Basic Skills
- Arcane Grasp: A spectral, floating hand appears at a point you choose within range. The hand lasts for 3 rounds or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of something. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
- Tongues Unbound: You attune your mind to the essence of language itself, unlocking the threads of meaning woven into unfamiliar tongues. For the duration, you can understand the literal meaning of any spoken language you hear. If you touch a surface marked with writing, you can comprehend its content, even if you cannot speak or write that language yourself. The spell does not decipher codes, metaphors, or ciphers; it offers truth, not context.
- Hearthcall: A basic conjuration taught to village stewards and temple aides. The food is simple but filling and tasty. Feeds 4 people. Effects: Each person recovers 5 HP; Each person gets +2 to one Physical (Acrobatics, Athletics, Performance) or Spontaneous (Insight, Perception, Survival) Proficiency roll of their choice made before the next day.
- Veracity's Sphere: You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range for 3 rounds. 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 an Insight saving throw (DC 14). 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 a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
- Mindshed: By narrowing your focus and muting your outer senses, you attune to the thoughts of those nearby. You immediately sense surface-level thoughts of any creature within range that you can see. With continued concentration, you may probe deeper into the mind of one creature, but doing so alerts them unless they are asleep, unaware, or otherwise mentally vulnerable. If resisted, you must win a contested roll using your Insight Proficiency to maintain the connection. Probing too far may expose you to emotional backlash or mental traps if the target is magically protected.
- Veilstep: You draw a veil of natural or arcane shadow over yourself and chosen companions. For the duration, up to six creatures move with unnatural silence and leave no trace of their passing. Tracks are erased, scents are dulled, and environmental signs are suppressed. The effect requires line-of-sight with the caster to remain active. All affected creatures gain +3 to Stealth checks and cannot be tracked by non-magical means during this time. For 3 rounds.
- Flickershape: You create a fleeting visual illusion no larger than a loaf of bread or a small animal. The image is clearly magical on close inspection and can move slightly but lacks sound, smell, or weight. You may animate it in place, such as making it spin, bob, or shift, though it cannot leave its origin point. This spell is often used to display a symbol, flash a warning, or mimic a simple magical trick. It fools only the inattentive, the foolish, or those who want to believe. This illusion lasts 3 rounds unless it is dismissed or damaged.
- Bolstering Chant: Restores morale, granting allies within a 15 ft. radius +2 to Persuasion or Intimidation Skill Rolls for 3 rounds. Ideal for rallying allies before negotiations or confrontations.
- Ventriloquism: For 3 rounds, you can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
- Veil of Serenity: Reduces the stress and agitation in allies, giving a +2 to Insight or Perception Skill Rolls for 3 rounds, useful in tense situations or puzzles.
- Contact: You point your finger toward a creature within 100 feet and whisper a message of ten words or fewer. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The Skill doesn't have to follow a straight line and can travel freely around corners or through openings.
- Glimpse: You conjure a quiet, unseen point of perception within a place familiar to you or that you can describe clearly. For 3 rounds, you may see or hear through that point as if you were physically present. The lens cannot be moved once placed, and cannot pass through solid barriers. The perception is as sharp as your natural senses allow, but magical silence or darkness can obscure it. You may choose sight or sound at the time of casting. While using the lens, your own body remains aware, but distracted.
- Veilpierce: You shift your perception just slightly out of phase with the visible world, allowing your eyes to catch the ripple of things hidden. For 3 rounds, you can see invisible creatures, objects, and effects within your line of sight. This includes naturally invisible beings, magically concealed items, and creatures affected by invisibility spells or powers. You do not automatically know the nature or allegiance of what you see, only that it is present. This spell does not reveal illusions or shapechangers unless they are using invisibility.
Intermediate Skills
- Ephemeral Minion: This spell creates an invisible, mindless, shapeless, force that performs simple tasks at your command until the spell ends. The minion springs into existence in an unoccupied space on the ground within range. It lasts 3 rounds, unless it is hit, which makes it vanish. Once on each of your turns as a bonus action, you can mentally command the minion to move up to 15 feet and interact with an object. The minion can perform simple tasks that a normal servant or assistant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the minion performs the task to the best of its ability until it completes the task, then waits for your next command.
- Omniglot: You channel a universal resonance, aligning your speech with the listener’s understanding. For 3 rounds, any creature that understands at least one language can comprehend the words you speak, regardless of your tongue. Your voice carries the cadence and clarity of their native speech, though it may still betray your intent, or reveal more than you mean to. This does not let you understand others in return unless you already share a language.
- Eyes of the Seeker: Allies within a 30 ft. radius gain a +2 to Perception, Insight, and Lore Skill Rolls for 3 rounds, enhancing their perceptiveness and ability to uncover secrets.
- Blessed Table: A mid-tier invocation used by traveling priests and court stewards. The meal is warm, seasoned, and abundant. Feeds: 8 people. Effects: Each person recovers 10 HP. Those who are Bleeding, Withered, or Exhausted are cleansed of those effects. Each person gets +2 to one Interaction (Animal Handling, Sleight of Hand, Stealth) or Occupational (Expertise, Medicine, Nature) Proficiency roll of their choice made before the next day.
- Silent Lens: Uncover unknowns through mystic extension of the senses. You create an invisible sensor within a mile in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the 5 rounds, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
- Compelling Presence: You project an aura of unnatural warmth, familiarity, or fascination that causes one creature within range to regard you as a trusted friend. If the creature fails to resist, it will not attack you or act against your interests for 3 rounds. The target remains aware of its surroundings and will defend itself if harmed. If you or your allies threaten, harm, or openly deceive the target, the effect ends immediately. This influence is subtle and emotional. The target will remember the interaction, though they may not realize magic was involved unless they have reason to suspect it.
- Ghostcraft: You conjure a detailed visual illusion no larger than a horse and cart. The image may be stationary or move as long as it remains within 20 feet of the caster. It can take on any shape you imagine and appears completely real until physically interacted with or until 3 rounds are up. It cannot make sound or emit smell but can be animated to perform simple motions like walking, waving, or standing naturally. The illusion passes casual inspection but fails under direct touch or magical scrutiny. When used creatively, it can delay or confuse even seasoned soldiers or scouts.
- Transmission: You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
- Mind Link: Through the art of mysticism you reach into another's mind, whether you are familiar with the creature or not. For 5 turns, you activate one of the effects below. Until the spell ends, you can activate either effect as an action on your later turns.
Synchrony: You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages. You don’t read the thoughts, but you know that a thinking creature is present.
Telepathy: Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Synchrony option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages, you learn nothing. As an action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends.
Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make a challenge roll against you, ending the spell on a success. Creatures without minds are immune to this Skill.
Advanced Skills
- Deity's Bounty: A sacred conjuration rarely granted outside temple rites. The banquet manifests according to the caster’s homeland and divine patronage. Feeds: 12 people. Effects: Each person regains 20 HP. Each person regains one expended Basic Skill slot. Each person gets +2 to one Conversational (Deception Intimidation, Persuasion) or Knowledge (Magicka & Science, History & Religion, Arts & Culture) Proficiency roll of their choice made before the next day.
- Eyes Unclouded: You open your inner vision to the unseen truths of the world. For the duration, you can perceive invisible creatures, illusions, and hidden magical effects within your direct line of sight. Disguises and shapeshifting are seen for what they truly are. You can also perceive through one inch of non-magical material and see the true form of anything that has been magically altered. This effect does not grant the ability to perceive through solid walls or reveal memories, only what is directly before you in physical or magical disguise.
- Charmbind: You speak, sing, or move with a resonance that pulls attention toward you like a lodestone. Any number of creatures within range who can hear or see you must focus their awareness entirely on you for as long as you maintain the performance. While enthralled, they are considered distracted and cannot take reactions or focus on Perception-based tasks concerning anyone but you. This effect ends if you fall silent, stop moving, are struck, or break line of sight. Creatures that are actively hostile may attempt to resist at the start of each of their turns.
- Rootwhisper: You attune yourself to the living weave of the wild. Upon completing the casting, you receive a rush of impressions and information from the surrounding landscape, carried by wind, leaf, soil, and beast. You may ask up to three questions about the natural world within a half-day’s travel. These may include the presence of freshwater, sheltering terrain, major predators, unnatural intrusions, nearby settlements, or the general health of the land. The answers are felt or heard through sensory impressions rather than words, such as ripples on a river, a crow's distant warning, the scent of rot in still air. If cast in desecrated or defiled lands, the answers may be warped or obstructed.
- Stonewhisper: You open your awareness to the subtle pulse of urban life, listening through stone, soot, ink, and memory. The walls remember, and for a time, they share what they know. For the next hour, you may ask up to three questions about the city or settlement you are within. These may include the location of recent unrest, major centers of power, guarded secrets, hidden passages, or the movement of a specific individual known to you. The answers come as flashes, such as chalk signs scrawled in a back alley, a whispered name beneath a tavern door, the silence of a watched rooftop. The spell fails in cities that actively ward against divination
- Doppelganger: You conjure a fully convincing illusory duplicate of yourself, standing or seated at a location within line of sight. The illusion mimics your appearance, posture, and gestures with perfect accuracy. You may choose to animate it directly, causing it to move, speak, or cast false spells using your own actions. The voice sounds real. The movements are fluid. Even close allies may be fooled at a glance. While the illusion is active, you may perceive the world through its position instead of your own. You may speak through it as if standing there. The illusion has no physical form and vanishes if struck or disbelieved. You cannot use other Skills or attack while the double is active. Used in negotiations, infiltrations, or just for fun, the Doppelganger allows a skilled deceiver to be present where they are not or appear to be vulnerable when they are far from danger.
- Aura of Majesty: Exudes an aura of confidence and command, providing allies within 20 ft. a +3 to Persuasion and Intimidation Skill Rolls for 1 hour. Enemies within range also feel compelled to show respect or deference, suffering a -3 penalty to Deception-based Skill Rolls, making them less likely to lie or deceive while in your presence.