Speak with Plants
Speak with Plants
Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.
Stinking Cloud
Stinking Cloud
You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.
Suggestion
Suggestion
Creatures that cannot be
Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Tearful Sonnet
Tearful Sonnet
Duration: Concentration (3 rounds)
Teleport
Teleport
You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you’re teleporting to, and it must be on the same plane of existence.
Teleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you’re teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.
Familiarity is determined as follows:
Teleportation Circle
Teleportation Circle
You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.
Permanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.
Thunderwave
Thunderwave
You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.
Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.
Tiny Hut
Tiny Hut
Area: 10-foot radius hemisphere
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.