From 03ca28c6f86982a54f6da1824ee8fe354d230c59 Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Sun, 1 Feb 2026 21:06:07 -0600
Subject: [PATCH 01/13] beckon spell
---
Spells/2/Charms/index.md | 25 ++++++++++++++++++-------
1 file changed, 18 insertions(+), 7 deletions(-)
diff --git a/Spells/2/Charms/index.md b/Spells/2/Charms/index.md
index 98b7c4cb8..c4b664030 100644
--- a/Spells/2/Charms/index.md
+++ b/Spells/2/Charms/index.md
@@ -6,16 +6,27 @@ grand_parent: Spells
# Charms
+## Beckon
+*2nd level Charm*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S, M *(An article of attractive clothing which you are wearing.)*
+**Duration:** Sustained, up to 1 minute
+
+You weave magic into an alluring command, enrapturing those around you. Make a charm attack vs the Wisdom defense of one creature within range that you can see. On a hit, the target becomes obsessed with being near you. During this time, it cannot willingly move further away from you and if it does not begin its turn adjacent to you, it must use at least 1 action to [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) toward you, expending at least half of its movement to do so. This effect cannot compel a creature to cross through dangerous terrain nor willingly harm itself to make this movement, such as by running off a cliff.
+
+**At Higher Levels:** When you cast this spell using more than 2 mana, you may choose an additional target for each additional mana spent.
+
## Crown of Madness
*2nd level Charm*
**Casting Time:** 2 Actions
-**Range:** 120 feet
+**Range:** 120 Feet
**Components:** V, S
**Duration:** Sustained
Make a charm attack vs the Wisdom defence of one humanoid of your choice that you can see within range. On a hit, it becomes [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the duration. While the target is [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) in this way, a twisted crown of jagged iron appears on its head and a madness glows in its eyes.
-When you cast this spell and as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can designate another creature that the [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) target must attempt to [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on each of its turns. The target can act normally on its turn if you choose no creature or if none are within its attack range.
+When you cast this spell and as part of the action to [Sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can designate another creature that the [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) target must attempt to [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on each of its turns. The target can act normally on its turn if you choose no creature or if none are within its attack range.
A creature affected by this spell can make a Wisdom defense check vs your charm skill at the end of each of its turns. On a success, the spell ends.
@@ -23,21 +34,21 @@ A creature affected by this spell can make a Wisdom defense check vs your charm
*2nd level Charm (Ritual)*
**Casting Time:** 1 Action
**Range:** Touch
-**Components:** V, S, M *(A stone stele worth 50 sp)*
+**Components:** V, S, M *(A stone stele worth 50 sp.)*
**Duration:** Instantaneous
Take a stone stele and affix it into a point of your choosing when you cast this spell. The stele weighs 86 lbs, has 45 integrity and DR 8. The spell ends when the stele is reduced to 0 integrity, or until dispelled.
-Any creature that attacks you within 20 feet of the stele must first make a Charisma defence check vs your charms skill. On a success, the spell has no effect on the creature. On a failure, the creature is drawn to destroy the stele instead. An affected creature must use its actions to moves towards the stele and damage it.
+Any creature that attacks you within 20 feet of the stele must first make a Charisma defence check vs your charms skill. On a success, the spell has no effect on the creature. On a failure, the creature is drawn to destroy the stele instead. An affected creature must use its actions to move towards the stele and damage it.
At the end of each of its turns, a creature affected by this spell can make another Charisma defence check.
-**At Higher Levels:** When you cast this spell using 3 or more mana, the distance from the stele at which the spell is effective increases by 10 feet for every point of mana beyond the first.
+**At Higher Levels:** When you cast this spell using 3 or more mana, the distance from the stele at which the spell is effective increases by 10 feet for every point of mana above the first.
## Zone of Truth
-*2nd level Charm*
+*2nd level Charm (Ritual)*
**Casting Time:** 2 Actions
-**Range:** 30 feet (20-foot radius sphere)
+**Range:** 30 Feet (20-Foot radius sphere)
**Components:** V, S
**Duration:** 10 Minutes
From 49949535193451e3ee29d6e4735d6f531b4d1399 Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Mon, 2 Feb 2026 11:44:01 -0600
Subject: [PATCH 02/13] new spells added
---
Spells/2/Charms/index.md | 2 +-
Spells/2/Divination/index.md | 20 +++++++++++++++++++-
Spells/2/Transmutation/index.md | 25 ++++++++++++++++++-------
Spells/2/Warding/index.md | 9 +++++++++
4 files changed, 47 insertions(+), 9 deletions(-)
diff --git a/Spells/2/Charms/index.md b/Spells/2/Charms/index.md
index c4b664030..59489d909 100644
--- a/Spells/2/Charms/index.md
+++ b/Spells/2/Charms/index.md
@@ -48,7 +48,7 @@ At the end of each of its turns, a creature affected by this spell can make anot
## Zone of Truth
*2nd level Charm (Ritual)*
**Casting Time:** 2 Actions
-**Range:** 30 Feet (20-Foot radius sphere)
+**Range:** 30 Feet (20-foot radius sphere)
**Components:** V, S
**Duration:** 10 Minutes
diff --git a/Spells/2/Divination/index.md b/Spells/2/Divination/index.md
index 5d0c0042f..720df76e5 100644
--- a/Spells/2/Divination/index.md
+++ b/Spells/2/Divination/index.md
@@ -6,6 +6,24 @@ grand_parent: Spells
# Divination
+## Detect Disease
+*2nd level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self (60-foot cone)
+**Components:** V, S
+**Duration:** Sustained
+
+You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area of subject.
+
+* 1 Round: Presence or absence of disease.
+* 2 Rounds: Number of diseased individuals in the area.
+* 3 Rounds: The status (see below) and location of each individual present. If a diseased individual is outside of your line of sight, then you discern its direction but not its exact location.The caster also knows the type of infection, the incubation period, and the damage the disease does.
+
+> *Status:*
+> * Incubating: The individual is suffering from a disease still in its incubation period.
+> * Infected: The individual has a disease that has manifested.
+> * Immune but Transmitting: The individual carries a disease and is able to transmit it but is not itself infected.
+
## Detect Thoughts
*2nd level Divination*
**Casting Time:** 2 Actions
@@ -43,4 +61,4 @@ You reach into the mind of one creature that you can see within range. Make a di
For the duration, you can see [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) creatures and objects, as well as creatures and objects in the ethereal plane. They appear to you as translucent shapes and are concealed to you.
-**At Higher Levels.** When you cast this spell using 3 mana, the spell's duraction increases to 1 hour.When you cast this spell using 3 mana, the spell's duraction increases to 1 hour. When you cast this spell using 5 mana, the spell's duration increases to 24 hours.
+**At Higher Levels.** When you cast this spell using 3 mana, the spell's duration increases to 1 hour.When you cast this spell using 3 mana, the spell's duration increases to 1 hour. When you cast this spell using 5 mana, the spell's duration increases to 24 hours.
diff --git a/Spells/2/Transmutation/index.md b/Spells/2/Transmutation/index.md
index 77eee31d8..e4c200abc 100644
--- a/Spells/2/Transmutation/index.md
+++ b/Spells/2/Transmutation/index.md
@@ -41,6 +41,17 @@ Make a transmutation attack vs a creature's Wisdom defence. On a hit, the creatu
**At Higher Levels.** If you cast this spell using 3 or more mana, then the spell's duration increases by 2 days for each additional mana.
+## Disrobe
+*2nd level Transmutation*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S*
+**Duration:** Instantaneous
+
+The creature's clothing, including undergarments, belts, and footwear, loosen and fall off its body, leaving it naked. Nonmagical jewelry, including rings, earrings, and necklaces also fall, sliding off as if covered in grease. Objects that are held remain in the creature's grasp, as well as magic items that are worn.
+
+If a target wears nonmagical armour, make a transmutation attack vs its Dexterity defense. On a hit, the creature becomes [flat-footed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Flatfooted/) and [staggered](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Staggered/) due to the clumsy way which their armour dangles off its body. These conditions persist until the armour is either donned properly or completely removed. It takes half the time as normal to perform either the [donning or removal](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Armour/Wearing/#donning-and-doffing-armour-suits). It requires a full-round action to don regular clothes.
+
## Dusk that Settles On Mud
*2nd level Transmutation (Ritual)*
**Casting Time:** 2 Actions
@@ -53,7 +64,7 @@ Sprinkle the dust of a black ore onto clay, mud, soil, brick, limestone, or any
## Earthen Grasp
*2nd level Transmutation (Ritual)*
**Casting Time:** 2 Actions
-**Range:** 30 feet (5-foot cube)
+**Range:** 30 Feet (5-foot cube)
**Components:** V, S, M *(A miniature hand sculpted in clay.)*
**Duration:** Sustained, up to 1 minute
@@ -91,7 +102,7 @@ You touch a creature and bestow upon it a magical enhancement. Choose one of the
## Enlarge/Reduce
*2nd level Transmutation*
**Casting Time:** 2 Actions
-**Range:** 30 ft
+**Range:** 30 Feet
**Components:** V, S, M *(A pinch of powdered iron.)*
**Duration:** Sustained, up to 1 minute
@@ -104,7 +115,7 @@ You cause a creature or an object you can see within range to grow larger or sma
## Haste
*2nd Level Transmutation*
**Casting Time:** 2 Actions
-**Range:** 30 feet
+**Range:** 30 Feet
**Components:** V, S, M *(A shaving of licorice root.)*
**Duration:** Sustained, up to 1 minute
@@ -130,7 +141,7 @@ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic
**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A sheet of paper.)*
-**Duration:** Sustained, up to 10 minutes
+**Duration:** Sustained
You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 30 feet for the duration. This spell ends early if the target takes fire or radiant damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended.
@@ -152,7 +163,7 @@ A creature affected by this spell makes a Strength defence check vs your transmu
**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A drop of bitumen and a spider's leg.)*
-**Duration:** Sustained, up to 10 minutes
+**Duration:** Sustained
*Tiny clinging hairs sprout across the creature's hands and feet, offering purchase on nearly any surface.*
@@ -160,9 +171,9 @@ Until the spell ends, one willing creature you touch gains the ability to move u
## Spike Growth
**Casting Time:** 2 Actions
-**Range:** 150 feet (20-foot radius sphere)
+**Range:** 150 Feet (20-foot radius sphere)
**Components:** V, S, M *(Seven sharp thorns.)*
-**Duration:** Sustained, up to 10 minutes
+**Duration:** Sustained
Any ground-covering vegetation in a 20-foot radius centered on a point within range becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.
diff --git a/Spells/2/Warding/index.md b/Spells/2/Warding/index.md
index a751afb92..3b3a2affc 100644
--- a/Spells/2/Warding/index.md
+++ b/Spells/2/Warding/index.md
@@ -30,6 +30,15 @@ While affected by this spell, any attempt to break or [pick](https://stormchaser
**At Higher Levels.** When you cast this spell with 3 or more mana, the DC to break a locked device increases by 1 for each additional point of mana.
+## Flash Armour
+*2nd level Ward (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(A nude statuette or depiction.)*
+**Duration:** 8 Hours
+
+You touch a willing creature who is wearing neither armor nor clothing. Until the spell ends, the target may not put on armor or clothing. When they attempt to put on armor or clothing, they find it falls off of them harmlessly without the garment ever sitting upon their body. In addition, the target’s Strength and Dexterity defence vs melee and attacks becomes 10 plus the number of other creatures with an Intelligence 8 or higher that can see them, to a maximum of 18, if its typical unarmoured Dexterity defence would be lower than that.
+
## Let the Soul Pass
*2nd level Ward (Ritual)*
**Casting Time:** 3 actions
From 043dff0a3cd375de2d6fe910c7727d9382a8f683 Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Mon, 2 Feb 2026 23:04:10 -0600
Subject: [PATCH 03/13] new L2 spells
Cleanup of L2 spells for formatting, phrasing, typos
---
Spells/2/Conjuration/index.md | 15 +++++++++++++--
Spells/2/Divination/index.md | 13 +++++++++++--
Spells/2/Evocation/index.md | 14 +++++++-------
Spells/2/Illusion/index.md | 9 ++++-----
Spells/2/Necromancy/index.md | 2 +-
Spells/2/Transmutation/index.md | 26 ++++++++++++++++++++------
Spells/2/Warding/index.md | 30 +++++++++++++++++++++++++++---
Spells/3/Charm/index.md | 13 +++++++++++++
8 files changed, 96 insertions(+), 26 deletions(-)
diff --git a/Spells/2/Conjuration/index.md b/Spells/2/Conjuration/index.md
index 0085711f7..c05d43212 100644
--- a/Spells/2/Conjuration/index.md
+++ b/Spells/2/Conjuration/index.md
@@ -66,12 +66,23 @@ After any of these acts, the statue will turn into mud and disintegrate.
## Phantom Steed
*2nd Level Conjuration (Ritual)*
**Casting Time:** 10 Minutes
-**Range:** 30 feet
+**Range:** 30 Feet
**Components:** V, S
**Duration:** 8 Hours
-You conjure a large, magical, equine creature that only you (or another medium or small creature that you choose) can ride. It appears on the ground in an unoccupied space of your choice within range. You may detrmine the creature's appearance, but it must be clearly phantasmal in nature. It is equipped with a saddle, bit and bridle that vanish in a puff of smoke if carried more than 10 feet away from the steed.
+You conjure a large, magical, equine creature that only you (or another medium or small creature that you choose) can ride. It appears on the ground in an unoccupied space of your choice within range. You may determine the creature's appearance, but it must be clearly phantasmal in nature. It is equipped with a saddle, bit and bridle that vanish in a puff of smoke if carried more than 10 feet away from the steed.
The creature uses the statistics for a [riding horse](), except that it has a speed of 50 feet. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use 1 action to dismiss it or if the steed is reduced to 0 Stamina.
**At Higher Levels.** When you cast this spell using 3 or more mana, the steed's speed increases by 10 feet for each mana point beyond the 2nd.
+
+## Sour Stomach
+*2nd Level Conjuration*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S, M *(A bit of sheepskin.)*
+**Duration:** Instantaneous
+
+You manifest a vile substance within a creature's stomach, attempting to sicken them. Make a conjuration attack vs Constitution defence of one creature that you can see within range. On a hit, the target takes 2d8 poison damage, becomes [poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) for 1 minute, and is [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the end of its next turn as it vomits. On a miss, the target takes half as much damage and has -1d on attack rolls it makes until the end of its next turn.
+
+**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d8 for each additional mana spent.
diff --git a/Spells/2/Divination/index.md b/Spells/2/Divination/index.md
index 720df76e5..f79dea452 100644
--- a/Spells/2/Divination/index.md
+++ b/Spells/2/Divination/index.md
@@ -39,7 +39,16 @@ Questions verbally directed at the target creature naturally shape the course of
You can also use this spell to detect the presence of thinking creatures that you cannot see. When you cast the spell, or as part of the action to sustain the spell during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower, or one that doesn't speak any languages.
-Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it. However, it must still be within range.
+Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if yo
+
+## Magic Probe
+*2nd level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(A pearl worth at lease 100 gp and small steel rod.)*
+**Duration:** Instantaneous
+
+When you touch a willing creature, you learn the name of all spells affecting it and the spell level of each spell, but no other details.
## Mind Spike
*2nd level Divination*
@@ -61,4 +70,4 @@ You reach into the mind of one creature that you can see within range. Make a di
For the duration, you can see [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) creatures and objects, as well as creatures and objects in the ethereal plane. They appear to you as translucent shapes and are concealed to you.
-**At Higher Levels.** When you cast this spell using 3 mana, the spell's duration increases to 1 hour.When you cast this spell using 3 mana, the spell's duration increases to 1 hour. When you cast this spell using 5 mana, the spell's duration increases to 24 hours.
+**At Higher Levels.** When you cast this spell using 3 mana, the duration increases to 1 hour. When you cast this spell using 4 mana, the duration increases to 1 hour. When you cast this spell using 5 mana, the duration increases to 24 hours.
diff --git a/Spells/2/Evocation/index.md b/Spells/2/Evocation/index.md
index b2082b5c6..8c532a853 100644
--- a/Spells/2/Evocation/index.md
+++ b/Spells/2/Evocation/index.md
@@ -22,7 +22,7 @@ A burst of cold energy emanates from you in a 30-foot cone. Make an evocation at
**Casting Time:** 1 Action
**Range:** Self
**Components:** V
-**Duration:** 1 Minute
+**Duration:** Sustained, up to 1 minute
The next time that you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 sacred damage to the target, which becomes visible if it is [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/), and the target sheds dim light in a 5-foot radius and can’t become [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the spell ends.
@@ -46,7 +46,7 @@ You cannot consecrate/desecrate an area with a similar fixture of a deity other
## Darkness
*2nd Level Evocation*
**Casting Time:** 2 Actions
-**Range:** 120 feet (20-foot radius)
+**Range:** 120 Feet (20-foot radius)
**Components:** V, M *(Bat fur and a drop of pitch or piece of coal.)*
**Duration:** 1 Minute
@@ -61,7 +61,7 @@ You create a shroud of darkness that prevents light from penetrating or emanatin
**Components:** V, S, M *(A leaf of sumac.)*
**Duration:** 1 Minute
-You evoke a fiery, scimitar-shaped blade in your free hand. While the spell lasts, you can [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with this blade. When you do so, make a melee evocation attack. On a hit, the target takes 3d6 fire damage.
+You evoke a fiery, scimitar-shaped blade in your free hand. While the spell lasts, you can [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with this blade. When you do so, make a melee evocation attack. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
@@ -105,12 +105,12 @@ Any creature in the line must spend 2 feet of movement for every 1 foot it moves
The gust disperses gas or vapour, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
-On each of your turns before the spell ends, you can use 1 action to change the direction in which the line blasts from them.
+On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can change the direction in which the line blasts from them.
## Moonbeam
*2nd level Evocation*
**Casting Time:** 2 Actions
-**Range:** 120 feet (5-foot radius)
+**Range:** 120 Fet (5-foot radius)
**Components:** V, S, M *(Several seeds of any moonseed plant and a piece of opalescent feldspar.)*
**Duration:** Sustained, up to 1 minute
@@ -127,7 +127,7 @@ On each of your turns after you cast this spell, as part of the action to [susta
## Scorching Ray
*2nd level Evocation*
**Casting Time:** 1 Action
-**Range:** 120 feet
+**Range:** 120 Feet
**Components:** V, S
**Duration:** Instantaneous
@@ -140,7 +140,7 @@ For each additional action you use when Casting the Spell, you can fire an addit
## Shatter
*2nd level Evocation*
**Casting Time:** 2 Actions
-**Range:** 60 feet (10-foot radius)
+**Range:** 60 Feet (10-foot radius)
**Components:** V, S, M *(A chip of mica.)*
**Duration:** Instantaneous
diff --git a/Spells/2/Illusion/index.md b/Spells/2/Illusion/index.md
index bb597acff..a2febdeeb 100644
--- a/Spells/2/Illusion/index.md
+++ b/Spells/2/Illusion/index.md
@@ -11,7 +11,7 @@ grand_parent: Spells
**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(An eyelash encased in gum arabic.)*
-**Duration:** 1 Hour
+**Duration:** Sustained, up to 1 Hour
Cloaked in illusion, the target becomes [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the spell ends. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
@@ -24,11 +24,10 @@ Cloaked in illusion, the target becomes [invisible](https://stormchaserroleplayi
**Components:** V, S
**Duration:** 1 Minute
-Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
+Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Each time a creature targets you with an attack during the spell's duration, it must first roll the die indicated above to determine whether the attack instead targets one of your duplicates.
-Once an image is hit, it is destroyed. If an attack roll fails to hit you, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical hit and would hit one of the images, one of the images is destroyed and you discard one hit from the attacking dice pool. Once all the images are destroyed, the spell ends.
+Your images share your Dexterity and Strength defenses. Once an image is hit, it is destroyed. If an attack roll fails to hit you, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical hit and would hit one of the images, one of the images is destroyed and you discard one hit from the attacking dice pool. Once all the images are destroyed, the spell ends.
-You can use your action to dismiss the illusory duplicates.
+You can use 1 Action to dismiss the illusory duplicates.
-Each time a creature targets you with an attack during the spell's duration, it must first roll the die indicated above to determine whether the attack instead targets one of your duplicates.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as [blindsight](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Environment/VisionandLight/#blindsight), or if it can perceive illusions as false, as with [truesight](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Environment/VisionandLight/#truesight).
diff --git a/Spells/2/Necromancy/index.md b/Spells/2/Necromancy/index.md
index a5e4d0a56..c997b0a4c 100644
--- a/Spells/2/Necromancy/index.md
+++ b/Spells/2/Necromancy/index.md
@@ -13,6 +13,6 @@ grand_parent: Spells
**Components:** V, S, M *(Incense and a book.)*
**Duration:** Until dispelled or triggered
-Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constituion defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.
+Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constitution defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.
After one creature is cursed in this manner, the book is no longer protected.
diff --git a/Spells/2/Transmutation/index.md b/Spells/2/Transmutation/index.md
index e4c200abc..e0c3bca6d 100644
--- a/Spells/2/Transmutation/index.md
+++ b/Spells/2/Transmutation/index.md
@@ -74,7 +74,7 @@ Using 2 actions you can cause the hand to crush the [restrained](https://stormch
To break out, the [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) target can use 2 actions to make a Strength defence check vs your transmutation skill. On a success, the target escapes and is no longer [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) by the hand.
-As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) target if you do either.
+On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell,, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) target if you do either.
## Enhance Ability
*2nd level Transmutation*
@@ -143,12 +143,12 @@ You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic
**Components:** V, S, M *(A sheet of paper.)*
**Duration:** Sustained
-You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 30 feet for the duration. This spell ends early if the target takes fire or radiant damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended.
+You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 30 feet for the duration. This spell ends early if the target takes fire or sacred damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended.
## Slow
*2nd Level Transmutation*
**Casting Time:** 2 Actions
-**Range:** 120 feet (40-foot cube)
+**Range:** 120 Feet (40-foot cube)
**Components:** V, S, M *(A drop of molasses.)*
**Duration:** Sustained, up to 1 minute
@@ -179,14 +179,28 @@ Any ground-covering vegetation in a 20-foot radius centered on a point within ra
The area becomes difficult terrain for the duration and any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
-When a creature that takes damage from this spell must also succeed at a Dexterity defence check vs your transmutation DC or suffer injuries to its feet and legs that slow its speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a [Heal](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Restoration/#heal) spell (which also restores lost Stamina). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Medicine check vs. your transmutation save DC.
+When a creature that takes damage from this spell must also succeed at a Dexterity defence check vs your transmutation skill or suffer injuries to its feet and legs that slow its speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a [Heal](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Restoration/#heal) spell (which also restores lost Stamina). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Medicine check vs. your transmutation skill.
-The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Perception check vs your transmutation skill to recognize the terrain as hazardous before entering it.
+The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Awareness check vs your transmutation skill to recognize the terrain as hazardous before entering it.
+
+## Thaumic Sigil: Ocular Sensitivity
+*2nd Level Transmutation (Ritual)*
+**Casting Time:** 1 Minute
+**Range:** 5 Feet
+**Components:** V, S, M *(A glass eye; precious gems worth at least 100 gp, which the spell consumes.)*
+**Duration:** Until Dispelled
+
+As part of casting this spell, a sigil is imprinted onto the skin of the target. This sigil can neither be removed nor will an illusion mask its presence. When this spell ends the sigil fades. A creature may only be marked with only one Thaumic Sigil at a time and any subsequent Thaumic Sigil marking causes the previous sigil to vanish. This effect may only be ended by the spells Greater Restoration or Wish.
+
+When you cast this spell a sigil is imprinted on a creature and they become acutely aware of those around them that are assessing their potential to provide carnal pleasure to them. The target gains a latent psychic ability to know when another creature is looking at them lasciviously and what the gazer is imagining doing with them. While imprinted with this sigil the target has the following effects:
+
+* They have advantage on Charisma skill checks related to seducing someone that is lasciviously assessing them.
+* If they are looked upon in such a manner by more than 2 creatures, they gain 1 Temporary Stamina for each minute those creatures spend fixated upon them, to a maximum of 20.
## Water Breathing
*2nd Level Transmutation (Ritual)*
**Casting Time:** 2 Actions
-**Range:** 30 feet
+**Range:** 30 Feet
**Components:** V, S, M *(A short reed or piece of straw)*
**Duration:** 1 Hour
diff --git a/Spells/2/Warding/index.md b/Spells/2/Warding/index.md
index 3b3a2affc..2d7d4f536 100644
--- a/Spells/2/Warding/index.md
+++ b/Spells/2/Warding/index.md
@@ -9,7 +9,7 @@ grand_parent: Spells
## Aid
*2nd level Ward (Ritual)*
**Casting Time:** 2 Actions
-**Range:** 30 feet
+**Range:** 30 Feet
**Components:** V, S, M *(A tiny strip of white cloth.)*
**Duration:** 8 hours
@@ -41,7 +41,7 @@ You touch a willing creature who is wearing neither armor nor clothing. Until th
## Let the Soul Pass
*2nd level Ward (Ritual)*
-**Casting Time:** 3 actions
+**Casting Time:** 3 Actions
**Range:** Touch
**Components:** V, S, M *(Oils, salts and strips of linen worth 100gp which the spell consumes.)*
**Duration:** Instantaneous
@@ -61,7 +61,31 @@ A veil of shadows and silence radiates from you, masking you and your companions
**At Higher Levels:** When you cast this spell using 3 mana, the duration increases to 8 hours. If you case this spell using 4 mana, the duration increases to 24 hours.
-## Warding Bond
+## Safeguard Existence
+*2nd level Ward*
+**Casting Time:** Free Action
+**Range:** 120 Feet
+**Components:** V, S*
+**Duration:** Instantaneous
+
+In a desperate maneuver, you shunt aside the worst of death’s intent and leave a creature on death’s door. Rather than dying, the creature's Stamina becomes 0, and they have the following conditions: [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), [unconscious](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Unconscious/) and [wounded](https://stormchaserroleplaying.com/stormchaserRPG/General/Stamina/Conditions/#wounded) 3.
+
+This spell automatically triggers when a friendly creature you see within range suffers an effect that would kill it, except for when they become [dying](https://stormchaserroleplaying.com/stormchaserRPG/General/Stamina/Conditions/#dying) 4 from a failed recovery check. Additional exceptions can be applied on your turn, or when you roll initiative; you may declare a specific trigger for this spell, or not to use it at all.
+
+# Touch Me Not
+*2nd level Ward (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V
+**Duration:** 1 Round
+
+This spell charges your body with protective energy. You gain a +2 bonus to Strength and Dexterity defence vs melee and ranged attacks for the duration. In addition, an opponent that touches or grapples you takes 1d8 sacred damage plus you spellcasting attribute modifier.
+
+This spell is purely defensive. It does not make you armed, nor can you use it to make a touch attack, though it does deal damage on any enemy with whom you grapple. An ally can touch you without taking damage.
+
+**At Higher Levels:** When you cast this spell using 3 mana or more, the duration increases by 1 round for each additional point of mana.
+
+# Warding Bond
*2nd level Ward (Ritual)*
**Casting Time:** 2 Actions
**Range:** Touch
diff --git a/Spells/3/Charm/index.md b/Spells/3/Charm/index.md
index 7e6341ec6..f529762ce 100644
--- a/Spells/3/Charm/index.md
+++ b/Spells/3/Charm/index.md
@@ -38,3 +38,16 @@ Make a charm attack vs the Wisdom defense of a creature within range that you ca
**Duration:** Special, see text.
With this spell, you can try to steal the elation from the mind of one humanoid that you can see within 60 feet. Make a charm attack roll vs the Charisma defence of the target. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the level that psychic spy was cast at), temporary hit points, or possession of a Bardic Inspiration die. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect is being sustained, you must sustain it instead of the original caster.
+
+## Zone of Comfort
+*3rd level Charm (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self (20-foot radius sphere)
+**Components:** V, S
+**Duration:** Sustained, up to 1 minute
+
+You designate an area around you as your zone of comfort. This zone may appear as you wish, but is obviously an illusionary effect to any who perceive it and it never obscures vision. While within this zone all creatures are immune to being [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/), and have +1d on defence checks against being [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/). If a creature inside the zone was already [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) or [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/), those conditions are suppressed.
+
+This spell ends when you leave the zone. Any creatures that spent the full duration of this spell within the zone gain 2dP temporary stamina.
+
+**At Higher Levels:** When you cast this spell using 4 or more mana, the temporary stamina gained increases by 2dP for each additional mana spent.
\ No newline at end of file
From a9b508b226c49b06cfdaab32b2843412948cd56b Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Sat, 7 Feb 2026 20:26:05 -0600
Subject: [PATCH 04/13] L3 spells
---
Spells/3/Charm/index.md | 8 ++++----
Spells/3/Conjuration/index.md | 14 ++++++++++++--
Spells/3/Evocation/index.md | 21 ++++++++++++++++++---
Spells/3/Necromancy/index.md | 15 ++++++++++++++-
Spells/3/Transmutation/index.md | 13 +++++++++++--
Spells/3/Warding/index.md | 30 ++++++++++++++++++++++++++----
6 files changed, 85 insertions(+), 16 deletions(-)
diff --git a/Spells/3/Charm/index.md b/Spells/3/Charm/index.md
index f529762ce..8de2dff03 100644
--- a/Spells/3/Charm/index.md
+++ b/Spells/3/Charm/index.md
@@ -9,7 +9,7 @@ grand_parent: Spells
## Motivational Speech
*3rd level Charm*
**Casting Time:** 1 Minute
-**Range:** 60 ft
+**Range:** 60 Feet
**Components:** V
**Duration:** 1 Hour
@@ -20,9 +20,9 @@ You address allies, staff, or innocent bystanders to exhort and inspire them to
## Paralyse
*3rd level Charm*
**Casting Time:** 2 Actions
-**Range:** 60 feet
+**Range:** 60 Feet
**Components:** V, S, M *(A small, straight piece of iron.)*
-**Duration:** Sustained, or 4 Rounds on Critical Hit
+**Duration:** 1 Round, or 4 Rounds on Critical Hit
*You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place.*
@@ -37,7 +37,7 @@ Make a charm attack vs the Wisdom defense of a creature within range that you ca
**Components:** V, S
**Duration:** Special, see text.
-With this spell, you can try to steal the elation from the mind of one humanoid that you can see within 60 feet. Make a charm attack roll vs the Charisma defence of the target. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the level that psychic spy was cast at), temporary hit points, or possession of a Bardic Inspiration die. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect is being sustained, you must sustain it instead of the original caster.
+With this spell, you can try to steal the elation from the mind of one humanoid that you can see within 60 feet. Make a charm attack vs the Charisma defence of the target. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the level that psychic spy was cast at), temporary hit points, or possession of a Bardic Inspiration die. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect is being sustained, you must sustain it instead of the original caster.
## Zone of Comfort
*3rd level Charm (Ritual)*
diff --git a/Spells/3/Conjuration/index.md b/Spells/3/Conjuration/index.md
index 2e1418b78..e90fbf7a1 100644
--- a/Spells/3/Conjuration/index.md
+++ b/Spells/3/Conjuration/index.md
@@ -6,6 +6,16 @@ grand_parent: Spells
# Conjuration
+## Choking Collar
+*3rd level Conjuration*
+**Casting Time:** 2 Actions
+**Range:** 30 feet
+**Components:** V, S, M *(A scrap of leather.)*
+**Duration:** Sustained, up to 10 minutes
+
+You apparate a heavy leather collar encircling the throat of a creature, willing it to pull tight and strangle. Make a conjuration attack roll vs the target's Strength defence. On a hit, it begins to suffocate. While suffocating that creature cannot breathe, satisfy the verbal component for spells, and cannot speak other than in vague vocalizations. A suffocating creature may as an Action attempt to remove the collar from their throat by making a Strength check vs you conjuration spell skill, ending the spell upon a success.
+
+
## Cozy Cabin
*3rd level Conjuration (Ritual)*
**Casting Time:** 1 Minute
@@ -15,7 +25,7 @@ grand_parent: Spells
You create a structure around yourself on a solid surface no more than 10 feet high and occupying no more that 16 5-foot-squares of space (e.g. a 20-foot by 20-foot square). The structure can be a simple log cabin, or you can style it to match the environment - a cave grotto, straw roofed roundhut, or a small house in the city. It has one door that does not include a lock, but has a fastener to which a lock can be applied. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You may also end the spell using 1 action.
-The interior comes equipped with 8 cots, a chamber pot, cooking utensils and a small fireplace holding a magical fire, which disappear when the spell ends. The fireplace can be lit or extinguished at will using 1 action, which has the [concentrate]() trait. Additionally, the interior is lit with a small magical light that you can also light or extinguish at will using 1 action, which has the [concentrate]() trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut.
+The interior comes equipped with 8 cots, a chamber pot, cooking utensils and a small fireplace holding a magical fire, which disappear when the spell ends. The fireplace can be lit or extinguished at will using 1 action, which has the [sustained]() trait. Additionally, the interior is lit with a small magical light that you can also light or extinguish at will using 1 action, which has the [sustained]() trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut.
## Create Food and Water
*3rd level Conjuration (Ritual)*
@@ -49,7 +59,7 @@ A moat 20 feet deep, 10 feet wide, and with a radius 30 feet away from you is su
**Casting Time:** 2 Actions
**Range:** 30 feet
**Components:** S
-**Duration:** Sustained, up to one minute
+**Duration:** Sustained, up to 1 minute
Point to a creature within range. Unseen motes of dust that lie upon the creature are turned into lice, rats and scorpions. The vermin swarm them, biting and gnawing, dealing 6d6 piercing damage. This damage continues until the target brings fire to the vermin, or the spell is dispelled.
diff --git a/Spells/3/Evocation/index.md b/Spells/3/Evocation/index.md
index 31a1ac16f..d8ccd6167 100644
--- a/Spells/3/Evocation/index.md
+++ b/Spells/3/Evocation/index.md
@@ -9,7 +9,7 @@ grand_parent: Spells
## Fireball
*3rd level Evocation*
**Casting Time:** 2 Actions
-**Range:** 150 feet (20-foot radius)
+**Range:** 150 Feet (20-foot radius)
**Components:** V, S, M *(A piece of bat guano and sulfur.)*
**Duration:** Instantaneous
@@ -41,10 +41,25 @@ Make an evocation attack roll vs the Strength defence of each creature in the ar
A bolt of lightning strikes outward from your hand. Make an evocation attack roll vs the Dexterity defence of each creature within a line 100 feet long and 5 feet wide extending from yourself. On a hit, a target takes 12d4 electric damage, or half as much on a miss.
-When a lightning bolt strikes a solid surface before it has travelled 100 feet, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt takes additional damage for each time that it is struck.
+When a lightning bolt strikes a solid surface before it has traveled 100 feet, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt takes additional damage for each time that it is struck.
**At Higher Levels.** When you cast this spell using 4 or more mana, the damage increases by 1d4 for each additional point of mana.
+## Pediteres
+*3rd level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S
+**Duration:** Instantaneous
+
+You create a large bare foot or boot of ethereal force above a creature within range before motioning it to stomp downward. Make an evocation attack vs the Dexterity defence of a creature you can see within range. On a miss, the creature takes 2d8 energy damage. On a hit, choose one of the following effects:
+
+* **Pointed Heel.** The heel strikes a vulnerable portion of the target, causing maximum pain with the blow. The target suffers 4d8 + twice your spellcasting attribute modifier in energy damage.
+* **Stomp Flat.** The blow is spread out, but relentless in its motion. The target takes 4d8 energy damage and is knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
+* **Dismissive Kick.** The arcane construct strikes from the side, delivering a strong lateral blow. The target takes energy damage equal to 2d8 + your spellcasting attribute modifier and is pushed a number of feet equal to 5 times your spellcasting attribute modifier.
+
+**At Higher Levels.** When you cast this spell using 4 or more mana, the damage increases by 1d8 for each additional point of mana.
+
## Sending
*3rd level Evocation (Ritual)*
**Casting Time:** 2 Actions
@@ -65,5 +80,5 @@ You can send the message across any distance and even to other planes of existen
You scatter minerals strange and esoteric as a part of this spell's casting. A 30-foot cube magical zone is created originating from you. All metal objects not held or worn are thrown out of it with haste, as are objects made of stone or bone.
-Make an evocation atack vs the Strength defence of any creature within the area holding or wearing any such object. On a hit, any such held object is pulled out of their hands, landing in a space of your choice immediately outside of the area. Additionally, any creature wearing any such object is pushed 10 feet in a direction of your choice. On a miss, this spell has no effect on a creature.
+Make an evocation attack vs the Strength defence of any creature within the area holding or wearing any such object. On a hit, any such held object is pulled out of their hands, landing in a space of your choice immediately outside of the area. Additionally, any creature wearing any such object is pushed 10 feet in a direction of your choice. On a miss, this spell has no effect on a creature.
diff --git a/Spells/3/Necromancy/index.md b/Spells/3/Necromancy/index.md
index 387215f21..82c6340d0 100644
--- a/Spells/3/Necromancy/index.md
+++ b/Spells/3/Necromancy/index.md
@@ -6,6 +6,19 @@ grand_parent: Spells
# Necromancy
+## Hoarfrost Hand's Grip
+*3rd level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V, S, M *(A nettle leaf.)*
+**Duration:** Sustained, up to 10 minutes
+
+*By infusing a chill into the nerves of a creature, you impart a limited numbness that inhibits their ability to accomplish precise tasks.*
+
+Make a necromancy attack roll vs Constitution defence of a creature within range that you can see. On a hit, you may choose to selectively numb either their arms or their legs. If you choose arms, the target automatically fails any Dexterity skill checks it makes to escape restraints, has -1d on Dexterity checks that utilize the arms or hands, and halves their normal damage for weapon attacks that deal bludgeoning, piercing, and slashing damage. If you choose legs, the target’s Speed is halved, they are knocked [prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), and they may not stand up of their own accord.
+
+As an Action on your subsequent turns, you can make another necromancy attack roll vs Constitution defence. On a hit, you may numb the other body part you did not choose previously. While the target has both arms and legs numbed, its Speed becomes 0 and it also gains -1d to its Dexterity defence rolls.
+
## Loosen Soul
*3rd level Necromancy (Ritual)*
**Casting Time:** 1 Minute
@@ -13,4 +26,4 @@ grand_parent: Spells
**Components:** V, S
**Duration:** Sustained, up to 10 minutes
-You work a short ceremony that loosens your soul from your body. While your soul is loosened, it can slip out of your body and move up to 20 feet away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul.
+You work a short ceremony that loosens your soul from your body. While your soul is loosened, it can slip out of your body and move up to 30 feet away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul.
diff --git a/Spells/3/Transmutation/index.md b/Spells/3/Transmutation/index.md
index 020741d5e..f1e9e2c68 100644
--- a/Spells/3/Transmutation/index.md
+++ b/Spells/3/Transmutation/index.md
@@ -13,7 +13,7 @@ grand_parent: Spells
**Components:** V, S
**Duration:** 1 Minute
-You blink quickly between the Material Plane and the Ethereal Plane (the spell fails and the casting is wasted if you were already on the Ethereal plane). You gain Resistance I to all damage, except force. You can [Sustain the Spell](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/CastingaSpell/Duration/#sustain-a-spell) to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger Attacks of Opporunity. At the end of your turn, you vanish and reappear as above.
+You blink quickly between the Material Plane and the Ethereal Plane (the spell fails and the casting is wasted if you were already on the Ethereal plane). You gain Resistance I to all damage, except force. You can [Sustain the Spell](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/CastingaSpell/Duration/#sustain-a-spell) to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger Attacks of Opportunity. At the end of your turn, you vanish and reappear as above.
You can dismiss this spell as an action.
@@ -30,10 +30,19 @@ Billowing flames grant you explosive speed. For the duration, your speed increas
**At Higher Levels.** When you cast this spell using 4 or more mana, your speed increases by 5 feet and the spell deals an additional 1d6 fire damage for each additional mana.
+## Liar's Curse
+*3rd Level Transmutation*
+**Casting Time:** 2 Action
+**Range:** 30 Feet
+**Components:** V, S
+**Duration:** Until Dispelled
+
+Make a transmutation attack vs the Wisdom defence of a creature you can see within range. On a hit, the target becomes the subject of a curse. Choose either to focus on the target's penis or nose, each time the target lies, the chosen body part becomes larger.
+
## Plant Growth
*3rd Level Transmutation*
**Casting Time:** 2 Actions or 8 Hours
-**Range:** 150 feet
+**Range:** 150 Feet
**Components:** V, S
**Duration:** Instantaneous
diff --git a/Spells/3/Warding/index.md b/Spells/3/Warding/index.md
index 7fae271dd..eeba6e15e 100644
--- a/Spells/3/Warding/index.md
+++ b/Spells/3/Warding/index.md
@@ -6,10 +6,23 @@ grand_parent: Spells
# Warding
+## Break the Chains
+*3rd level Ward*
+**Casting Time:** 1 Action
+**Range:** 60 Feet
+**Components:** V, S
+**Duration:** 1 Round
+
+Choose a creature within range that you can see that. The target is protected for the duration from becoming grappled or restrained. If another creature successfully grapples or restrains a target, it instead fails the attempt and the spell ends. If a target is already grappled or restrained when the spell is cast, it automatically breaks free of the grapple or restraint and the spell ends.
+
+In addition, after the spell ends on a target it gains a bonus to its next damage roll made to a with a melee attack equal to your spellcasting attribute modifier.
+
+**At Higher Levels.** When you cast this spell using 4 or more mana, the duration increases by 1 round for each additional mana spent.
+
## Dispel Magic
*3rd level Ward*
**Casting Time:** 2 Actions
-**Range:** 120 feet
+**Range:** 120 Feet
**Components:** V, S
**Duration:** Instantaneous
@@ -18,7 +31,7 @@ Choose one creature, object, or magical effect within range. Any spell of 3rd le
**At Higher Levels.** When you cast this spell using 4 or more mana, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the amount of mana that you used.
### Counterspell
-As a special use of the dispel magic spell, you may attempt to interrupt a creature in the process of casting a spell as a free action. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, it makes an attack roll using the spell school being cast modified by the spell's level vs your warding skil, modified by *Counterspell*'s level. On a failure, the creature's spell fails and has no effect.
+As a special use of the dispel magic spell, you may attempt to interrupt a creature in the process of casting a spell as a free action. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, it makes an attack roll using the spell school being cast modified by the spell's level vs your warding skill, modified by *Counterspell*'s level. On a failure, the creature's spell fails and has no effect.
For example, if a character with 18 intelligence who is trained in warding casts a 3rd level *Counterspell* vs a 5th level *Cone of Cold* spell cast by a Mage with 17 intelligence, then the Mage makes a trained roll with an attack bonus of:
@@ -52,6 +65,15 @@ The conditions must be specific. For example:
**Components:** V, S, M *(A polished opal worth at least 1000 gp.)*
**Duration:** Instantaneous
-Make an unarmed attack roll vs a creature that is posessed or under the influence of a minor curse. On a hit, you grab the creature by the throat and press a polished opal to its forehead.
+Make an unarmed attack roll vs a creature that is possessed or under the influence of a minor curse. On a hit, you grab the creature by the throat and press a polished opal to its forehead.
+
+Make a warding attack roll against vs the Charisma defence of the possessing creature, or the DC of the curse. On a hit, when you pull the opal back and the curse or entity possessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed.
+
+## Power Word: Freedom
+*3rd level Ward*
+**Casting Time:** 2 Actions
+**Range:** 60 Feet
+**Components:** V
+**Duration:** Instantaneous
-Make a warding attack roll against vs the Charisma defence of the posessing creature, or the DC of the curse. On a hit, when you pull the opal back and the curse or entity posessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed.
+A word of your choosing is imbued with energy as you speak it. Any spell or magical effects that cause a creature of your choosing within range to be [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/), [paralyzed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Paralysed/), or to reduce their speed to 0 are ended. In addition, that creature may spend 5 feet of movement on its next turn to escape any non-magical restraints, grapple, or imprisoning device (e.g. a cage). If the target is adjacent to a hostile creature, you may teleport them to an empty space adjacent to you.
From 3cb4eb023c476087d304ad1ac07c8855fa4bd597 Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Tue, 10 Feb 2026 12:19:21 -0600
Subject: [PATCH 05/13] phantasmal lover, privacy spells
---
Spells/3/Illusion/index.md | 13 +++++++++++++
Spells/5/Warding/index.md | 11 +++++++++++
2 files changed, 24 insertions(+)
diff --git a/Spells/3/Illusion/index.md b/Spells/3/Illusion/index.md
index 9dd2eee19..0102719a0 100644
--- a/Spells/3/Illusion/index.md
+++ b/Spells/3/Illusion/index.md
@@ -5,3 +5,16 @@ grand_parent: Spells
---
# Illusion
+
+## Phantasmal Lover
+*3rd Level Illusion*
+**Casting Time:** 2 Actions
+**Range:** 120 feet
+**Components:** V, S
+**Duration:** Sustained, up to 1 minute
+
+Make an illusion attack vs the Intelligence defence of the target you can see within range. On a hit, the target sees the creature is desires the most appear in a space adjacent to them. Only the target can see the phantasmal lover; others see only a vague shape. The illusion follows the the target for the duration.
+
+At the beginning of the target's turn, it must make a Constitution defence check vs your charm spell skill. On a failure, the target becomes [fatigued](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Fatigued/) for the turn as it is distracted by the phantasmal lover.
+
+The target can take 1 Action to study action the illusion with an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) check against your illusion spell skill. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
\ No newline at end of file
diff --git a/Spells/5/Warding/index.md b/Spells/5/Warding/index.md
index 64d63ff08..a1bc42242 100644
--- a/Spells/5/Warding/index.md
+++ b/Spells/5/Warding/index.md
@@ -5,3 +5,14 @@ grand_parent: Spells
---
# Warding
+
+## Privacy
+*5th level Ward (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S, M *(An opaque silken veil.)*
+**Duration:** 10 Minutes
+
+Donning a veil you surround yourself with a sphere of power that negates all forms of divination. Divination spells cannot perceive anything within the area. The ward does not prevent communication and movement into and out of the area.
+
+**At Higher Levels.** When you cast this spell using 6 or more mana, the range becomes Self (10-foot radius), with the radius increasing by 10 feet for each additional mana spent.
\ No newline at end of file
From 782a1991dc0a15859f32e656cfccdb68961c98a0 Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Fri, 6 Mar 2026 20:57:35 -0600
Subject: [PATCH 06/13] more L2 &3 spells
---
Spells/2/Necromancy/index.md | 11 +++++++++++
Spells/3/Conjuration/index.md | 1 -
Spells/3/Warding/index.md | 11 +++++++++++
Talents/Cleric/Death/index.md | 2 +-
4 files changed, 23 insertions(+), 2 deletions(-)
diff --git a/Spells/2/Necromancy/index.md b/Spells/2/Necromancy/index.md
index c997b0a4c..205b0e493 100644
--- a/Spells/2/Necromancy/index.md
+++ b/Spells/2/Necromancy/index.md
@@ -16,3 +16,14 @@ grand_parent: Spells
Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constitution defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.
After one creature is cursed in this manner, the book is no longer protected.
+
+## Selfless Gift
+*2nd level Necromancy*
+**Casting Time:** 2 Actions
+**Range:** 30 Feet
+**Components:** V, S, M *(At least 2 ounces of your blood, which the spell consumes)*
+**Duration:** Instantaneous
+
+By giving a vital piece of yourself, you pour healing energy into those around you. When you cast this spell, you take 1dR damage. This damage may not be reduced in any way, nor transferred to another creature. Choose any amount of creatures other than you within range. Those creatures regain Stamina equal to 1dP plus your spellcasting attribute modifier, which is split among them.
+
+**At Higher Levels.** When you cast this spell using 3 or more mana, the amount of damage you take increases by 1dR and the amount of Stamina healed increases by 1dP for each additional mana spent.
\ No newline at end of file
diff --git a/Spells/3/Conjuration/index.md b/Spells/3/Conjuration/index.md
index e90fbf7a1..e32194590 100644
--- a/Spells/3/Conjuration/index.md
+++ b/Spells/3/Conjuration/index.md
@@ -15,7 +15,6 @@ grand_parent: Spells
You apparate a heavy leather collar encircling the throat of a creature, willing it to pull tight and strangle. Make a conjuration attack roll vs the target's Strength defence. On a hit, it begins to suffocate. While suffocating that creature cannot breathe, satisfy the verbal component for spells, and cannot speak other than in vague vocalizations. A suffocating creature may as an Action attempt to remove the collar from their throat by making a Strength check vs you conjuration spell skill, ending the spell upon a success.
-
## Cozy Cabin
*3rd level Conjuration (Ritual)*
**Casting Time:** 1 Minute
diff --git a/Spells/3/Warding/index.md b/Spells/3/Warding/index.md
index eeba6e15e..e5f1e9400 100644
--- a/Spells/3/Warding/index.md
+++ b/Spells/3/Warding/index.md
@@ -77,3 +77,14 @@ Make a warding attack roll against vs the Charisma defence of the possessing cre
**Duration:** Instantaneous
A word of your choosing is imbued with energy as you speak it. Any spell or magical effects that cause a creature of your choosing within range to be [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/), [paralyzed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Paralysed/), or to reduce their speed to 0 are ended. In addition, that creature may spend 5 feet of movement on its next turn to escape any non-magical restraints, grapple, or imprisoning device (e.g. a cage). If the target is adjacent to a hostile creature, you may teleport them to an empty space adjacent to you.
+
+## Role Reversal
+*3rd level Ward*
+**Casting Time:** Free Action
+**Range:** 60 feet
+**Components:** V
+**Duration:** Instantaneous
+
+In a twist of either fate or skill, you reverse the impending perilous situation. The creature that is attempting to grapple or restrain you must make a Charisma Defence Check. On a failure, they become Grappled or Restrained in the same manner that you would have been had this spell not intervened (or if not possible, such as if they were using tentacles you don’t have, then they become Grappled or Restrained in a possible method of your choosing).
+
+If they become Grappled or Restrained by a spell that requires it to be Sustained, they may not willingly drop it for this effect until the end of the start of their next turn. Receiving damage or other effects that would interrupt Sustained still function normally when a creature is in this state.
\ No newline at end of file
diff --git a/Talents/Cleric/Death/index.md b/Talents/Cleric/Death/index.md
index 0157a52d2..2596716e4 100644
--- a/Talents/Cleric/Death/index.md
+++ b/Talents/Cleric/Death/index.md
@@ -17,7 +17,7 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http
| Spell Level | Spells | Cost |
|:-----------:|:------:|:----:|
| 1st | [False Life](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#false-life), [Ray of Sickness](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#ray-of-sickness) | 2 Character Points per Spell |
-| 2nd | Blindness/Deafness, Ray of Enfeeblement | 4 Character Points per Spell |
+| 2nd | Blindness/Deafness, Selfless Gift | 4 Character Points per Spell |
| 3rd | Animate Dead, Spirit Shroud | 6 Character Points per Spell |
| 4th | Enervation, Death Ward | 8 Character Points per Spell |
| 5th | Antilife Shell, Cloudkill | 10 Character Points per Spell |
From 7c66472af0bb515182bdfd16498209327155de9d Mon Sep 17 00:00:00 2001
From: Lorekeeper <69066156+twclifton77@users.noreply.github.com>
Date: Fri, 6 Mar 2026 21:20:41 -0600
Subject: [PATCH 07/13] revise Role Reversal
---
Spells/3/Warding/index.md | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/Spells/3/Warding/index.md b/Spells/3/Warding/index.md
index e5f1e9400..de43676dc 100644
--- a/Spells/3/Warding/index.md
+++ b/Spells/3/Warding/index.md
@@ -81,10 +81,10 @@ A word of your choosing is imbued with energy as you speak it. Any spell or magi
## Role Reversal
*3rd level Ward*
**Casting Time:** Free Action
-**Range:** 60 feet
+**Range:** 30 feet
**Components:** V
**Duration:** Instantaneous
-In a twist of either fate or skill, you reverse the impending perilous situation. The creature that is attempting to grapple or restrain you must make a Charisma Defence Check. On a failure, they become Grappled or Restrained in the same manner that you would have been had this spell not intervened (or if not possible, such as if they were using tentacles you don’t have, then they become Grappled or Restrained in a possible method of your choosing).
+In a twist of either fate or skill, you reverse the impending perilous situation. When you cast this spell, you cause a creature within range that has you [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) to releases their and hold on you and they then become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in the same manner that found yourself in - if not possible, such as if they were using tentacles you don’t have, then they become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in a possible method of your choosing).
-If they become Grappled or Restrained by a spell that requires it to be Sustained, they may not willingly drop it for this effect until the end of the start of their next turn. Receiving damage or other effects that would interrupt Sustained still function normally when a creature is in this state.
\ No newline at end of file
+If they become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) by a spell that requires it to be Sustained, they may not willingly drop it for this effect until the end of the start of their next turn. Receiving damage or other effects that would interrupt Sustained still function normally when a creature is in this state.
\ No newline at end of file
From ad26dfddbc4f7a08a3a2aa9c9f4b6b67927bf504 Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Tue, 21 Apr 2026 15:20:12 -0400
Subject: [PATCH 08/13] Wording
---
Spells/2/Conjuration/index.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Spells/2/Conjuration/index.md b/Spells/2/Conjuration/index.md
index c05d43212..e88cd7576 100644
--- a/Spells/2/Conjuration/index.md
+++ b/Spells/2/Conjuration/index.md
@@ -83,6 +83,6 @@ The creature uses the statistics for a [riding horse](), except that it has a sp
**Components:** V, S, M *(A bit of sheepskin.)*
**Duration:** Instantaneous
-You manifest a vile substance within a creature's stomach, attempting to sicken them. Make a conjuration attack vs Constitution defence of one creature that you can see within range. On a hit, the target takes 2d8 poison damage, becomes [poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) for 1 minute, and is [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the end of its next turn as it vomits. On a miss, the target takes half as much damage and has -1d on attack rolls it makes until the end of its next turn.
+You manifest a vile substance within a creature's stomach, attempting to sicken them. Make a conjuration attack vs Constitution defence of one creature that you can see within range. On a hit, the target takes 2d8 poison damage, becomes [poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) for 1 minute, and is [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the end of its next turn as it vomits. On a miss, the target is not [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/), takes half as much damage and has -1d on attack rolls it makes until the end of its next turn.
**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d8 for each additional mana spent.
From 1c73adadafbfe8b97284033ea7e0d7bc5f73d8d0 Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Tue, 21 Apr 2026 15:24:32 -0400
Subject: [PATCH 09/13] Cut off tex
---
Spells/2/Divination/index.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Spells/2/Divination/index.md b/Spells/2/Divination/index.md
index f79dea452..4758a1f8e 100644
--- a/Spells/2/Divination/index.md
+++ b/Spells/2/Divination/index.md
@@ -39,7 +39,7 @@ Questions verbally directed at the target creature naturally shape the course of
You can also use this spell to detect the presence of thinking creatures that you cannot see. When you cast the spell, or as part of the action to sustain the spell during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower, or one that doesn't speak any languages.
-Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if yo
+Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it. However, it must still be within range.
## Magic Probe
*2nd level Divination (Ritual)*
From 0231eb23ee12a022b56188a01162bdd032cde8c5 Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Tue, 21 Apr 2026 15:27:41 -0400
Subject: [PATCH 10/13] Phrasing
---
Spells/2/Evocation/index.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Spells/2/Evocation/index.md b/Spells/2/Evocation/index.md
index 8c532a853..350673ff0 100644
--- a/Spells/2/Evocation/index.md
+++ b/Spells/2/Evocation/index.md
@@ -105,7 +105,7 @@ Any creature in the line must spend 2 feet of movement for every 1 foot it moves
The gust disperses gas or vapour, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
-On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can change the direction in which the line blasts from them.
+On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can change the direction in which the line blasts from you.
## Moonbeam
*2nd level Evocation*
From 854f25687b5dc3c66e00dfacab02e46995c75bfa Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Wed, 22 Apr 2026 15:10:02 -0400
Subject: [PATCH 11/13] Add links
---
Spells/3/Conjuration/index.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Spells/3/Conjuration/index.md b/Spells/3/Conjuration/index.md
index e32194590..b904b46fb 100644
--- a/Spells/3/Conjuration/index.md
+++ b/Spells/3/Conjuration/index.md
@@ -24,7 +24,7 @@ You apparate a heavy leather collar encircling the throat of a creature, willing
You create a structure around yourself on a solid surface no more than 10 feet high and occupying no more that 16 5-foot-squares of space (e.g. a 20-foot by 20-foot square). The structure can be a simple log cabin, or you can style it to match the environment - a cave grotto, straw roofed roundhut, or a small house in the city. It has one door that does not include a lock, but has a fastener to which a lock can be applied. Other creatures can freely enter and exit the hut without damaging it, but if you exit the hut, the spell ends. You may also end the spell using 1 action.
-The interior comes equipped with 8 cots, a chamber pot, cooking utensils and a small fireplace holding a magical fire, which disappear when the spell ends. The fireplace can be lit or extinguished at will using 1 action, which has the [sustained]() trait. Additionally, the interior is lit with a small magical light that you can also light or extinguish at will using 1 action, which has the [sustained]() trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut.
+The interior comes equipped with 8 cots, a chamber pot, cooking utensils and a small fireplace holding a magical fire, which disappear when the spell ends. The fireplace can be lit or extinguished at will using 1 action, which has the [sustained](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) trait. Additionally, the interior is lit with a small magical light that you can also light or extinguish at will using 1 action, which has the [sustained](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) trait. The climate inside the hut is comfortable and allows creatures inside it to withstand most hostile weather conditions, but incredible heat or cold, powerful storms, and winds of hurricane force or greater destroy the hut.
## Create Food and Water
*3rd level Conjuration (Ritual)*
From 4a0aecda1765862cf2477dc9d219afacdf0dcb65 Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Wed, 22 Apr 2026 15:22:04 -0400
Subject: [PATCH 12/13] Expand wording
---
Spells/3/Transmutation/index.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/Spells/3/Transmutation/index.md b/Spells/3/Transmutation/index.md
index f1e9e2c68..9e24d5ffc 100644
--- a/Spells/3/Transmutation/index.md
+++ b/Spells/3/Transmutation/index.md
@@ -37,7 +37,7 @@ Billowing flames grant you explosive speed. For the duration, your speed increas
**Components:** V, S
**Duration:** Until Dispelled
-Make a transmutation attack vs the Wisdom defence of a creature you can see within range. On a hit, the target becomes the subject of a curse. Choose either to focus on the target's penis or nose, each time the target lies, the chosen body part becomes larger.
+Make a transmutation attack vs the Wisdom defence of a creature you can see within range. On a hit, the target becomes the subject of a curse. Choose a minor appendage on the target, such as a finger, toe, nose, ear, genitals, etc. Each time the target lies, the chosen body part becomes larger.
## Plant Growth
*3rd Level Transmutation*
From c41dc4ef62a26fa225e29bb9e604d4ed6872f76e Mon Sep 17 00:00:00 2001
From: Greg Maken <122323863+Barlow04@users.noreply.github.com>
Date: Wed, 22 Apr 2026 15:34:17 -0400
Subject: [PATCH 13/13] Wording Edit
---
Spells/3/Warding/index.md | 8 ++++----
1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/Spells/3/Warding/index.md b/Spells/3/Warding/index.md
index de43676dc..d91c3ba72 100644
--- a/Spells/3/Warding/index.md
+++ b/Spells/3/Warding/index.md
@@ -13,7 +13,7 @@ grand_parent: Spells
**Components:** V, S
**Duration:** 1 Round
-Choose a creature within range that you can see that. The target is protected for the duration from becoming grappled or restrained. If another creature successfully grapples or restrains a target, it instead fails the attempt and the spell ends. If a target is already grappled or restrained when the spell is cast, it automatically breaks free of the grapple or restraint and the spell ends.
+Choose a creature within range that. The target is protected for the duration from becoming [grappled]((https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained]((https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/). If another creature successfully grapples or restrains a target, it instead fails the attempt and the spell ends. If a target is already grappled or restrained when the spell is cast, it automatically breaks free of the grapple or restraint and the spell ends.
In addition, after the spell ends on a target it gains a bonus to its next damage roll made to a with a melee attack equal to your spellcasting attribute modifier.
@@ -67,7 +67,7 @@ The conditions must be specific. For example:
Make an unarmed attack roll vs a creature that is possessed or under the influence of a minor curse. On a hit, you grab the creature by the throat and press a polished opal to its forehead.
-Make a warding attack roll against vs the Charisma defence of the possessing creature, or the DC of the curse. On a hit, when you pull the opal back and the curse or entity possessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed.
+Make a warding attack roll vs. the Charisma defence of the possessing creature, or the DC of the curse. On a hit, you pull the opal back and the curse or entity possessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed.
## Power Word: Freedom
*3rd level Ward*
@@ -85,6 +85,6 @@ A word of your choosing is imbued with energy as you speak it. Any spell or magi
**Components:** V
**Duration:** Instantaneous
-In a twist of either fate or skill, you reverse the impending perilous situation. When you cast this spell, you cause a creature within range that has you [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) to releases their and hold on you and they then become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in the same manner that found yourself in - if not possible, such as if they were using tentacles you don’t have, then they become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in a possible method of your choosing).
+In a twist of either fate or skill, you reverse the impending perilous situation. When you cast this spell, you cause a creature within range that has you [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) to releases their hold on you. They then become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in the same manner that found yourself in - if not possible, such as if they were using tentacles you don’t have, then they become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) in a possible method of your choosing).
-If they become [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) by a spell that requires it to be Sustained, they may not willingly drop it for this effect until the end of the start of their next turn. Receiving damage or other effects that would interrupt Sustained still function normally when a creature is in this state.
\ No newline at end of file
+If the [grappled](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Grappled/) or [restrained](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Restrained/) condition was applied by a [Sustained](https://stormchaserroleplaying.com/stormchaserRPG/spellcasting/Casting/Duration/#sustaining-spells) spell, it is applied to the original caster and they may not willingly drop this effect until the start of their next turn. Receiving damage or other effects that would interrupt [Sustained](https://stormchaserroleplaying.com/stormchaserRPG/spellcasting/Casting/Duration/#sustaining-spells) still function normally when a creature is in this state.