Type: Evocation, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: 15ft
Effect: As an action, grant another ally a spark from your own magic, costing you 1 rest dice in the process. Revive them if they have died within the last 2d4 minutes, heal them for 3d10 HP, and grant them 3d10 temporary HP. Restore 2 rest dice to them.
If cast on a lesser elemental (Subject to GM.) allow them to become a first-generation Ginasi.
Type: Abjuration, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: 15ft
Effect: As an action, invoke a binding rune in your palm that persists for 3d8 minutes. While wielding the rune you can do the following:
As an action, directly deal 2d10 + casting bonus psychic damage to an elemental, undead, fae, or monstrocity type creature.
As a bonus action, place a marker rune on a surface beneath your feet.
As an action, force a creature between three or more marker runes to make a wisdom save, being banished to the ethereal plane on a failure.
As an action, concentrate and force a creature between three or more marker runes to make a constitution save, being paralyzed for as long as you maintain concentration
As an action, manifest a wall of force up to 40ft high between two marker runes until the start of your next round.
As a bonus action, make a marker rune glow until the start of your next turn, granting creatures standing on it disadvantage on saves vs your spells.
As a bonus action, make a marker rune shatter, forcing creatures on top of it to make a dexterity save, becoming ensnared and dispelled for 1 minute on a failure.
The caster may sacrifice the rune in his palm to seal an object covered in 5 or more marker runes, making it obscure to divination and sealing its contents in stasis for the ages, but doing so costs 1d8 rest dice, or death saves when out of rest dice.
Type: Abjuration, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: self
Effect: As an action, spend 1 rest dice and become invisible for 1 hour. For the duration of the spell, detection, divination, and location sensitive magic does not percieve you (Subject to GM.)
Making an attack or casting a damaging spell ends this effect.
Type: Evocation, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 fatigue
Duration: instant
Range: 60ft
Effect: As an action, target takes 10d10 cold damage. Damage is halved on a successful constitution save. On a critical failure, the target is encased in stasis in direfrost that does not melt except by means of great magical fire (subject to GM.)
Uttering the spell itself freezes your breath, causing 1 damage to fatigue.
Type: Transmutation, Mystic 6
Casting time: action
Components: Somatic, verbal
Duration: 1 hour
Range: 40ft
Effect: As an action, cause a tree, growth, or bush of choice to grow to your liking, building structures from its roots, enveloping nearby structures, carving tunnels or walls, bear fruit, or create platforms or thorny traps to your liking within a 60ft radius of the casting point.
Type: Transmutation, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: 15ft
Effect: As an action, speak the word of power and cause all non-magical metal equipment in a 15 radius of a target point gain a -1d3 penalty and take 3d10 acid damage. Magical equipment gets a wisdom save(either innate or the wielders.) and takes a -1 penalty instead on a failure.
Creatures caught in the area must make a constitution save to avoid taking 3d10 acid damage.
metallic and stone structures, metal and stone creatures, and metal and stone constructs take double damage.
Type: Divination, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: 3 rounds, special
Range: self
Effect: As an action, spend 1 rest dice to make yourself take on an ascended form. For the next 3 rounds, you have a +1 bonus to all saves and you can spend an action to speak a name of a school of magic to record. After the 3 rounds, you manifest 3 spells of 3rd level or lower of any class of magic that is of the recorded schools and cast them using the modifier cast for the spell.
You can end the effect with only 1 or 2 words, allowing you to trigger 1 or 2 spells accordingly.
Type: Transmutation, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: 20 ft
Effect: As an action, spend 1 rest dice and make you or a target creature within range make 2 death saves. Afterwards, they are healed for 1d20 HP and are enchanted for the next 3d4 minutes.
They gain the following benefits for the duration:
+20 movement speed
+20 jump distance
+4 strength
+4 dexterity
+20 max HP
Regain 1 use of per-long-rest abilities
+2 temporary block
All physical damage dealt is increased by 1 dice size category
After the spell ends, make another death save.
Type: Divination, Mystic 6
Casting time: action
Components: Somatic, verbal, 1 rest dice.
Duration: instant
Range: self, allies, GM
Effect: As an action, spend 1 rest dice to gain divine sight for 1 round. Until the start of your next turn, you can make the GM or any ally reroll any dice once.
Type: Necromancy, Mystic 6
Casting time: action
Components: Somatic, verbal, 1d6 HP
Duration: instant
Range: 60ft
Effect: As an action, sacrifice 1d6 HP worth of your own power and make a ranged spell attack against a target creature within range.
The attack deals 3d12 psychic damage to a creature. If hit, the creature must then make a wisdom or charisma save, taking 3d10 necrotic damage on a failure. The creature must then make a constitution or strength save, taking 3d8 slashing damage on a failure.
From here on out, spells you cast at the target gain a +1 bonus to DC, permanently ( Cannot stack. )
Type: Transmutation, Mystic 6
Casting time: action
Components: Somatic, verbal
Duration: 1 hour
Range: 3 mile radius
Effect: As 3 full round actions, cause the surrounding area to be enveloped in a fog that deeply obscures for the next hour. This causes rain to become fine and misty, or snow to thaw and steam.
Creatures cannot be found by magical means while in the mist.
You are allowed to see clearly in the fog. You can grant this benefit to up to as many allies as your casting bonus.
Cannot be cast during high sun.
Type: Conjuration, Mystic 6
Casting time: 1 hour
Components: Somatic, verbal, material (3d4 HP worth of blood, 1000 silver worth of dust, 1 gold worth of salt)
Duration: special
Range: special
Effect: As a 1 hour long ritual, create a fae circle in the ground around you by expending phials of 3d4 HP worth of blood, 1000 silver worth of silver dust, and 1 gold worth of salt. The circle can have a radius of 5 to 30ft.
Once created, the fae circle becomes engraved in the land after being undisturbed for 1d100 days, leaving behind a circle of mushrooms.
A fae circle can be invoked by spending 4 rest dice, allowing those within to all make a DC 20 arcana check. If the majority fail, or if anyone has a critical failure, they are ejected into the ethereal plane. Otherwise, the circle extends to act as a gateway into the faewild at a corresponding circle. The corresponding circle is of the same size and once linked, cannot be unlinked.
Those who can cast this spell can invoke a fae circle to bring them to another circle that they are aware of that is of the same size within the same plane.
Those who can cast this spell can invoke a fae circle by being only within 30ft of one.
Type: Transmutation, Abjuration, Mystic 6
Casting time: full round action
Components: Somatic, Verbal, material(carving implement)
Duration: permanent
Range: touch
Effect: As a full round action, inscribe a tree with a rune of the great worldtree. You become its grovetender, and the tree slowly takes on the aspects of an ironwood tree.
A 100ft radius area around the tree becomes enchanted so long as it remains standing. Allies within the area are untargetable by spells, powers, and non-mundane abilities originating from outside the area.
As grovetender, you can choose one when engraving the rune:
Beseech the roots - the trees roots twist and grow to fortify whatever structure, ecosystem, or fortifications exist either beneath it, or around it within the enchanted zone (Subject to GM.)
Bless the earth - the earth, soil, and water within the enchanted area becomes purified, removing contaminants, poisons, and disease. Magical diseases are muted while within its presence.
Praise the skies - The tree grows to extreme heights, eaching up to 5 times higher than its siblings would. All lightning, sun, and moon limitation spells cast in its presence are treated as being valid(as though the moon was out, the sun was visible, or that thunder and lightning was storming) and allow for the spells casting.
Ward the forest - Hostile creatures, or creatures of a type decided by the caster when marking the tree must succeed a wisdom save to enter the area, being barred as though by impassable force for the next day on a failure.
You may pass over the title of grovetender to another by spending 1 rest dice during a rest, allowing you to cast this spell again without the need to destroy the tree created.
Type: Transmutation, Mystic 6
Casting time: action
Components: Somatic, verbal, material (corpse of eldrich, greater undead, or large or larger monstrocity)
Duration: 3 hours
Range: 3 mile radius
Effect: As 3 full round actions, conjure the disturbed spirits out of an eldrich, greater undead, or large or larger monstrocity corpse. At the end, you conjure 1d4+1 dark spirits to do your bidding. They follow your commands.
If a caster falls below 10 HP, the dark spirits break free of their control and turn on them.
Type: small, undead, ethereal
Base stats:
HP: 3d8 + casting attribute bonus * 3
BLOCK: +6 / 3
AC: 18
Physical saves: +2
Mental saves: +5
Fly speed 60, ethereal walk, true-sight
Regards - If slain by a spell or weapon, the creature that slays a dark spirit takes 1d10 + casting bonus cold damage.
Hated by the light - When exposed to direct open sunlight, make a constitution save. On a failure, the dark spirit burns and takes 2d10 radiant damage, It cannot willingly enter the light unless commanded.
Skills: + casting bonus to stealth and intimidation.
Attacks & actions:
Cold touch attack +5 - DC 16 block, 2d4 + casting bonus cold damage. Paralyze for 1 round on crit.
Beguile - Cause an unaware medium or smaller creature within 30ft to make a DC 18 wisdom save. On a failure, the creature is convinced of a fact of the dark spirits or casters choice.
Haunt - As a reaction to a spell, wand, or scroll being cast or a rest dice being used, lose 1d6 HP to force the target to make a DC 18 concentration check. On a failure, it loses the action.