Type: mystic 1, enchantment, abjuration
Casting time: 1 action
Components: Verbal, Somatic, Spell slot binding
Duration: Instantaneous
Range: 30 feet
Effect: As an action attempt to tame a woodland creature. This requires a handle-animal check subject to GM. On a success, you can link the animal to you as your animal companion.
The companion gains the following benefits:
An animal companion has their hp increased by 1d10.
Allows the caster to speak with the animal companion while in sight of one another
The caster can cast other spells with a range of self or touch, as though the animal companion was the caster.
The caster may dismiss the animal companion during a rest by spending a rest dice.
While the companion remains linked to the caster, the spell slot used is locked, and cannot be regained until the companion is either dismissed, or slain.
At higher levels: If cast with a 2nd level spell slot, the animal companion can also take a feat(Subject to GM) or become <>
Type: mystic 1, evocation, abjuration
Casting time: 1 action
Components: Verbal, Somatic
Duration: Instantaneous
Range: 5-20ft cone
Effect: As an action, cause all creatures in a cone emanating from your outstretched palm to make a strength save. On a failure, they are sent back up to 10 ft. Creatures colliding with objects or other creatures take 1d6 points of bludgeoning damage. They must also make a dexterity save to not be knocked prone upon landing. The size of the cone is up to the caster and can be between 5 to 20ft in range.
At higher levels: If cast using a 2nd level slot, the area is changed to all creatures in a radius around the caster.
Type: mystic 1, illusion, abjuration
Casting time: 1 action
Components: Verbal, Somatic
Duration: Instantaneous
Range: self, special
Effect: Cause yourself to blend into the environment as an action, granting any check attempting to find you disadvantage. Moving or attacking causes the spell to break. For every wisdom bonus above +2, you can target an additional creature within 20 feet.
At higher levels: For every spell slot level above 1st, you can target an additional creature within 20 feet.
Type: mystic 1, transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: instantaneous
Range: 30 feet
Cannot be cast in sunlight.
Effect: As an action, enchant a melee weapon, shield, or crossbow, granting bonuses for 4d4 rounds based on the item type:
Melee weapon - Deal an additional 1d4 radiant damage. The weapon can scale with wisdom for the duration.
Crossbow - Attacks ignore partial cover and gain a +1 bonus to hit.
Shield - Gain a +1 bonus to block checks, and attackers take 1d12 radiant damage whenever you block a melee attack with it.
Type: transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: instantaneous
Range: 30 feet
Effect: As an action, cause nearby vegetation to alter in one of the following ways:
Entangle: Target grounded creature must make a dexterity save. On a failure they become ensnared(cannot move.) The creature can attempt a strength check to untangle themselves as an action.
Grow: Target vegetation(Such as roots, vines, wood, or even fungus) grows to occupy target area, up to a 5ft cube within 5 feet of the vegetation. You can choose to concentrate on this spell and continue this effect on a nearby 5ft cube area. The exact nature of the growth is up to you. It can be difficult terrain or solid.
Wither: Cause up to a 5ft cube of vegetation to recede and wither, or deal 3d8 damage to all plant or fungus based creatures within the area.
At higher levels: For every spell slot level above 1st, increase number of targets this spell can effect by 1, and increase the DC by 1.
Type: transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: Permanent
Range: touch
Effect: As an action, place a druidic spark into a quarterstaff or spear. It deals an extra 1d3 radiant damage and can be used to direct and offset the origins of rays, cone, or touch spells you cast by 5 feet. The spark remains in the staff until a new spark is placed, or until dispelled.
At higher levels: When cast as a 2nd lvl spell, It can be summoned as an action while the spark remains.
Type: transmutation, illusion
Casting time: 1 action
Components: Verbal, Somatic
Range: cone
Effect: As an action, cause a bolt of light to spring from your palm to a point within 40 feet and ignite in a 10 ft sphere. All creatures caught in the sphere take 1d4 + casting bonus psychic damage and must make a dexterity save. On a failure, they become ignited by faefire for 3d4 rounds or until dispelled, which deals 1 psychic damage to the affected targets at the start of their turn, and increases the critical range of all attacks made against the target by 1.
At higher levels: For every spell slot level above 1st, increase the duration by 1d4 and Increase the diameter of the sphere by 5 feet.
Type: transmutation, necromancy
Casting time: 1 action
Components: Verbal, Somatic, Material(food that is consumed upon casting)
Range: special
Effect: As an action, consume or administer a small meal or piece of food to yourself or a creature within 5 feet(such as a biscuit, apple, or a bowl of berries) and either restore 1 fatigue or heal 1d4 health. The consumed food provides sustenance for 1 day.
At higher levels: For every spell slot level above 1st, allow the food to be administered to an additional creature. If using a 2nd or higher level slot, you may even use food that has turned or gone sour, restoring it to an edible state.
When cast at 3rd level, and the heart of a medium creature with an intelligence of 5 or more is consumed by the caster, the casters maximum HP is increased by 1. Health can only be increased up to a maximum of +10 in this way.
Type: evocation
Casting time: 1 action
Components: Verbal, Somatic
Durati
Range: 30 feet
Effect: As an action, heal a creature within 30 feet for 1d4 + casting bonus health, and restore 1 point of fatigue.
At higher levels: For every spell slot level above 1st, increase healing by 1d4 or number of targets by 1.
Type: Abjuration, transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: instant
Range: touch
Effect: As an action do one of the following:
Stabilize a dying medium or smaller sized animal, beast, or other critter(subject to GM) or heal it for 2d6 + casting bonus health, and removing up to one of the following conditions: sickened, poisoned, diseased, shaken, or terrorized.
Gain advantage on the next check made to befriend, influence, or handle an animal, beast or other critter(Subject to GM) for the next 1 hour.
Type: transmutation
Casting time: 1 action
Components: Verbal, Somatic
Duration: instantaneous
Range: 60 feet
Can only be cast at night or in significant enough darkness (Subject to GM.)
Effect: Cause a streak of light to beam from your fingertips to the target as an action. The target must make a wisdom saving throw. On a failure, they take 2d8 radiant damage and are stunned for 1 round. On a success, they take half damage.
At higher levels: For every spell slot level above 1st, increase damage by 1d8. For every spell slot level above 3rd, you can target an additional creature.
Type: mystic 1, divination, evocation
Casting time: 1 action
Components: Verbal, Material(Bow and arrow)
Duration: instantaneous
Range: special
Effect: As part of casting this spell, fire an arrow from a bow as a single attack attack. The shot suffers no range penalty, gains a +1 bonus to hit, deals an extra 1d6 damage, and the target has disadvantage on any block check against it. If this kills or knocks the target unconscious, the spell slot is not spent.
At higher levels: For every spell slot level above 1st, increase damage by 1d6.
Type: mystic 1, conjuration, necromancy
Casting time: 1 action
Components: Verbal, Somatic
Duration: Instantaneous
Range: 30 feet
Effect: As an action conjure a 5ft sphere of spores and propel it up to 30 feet in a direction. Any creature caught in it's path must make a dexterity or constitution spell, taking 1d6 poison damage on a failure. Creatures that breathe and roll a natural 1 or 2 on their save take double damage and take 1 point of damage to fatigue.
At higher levels: For every spell slot level above 1st, increase damage by 1d6.
Type: mystic 1, evocation, abjuration
Casting time: 1 action
Components: Verbal, Somatic
Duration: 2d6 minutes
Range: 30 feet
Effect: As an action, cause a ghostly light to shine from above your head, that illuminates the surrounding 60ft area in a soft dim light. Perception, insight, and investigation checks made are at targets within the illuminated area. The caster can at will choose to cause one object or are to give off an identifiable faint glow, so as to indicate focus.
At higher levels: When cast at 2nd level, the duration is increased to 1 hour, and the caster can spend an action to push an object, or apply force to a creature within the light, forcing them to make a wisdom save, being pushed back or down by 10ft, and if the caster chooses, taking 1d10 + casting bonus damage.