Ability Check ()
Your modifier is
Your modifier is
You rolled a
Maximum DC achieved is
CRITICAL SUCCESS!
CRITICAL FAILURE!
Skill Check ()
Your Level is
Your level is
You rolled a
SUCCESS!
FAILURE!
CRITICAL SUCCESS!
CRITICAL FAILURE!
Add Weapons
Add Ammunition
Add Protective Equipment
Add Potion
Attack!
Your modifier is
Your weapon proficiency is
You rolled a
Maximum AC hit is
CRITICAL SUCCESS!
CRITICAL FAILURE!
Total damage is
Calm
Simple Spell
Effect
By touching your hand against a character or creature that is under its effect, the effects of the Fear spell is ended immediately.
Cleanse
Simple Spell
Effect
By touching your hand against a character or creature that has been poisoned, you may dispel the poison, ending its effect.
Fear
Simple Spell
Effect
By touching your hand against a character or creature, they become terrified and must use their movement every round to move away from you. The spell ends after 1 minute or if dispelled with Calm.
Heal
Simple Spell
Effect
By touching your hand against a character or creature, they restore 1d4 lost hit points.
Hold
Simple Spell
Effect
By invoking the name of your deity, you are immune to any attempt to push you or knock you to the ground. You may still move, attack and take damage however you can not be forced from your position by other characters or creatures.
Light
Simple Spell
Effect
A bright light is emitted from an object your are carrying and illuminates a circle up to 25 m around you as if the area were lit by daylight.
Message
Simple Spell
Effect
You telepathically transmit a message of no more than 15 words to an ally within range. The recipient hears the message as if you had spoken it next to them however no sound is heard by any bystander.
Poison
Simple Spell
Effect
By touching your hand against an item of food or drink, you may cause it to become poisonous to any who consume it. Casting this spell against an enemy, they must succeed on a DC 15 Constitution Check or become Poisoned. Once poisoned by this spell’s effect, a creature takes 1d6 damage every minute until they are healed or they die.
Purify
Simple Spell
Effect
By touching your hand against an item of food or drink that was poisoned, you may cause it to become poison free to any who consume it.
Shout
Simple Spell
Effect
Your eyes begin to glow as your voice increases in volume so that you may be heard up to 200 m away through any other noise or commotion.
Flame
Simple Spell
Effect
A dart of fire shoots from your hand towards an enemy or object. Items are automatically hit by this spell. If hit, an enemy or item is set on fire and will continue to take damage automatically each round until an action is used to extinguish it. For an enemy … magical, +4 to hit, 1d8 damage, range 10 m. For an object … the item is on fire.
Freeze
Simple Spell
Effect
A dart of ice shoots from your hand towards an enemy or object. Items are automatically hit by this spell. If hit, an enemy or item is frozen and cannot move or be opened until a Normal Brawn Skill Check breaks the ice. For an enemy … magical, +4 to hit, 1d8 damage, range 10 m. For an object … the item is frozen.
Illusion
Simple Spell
Effect
You cause an image to appear in a space you can see. The image must be flat and no larger than 2 m in height or width. If objects or characters come into contact with it they pass through it with no ill effect.
Light
Simple Spell
Effect
A bright light is emitted from an object your are carrying and illuminates a circle up to 25 m around you as if the area were lit by daylight.
Lock
Simple Spell
Effect
Placing your hand against a door or box you cause it to become magically locked. A DC 15 Strength Check is then necessary to force the lock open. Once opened, the spell is dispelled from the object until cast again.
Message
Simple Spell
Effect
You telepathically transmit a message of no more than 15 words to an ally within range. The recipient hears the message as if you had spoken it next to them however no sound is heard by any bystander.
Poison
Simple Spell
Effect
By touching your hand against an item of food or drink, you may cause it to become poisonous to any who consume it. Casting this spell against an enemy, they must succeed on a DC 15 Constitution Check or become Poisoned. Once poisoned by this spell’s effect, a creature takes 1d6 damage every minute until they are healed or they die.
Purify
Simple Spell
Effect
By touching your hand against an item of food or drink that was poisoned, you may cause it to become poison free to any who consume it.
Shock
Simple Spell
Effect
A dart of electricity shoots from your hand towards an enemy or object. Items are automatically hit by this spell. If hit, an enemy or item is electrocuted and will take double damage if wearing metal armour or standing in water. For an enemy … magical, +4 to hit, 1d8 damage, range 10 m.
Shout
Simple Spell
Effect
Your eyes begin to glow as your voice increases in volume so that you may be heard up to 200 m away through any other noise or commotion.
Drain Life
Simple Spell
Effect
Necrotic energy flows from your hand into a character, creature or monster you touch. The target takes 1d8 damage and you regain the same number of hit points. Additionally, the target cannot take a reaction until the start of their next turn.
Necrotic Shield
Simple Spell
Effect
A shimmering barrier of necrotic energy appears in front of you, 1.5 m wide and 3 m high. The wall blocks all spell attacks as well as physical ranged attacks. If a person or creature passes through the barrier (including attacking through it) they take 1d8 damage.
Necrotic Splash
Simple Spell
Effect
You shoot out a ball of necrotic energy. Choose one creature within range, or choose two creatures within range that are within 1 m of each other. A target must succeed on a DC 12 Dexterity check or take 1d8 damage.
Bless
1st Level Ritual
Effect
You bless up to three creatures of your choice. Whenever a target makes an attack roll or an ability check before the spell ends, the target can roll a d4 and add the number rolled to the result.
Cure Wounds
1st Level Ritual
Effect
Up to 4 creatures you touch during the ritual regain 2d8 hit points each.
Inflict Wounds
1st Level Ritual
Effect
The target magically takes 3d10 damage regardless of armour or other protection. The target must be contained within the area of the ritual for the full thirty minutes.
Augury
2nd Level Ritual
Effect
By invoking and praising the name of your deity, you receive an omen from a ghostly entity about the results of a specific course of action that you plan to take within the next day after the completion of the ritual.
Silence
2nd Level Ritual
Effect
For the duration, no sound can be created within or pass through a 10 m radius sphere centered on you. Any characters or creatures are deafened while entirely inside the sphere. Casting Shout inside this spell has no effect.
Warding Bond
2nd Level Ritual
Effect
This spell wards a willing character or creature you touch and creates a divine connection between you and the target until the spell ends. While the target is within 20 m of you, it gains a bonus of 1 to its armour class and ability checks and it all damage taken is halved. If the target does take damage, you take the same amount. The spell ends if either of you drop to 0 hit points or if you and the target become separated by more than 20 m feet. It also ends if you cast the spell again. You may also dismiss the spell as an action.
Dispel Magic
3rd Level Ritual
Effect
Choose one character, creature, object, or magical effect within range. Any spell on the target ends.
Remove Curse
3rd Level Ritual
Effect
At your touch, all curses affecting one character, creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Spritual Guardian
3rd Level Ritual
Effect
You call forth spirits to protect you. They flit around you to a distance of 5 m for the duration. If you are a Cleric of the Crafters, their spectral form appears angelic. If you are Cleric of Immu, they appear fiendish. When you cast this spell, you can designate any number of characters or creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 11 Wisdom Check. On a failed check, the creature takes 3d8 damage. On a successful check, the creature takes half as much damage.
Charm
1st Level Spell
Effect
You attempt to charm another character or a humanoid monster you can see within 10 m. They must make a DC 11 Wisdom Ability check, and do so with advantage if you or an ally are fighting them. If they fail the check, they are charmed by you until the spell ends or until you or your allies do anything harmful to them. During the spell, they regard you as a friend.
Disguise
1st Level Spell
Effect
You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends or until you use an action to dismiss it. You must still appear as a human however you may imitate someone you have met or just alter your appearance so as to not look like yourself. Any additional height, width, clothing or items you make appear with this spell are purely illusions and cannot be touched. If, for example, you were to make yourself a foot taller, then if someone were to touch your higher apparent head then their hand would pass through it. Likewise, if you change your appearance to look as though you are wearing armour or carrying an item, a simple touch will reveal these to be illusions too.
Shield
1st Level Spell
Effect
An invisible barrier of magical energy forms around you and protects you. Until it ends, you gain +5 to your AC.
Sleep
1st Level Spell
Effect
This spell sends a character, creature or monster into a deep magical sleep. The target must succeed a DC 12 Constitution check or fall asleep for 1 minute.
Climb
2nd Level Spell
Effect
Until the spell ends, one willing character you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free, at the same speed and with the same ease as if they were walking on normal ground.
Dark
2nd Level Spell
Effect
Magical darkness spreads from a point you choose within 20 m of you and fills a 5 m sphere for the duration. Any light within the sphere, that was cast as a Simple Spell by a Wizard or Cleric, is dispelled.
Hold
2nd Level Spell
Effect
A character, creature or monster you can see within 20 m must succeed on a DC 13 Wisdom check or be paralyzed for 1 minute, unable to move or take any actions or bonus actions.
Invisibility
2nd Level Spell
Effect
A character, creature or monster you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on their person. The spell ends if the target makes an attack or casts a spell.
Dispel Magic
3rd Level Spell
Effect
Choose one character, creature, object, or magical effect within range. Any spell on the target ends.
Fly
3rd Level Spell
Effect
A character, creature or monster you touch gains a flying speed of 20 m per round until the spell ends with no maximum altitude. If the target is still flying when the spell ends, they fall.
Show
3rd Level Spell
Effect
Any magically invisible characters, creatures, monsters or items within 20 m of you become visible.
Speed
3rd Level Spell
Effect
A character, creature or monster you touch triples their speed until the spell ends. This spell may be cast with Fly to produce a flying speed of 60 m per round.
Decoy
1st Level Spell
Effect
A creature you touch is transformed into your likeness. While in this form you control its movement and may have it speak in your voice. You cannot experience any of its senses though and if it moves more than 25 m away from you then it stands idle until you come near again. If attacked, the creature retains its original Armour Class and may make an unarmed attack based on its own natural melee attacks.
Minion of the Earth
1st Level Spell
Effect
Through ritual chanting, you bring humanoid form to a patch of earth. Rising to stand and await command, the creature may be directed to perform simple tasks with a Strength of 10 and a Dexterity of 8. The creature has no intelligence and no real awareness of its own. If commanded to attack, it makes a single melee attack per round with its arms, +0 to hit, doing 1d4 damage. The creature has an Armour Class of 10, 8 hit points and a speed of 3 m per round.
Soul Swap
2nd Level Spell
Effect
A soul trapped with Soul Trap may be transferred to another human. The person must be willing or fail on a DC 15 Wisdom check. The soul of the human upon whom this is cast is then held within the Soul Trap instead.
Soul Trap
2nd Level Spell
Effect
Requires the preparation in advance of a Trap. The trap can take any shape but traditionally would be a straw doll or a precious stone. The Trap takes 1 day to prepare and may hold one soul. The Trap is activated in one round and will then trap the soul of the first human to touch it. The Trap may be disarmed by the caster or destroyed with fire. If a soul is contained therein, it is freed if dispelled by the caster or destroyed if burned with fire.
Dominate
3rd Level Spell
Effect
You attempt to beguile a human you can see within 20 m. They must succeed on a DC 15 Wisdom check or be charmed by you for the next minute. While the target is charmed, you have a telepathic link with them. You may use this telepathic link to issue commands to them while you are conscious (no action required), which it does its best to obey. You may specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the target completes the order and does not receive further direction from you, they defend and preserve themself to the best of their ability.
Second Life
3rd Level Spell
Effect
As a reaction to your hit points dropping to 0 you may regain your full hit points but become fatigued. The spell may be cast only once before a rest regardless of available spell slots.
Dice Roller
Dice Roller
You rolled a
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