Spells by Domain

Air
Light
Utility Cantrip/Orison
Level 0 Evocation
Evocation vs. Charisma
Domain: Air, Light
Range: Touch Duration: 1 hour
You are capable of bringing light to the darkness. Your touch can cause an object to glow like a torch, shedding bright light of a color you desire in a 20' radius and dim light an additional 20'. If the object is possessed by an unwilling creature, it can attempt to resist this effect.
If you cast this cantrip while you have another instance of it active, the second instance requires concentration.
Arcane Component: A firefly or bit of phosphorescent moss

Produce Element (orison)
Hybrid Orison
Level 0 Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 30' Ray Duration: 1 minute
With the snap of your fingers, elements burst into being. You can produce a bright fire like a torches' flame, a frothing sphere of cold, an arc of crackling electricity, ot an orb of bubling acid*. This element is a magical effect which does not harm you or your equipment but can be used to set other objects on fire, freeze them, melt them, or break them. When pressed at a creature, it acts as a touch attack. When hurled, it acts as a 30' ray. Either way, it deals 1d4 + 1 damage of the spell's type on a hit.
As part of casting this orison, you can throw the produced element.
*When you cast this orison, select an element. The spell's name and type change to match this selection.

Thunderwave (cantrip/orison)
Hybrid Cantrip/Orison
Level 0 Evocation
Sonic
Domain: Air, Freedom
Range: Touch
You hold thunder in the palm of your hand. With a successful touch, you can deliver a thunderous force, pushing your target 5' and dealing 1d6 sonic damage.

Faerie Fire
Control Spell
Level 1 Evocation
Domain: Air, Fire
Range: 300', 20' Cloud Duration: Concentration
Perhaps by summoning a swarm of moon flies or hurling an explosive filled with glowing bits of glitter, you smite a pale glow upon your enemies. Creatures and objects in the area are outlined in an illumination like candelight of a color you desire. Affected creatures and objects cannot benefit from any form of concealment, including visibility, and suffer a -1 rank penalty to defenses. After casting this spell, you can make an attack.

Obscuring Mist
Control Ritual
Level 1 Conjuration
Domain: Air, Trickery, Water
Range: 0', 40' Cloud Duration: 1 minute
A dense mist pours from you, filling the area and making vision difficult. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 20' or more of cloud between them are totally concealed from each other.
In strong winds, at the end of each of your turns, make a luck roll. If the result is unlucky, the mist is dispersed. In very strong winds, it is automatically dispersed at the end of your next turn.
If you prepare this spell or cast it spontaneously, you can cast it at any time with only an utterance.

Produce Element
Hybrid Spell
Level 1+ Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 100' Ray Duration: Concentration
An element* springs up from your palm. This ball of lighting, shard of ice, globe of acid, or lick of fire is the size of a torch's flame and can be used to melt, freeze, or burn things but does not harm you or your equipment. As an attack action, you can make a touch attack or hurl this element as a 100' ray. On a hit, it deals 1d6+1 damage per spell level of the spell's type. In addition, it splashes for the same amount of damage to creatures and objects adjacent to the target other than you, though this splash damage does not benefit from any bonus to damage.
As part of casting this spell, you can make an attack with the produced element. If you throw the produced element, a new element appears in your palm immediately.
*When you prepare or spontaneously cast this spell, select an element. The spell's name and type change to match this selection.

Thunderwave
Hybrid Spell
Level 1+ Evocation
Sonic vs. Strength
Domain: Air, Freedom
Range: 10' + 5' per spell level Cone
You unleash a mighty clap of thunder. Creatures in the area who do not resist take 2d6 sonic damage per spell level and are pushed the distance of the cone, as are any unsecured objects. On a limited success, this spell deals half damage. The boom of this spell can be heard up to 300' away.

Elemental Blade
Hybrid Spell
Level 2+ Evocation
(element)
Domain: Air, Earth, Fire, Water
Range: Touch Duration: 1 minute
You manifest a weapon drawn from the elements of creation. A weapon of the spell's type* springs from your hand and you make an attack with it. Though the weapon takes any form of your desire, its attacks are treated as divine touch attacks which cannot be parried and deal 1d8 + 1 damage of the spell's type per spell level. As this spell produces a live element, it can be used to freeze water, ignite fires, or melt objects, depending on its type.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Sphere
Damage Spell
Level 2+ Evocation
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: 100' Duration: Concentration
You call forth a sphere of primordial distruction. Select an unoccupied space within range. A 5' diameter globe of this spell's type* appears there. When you cast this spell and as an attack action, you can roll the orb up to 30'. Creatures the globe collides with must resist or take 1d6 damage of the spell's type per spell level, as must creatures that end their turn adjacent to it. Creatures that are hit with limited success suffer half damage.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Trap
Damage Ritual
Level 2 Abjuration
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: Touch Duration: Permanent
You lay down a trap of this spell's type*. Touch a closeable object such as a door, chest, or book, and specify a password of up to three syllables. If the target is opened without speaking the passphrase, the trap is triggered. Creatures within 5' of the target must resist or suffer 1d4 + 1 damage of the spell's type per level. Creatures hit with limited success suffer half damage. The item is not harmed by this eruption.
This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reset it after an hour has passed with a touch.
Arcane Component: A bit of sulpher or saltpeter.
Preservative: 25 gp of gold dust per imbued level times the imbued level

Fog Cloud
Control Ritual
Level 2 Conjuration
Domain: Air, Water
Range: 100', 10' per level Cloud Duration: Concentration or 10 minutes per level
A bank of thick fog billows out at your command. The area obscures all sight beyond 5 feet. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 5' or more of cloud between them are totally concealed from each other. In strong winds, make a luck roll each turn to see if this spell ends. In very strong winds, it automatically at the end of your next turn.
If you cast this spell using a spell point or spell slot, it does not require concentration.

Gust of Wind
Control Ritual
Level 2 Evocation
Evocation vs. Push
Domain: Air
Range: 0', 60'x10' Line Duration: Concentration
Wind explodes from your fingertips. Creatures in the area who do not resist are pushed 15' on a normal success, 30' on a major, or 60' on a critical, or until they are out of the area. Movement toward you in the area is hindered. As an attack, or as part of your turn if you cast this spell with spell points or a spell slot, you can change the direction of the blast and attempt to push creatures in the area again.
This spell is reliable against creatures with wings and those whose size is small or smaller. It is unreliable against large and larger creatures. This spell is capable of dispersing clouds, blowing out torches and lanterns, stirring up dust, and anything else a strong wind might do.
Arcane Focus: A tiny billows

Resist Elements
Buff Ritual
Level 2 Abjuration
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
Your touch wards off harmful elements. Touch a creature. It gains resistance to damage of the spell's type*.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name changes to match this selection.

Call Lightning
Damage Spell
Level 3+ Evocation
Lightning vs. Dexterity
Domain: Air
Range: 400', 20' Sphere Duration: Concentration
Lighting strikes at your command. When you cast this spell and as an action when it is recharged, choose an area within range. A vertical bolt of lightning strikes down from the sky or the lowest solid point overhead. Creatures in the area take 1d6 lightning damage per spell level, or half that amount if they resist.
If you are outdoors in a stormy area, this spell's damage die increases to d10 and it recharges at the start of each of your turns. If you are not, at the start of your turns, make a luck roll. If the result is lucky, this spell recharges. On a roll of 1, this spell ends.

Gaseous Form
Movement Ritual
Level 3+ Transmutation
Domain: Air, Freedom
Range: Touch Duration: Concentration, up to 1 hour
You grant someone insubstantiality. Touch a willing creature. It and its possessions turn into a gaseous version of themselves. The target gains a fly speed of 10' and can pass through small openings such as cracks in stone that a breeze might trickle through. In addition, it cannot be harmed by attacks from non-magical weapons or spells that do not have an effect on insubstantial or gaseous creatures. However, it cannot make attacks, manipulate objects, speak, or cast spells. This spell ends if the target is reduced to 0 or fewer hit points.
If you cast this spell with spell points or a spell slot, at each spell level above 3rd you can target an additional creature.
Arcane Component: A bit of gauze and a wisp of smoke

Protection from Elements
Buff Ritual
Level 3 Abjuration
(varies)
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
You lay down a powerful ward of elemental protection. Touch a creature. It gains immunity to damage of the spell's type*. Once this spell has absorbed 10 hit points per level of such damage, this effect ends.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name and type changes to match this selection.

Quench
Utility Ritual
Level 3 Transmutation
(element) vs. Constitution
Domain: Air, Earth, Fire, Water
Range: 100', 20' per level Sphere or Touch Duration: Concentration
With a word and a gesture, elements are quenched. When you first cast this spell, elementals of the spell's type* within the area take 1d6 true damage per level (or half this amount if they resist) and all non-magical elemental effects of this type are extinguished. Fires are snuffed, winds are stilled, rain and snow vanishes, acids are neutralized, and lava and quicksand are rendered inert. Additionally, existing and invoked magical effects of this spell's type within the area must resist or be supressed for one round on a limited success, this spell's duration on a normal, or this spell's duration plus 1 minute on a major. On a critical, the effect is dispelled, or supressed for 24 hours if it is a permanent effect.
*When you prepare or spontaneously cast this spell, select air, earth, fire, or water. The spell's type changes to match this selection.

Wind Wall
Utility Spell
Level 3 Evocation
Wind vs. Strength
Domain: Air, Protection
Range: 100', 20' per spell level Wall Duration: Concentration
You call forth a roaring wall of wind. An invisible curtain of vertically rushing hurricane-force wind springs up in the area. This wall is 10' high per spell level and 2' thick. Passing through the wall is difficult. Walking creatures of tiny or smaller size, flying creatures of small size or smaller, and gaseous creatures cannot pass through the area and lose their movement and must resist or fall prone if they try. Gases, including gaseous breath weapons, and objects of small or smaller size, such as arrows, are also rebuffed. Walking creatures of small or larger size must resist this spell in order to pass through, as must any form of attack. Creatures that resist this spell may still have loose articles of clothing or items torn from their person.
Arcane Component: A tiny fan and an exotic feather.

Air Walk
Movement Ritual
Level 4 Transmutation
Domain: Air, Astral, Freedom
Range: Touch Duration: 10 minutes per level
You grant the ability to walk on air. Touch a creature. It can tread, crawl, and otherwise move in air as if on solid ground, and can move upward or downward as part of a horizontal movement at up to 1/2 its speed. The target is treated as if it were flying for purposes of wind and other such effects, though if it is knocked prone, it lands where it was standing in the air.
If the spell's duration ends while the target is still in the air, it falls slowly at a rate of 60' per round until twice the duration has expired or it reaches the ground.

Solid Fog
Utility Ritual
Level 4 Conjuration
Domain: Air, Water
Range: 100', 60' Cloud Duration: 10 minutes or Concentration
A bank of thick fog billows out at your command. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 5' or more of cloud between them are totally concealed from each other. In addition, the fog is intensely difficult to displace. Moving through the area costs 15' of movement for each 5' moved, melee attacks suffer disadvantage, and ranged attacks fail if they travel more than 5' through the area. Additionally, the cloud slows falling, preventing falling damage if the falling creature or object passes through at least 10' of it.
Only the strongest of winds are capable of dispersing this spell, and do so over a minute of time.
Arcane Component: A pinch of dried, powdered peas combined with powdered animal hoof

Rainbow
Hybrid Ritual
Level 5+ Evocation
Domain: Air, Light, Water
Range: 300' or 300' Ray Duration: 1 minute
You call down the power of rainbows. This spell creates a bridge or a bow. If you cast this spell as a ritual, it creates a bridge. If you cast this spell using spell points or a spell slot, creates a bridge or a bow.
The rainbow bridge invoked by this spell is up to 30' wide and 300' long and can be placed anywhere within range.
The shimmering, multi-hued bow invoked by this spell can be drawn as an attack action and produces a red, orange, yellow, green, blue, indigo, or violet arrow when it is. These arrows fires as a 300' ray. Each arrow deals 1d6 radiant damage per spell level to the target it hits, or 2d6 radiant damage per spell level to creatures of their type:
Red: Fire-typed.
Orange: Construct or Earth-typed.
Yellow: Plant
Green: Aquatic or Water-typed.
Blue: Air-typed.
Indigo: Poison-using or Acid-typed.
Violet: Metallic or Regenerating.
When you draw the bow, you can choose an arrow color to fire or receive one in order. If you miss with an arrow, it is not consumed. After casting this spell to invoke this bow, you can make an attack with it.
Divine Component: A vial of holy water.
Divine Focus: A visible, naturally occurring rainbow, or a 1000 gp diamond blessed under such a rainbow.

=Ritual Scaling Spell
Top
Astral
Cure Minor Wounds
Healing Orison
Level 0 Conjuration
Domain: Astral, Life, Nature, Water
Range: Touch
You are imbued with divine healing. Your touch allows a living target to spend a hero's surge, or stabalizes a dying creature.
Against an undead creature, your successful touch instead deals 1d8 + 1 true damage.

Magic Stone
Damage Orison
Level 0 Transmutation
Earth
Domain: Astral, Earth
Range: Touch Duration: 1 minute
Your word can turn even pebbles into weapons capable of smiting your foes. Touch up to 3 stones. They become magical, gaining a range of 60' and dealing dealing 1d6 + 1 bludgeoning damage on a hit. Against an undead creature, roll this orison's damage twice and use the higher result.
You can only have up to 3 stones imbued with magic at a time. As part of casting this orison, you can throw one of the stones you enchant.
Divine Component: One or more small stones

Expeditious Retreat
Movement Ritual
Level 1 Transmutation
Domain: Astral, Freedom
Range: Touch Duration: 1 minute per level
You bestow extraordinary swiftness. Touch a creature. The target doubles its speed and jumping distances.
If you prepare or spontaneously cast this spell, you can cast it with a move action and allow the target to immediately take a move action.
Arcane Component: Grasshopper's leg (broken to cast)

Magic Stones
Damage Spell
Level 1+ Transmutation
Earth
Domain: Astral, Earth
Range: 100'
Your word springs stones from the earth and sends them launching at your foes. Two stones per spell level within the area burst forth at one or more creatures within the area. These are considered ray attacks that have an origin point of your choosing. Each pebble deals 1d6 + 1 bludgeoning damage on a normal success or half damage on a limited.
Against undead targets, these stones instead deal 2d6 + 2 true damage.
Divine Component: Stones, stony earth, or rock chips in the area.

Summon Monster
Hybrid Spell
Level 1+ Conjuration
Domain: Astral, Nature
Range: 30' Duration: Concentration
You summon beasts to fight at your side. Specify a creature or group of creatures whose total cost does not exeed 1 conjuration point (CP) per spell level. They appear in unoccupied squares of your choice within range. Immediately, and once per turn as part of your subsequent turns, you can direct creatures in range you conjured with this spell to take a movement at a speed of 30 and an action, using this spell's rank for attempts. If you do not direct a creature you conjured with this spell on your turn, it carries out its previous command or defends itself. If a conjured creature is reduced to 0 or fewer hit points, or the spell ends, it dissolves away.
Creatures conjured by this spell are usually animal-like in appearance and possess a 2 intelligence. Their size determines their CP cost, along with any modifications.
CPSizeHit PointsDamage
1/4Diminutive1*-
1/3Tiny2*1*
1/2Small21
1Medium2d41d6
2Large2d82d6
3Huge3d83d6
4Gargantuan4d84d6
5Colossal5d85d6

*Cannot benefit from any bonus
Optional modifications:
Double speed: + 1/2 base CP
Flight: 2x total CP
Arcane Component: A tiny bag and a small candle

Command Undead
Control Spell
Level 2+ Necromancy
Compulsion vs. Charisma
Domain: Astral, Death
Range: 30' Duration: 24 hours
Your orders compel undead. Select an undead creature within range. If the target is unintelligent, it falls completely under your command. If the target is intelligent, it is charmed by you, seeing all of your words and actions in the best possible light.
If the target has more hit points than 2d8 per spell level, it can attempt to end this effect at the end of each of its turns.

Hold Person
Control Spell
Level 2+ Enchantment
Compulsion vs. Charisma
Domain: Astral, Justice
Range: 60' Duration: Concentration
Your enchantment freezes a foe in place. Select a humanoid creature with no more than 20 hit points that you can see within range. The target is paralyzed. At the start of its turns, it can attempt to end this effect.
At each spell level above 2nd, an additional creature can be targeted.
Arcane Focus: A straight piece of iron

Restoration
Healing Ritual
Level 2 Conjuration
Domain: Astral, Freedom, Justice, Knowledge, Life
Range: Touch
Your blessing restores vitality. Touch a creature suffering from a poison, disease, paralysis, curse, ability drain, level drain, Hero's Surge drain, blindness, silence, or deafness effect you are aware of. That effect ends.

Wyvern Watch
Utility Ritual
Level 2 Abjuration
Abjuration vs. Dexterity
Domain: Astral, Protection, Trickery
Range: 100', 20' Sphere Duration: 8 hours
You bring forth an insubstantial haze resembling a wyvern to act as your guard. Specify a passphrase of up to three words. If a corporeal creature the size of a mouse or larger enters the area without speaking the passphrase, you are mentally notified of the trespass (and awoken if sleeping) and the wyvern attacks. If the attack hits, the target is paralyzed for one round per level and this spell ends. If it misses, the wyvern repeats the attack at the start of your turns until it hits or until the target is no longer in the area. A creature with more hit points than your maximum that is paralyzed by this spell can attempt to end this effect at the start of its turns.
Because of the insubstantial nature of this wyvern, in shadowy or low light conditions creatures have disadvantage noticing its presence.

Bestow Curse
Control Spell
Level 3 Transmutation
Curse vs. Wisdom
Domain: Astral, Darkness, Justice
Range: Touch Duration: Permanent
You lay down a terrible curse. Touch a creature and inflict it with one of the following effects: Unreliability on all attempts. Disadvantage on all attempts. 1d4 additional true damage from all damaging effects. Two numbers of your choice greater than 1 that opposing creatures treat as 20s in attempts against it.
After being afflicted with the chosen effect, at the start of each of their turns, the target must make a luck roll. If they are lucky, they do not suffer this curse's effects on this turn. On a 20, this spell also ends. On a 1, they lose their whole turn.
If a target has more than 40 hit points, at the start of its turns it can attempt to end this effect.

Hold Outsider
Control Spell
Level 3+ Necromancy
Compulsion vs. Charisma
Domain: Astral, Death, Light
Range: 100' Duration: Concentration
Your command freezes an outsider of this spell's type* in place. Choose an outsider of this spell's type with 40 hit points or less that you can see within range. It is paralyzed. An intelligent creature affected by this spell can attempt to end this effect at the start of its turns.
At each spell level above 3, you can target an additional creature with this spell.
*When you prepare or spontaneously cast this spell, select a type of outsider. The spell's name changes to match this selection.
Arcane Component: A pinch of sulfur and powdered garlic

Magic Circle
Buff Ritual
Level 3 Abjuration
Domain: Astral, Freedom, Nature, Protection
Range: Touch, 20' Sphere Duration: (varies)
You wrap someone in a sphere of magic. Touch a willing creature and invoke a spell you can cast of a level lower than this spell's, or a level lower than your number of odd levels if you cast this spell as a ritual. This invoked spell must also have a duration, a range of touch, and target a willing creature. In addition, if you cast this spell as a ritual, the invoked spell must be a ritual. The invoked spell affects the target, the space around it in a 20' sphere, and creatures in that area when the spell is cast. Thus, a protection from undead spell would prevent a summoned undead creature from both interacting with creatures in the are and the area itself.
If the invoked spell's effects are constrained by usage, such as protection from normal missile's maximum damage negation, that constraint is shared amongst affected creatures. A creature who leaves the area and later returns regains this spell's benefits, but creatures who enter the area after the spell is cast do not. This spell uses the invoked spell's duration, including concentration requirements.
Divine & Arcane component: Runes of powdered silver drawn through the air

Water Walk
Movement Ritual
Level 3 Transmutation
Domain: Astral, Water
Range: Touch Duration: 1 hour per level
Your blessing bestows the gift of walking on water. Touch a number of creatures up to your level. They gain the ability to move across any solid or liquid surface as if it were firm ground. Targets are effectively not in pressurized contact with surfaces they stride upon, so any damaging effect that touching the surface might cause does not affect them. Additionally, if a target is within a liquid, it can choose to move upward at its speed as a movement and as part of its turn until it is standing atop the surface.
If you target more than one creature with this spell, its duration is divided evently amongst the number of targets.

Air Walk
Movement Ritual
Level 4 Transmutation
Domain: Air, Astral, Freedom
Range: Touch Duration: 10 minutes per level
You grant the ability to walk on air. Touch a creature. It can tread, crawl, and otherwise move in air as if on solid ground, and can move upward or downward as part of a horizontal movement at up to 1/2 its speed. The target is treated as if it were flying for purposes of wind and other such effects, though if it is knocked prone, it lands where it was standing in the air.
If the spell's duration ends while the target is still in the air, it falls slowly at a rate of 60' per round until twice the duration has expired or it reaches the ground.

Dimensional Anchor
Control Ritual
Level 4 Abjuration
Domain: Astral
Range: 100' Ray Duration: Special
You abjure forth a lash that binds. Select a creature or object you can see within range and choose to bind it to your plane or rip it back to its native one. A green ray shoots from your hand and envelops the target in a shimmering emerald field. This ray can only miss on a critical failure. Otherwise, its effect varies based on your success level.
If you bind the target to your plane, the target cannot teleport, become ethereal or astral, change planes, or perform any other form of extradimensional movement. This effect lasts 1 hour per level on a critical success, 1 hour or a major, 10 minutes on a normal, 1 minute on a limited, and until the end of your next turn on a failure.
If you rip the target back to its native plane with this spell, it is also barred from returning to your plane for 1 day on a critical success, 1 hour on a major, or 10 minutes on a normal. On a limited success or failure, the target is temporarily sent to its native plane until the end of its next turn. On a failure, it can end this effect by spending an attack.

Hold Monster
Control Spell
Level 4+ Enchantment
Compulsion vs. Charisma
Domain: Astral, Justice
Range: 100' Duration: Concentration
With a word and gesture, you root a foe in place. Select a creature with 60 hit points or less that you can see within range. It is paralyzed. A target can attempt to end this effect at the start of its turns.
At each spell level above 4th, you can target an additional creature with this spell.
Focus: A straight piece of iron

Stone Shape
Utility Ritual
Level 4 Transmutation
Domain: Astral, Earth
Range: Touch
Stone bends to your will. Touch a piece or segment of stone of up to 2 cubic feet per level. It melds into a shape you choose. This spell can only only produce shapes a master stonemason might. Doors, sarcophagi, and block and tackle could be created but something as complex as a clock or lock could not.
Arcane Component: Soft clay worked into the intended design

Mark of Justice
Control Ritual
Level 5 Necromancy
Curse
Domain: Astral, Justice, Darkness
Range: Touch Duration: Permanent
You invoke forth a tattoo that motivates its bearer to avoid undesirable action. Successfully touch a creature and specify an unwanted behavior such as lying, stealing, cheating, or the like. If the target takes such an action, it suffers unreliability on its attempt. Thereafter, if the target intends to make any meaningful attempt, they first make a luck roll. On a success, they suffer no penalty. On a failure, they suffer unreliability on the attempt. On a 1, they cannot make the attempt. On a 20, this effect ends until the next time they initiate the unwanted behavior.
If you spend an hour drawing the tattoos for this spell on the target, it becomes permanent without the reservation of resources.
A target with more hit points than your maximum can spend a turn to end this spell, unless you spent an hour drawing the tattoos onto it. This spell creates a curse effect, and can otherwise only be ended by means capable of ending curses.

Plane Shift
Movement Spell
Level 5 Conjuration
Conjuration vs. Charisma
Domain: Astral, Freedom
Range: Personal
You step into another plane. Specify a location on another plane and make a conjuration attempt. You teleport to the target with an accuracy determined by your attempt:
Critical Success: At the target.
Major Success: Within 1d10 miles.
Normal Success: Within 1d100 miles.
Limited Success: Within 1d100 x 10 miles.
Failure: Within an area that is visually or thematically similar to the target.
Critical Failure: On another random plane within an area that is vaguely related to the target.
If you target a summoning circle you have personally interacted with, you automatically arrive within it. If you attempt teleportation to a location you have never seen, you suffer unreliability on your conjuration attempt. If you have never visited the destination plane, you suffer disadvantage on your conjuration attempt.

Teleport
Movement Spell
Level 5 Conjuration
Domain: Astral
Range: Personal
You teleport yourself across vast distances. Select a location on your current plane and make a conjuration attempt. You teleport to the target with an accuracy determined by your attempt:
Critical Success: At the target.
Major Success: Within 1d10 miles.
Normal Success: Within 1d100 miles.
Limited Success: Within 1d100 x 10 miles.
Failure: Within an area that is visually or thematically similar to the target.
Critical Failure: Take 1d100 force damage and repeat the attempt.
If you target a summoning circle you have personally interacted with, you automatically arrive within it. If you can see the target or have spent at least a day at it, you have advantage on your conjuration attempt. If you have never seen the target, you have disadvantage. If you have never been to the target's local region, you also have unreliability.

=Ritual Scaling Spell
Top
Darkness
Affect Normal Fires
Utility Cantrip/Orison
Level 0 Transmutation
Domain: Darkness, Fire, Trickery
Range: 60', 5' Sphere
Fire obeys your bidding. You alter the intensity of a non-magical fire within the area, extinguishing it, reducing its flames to coals, turning it to a raging inferno, or anything in between.
Alternatively, you can turn the fire magical, causing it to cast twice the light without burning faster or hotter or doubling the heat without burning brighter or faster. When you do so, the duration becomes Concentration, or you can spend a Hero's Surge to make the effect permanent.
Focus: A fire
Preservative: 10 gp of gold dust sprinkled over the fire

Chill Touch (cantrip/orison)
Hybrid Cantrip/Orison
Level 0 Necromancy
Cold & Necrotic
Domain: Darkness, Death
Range: Touch Duration: 1 round
You can turn your hand as frigid as a former lover's heart. Your successful touch deals 1d6 cold and necrotic damage and the target is weakened on its next attack.
An undead creature takes no damage from this cantrip. Instead, until the end of its next turn, it reduces its damage by the damage this cantrip would have dealt. On a critical hit, it also spends its next movement to move away from you. A undead creature with more hit points than your own can spend an attack to end the damage reduction effect.

Bane
Control Spell
Level 1 Enchantment
Domain: Darkness, Justice, War
Range: 30' Duration: Concentration
You call down bane upon your foes. Creature you choose within the range suffer a -1 rank penalty to attacks and defenses against fear effects. After casting this spell, you can make an attack.

Chill Touch
Hybrid Spell
Level 1+ Necromancy
Cold & Necrotic
Domain: Darkness, Death
Range: Touch Duration: 1 minute
Your fingers cloud with icy, black magic. On a successful touch, you deal 2d6 cold and necrotic damage per spell level to your target and it is weakened. Against an undead target, you deal no damage but cause the target to use their turn to flee from you. A target can spend an attack to attempt to end this spell's effects, though undead with less hit points than your damage result cannot attempt to do so for 1 turn on a normal success, 2 turns on a major, or 3 turns on a critical.
On a limited success with your touch attack, you can end this spell to deal 1/2 its normal damage.

Doom
Control Spell
Level 1+ Enchantment
Fear vs. Wisdom
Domain: Darkness, Justice, Trickery
Range: 100' Duration: Concentration
You condemn a foe to doom. Select a creature you can see within range. The target suffers disadvantage on all checks. If the target has more than 20 hit points per spell level, it can spend an attack to attempt to end this effect without disadvantage.
For each spell level higher than one, you can target an additonal creature with this spell. If you do, divide the hit points required to resist by the number of creatures targeted.

Hide from Outsiders
Buff Ritual
Level 1 Abjuration
Abjuration vs. Wisdom
Domain: Darkness, Freedom, Trickery
Range: Touch Duration: 10 minutes per level
Your touch hides a creature from outsiders of this spell's type*. The target becomes imperceptible to such outsiders, though those that possesses more hit points than your maximum and come within 15' of the target can attempt to resist this effect.
This spell ends if the target interacts with a creature it is hidden from.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Affliction
Control Spell
Level 2+ Necromancy
Curse vs. Constitution
Domain: Darkness, Justice, Light
Range: 100' Duration: Permanent
You curse the target with a sensory affliction. Select a creature you can see within range and choose blindness, deafness, or muteness. The target is afflicted with is effect. If the target has more hit points than 2d8 per spell level, it can spend an attack to attempt to end this effect.

Chant
Buff Spell
Level 2 Conjuration
Domain: Darkness, Justice, Knowledge, Light, War
Range: 30' Duration: Concentration
You intone a powerful, booming prayer. Creatures within range that you select and can hear you gain a +1 rank bonus to attacks and increase damage dealt by 1. Those you do not select who can hear you suffer the opposite effect. This effect ends for a target if it can no longer hear you or if it moves out of range.
This spell requires continuous, uninterrupted verbalization and you are slowed while concentrating on it. After casting this spell, you can make an attack.

Consecrate
Buff Ritual
Level 2 Evocation
Domain: Darkness, Light
Range: 40' Cloud Duration: 2 hours per level
You consecrate a space in the name of your divine patron. Rebuke attempts made from within the area against creatures you can rebuke and which your patron offers a rebuking option for are made with advantage.
If the area contains a permanent physical shrine dedicated to your patron, rebuke attempts are also reliable. In addition, creatures you can turn or which your patron offers a turning option for cannot willingly enter the area or be summoned or raised there unless you allow it.
If the area contains a permanent physical shrine opposed by your divine patron, this spell instead suppresses the consecration it provides. When used in this fashion, the spell is often called Desecrate.
Divine Component: Holy water

Darkness
Control Spell
Level 2 Evocation
Domain: Darkness, Trickery
Range: 100', 30' Sphere Duration: 10 minutes
Your word invokes a flood of absolute black. Magical darkness fills the area, so consuming even darkvision and infravision cannot penetrate it. Only magical light of an equivalent or greater spell level is capable of piercing it.
You can target an object with this spell. If you do, it sheds the darkness like a torch sheds light, and thus can be blocked by completely covering it in something like a barrel or a sheath.
This spell negates the Continual Light spell and all other light spells of 2nd level or lower. It requires no somatic component.
Arcane Component: A bit of bat fur and either a drop of pitch or a piece of coal

Darkvision
Buff Ritual
Level 2 Divination
Domain: Darkness, Light
Range: Touch Duration: 1 hour per level
You grant the ability to see anywhere. Touch a creature. It gains the ability to see naturally visible things within 60', despite limited lighting or absolute darkness, magical or otherwise. This vision is black and white but otherwise like normal sight.
Arcane Component: A pinch of dried carrot or an agate

Bestow Curse
Control Spell
Level 3 Transmutation
Curse vs. Wisdom
Domain: Astral, Darkness, Justice
Range: Touch Duration: Permanent
You lay down a terrible curse. Touch a creature and inflict it with one of the following effects: Unreliability on all attempts. Disadvantage on all attempts. 1d4 additional true damage from all damaging effects. Two numbers of your choice greater than 1 that opposing creatures treat as 20s in attempts against it.
After being afflicted with the chosen effect, at the start of each of their turns, the target must make a luck roll. If they are lucky, they do not suffer this curse's effects on this turn. On a 20, this spell also ends. On a 1, they lose their whole turn.
If a target has more than 40 hit points, at the start of its turns it can attempt to end this effect.

Prayer
Buff Spell
Level 3 Conjuration
Domain: Darkness, Knowledge, War
Range: 30' Duration: Concentration
You call down weal upon your friends and woe upon your foes. Creatures within range that you select gain a +1 rank bonus on all attempts. Creatures within range you do not select suffer a -1 rank penalty on attempts.
After casting this spell, you can make an attack.

Blight
Hybrid Spell
Level 4+ Evocation
Curse vs. Constitution
Domain: Darkness, Justice, Light, War
Range: 100', 40' Sphere Duration: 1 minute
You words censure offending creatures. Name a creature or type of creatures to blight, such as humanoids, gnomes, fey, or servants of Kar'tex. Creatures of that type in the area must resist or suffer a -1 rank penalty to attempts and take 1d8 true damage per spell level. Targets that resist still take half damage. This spell does not require a somatic component to cast.

Contagion
Hybrid Spell
Level 4+ Necromancy
Disease vs. Constitution
Domain: Darkness, Death, Trickery
Range: Touch Duration: Permanent
You unleash a terrible disease. Your successful touch of a creature weakens it and reduces its current and maximum hit points by 1d10 per spell level.
A target with more hit points than 10 per spell level can spend an attack to attempt to end this spell's effects, as can a target that takes a long rest. If this attempt results in a failure, roll 2d6 and apply an additonal effect as follows (on a critical failure, roll 2d6 twice): On a 2-3, the target is additionally rendered mute. On a 4-5, it is slowed. On a 6-8, it is deafened. On a 9-11, it is dazed. On a 12, it is blinded. If the target rolls an effect it is already suffering from, it instead reduces its current and maximum hit points by an additional 1d10.
Any creature that comes into physical contact with the target other than you must resist this spell or be afflicted by it.

Hallow
Utility Ritual
Level 5 Evocation
Domain: Darkness, Light, Protection
Range: Touch, 80' Cloud Duration: Permanent
You sanctify a space as hallowed to your divine patron. Touch the center of a space you have spend 24 uninterrupted hours consecrating and specify a type of outsider. Such creatures cannot enter or be conjured, summoned, raised, or created within the area, nor can they exert mental control or possession there. In addition, other creatures within the area gain a +1 rank to defenses against these outsiders and make rebuke attempts against them with advantage.
Along with this protection, a divine spell you can cast can be applied to the area. This spell must be able to target an area or other creatures, and have a continuous, unresistable effect such as silence, aid, or faerie fire. The applied spell remains in effect on creatures of your choice within the area as long as hallow does.
The area of this spell can be shaped to your will, so long as its volume remains the same. Thus, you can warp it to better cover a sanctuary that is long and narrow, T-shaped, etc.
Divine Component: 1000 gp of sacred herbs, oils, and incense applied to the area
Preservative: 1000 gp of sacred herbs, oils, and incense per level of the applied spell, or 500 gp worth of such components if no spell is applied

Insect Plague
Control Spell
Level 5 Conjuration
Domain: Darkness, Nature
Range: 600', 60' Cloud Duration: Concentration
You call down a plague of insects to devour vegetation and flesh. Creatures and objects in the area that are composed of organic matter other than wood take 2d6 piercing damage when this spell is cast, when they speak, and if they end their turn in the area. In addition, the area becomes difficult terrain, everything in it is totally concealed, and creatures within are blinded and defeaned.
The cloud is made up of summoned, living insects that are not replaced when killed. Anything that would affect a mass of such creatures, including spells like gust of wind or fireball, can impact the location and existence of the cloud.
Divine Component: A few granules of sugar, grain, and a smear of fat.

Mark of Justice
Control Ritual
Level 5 Necromancy
Curse
Domain: Astral, Justice, Darkness
Range: Touch Duration: Permanent
You invoke forth a tattoo that motivates its bearer to avoid undesirable action. Successfully touch a creature and specify an unwanted behavior such as lying, stealing, cheating, or the like. If the target takes such an action, it suffers unreliability on its attempt. Thereafter, if the target intends to make any meaningful attempt, they first make a luck roll. On a success, they suffer no penalty. On a failure, they suffer unreliability on the attempt. On a 1, they cannot make the attempt. On a 20, this effect ends until the next time they initiate the unwanted behavior.
If you spend an hour drawing the tattoos for this spell on the target, it becomes permanent without the reservation of resources.
A target with more hit points than your maximum can spend a turn to end this spell, unless you spent an hour drawing the tattoos onto it. This spell creates a curse effect, and can otherwise only be ended by means capable of ending curses.

=Ritual Scaling Spell
Top
Death
Chill Touch (cantrip/orison)
Hybrid Cantrip/Orison
Level 0 Necromancy
Cold & Necrotic
Domain: Darkness, Death
Range: Touch Duration: 1 round
You can turn your hand as frigid as a former lover's heart. Your successful touch deals 1d6 cold and necrotic damage and the target is weakened on its next attack.
An undead creature takes no damage from this cantrip. Instead, until the end of its next turn, it reduces its damage by the damage this cantrip would have dealt. On a critical hit, it also spends its next movement to move away from you. A undead creature with more hit points than your own can spend an attack to end the damage reduction effect.

Inflict Minor Wounds
Damage Orison
Level 0 Necromancy
Necrotic
Domain: Death, War
Range: Touch
A brush of your fingers is capable of tearing open wounds. Your successful touch deals 1d8 + 1 necrotic damage.
Touching an undead creature instead allows it to spend a hero's surge.

Animate Dead
Hybrid Spell
Level 1+ Necromancy
Domain: Death
Range: Touch Duration: Concentration up to 24 hours + Permanent
You animate the dead. Touch one medium corpse per spell level. It rises as an unintelligent skeleton or zombie. Immediately, and as part of each of your subsequent turns while you maintain concentration on this spell, you can command targets of this spell you can see to move and take an action. Targets use this spell's rank for attempts. If you do not direct a corpse you animated with this spell on your turn, it follows its previous command or attacks the nearest living creature it perceives.
Skeletons have a speed of 30, deal slashing damage, and are resistant to piercing damage. Zombies have a speed of 20, deal bludgeoning damage (and half damage on a Limited Success), and are resistant to bludgeoning damage.
A corpse animated by this spell can never be raised from the dead. If you recast this spell, you can regain control of a number of uncontrolled undead raised by it within 60' equal to the number you could have raised. Without a perservative, you can only regain the resources used to cast this spell by destroying the undead it created.
You can use this spell to animate corpses that are not medium in size. The equivalent cost (EC) to raise such corpses and their hit points and damage are as follows.
Cost (EC)SizeHPDamage
1/4Diminutive1*-
1/3Tiny2*1*
1/2Small1d41d3
1Medium1d81d6
2Large2d82d6
3Huge3d83d6
4Gargantuan4d84d6
5Colossal5d85d6
*Does not benefit from bonuses of any source.
Arcane & Divine Component: A drop of blood, a piece of flesh, and a pinch of bone dust.
Preservative: An onyx gem worth 25gp per EC, placed into the mouth or eyesocket of the corpse.

Cause Fear
Control Spell
Level 1+ Necromancy
Fear vs. Wisdom
Domain: Death, Trickery
Range: 30' Duration: Concentration
You unleash a terrible fear upon a foe. One creature of your choice per spell level within range spends its turns moving away from you in the fastest and safest manner possible. A target with more than 1d8 hit points per spell level can spend an attack to attempt to end this effect.
This spell can be reversed to remove a fear effect from a target, and is referred to as Remove Fear when doing so.
Arcane Component: A bit of bone from an undead creature

Chill Touch
Hybrid Spell
Level 1+ Necromancy
Cold & Necrotic
Domain: Darkness, Death
Range: Touch Duration: 1 minute
Your fingers cloud with icy, black magic. On a successful touch, you deal 2d6 cold and necrotic damage per spell level to your target and it is weakened. Against an undead target, you deal no damage but cause the target to use their turn to flee from you. A target can spend an attack to attempt to end this spell's effects, though undead with less hit points than your damage result cannot attempt to do so for 1 turn on a normal success, 2 turns on a major, or 3 turns on a critical.
On a limited success with your touch attack, you can end this spell to deal 1/2 its normal damage.

Inflict Wounds
Damage Spell
Level 1+ Necromancy
Necrotic
Domain: Death, War
Range: Touch
Your touch tears open wounds on a creature you touch, dealing 2d8 + 2 necrotic damage per spell level. On a limited success with your touch attempt, you can choose to discharge this spell to deal 1/2 damage.
An undead creature targeted by this spell instead regains hit points equal to half the damage it would have been dealt and can spend a hero's surge, and if you spend 1 minute working on it prior to casting this spell, it is healed for the maximum value.

Command Undead
Control Spell
Level 2+ Necromancy
Compulsion vs. Charisma
Domain: Astral, Death
Range: 30' Duration: 24 hours
Your orders compel undead. Select an undead creature within range. If the target is unintelligent, it falls completely under your command. If the target is intelligent, it is charmed by you, seeing all of your words and actions in the best possible light.
If the target has more hit points than 2d8 per spell level, it can attempt to end this effect at the end of each of its turns.

Death Knell
Hybrid Spell
Level 2+ Necromancy
Necrotic
Domain: Death, War
Range: Touch Duration: 1 hour per spell level
You snuff out a life to claim its power as your own. Touch a dying creature or a living one with no more than 4 hit points per spell level. The target is slain and you increase your current and maximum hit points by 4 per spell level.

Gentle Repose
Utility Ritual
Level 2 Necromancy
Domain: Death, Life
Range: Touch Duration: 1 day per level
Your blessing perfectly preserves the dead. Touch up to one corpse per level. Targets cease to decay. Time spent under this spell's affects does not count as time dead for spells such as raise dead. In addition, targets are cleansed of and become immune to poison and diseas, and they cannot be animated as undead.
Divine Component: copper coins to cover the eyes and some salt

Ghoul Touch
Control Spell
Level 2+ Necromancy
Poison vs. Constitution
Domain: Death
Range: Touch Duration: 1d6+2 rounds
You cripple a foe with a ghoul's necrotic woe. Your successful touch causes a creature to exude a carrion stench and, if it has less than 10 hit points per spell level, paralyzes it. Creatures other than you that start their turns within 10' of the target must resist or become sickened, suffering a -1 rank penalty to all attempts. Sickened creatures can spend an attack to attempt to end this effect.
Arcane Component: A scrap of cloth taken from a ghoul's clothing or a pinch of earth from a ghoul's lair.

Hold Outsider
Control Spell
Level 3+ Necromancy
Compulsion vs. Charisma
Domain: Astral, Death, Light
Range: 100' Duration: Concentration
Your command freezes an outsider of this spell's type* in place. Choose an outsider of this spell's type with 40 hit points or less that you can see within range. It is paralyzed. An intelligent creature affected by this spell can attempt to end this effect at the start of its turns.
At each spell level above 3, you can target an additional creature with this spell.
*When you prepare or spontaneously cast this spell, select a type of outsider. The spell's name changes to match this selection.
Arcane Component: A pinch of sulfur and powdered garlic

Speak with Dead
Utility Ritual
Level 3 Divination
Divination vs. Wisdom
Domain: Death, Knowledge
Range: 10' Duration: 1 minute per level
You extract information from the dead. Select a corpse that died within the last 24 hours and has never been turned undead that you can see within range. You and˜others˜in range˜can ask a number of questions of˜it equal to your number of odd levels. The target˜answers in languages it knew it life with knowledge it possessed while alive. If the target lacks a mouth structure, it can only nod, shake its head, or convey an answer through another intact limb. A target that would not have been inclined to answer your questions can attempt to resist this spell. Your DM will make any such attempt secretely. A target that resists is under no obligation to answer truthfully and it may give brief, cryptic, unhelpful, or deceitful answers.
At˜level 7, you can˜target a creature which˜has been dead for one week with this spell. At˜level 9, one month. At level 11,˜one year. At˜level 13,˜one decade. At level 15, one century. At level 17, one˜millennium.
This spell does not communicate with the target's soul, only the imprentation of memory on its body, and a target is unable to learn or speculate on new information through this spell in any way. A corpse can only be targeted by this spell once per week.
Divine Focus: Burning incense

Contagion
Hybrid Spell
Level 4+ Necromancy
Disease vs. Constitution
Domain: Darkness, Death, Trickery
Range: Touch Duration: Permanent
You unleash a terrible disease. Your successful touch of a creature weakens it and reduces its current and maximum hit points by 1d10 per spell level.
A target with more hit points than 10 per spell level can spend an attack to attempt to end this spell's effects, as can a target that takes a long rest. If this attempt results in a failure, roll 2d6 and apply an additonal effect as follows (on a critical failure, roll 2d6 twice): On a 2-3, the target is additionally rendered mute. On a 4-5, it is slowed. On a 6-8, it is deafened. On a 9-11, it is dazed. On a 12, it is blinded. If the target rolls an effect it is already suffering from, it instead reduces its current and maximum hit points by an additional 1d10.
Any creature that comes into physical contact with the target other than you must resist this spell or be afflicted by it.

Death Ward
Buff Ritual
Level 4 Necromancy
Domain: Death, Life, Protection
Range: Touch Duration: 10 minutes per level
Your blessing wards off the touch of death. Touch a creature. It becomes immune to all death spells and magical death effects, including immediately destructive spells such as slay living and phantasmal killer. In addition, the target becomes immune to level drain and hero's surge drain and any such effects on the target are ended.

Poison
Damage Spell
Level 4 Necromancy
Poison vs. Constitution
Domain: Death
Range: Touch Duration: 1 minute
With a grasp, you deliver a deadly poison. Your successful touch deals 1/4 of the target's maximum hit points in poison damage and at the end of the target's turns, it must resist or suffer this damage again. A target can spend its turn to attempt to end this effect. If the target succeeds or resists at the end of its turn with major success, this effect ends.

Mass Inflict Wounds
Damage Spell
Level 5+ Necromancy
Necrotic vs. Constitution
Domain: Death, War
Range: 60', 30' Sphere
You tear open wounds in your foes. Creatures you choose in the area take 1d8 + 1 necrotic damage, unless they resist in which case they take half damage.
Against an undead target, this spell instead heals it for the damage it would have done and allows it to spend a hero's surge, and if you spend 1 minute working on it prior to casting this spell, it is healed for the maximum value. For each spell level above 5th, increase the damage this spell deals by 1d8 + 1.

Slay Living
Damage Spell
Level 5+ Necromancy
Necrotic vs. Constitution
Domain: Death
Range: Touch
You destroy life. Your successful touch deals 3d6 necrotic damage plus 2 per spell level. After taking this damage, the target must immediately resist or take the damage again. This effect repeats until the target successfully resists or is slain.
On a limited success with a touch attack, you can expend this spell to deal its successful touch damage.

=Ritual Scaling Spell
Top
Earth
Magic Stone
Damage Orison
Level 0 Transmutation
Earth
Domain: Astral, Earth
Range: Touch Duration: 1 minute
Your word can turn even pebbles into weapons capable of smiting your foes. Touch up to 3 stones. They become magical, gaining a range of 60' and dealing dealing 1d6 + 1 bludgeoning damage on a hit. Against an undead creature, roll this orison's damage twice and use the higher result.
You can only have up to 3 stones imbued with magic at a time. As part of casting this orison, you can throw one of the stones you enchant.
Divine Component: One or more small stones

Produce Element (orison)
Hybrid Orison
Level 0 Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 30' Ray Duration: 1 minute
With the snap of your fingers, elements burst into being. You can produce a bright fire like a torches' flame, a frothing sphere of cold, an arc of crackling electricity, ot an orb of bubling acid*. This element is a magical effect which does not harm you or your equipment but can be used to set other objects on fire, freeze them, melt them, or break them. When pressed at a creature, it acts as a touch attack. When hurled, it acts as a 30' ray. Either way, it deals 1d4 + 1 damage of the spell's type on a hit.
As part of casting this orison, you can throw the produced element.
*When you cast this orison, select an element. The spell's name and type change to match this selection.

Magic Stones
Damage Spell
Level 1+ Transmutation
Earth
Domain: Astral, Earth
Range: 100'
Your word springs stones from the earth and sends them launching at your foes. Two stones per spell level within the area burst forth at one or more creatures within the area. These are considered ray attacks that have an origin point of your choosing. Each pebble deals 1d6 + 1 bludgeoning damage on a normal success or half damage on a limited.
Against undead targets, these stones instead deal 2d6 + 2 true damage.
Divine Component: Stones, stony earth, or rock chips in the area.

Pass Without Trace
Movement Ritual
Level 1 Enchantment
Domain: Earth, Trickery
Range: Touch Duration: 1 hour per level
Your blessing allows for an untraceable getaway. Touch one or more creatures. Their movement does not leave naturally occurring tracks or scents, making tracking impossible without magical means. If you touch multiple creatures, the effect's duration is divided amongst all targets.
Divine Component: A leaf of mistletoe (burned and scattered) and a sprig of pine or evergreen

Produce Element
Hybrid Spell
Level 1+ Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 100' Ray Duration: Concentration
An element* springs up from your palm. This ball of lighting, shard of ice, globe of acid, or lick of fire is the size of a torch's flame and can be used to melt, freeze, or burn things but does not harm you or your equipment. As an attack action, you can make a touch attack or hurl this element as a 100' ray. On a hit, it deals 1d6+1 damage per spell level of the spell's type. In addition, it splashes for the same amount of damage to creatures and objects adjacent to the target other than you, though this splash damage does not benefit from any bonus to damage.
As part of casting this spell, you can make an attack with the produced element. If you throw the produced element, a new element appears in your palm immediately.
*When you prepare or spontaneously cast this spell, select an element. The spell's name and type change to match this selection.

Elemental Blade
Hybrid Spell
Level 2+ Evocation
(element)
Domain: Air, Earth, Fire, Water
Range: Touch Duration: 1 minute
You manifest a weapon drawn from the elements of creation. A weapon of the spell's type* springs from your hand and you make an attack with it. Though the weapon takes any form of your desire, its attacks are treated as divine touch attacks which cannot be parried and deal 1d8 + 1 damage of the spell's type per spell level. As this spell produces a live element, it can be used to freeze water, ignite fires, or melt objects, depending on its type.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Sphere
Damage Spell
Level 2+ Evocation
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: 100' Duration: Concentration
You call forth a sphere of primordial distruction. Select an unoccupied space within range. A 5' diameter globe of this spell's type* appears there. When you cast this spell and as an attack action, you can roll the orb up to 30'. Creatures the globe collides with must resist or take 1d6 damage of the spell's type per spell level, as must creatures that end their turn adjacent to it. Creatures that are hit with limited success suffer half damage.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Trap
Damage Ritual
Level 2 Abjuration
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: Touch Duration: Permanent
You lay down a trap of this spell's type*. Touch a closeable object such as a door, chest, or book, and specify a password of up to three syllables. If the target is opened without speaking the passphrase, the trap is triggered. Creatures within 5' of the target must resist or suffer 1d4 + 1 damage of the spell's type per level. Creatures hit with limited success suffer half damage. The item is not harmed by this eruption.
This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reset it after an hour has passed with a touch.
Arcane Component: A bit of sulpher or saltpeter.
Preservative: 25 gp of gold dust per imbued level times the imbued level

Resist Elements
Buff Ritual
Level 2 Abjuration
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
Your touch wards off harmful elements. Touch a creature. It gains resistance to damage of the spell's type*.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name changes to match this selection.

Meld into Stone
Utility Ritual
Level 3 Transmutation
Domain: Earth, Trickery
Range: Personal Duration: 1 hour per level
You step inside a block of stone. Touch a stone object large enough to contain your body and possessions in all three directions. You meld into it. While in the stone, you are aware of the passage of time, can hear, can rest, and can cast spells on yourself. If the stone is changed or damaged to the point where you no longer fit, you are expelled and take 4d8 true damage. If the stone is destroyed, you are expelled and suffer this same damage plus enough additional damage to reduce you to -1 hit points, if your hit points are not negative already.

Protection from Elements
Buff Ritual
Level 3 Abjuration
(varies)
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
You lay down a powerful ward of elemental protection. Touch a creature. It gains immunity to damage of the spell's type*. Once this spell has absorbed 10 hit points per level of such damage, this effect ends.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name and type changes to match this selection.

Quench
Utility Ritual
Level 3 Transmutation
(element) vs. Constitution
Domain: Air, Earth, Fire, Water
Range: 100', 20' per level Sphere or Touch Duration: Concentration
With a word and a gesture, elements are quenched. When you first cast this spell, elementals of the spell's type* within the area take 1d6 true damage per level (or half this amount if they resist) and all non-magical elemental effects of this type are extinguished. Fires are snuffed, winds are stilled, rain and snow vanishes, acids are neutralized, and lava and quicksand are rendered inert. Additionally, existing and invoked magical effects of this spell's type within the area must resist or be supressed for one round on a limited success, this spell's duration on a normal, or this spell's duration plus 1 minute on a major. On a critical, the effect is dispelled, or supressed for 24 hours if it is a permanent effect.
*When you prepare or spontaneously cast this spell, select air, earth, fire, or water. The spell's type changes to match this selection.

Spike Stones
Hybrid Spell
Level 3+ Transmutation
Earth vs. Dexterity
Domain: Earth
Range: 100',˜20' per spell˜level Wall Duration: Permanent
You cause a swath of ground to deform with tiny spikes. A˜5' wide, 3" high wall of spikes grows in the area, making it difficult terrain and dealing 1d4 piercing damage˜per 5' moved to creatures who move through the area. In addition, once per round when a creature takes damage from this spell, they must resist or have their speed reduced by 5'. This slowing˜effect ends when the creature regains hit points.
For each spell level above 3, increase this spell's damage die one size.
The spikes created by this spell blend into the ground they grow from. Any creature that does not see the spell cast has unreliability in spotting the area's danger prior to entering it.

Rusting Grasp
Utility Ritual
Level 4 Transmutation
Earth vs. Charisma
Domain: Earth
Range: Touch
Your condemnation causes metal to rust into nothingness. Successfully touch a ferrous metal object or creature. If the target is an object, up to 3 cubic feet of its volume is destroyed. If the target is a magical object, the object or its bearer can attempt to resist this effect. If the target is a creature, it takes 3d6 true damage plus 1 per level. Against a creature, on a miss you can expend this spell to deal half damage.

Stone Shape
Utility Ritual
Level 4 Transmutation
Domain: Astral, Earth
Range: Touch
Stone bends to your will. Touch a piece or segment of stone of up to 2 cubic feet per level. It melds into a shape you choose. This spell can only only produce shapes a master stonemason might. Doors, sarcophagi, and block and tackle could be created but something as complex as a clock or lock could not.
Arcane Component: Soft clay worked into the intended design

Stoneskin
Buff Spell
Level 4 Abjuration
Domain: Earth, Protection
Range: Touch Duration: Concentration, up to 1 hour
You make skin turn tough as impenetrable stone. Touch a creature. It gains immunity to slashing, piercing, and bludgeoning damage. If the target is hit by an attack that would deal slashing, piercing, or bludgeoning damage of 7 or more, they make a luck check. If the result is unlucky or if the attack was made by a weapon of +3 or greater enchantment, after absorbing the attack the effect ends.
Arcane & Divine Component: 100 gp worth of diamond dust, sprinkled over the target

Transmute Earth and Stone
Utility Spell
Level 5 Transmutation
Earth vs. Dexterity
Domain: Earth
Range: 300'
You alter the earth to suit your needs. Select a contiguous area of stone or earth within range of up to 10 cubic feet per spell level and specify a transmutation, such as mud to rock, rock to sand, stone to mud, or clay to rich, loamy earth. Ground can be made difficult terrain by this effect, provided you affect it to a depth of 1'. If you create mud or sand deep enough to swallow a creature standing on the area, it must resist or sink when the effect occurs and at the start of its turns while it remains in the area. Creatures without swim speeds who sink into mud or sand created by this spell are grappled, blinded, deafened, muted, totally obscured, and cannot breathe. Sinking creatures can spend an action to attempt to resist this effect, with one success allowing them to breach the surface and a second success allowing them to escape the area.
If you collapse rock or earth that is above a creature, such as the roof of a tunnel, the cave-in deals 8d6 bludgeoning damage to creatures caught in the area, or half damage to those who successfully resist.
If you target worked stone or earth with this spell, such as a castle wall, the area is halved.
Arcane Component: Water and clay, sand, or lime.

Wall of Stone
Control Spell
Level 5+ Evocation
Domain: Earth, Protection
Range: 200', 10' per spell level Wall Duration: Permanent
You magic into being a creation of stone. Create a 5' high structure supported from surrounding earth or stone. Creatures in the area when this spell is cast are pushed out to an adjacent space they choose. The wall is two inches thick at spell level 5, three at 7 and four at 9. Each 5 foot square of the wall has 15 hit points per inch of thickness and resists physical damage. The wall can be made taller or thicker by sacrificing corresponding length. It does not need to be created vertically, however, it does need to be attached to support points. I.e. a bridge needs to be buttressed and permanently anchored to either side of the gap it spans. Adding custom work such as buttressing or arrow loops reduces the wall's length by half.
Arcane Component: A small block of granite

=Ritual Scaling Spell
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Fire
Affect Normal Fires
Utility Cantrip/Orison
Level 0 Transmutation
Domain: Darkness, Fire, Trickery
Range: 60', 5' Sphere
Fire obeys your bidding. You alter the intensity of a non-magical fire within the area, extinguishing it, reducing its flames to coals, turning it to a raging inferno, or anything in between.
Alternatively, you can turn the fire magical, causing it to cast twice the light without burning faster or hotter or doubling the heat without burning brighter or faster. When you do so, the duration becomes Concentration, or you can spend a Hero's Surge to make the effect permanent.
Focus: A fire
Preservative: 10 gp of gold dust sprinkled over the fire

Produce Element (orison)
Hybrid Orison
Level 0 Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 30' Ray Duration: 1 minute
With the snap of your fingers, elements burst into being. You can produce a bright fire like a torches' flame, a frothing sphere of cold, an arc of crackling electricity, ot an orb of bubling acid*. This element is a magical effect which does not harm you or your equipment but can be used to set other objects on fire, freeze them, melt them, or break them. When pressed at a creature, it acts as a touch attack. When hurled, it acts as a 30' ray. Either way, it deals 1d4 + 1 damage of the spell's type on a hit.
As part of casting this orison, you can throw the produced element.
*When you cast this orison, select an element. The spell's name and type change to match this selection.

Faerie Fire
Control Spell
Level 1 Evocation
Domain: Air, Fire
Range: 300', 20' Cloud Duration: Concentration
Perhaps by summoning a swarm of moon flies or hurling an explosive filled with glowing bits of glitter, you smite a pale glow upon your enemies. Creatures and objects in the area are outlined in an illumination like candelight of a color you desire. Affected creatures and objects cannot benefit from any form of concealment, including visibility, and suffer a -1 rank penalty to defenses. After casting this spell, you can make an attack.

Produce Element
Hybrid Spell
Level 1+ Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 100' Ray Duration: Concentration
An element* springs up from your palm. This ball of lighting, shard of ice, globe of acid, or lick of fire is the size of a torch's flame and can be used to melt, freeze, or burn things but does not harm you or your equipment. As an attack action, you can make a touch attack or hurl this element as a 100' ray. On a hit, it deals 1d6+1 damage per spell level of the spell's type. In addition, it splashes for the same amount of damage to creatures and objects adjacent to the target other than you, though this splash damage does not benefit from any bonus to damage.
As part of casting this spell, you can make an attack with the produced element. If you throw the produced element, a new element appears in your palm immediately.
*When you prepare or spontaneously cast this spell, select an element. The spell's name and type change to match this selection.

Elemental Blade
Hybrid Spell
Level 2+ Evocation
(element)
Domain: Air, Earth, Fire, Water
Range: Touch Duration: 1 minute
You manifest a weapon drawn from the elements of creation. A weapon of the spell's type* springs from your hand and you make an attack with it. Though the weapon takes any form of your desire, its attacks are treated as divine touch attacks which cannot be parried and deal 1d8 + 1 damage of the spell's type per spell level. As this spell produces a live element, it can be used to freeze water, ignite fires, or melt objects, depending on its type.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Sphere
Damage Spell
Level 2+ Evocation
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: 100' Duration: Concentration
You call forth a sphere of primordial distruction. Select an unoccupied space within range. A 5' diameter globe of this spell's type* appears there. When you cast this spell and as an attack action, you can roll the orb up to 30'. Creatures the globe collides with must resist or take 1d6 damage of the spell's type per spell level, as must creatures that end their turn adjacent to it. Creatures that are hit with limited success suffer half damage.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Trap
Damage Ritual
Level 2 Abjuration
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: Touch Duration: Permanent
You lay down a trap of this spell's type*. Touch a closeable object such as a door, chest, or book, and specify a password of up to three syllables. If the target is opened without speaking the passphrase, the trap is triggered. Creatures within 5' of the target must resist or suffer 1d4 + 1 damage of the spell's type per level. Creatures hit with limited success suffer half damage. The item is not harmed by this eruption.
This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reset it after an hour has passed with a touch.
Arcane Component: A bit of sulpher or saltpeter.
Preservative: 25 gp of gold dust per imbued level times the imbued level

Heat/Chill Metal
Hybrid Spell
Level 2 Transmutation
(element) vs. Constitution
Domain: Fire, Water
Range: 30' Duration: Concentration, up to 1 round per spell level
You censure metal to become searingly hot or bitterly cold. Select a metal object you can see within range. A creature other than you in contact with the target takes 1d4 damage of the spell's element* per spell level. After taking this damage, a creature can immediately drop or step away from the target if it is possible to do so. A creature maintaining contact with the target at the start of its turn takes the spell's damage again and must resist or suffer disadvantage on attempts until the start of its next turn. If a creature resists with major success, this spell ends.
Once per round at the start of your turn while you maintain concentration, this spell's damage increases by 1d4. After this point, its damage reduces by 1d4 at the start of your turn until it is exhausted.
A weapon affected by this spell deals its elemental damage to targets it strikes. If you target your own weapon with this spell, you can make an attack as part of casting it.
*When you prepare or spontaneously cast this spell, select cold or fire. The spell's name and type change to match this selection.

Resist Elements
Buff Ritual
Level 2 Abjuration
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
Your touch wards off harmful elements. Touch a creature. It gains resistance to damage of the spell's type*.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name changes to match this selection.

Protection from Elements
Buff Ritual
Level 3 Abjuration
(varies)
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
You lay down a powerful ward of elemental protection. Touch a creature. It gains immunity to damage of the spell's type*. Once this spell has absorbed 10 hit points per level of such damage, this effect ends.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name and type changes to match this selection.

Quench
Utility Ritual
Level 3 Transmutation
(element) vs. Constitution
Domain: Air, Earth, Fire, Water
Range: 100', 20' per level Sphere or Touch Duration: Concentration
With a word and a gesture, elements are quenched. When you first cast this spell, elementals of the spell's type* within the area take 1d6 true damage per level (or half this amount if they resist) and all non-magical elemental effects of this type are extinguished. Fires are snuffed, winds are stilled, rain and snow vanishes, acids are neutralized, and lava and quicksand are rendered inert. Additionally, existing and invoked magical effects of this spell's type within the area must resist or be supressed for one round on a limited success, this spell's duration on a normal, or this spell's duration plus 1 minute on a major. On a critical, the effect is dispelled, or supressed for 24 hours if it is a permanent effect.
*When you prepare or spontaneously cast this spell, select air, earth, fire, or water. The spell's type changes to match this selection.

Wall of Fire
Damage Spell
Level 4+ Evocation
Fire vs. Dexterity
Domain: Fire
Range: 100', 20' per spell level Wall Duration: Concentration
Your call forth a flaming wall. A 10' high, 10' wide wall of fire bursts into being. Creatures who do not resist, who move into the wall, or who start their turn there take 4d4 fire damage, plus 2 per spell level. Creatures that resist this spell move to the nearest unoccupied space outside of the area. Flammable objects that remain within the area for more than 1 round are incinerated by this spell.

Flame Strike
Damage Spell
Level 5+ Evocation
Fire vs. Dexterity
Domain: Fire, Light, Justice, War
Range: 200', 20' Sphere
You call down a pillar of cleansing fire. Creatures in the area and above it up to any ceiling or 200' must resist or take 2d8 fire and radiant damage per spell level. Creatures that resist still take half this damage. Flammable objects are set ablaze and melted objects are melted by this spell. However, you can exclude any creature or object you choose from this effect, or use it to dry their garb, light their wicks, or similar helpful effects.

=Ritual Scaling Spell
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Freedom
Know Direction
Scrying Orison
Level 0 Divination
Domain: Freedom, Knowledge, Nature
Range: Personal
You are never completely lost. Without a word or gesture, you can ascertain the direction of up and north from your current position.

Thunderwave (cantrip/orison)
Hybrid Cantrip/Orison
Level 0 Evocation
Sonic
Domain: Air, Freedom
Range: Touch
You hold thunder in the palm of your hand. With a successful touch, you can deliver a thunderous force, pushing your target 5' and dealing 1d6 sonic damage.

Expeditious Retreat
Movement Ritual
Level 1 Transmutation
Domain: Astral, Freedom
Range: Touch Duration: 1 minute per level
You bestow extraordinary swiftness. Touch a creature. The target doubles its speed and jumping distances.
If you prepare or spontaneously cast this spell, you can cast it with a move action and allow the target to immediately take a move action.
Arcane Component: Grasshopper's leg (broken to cast)

Hide from Outsiders
Buff Ritual
Level 1 Abjuration
Abjuration vs. Wisdom
Domain: Darkness, Freedom, Trickery
Range: Touch Duration: 10 minutes per level
Your touch hides a creature from outsiders of this spell's type*. The target becomes imperceptible to such outsiders, though those that possesses more hit points than your maximum and come within 15' of the target can attempt to resist this effect.
This spell ends if the target interacts with a creature it is hidden from.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Protection from Outsiders
Buff Ritual
Level 1 Abjuration
Domain: Freedom, Light, Protection
Range: Touch Duration: 10 minutes per level
You lay a ward on a creature to protect it from a type of outsider*. The creature you touch gains a +1 rank bonus on defenses against such creatures. In addition, the target cannot be mentally controlled or possessed by such creatures and conjured or summoned creatures of this type cannot physically interact with the target.
You can cast this spell using concentration. If you do, or if you cast it using a spell point or spell slot, it grants advantage on defenses rather than a rank bonus.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Sanctuary
Buff Spell
Level 1 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Life, Protection
Range: Touch Duration: Concentration
You bless one in need of protection with divine sanctuary. Touch a creature or object no larger than 5 cubic feet. Creatures attempting to attack the target directly must resist this spell in order to do so. If the target makes an attack or casts a harmful spell this effect ends.

Thunderwave
Hybrid Spell
Level 1+ Evocation
Sonic vs. Strength
Domain: Air, Freedom
Range: 10' + 5' per spell level Cone
You unleash a mighty clap of thunder. Creatures in the area who do not resist take 2d6 sonic damage per spell level and are pushed the distance of the cone, as are any unsecured objects. On a limited success, this spell deals half damage. The boom of this spell can be heard up to 300' away.

Calm Emotions
Control Spell
Level 2+ Enchantment
Domain: Freedom
Range: 100', 40' Sphere Duration: Concentration
Your words quell even the most powerful emotions. 2d4 x 4 hit points per spell level of uncalm creatures in the area are calmed, in order of lowest hit points first. Calmed creatures cannot take offensive actions, though they can defend themselves. In addition, you can end a single emotion-affecting effect on each or all targets which you are aware of, such as an enrage, fear, confusion, or charm effect. All other such effects are suppressed for the duration.
Targets who willingly submit to this spell do not count against its hit point total. If a target is attacked or damaged, it can end its calmed effect, if it so desires.
At each spell level above 2nd, you can end an additional emotion-affecting effect with this spell.

Remove Paralysis
Buff Ritual
Level 2 Conjuration
Domain: Freedom
Range: Touch Duration: 1 minute
Your blessing frees a target from paralyzing constraints. Touch a creature. All paralysis effects on it end and it gains˜immunity to˜such˜effects.

Restoration
Healing Ritual
Level 2 Conjuration
Domain: Astral, Freedom, Justice, Knowledge, Life
Range: Touch
Your blessing restores vitality. Touch a creature suffering from a poison, disease, paralysis, curse, ability drain, level drain, Hero's Surge drain, blindness, silence, or deafness effect you are aware of. That effect ends.

Withdraw
Utility Spell
Level 2 Transmutation
Domain: Freedom, Knowledge
Range: Personal Duration: 1 minute
You alter the flow of time around yourself. Between the casting of this spell and the start of your next turn, a minute of time is available to you. You can use this time to consider, calculate, read, or cast a single spell. You cannot otherwise move, attack, defend yourself, or take any other action. This effect ends prematurely if you are hit by an attack. A spell cast during this one comes into effect at the start of your next turn.

Dispel Magic
Utility Ritual
Level 3 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Knowledge
Range: 100' Duration: 1 round per level
You tear apart magic forces. Select a creature, object, magical effect, or 30' sphere you can see within range. Magic of a spell level equal to or lower than the number of odd levels you possess on or within the target is dispelled. In addition, you can attempt to dispel higher-level effects, in order of lowest level first. On a critical success, a higher-level spell is dispelled. On a major, it is suppressed. On a normal, it is suppressed for one round. On a failure, you cannot attempt to dispel any additional effects. If you target a specific magical effect of a higher level than you can automatically dispel, you have advantage on this attempt.
Conjured or summoned creatures dispelled by this spell are returned to their place of origin, or rendered out of phase (unable to act, be affected, or have an effect) if suppressed. Permanent magical effects, such as a magic weapon, cannot be dispelled by this spell. If they would be dispelled, they are instead suppressed for 24 hours.
If you cast this spell using a spell point or spell slot, you have reliability on its attempts. If you prepare this spell or are capable of spontaneously casting it, when you see a creature within range cast a spell, you can immediately cast this spell to attempt to counter it.
This spell is always effective in some measure. Even if you fail all attempts and no magic would be suppressed or dispelled by this spell, the lowest-level magical effect it targets is suppressed for one round.

Gaseous Form
Movement Ritual
Level 3+ Transmutation
Domain: Air, Freedom
Range: Touch Duration: Concentration, up to 1 hour
You grant someone insubstantiality. Touch a willing creature. It and its possessions turn into a gaseous version of themselves. The target gains a fly speed of 10' and can pass through small openings such as cracks in stone that a breeze might trickle through. In addition, it cannot be harmed by attacks from non-magical weapons or spells that do not have an effect on insubstantial or gaseous creatures. However, it cannot make attacks, manipulate objects, speak, or cast spells. This spell ends if the target is reduced to 0 or fewer hit points.
If you cast this spell with spell points or a spell slot, at each spell level above 3rd you can target an additional creature.
Arcane Component: A bit of gauze and a wisp of smoke

Magic Circle
Buff Ritual
Level 3 Abjuration
Domain: Astral, Freedom, Nature, Protection
Range: Touch, 20' Sphere Duration: (varies)
You wrap someone in a sphere of magic. Touch a willing creature and invoke a spell you can cast of a level lower than this spell's, or a level lower than your number of odd levels if you cast this spell as a ritual. This invoked spell must also have a duration, a range of touch, and target a willing creature. In addition, if you cast this spell as a ritual, the invoked spell must be a ritual. The invoked spell affects the target, the space around it in a 20' sphere, and creatures in that area when the spell is cast. Thus, a protection from undead spell would prevent a summoned undead creature from both interacting with creatures in the are and the area itself.
If the invoked spell's effects are constrained by usage, such as protection from normal missile's maximum damage negation, that constraint is shared amongst affected creatures. A creature who leaves the area and later returns regains this spell's benefits, but creatures who enter the area after the spell is cast do not. This spell uses the invoked spell's duration, including concentration requirements.
Divine & Arcane component: Runes of powdered silver drawn through the air

Nondetection
Scrying Ritual
Level 3 Abjuration
Domain: Freedom, Protection, Trickery
Range: Touch Duration: 1 hour per level or 24 hours
You lay a ward against detection. Touch an object or creature. It becomes untargetable by detection and location spells, as well as any other form of scrying.
You can extend the duration of this spell to 24 hours by sprinkling 50 gp of diamond dust over the target.

Remove Affliction
Healing Ritual
Level 3 Conjuration
Domain: Freedom, Light
Range: Touch
Your blessing allows the blind to see, the deaf to hear, and the mute to speak. Touch a creature. You remove one blinding, deafening, or muting effect from the target. If you cast this spell using spell points or a spell slot, you remove all such effects.

Remove Curse
Healing Ritual
Level 3 Abjuration
Domain: Freedom, Justice
Range: Touch
At your command, curses unravel. Touch a cursed creature. You remove the lowest level curse afflicting it. If you cast this spell using spell points or a spell slot, you remove all curses afflicting it.

Air Walk
Movement Ritual
Level 4 Transmutation
Domain: Air, Astral, Freedom
Range: Touch Duration: 10 minutes per level
You grant the ability to walk on air. Touch a creature. It can tread, crawl, and otherwise move in air as if on solid ground, and can move upward or downward as part of a horizontal movement at up to 1/2 its speed. The target is treated as if it were flying for purposes of wind and other such effects, though if it is knocked prone, it lands where it was standing in the air.
If the spell's duration ends while the target is still in the air, it falls slowly at a rate of 60' per round until twice the duration has expired or it reaches the ground.

Exorcism
Healing Ritual
Level 4 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Light
Range: 10'
You end any domination or magical control on the target and can attempt to end any possession effect as well. If you successfully end a possession effect the possessor is expelled and into the nearest body of a limited-intelligent creature such as an animal or insect. If the newly possessed creature is slain before the possessor escapes the form, the possessor is slain as well. If you do not successfully end a possession effect with this spell the possessor's possessive control is still suppressed until the end of the target's next turn.
This spell can target objects such as phylacteries and items under the effect of magic jar spells. Such objects are destroyed by this spell.

Freedom of Movement
Buff Ritual
Level 4 Abjuration
Domain: Freedom
Range: Touch Duration: 1 hour
Your blessing provides freedom from all hinderance. Touch a creature. It acts as if it experiences no impairing effects to its movements or actions, becoming immune to and ignoring conditions such as difficult terrain, submersion in water, paralysis, grapples, and slows.
Divine Component: A leather thong, bound around an appendage of the target

Break Enchantment
Healing Ritual
Level 5+ Abjuration
Domain: Freedom
Range: 30'
You sever all things magical and supernatural. Select a willing creature or unattended object that you can see within range. Spells, curses, transmutations, and other magical or supernatural effects on the target of this spell's level or lower are ended, or if the target is a +2 magic item or lower, it is disenchanted. In addition, you can attempt to end higher-level effects on the target, in order of lowest level first. On a critical success, a higher-level effect is dispelled or a +3 or better magic item has its enchantment suppressed for 24 hours. On a major, a higher level effect is suppressed for 10 minutes. On a normal, it is suppressed for one round. On a failure, you cannot attempt to dispel any additional effects.
If you cast this spell using spell points or a spell slot, you can target one creature or object per spell level, whether or not they are willing or unattended. This spell is always effective in some measure. Even if you fail all attempts and no magic would be suppressed or dispelled by this spell, the lowest-level magical effect it targets is suppressed for one round.

Dispel Outsider
Control Spell
Level 5 Abjuration
Domain: Freedom, Justice
Range: Personal Duration: Concentration
You call down divine ordainment to cast aside outsiders*. Your defenses against creatures of this spell's type become reliable, and you can use divine defense against such creatures despite concentrating on this spell. In addition, as an attack action, you can touch a creature, object, or area afflicted by a spell cast by a creature of this spell's type. The lowest-level triggering spell on the target ends. Finally, your successful touch against a creature of this spell's type that is not on its home plane banishes the creature back to its home plane. After banishing a creature to its home plane, this spell ends.
*When you prepare this spell, select a type of outsider. The spell's name and type changes to match this selection.
Divine Component: Holy Water

Plane Shift
Movement Spell
Level 5 Conjuration
Conjuration vs. Charisma
Domain: Astral, Freedom
Range: Personal
You step into another plane. Specify a location on another plane and make a conjuration attempt. You teleport to the target with an accuracy determined by your attempt:
Critical Success: At the target.
Major Success: Within 1d10 miles.
Normal Success: Within 1d100 miles.
Limited Success: Within 1d100 x 10 miles.
Failure: Within an area that is visually or thematically similar to the target.
Critical Failure: On another random plane within an area that is vaguely related to the target.
If you target a summoning circle you have personally interacted with, you automatically arrive within it. If you attempt teleportation to a location you have never seen, you suffer unreliability on your conjuration attempt. If you have never visited the destination plane, you suffer disadvantage on your conjuration attempt.

=Ritual Scaling Spell
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Justice
Spiritual Hammer
Damage Orison
Level 0 Evocation
Force
Domain: Justice, Protection, War
Range: 30' Ray
Those who name themselves your foes face divine pain. You can hurl a force like a hammer from your hand. A creature hit by it takes 1d6 + 1 force damage. A creature missed by it still feels a prickling like hackled neck hair.

Virtue
Buff Orison
Level 0 Transmutation
Domain: Justice, Life, Protection
Range: Touch Duration: 1 hour
Your blessings are divine enough to provide physical fortification. You can touch a target and grant it temporary hit points equal to your level.
You can only have one instance of this orison active at a time.

Bane
Control Spell
Level 1 Enchantment
Domain: Darkness, Justice, War
Range: 30' Duration: Concentration
You call down bane upon your foes. Creature you choose within the range suffer a -1 rank penalty to attacks and defenses against fear effects. After casting this spell, you can make an attack.

Bless Weapon
Enchanting Ritual
Level 1 Transmutation
Domain: Justice, Light, War
Range: Touch Duration: Permanent
Weapons touched by you gain a sliver of the divine. Your touch imbues a weapon with divine power. Select a type of outsider, such as undead or demon. The target's successful attacks ignore damage reduction and immunity and prevent regeneration of the wounds they deal to creatures of that type.

Command
Control Spell
Level 1+ Enchantment
Compulsion vs. Charisma
Domain: Justice
Range: 30'
You order the blasphemous to do your bidding. Select a creature within range and speak a single-word command, such as "Flee", "Halt", "Approach", "Disarm", "Surrender", or "Grovel". The target obeys this command on its next turn. Creatures with more than 15 hit points per spell level can attempt to resist this effect.
For each spell level higher than one, you can target an additonal creature with this spell. If you do, divide the hit points required to resist by the number of creatures targeted. This spell does not require a somatic component to cast.

Divine Favor
Buff Spell
Level 1+ Evocation
Domain: Justice, Light, War
Range: Personal Duration: Concentration
Divine fortune strengthens you. You gain a +1 rank bonus on attacks and increase all damage you deal by twice the spell level. After casting this spell, you can make an attack.

Doom
Control Spell
Level 1+ Enchantment
Fear vs. Wisdom
Domain: Darkness, Justice, Trickery
Range: 100' Duration: Concentration
You condemn a foe to doom. Select a creature you can see within range. The target suffers disadvantage on all checks. If the target has more than 20 hit points per spell level, it can spend an attack to attempt to end this effect without disadvantage.
For each spell level higher than one, you can target an additonal creature with this spell. If you do, divide the hit points required to resist by the number of creatures targeted.

Affliction
Control Spell
Level 2+ Necromancy
Curse vs. Constitution
Domain: Darkness, Justice, Light
Range: 100' Duration: Permanent
You curse the target with a sensory affliction. Select a creature you can see within range and choose blindness, deafness, or muteness. The target is afflicted with is effect. If the target has more hit points than 2d8 per spell level, it can spend an attack to attempt to end this effect.

Chant
Buff Spell
Level 2 Conjuration
Domain: Darkness, Justice, Knowledge, Light, War
Range: 30' Duration: Concentration
You intone a powerful, booming prayer. Creatures within range that you select and can hear you gain a +1 rank bonus to attacks and increase damage dealt by 1. Those you do not select who can hear you suffer the opposite effect. This effect ends for a target if it can no longer hear you or if it moves out of range.
This spell requires continuous, uninterrupted verbalization and you are slowed while concentrating on it. After casting this spell, you can make an attack.

Hold Person
Control Spell
Level 2+ Enchantment
Compulsion vs. Charisma
Domain: Astral, Justice
Range: 60' Duration: Concentration
Your enchantment freezes a foe in place. Select a humanoid creature with no more than 20 hit points that you can see within range. The target is paralyzed. At the start of its turns, it can attempt to end this effect.
At each spell level above 2nd, an additional creature can be targeted.
Arcane Focus: A straight piece of iron

Restoration
Healing Ritual
Level 2 Conjuration
Domain: Astral, Freedom, Justice, Knowledge, Life
Range: Touch
Your blessing restores vitality. Touch a creature suffering from a poison, disease, paralysis, curse, ability drain, level drain, Hero's Surge drain, blindness, silence, or deafness effect you are aware of. That effect ends.

Spiritual Weapon
Damage Spell
Level 2+ Evocation
Force
Domain: Justice, Protection, War
Range: 60' Ray Duration: 1 minute
At your gesture, a translucent weapon appears. This weapon takes a form of your desire and once per turn as part of your turn, you can hurl it at a target. A creature it strikes takes 1d8 + 1 force damage per even spell level, or half this damage on a limited success.

Zone of Truth
Utility Ritual
Level 2 Enchantment
Compulsion vs. Charisma
Domain: Justice
Range: 40' Sphere Duration: 1 minute per level
You order that only truth may spoken near you. Creatures in the area who start to lie must resist or be rendered unable to speak any falsehood while within the area. Affected creatures are aware of this effect and may still avoid answering or be evasive.

Bestow Curse
Control Spell
Level 3 Transmutation
Curse vs. Wisdom
Domain: Astral, Darkness, Justice
Range: Touch Duration: Permanent
You lay down a terrible curse. Touch a creature and inflict it with one of the following effects: Unreliability on all attempts. Disadvantage on all attempts. 1d4 additional true damage from all damaging effects. Two numbers of your choice greater than 1 that opposing creatures treat as 20s in attempts against it.
After being afflicted with the chosen effect, at the start of each of their turns, the target must make a luck roll. If they are lucky, they do not suffer this curse's effects on this turn. On a 20, this spell also ends. On a 1, they lose their whole turn.
If a target has more than 40 hit points, at the start of its turns it can attempt to end this effect.

Remove Curse
Healing Ritual
Level 3 Abjuration
Domain: Freedom, Justice
Range: Touch
At your command, curses unravel. Touch a cursed creature. You remove the lowest level curse afflicting it. If you cast this spell using spell points or a spell slot, you remove all curses afflicting it.

Searing Light
Damage Spell
Level 3+ Evocation
Radiant
Domain: Light, Justice, War, Life
Range: 100' Ray
With a gesture, light erupts from your fingers in a powerful ray. A creature struck by this ray takes 2d8 radiant damage per spell level on a hit or half this amount on a miss. Undead creatures are vulnerable to this spell.

Blight
Hybrid Spell
Level 4+ Evocation
Curse vs. Constitution
Domain: Darkness, Justice, Light, War
Range: 100', 40' Sphere Duration: 1 minute
You words censure offending creatures. Name a creature or type of creatures to blight, such as humanoids, gnomes, fey, or servants of Kar'tex. Creatures of that type in the area must resist or suffer a -1 rank penalty to attempts and take 1d8 true damage per spell level. Targets that resist still take half damage. This spell does not require a somatic component to cast.

Detect Lies
Scrying Ritual
Level 4 Divination
Divination vs. Wisdom
Domain: Knowledge, Justice
Range: 30' Duration: Concentration
You become immediately aware of lies. When a creature within range tells a lie, you are immediately notified that it has. Creatures with more hit points than your maximum can attempt to resist this effect when they first enter range. If they do, they can tell such monitoring is taking place. However, you are still notified of their lies.

Geas/Quest
Control Spell
Level 4+ Enchantment
Compulsion vs. Charisma
Domain: Justice
Range: 30' Duration: Permanent
You command an unbreakable quest. Select a creature you can see within range and order it to carry out a specific service or refrain from a certain action. The target must follow your given command until it completes the task, at which point the spell ends. If the task is open-ended, such as 'Wait here' or 'Defend this area against attack', the spell remains in effect for 2 days per spell level.
You cannot compel a creature to kill itself or perform acts that would result in certain death. A creature is only required to follow the letter of the command, not the spirit, so clever creatures may find ways to subvert its purpose. If the target has more than 20 hit points per spell level it can spend an attack to attempt to end this effect.
Dispel Magic cannot end this effect, though restoration, break enchantment, limited wish, miracle, or wish cast at an equal or higher level can attempt to.

Hold Monster
Control Spell
Level 4+ Enchantment
Compulsion vs. Charisma
Domain: Astral, Justice
Range: 100' Duration: Concentration
With a word and gesture, you root a foe in place. Select a creature with 60 hit points or less that you can see within range. It is paralyzed. A target can attempt to end this effect at the start of its turns.
At each spell level above 4th, you can target an additional creature with this spell.
Focus: A straight piece of iron

Dispel Outsider
Control Spell
Level 5 Abjuration
Domain: Freedom, Justice
Range: Personal Duration: Concentration
You call down divine ordainment to cast aside outsiders*. Your defenses against creatures of this spell's type become reliable, and you can use divine defense against such creatures despite concentrating on this spell. In addition, as an attack action, you can touch a creature, object, or area afflicted by a spell cast by a creature of this spell's type. The lowest-level triggering spell on the target ends. Finally, your successful touch against a creature of this spell's type that is not on its home plane banishes the creature back to its home plane. After banishing a creature to its home plane, this spell ends.
*When you prepare this spell, select a type of outsider. The spell's name and type changes to match this selection.
Divine Component: Holy Water

Flame Strike
Damage Spell
Level 5+ Evocation
Fire vs. Dexterity
Domain: Fire, Light, Justice, War
Range: 200', 20' Sphere
You call down a pillar of cleansing fire. Creatures in the area and above it up to any ceiling or 200' must resist or take 2d8 fire and radiant damage per spell level. Creatures that resist still take half this damage. Flammable objects are set ablaze and melted objects are melted by this spell. However, you can exclude any creature or object you choose from this effect, or use it to dry their garb, light their wicks, or similar helpful effects.

Mark of Justice
Control Ritual
Level 5 Necromancy
Curse
Domain: Astral, Justice, Darkness
Range: Touch Duration: Permanent
You invoke forth a tattoo that motivates its bearer to avoid undesirable action. Successfully touch a creature and specify an unwanted behavior such as lying, stealing, cheating, or the like. If the target takes such an action, it suffers unreliability on its attempt. Thereafter, if the target intends to make any meaningful attempt, they first make a luck roll. On a success, they suffer no penalty. On a failure, they suffer unreliability on the attempt. On a 1, they cannot make the attempt. On a 20, this effect ends until the next time they initiate the unwanted behavior.
If you spend an hour drawing the tattoos for this spell on the target, it becomes permanent without the reservation of resources.
A target with more hit points than your maximum can spend a turn to end this spell, unless you spent an hour drawing the tattoos onto it. This spell creates a curse effect, and can otherwise only be ended by means capable of ending curses.

Mass Command
Control Spell
Level 5+ Enchantment
Compulsion vs. Charisma
Domain: Justice
Range: 60', 30' Sphere Duration: 1 round
You unleash a terrible order at those who defy your will. Speak a word such as "Flee", "Halt", "Approach", "Disarm", "Surrender", or "Grovel". Creatures in the area must obey this command on your next turn. Targets with more than 20 hit points can attempt to resist this effect.
For each spell level above 5, increase the number of hit points a target must have to resist this effect by 10. This spell does not require a somatic component to cast.

Righteous Might
Buff Spell
Level 5 Transmutation
Domain: Justice
Range: Personal Duration: Concentration
You imbue yourself with the strength of a deity. You and your gear double in size and your weight increases by a factor of eight. Increase your size by one category, your weapon damage dice by one size, your Strength modifier by 4, and gain reliability on Strength checks. In addition, you reduce all damage by 3 and your melee attacks deal half damage on a limited success.
After casting this spell, you can make an attack.

Symbol of Pain
Control Spell
Level 5 Necromancy
Necrotic vs. Constitution
Domain: War, Justice
Range: 60' Duration: Permanent
You enchant a symbol capable of crippling others with wracking pains. Touch a large, clearly-visible rune you have spent 10 minutes inscribing into a solid surface such as a floor, door, arch, or wall, then specify a password of up to nine syllables and a trigger. A trigger can be something general, such as touching the symbol, walking beneath the symbol, or looking at the symbol, and it can be further limited by specifying a triggering creature type, name, deity of worship, or similar selection criteria.
Provided the symbol is not covered or obscured, when the trigger is met by a creature that does not speak the password, the symbol is activated in a brilliant glow of light. Creatures within range that have line of sight to the symbol and do not speak the password suffer wracking pains while within the area and for˜1 hour afterwards. Creatures suffering wracking pains have˜unreliability on attempts and cannot regain hit points. Creatures with more than˜40 hit points can attempt to end this effect at the end of their turns.
After activating, the symbol radiates its effect for 1 hour, subjecting creatures who enter the area without speaking the password to its effects. If you have made this spell permanent through a preservative, you can reactivate the symbol with a touch. Otherwise, it reactivates automatically at the dawn of the next day.
Arcane Component: Mercury and phosphorus
Preservative: 1000 gp of powdered diamond and opal

=Ritual Scaling Spell
Top
Justice
Know Direction
Scrying Orison
Level 0 Divination
Domain: Freedom, Knowledge, Nature
Range: Personal
You are never completely lost. Without a word or gesture, you can ascertain the direction of up and north from your current position.

Resistance
Buff Cantrip/Orison
Level 0 Abjuration
Domain: Knowledge, Protection
Range: Touch Duration: 1 hour
You are capable of laying stalwart defenses on those you wish to protect. Designate a defense and touch a creature. The target gains a +1 rank bonus on its next use of that defense.
You can only have one instance of this spell active at a time.

True Strike (cantrip/orison)
Buff Cantrip/Orison
Level 0 Divination
Domain: Knowledge
Range: Personal Duration: 1 round
Your ability to see through time allows you to strike without fail. You can turn your next attack roll, no matter the result, into a normal success.

Bless
Buff Spell
Level 1 Enchantment
Domain: Light, Knowledge
Range: 30' Duration: Concentration
You call down blessings upon the faithful. Creature you choose within range gain a +1 rank bonus to attacks and defenses against fear effects. After casting this spell, you can make an attack.

Comprehend Languages
Utility Ritual
Level 1 Divination
Domain: Knowledge
Range: Personal Duration: 10 minutes per level
You gain an understanding of language. While touching a creature or text, you understand its language. You only gain comprehension of its literal wording through this spell. You do not gain any additional ability to speak or write through this spell, nor the ability to decrypt intentionally misleading words, coded messages, or deceitful languages, such as Thieves' Cant.
Arcane Component: A pinch of soot and a few grains of salt.

Detect Magic
Scrying Ritual
Level 1 Divination
Domain: Knowledge
Range: 60' Duration: 1 round or Concentration
You unravel the details of a magical item or effect. Select a creature, object, effect, or area you can see within range. If a magical effect exists on the target, you sense its presence and make an arcane magic or divine magic attempt for you. On a limited success, you learn the area the effect exists over. On a normal, you also learn the school of the effect. On a major, you also learn the level or potency of the effect. On a critical, you learn the spell's name and purpose. If you roll a 20, you additionally identify the caster or all other spell effects on the target.
An additional round of concentration on a target allows you to raise the success level of your attempt by one, select another target, or detect an additional effect on a target. If multiple effects exist on a target, you detect the lowest level effect first. If you are aware of an effect, you can target it specifically to unravel its details.
If you spend an hour examining and testing a target and then drink 100 gold pieces worth of crushed pearl stirred into wine with an owl feather before casting this spell, you gain a complete understanding of all magical effects the target, including their history and purpose, and can attune it to an adjacent creature. When cast in such a fashion, this spell is sometimes referred to as Identify.

Detect Outsider
Scrying Ritual
Level 1 Divination
Domain: Knowledge
Range: 60' Duration: 1 round or Concentration
You reach out magical senses, detecting the presence of creatures of this spell's type*. On the first round of this spell, you become aware if any creature of the spell's type is within range. On the second round, you become aware of the number. On the third, the location of each and its strength in relation to your own. This probing is detectable as magic and intelligent targets may perceive their being scried.
*When you prepare this spell or cast it spontaneously, select an outsider type. The spell's name changes to match this selection.

Guidance
Buff Ritual
Level 1 Divination
Domain: Knowledge
Range: Touch Duration: 1 hour per level
You call down a blessing of divine guidance. Roll 1d20 then touch a creature and specify an attempt. If the target rolls lower or higher than this number on the specified attempt, it can replace its roll with this number or succeed with normal success. If it rolls this number on an attempt, it treats the result as a roll of 20. After affecting an attempt, this spell ends.

True Strike
Buff Spell
Level 1 Divination
Domain: Knowledge
Range: Touch Duration: 1 hour
You provide a small glimpse of the future that allows for a quick shift in tact. Touch a creature. The target's next unsuccessful attack roll can be rerolled until successful.

Augury
Utility Ritual
Level 2 Divination
Domain: Knowledge
Range: Personal
You unravel the future. Describe a course of action you may take within the next hour and consult your divining focus. You receive an omen regarding this action: Weal, Woe, Weal and Woe, or Nothing.
Divine Focus: Divining tool, such as inscribed bones, sticks, tarot cards, etc.

Chant
Buff Spell
Level 2 Conjuration
Domain: Darkness, Justice, Knowledge, Light, War
Range: 30' Duration: Concentration
You intone a powerful, booming prayer. Creatures within range that you select and can hear you gain a +1 rank bonus to attacks and increase damage dealt by 1. Those you do not select who can hear you suffer the opposite effect. This effect ends for a target if it can no longer hear you or if it moves out of range.
This spell requires continuous, uninterrupted verbalization and you are slowed while concentrating on it. After casting this spell, you can make an attack.

Detect Deception
Scrying Ritual
Level 2 Divination
Domain: Knowledge
Range: Touch Duration: 1 round or Concentration
You reveal intentional deception. Touch an object, such as a wall, door, chest, or bowl of porridge. If the object contains a deception, such as a secret door, a trap, or poison, you become aware of it. If the target contains multiple deceptions, the nearest or weakest is revealed first, with subsequent deceptions being revealed over additional rounds of concentration. For large objects, such as walls or floors, you glean information from 10 square feet per level per round.

Locate Object
Scrying Ritual
Level 2 Divination
Domain: Knowledge
Range: 300' Duration: Concentration, up to 1 hour
You track down an object. Specify a specific object you can clearly visualize, such as your coin purse, or a general object, such as a set up stairs down. If the object is within range, you sense its direction. Otherwise, you are aware of its absence.
As an action, or as part of your turn if you cast this spell using a spell point or spell slot, you can locate a new object.
Focus: A forked twig

Restoration
Healing Ritual
Level 2 Conjuration
Domain: Astral, Freedom, Justice, Knowledge, Life
Range: Touch
Your blessing restores vitality. Touch a creature suffering from a poison, disease, paralysis, curse, ability drain, level drain, Hero's Surge drain, blindness, silence, or deafness effect you are aware of. That effect ends.

Status
Scrying Ritual
Level 2 Divination
Divination vs. Charisma
Domain: Knowledge
Range: Unlimited Duration: 1 hour per level
You scry the details of a being's health. Select a creature you can see, or touch one willing creature per level. You gain continuous knowledge of the target's health, all effects affecting it (though not their cause or source), and their resistances and immunities.
Creatures that can detect magic can detect this bond and possibly dispel it or trace it back to you. Creatures intentionally concealing an effect can attempt to resist this spell's scrying of that effect. If you cast this spell using spell points or a spell slot, you can do so as an attack action. This spell ceases to function if you and the target are no longer on the same plane.

Withdraw
Utility Spell
Level 2 Transmutation
Domain: Freedom, Knowledge
Range: Personal Duration: 1 minute
You alter the flow of time around yourself. Between the casting of this spell and the start of your next turn, a minute of time is available to you. You can use this time to consider, calculate, read, or cast a single spell. You cannot otherwise move, attack, defend yourself, or take any other action. This effect ends prematurely if you are hit by an attack. A spell cast during this one comes into effect at the start of your next turn.

Clairaudience/Clairvoyance
Scrying Ritual
Level 3 Divination
Domain: Knowledge
Range: 400' Duration: 1 minute per level
You cast your senses beyond their mortal range. Choose a location within range you are familiar with or that is obvious (such as 15' behind a door, around a corner, down a pit, etc.). You either see (clairvoyance) or hear (clairaudience) as if you were there. You can pull your senses from this place at any time, and as an action you can return or senses to the location or switch between sight and hearing.
This spell does not pierce magical protection and spells such as silence or darkness affect it as if you stood in their effect. If a place is naturally dark, however, you can see as if it were illuminated 10' in all directions.
Focus: A small horn (clairaudience) or a glass eye (clairvoyance)

Dispel Magic
Utility Ritual
Level 3 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Knowledge
Range: 100' Duration: 1 round per level
You tear apart magic forces. Select a creature, object, magical effect, or 30' sphere you can see within range. Magic of a spell level equal to or lower than the number of odd levels you possess on or within the target is dispelled. In addition, you can attempt to dispel higher-level effects, in order of lowest level first. On a critical success, a higher-level spell is dispelled. On a major, it is suppressed. On a normal, it is suppressed for one round. On a failure, you cannot attempt to dispel any additional effects. If you target a specific magical effect of a higher level than you can automatically dispel, you have advantage on this attempt.
Conjured or summoned creatures dispelled by this spell are returned to their place of origin, or rendered out of phase (unable to act, be affected, or have an effect) if suppressed. Permanent magical effects, such as a magic weapon, cannot be dispelled by this spell. If they would be dispelled, they are instead suppressed for 24 hours.
If you cast this spell using a spell point or spell slot, you have reliability on its attempts. If you prepare this spell or are capable of spontaneously casting it, when you see a creature within range cast a spell, you can immediately cast this spell to attempt to counter it.
This spell is always effective in some measure. Even if you fail all attempts and no magic would be suppressed or dispelled by this spell, the lowest-level magical effect it targets is suppressed for one round.

Glyph of Warding
Hybrid Ritual
Level 3 Abjuration
(varies) vs. Dexterity
Domain: Knowledge, Protection, Trickery, War
Range: Touch Duration: Permanent
You trace out a glyph that forms a discerning trap. Touch an object and specify a trigger, such as stepping on the target, passing near it, opening it, or lifting it. If you wish, also specify limiting factors such as creature type, physical characteristics, or alignment. Finally, you can specify a password of up to five syllables. A creature that meets this spell's limiting factors and triggers the target without speaking the password unleashes the effects of this spell.
The glyph either delivers a spell you have cast into it or explodes. An exploding glyph detonates in a 15' sphere centered on the triggering creature. Creatures in this area take 1d8 damage per odd level you possess of a damage type you specify, or half that if they resist.
A spell glyph delivers a spell you or another creature or item deliver into this spell at the time of casting it. This triggered spell can be of a level up to the number of odd levels you possess and must be capable of targeting a creature or an area. If it targets a creature, it targets the triggering creature. If it targets an area, the area is centered on the triggering creature and any effects that are capable of additional targeting, such as a summoned monster, target the triggering creature.
This spell uses divine detection for its trigger and thus effects such as invisibility cannot deceive it. However, effects that disguise or hide a creature from detection or alter its nature can. This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reactivate it after an hour with a touch or allow it to reset automatically after 24 hours.
Divine Focus: Incense
Preservative: Powdered diamond sprinkled over the glyph worth 200 gp x the number of damage dice or the implanted spell's level x the number of damage dice or the implanted spell's level

Prayer
Buff Spell
Level 3 Conjuration
Domain: Darkness, Knowledge, War
Range: 30' Duration: Concentration
You call down weal upon your friends and woe upon your foes. Creatures within range that you select gain a +1 rank bonus on all attempts. Creatures within range you do not select suffer a -1 rank penalty on attempts.
After casting this spell, you can make an attack.

Speak with Dead
Utility Ritual
Level 3 Divination
Divination vs. Wisdom
Domain: Death, Knowledge
Range: 10' Duration: 1 minute per level
You extract information from the dead. Select a corpse that died within the last 24 hours and has never been turned undead that you can see within range. You and˜others˜in range˜can ask a number of questions of˜it equal to your number of odd levels. The target˜answers in languages it knew it life with knowledge it possessed while alive. If the target lacks a mouth structure, it can only nod, shake its head, or convey an answer through another intact limb. A target that would not have been inclined to answer your questions can attempt to resist this spell. Your DM will make any such attempt secretely. A target that resists is under no obligation to answer truthfully and it may give brief, cryptic, unhelpful, or deceitful answers.
At˜level 7, you can˜target a creature which˜has been dead for one week with this spell. At˜level 9, one month. At level 11,˜one year. At˜level 13,˜one decade. At level 15, one century. At level 17, one˜millennium.
This spell does not communicate with the target's soul, only the imprentation of memory on its body, and a target is unable to learn or speculate on new information through this spell in any way. A corpse can only be targeted by this spell once per week.
Divine Focus: Burning incense

Tongues
Utility Ritual
Level 3 Divination
Domain: Knowledge
Range: Touch Duration: 10 minutes per level
You grant the gift of language. Touch a creature. It gains the ability to speak and understand any standard language. Intentionally misleading forms of communication, such as thieves' cant, are not decoded by this spell.
Arcane Component: A small clay model of a ziggurat, shattered to cast

Detect Lies
Scrying Ritual
Level 4 Divination
Divination vs. Wisdom
Domain: Knowledge, Justice
Range: 30' Duration: Concentration
You become immediately aware of lies. When a creature within range tells a lie, you are immediately notified that it has. Creatures with more hit points than your maximum can attempt to resist this effect when they first enter range. If they do, they can tell such monitoring is taking place. However, you are still notified of their lies.

Divination
Utility Ritual
Level 4 Divination
Domain: Knowledge
Range: Personal
You prayer receives a divine answer. Ask a question about a goal, event, or activity that is to occur within 1 week that you have not asked about with this spell within the last week. Within the next 10 minutes, your divine patron provides an answer in the form of a short phrase or cryptic rhyme. While the answer provided by this spell may be initially difficult to understand, it will nevertheless be helpful, potentially critically so.
Divine Component: Incense and a sacrificial offering worth at least 25 gp.
Divine Focus: Divining tool, such as inscribed bones, sticks, tarot cards, or the like.

Imbue with Spell Ability
Utility Spell
Level 4+ Evocation
Domain: Knowledge, Trickery
Range: Touch Duration: Permanent
You grant another access to your divine magic. Touch a creature with a Wisdom score of at least 9 and choose a 1st level divine spell˜of the abjuration, divination, or conjuration school that you can cast.˜The target gains the ability to cast this spell, so long as it is capable of delivering all the components of the granted spell (verbal, somatic, and material, if the spell requires). The target utilizes your caster level and modifiers when casting the granted spell. After casting the granted spell, this spell ends.
At each spell level above 4th, increase the level of the spell you can grant with this spell by one, and gain the option to grant multiple spells whose total spell levels do not exceed the maximum spell level you can grant.

Locate Creature
Utility Ritual
Level 4 Divination
Domain: Knowledge
Range: 300' Duration: Concentration, up to 1 hour
You scry out something's location. Specify a familiar, clearly visualized individual or the nearest creature of a specific type, such as a human or unicorn, within range. If it is within range, you become aware of its location. If it is not, you become aware of its absence. If the target is in range and in motion, you also become aware of its direction and pace. Running water blocks location by this spell.
Arcane Component: A bit of bloodhound's fur

Scrying
Scrying Ritual
Level 4 Divination
Domain: Knowledge
Range: Unlimited Duration: Concentration or 10 minutes
You cast out a magical sensor through which you can see and hear. Specify an individual creature or specific object or locale of which you have at least second-hand knowledge and make a divination attempt. If you only have second-hand knowledge of the target, this attempt is unreliable. If you are extremely personally familiar with the target, speak its true name, or use a fragment of it (such as blood, hair, a thread, or a shaving), this attempt is reliable. If the target is on another plane, you have disadvantage on this attempt (your DM may make the secondary roll secretly if you are unaware of the target's current plane).
If your attempt is successful, an invisible magical sensor appears in the nearest unoccupied space to the target and moves with it. You can see and hear through this sensor as if you stood there.
Creatures that can sense the presence of magic may notice this sensor. If you cast this spell as a ritual, it takes 1 hour to cast. If you cast this spell using spell points or a spell slot, it does not require concentration. If you attempt to cast this spell with an improvised focus, your DM may allow you to do so at disadvantage with a reduced duration equivalent to the reduced focus value.
Arcane Component: The eye of a bird of prey and a small amount of copper, zinc, and spirit of niter.
Arcane Focus: A mirror, crystal ball, or similar gazing device worth at least 1000 gp.
Divine Focus: A font containing 100 gp worth of holy water or a perfectly tranquil natural pool.

Sending
Utility Ritual
Level 4 Evocation
Domain: Knowledge
Range: Unlimited Duration: 1 round
You send a message. Select a creature with whom you are familiar and specify a short message of twenty-five words or less. The subject receives this message telepathically. It recognizes you if it knows you and can choose to respond immediately in the same fashion. This spell can be used to send messages to semi-intelligent creatures such as animals, but their reaction is limited by their intelligence and they are not obligated to act on your words in any manner.
If you are not on the same plane as the target, you must succeed on an evocation attempt or this spell fails.
Arcane Component: A bit of fine copper wire.

Commune
Utility Ritual
Level 5 Divination
Domain: Knowledge
Range: Personal Duration: Concentration, up to 1 round per level
You open a channel of direct communion with your divine patron. Begin asking questions of your divine patron at a rate of one question per round. Answers you receive come in the form of Yes, No, Unclear, or Already Answered and are limited by the knowledge, perspective, and intention of the answerer. If you do not ask a question in a round, this spell ends.
Divine Component: Holy water and incense worth 100 gp

False Vision
Scrying Ritual
Level 5 Illusion
Domain: Knowledge, Protection, Trickery
Range: Touch Duration: Permanent
You cast forth trickery capable of deceiving all divination. Touch a creature, object, or enclosed area of up to 5 cubic feet per level. When, location, detection, or scrying attempts are made on the target, you become immediately aware and can return a false image or response that you specify when this spell is cast, or you can concencentrate to provide whatever false result you desire.
Preservative (enclosed area only): 500 gp worth of jade dust per 5 cubic feet, sprinkled over the area

Spell Resistance
Buff Ritual
Level 5 Abjuration
Domain: Protection, Knowledge
Range: Touch Duration: Concentration, up to 1 minute per level
You lay down a ward against magic. Touch a creature. Its defenses against spells become reliable.
If you cast this spell using spell points or a spell slot, it last for 10 minutes and does not require concentration.

True Seeing
Buff Ritual
Level 5 Divination
Domain: Knowledge
Range: Touch Duration: Concentration
Your blessing grants the ability to see what truly is. Touch a creature. It gains the ability to see reality despite lighting levels, distorting effects, or magical interference to a distance of 120'. Illusion, polymorph, and concealment effects are pierced by this spell, along with ethereal and astral effects.
If you cast this spell using spell points or a spell slot, it lasts for 10 minutes and does not require concentration or a material component.
Arcane & Divine Component: An ointment made from saffron, fat, and rare mushroom powder worth 250 gp, applied to the eyes

=Ritual Scaling Spell
Top
Life
Cure Minor Wounds
Healing Orison
Level 0 Conjuration
Domain: Astral, Life, Nature, Water
Range: Touch
You are imbued with divine healing. Your touch allows a living target to spend a hero's surge, or stabalizes a dying creature.
Against an undead creature, your successful touch instead deals 1d8 + 1 true damage.

Sacred Flame
Damage Orison
Level 0 Evocation
Radiant
Domain: Life, Light
Range: 30' Ray
A light as strong as the sun's is yours to command. You can direct a glowing beam of light from your finger that deals 1d8 radiant damage to the creature it hits, or leaves annoying sunspots in the eyes of the creatures you miss.

Virtue
Buff Orison
Level 0 Transmutation
Domain: Justice, Life, Protection
Range: Touch Duration: 1 hour
Your blessings are divine enough to provide physical fortification. You can touch a target and grant it temporary hit points equal to your level.
You can only have one instance of this orison active at a time.

Bless Water
Enchanting Ritual
Level 1 Transmutation
Domain: Life, Light
Range: Touch Duration: Permanent
Your blessing can make water the salvation of your friends and the bane of your foes. Designate an outsider type you can rebuke or that your deity offers a rebuking option for and touch a vessel filled with drink, such as a cup of ale, a bottle of wine, a flask of spirits, a flagon of mead, or a chalice of water. The drink becomes holy water that deals 2d4 true damage to the specified outsider type when broken or poured over such a creature. In addition, the drink is purified and 1d4 creatures plus 1 per level (that are not of the specified outsider type) can share the drink to be hydrated for the day and regain 1 hit point.
Preservative: 1 pound (5 gp) of powdered silver

Cure Wounds
Healing Spell
Level 1+ Conjuration
Domain: Life
Range: Touch
Your blessing mends wounds. Touch a creature. It regains 1d8 + 1 hit points per spell level and can spend a hero's surge. If you spend 1 minute dressing the target's wounds prior to casting this spell, it heals for the maximum value.
Against an undead target, this spell instead deals the healing it would have done in true damage.

Sanctuary
Buff Spell
Level 1 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Life, Protection
Range: Touch Duration: Concentration
You bless one in need of protection with divine sanctuary. Touch a creature or object no larger than 5 cubic feet. Creatures attempting to attack the target directly must resist this spell in order to do so. If the target makes an attack or casts a harmful spell this effect ends.

Aid
Healing Ritual
Level 2 Enchantment
Domain: Life
Range: Touch Duration: 8 hours
You lay down a blessing of great fortitude. Touch a creature. The target has their current and maximum hit points increased by 1 per level. A creature can only benefit from one instance of this spell at a time.

Gentle Repose
Utility Ritual
Level 2 Necromancy
Domain: Death, Life
Range: Touch Duration: 1 day per level
Your blessing perfectly preserves the dead. Touch up to one corpse per level. Targets cease to decay. Time spent under this spell's affects does not count as time dead for spells such as raise dead. In addition, targets are cleansed of and become immune to poison and diseas, and they cannot be animated as undead.
Divine Component: copper coins to cover the eyes and some salt

Restoration
Healing Ritual
Level 2 Conjuration
Domain: Astral, Freedom, Justice, Knowledge, Life
Range: Touch
Your blessing restores vitality. Touch a creature suffering from a poison, disease, paralysis, curse, ability drain, level drain, Hero's Surge drain, blindness, silence, or deafness effect you are aware of. That effect ends.

Shield Other
Buff Ritual
Level 2 Abjuration
Domain: Protection, Life
Range: 30' Duration: 1 hour per level
You extend divine protection to another. Select a creature you can see within range other than yourself. It gains a +1 rank bonus to Dodge and Parry. In addition damage dealt to the target is reduced by half and you take the amount this spell reduces as true damage.
If you cast this spell using a spell point or spell slot, you can do so at any time with only an utterance. However, if you are not both wearing the focus, the duration becomes Concentration.
This spell ends if you or the target move out of range of each other.
Divine Focus: A pair of platinum rings worth at least 50 gp each worn by you and the target.

Slow Poison
Buff Ritual
Level 2 Necromancy
Domain: Life
Range: Touch Duration: 1 hour per level or Concentration
Your blessing wards against poison. Touch a creature. If the target is or becomes poisoned, you are immediately made aware. In addition, any poisons affecting the target have their effects delayed for the duration of the spell.
If you cast this spell using spell points or a spell slot, you also end one poison effect afflicting the target.

Searing Light
Damage Spell
Level 3+ Evocation
Radiant
Domain: Light, Justice, War, Life
Range: 100' Ray
With a gesture, light erupts from your fingers in a powerful ray. A creature struck by this ray takes 2d8 radiant damage per spell level on a hit or half this amount on a miss. Undead creatures are vulnerable to this spell.

Water Breathing
Utility Ritual
Level 3 Transmutation
Domain: Life, Water
Range: Touch Duration: 1 hour per level
You alter a creature's lungs to be capable of breathing water. Touch a number of creatures up to your level. They gain the ability to breathe water.
If you target more than one creature with this spell, its duration is divided evently amongst the number of targets.

Death Ward
Buff Ritual
Level 4 Necromancy
Domain: Death, Life, Protection
Range: Touch Duration: 10 minutes per level
Your blessing wards off the touch of death. Touch a creature. It becomes immune to all death spells and magical death effects, including immediately destructive spells such as slay living and phantasmal killer. In addition, the target becomes immune to level drain and hero's surge drain and any such effects on the target are ended.

Neutralize Poison
Healing Ritual
Level 4 Conjuration
Conjuration vs. Constitution
Domain: Life
Range: Touch Duration: 10 minutes per level
Your blessing destroys all trace of poison. Your successful touch of a creature or object cleanses it of all poison and renders it immune to poison. Naturally poisonous targets, such as wyverns or spiders, must recover their poison stores naturally over time. Permanently poisonous magic items recover their poison or can begin to recover their charges of poison after this spell ends.
A creature with more hit points than your maximum can attempt to resist this effect.

Mass Cure Wounds
Healing Spell
Level 5+ Conjuration
Necrotic vs. Constitution
Domain: Life
Range: 60', 30' Sphere
You unleash a flood of healing magic. Creatures you choose in the area regain 1d8 + 1 hit points and can spend a hero's surge. If you spend 1 minute cleaning a target's wounds prior to casting this spell, it is healed for the maximum value.
Against an undead target, this spell instead deals the healing it would have done in true damage, unless the target resists in which case it takes half damage. For each spell level above 5th, increase the healing this spell does by 1d8 + 1.

Raise Dead
Healing Ritual
Level 5+ Necromancy
Domain: Life
Range: Touch
You restore the dead to life. Touch a willing creature that has been dead for no more than 10 minutes and has never been turned undead. It returns to life with 1 hit point but no other resources (such as spell points, spell slots, or hero's surges). Non-magical poisons and diseases are cured by this spell. Magical poisons and diseases, curses, and afflictions that have not run their course remain intact.
Missing limbs are not restored by this spell, unless they are present and set in their proper place at the time of this spell's casting. If the target is not complete enough to sustain life, this spell fails.
A target restored to life by this spell permanently loses a hero's surge. Only resurrection, wish, miracle, or a similar powerful spell, boon, or quest can restore it.
If you cast this spell using spell points or a spell slot, you can target a creature that has been dead for up to 2 days per spell level.
Divine Component: A diamond worth at least 5000 gp

=Ritual Scaling Spell
Top
Light
Light
Utility Cantrip/Orison
Level 0 Evocation
Evocation vs. Charisma
Domain: Air, Light
Range: Touch Duration: 1 hour
You are capable of bringing light to the darkness. Your touch can cause an object to glow like a torch, shedding bright light of a color you desire in a 20' radius and dim light an additional 20'. If the object is possessed by an unwilling creature, it can attempt to resist this effect.
If you cast this cantrip while you have another instance of it active, the second instance requires concentration.
Arcane Component: A firefly or bit of phosphorescent moss

Sacred Flame
Damage Orison
Level 0 Evocation
Radiant
Domain: Life, Light
Range: 30' Ray
A light as strong as the sun's is yours to command. You can direct a glowing beam of light from your finger that deals 1d8 radiant damage to the creature it hits, or leaves annoying sunspots in the eyes of the creatures you miss.

Bless
Buff Spell
Level 1 Enchantment
Domain: Light, Knowledge
Range: 30' Duration: Concentration
You call down blessings upon the faithful. Creature you choose within range gain a +1 rank bonus to attacks and defenses against fear effects. After casting this spell, you can make an attack.

Bless Water
Enchanting Ritual
Level 1 Transmutation
Domain: Life, Light
Range: Touch Duration: Permanent
Your blessing can make water the salvation of your friends and the bane of your foes. Designate an outsider type you can rebuke or that your deity offers a rebuking option for and touch a vessel filled with drink, such as a cup of ale, a bottle of wine, a flask of spirits, a flagon of mead, or a chalice of water. The drink becomes holy water that deals 2d4 true damage to the specified outsider type when broken or poured over such a creature. In addition, the drink is purified and 1d4 creatures plus 1 per level (that are not of the specified outsider type) can share the drink to be hydrated for the day and regain 1 hit point.
Preservative: 1 pound (5 gp) of powdered silver

Bless Weapon
Enchanting Ritual
Level 1 Transmutation
Domain: Justice, Light, War
Range: Touch Duration: Permanent
Weapons touched by you gain a sliver of the divine. Your touch imbues a weapon with divine power. Select a type of outsider, such as undead or demon. The target's successful attacks ignore damage reduction and immunity and prevent regeneration of the wounds they deal to creatures of that type.

Divine Favor
Buff Spell
Level 1+ Evocation
Domain: Justice, Light, War
Range: Personal Duration: Concentration
Divine fortune strengthens you. You gain a +1 rank bonus on attacks and increase all damage you deal by twice the spell level. After casting this spell, you can make an attack.

Protection from Outsiders
Buff Ritual
Level 1 Abjuration
Domain: Freedom, Light, Protection
Range: Touch Duration: 10 minutes per level
You lay a ward on a creature to protect it from a type of outsider*. The creature you touch gains a +1 rank bonus on defenses against such creatures. In addition, the target cannot be mentally controlled or possessed by such creatures and conjured or summoned creatures of this type cannot physically interact with the target.
You can cast this spell using concentration. If you do, or if you cast it using a spell point or spell slot, it grants advantage on defenses rather than a rank bonus.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Shield of Faith
Buff Ritual
Level 1 Abjuration
Domain: Light, Protection
Range: Touch Duration: 10 minutes per level
You lay a blessing of stalwart protection on one in need. Touch a creature. It becomes Adept in parrying melee and ranged attacks and blocks an additional attack on a limited or better success when defending against multiple attacks.
At 5th level and every 5 levels thereafter increase the rank granted by this spell by 1.
Divine Component: A bit of scripture written on parchment

Affliction
Control Spell
Level 2+ Necromancy
Curse vs. Constitution
Domain: Darkness, Justice, Light
Range: 100' Duration: Permanent
You curse the target with a sensory affliction. Select a creature you can see within range and choose blindness, deafness, or muteness. The target is afflicted with is effect. If the target has more hit points than 2d8 per spell level, it can spend an attack to attempt to end this effect.

Chant
Buff Spell
Level 2 Conjuration
Domain: Darkness, Justice, Knowledge, Light, War
Range: 30' Duration: Concentration
You intone a powerful, booming prayer. Creatures within range that you select and can hear you gain a +1 rank bonus to attacks and increase damage dealt by 1. Those you do not select who can hear you suffer the opposite effect. This effect ends for a target if it can no longer hear you or if it moves out of range.
This spell requires continuous, uninterrupted verbalization and you are slowed while concentrating on it. After casting this spell, you can make an attack.

Consecrate
Buff Ritual
Level 2 Evocation
Domain: Darkness, Light
Range: 40' Cloud Duration: 2 hours per level
You consecrate a space in the name of your divine patron. Rebuke attempts made from within the area against creatures you can rebuke and which your patron offers a rebuking option for are made with advantage.
If the area contains a permanent physical shrine dedicated to your patron, rebuke attempts are also reliable. In addition, creatures you can turn or which your patron offers a turning option for cannot willingly enter the area or be summoned or raised there unless you allow it.
If the area contains a permanent physical shrine opposed by your divine patron, this spell instead suppresses the consecration it provides. When used in this fashion, the spell is often called Desecrate.
Divine Component: Holy water

Continual Light
Utility Ritual
Level 2 Evocation
Domain: Light
Range: Touch Duration: Permanent
You create enduring light. Touch an object. A light spring from it. It can be of a color of your choice and up to as a bright as a torch, casting bright light in a 20' radius and dim light an additional 20'. This light creates no heat and requires no oxygen or fuel and cannot be extinguished.
This spell negates the Darkness spell and all other darkness spells of its level or lower.
Preservative: 500 gp worth of powdered ruby sprinkled on the target

Darkvision
Buff Ritual
Level 2 Divination
Domain: Darkness, Light
Range: Touch Duration: 1 hour per level
You grant the ability to see anywhere. Touch a creature. It gains the ability to see naturally visible things within 60', despite limited lighting or absolute darkness, magical or otherwise. This vision is black and white but otherwise like normal sight.
Arcane Component: A pinch of dried carrot or an agate

Hold Outsider
Control Spell
Level 3+ Necromancy
Compulsion vs. Charisma
Domain: Astral, Death, Light
Range: 100' Duration: Concentration
Your command freezes an outsider of this spell's type* in place. Choose an outsider of this spell's type with 40 hit points or less that you can see within range. It is paralyzed. An intelligent creature affected by this spell can attempt to end this effect at the start of its turns.
At each spell level above 3, you can target an additional creature with this spell.
*When you prepare or spontaneously cast this spell, select a type of outsider. The spell's name changes to match this selection.
Arcane Component: A pinch of sulfur and powdered garlic

Remove Affliction
Healing Ritual
Level 3 Conjuration
Domain: Freedom, Light
Range: Touch
Your blessing allows the blind to see, the deaf to hear, and the mute to speak. Touch a creature. You remove one blinding, deafening, or muting effect from the target. If you cast this spell using spell points or a spell slot, you remove all such effects.

Searing Light
Damage Spell
Level 3+ Evocation
Radiant
Domain: Light, Justice, War, Life
Range: 100' Ray
With a gesture, light erupts from your fingers in a powerful ray. A creature struck by this ray takes 2d8 radiant damage per spell level on a hit or half this amount on a miss. Undead creatures are vulnerable to this spell.

Blight
Hybrid Spell
Level 4+ Evocation
Curse vs. Constitution
Domain: Darkness, Justice, Light, War
Range: 100', 40' Sphere Duration: 1 minute
You words censure offending creatures. Name a creature or type of creatures to blight, such as humanoids, gnomes, fey, or servants of Kar'tex. Creatures of that type in the area must resist or suffer a -1 rank penalty to attempts and take 1d8 true damage per spell level. Targets that resist still take half damage. This spell does not require a somatic component to cast.

Exorcism
Healing Ritual
Level 4 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Light
Range: 10'
You end any domination or magical control on the target and can attempt to end any possession effect as well. If you successfully end a possession effect the possessor is expelled and into the nearest body of a limited-intelligent creature such as an animal or insect. If the newly possessed creature is slain before the possessor escapes the form, the possessor is slain as well. If you do not successfully end a possession effect with this spell the possessor's possessive control is still suppressed until the end of the target's next turn.
This spell can target objects such as phylacteries and items under the effect of magic jar spells. Such objects are destroyed by this spell.

Disrupting Weapon
Buff Spell
Level 5+ Transmutation
Domain: War, Light
Range: Touch Duration: Concentration
You bless a weapon as the bane of outsiders*. Touch a weapon or implement. When an attack by the target leaves a creature of the spell's type with less hit points than 7 per spell level, the creature must resist your rank in this spell with its Wisdom or be utterly destroyed.
After casting this spell, you can make an attack.
*When you prepare this spell, select a type of outsider. The spell's type changes to match this selection.

Flame Strike
Damage Spell
Level 5+ Evocation
Fire vs. Dexterity
Domain: Fire, Light, Justice, War
Range: 200', 20' Sphere
You call down a pillar of cleansing fire. Creatures in the area and above it up to any ceiling or 200' must resist or take 2d8 fire and radiant damage per spell level. Creatures that resist still take half this damage. Flammable objects are set ablaze and melted objects are melted by this spell. However, you can exclude any creature or object you choose from this effect, or use it to dry their garb, light their wicks, or similar helpful effects.

Hallow
Utility Ritual
Level 5 Evocation
Domain: Darkness, Light, Protection
Range: Touch, 80' Cloud Duration: Permanent
You sanctify a space as hallowed to your divine patron. Touch the center of a space you have spend 24 uninterrupted hours consecrating and specify a type of outsider. Such creatures cannot enter or be conjured, summoned, raised, or created within the area, nor can they exert mental control or possession there. In addition, other creatures within the area gain a +1 rank to defenses against these outsiders and make rebuke attempts against them with advantage.
Along with this protection, a divine spell you can cast can be applied to the area. This spell must be able to target an area or other creatures, and have a continuous, unresistable effect such as silence, aid, or faerie fire. The applied spell remains in effect on creatures of your choice within the area as long as hallow does.
The area of this spell can be shaped to your will, so long as its volume remains the same. Thus, you can warp it to better cover a sanctuary that is long and narrow, T-shaped, etc.
Divine Component: 1000 gp of sacred herbs, oils, and incense applied to the area
Preservative: 1000 gp of sacred herbs, oils, and incense per level of the applied spell, or 500 gp worth of such components if no spell is applied

Rainbow
Hybrid Ritual
Level 5+ Evocation
Domain: Air, Light, Water
Range: 300' or 300' Ray Duration: 1 minute
You call down the power of rainbows. This spell creates a bridge or a bow. If you cast this spell as a ritual, it creates a bridge. If you cast this spell using spell points or a spell slot, creates a bridge or a bow.
The rainbow bridge invoked by this spell is up to 30' wide and 300' long and can be placed anywhere within range.
The shimmering, multi-hued bow invoked by this spell can be drawn as an attack action and produces a red, orange, yellow, green, blue, indigo, or violet arrow when it is. These arrows fires as a 300' ray. Each arrow deals 1d6 radiant damage per spell level to the target it hits, or 2d6 radiant damage per spell level to creatures of their type:
Red: Fire-typed.
Orange: Construct or Earth-typed.
Yellow: Plant
Green: Aquatic or Water-typed.
Blue: Air-typed.
Indigo: Poison-using or Acid-typed.
Violet: Metallic or Regenerating.
When you draw the bow, you can choose an arrow color to fire or receive one in order. If you miss with an arrow, it is not consumed. After casting this spell to invoke this bow, you can make an attack with it.
Divine Component: A vial of holy water.
Divine Focus: A visible, naturally occurring rainbow, or a 1000 gp diamond blessed under such a rainbow.

=Ritual Scaling Spell
Top
Nature
Cure Minor Wounds
Healing Orison
Level 0 Conjuration
Domain: Astral, Life, Nature, Water
Range: Touch
You are imbued with divine healing. Your touch allows a living target to spend a hero's surge, or stabalizes a dying creature.
Against an undead creature, your successful touch instead deals 1d8 + 1 true damage.

Know Direction
Scrying Orison
Level 0 Divination
Domain: Freedom, Knowledge, Nature
Range: Personal
You are never completely lost. Without a word or gesture, you can ascertain the direction of up and north from your current position.

Shillelagh
Buff Orison
Level 0 Transmutation
Domain: Nature
Range: Touch Duration: 1 minute
You can awaken a treant's strength within a weapon you bear. Touch a wooden object you can wield as a weapon. While within your grasp, it grows stronger and stouter, sometimes even manifesting a tree's visage. Your attempts with the target become Adept, you increase its damage die by two sizes, and it is considered a magical weapon. After casting this orison, you can make an attack with the target.

Animal Companion
Utility Ritual
Level 1 Enchantment
Domain: Nature
Range: Touch Duration: Permanent
You turn an animal into a close companion. Touch a small, non-hostile animal. The target's Intelligence increases to 2 if it was not before, making it capable of learning simple tricks. While it is your animal companion, the creature has base hit points equal to 1/4 of your maximum plus your level and a speed of 30'. As an attack action, or as part of your turn when you take no offensive action, you can command your companion to move and take an action. Your companion uses this spell's rank for attempts. If you do not direct your companion on your turn, it carries out its previous command, or follows you while defending itself. Different animal companions excel at certain things, as defined below.
AnimalDamageFeatures
Arachnid or Insect1d3 Piercing + Paralyzing Poison ISpeed 40', Climb 40', Jump 15', Blindsight 30'
Bird1d3 PiercingFly 60', Perception skill
Canine1d6 PiercingScent tracking, Grapple on Critical Hit, 50% more HP, Endurance skill
Feline1d3 Slashing2 attacks + 3rd attack (bite for 1d4 Piercing) if both claws hit, Speed 50', Stealth, Jump, & Climb skills
Reptile or Snake1d3 Piercing + Necrotic Poison ISwim 30', immune to prone or Run skill & 2 claw attacks (1d4 Slashing)
Ursine1d3 SlashingMakes 2nd claw attack if 1st hits, 3rd attack (bite for 1d4 Piercing) if both claws hit, 100% more HP
Once per round when your animal companion can spend a hero's surge to regain hit points, you can allow it to spend one of yours to regain as many hit points as you would have. This does not count as you having spent a hero's surge in the round. When you rest, your animal companion regains as many hit points as you do.
At level 4, you can bond to an animal of medium size, or grow your existing companion to medium size (it does not otherwise age while under the effects of this spell). At level 10, you can bond to an animal of large size, or grow your existing companion to large size. Companions of medium or larger size increase their base damage dice accordingly, and increase any poison type by one class.
After gaining a level with a companion, you can choose to have personal spells you cast on yourself affect it as well while it is within 30'. After gaining a level with a medium-sized animal companion, it no longer takes half damage from area effect spells it resists. Any time you gain two levels with an animal companion, you can teach it Endurance, Perception, Perform, Stealth, Survival, or a movement skill. Animal companions are considered to possess the Survival skill for their natural environment.
This spell takes 2d12 hours to cast. It ends when your animal companion dies or when you release it from service. You can only have one animal companion at a time. If you recast this spell on an animal you formerly had as a companion, you regain the benefits you held previously.
Preservative: A boon

Animal Friendship
Control Ritual
Level 1 Enchantment
Charm vs. Charisma
Domain: Nature
Range: 30' or Touch Duration: 1 hour per level
You lay a charm on an animal to make it consider you a trusted friend. Select an animal within range. If the target has more hit points than ten times your level, or if it is being threatened or attacked by you or your allies, it can attempt to resist being charmed. This effect ends if you or your allies make any threatening act against the target.
Alternatively, you can gain the ability to speak with animals you touch. This does not grant any intelligence to an animal being spoken to, so communication is still limited by a target's perceptions and understanding. When used in this fashion, this spell is often called Speak with Animals.

Animal/Plant Ward
Scrying Ritual
Level 1 Divination
Divine vs. Wisdom
Domain: Nature
Range: 500' or Touch Duration: 10 minutes per level
This spell allows the caster to choose from three different effects: Detection, Obscurement, or Protection.
Detection: Choose a type of animal or plant. You learn the location of the nearest such creature within 500'.
Obscurement: Your touch hides a creature from animals or plants. The target becomes imperceptible to the chose creature type. A creature of the chosen type that possesses more hit points than your maximum which comes within 15' of the target can attempt to resist this effect. This effect ends if the target interacts with a creature it is hidden from.
Protection: Your touch protects a creature from animals or plants. The target is warded against such creatures, gaining a +1 rank bonuses on defenses against them. In addition, the target cannot be mentally controlled or possessed by such creatures and conjured or summoned creatures of this type cannot physically interact with the target.
You can apply this spell's Protection using concentration. If you do, or if you cast this spell using spell points or a spell slot, it grants advantage on defenses rather than a rank bonus.

Entangle
Control Spell
Level 1 Transmutation
Divine vs. Grapple
Domain: Nature
Range: 300', 20' Cloud Duration: Concentration + 1 minute
Under your command, plants burst forth and ensare those within their reach. The area becomes difficult terrain and all creatures within it must resist or be grappled. In addition, at the start of each of your turns while you maintain concentration, plants attempt to grapple any ungrappled creature in the area again.
As with any other grapple, a creature grappled by this spell can spend an attack to attempt to escape. In an outdoor area, this spell's area doubles.

Goodberry
Healing Ritual
Level 1 Transmutation
Domain: Nature
Range: Touch Duration: 1 day
You turn ordinary berries into a meal capable of restoring those in need. Touch up to 2d4 berries plus 1 per level, or an equal number of freshly picked natural edibles, such as carrots, rose petals, or walnuts. When a creature eats one of these enchanted berries, it is nourished as if by a medium-sized creature's meal and regains 1 hit point.
Divine Component: Freshly picked berries

Summon Monster
Hybrid Spell
Level 1+ Conjuration
Domain: Astral, Nature
Range: 30' Duration: Concentration
You summon beasts to fight at your side. Specify a creature or group of creatures whose total cost does not exeed 1 conjuration point (CP) per spell level. They appear in unoccupied squares of your choice within range. Immediately, and once per turn as part of your subsequent turns, you can direct creatures in range you conjured with this spell to take a movement at a speed of 30 and an action, using this spell's rank for attempts. If you do not direct a creature you conjured with this spell on your turn, it carries out its previous command or defends itself. If a conjured creature is reduced to 0 or fewer hit points, or the spell ends, it dissolves away.
Creatures conjured by this spell are usually animal-like in appearance and possess a 2 intelligence. Their size determines their CP cost, along with any modifications.
CPSizeHit PointsDamage
1/4Diminutive1*-
1/3Tiny2*1*
1/2Small21
1Medium2d41d6
2Large2d82d6
3Huge3d83d6
4Gargantuan4d84d6
5Colossal5d85d6

*Cannot benefit from any bonus
Optional modifications:
Double speed: + 1/2 base CP
Flight: 2x total CP
Arcane Component: A tiny bag and a small candle

Animal Compulsion
Utility Ritual
Level 2+ Enchantment
Domain: Nature
Range: 30' or 30' Cone or Touch Duration: Concentration
You exert your will over animals, compelling them to your bidding. This spell can be cast as a spell or a ritual. When cast as a spell, select an animal with no more than 30 hit points within range. It is paralyzed. At the start of its turn, the target can attempt to end this effect.
At each spell level above 2nd, an additional creature can be targeted for paralysis. When used in this fashion, the spell is often called Hold Animal.
Alternatively, when you cast this spell as a spell, you can perform a fascinating song or dance. Roll 2d4 per spell level and multiply by 4. This many hit points worth of animals in a 30' cone are facinated, in order of lowest hit points first. While fascinated, targets take no actions except to follow you if you so wish. Physical jarring or damage of any sort ends this effect. When used in this fashion, the spell is often called Snake Charm.
If you cast this spell as a ritual, you compel a tiny natural animal in range to travel to a location known to you, bearing some message you teach or tie to it. The animal waits there until the message is taken or 1 day per level passes, at which point it resumes its normal activities. When used in this fashion, this spell does not require concentration and is often called Animal Messenger.
Divine Component: A morsel of food the animal likes

Barkskin
Buff Ritual
Level 2 Transmutation
Domain: Nature
Range: Touch Duration: 1 hour
You turn skin as tough and thick as bark. Touch a creature. It gains 2 damage reduction against bludgeoning, piercing, and slashing. At level 7, increase this damage reduction to 3. This effect does not stack with damage reduction from armor.

Spider Climb
Movement Ritual
Level 2 Transmutation
Domain: Nature
Range: Touch Duration: Concentration, up to 1 hour
You grant the ability to cling to any surface. Touch a creature. It gains the ability to traverse any surface, veritical or horizontal, even upside down. In addition, the target treats webs as normal surfaces, and pulling the target from a wall or ceiling is as difficult as it would be to lift them completely from the ground.
If you cast this spell with a spell point or spell slot, it does not require concentration. You can also cast this spell as a ritual without concentration, though the target must employ bare hands and bare feet to gain its benefit.
Arcane Component: A drop of bitumen and a live spider, both eaten by the target

Summon Swarm
Hybrid Spell
Level 2+ Conjuration
Domain: Nature
Range: 30' Duration: Concentration + 2 rounds
A swarm of viscous vermin coalesces at your command. Select a creature or space you can see within range. The target or creatures in that space takes 3d4 + 3 piercing damage at the start of their next turn. A creature can spend an attack to fight off this swarm. If it does so, it takes only 1 point of damage piercing damage at the start of its next turn. Otherwise, it takes the spell's normal damage at the start of its next turn.
You must spend an attack on your turn to maintain concentration on this spell. The swarm this spell summons is made up of natural creatures such as rats, bats, spiders, or insects, which can be dispersed by effects that would disperse such creatures.
At each spell level above 2nd, you can target an additional creature with this spell.
Arcane Component: A square of red cloth

Warp Wood
Utility Ritual
Level 2 Transmutation
Polymorph vs. Strength
Domain: Nature
Range: 30'
You call upon the spirit of a tree to change its lumber to suit your needs. Select up to one small or smaller non-magical wooden objects per level within range to warp, bend, or straighten. By means of this spell, you can render spears useless, open and seal shut doors, or crack a hole in a boat.
Larger objects can be affected by treating a medium object as two small objects, a large object as four, a huge object as eight, a gargantuan object as sixteen, and a colossal object as thirty-two. A creature in possession of a target can attempt to resist this spell's effect.

Dominate Animal
Control Spell
Level 3+ Enchantment
Compulsion vs. Charisma
Domain: Nature
Range: 30' Duration: Concentration
You take the reigns on an animal's mind. Select an animal of up to 10 hit points per spell level that you can see within range. Once per round when the target takes a turn, you can force it to act as you desire. The target can attempt to end this control at the end of a turn in which its actions have been dominated. If you force the target to take a suicidal action, it can attempt to resist prior to doing so.

Magic Circle
Buff Ritual
Level 3 Abjuration
Domain: Astral, Freedom, Nature, Protection
Range: Touch, 20' Sphere Duration: (varies)
You wrap someone in a sphere of magic. Touch a willing creature and invoke a spell you can cast of a level lower than this spell's, or a level lower than your number of odd levels if you cast this spell as a ritual. This invoked spell must also have a duration, a range of touch, and target a willing creature. In addition, if you cast this spell as a ritual, the invoked spell must be a ritual. The invoked spell affects the target, the space around it in a 20' sphere, and creatures in that area when the spell is cast. Thus, a protection from undead spell would prevent a summoned undead creature from both interacting with creatures in the are and the area itself.
If the invoked spell's effects are constrained by usage, such as protection from normal missile's maximum damage negation, that constraint is shared amongst affected creatures. A creature who leaves the area and later returns regains this spell's benefits, but creatures who enter the area after the spell is cast do not. This spell uses the invoked spell's duration, including concentration requirements.
Divine & Arcane component: Runes of powdered silver drawn through the air

Plant Growth
Control Spell
Level 3+ Transmutation
Divine vs. Dexterity
Domain: Nature
Range: 300', 10' per spell level Wall Duration: Concentration or permanent
At your word, vegetation erupts. A 10' thick and high wall made of plants bursts into being in the area. Diminutive, Tiny, Gargantuan, and Colossal creatures treat this area as difficult terrain. Others treat it as impassible. Creatures in the area when this spell is cast who resist can move to a square adjacent the effect. Otherwise, they find themselves trapped within it. This wall is made up of local flora, which could range from moss and mushrooms to grass and trees, and a creature can attack a space equal to their size to turn it into difficult terrain as a full round action. A creature within the wall must clear the space it is in in order to clear another square.
If this spell is cast in a naturally vegetated area, such as a forest, its area doubles and its duration becomes permanent without reservation of the resource used to cast it.
If you spend 8 hours casting this spell, you can instead cause plants within range to double their productivity in their next bearing season.

Tree
Utility Ritual
Level 3 Transmutation
Domain: Nature
Range: Personal Duration: 1 hour per level
You turn yourself into a tree. You, along with the items you carry, polymorph into a small tree, shrub or broken tree trunk. You cannot move or speak in this form but you become immune to critical hits and are able to observe in every direction with all of your senses. If your hit points are reduced to 0 or less, this spell ends.

Hallucinatory Terrain
Utility Ritual
Level 4 Illusion
Glamer vs. Intelligence
Domain: Nature
Range: Sight, 30' per level Sphere Duration: Permanent
You make one type of terrain look, sound, and smell like another. Open fields could be made to resemble a swamp, a road a crevasse, and a pond a hill. Structures, equipment, and creatures within the area are not disguised by this illusion, though they may be concealed. Creatures who interact with a false aspect of this illusion can attempt to see through the effect.

Plant Door
Utility Ritual
Level 4 Transmutation
Domain: Nature
Range: Touch Duration: 10 minutes per level
You open a passage inside a plant. Touch a plant or plant group large enough in size to encompass you, such as a large walnut tree, a cluster of brambles, a large section of alder roots, or a copse of ash trees. A doorway forms in the target or between its growth. You and any fey creature can slip inside and either hide within or move through this fey road to exit from another plant or plant group within 10' per level. If the target takes damage while a creature is hiding within it or passing through it, the creatures takes the same damage. If the target is uprooted, cut down, or otherwise destroyed, any creature within it is ejected into the area it occupied.
If you cast this spell using spell points or a spell slot, creatures who form an unbroken line of contact with you when you touch the target (such as by holding hands) can enter the plant door as well.

Repel Vermin
Buff Ritual
Level 4 Abjuration
Abjuration vs. Wisdom
Domain: Nature, Protection
Range: Personal, 20' Sphere Duration: Concentration, up to 10 minutes per level
You form an invisible barrier against undesirable creatures. Insects, spiders, worms, rats, bats, and other verminous within the area are expelled and take 2d6 true damage, and those outside of the area cannot enter it. Vermin with more hit points than your maximum can attempt to resist this effect. If they do, the can enter the area but take 2d6 true damage when they do so and if they end their turn in it.
This spell ends if you attempt to force a creature affected by it into its area.

Sticks to Snakes
Hybrid Spell
Level 4+ Transmutation
Polymorph vs. Constitution
Domain: Nature, Trickery
Range: 100' Duration: Concentration
You transmute sticks into snakes. Select 2 non-magical wooden objects per spell level within range. If the targets are stick-like, such as twigs, staves, spear hafts, arrow shafts, branches, or the like, they are polymorphed into snakes. Once per turn as part of your turn, you can direct each target of this spell within range. Snakes created by this spell have a speed of 10' per spell level, use your rank in this spell for attempts, possess a bite attack that deals 1d4 + 1 poison and piercing damage, and are slain by a successful attack.
If a creature is in possession of a target when it is polymorphed, the target automatically hits with its first attack. When this spell ends or when a target is slain, it reverts to its original form, remaining destroyed if it was.
This spell can be reversed. If it is, it turns 2 medium or smaller snakes within range into sticks. If a targeted snake is intelligent, it can attempt to resist this effect.
Divine Focus: Sticks, stick-like objects, or snakes

Awaken
Utility Ritual
Level 5 Transmutation
Domain: Nature
Range: Touch Duration: Permanent
You awaken nature into sentience. After spending a day in preperation, touch a plant or animal. The target generates human-like Intelligence, Wisdom, and Charisma scores. In addition, it gains human-like senses and the ability to move its body if it lacked such previously. Finally, the target learns one language you speak, plus an additional language per Intelligence bonus if it possesses any.
The target is initially friendly toward you. Once this spell is cast, you cannot end it. The resources used to cast it remain reserved while the awakened creature remains alive.

Insect Plague
Control Spell
Level 5 Conjuration
Domain: Darkness, Nature
Range: 600', 60' Cloud Duration: Concentration
You call down a plague of insects to devour vegetation and flesh. Creatures and objects in the area that are composed of organic matter other than wood take 2d6 piercing damage when this spell is cast, when they speak, and if they end their turn in the area. In addition, the area becomes difficult terrain, everything in it is totally concealed, and creatures within are blinded and defeaned.
The cloud is made up of summoned, living insects that are not replaced when killed. Anything that would affect a mass of such creatures, including spells like gust of wind or fireball, can impact the location and existence of the cloud.
Divine Component: A few granules of sugar, grain, and a smear of fat.

Tree Stride
Movement Ritual
Level 5 Conjuration
Domain: Nature
Range: 300' per level Duration: 1 hour per level
You turn trees into fey passageways. Touch a living tree with a girth large enough to encompass you. You are drawn inside and can instantly step out of another tree within range. As an action, you can repeat this effect. If you use this spell to move as quickly as possible through a forest, it results in a speed of half a mile per minute per level. Thus, a 10th level druid could travel 5 miles per minute or 300 miles per hour, provided an expanse of trees large enough were available.
You can use this spell to rest or pass time in a tree. However, if you are in a tree when it is damaged, you take the same damage. If the tree is uprooted, cut down, or otherwise destroyed, you are ejected into the area it occupied. When this spell ends, you are ejected from the tree you are within.

Wall of Thorns
Utility Spell
Level 5 Conjuration
Conjuration vs. Dexterity
Domain: Nature
Range: 100', 100' Wall Duration: 1 hour
A tangle of vines and branches set with needle-sharp thorns bursts into being at your command. This 10' wide, 10' high wall is difficult terrain and deals 1d10 plus 15 piercing damage to creatures in the area when this spell is cast who do not resist, as well as those who enter into a square of the area. The area is treated as extremely difficult terrain, costing creatures 20' of movement to travel 5'. As an action, a creature can attempt to destroy an adjacent area of the wall equal to its space. Unless critically successful, the destroyed area remains difficult terrain. If critically unsuccessful in this attempt, the creature takes damage as if it moved into the area.
The wall is natural green wood and can be fully cleared safely at a rate of 1 foot per 10 minutes. Normal fire is not effective enough to make a difference on the wall, though extraordinarily powerful or magical fire can burn away the barrier in 10 minutes.

=Ritual Scaling Spell
Top
Protection
Resistance
Buff Cantrip/Orison
Level 0 Abjuration
Domain: Knowledge, Protection
Range: Touch Duration: 1 hour
You are capable of laying stalwart defenses on those you wish to protect. Designate a defense and touch a creature. The target gains a +1 rank bonus on its next use of that defense.
You can only have one instance of this spell active at a time.

Spiritual Hammer
Damage Orison
Level 0 Evocation
Force
Domain: Justice, Protection, War
Range: 30' Ray
Those who name themselves your foes face divine pain. You can hurl a force like a hammer from your hand. A creature hit by it takes 1d6 + 1 force damage. A creature missed by it still feels a prickling like hackled neck hair.

Virtue
Buff Orison
Level 0 Transmutation
Domain: Justice, Life, Protection
Range: Touch Duration: 1 hour
Your blessings are divine enough to provide physical fortification. You can touch a target and grant it temporary hit points equal to your level.
You can only have one instance of this orison active at a time.

Magic Vestment
Enchanting Ritual
Level 1 Transmutation
Domain: Protection
Range: Touch Duration: Permanent
You imbue an item with divine protection. Touch a non-magical article of clothing, a suit of armor, or a shield. It becomes Enchanted +1. At 5th level, you can target a magical article of clothing, suit of armor, or shield with this spell, increasing its enchantment to a total bonus of +2. At 10th level and every 5 levels thereafter you can grant the target an additional +1, to a maximum single-item bonus of +5.

Protection from Outsiders
Buff Ritual
Level 1 Abjuration
Domain: Freedom, Light, Protection
Range: Touch Duration: 10 minutes per level
You lay a ward on a creature to protect it from a type of outsider*. The creature you touch gains a +1 rank bonus on defenses against such creatures. In addition, the target cannot be mentally controlled or possessed by such creatures and conjured or summoned creatures of this type cannot physically interact with the target.
You can cast this spell using concentration. If you do, or if you cast it using a spell point or spell slot, it grants advantage on defenses rather than a rank bonus.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Sanctuary
Buff Spell
Level 1 Abjuration
Abjuration vs. Charisma
Domain: Freedom, Life, Protection
Range: Touch Duration: Concentration
You bless one in need of protection with divine sanctuary. Touch a creature or object no larger than 5 cubic feet. Creatures attempting to attack the target directly must resist this spell in order to do so. If the target makes an attack or casts a harmful spell this effect ends.

Shield of Faith
Buff Ritual
Level 1 Abjuration
Domain: Light, Protection
Range: Touch Duration: 10 minutes per level
You lay a blessing of stalwart protection on one in need. Touch a creature. It becomes Adept in parrying melee and ranged attacks and blocks an additional attack on a limited or better success when defending against multiple attacks.
At 5th level and every 5 levels thereafter increase the rank granted by this spell by 1.
Divine Component: A bit of scripture written on parchment

Resist Elements
Buff Ritual
Level 2 Abjuration
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
Your touch wards off harmful elements. Touch a creature. It gains resistance to damage of the spell's type*.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name changes to match this selection.

Shield Other
Buff Ritual
Level 2 Abjuration
Domain: Protection, Life
Range: 30' Duration: 1 hour per level
You extend divine protection to another. Select a creature you can see within range other than yourself. It gains a +1 rank bonus to Dodge and Parry. In addition damage dealt to the target is reduced by half and you take the amount this spell reduces as true damage.
If you cast this spell using a spell point or spell slot, you can do so at any time with only an utterance. However, if you are not both wearing the focus, the duration becomes Concentration.
This spell ends if you or the target move out of range of each other.
Divine Focus: A pair of platinum rings worth at least 50 gp each worn by you and the target.

Spiritual Weapon
Damage Spell
Level 2+ Evocation
Force
Domain: Justice, Protection, War
Range: 60' Ray Duration: 1 minute
At your gesture, a translucent weapon appears. This weapon takes a form of your desire and once per turn as part of your turn, you can hurl it at a target. A creature it strikes takes 1d8 + 1 force damage per even spell level, or half this damage on a limited success.

Wyvern Watch
Utility Ritual
Level 2 Abjuration
Abjuration vs. Dexterity
Domain: Astral, Protection, Trickery
Range: 100', 20' Sphere Duration: 8 hours
You bring forth an insubstantial haze resembling a wyvern to act as your guard. Specify a passphrase of up to three words. If a corporeal creature the size of a mouse or larger enters the area without speaking the passphrase, you are mentally notified of the trespass (and awoken if sleeping) and the wyvern attacks. If the attack hits, the target is paralyzed for one round per level and this spell ends. If it misses, the wyvern repeats the attack at the start of your turns until it hits or until the target is no longer in the area. A creature with more hit points than your maximum that is paralyzed by this spell can attempt to end this effect at the start of its turns.
Because of the insubstantial nature of this wyvern, in shadowy or low light conditions creatures have disadvantage noticing its presence.

Glyph of Warding
Hybrid Ritual
Level 3 Abjuration
(varies) vs. Dexterity
Domain: Knowledge, Protection, Trickery, War
Range: Touch Duration: Permanent
You trace out a glyph that forms a discerning trap. Touch an object and specify a trigger, such as stepping on the target, passing near it, opening it, or lifting it. If you wish, also specify limiting factors such as creature type, physical characteristics, or alignment. Finally, you can specify a password of up to five syllables. A creature that meets this spell's limiting factors and triggers the target without speaking the password unleashes the effects of this spell.
The glyph either delivers a spell you have cast into it or explodes. An exploding glyph detonates in a 15' sphere centered on the triggering creature. Creatures in this area take 1d8 damage per odd level you possess of a damage type you specify, or half that if they resist.
A spell glyph delivers a spell you or another creature or item deliver into this spell at the time of casting it. This triggered spell can be of a level up to the number of odd levels you possess and must be capable of targeting a creature or an area. If it targets a creature, it targets the triggering creature. If it targets an area, the area is centered on the triggering creature and any effects that are capable of additional targeting, such as a summoned monster, target the triggering creature.
This spell uses divine detection for its trigger and thus effects such as invisibility cannot deceive it. However, effects that disguise or hide a creature from detection or alter its nature can. This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reactivate it after an hour with a touch or allow it to reset automatically after 24 hours.
Divine Focus: Incense
Preservative: Powdered diamond sprinkled over the glyph worth 200 gp x the number of damage dice or the implanted spell's level x the number of damage dice or the implanted spell's level

Magic Circle
Buff Ritual
Level 3 Abjuration
Domain: Astral, Freedom, Nature, Protection
Range: Touch, 20' Sphere Duration: (varies)
You wrap someone in a sphere of magic. Touch a willing creature and invoke a spell you can cast of a level lower than this spell's, or a level lower than your number of odd levels if you cast this spell as a ritual. This invoked spell must also have a duration, a range of touch, and target a willing creature. In addition, if you cast this spell as a ritual, the invoked spell must be a ritual. The invoked spell affects the target, the space around it in a 20' sphere, and creatures in that area when the spell is cast. Thus, a protection from undead spell would prevent a summoned undead creature from both interacting with creatures in the are and the area itself.
If the invoked spell's effects are constrained by usage, such as protection from normal missile's maximum damage negation, that constraint is shared amongst affected creatures. A creature who leaves the area and later returns regains this spell's benefits, but creatures who enter the area after the spell is cast do not. This spell uses the invoked spell's duration, including concentration requirements.
Divine & Arcane component: Runes of powdered silver drawn through the air

Nondetection
Scrying Ritual
Level 3 Abjuration
Domain: Freedom, Protection, Trickery
Range: Touch Duration: 1 hour per level or 24 hours
You lay a ward against detection. Touch an object or creature. It becomes untargetable by detection and location spells, as well as any other form of scrying.
You can extend the duration of this spell to 24 hours by sprinkling 50 gp of diamond dust over the target.

Protection from Elements
Buff Ritual
Level 3 Abjuration
(varies)
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
You lay down a powerful ward of elemental protection. Touch a creature. It gains immunity to damage of the spell's type*. Once this spell has absorbed 10 hit points per level of such damage, this effect ends.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name and type changes to match this selection.

Wind Wall
Utility Spell
Level 3 Evocation
Wind vs. Strength
Domain: Air, Protection
Range: 100', 20' per spell level Wall Duration: Concentration
You call forth a roaring wall of wind. An invisible curtain of vertically rushing hurricane-force wind springs up in the area. This wall is 10' high per spell level and 2' thick. Passing through the wall is difficult. Walking creatures of tiny or smaller size, flying creatures of small size or smaller, and gaseous creatures cannot pass through the area and lose their movement and must resist or fall prone if they try. Gases, including gaseous breath weapons, and objects of small or smaller size, such as arrows, are also rebuffed. Walking creatures of small or larger size must resist this spell in order to pass through, as must any form of attack. Creatures that resist this spell may still have loose articles of clothing or items torn from their person.
Arcane Component: A tiny fan and an exotic feather.

Death Ward
Buff Ritual
Level 4 Necromancy
Domain: Death, Life, Protection
Range: Touch Duration: 10 minutes per level
Your blessing wards off the touch of death. Touch a creature. It becomes immune to all death spells and magical death effects, including immediately destructive spells such as slay living and phantasmal killer. In addition, the target becomes immune to level drain and hero's surge drain and any such effects on the target are ended.

Repel Vermin
Buff Ritual
Level 4 Abjuration
Abjuration vs. Wisdom
Domain: Nature, Protection
Range: Personal, 20' Sphere Duration: Concentration, up to 10 minutes per level
You form an invisible barrier against undesirable creatures. Insects, spiders, worms, rats, bats, and other verminous within the area are expelled and take 2d6 true damage, and those outside of the area cannot enter it. Vermin with more hit points than your maximum can attempt to resist this effect. If they do, the can enter the area but take 2d6 true damage when they do so and if they end their turn in it.
This spell ends if you attempt to force a creature affected by it into its area.

Spell Immunity
Buff Spell
Level 4+ Abjuration
Domain: Protection, War
Range: Touch Duration: 1 hour
Your blessing protects from magic. Successfully touch a creature and specify a spell of a level equal to or lower than this spell's level. The target cannot be affected in any fashion by the designated spell.

Stoneskin
Buff Spell
Level 4 Abjuration
Domain: Earth, Protection
Range: Touch Duration: Concentration, up to 1 hour
You make skin turn tough as impenetrable stone. Touch a creature. It gains immunity to slashing, piercing, and bludgeoning damage. If the target is hit by an attack that would deal slashing, piercing, or bludgeoning damage of 7 or more, they make a luck check. If the result is unlucky or if the attack was made by a weapon of +3 or greater enchantment, after absorbing the attack the effect ends.
Arcane & Divine Component: 100 gp worth of diamond dust, sprinkled over the target

False Vision
Scrying Ritual
Level 5 Illusion
Domain: Knowledge, Protection, Trickery
Range: Touch Duration: Permanent
You cast forth trickery capable of deceiving all divination. Touch a creature, object, or enclosed area of up to 5 cubic feet per level. When, location, detection, or scrying attempts are made on the target, you become immediately aware and can return a false image or response that you specify when this spell is cast, or you can concencentrate to provide whatever false result you desire.
Preservative (enclosed area only): 500 gp worth of jade dust per 5 cubic feet, sprinkled over the area

Hallow
Utility Ritual
Level 5 Evocation
Domain: Darkness, Light, Protection
Range: Touch, 80' Cloud Duration: Permanent
You sanctify a space as hallowed to your divine patron. Touch the center of a space you have spend 24 uninterrupted hours consecrating and specify a type of outsider. Such creatures cannot enter or be conjured, summoned, raised, or created within the area, nor can they exert mental control or possession there. In addition, other creatures within the area gain a +1 rank to defenses against these outsiders and make rebuke attempts against them with advantage.
Along with this protection, a divine spell you can cast can be applied to the area. This spell must be able to target an area or other creatures, and have a continuous, unresistable effect such as silence, aid, or faerie fire. The applied spell remains in effect on creatures of your choice within the area as long as hallow does.
The area of this spell can be shaped to your will, so long as its volume remains the same. Thus, you can warp it to better cover a sanctuary that is long and narrow, T-shaped, etc.
Divine Component: 1000 gp of sacred herbs, oils, and incense applied to the area
Preservative: 1000 gp of sacred herbs, oils, and incense per level of the applied spell, or 500 gp worth of such components if no spell is applied

Spell Resistance
Buff Ritual
Level 5 Abjuration
Domain: Protection, Knowledge
Range: Touch Duration: Concentration, up to 1 minute per level
You lay down a ward against magic. Touch a creature. Its defenses against spells become reliable.
If you cast this spell using spell points or a spell slot, it last for 10 minutes and does not require concentration.

Wall of Stone
Control Spell
Level 5+ Evocation
Domain: Earth, Protection
Range: 200', 10' per spell level Wall Duration: Permanent
You magic into being a creation of stone. Create a 5' high structure supported from surrounding earth or stone. Creatures in the area when this spell is cast are pushed out to an adjacent space they choose. The wall is two inches thick at spell level 5, three at 7 and four at 9. Each 5 foot square of the wall has 15 hit points per inch of thickness and resists physical damage. The wall can be made taller or thicker by sacrificing corresponding length. It does not need to be created vertically, however, it does need to be attached to support points. I.e. a bridge needs to be buttressed and permanently anchored to either side of the gap it spans. Adding custom work such as buttressing or arrow loops reduces the wall's length by half.
Arcane Component: A small block of granite

=Ritual Scaling Spell
Top
Trickery
Affect Normal Fires
Utility Cantrip/Orison
Level 0 Transmutation
Domain: Darkness, Fire, Trickery
Range: 60', 5' Sphere
Fire obeys your bidding. You alter the intensity of a non-magical fire within the area, extinguishing it, reducing its flames to coals, turning it to a raging inferno, or anything in between.
Alternatively, you can turn the fire magical, causing it to cast twice the light without burning faster or hotter or doubling the heat without burning brighter or faster. When you do so, the duration becomes Concentration, or you can spend a Hero's Surge to make the effect permanent.
Focus: A fire
Preservative: 10 gp of gold dust sprinkled over the fire

Flare
Control Cantrip/Orison
Level 0 Illusion
Figment vs. Intelligence
Domain: Trickery
Range: 30'
You are capable of producing audacious magic on whim. Select a creature you can see within range. Figments of light flare into its eyes. If it does not resist, until the end of its next turn it suffers a -1 rank penalty on its attempts on a normal success, disadvantage on a major, or is blinded on a critical. Even on a miss, the target is left blinking its eyes.
The target can spend an attack to end this cantrip's effects.

Cause Fear
Control Spell
Level 1+ Necromancy
Fear vs. Wisdom
Domain: Death, Trickery
Range: 30' Duration: Concentration
You unleash a terrible fear upon a foe. One creature of your choice per spell level within range spends its turns moving away from you in the fastest and safest manner possible. A target with more than 1d8 hit points per spell level can spend an attack to attempt to end this effect.
This spell can be reversed to remove a fear effect from a target, and is referred to as Remove Fear when doing so.
Arcane Component: A bit of bone from an undead creature

Doom
Control Spell
Level 1+ Enchantment
Fear vs. Wisdom
Domain: Darkness, Justice, Trickery
Range: 100' Duration: Concentration
You condemn a foe to doom. Select a creature you can see within range. The target suffers disadvantage on all checks. If the target has more than 20 hit points per spell level, it can spend an attack to attempt to end this effect without disadvantage.
For each spell level higher than one, you can target an additonal creature with this spell. If you do, divide the hit points required to resist by the number of creatures targeted.

Hide from Outsiders
Buff Ritual
Level 1 Abjuration
Abjuration vs. Wisdom
Domain: Darkness, Freedom, Trickery
Range: Touch Duration: 10 minutes per level
Your touch hides a creature from outsiders of this spell's type*. The target becomes imperceptible to such outsiders, though those that possesses more hit points than your maximum and come within 15' of the target can attempt to resist this effect.
This spell ends if the target interacts with a creature it is hidden from.
*When you prepare or spontaneously cast this spell, select an outsider type. The spell's name changes to match this selection.

Obscuring Mist
Control Ritual
Level 1 Conjuration
Domain: Air, Trickery, Water
Range: 0', 40' Cloud Duration: 1 minute
A dense mist pours from you, filling the area and making vision difficult. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 20' or more of cloud between them are totally concealed from each other.
In strong winds, at the end of each of your turns, make a luck roll. If the result is unlucky, the mist is dispersed. In very strong winds, it is automatically dispersed at the end of your next turn.
If you prepare this spell or cast it spontaneously, you can cast it at any time with only an utterance.

Pass Without Trace
Movement Ritual
Level 1 Enchantment
Domain: Earth, Trickery
Range: Touch Duration: 1 hour per level
Your blessing allows for an untraceable getaway. Touch one or more creatures. Their movement does not leave naturally occurring tracks or scents, making tracking impossible without magical means. If you touch multiple creatures, the effect's duration is divided amongst all targets.
Divine Component: A leaf of mistletoe (burned and scattered) and a sprig of pine or evergreen

Darkness
Control Spell
Level 2 Evocation
Domain: Darkness, Trickery
Range: 100', 30' Sphere Duration: 10 minutes
Your word invokes a flood of absolute black. Magical darkness fills the area, so consuming even darkvision and infravision cannot penetrate it. Only magical light of an equivalent or greater spell level is capable of piercing it.
You can target an object with this spell. If you do, it sheds the darkness like a torch sheds light, and thus can be blocked by completely covering it in something like a barrel or a sheath.
This spell negates the Continual Light spell and all other light spells of 2nd level or lower. It requires no somatic component.
Arcane Component: A bit of bat fur and either a drop of pitch or a piece of coal

Silence
Utility Spell
Level 2+ Illusion
Glamer vs. Charisma
Domain: Trickery
Range: 400', 30' Cloud Duration: Concentration
Your decree commands absolute quiet. Choose to target an area or a creature within the area. If you target an area, silence afflicts the area, stopping all sound from entering, passing through, or originating. Spells requiring verbal components cannot be cast within the area and auditory-based attacks or effects are ineffective.
If you target an creature, it and its possessions stop producing noise, though it remains able to hear. An unwilling target can spend an attack to attempt to end this effect.
For each spell level above 2nd you can target an additional creature with the creature-silencing effect.

Wyvern Watch
Utility Ritual
Level 2 Abjuration
Abjuration vs. Dexterity
Domain: Astral, Protection, Trickery
Range: 100', 20' Sphere Duration: 8 hours
You bring forth an insubstantial haze resembling a wyvern to act as your guard. Specify a passphrase of up to three words. If a corporeal creature the size of a mouse or larger enters the area without speaking the passphrase, you are mentally notified of the trespass (and awoken if sleeping) and the wyvern attacks. If the attack hits, the target is paralyzed for one round per level and this spell ends. If it misses, the wyvern repeats the attack at the start of your turns until it hits or until the target is no longer in the area. A creature with more hit points than your maximum that is paralyzed by this spell can attempt to end this effect at the start of its turns.
Because of the insubstantial nature of this wyvern, in shadowy or low light conditions creatures have disadvantage noticing its presence.

Glyph of Warding
Hybrid Ritual
Level 3 Abjuration
(varies) vs. Dexterity
Domain: Knowledge, Protection, Trickery, War
Range: Touch Duration: Permanent
You trace out a glyph that forms a discerning trap. Touch an object and specify a trigger, such as stepping on the target, passing near it, opening it, or lifting it. If you wish, also specify limiting factors such as creature type, physical characteristics, or alignment. Finally, you can specify a password of up to five syllables. A creature that meets this spell's limiting factors and triggers the target without speaking the password unleashes the effects of this spell.
The glyph either delivers a spell you have cast into it or explodes. An exploding glyph detonates in a 15' sphere centered on the triggering creature. Creatures in this area take 1d8 damage per odd level you possess of a damage type you specify, or half that if they resist.
A spell glyph delivers a spell you or another creature or item deliver into this spell at the time of casting it. This triggered spell can be of a level up to the number of odd levels you possess and must be capable of targeting a creature or an area. If it targets a creature, it targets the triggering creature. If it targets an area, the area is centered on the triggering creature and any effects that are capable of additional targeting, such as a summoned monster, target the triggering creature.
This spell uses divine detection for its trigger and thus effects such as invisibility cannot deceive it. However, effects that disguise or hide a creature from detection or alter its nature can. This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reactivate it after an hour with a touch or allow it to reset automatically after 24 hours.
Divine Focus: Incense
Preservative: Powdered diamond sprinkled over the glyph worth 200 gp x the number of damage dice or the implanted spell's level x the number of damage dice or the implanted spell's level

Meld into Stone
Utility Ritual
Level 3 Transmutation
Domain: Earth, Trickery
Range: Personal Duration: 1 hour per level
You step inside a block of stone. Touch a stone object large enough to contain your body and possessions in all three directions. You meld into it. While in the stone, you are aware of the passage of time, can hear, can rest, and can cast spells on yourself. If the stone is changed or damaged to the point where you no longer fit, you are expelled and take 4d8 true damage. If the stone is destroyed, you are expelled and suffer this same damage plus enough additional damage to reduce you to -1 hit points, if your hit points are not negative already.

Nondetection
Scrying Ritual
Level 3 Abjuration
Domain: Freedom, Protection, Trickery
Range: Touch Duration: 1 hour per level or 24 hours
You lay a ward against detection. Touch an object or creature. It becomes untargetable by detection and location spells, as well as any other form of scrying.
You can extend the duration of this spell to 24 hours by sprinkling 50 gp of diamond dust over the target.

Contagion
Hybrid Spell
Level 4+ Necromancy
Disease vs. Constitution
Domain: Darkness, Death, Trickery
Range: Touch Duration: Permanent
You unleash a terrible disease. Your successful touch of a creature weakens it and reduces its current and maximum hit points by 1d10 per spell level.
A target with more hit points than 10 per spell level can spend an attack to attempt to end this spell's effects, as can a target that takes a long rest. If this attempt results in a failure, roll 2d6 and apply an additonal effect as follows (on a critical failure, roll 2d6 twice): On a 2-3, the target is additionally rendered mute. On a 4-5, it is slowed. On a 6-8, it is deafened. On a 9-11, it is dazed. On a 12, it is blinded. If the target rolls an effect it is already suffering from, it instead reduces its current and maximum hit points by an additional 1d10.
Any creature that comes into physical contact with the target other than you must resist this spell or be afflicted by it.

Imbue with Spell Ability
Utility Spell
Level 4+ Evocation
Domain: Knowledge, Trickery
Range: Touch Duration: Permanent
You grant another access to your divine magic. Touch a creature with a Wisdom score of at least 9 and choose a 1st level divine spell˜of the abjuration, divination, or conjuration school that you can cast.˜The target gains the ability to cast this spell, so long as it is capable of delivering all the components of the granted spell (verbal, somatic, and material, if the spell requires). The target utilizes your caster level and modifiers when casting the granted spell. After casting the granted spell, this spell ends.
At each spell level above 4th, increase the level of the spell you can grant with this spell by one, and gain the option to grant multiple spells whose total spell levels do not exceed the maximum spell level you can grant.

Polymorph
Utility Spell
Level 4 Transmutation
Polymorph vs. Constitution
Domain: Trickery
Range: 50' Duration: Concentration, up to 1 hour
You transform someone. Select a creature you can see within range and choose a creature form with hit dice equal to or less than the target's. The target is polymorphed into the chosen form, experiencing the following effects:
1. Any gear the target possessed that its new form cannot wear or carry is melded into its new form, becoming nonfunctional.
2. The target gains a secondary hit point pool of an average specimen of its new form.
3. The target uses the new form's average Strength, Constitution, and Dexterity ranks.
4. The target loses all features (such as elemental or spell resistance) and abilities (such as breath weapon, gaze, and spellcasting) of its original form and gains all non-magical abilities (such as winged flight) and features (such as elemental or spell resistance) of the new form.
If the target is unwilling, it can attempt to resist this spell. If it resists with normal success, it is only polymorphed until the end of its next turn. If it resists with major success, it is only polymorphed until the start of its next turn. If the target is unwilling and has more than 150 hit points, it can spend an action to attempt to end this effect. If the target has the ability to shape-change, it can leave this form at any time.
This effect also ends if the target's secondary hit point pool is reduced to 0 or fewer hit points, with excess damage being applied to its primary hit point pool.
Arcane Component: An empty cocoon

Sticks to Snakes
Hybrid Spell
Level 4+ Transmutation
Polymorph vs. Constitution
Domain: Nature, Trickery
Range: 100' Duration: Concentration
You transmute sticks into snakes. Select 2 non-magical wooden objects per spell level within range. If the targets are stick-like, such as twigs, staves, spear hafts, arrow shafts, branches, or the like, they are polymorphed into snakes. Once per turn as part of your turn, you can direct each target of this spell within range. Snakes created by this spell have a speed of 10' per spell level, use your rank in this spell for attempts, possess a bite attack that deals 1d4 + 1 poison and piercing damage, and are slain by a successful attack.
If a creature is in possession of a target when it is polymorphed, the target automatically hits with its first attack. When this spell ends or when a target is slain, it reverts to its original form, remaining destroyed if it was.
This spell can be reversed. If it is, it turns 2 medium or smaller snakes within range into sticks. If a targeted snake is intelligent, it can attempt to resist this effect.
Divine Focus: Sticks, stick-like objects, or snakes

False Vision
Scrying Ritual
Level 5 Illusion
Domain: Knowledge, Protection, Trickery
Range: Touch Duration: Permanent
You cast forth trickery capable of deceiving all divination. Touch a creature, object, or enclosed area of up to 5 cubic feet per level. When, location, detection, or scrying attempts are made on the target, you become immediately aware and can return a false image or response that you specify when this spell is cast, or you can concencentrate to provide whatever false result you desire.
Preservative (enclosed area only): 500 gp worth of jade dust per 5 cubic feet, sprinkled over the area

Symbol of Sleep
Control Spell
Level 5 Enchantment
Compulsion vs. Charisma
Domain: Trickery
Range: 60' Duration: Permanent
You enchant a symbol capable of sending others into a catatonic state. Touch a large, clearly-visible rune you have spent 10 minutes inscribing into a solid surface such as a floor, door, arch, or wall, then specify a password of up to nine syllables and a trigger. A trigger can be something general, such as touching the symbol, walking beneath the symbol, or looking at the symbol, and it can be further limited by specifying a triggering creature type, name, deity of worship, or similar selection criteria.
Provided the symbol is not covered or obscured, when the trigger is met by a creature that does not speak the password, the symbol is activated in a brilliant glow of light. Creatures within range that have line of sight to the symbol and less than 40 hit points and do not speak the password fall unconcious 1 hour.
If you have made this spell permanent through a preservative, you can reactivate the symbol 1 hour after it was triggered by touching it. Otherwise, it reactivates automatically at the dawn of the next day.
Arcane Component: Mercury and phosphorus
Preservative: 1000 gp of powdered diamond and opal

=Ritual Scaling Spell
Top
War
Inflict Minor Wounds
Damage Orison
Level 0 Necromancy
Necrotic
Domain: Death, War
Range: Touch
A brush of your fingers is capable of tearing open wounds. Your successful touch deals 1d8 + 1 necrotic damage.
Touching an undead creature instead allows it to spend a hero's surge.

Spiritual Hammer
Damage Orison
Level 0 Evocation
Force
Domain: Justice, Protection, War
Range: 30' Ray
Those who name themselves your foes face divine pain. You can hurl a force like a hammer from your hand. A creature hit by it takes 1d6 + 1 force damage. A creature missed by it still feels a prickling like hackled neck hair.

Bane
Control Spell
Level 1 Enchantment
Domain: Darkness, Justice, War
Range: 30' Duration: Concentration
You call down bane upon your foes. Creature you choose within the range suffer a -1 rank penalty to attacks and defenses against fear effects. After casting this spell, you can make an attack.

Bless Weapon
Enchanting Ritual
Level 1 Transmutation
Domain: Justice, Light, War
Range: Touch Duration: Permanent
Weapons touched by you gain a sliver of the divine. Your touch imbues a weapon with divine power. Select a type of outsider, such as undead or demon. The target's successful attacks ignore damage reduction and immunity and prevent regeneration of the wounds they deal to creatures of that type.

Divine Favor
Buff Spell
Level 1+ Evocation
Domain: Justice, Light, War
Range: Personal Duration: Concentration
Divine fortune strengthens you. You gain a +1 rank bonus on attacks and increase all damage you deal by twice the spell level. After casting this spell, you can make an attack.

Inflict Wounds
Damage Spell
Level 1+ Necromancy
Necrotic
Domain: Death, War
Range: Touch
Your touch tears open wounds on a creature you touch, dealing 2d8 + 2 necrotic damage per spell level. On a limited success with your touch attempt, you can choose to discharge this spell to deal 1/2 damage.
An undead creature targeted by this spell instead regains hit points equal to half the damage it would have been dealt and can spend a hero's surge, and if you spend 1 minute working on it prior to casting this spell, it is healed for the maximum value.

Chant
Buff Spell
Level 2 Conjuration
Domain: Darkness, Justice, Knowledge, Light, War
Range: 30' Duration: Concentration
You intone a powerful, booming prayer. Creatures within range that you select and can hear you gain a +1 rank bonus to attacks and increase damage dealt by 1. Those you do not select who can hear you suffer the opposite effect. This effect ends for a target if it can no longer hear you or if it moves out of range.
This spell requires continuous, uninterrupted verbalization and you are slowed while concentrating on it. After casting this spell, you can make an attack.

Death Knell
Hybrid Spell
Level 2+ Necromancy
Necrotic
Domain: Death, War
Range: Touch Duration: 1 hour per spell level
You snuff out a life to claim its power as your own. Touch a dying creature or a living one with no more than 4 hit points per spell level. The target is slain and you increase your current and maximum hit points by 4 per spell level.

Spiritual Weapon
Damage Spell
Level 2+ Evocation
Force
Domain: Justice, Protection, War
Range: 60' Ray Duration: 1 minute
At your gesture, a translucent weapon appears. This weapon takes a form of your desire and once per turn as part of your turn, you can hurl it at a target. A creature it strikes takes 1d8 + 1 force damage per even spell level, or half this damage on a limited success.

Glyph of Warding
Hybrid Ritual
Level 3 Abjuration
(varies) vs. Dexterity
Domain: Knowledge, Protection, Trickery, War
Range: Touch Duration: Permanent
You trace out a glyph that forms a discerning trap. Touch an object and specify a trigger, such as stepping on the target, passing near it, opening it, or lifting it. If you wish, also specify limiting factors such as creature type, physical characteristics, or alignment. Finally, you can specify a password of up to five syllables. A creature that meets this spell's limiting factors and triggers the target without speaking the password unleashes the effects of this spell.
The glyph either delivers a spell you have cast into it or explodes. An exploding glyph detonates in a 15' sphere centered on the triggering creature. Creatures in this area take 1d8 damage per odd level you possess of a damage type you specify, or half that if they resist.
A spell glyph delivers a spell you or another creature or item deliver into this spell at the time of casting it. This triggered spell can be of a level up to the number of odd levels you possess and must be capable of targeting a creature or an area. If it targets a creature, it targets the triggering creature. If it targets an area, the area is centered on the triggering creature and any effects that are capable of additional targeting, such as a summoned monster, target the triggering creature.
This spell uses divine detection for its trigger and thus effects such as invisibility cannot deceive it. However, effects that disguise or hide a creature from detection or alter its nature can. This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reactivate it after an hour with a touch or allow it to reset automatically after 24 hours.
Divine Focus: Incense
Preservative: Powdered diamond sprinkled over the glyph worth 200 gp x the number of damage dice or the implanted spell's level x the number of damage dice or the implanted spell's level

Prayer
Buff Spell
Level 3 Conjuration
Domain: Darkness, Knowledge, War
Range: 30' Duration: Concentration
You call down weal upon your friends and woe upon your foes. Creatures within range that you select gain a +1 rank bonus on all attempts. Creatures within range you do not select suffer a -1 rank penalty on attempts.
After casting this spell, you can make an attack.

Searing Light
Damage Spell
Level 3+ Evocation
Radiant
Domain: Light, Justice, War, Life
Range: 100' Ray
With a gesture, light erupts from your fingers in a powerful ray. A creature struck by this ray takes 2d8 radiant damage per spell level on a hit or half this amount on a miss. Undead creatures are vulnerable to this spell.

Blight
Hybrid Spell
Level 4+ Evocation
Curse vs. Constitution
Domain: Darkness, Justice, Light, War
Range: 100', 40' Sphere Duration: 1 minute
You words censure offending creatures. Name a creature or type of creatures to blight, such as humanoids, gnomes, fey, or servants of Kar'tex. Creatures of that type in the area must resist or suffer a -1 rank penalty to attempts and take 1d8 true damage per spell level. Targets that resist still take half damage. This spell does not require a somatic component to cast.

Divine Power
Buff Spell
Level 4 Evocation
Domain: War
Range: Personal Duration: Concentration
You call down a blessing of extraordinary might. You gain 10 temporary hit points, a +1 rank bonus on attack and defense attempts, and an extra attack action each turn. After casting this spell you can make an attack.

Spell Immunity
Buff Spell
Level 4+ Abjuration
Domain: Protection, War
Range: Touch Duration: 1 hour
Your blessing protects from magic. Successfully touch a creature and specify a spell of a level equal to or lower than this spell's level. The target cannot be affected in any fashion by the designated spell.

Disrupting Weapon
Buff Spell
Level 5+ Transmutation
Domain: War, Light
Range: Touch Duration: Concentration
You bless a weapon as the bane of outsiders*. Touch a weapon or implement. When an attack by the target leaves a creature of the spell's type with less hit points than 7 per spell level, the creature must resist your rank in this spell with its Wisdom or be utterly destroyed.
After casting this spell, you can make an attack.
*When you prepare this spell, select a type of outsider. The spell's type changes to match this selection.

Flame Strike
Damage Spell
Level 5+ Evocation
Fire vs. Dexterity
Domain: Fire, Light, Justice, War
Range: 200', 20' Sphere
You call down a pillar of cleansing fire. Creatures in the area and above it up to any ceiling or 200' must resist or take 2d8 fire and radiant damage per spell level. Creatures that resist still take half this damage. Flammable objects are set ablaze and melted objects are melted by this spell. However, you can exclude any creature or object you choose from this effect, or use it to dry their garb, light their wicks, or similar helpful effects.

Mass Inflict Wounds
Damage Spell
Level 5+ Necromancy
Necrotic vs. Constitution
Domain: Death, War
Range: 60', 30' Sphere
You tear open wounds in your foes. Creatures you choose in the area take 1d8 + 1 necrotic damage, unless they resist in which case they take half damage.
Against an undead target, this spell instead heals it for the damage it would have done and allows it to spend a hero's surge, and if you spend 1 minute working on it prior to casting this spell, it is healed for the maximum value. For each spell level above 5th, increase the damage this spell deals by 1d8 + 1.

Symbol of Pain
Control Spell
Level 5 Necromancy
Necrotic vs. Constitution
Domain: War, Justice
Range: 60' Duration: Permanent
You enchant a symbol capable of crippling others with wracking pains. Touch a large, clearly-visible rune you have spent 10 minutes inscribing into a solid surface such as a floor, door, arch, or wall, then specify a password of up to nine syllables and a trigger. A trigger can be something general, such as touching the symbol, walking beneath the symbol, or looking at the symbol, and it can be further limited by specifying a triggering creature type, name, deity of worship, or similar selection criteria.
Provided the symbol is not covered or obscured, when the trigger is met by a creature that does not speak the password, the symbol is activated in a brilliant glow of light. Creatures within range that have line of sight to the symbol and do not speak the password suffer wracking pains while within the area and for˜1 hour afterwards. Creatures suffering wracking pains have˜unreliability on attempts and cannot regain hit points. Creatures with more than˜40 hit points can attempt to end this effect at the end of their turns.
After activating, the symbol radiates its effect for 1 hour, subjecting creatures who enter the area without speaking the password to its effects. If you have made this spell permanent through a preservative, you can reactivate the symbol with a touch. Otherwise, it reactivates automatically at the dawn of the next day.
Arcane Component: Mercury and phosphorus
Preservative: 1000 gp of powdered diamond and opal

=Ritual Scaling Spell
Top
Water
Cure Minor Wounds
Healing Orison
Level 0 Conjuration
Domain: Astral, Life, Nature, Water
Range: Touch
You are imbued with divine healing. Your touch allows a living target to spend a hero's surge, or stabalizes a dying creature.
Against an undead creature, your successful touch instead deals 1d8 + 1 true damage.

Produce Element (orison)
Hybrid Orison
Level 0 Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 30' Ray Duration: 1 minute
With the snap of your fingers, elements burst into being. You can produce a bright fire like a torches' flame, a frothing sphere of cold, an arc of crackling electricity, ot an orb of bubling acid*. This element is a magical effect which does not harm you or your equipment but can be used to set other objects on fire, freeze them, melt them, or break them. When pressed at a creature, it acts as a touch attack. When hurled, it acts as a 30' ray. Either way, it deals 1d4 + 1 damage of the spell's type on a hit.
As part of casting this orison, you can throw the produced element.
*When you cast this orison, select an element. The spell's name and type change to match this selection.

Obscuring Mist
Control Ritual
Level 1 Conjuration
Domain: Air, Trickery, Water
Range: 0', 40' Cloud Duration: 1 minute
A dense mist pours from you, filling the area and making vision difficult. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 20' or more of cloud between them are totally concealed from each other.
In strong winds, at the end of each of your turns, make a luck roll. If the result is unlucky, the mist is dispersed. In very strong winds, it is automatically dispersed at the end of your next turn.
If you prepare this spell or cast it spontaneously, you can cast it at any time with only an utterance.

Produce Element
Hybrid Spell
Level 1+ Evocation
(Varies)
Domain: Air, Earth, Fire, Water
Range: Personal, Touch or 100' Ray Duration: Concentration
An element* springs up from your palm. This ball of lighting, shard of ice, globe of acid, or lick of fire is the size of a torch's flame and can be used to melt, freeze, or burn things but does not harm you or your equipment. As an attack action, you can make a touch attack or hurl this element as a 100' ray. On a hit, it deals 1d6+1 damage per spell level of the spell's type. In addition, it splashes for the same amount of damage to creatures and objects adjacent to the target other than you, though this splash damage does not benefit from any bonus to damage.
As part of casting this spell, you can make an attack with the produced element. If you throw the produced element, a new element appears in your palm immediately.
*When you prepare or spontaneously cast this spell, select an element. The spell's name and type change to match this selection.

Elemental Blade
Hybrid Spell
Level 2+ Evocation
(element)
Domain: Air, Earth, Fire, Water
Range: Touch Duration: 1 minute
You manifest a weapon drawn from the elements of creation. A weapon of the spell's type* springs from your hand and you make an attack with it. Though the weapon takes any form of your desire, its attacks are treated as divine touch attacks which cannot be parried and deal 1d8 + 1 damage of the spell's type per spell level. As this spell produces a live element, it can be used to freeze water, ignite fires, or melt objects, depending on its type.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Sphere
Damage Spell
Level 2+ Evocation
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: 100' Duration: Concentration
You call forth a sphere of primordial distruction. Select an unoccupied space within range. A 5' diameter globe of this spell's type* appears there. When you cast this spell and as an attack action, you can roll the orb up to 30'. Creatures the globe collides with must resist or take 1d6 damage of the spell's type per spell level, as must creatures that end their turn adjacent to it. Creatures that are hit with limited success suffer half damage.
*When you prepare or spontaneously cast this spell, select acid, cold, fire, or lightning. The spell's name and type change to match this selection.

Elemental Trap
Damage Ritual
Level 2 Abjuration
(element) vs. Dexterity
Domain: Air, Earth, Fire, Water
Range: Touch Duration: Permanent
You lay down a trap of this spell's type*. Touch a closeable object such as a door, chest, or book, and specify a password of up to three syllables. If the target is opened without speaking the passphrase, the trap is triggered. Creatures within 5' of the target must resist or suffer 1d4 + 1 damage of the spell's type per level. Creatures hit with limited success suffer half damage. The item is not harmed by this eruption.
This spell ends after it is triggered unless you have made it permanent by means of a preservative, in which case you can reset it after an hour has passed with a touch.
Arcane Component: A bit of sulpher or saltpeter.
Preservative: 25 gp of gold dust per imbued level times the imbued level

Fog Cloud
Control Ritual
Level 2 Conjuration
Domain: Air, Water
Range: 100', 10' per level Cloud Duration: Concentration or 10 minutes per level
A bank of thick fog billows out at your command. The area obscures all sight beyond 5 feet. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 5' or more of cloud between them are totally concealed from each other. In strong winds, make a luck roll each turn to see if this spell ends. In very strong winds, it automatically at the end of your next turn.
If you cast this spell using a spell point or spell slot, it does not require concentration.

Heat/Chill Metal
Hybrid Spell
Level 2 Transmutation
(element) vs. Constitution
Domain: Fire, Water
Range: 30' Duration: Concentration, up to 1 round per spell level
You censure metal to become searingly hot or bitterly cold. Select a metal object you can see within range. A creature other than you in contact with the target takes 1d4 damage of the spell's element* per spell level. After taking this damage, a creature can immediately drop or step away from the target if it is possible to do so. A creature maintaining contact with the target at the start of its turn takes the spell's damage again and must resist or suffer disadvantage on attempts until the start of its next turn. If a creature resists with major success, this spell ends.
Once per round at the start of your turn while you maintain concentration, this spell's damage increases by 1d4. After this point, its damage reduces by 1d4 at the start of your turn until it is exhausted.
A weapon affected by this spell deals its elemental damage to targets it strikes. If you target your own weapon with this spell, you can make an attack as part of casting it.
*When you prepare or spontaneously cast this spell, select cold or fire. The spell's name and type change to match this selection.

Resist Elements
Buff Ritual
Level 2 Abjuration
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
Your touch wards off harmful elements. Touch a creature. It gains resistance to damage of the spell's type*.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name changes to match this selection.

Protection from Elements
Buff Ritual
Level 3 Abjuration
(varies)
Domain: Air, Earth, Fire, Protection, Water
Range: Touch Duration: 10 minutes per level
You lay down a powerful ward of elemental protection. Touch a creature. It gains immunity to damage of the spell's type*. Once this spell has absorbed 10 hit points per level of such damage, this effect ends.
*When preparing or spontaneously casting this spell, select acid, cold, fire, or lightning. The spell's name and type changes to match this selection.

Quench
Utility Ritual
Level 3 Transmutation
(element) vs. Constitution
Domain: Air, Earth, Fire, Water
Range: 100', 20' per level Sphere or Touch Duration: Concentration
With a word and a gesture, elements are quenched. When you first cast this spell, elementals of the spell's type* within the area take 1d6 true damage per level (or half this amount if they resist) and all non-magical elemental effects of this type are extinguished. Fires are snuffed, winds are stilled, rain and snow vanishes, acids are neutralized, and lava and quicksand are rendered inert. Additionally, existing and invoked magical effects of this spell's type within the area must resist or be supressed for one round on a limited success, this spell's duration on a normal, or this spell's duration plus 1 minute on a major. On a critical, the effect is dispelled, or supressed for 24 hours if it is a permanent effect.
*When you prepare or spontaneously cast this spell, select air, earth, fire, or water. The spell's type changes to match this selection.

Sleet Storm
Control Spell
Level 3 Conjuration
Cold vs. Trip
Domain: Water
Range: 400', 80' Cloud Duration: Concentration
You call down a storm of freezing rain. Creatures in the area must resist or fall prone, as must creatures moving into or within the area. In addition, the area becomes difficult terrain, all sight into and within it is blocked, non-magical fires are extinguished, and magical fires and fire effects of lower spell levels are suppressed.

Water Breathing
Utility Ritual
Level 3 Transmutation
Domain: Life, Water
Range: Touch Duration: 1 hour per level
You alter a creature's lungs to be capable of breathing water. Touch a number of creatures up to your level. They gain the ability to breathe water.
If you target more than one creature with this spell, its duration is divided evently amongst the number of targets.

Water Walk
Movement Ritual
Level 3 Transmutation
Domain: Astral, Water
Range: Touch Duration: 1 hour per level
Your blessing bestows the gift of walking on water. Touch a number of creatures up to your level. They gain the ability to move across any solid or liquid surface as if it were firm ground. Targets are effectively not in pressurized contact with surfaces they stride upon, so any damaging effect that touching the surface might cause does not affect them. Additionally, if a target is within a liquid, it can choose to move upward at its speed as a movement and as part of its turn until it is standing atop the surface.
If you target more than one creature with this spell, its duration is divided evently amongst the number of targets.

Ice Storm
Hybrid Spell
Level 4+ Evocation
Domain: Water
Range: 400', 40' Sphere Duration: 1 round
You call down hailstones to thunder the ground. Creatures in the area take˜1d10 cold and bludgeoning damage per spell level and the area slickens into difficult terrain. Creatures within it suffer disadvantage against pushes, pulls, and trips, and can be shifted an additional 5 feet with hampering effects.
Arcane Component: A pinch of dust and a few drops of water.

Solid Fog
Utility Ritual
Level 4 Conjuration
Domain: Air, Water
Range: 100', 60' Cloud Duration: 10 minutes or Concentration
A bank of thick fog billows out at your command. Creatures and objects in the area are concealed from other creatures and objects and creatures or objects with 5' or more of cloud between them are totally concealed from each other. In addition, the fog is intensely difficult to displace. Moving through the area costs 15' of movement for each 5' moved, melee attacks suffer disadvantage, and ranged attacks fail if they travel more than 5' through the area. Additionally, the cloud slows falling, preventing falling damage if the falling creature or object passes through at least 10' of it.
Only the strongest of winds are capable of dispersing this spell, and do so over a minute of time.
Arcane Component: A pinch of dried, powdered peas combined with powdered animal hoof

Wall of Ice
Hybrid Ritual
Level 4 Evocation
Domain: Water
Range: 100', 10' per level Wall or 5' per level Sphere Duration: 1 minute per level
You invoke a wall of bitterly cold ice. You can choose to form this spell in a wall or sphere. If formed in a wall, it is 10' high, which can be placed horizontally so long as it is solidly fixed to a structure strong enough to bear its weight, such as ravine walls to form a bridge. If it is formed in a sphere, it must also be solidly placed with at least 1/3 of it supported. Either way it is created, it is 1 inch thick per level and its ice does not extend into solid matter.
This spell's ice can be broken through by dealing 1 physical or fire damage per inch of thickness to a 5' square segment. If this ice is broken, a sheet of magical cold is left where it once stood. Creatures passing through this cold take 1d6 cold damage plus 1 per level.
The sudden melting of this spell's ice, such as with a fireball, burning hands, or other powerful fire effect ends magical cold effect and creates a cloud identical to the fog cloud spell in the melted area.
Arcane Component: A piece of rock crystal such as quartz

Rainbow
Hybrid Ritual
Level 5+ Evocation
Domain: Air, Light, Water
Range: 300' or 300' Ray Duration: 1 minute
You call down the power of rainbows. This spell creates a bridge or a bow. If you cast this spell as a ritual, it creates a bridge. If you cast this spell using spell points or a spell slot, creates a bridge or a bow.
The rainbow bridge invoked by this spell is up to 30' wide and 300' long and can be placed anywhere within range.
The shimmering, multi-hued bow invoked by this spell can be drawn as an attack action and produces a red, orange, yellow, green, blue, indigo, or violet arrow when it is. These arrows fires as a 300' ray. Each arrow deals 1d6 radiant damage per spell level to the target it hits, or 2d6 radiant damage per spell level to creatures of their type:
Red: Fire-typed.
Orange: Construct or Earth-typed.
Yellow: Plant
Green: Aquatic or Water-typed.
Blue: Air-typed.
Indigo: Poison-using or Acid-typed.
Violet: Metallic or Regenerating.
When you draw the bow, you can choose an arrow color to fire or receive one in order. If you miss with an arrow, it is not consumed. After casting this spell to invoke this bow, you can make an attack with it.
Divine Component: A vial of holy water.
Divine Focus: A visible, naturally occurring rainbow, or a 1000 gp diamond blessed under such a rainbow.

=Ritual Scaling Spell
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