Soothesayer Spells
Cantrip
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I
You hurl a bubble of acid. Choose 1 creature within range or 2 within range that are in Close range of each other. The creature must succeed on a Saving (Dexterity) throw against your Spell DC or take 1d6 toxic damage.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting time 1 Action; Components V,S; Range L (120 ft.); Duration I
You hurl a ball of fire at a creature or object within range. Make an Attack (Spellcasting) roll against the target. On a hit, the target takes 1d8 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At higher Class level: the spells damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Action; Components V,S, Range C, Duration I
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee Attack (Spellcasting) roll against the target. You have advantage on the attack roll if the target is wearing armor with the metal property. On a hit, the target takes 1d8 electricity damage, and it can’t take reactions until the start of its next turn.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 0 (cantrip); Casting Time 1 Bonus Action; Components S; Range L (60 ft.); Duration 1 min.
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. You gain advantage on your next Attack roll against the target within the spell’s duration. The spell then ends.
Level 1
Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged Attack (Spellcasting) roll against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Type | Electricity | Fire | Force | Holy | Ice | Mental | Sonic | Toxic |
If you roll the same number on both d8s, the chaotic energy can leap from the target to a creature of your choice within 30 feet of it or stay on the target if there is no other creature in range. Regardless of who is the new target, make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
At higher level: when you empower the spell, the damage increases by 1d4 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); Duration I
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose electricity, fire, ice, sonic or toxic for the type of orb you create, and then make an Attack (Spellcasting) roll against the target. If the attack hits, the creature takes 2d8 damage of the type you chose.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 1st.
Level 1; Casting Time Reaction; Components V,S; Range S; Duration 1 round
When you are hit by an attack or targeted by the magic missile spell, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Level 2
Level 2; Casting Time 1 Action; Component V,S; Range S; Duration C (1 hour)
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 normal damage and you have an additional +1 bonus to the Attack and Damage rolls you make using it.
Level 2; Casting Time 1 min.; Components V,S,M; Range L (60 ft.); Duration 1 hour
You impart latent luck to yourself or one willing creature you can see within range. The creature gains a single Fragment of Possibility. When the chosen creature makes any d20 roll using one of the base or derived modifiers before the spell ends, it can expend the Fragment it has to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. While you have the Fragment of Possibility from this spell, you can’t gain more Fragments of Possibility from any source.
At higher level: when you empower this spell, you can target one additional creature for every level above 2nd.
Level 2; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make an Attack (Spellcasting) roll for each ray. On a hit, the target takes 2d4 fire damage.
At higher level: when you empower the spell, you create one additional ray for each level above 2nd.
Level 2; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Level 3
Level 3: Casting Time 1 Action; Components V,S; Range S; Duration 1 min.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of your next turn, and when the spell ends, if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Level 3; Casting Time 1 Action; Components V,S; Range C; Duration C (10 min.)
You touch a willing creature. The target gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher level: When you empower the spell, you can target one additional creature for every level above 3rd.
Level 3; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE 40 ft. cube; Duration C (1 min.)
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a -2 penalty to AC and Saving (Dexterity) throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged weapon attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t or doesn’t, the spell is wasted.
A creature affected by this spell makes another Saving throw at the end of its turn. On a successful save, the effect ends for it.
Level 3; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20ft. sphere; Duration C (1 min.)
You create a 20-ft.-diametr sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Saving throw against poison (DC equals your Spell DC). On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Level 4
Level 4; Casting Time 1 Action; Components V; Range L (500 ft.); Duration I
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet”. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within Close range of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (300 ft.); AoE 30ft. sphere; Duration I
A hail of rock-hard ice pounds to the ground in a 30-ft.-diametr sphere centered on a point within range. Each creature in the sphere must make a Saving (Dexterity) throw against your Spell DC. A creature takes 1d6 normal damage and 3d6 ice damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At higher level: when you empower the spell, the normal damage increases by 1d6 for every level above 4th.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 hour)
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Saving throw against your Spell DC to avoid the effect. A formshifter automatically succeeds on this Saving throw. The transformation lasts for the duration, or until the target dies. The new form can be any beast which a formshifter of the same Player level could transform into. The target’s base stats, skills, knowledges, speeds, AC, senses, and other effects with the exception of HP and FP are replaced by the stats of the respective Wild Shape. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires dexterous hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its old equipment. This spell can’t affect a target that is dead.
Level 5
Level 5; Casting Time 1 Action; Components V,S,M; Range S; AoE 60ft. cone; Duration I
A blast of cold air erupts from your hands. Each creature in a 60-ft. cone must make a Saving (Dexterity) throw against your Spell DC. A creature takes 5d8 ice damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it melts.
At higher level: when you empower this, the damage increases by 1d8 for every level above 5th.
Level 5; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (10 min.)
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature: You can try to move a creature. Make a Spellcasting check contested by the creature’s Strenght check. If you win the contest, you move the creature up to 30 ft. in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 ft. in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make a Spellcasting check contested by that creature’s Strenght check. If you succeed, you pull the object away from that creature and can move it up to 30 ft. in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, packing or retrieving an item from an open container, or pouring the contents from a vial.
Level 6
Level 6; Casting Time 1 Action; Components V; Range L (30 ft.); Duration I
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Saving (Intelligence) throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Level 6; Casting Time 1 Action; Components V,S,M; Range S; AoE 60ft. line; Duration C (1 min.)
A beam of brilliant light flashes out from your hand in a 5-ft.-wide, 60-ft.-line. Each creature in the line must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 4d8 holy damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Level 7
Level 7; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 10x10ft. cube; Duration I
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-ft. cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Saving (Dexterity) throw against your Spell DC. It takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Level 7; Casting Time 1 Action; Components V,S,M; Range L (100 ft.); AoE 100ft. cube; Duration C (1 min.)
This spell reverses gravity in a 100-ft. cube on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Saving (Strenght) throw against your Spell DC to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
Level 8
Level 8; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target. At the end of each of its turns, the affected target can repeat the Saving throw, ending the spell on itself on a success.
d10 | Effect |
---|---|
1-2: Visions of the Far Future | The target takes 6d6 mental damage, and it is stunned until the end of the turn. |
3-5: Rending Rift | The target must make a Saving throw, taking 7d8 force damage on a failed save, or half as much damage on a successful one. |
6-8: Wormhole | The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 5d10 force damage and is knocked prone. |
9-10: Chills of Death | The target takes 6d8 ice damage, and it is blinded until the end of the turn. |
Level 9
Level 9; Casting Time 1 Action; Components V; Range S; Duration I
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, directly affect a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 ft. from the location where you cast it.