Spell Name
|
Domains
|
Magnitude
|
Effect
|
Alter Disease
|
Disease, ritual, healing
|
Second
|
You may use use expertise (nature) to bargain with diseases, convincing it to act differently as per the implicature skill.
|
Alter Form
|
Illusion, transformation
|
Second
|
You take on the appearance of another humanoid, with a degree of precision commensurate with your knowledge of them. This spell requires concentration.
|
Arson
|
Fire
|
Third
|
In just a few seconds, you set a wide area (maximum radius ten feet) ablaze. If the material affected is normally flammable, the fire spreads quickly. Otherwise, it peters out in a couple minutes.
|
Become Ooze
|
Transformation, ooze, liquid
|
Second
|
You can affect your body or parts of your body, as well as carried items, as though they were a viscous liquid. This lasts an hour. This spell requires concentration
|
Bind Heart
|
Ritual, necromancy, flesh, blood, heart, curse
|
Fifth
|
You pull a willing or bound target’s heart from its body, still beating. They become immune to critical hits and aging, but if anyone bearing the heart deals damage to it, they instantly die.
|
Bind Soul
|
Ritual, soul, spirit, item
|
Third
|
You pull a dead or dying target’s soul into an item or animal. So long as the vessel is intact, the soul does not go to its usual afterlife. Possession of this soul gives a bonus to some things, notably the seance spell targeting the particular soul.
|
Channel Chaos
|
Transformation, patron,
|
Sixth
|
Cast six spell slots worth of binder spells with the transformation domain or the domains of your patron. You do not need to know them. You must observe all of your patron’s taboos until the spell ends, which is not until your patron decides it ends. Your patron has direct control of your body, and resisting their will requires a charisma test.
|
Charm Person
|
Charm
|
Second
|
One target treats you like their friend. You can cast this spell at fourth magnitude to affect a group of people.
|
Call Up
|
Ritual, angel, demon, outsider, summoning
|
Fifth
|
You pull a powerful outsider out of the void. It is uncontrolled, and if you haven’t done prior research you have no idea what it’s capable of.
|
Clinging Shadow
|
Shadow
|
Fourth
|
You target a space up to 50 ft. away. All characters within 15 ft. of the center must test dexterity or take 2d6 damage and become entangled. Saving inflicts half damage but still entangles them. This spell requires concentration
|
Contact power
|
Ritual, spirit, angel, demon, outsider, patron
|
First
|
You invite a foreign intelligence from the void of another plane to briefly inhabit your body. It can speak, but do nothing else. The creature can answer questions, but may require a bargain to give the juiciest details.
|
Contagion
|
disease
|
Fourth
|
You afflict the target with a deadly and contagious disease.
|
Culpa
|
Bone, blood, necromancy, emotion, weapon
|
First (cantrip)
|
You summon a bone dagger out of your wrist. It deals additional damage if you truly hate the target. Typically this would be +1 for an ideological foe, +2 for a nemesis, and +3 for a former lover who spurned you.
|
Dispel leadership and tactics
|
dispel
|
Second
|
All leadership and/or tactics spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed.
|
Dispel nature
|
dispel
|
First
|
All nature spells before you end. If they were cast by a higher-level caster, you must make a spellcraft test, modified by their level, to succeed.
|
Dominate
|
Charm
|
Fourth
|
One target treats you like their master. You can cast this spell at sixth magnitude to affect a group of people. This spell requires concentration.
|
Fireball
|
fire
|
Fourth
|
You throw a bursting bead of fire up to 50 ft. All characters within 15 ft. of the center must test dexterity or take 4d6 damage. Saving inflicts half damage. This spell requires concentration.
|
Fire Blast/Shadow Blast
|
Fire, shadow
|
Second
|
You throw a bolt of fire (or shadow) up to 50 ft. Make a ranged attack to deal 2d6 damage.
|
False Bilocation
|
Illusion
|
Third
|
For the next six hours, create a clone of yourself. It acts in ways you plausibly would, and can accept simple instructions, but cannot attack, cast spells, or do anything that requires a roll. If attacked or forced to make a roll, it disintegrates. This spell requires concentration
|
Fool’s Gold
|
Illusion, conjuration, item
|
Second
|
Creates 10 gold coins per level you possess, which disappear after an hour.
|
Ghoul
|
Ritual, necromancy, disease
|
Second
|
Feed the flesh of sapient creatures to a dying creature; they become a ravenous, intelligent undead creature that is favorably disposed to you.
|
Grow Claws
|
Transformation, animal, shadow, bone,
|
First
|
Your hands distend into sharp nails. Your unarmed attacks deal 1d6 damage, and you may attack twice in a round with them.
|
Grow Tendrils
|
Transformation, shadow, ooze
|
Third
|
Tendrils grow from your body. You can be actively holding everything you carry. Whenever a foe within 20 ft. of you moves, you may attack them. This spell requires concentration
|
Grow Wings
|
Transformation, flight, angel, demon, animal
|
Second
|
Grow bulky wings that allow you to fly more quickly than a bird for up to one hour. Your flight speed is 60 ft. You can prepare this spell at a higher magnitude to fly 30 ft. faster per additional magnitude. This spell requires concentration
|
Heart’s Desire
|
Conjuration, illusion, item
|
Third
|
Create any object, which disappears after an hour.
|
Ignite
|
Fire
|
First (cantrip)
|
You start a small fire. If the material affected is normally flammable, the fire spreads quickly. Otherwise, it peters out in a couple minutes.
|
Ignored
|
Illusion, Charm
|
Second
|
Target doesn’t perceive you. If you cast another spell or attack, this spell ends. You can cast this spell at fourth magnitude to affect a group of people.This spell requires concentration
|
Insubstantial
|
Transformation, shadow
|
Third
|
You become a living shadow, with the consistency of water. Additionally, you are invisible while in near-darkness. This lasts an hour. This spell requires concentration
|
Juggle Fire
|
Fire
|
First
|
For the next hour, you can grab fire and toss it up to 50 ft. This does not allow you to create fire.
|
Kindred Spirits
|
Charm
|
First
|
One creature treats you as a friend. It must be a creature which somehow shares a temperament or significant similarity with you.
|
Marco
|
Charm
|
First (cantrip)
|
Any person within 30 ft. of you whom you are not aware of must announce their presence.
|
Melt
|
Fire
|
Second
|
Destroys a non-flammable, non-magical item. This spell requires concentration.
|
Mutation (physical)
|
Ritual, Transformation, radiation
|
First
|
The target gets a random sorcerer physical mutation. This lasts for 12 hours.
|
Mystery (combat)
|
Ritual
|
First
|
The target gets a random loresage combat mystery. This lasts for 12 hours.
|
Normalcy
|
Illusion, Charm
|
First
|
No one finds your appearance strange or alarming. This lasts for 6 hours. This spell requires concentration
|
Numb
|
Necromancy, flesh, blood
|
First (cantrip)
|
You gain DR 1 for the next ten minutes, and are immune to pain.
|
Object Impermanence
|
Charm
|
Fourth
|
Target must be looking at something to remember it. Lasts up to an hour. This spell requires concentration.
|
Parley
|
Charm
|
First
|
The target tests wisdom or becomes willing to hear you out for at least a minute. Fails if they are threatened. This spell requires concentration.
|
Seance
|
Necromancy, spirit, ritual
|
Third
|
You channel the departed spirits of those who have died in the area, or who otherwise have a connection to your location. Through you, they may converse and can answer questions, thought they may require bargaining for the juiciest information.
|
Seal
|
Rune, conjuration
|
First (cantrip)
|
Magically impresses your personal sigil. Can jam doors or give spirits attempting to break their prisons disadvantage on rolls.
|
See No Evil
|
Illusion, Charm
|
Third
|
Target cannot perceive you or anyone you are interacting with. Lasts ten minutes. This spell requires concentration
|
Secret Combination
|
Ritual, curse, Charm
|
Second
|
You and the target cannot betray the other’s confidence regarding any conversation immediately following the casting of the spell. You may cast this spell at fourth magnitude to target a group. This spell requires concentration
|
Slip into Shadow
|
dimensions, shadow
|
Second
|
You “slip” into a nearby shadow, emerging at another nearby. If the original shadow was dim, the new one may be up to 1000 ft. away. If it was properly dark, it may be up to 1 mile. You may cast this spell at higher magnitudes, each time doubling the distance. This spell requires concentration.
|
Speak with Sin
|
Charm, divination, sin, spirit, angel, demon, speech
|
Second
|
You may have a mental interaction with personifications of a target’s sins. The conversation takes one real-world instance, and while you may bargain or manipulate with these entities, they can’t actually do more than give minor circumstantial modifiers to their owners behavior.
|
Steal Face
|
Transformation, illusion, curse, flesh
|
First
|
You steal the visage of a target for one hour. If the creature is living, they get a constitution save to resist. Failure means that they can still see, breathe, etc. but have an utterly generic face for their race and ethnic extraction. This spell requires concentration.
|
Summon Hound
|
Summoning, shadow, angel, demon
|
First
|
You summon a magical dog for one hour per slot invested.
|
Summon Imp/Solar
|
Summoning, angel, demon
|
Second
|
You summon a somewhat stupid, but loyal, small flying outsider for one hour per two slots invested.
|
Summon Soldier
|
Ritual, Summoning, angel, demon
|
Third
|
You summon a strange errant outsider for one hour per three slots invested.
|
Summon Tempter/Redeemer
|
Ritual, Summoning, angel, demon, sin
|
Third
|
You summon a flying, charismatic outsider for one hour per three slots invested.
|
Summon Judgement
|
Ritual, Summoning, angel, demon
|
Fifth
|
You summon an uncontrolled force of moral nature for one hour per five slots invested.
|
Taboo
|
Curse, patron
|
First
|
Choose a taboo of your patron. The target must test intelligence or be bound by it for a day.
|
Unspeakability
|
Charm, curse
|
Third
|
You render a person, event, or object literally unspeakable in a target. This is permanent until shaken free by magic or sufficient accidental spilling of the beans.
|
Viscerakinesis
|
Necromancy, flesh
|
Second
|
You levitate something that is made of meat, and can throw it. A human-sized meat body can be thrown 30 ft., doing 1d6 damage to it. Living targets get a constitution test to resist it, moving only 5 ft.
|
Wight
|
Ritual, necromancy, curse
|
Third
|
You create from the cadaver of someone who died violently a new, strange, martial intelligent undead.
|
Zombie
|
Ritual, necromancy, flesh
|
First
|
Inject a dead body with a certain blend of herbs and animal fat. It rises the following night as a mindless, herding, undead.
|
Zombie Parts
|
Ritual, necromancy, flesh
|
First
|
Inject body parts with a certain blend of herbs and animal fat. They rise the following night as a mindless herd of undead bits.
|