Auramancer Spells
Cantrips
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range S; Duration 2 turns
You erase your image from the mind of one creature you can see within 120 feet of you. The target must succeed on a Saving (Intelligence) throw, or you are invisible to it until the end of your next turn.
Level 0 (cantrip); Casting Time 1 Action; Components V; Range L (60 ft.); Duration 1 round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make a Saving throw. Unless the saving throw is successful, the target takes 1d4 mental damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
At higher Class level: the spell’s damage increases by 1d4 when you reach CL3 (2d4) and CL7 (3d4).
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range C; Duration C (1 min.)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Level 0 (cantrip); Casting Time 1 Action; Components V, S; Range L (60 ft.); Duration I
You point at one creature you can see within range, and the soul of the creature shakes with fear. The target must succeed on a Saving throw or take 1d4 withering damage. If the target is missing any of its hit points, it instead takes 1d8 withering damage.
At higher Class level: the spell’s damage increases by 1d4 or 1d8 when you reach CL3 (2d4/2d8) and CL7 (3d4/3d8).
Level 1
Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Level 1; Casting Time 1 Action; Components V, S; Range S; Duration 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Arcana, Perception) check against your Spell Save DC.
Level 1; Casting Time 1 Bonus Action; Components V, S, M; Range L (30 ft.); Duration 1 min.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Saving (Intelligence) throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Level 2
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
One humanoid of your choice that you can see within range must succeed on a Saving (Charisma) throw against your Spell DC or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make the same check at the end of each of its turns. On a success, the spell ends.
Level 2; Casting Time 1 Action; Components V, S, M; Range S; Duration C (1 min.)
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Saving (Charisma) throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make a Charisma check contested by your Spellcasting check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Level 2; Casting Time 1 Action; Components V; Range L (90 ft.); Duration 1 round
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make a Saving throw. On a failed save, the target takes 3d6 mental damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd. The creatures must be within 30 feet of each other when you target them.
Level 2; Casting Time 1 Action; Components V, S; Range L (60 ft.); AoE 30 ft. sphere; Duratin 10 min.
You create a magical zone that guards against deception in a 30-foot-diameter sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Saving (Charisma) throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Level 3
Level 3; Casting Time 1 Action; Components V, S; Range L (120 ft.); Duration C (1 min.)
You reach into the mind of one creature you can see and force it to make a Saving (Charisma) throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Level 3; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except mental damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Level 3; Casting Time 1 Action; Components V, S; Range L (30 ft.); Duration I
You sacrifice some of your health to mend another creature’s injuries. You take 4d6 withering damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.
Level 4
Level 4; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 hour)
For the duration, you or one willing creature you can see within range has resistance to mental damage, as well as advantage on Saving (Intelligence or Charisma) throws.
At higher level: when you empower this spell, you can target one additional creature for every level above 4th. The creatures must be within 30 feet of each other when you target them.
Level 4; Casting Time 1 Action; Components V,S,M; Range S; Duration C (1 hour)
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 ft. of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 ft. – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 ft. wide (such as a river) blocks a direct path between you and the creature.
Level 4; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Saving (Charisma) throw against your Spell DC. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Saving throw or take 2d10 mental damage. On a successful save, the spell ends.
At higher level: when you empower the spell, the damage increases by 1d10 for every level above 4th.
Level 5
Level 5; Casting Time 1 Action; Components V, S; Range L (30 ft.); Duration C (1 min.)
You attempt to reshape another creature’s memories. One creature that you can see must make a Saving (Charisma) throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse spell cast on the target restores the creature’s true memory.
At higher level: when you empower this spell, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).
Level 5; Casting Time 1 Action; Components V, S; Range L (120 ft.); AoE 40 ft. sphere; Duration I
You choose a point within range and cause psychic energy to explode there. Each creature in a 40-foot-diameter sphere centered on that point must make a Saving throw. A target takes 3d10 mental damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Saving throws to maintain concentration on spells and spell-like effects. The target can make a Saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 6
Level 6; Casting Time 1 min.; Components V, S, M; Range S; Duration until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid’s body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a spell can’t be possessed). The target must make a Saving (Charisma) throw against your Spell Save DC. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. All your game statistics are replaced by the statistics of the creature. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Level 6; Casting Time 1 reaction; Components V, S, M; Range L (60 ft.); Duration 8 hours
When a humanoid you can see within 60 feet of you dies you can use this spell to snatch its soul and trap it inside a small cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life – You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul – You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience – You can use a bonus action to bolster yourself with the soul’s life experience, making your next d20 roll using one of the base or derived modifiers with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead – You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor sees a translucent image of the tormented humanoid whose soul you caged.
Level 7
Level 7; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 70 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on all d20 rolls using one of the base or derived modifiers. Finally, if the target tries to cast a spell, it must first succeed on a Saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Saving throw at the end of each of its turns. On a successful save, the pain ends.
Level 7; Casting Time 1 Action; Components V, S, M; Duration C (1 hour)
Two creatures you can see within range must make a Saving (Charisma) throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures dies, the spell ends on both. If the spell ends on one creature, it ends on both.
Level 8
Level 8; Casting Time 1 Action; Components V,S,M; Range Unlimited; Duration 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane. Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables any creature to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Level 9
Level 9; Casting Time 1 Action; Components S; Range L (90 ft.); Duration I
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Each target must make a Saving throw. On a failed save, a target takes 8d6 mental damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make a Saving throw at the end of each of its turns. On a successful save, the stunning effect ends.