvantage. A magical trail - invisible to the naked eye, but discernible through spells such as Detect Magic - remains in their wake for half an hour, at which point that too fades without trace. A solitary creature of like size and locomotion as the recipient - a Human and an Elf, for example, or two Yuan-Ti Abominations - may follow within ten feet and attempt to receive the same benefit. Every ten minutes, they must roll a DC10 Dexterity check. Success indicates they follow the path perfectly or near enough, likewise leaving no trail along the dried path. Failure by four or less points provides no Disadvantage to scent-based tracking and leaves some evidence of passage, otherwise leaving pursuers at Disadvantage on checks to track by physical cues. Failure by five or more points provides no benefits to the creature ghosting the recipient. At Higher Levels: When you cast this spell using a 2nd-level spell slot or higher, Traceless Travel lasts for one hour for every spell level.[/spoiler]
Dust Curtain 2nd-level Evocation Casting Time: One Action Range: 100’ Components: V (Whispered), S, M (A handful of sand) Duration: Concentration, Special Using a controlled gale of wind to lift sand and dust from within a 20’ by 20’ by 60’ area, you (the caster) may shape the resulting mass into either a dust wall or blinding cloud. You may freely choose between which form to take at the start of each of your turns, but you must remain with your choice until the beginning of your next turn. The Dust Curtain may move at a speed of up to 30’ horizontally and 30’ vertically each round, provided the totality of the cloud remains within the spell’s range. If so desired you (the Caster) may shape the form of the cloud, but excluding the turn of casting it takes the entirety of the Dust Curtain’s movement for a round to change its shape. Switching between a dust wall and a blinding cloud automatically changes its form to that of an amorphous blob. Creatures fighting within or on opposite sides of the Dust Curtain do so as if they’re within darkness. Weapons fired and spells cast into or out from the edges treats their target though they’re at least within cover, regardless of actual obstructions, unless the attacker / caster has blindsight or a comparable form of magical detection. In addition to the regular limits of Concentration, Dust Curtain requires a special degree of focus. Any complex skills (such as Lockpicking), or spells which require more than a verbal component, cannot be performed without breaking the caster’s concentration and ending the spell. Dust Curtain works best in areas with high volumes of dust, sand, and loose or dry earth, including drought-parched farmland and undisturbed tombs. At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, you may extend the length of the Dust Curtain by forty feet for each additional spell level. A 3rd-level spell slot provides five 20’ by 20’ by 20’ cubes, a 5th-level spell slot nine, etcetera.
Enlarge / Diminish Desert Creature 2nd-level Transmutation Casting Time: One Action Range: 100’ Components: V, S, M (A small stick of mahogany or teak) Duration: Up to one This spell is functionally identical to the spell Enlarge / Reduce in the Player’s Handbook, and neither spell may have its effects be stacked with the other. The key difference between Enlarge / Diminish Desert Creature and Enlarge / Reduce is the difficulty of the saving throw, the caster adding an additional six to the spell’s save DC. Creatures not of the desert or of desert origins may always add their Proficiency Bonus against this spell, and all targets may elect to add their Intelligence bonus to their Constitution saving throw.
Pillar of Sand 2nd-level Evocation Casting Time: One Action Range: Touch Components: V, S, M (Enough sand to create the desired effect) Duration: Up to 15 Minutes Nominate yourself or a creature within reach as the target of this spell. If the target is unwilling, it must roll a Wisdom saving throw. Success causes this spell to have no effect. Failure - or upon casting this spell on a willing creature - creates a pillar of sand beneath them. They and any other creature within 10’ of them begin to rise at a rate of ten feet per round. The pillar can rise as high as available material and space allows, or as high as the caster desires, up to a maximum of 30’. They have at least half cover against attacks from ground-level, and can potentially receive three-quarters or total cover in favorable situations. At the caster’s choosing, the pillar may hold its current position or descend at a rate of ten feet per round instead, to a minimum height of ground level. If used for cover or as a barrier, the Sand Pillar’s base has 50 hit points and an Armor Class of 15. It is immune to poison and psychic damage, and cannot be paralyzed, petrified, or poisoned. Any vertical movement by the pillar restores it to full health at the end of its turn as fresh sand takes the old’s place. Should the Pillar run out of hit points, the pillar collapses immediately along with anyone on top of it. Spells such as Dispel Magic and Move Earth may likewise end the spell immediately. Move Sand cannot dispel Pillar of Sand, but they may make its surface precarious for those on top. At Higher Levels: When you cast this spell using a 3rd-level spell slot or higher, you may increase the maximum height of the sand pillar by an additional twenty feet per additional spell level, provided available material permits.
Sand Shadow 2nd-level Illusion Casting Time: One Action Range: Touch Components: V, S, M (A pinch of dry sand and an eyelash) Duration: 3 Hours So long as the recipient remains mostly or wholly within shadows during the duration of this spell, only those using magical detection can see them and are treated as Invisible. If the recipient moves out from an obscured area - for example, to pass through an unshaded area on their way from one shadow to another - they would suddenly appear to onlookers while within the light before vanishing again like a fish into water. This spell cannot be ended prematurely by the caster or recipient, but can be negated in a number of ways: Dispel Magic can end the spell’s effects outright, and an area under the influence of Light or a similar spell will expose the recipient outside the deepest of shadows within its radius (darkness, for example). Furthermore, while any equipment worn by the recipient at the time of the casting is likewise enchanted, newly acquired objects and equipment will remain visible on their person unless suitably concealed.
Sand Sword 2nd-level Evocation Casting Time: Bonus Action Range: Touch Components: V, S, M (Two pounds of sand readily available) Duration: Up to 10 minutes. Like Sand Jambiya, Sand Sword turns a volume of sand into a viable pseudo-metallic weapon for the caster. Taking the form of a long blade instead of a short dagger, any successful attacks with this weapon do 2d4+1 Slashing Damage, benefiting from the same protections and damage qualifiers (+1, Magical) as Sand Jambiya as well as adding your Strength Ability Bonus to the damage dice. The caster of this spell always counts as Proficient with this weapon. At Higher Levels: When you cast this spell using a 4th-level spell slot, you may increase the effective level of enchantment and bonus to damage to +2 or increase the base damage to 3d4+1. When casting this spell using a 6th-level spell slot, you may increase the effective level of enchantment and bonus to damage to +3 or increase the effective level of enchantment and bonus to damage to +2 plus increase the base damage to 3d4, or increase the base damage to 4d4+1.
Fire Truth Divination Cantrip Casting Time: 10 Minutes Range: 15’ Components: V, S, M Duration: 1 Minute This spell allows you to determine whether someone is knowingly lying to you or speaking the truth. A special candle serves as the material component for this spell, its flame proportional to the knowing veracity of the target’s words (whether spoken aloud or given in a form of sign). During the casting of this spell the Wizard must light the candle within fifteen feet of the target. Upon completion the Wizard will have one minute - or ten questions, whichever comes first - in which to question the target. So long as the target answers truthfully, the candle will remain lit. An intentional half-truth or slight deception causes the flame to butte, while an outright lie will extinguish the candle immediately and end the spell. Should ten questions be answered or a minute pass without any such lies, the flame will flare brightly before going out and ending the spell. For the purposes of Fire Truth truth is subjective to the target. If the target truly believes their self to be communicating the truth, then the candle will fail to sputter or die regardless of the reality of the situation. Fire Truth allows for no saving throw by the target, but can be rendered useless through magical means (such as use of the spell Glibness). Due to the required cooperation of the target in acquiring an answer Fire Truth is most often used in matters of state and business. The material component for this spell is a specially-prepared candle made from the wax of desert bees. Buying such candles pre-made must usually be done through Moralists or other clergy and can cost upwards of 30GP each. Alternatively, the wizard can make the candle for their self with a week’s preparation and 10 GP worth of costs in raw materials.
Banish Dazzle 2nd-Level Divination Casting Time: 1 Action Range: Touch Components: V, S, M Duration: 5 Rounds For the duration, the target knows that mirages and common illusions (the result of 5th-level spells or less) are not real. The recipient also receives a +4 saving throw bonus towards Color Spray, Fire Charm, and similar visual spells related to color, heat, and / or fire. Reflected sunlight does not hinder or blind the recipient, nor does bright light or levels of light they would typically consider such. The material component for this spell is a gemstone, mica, shard of glass, or clear crystal. Upon casting Banish Dazzle the material component is consumed. At Higher Levels: When casting this spell using a 3rd-level Spell Slot or higher, the duration of Banish Dazzle increases by five rounds for every additional spell level.
Sundazzle 2nd-level Evocation Casting Time: 1 Action Range: 100’ Components: V, S, M Duration: 2d4 rounds Upon casting this spell the Wizard creates a dazzling array of small, multi-colored spheres which strike at the eyes of up to three targets within a 15-foot radius. Those struck must make a Constitution saving throw or be blinded for 2d4 rounds. Targeting the same opponent multiple times does not force any additional saving throws or incur any penalties. Outside Undead, Sundazzle has no effect on blind creatures or those who otherwise lack functional ocular organs. This spell may only be cast in full daylight, or in the presence of magic that simulates daylight. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of Sundazzle increases by 50’ and may target up to two more targets within the 15-foot radius for each spell slot above 2nd level.
Sunscorch 3rd-level Evocation Casting Time: 1 Action Range: 75’ Components: V, S Duration: Instantaneous Upon casting this spell, a narrow beam of heat blasts forth from the caster’s hand and strikes at its target in a similar fashion to Magic Missile. The beam deals 6d4 points of fire damage, plus an additional 2d4 if the target is wearing or otherwise physically touching any large metal object in some fashion. The magical heat of Sun Scorch does not affect undead or other non-living targets, nor can it set fire to flammable objects. This spell may not be used underwater or if the target would be in at least three-quarters cover should water be treated as an obstructing object (ex: In a torrential downpour, taking cover behind a waterfall). At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of Sunscorch increases by 30’ for each spell slot above 3rd level. In addition, for every two spell slots above 3rd level the caster may create an additional beam that may be targeted at the same or any other valid target within the spell’s range.
Enhance / Quench Fire Creature 4th-level Alterration Casting Time: 1 Action Range: 300’ Components: V, S, M Duration: 10 Rounds Targeting a creature from the Elemental Plane of Fire or with a natural fire-manipulating abilities (ex: Red Dragons), the caster infuses their body with supernatural might and durability. For ten rounds the target gains 3d6+2 temporary hit points. In addition, the target can add one to any damage dice and attack rolls made. In the case of multiple damage dice rolled for a single attack this bonus is cumulative, capping at a maximum of +10 damage to any one attack. The reverse of this spell, Quench Fire Creature, has the opposite effect. The creature must making a Constitution saving throw or suffers 3d6+2 points of force damage in addition to suffering a -1 penalty to all attack rolls and damage dice for the next ten rounds. As with Enhance Fire Creature, this penalty is cumulative in the case of multiple damage dice for a single attack to a maximum of -10. The material component of this spell is a rag, steeped in pitch for Enhance Fire Creature or dampened with water for Reduce Fire Creature. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you may target an additional fire creature for each spell level above 4th level.
Fire Charm 4th-level Enchantment Casting Time: 1 Action Range: 30’ Components: V, S, M Duration: 10 Rounds Targeting a non-magical fire or fire source within thirty feet - such as a bonfire, brazier, or candle - the Wizard enchants it with a hypnotizing display. Anyone (other than the casting Wizard) who looks into the fire during the spell’s duration must make a Wisdom saving throw or find their self transfixed by the dancing flames for the remainder of the spell’s duration. Such transfixed creatures are considered incapacitated and have a speed of 0. Furthermore, so long as they are hypnotized by the blaze, any saving throws made to resist the Suggestion spell are at Disadvantage. The spell ends if the creature takes any damage, someone else uses an action to shake the creature from its stupor, they find their vision of the fire obscured, or otherwise at the end of the round that the spell expires. This spell has no effect on those considered Blind. The material component for this spell is a multi-colored piece of silk which the caster must feed into the fire source within one round of casting.
Sunfire 4th-level Evocation Casting Time: One action Range: 300’ Components: V, S, M Duration: Instantaneous Identical in effect to Fireball, an explosive ball of flame streaks from the caster to a point of their choosing. Each creature within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or suffer 8d6 fire damage, half as much on a successful save. Flammable objects within the area of effect melt or are ignited depending on their quality and size. The key difference between Sunfire and Fireball is that the casting Wizard - and any non-living items they may be wearing - is immune to the spell’s effects. The material component to this spell is a ball of sticky gum. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each spell slot above 4th level.
Animate Blood 6th-Level Necromancy Casting Time: Three Rounds Range: 250ft. Components: V, S, M Duration: 2 Hours Using Necromantic magic to animate 1d6 drops of their own blood, the caster has full control over these droplets and can use them as their eyes and ears anywhere within the spell’s given range. Though only may be seen or heard through at a given time the Caster is free to shift their point of perception at will. Deceptively fast, each droplet has a base movement speed of 60’ a round. When oozing through non-watertight cracks, clogged piping, or other such areas, movement costs are doubled (every 5’ requiring 10’ of movement). In addition to functioning as scouts, each drop may be commanded (either individually or as a group) to sacrifice their self to attack a valid target within five feet. Make an attack roll against the opponent’s Touch Armor Class with a proficiency bonus of +3. Fail, and either the droplet misses, strikes a thicker piece of armor or clothing, or otherwise splatters harmlessly in a fashion that both disrupts the caster’s connection and does no harm to the targeted creature. Succeed, and the target suffers 1D6 points of Acid Damage each round for the next four rounds at the start of the Caster’s turn as the droplet chemically sears their flesh. Pouring Holy Water over the injury prevents further damage from that droplet and causes one point of damage to the Caster. Likewise, splashing Holy Water over an area occupied by animated blood destroys any droplets within and causes one point of damage to the Caster per droplet. The material component for this spell is 1d6 freshly shed drops of the caster’s blood. This spell cannot be used by Warforged or any other variety of Wizard lacking a suitable blood analogy. At Higher Levels: When casting this spell using a 7th-level Spell Slot or higher, the range increases by 50’ and duration by 30 minutes for every additional spell level. When used to make attacks, the Proficiency Bonus is improved by +1 for every additional spell level. Thus 9th-level use of this spell has a range of 400’ and duration of 3.5 hours. If used to attack, the droplet attacks with a Proficiency Bonus of +6.
Dusts of Death 6th-Level Alteration Casting Time: 1 action Range: Touch Components: V, S, M Duration: 1 hour Turning a pinch of ordinary sand into an incredibly toxic poison, any who ingest this toxin must make a Constitution saving throw or suffer 10D6+40 Poison damage. Should the victim pass their saving throw or survive the damage then they become Poisoned for 3d8 hours. Most traditional methods for detecting poisons fail to detect supplies tainted by the Dusts of Death spell, the only clue as to the victim’s fate a small dusting of sand around the edges of the victim’s mouth. Detect Magic may be used to identify tampering as normal, most would-be assassins preferring to taint potions, ambrosia, or similarly supernatural food and drink as a result. The material component for this spell is a pinch of sand. Few know the secret of this spell in the Land of Fate, and even less who do not number themselves among its Sorcerous societies.
Shadow Veil 6th-Level Illusion Casting Time: 20 Minutes Range: 30’ Components: V, S, M Duration: Special This spell may be used to draw a cloak of darkness over up to 100 Medium-size creatures, letting them move invisibly in supernatural silence. Creatures of Small-size or smaller count for half a creature each for the purposes of this spell whereas those of Large size counting for four. This spell has no effect on creatures Huge or greater in size. The duration of this spell is twelve hours or until the targeted creature is struck by rays of light from the day’s sun, whichever comes first. The material components of this spell are a black opal worth at least 500GP, a panther’s paw, and a black owl’s feather.[/spoiler]
Tattoo of Power 6th-Level Alteration / Evocation Casting Time: Varies. Range: Touch Components: V, S, M Duration: Permanent until triggered Combining arcane talent with the art of tattooing, Tattoo of Power implants a creature with the full magical energy of a spell. Casting Tattoo of Power in conjunction with another spell, the Caster then begins to tattoo their spell’s recipient. This is a process that takes an hour for every Spell Level the Caster intends to imbue. When the process of tattooing is finished, the recipient may release the spell at any time by touching the tattoo and uttering a command word. Once a spell tattoo is cast both it and its magic begin to fade and disappear almost immediately. Any spell used in this fashion operates exactly as if it were cast by the Wizard who implanted the spell as of the time of the tattooing. Only up to four spells may be implanted onto any one creature at a given time, regardless of Spell Level, the number of Wizards using Tattoo of Power, or the Casters’ levels of skill. This is as much a matter of practicality as it is safety for the imbued recipient. Likewise, there is a limited number of Spell Levels that may be implanted on any one extremity at a given time: Up to four Spell Levels worth of magic may be fit on each arm, six Spell Levels on each leg, ten Spell Levels to either side of the torso, two Spell Levels upon the head - three Spell Levels if shaven or otherwise exposing the majority of its surface to the caster. This is because spell tattoos grow in proportion to the magic that is to be implanted. In order to successfully use this spell, the casting Wizard must be proficient in either Medicine, Disguise, or the Tool Proficiency Artisan’s Tools (Tattooist’s kit). The caster must also have access to a Tattooist’s Kit (20GP) at the time of casting.