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This is a collection of work from the Solasta modding community. It includes multiclass, races, classes, subclasses, feats, fighting styles, spells, items, crafting recipes, gameplay options, UI improvements, Dungeon Maker improvements and more. The general philosophy is everything is optional to enable, so you can install the mod and then enable the pieces you want. There are some minor bug fixes that are enabled by default.
ATTENTION
This is now a standalone mod. Please uninstall any other mod from your mods folder including: SolastaModApi, SolastaCommunityExpansionMulticlass, SolastaDungeonMakerPro and SolastaTinkerer.
- AceHigh: SoulBlade subclass, Tactician subclass, Power Attack and Reckless Fury feats, no identification
- Bazou: Witch class, Fighting Styles
- Boofat: alwaysAlt
- Burtsev-Alexey: deep copy algorithm
- ChrisJohnDigital: Tinkerer class, crafting, faction relations, feats, fighting styles, items, subclasses, progression
- Dreadmaker: Forest Guardian subclass
- DubhHerder: 7th, 8th and 9th level spells, Crafty Feats migration, bug models replacement, additional high level monsters, Warlock class and subclasses
- ElAntonious: Arcanist subclass, Torchbearer and Dual Flurry feats
- Esker: Warlock class design, quality assurance
- Holic75: SolastaModHelpers and SolastaExtraContent
- ImpPhil: adv/dis rules, conjurations control, auto-equip, monster's health, pause UI, sorting, stocks prices, no attunement, xp scaling, character export, save by location, combat camera, diagnostics, custom icons, refactor, screen map
- Lyraele: Warlock class design, quality assurance
- Narria: modKit creator, developer
- Nd: Opportunist subclass
- PraiseThyBus: quality assurance
- RedOrca: Path of the Light subclass, Indomitable Might
- SilverGriffon: PickPocket, lore friendly names, crafty feats, face unlocks, sylvan armor unlock, empress garb skins, arcane foci items, belt of dwarvenkin, merchants, spells
- Sinai-dev: Unity Explorer UI standalone
- Spacehamster: dataminer
- TPABOBAP: Monk class, Warlock improvements, Tinkerer improvements, Level Up improvements, Holic75's code integration
- View619: Darkvision, Superior Dark Vision
- Zappastuff: multiclass, level 20, respec, level down, encounters, dungeon maker pro, party size, screen gadgets highlights, inventory sorting, epic points, teleport, mod UI, diagnostics, feats, pact magic, Holic75's code integration
STEP 1: Install Unity Mod Manager (UMM):
- Download Unity Mod Manager from Nexus Mods and extract the zip to a folder of your preference [don't use the Solasta game folder].
- Start the program UnityModManager.exe
- Select Solasta: Crown of the Magister from the list of available games
- Manually select the game folder in case UMM fails to auto detect it
- The Unity Mod Manager should now launch when game is launched
HINT: Doorstop Proxy is the preferred install method but won't work on some Windows configurations or MacOS. Use the Assembly method as an alternative in case you don't see the UMM UI upon game launch.
STEP 2: Install Community Expansion (CE):
- Download CE from the files section and drag and drop the zip over the UMM Mods tab
We did all possible efforts to ensure this Mod will work under a multiplayer session. You must ensure all players have this mod installed and at least all settings under CE Mod UI > Gameplay matches across all players. The easiest way to achieve that is ask the host to share his Mod settings.xml file with guests before a session.
- The versions of Solasta and this mod.
- A list of other mods you have installed [you shouldn't have any].
- A short description of the bug.
- A step-by-step procedure to reproduce it.
- The save, character and log files.
HINT: Check the folder C:\Users*YOUR_USER_NAME\AppData\LocalLow\Tactical Adventures\Solasta* for the info we need.
You can contribute to this work at Source Code (MIT License).
All settings start disabled by default. On first start the mod will display an welcome message and open the UMM Mod UI settings again.
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- Bolgrif: Bolgrifs are half-giants living in the frozen highlands of Solasta. They are crafty, cautious, reclusive, distrust most humanoids except elves and prefer to live far from civilization in tight-knit clans. If pressed into battle, bolgrifs demonstrate formidable skills with weapons and nature magic
- Gnome: A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play
- Monk [beta]: Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does
- Tinkerer: Tinkerers are inventors, alchemists, and more. They bridge the space between magic and technology
- Warlock: Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular
- Witch: Afflicted by a sinister curse, witches can spin dark magic into Maledictions, which they use to debilitate foes. They are also accompanied by their familiars, loyal magical companions which they use to deal the killing blow
- Green Witch: Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic, and can coax plants and animals into their bidding
- Red Witch: Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in red magic are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath
- White Witch: White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world
- Potion Maker: You specialize in potions, buffs, healing, and spell casting
- Blaster: You specialize in hurling projectiles and causing explosions
- Weapon Smith: You specialize in using magical weapons in combat
- Scout Sentinel: A Scout Sentinel tinkerer modifies armor to enhance it's fuction, provding enhanced protection and mobility
- SoulBlade Pact: You have struck a bargain with a sentient weapon that you feed souls to in return for power
- Ancient Forest Pact: You have forged a relationship with a powerful nature entity: Ancient Dryads, Archdruids, Manifestations of the Feywild bleeding into the material plane, Forgotten gods from a primal age. Your patron may wish for you to protect the natural world, travel to far off lands that it cannot, or it may have another motive that seems inscrutable to short-lived mortals
- Elementalist Pact: You've been made a pact with and been changed by primordals present in the elemental badlands. The elemental chaos of the patron has suffused your soul, letting you use the power of diferent elemental types
- MoonLit Pact: Your patron is a spirit of the moon, an entity that embodies the cyclical nature of light and darkness. These spirits seek to maintain the power of the moon over the night sky while keeping profane powers that stalk the darkness at bay and task their warlocks with the same, granting them command over the powers of the moon and its effects
- Rift Walker Pact: Your patron is one of the rare beings who calls the void between worlds their home. They slip between the planes with ease and the knowledge you have gained from interacting with them allows you to harness lingering rift engeries to your benefit within solasta. You might be sometimes filled with a longing for the distant realm of your patron, a desire to wander between dimensions for the rest of your days, or watch for signs of another Rift event, either to prevent or encourage
- Toad King Pact: Fey, demon or abberation caused by the Cataclysm, the true nature of the Toad King is not known, but it is known that the Toad King rules a large area of swamps and marshes within the Badlands and offers power to those willing to serve
- Way of the Open Hand: [update after features implemented] Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm
- Arcane Fighter: Channel your magic into weapon attacks
- Circle of the Forest Guardian: Circle of the Forest Guardian Druids are sworn to protect the forests and all that dwell within them. Skilled in the use of Abjuration magic and martial combat, members of this druidic circle are fearsome opponents on the battlefield
- Con Artist: Con Artists are rogues that specialize in deception and tricking others. They use magic to aid their natural manipulative abilities
- Life Transmuter: Masters of manipulating both matter and life energy
- Master Manipulator: Master Manipulators excel at controlling the battlefield and preventing their enemies from being able to attack them
- Opportunist: Opportunist are those who never let a chance to finish their enemis slides.They stab fast and stab where it matters. Not many faced them can escaped unscratched
- Path of the Light: Barbarians who follow the Path of the Light illuminate the darkness and protect their allies from dangers that lurk within it
- Ranger Arcanist: The Ranger Arcanist melds their ranger skills with arcane abilities. Their weapons can afflict their opponents with the Arcanist's Mark, and have learned how to cast some Wizard spells as part of their Ranger spell repertoire
- Spell Master: Spell masters immerse themselves in magic and try to learn every spell they can get their hands on. They are unmatched in their spell knowledge
- Spell Shield: Spell Shields are fighters that specialize in defense and protection. They use magic to aid their natural abilities
- The Tactician: The Tactician uses their knowledge and might on the battlefield to perform different gambits as they are needed. They can knock down foes, inspire their allies and get in deadly counter-strikes against their foes. Mod note - This class re-uses channel divinity for these features
- Apothecary (Intelligence): +1 Intelligence, Proficiency or Expertise with Herbalism Kit and Arcana
- Apothecary (Wisdom): +1 Wisdom, Proficiency or Expertise with Herbalism Kit and Medicine
- Arcane Defense: Increase your Intelligence by 1, to a maximum of 20. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier
- Arcane Precision: When active on a weapon, it's attacks count as Magical and you use your intelligence for your attack and damage rolls. It has 1 minute duration and can be used twice before a long rest
- Brutal Thug: You land powerful blows in the right places. You can sneak attack with martial based weapons and get figther weapon proficiency
- Charismatic Defense: Increase your Charisma by 1, to a maximum of 20. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier
- Charismatic Precision: When active on a weapon, it's attacks count as Magical and you use your charisma for your attack and damage rolls. It has 1 minute duration and can be used twice before a long rest
- Chef (Constitution): You gain +1 to Constitution. Spend 1 hour to cook a meal to heal yourself and your companions 1d8. Once a day you may spend an hour to cook treats that provide temporary HP when eaten
- Chef (Wisdom): You gain +1 to Wisdom. Spend 1 hour to cook a meal to heal yourself and your companions. Once a day you may spend an hour to cook treats that provide temporary HP when eaten
- Dual Flurry: You are a master of fighting with paired weapons. On any turn where you hit twice with melee attacks while wielding a weapon in each hand, you may make an additional off-hand attack
- Dual Weapon Defense: When yielding 2 weapons your AC increases by 1
- Fast Hands: You gain a Cunning Action and can use the Bonus Action granted by it to make a Dexterity (Sleight of Hand) check, use your thieves' tools to Disarm a trap or open a lock, or take the Use an Object action
- Fey Teleportation (Charisma): Increase Charisma attribute by 1. Gain the ability to Misty Step once per short rest and learn the spell. Gain proficiency in Tirmarian
- Fey Teleportation (Intelligence): Increase Intelligence attribute by 1. Gain the ability to Misty Step once per short rest and learn the spell. Gain proficiency in Tirmarian
- Fey Teleportation (Wisdom): Increase Wisdom attribute by 1. Gain the ability to Misty Step once per short rest and learn the spell. Gain proficiency in Tirmarian
- Fighting Style: Archery: You gain a +2 bonus to attack rolls with ranged weapons
- Fighting Style: Blind Fighting: You have blindsight with a range of 10 feet
- Fighting Style: Crippling: Reduce the speed of your opponent on a melee attack hit to 10 until the end of the next turn
- Fighting Style: Defense: While you are wearing armor you gain a +1 bonus to AC
- Fighting Style: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
- Fighting Style: Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die. You must use the new roll, even if it is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit
- Fighting Style: Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield
- Fighting Style: Pugilist: While you are completely unarmed, your unarmed strikes deal an additional d8 of damage and you can punch with your offhand as a bonus action
- Fighting Style: Titan Fighting: You gain a +2 hit against creatures of size large or bigger
- Fighting Style: Two Weapon: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
- Fighting Surge (Dexterity): Increase your Dexterity by 1, to a maximum of 20. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again
- Fighting Surge (Strength): Increase your Strength by 1, to a maximum of 20. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again
- Fletcher: +1 Dexterity, Proficiency or Expertise with Smith's Tools, Proficiency with bows and crossbows
- Healer: You gain proficiency or expertise in Medicine checks. You gain the ability to stabilize a dying creature as well as to revive a creature that died within the last 12 seconds once per long rest. You can use an action to restore 1d6 + 4 + character level hit points a number of times per short rest equal to your Wisdom modifier
- Heavy Defense Mastery: Resistance to Bludgeoning, Slashing, and Piercing damage
- Improved Critical: Your attacks are critical hits on a roll of 19 or 20
- Inspiring Leader: Spend 10 minutes to inspire up to 6 friendly creatures (which can include yourself) within 30 feet of you. Each creature gains temporary hit points equal to your level + your Charisma modifier. Useable once per short rest
- Light Armor: Gain proficiency with Light Armor and +1 Dexterity
- Manacalon Crafter: +1 Intelligence, Proficiency or Expertise with Manacalon Rosary and Arcana, Requires the ability to cast spells
- Marksman: When a visible opponent 2 cells or more from you attacks you with a ranged weapon or a spell, you can use your reaction to take a shot after the triggering attack
- Medium Armor (Dexterity): Gain proficiency with Medium Armor and Shields and +1 Dexterity
- Medium Armor (Strength): Gain proficiency with Medium Armor and Shields and +1 Strength
- Metamagic: Careful: Increase your Charisma by 1, to a maximum of 20. You learn the Careful metamagic and gain 2 sorcery points
- Metamagic: Distant: Increase your Charisma by 1, to a maximum of 20. You learn the Distant metamagic and gain 2 sorcery points
- Metamagic: Empowered: Increase your Charisma by 1, to a maximum of 20. You learn the Emporewed metamgic and gain 2 sorcery points
- Metamagic: Extended: Increase your Charisma by 1, to a maximum of 20. You learn the Extended metamagic and gain 2 sorcery points
- Metamagic: Heightened: You learn the Heightened metamagic and gain 4 sorcery points
- Metamagic: Quickened: Increase your Charisma by 1, to a maximum of 20. You learn the Quickned metamagic and gain 2 sorcery points
- Metamagic: Twinned: Increase your Charisma by 1, to a maximum of 20. You learn the Twinned metamagic and gain 2 sorcery points
- Pickpocket: You gain proficiency with Sleight Of Hand, or expertise if already proficient. You also have advantage on Sleight of Hand Dexterity checks
- Power attack: You learned to trade accuracy to lander deadlier/harder blows. You can choose to take a -3 penalty to your to hit in order to do more damage (+3 damage for one handed weapons, +6 damage for two handed weapons). Lasts for the whole turn once activated. Works with melee and ranged weapons
- Primal Rage (Constitution): Increase your Constitution by 1, to a maximum of 20. You can enter a rage as a bonus action as defined in the Barbarian's rage class feature with a +1 rage damage that can stack with Barbarian's rage. Once you have raged this way you must finish a long rest before using this feature again. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier
- Primal Rage (Strength): Increase your Strength by 1, to a maximum of 20. You can enter a rage as a bonus action as defined in the Barbarian's rage class feature with a +1 rage damage that can stack with Barbarian's rage. Once you have raged this way you must finish a long rest before using this feature again. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier
- Reckless Fury: You gain the ability to enter a rage for one minute once per day (note no armor restriction), and you can attack recklessly gaining advantage on your melee attacks while giving advantage to your attackers until your next turn
- Savage Attacker: Reroll weapon and spell damage dice when they roll a 1 (does not reroll all damage sources, for example excludes Sneak Attack and Smite)
- Scribe: +1 Intelligence, Proficiency or Expertise with Scroll Kit and Arcana, Requires the ability to cast spells
- Shadow Touched (Charisma): Increase Charisma attribute by 1. Gain the ability to cast Invisibility, Inflict Wounds, and False Life once per long rest and learn the spells
- Shadow Touched (Intelligence): Increase Intelligence attribute by 1. Gain the ability to cast Invisibility, Inflict Wounds, and False Life once per long rest and learn the spells
- Shadow Touched (Wisdom): Increase Wisdom attribute by 1. Gain the ability to cast Invisibility, Inflict Wounds, and False Life once per long rest and learn the spells
- Shady: Increase your Dexterity by 1, to a maximum of 20. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack that meets Rogue's Sneak Attack. At 12th level this damage increases to 2d6 and at 20th level to 4d6. This can stack with Rogue's Sneak Attack
- Telekinetic (Charisma): Increase Charisma attribute by 1. Gain a bonus action ability to shove or pull creatures
- Telekinetic (Intelligence): Increase Intelligence attribute by 1. Gain a bonus action ability to shove or pull creatures
- Telekinetic (Wisdom): Increase Wisdom attribute by 1. Gain a bonus action ability to shove or pull creatures
- Torchbearer: You are skilled in the use of a torch in battle. Once per turn, as a bonus action you may elect to use a light source you have equipped to attempt to set an enemy you can touch on fire. Your target must succeed on a Dexterity saving throw or take 1d4 fire damage per turn for 1 minute or until extinguished. The DC of this save is based on your Dexterity and Proficiency Bonus
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points
- Toxicologist (Intelligence): +1 Intelligence, Proficiency or Expertise with Poisoner's Kit and Nature
- Toxicologist (Wisdom): +1 Wisdom, Proficiency or Expertise with Poisoner's Kit and Medicine
- War Caster: You gain advantage on checks to maintain concentration. You gain the ability to perform the somatic component of spells even with full hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a cantrip at the creature, rather than making an opportunity attack. The cantrip must have a casting time of 1 action or bonus action and must target only that creature
- Wise Defense: Increase your Wisdom by 1, to a maximum of 20. While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier
- Wise Precision: When active on a weapon, it's attacks count as Magical and you use your wisdom for your attack and damage rolls. It has 1 minute duration and can be used twice before a long rest
- Blind Fighting: You have blindsight with a range of 10 feet
- Crippling: Reduce the speed of your opponent on a melee attack hit to 10 until the end of the next turn
- Pugilist: While you are completely unarmed, your unarmed strikes deal an additional d8 of damage and you can punch with your offhand as a bonus action
- Titan Fighting: You gain a +2 hit against creatures of size large or bigger
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Air Blast: Fire a blast of focused air at your target
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Bloody Claws: Make a deadly attack with your sharpened claws
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Burst of Radiance: Create a brilliant flash of shimmering light, damaging all enemies around you
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Eldritch Blast: A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam
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Eldritch Orb: You fling a ball of eldritch energy at a creature or object within range and deal force damage in small radius
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Illuminating Sphere: Causes light sources such as torches and mana lamps in the area of effect to light up
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Minor Lifesteal: You drain life energy from a hostile creature you can see within range. You then heal hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs
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Resonating Strike: Select one creature within melee range of you and a different creature that you can see within 5 feet of main target. You make a melee attack with current weapon against first creature. On a hit, the target suffers the weapon attack's normal effects, and resonating sound leaps to second target, dealing thunder damage equal to your spellcasting ability modifier. At 5th level, the melee attack deals extra 1d8 thunder damage to the target on a hit, and the thunder damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th and 17th levels
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Sound Burst: Create a burst of thundering sound, damaging everyone around you
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Sunlit Blade: Make a melee attack with a weapon. On a hit, the target suffers the attack's normal effects, and is enveloped in glowing radiant energy, shedding dim light for the turn. Next attack against this creature while it is highlighted is done with advantage. At 5th level, the melee attack deals an extra 1d8 radiant damage to the target. The damage increases by another 1d8 at 11th level and 17th level
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Find Familiar: You gain the service of a familiar
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Hellish Rebuke: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one
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Mule: The recipient of this spell is able to ignore the effects of heavy loads or armor on movement speed. They can also carry slightly more weight
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Pact Mark: You place a mark form your pact onto a creature you can see within 90ft. It becomes vulnerable to you and takes an additional 1d6 damage whenever you hit it with an attack (physical or spell attack). This damage is the same type as the attack that hits
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Radiant Motes: Unleashes a swarm of radiant projectiles that deal minor damage, but never miss. Targets may radiate light for up to 1 minute
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Petal Storm: Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell's duration. The cloud heavily obscures its area. Any creature that enters the storm for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction
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Protect Threshold: Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save
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Earth Tremor: You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand
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Winter's Breath: Create a blast of cold wind to chill your enemies and knock them prone
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Frenzy: With a gesture, you reduce a crowd to base instinct and violence. Choose a point you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw. On a failed save, a creature is frenzied for the duration. When a creature is frenzied, it draws a melee weapon, if it has one. A frenzied creature must use its action at the beginning of its turn to attack a creature within its reach. It uses a melee weapon, if it has one, or an improvised weapon or unarmed strike, if it doesn't. If multiple targets are within the creature's reach, it chooses its target randomly. If there is no target within the creature's reach, it attacks itself, against its own AC, dealing damage as normal on a hit. At the end of its turn, a frenzied creature can repeat its saving throw, ending the effect on it early on a success
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Conjure Celestial (Couatl): You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration
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Divine Word: You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
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Finger of Death (No Zombie): The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one
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Reverse Gravity: This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range
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Dominate Monster: You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration
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Feeblemind: You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way
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Holy Aura: Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends
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Incendiary Cloud: A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns
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Maze: You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. /nThe target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check
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Mind Blank: Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition
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Power Word Stun: You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect
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Sunburst: Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.This spell dispels any darkness in its area that was created by a spell
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Foresight: You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration
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Mass Heal: A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs
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Meteor Swarm (Single Target): Blazing orbs of fire plummet to the ground at a single point you can see within range. Each creature in a 40-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once
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Power Word Heal: A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs
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Power Word Kill: You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect
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Shapechange: You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower
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Time Stop: You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal
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Weird: Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature
- Primed Items: Primed Battleaxe, Primed Breastplate, Primed Chain Mail, Primed Chain Shirt, Primed Dagger, Primed Greataxe, Primed Greatsword, Primed Half Plate, Primed Heavy Crossbow, Primed Hide Armor, Primed Druid Armor, Primed Leather Armor, Primed Crossbow, Primed Longbow, Primed Longsword, Primed Mace, Primed Maul, Primed Morningstar, Primed Plate, Primed Rapier, Primed Scale Mail, Primed Scimitar, Primed Shortbow, Primed Shortsword, Primed Spear, Primed Studded Armor, Primed Warhammer
- Enchanting Ingredients: Mithral Stone, Crystal of Winter, Blood Ruby, Soul Gem, Slavestone, Cloud Diamond, Stardust, Doom Gem, Shard of Fire, Shard of Ice, Life Stone, Diamond of Elai, Primordial Lava Stones, Blood of Solasta, Medusa Coral, Purple Amber, Heartstone, Spider Queen Venom
- Relic Forgeries: Tirmarian Holy Symbol, Depleted Rune, Imperial Gate Plaque, Aksha's Journal, Ancient Manifest, Tirmarian Master Smith's Memoirs, Tirmarian Inquisitor's Journal, Poem, The Elven Wars, Silent Whisper Parchment
- Light Crossbow: Light Crossbow of Accuracy, Light Crossbow of Sharpshooting, Lightbringer Light Crossbow, Light Stormcrossbow, Medusa Light Crossbow
- Heavy Crossbow: Heavy Crossbow of Accuracy, Heavy Crossbow of Sharpshooting, Lightbringer Heavy Crossbow, Heavy Stormcrossbow, Medusa Heavy Crossbow
- Handaxe: Handaxe of Acuteness, Handaxe of Sharpness, Souldrinker Handaxe, Frostburn Handaxe
- Javelin: Javelin of Acuteness, Javelin of Sharpness, Souldrinker Javelin, Frostburn Javelin
- Dart: Dart of Acuteness, Dart of Sharpness, Souldrinker Dart, Frostburn Dart
- Club: Club of Acuteness, Bearclaw Club, Club of Power, Lightbringer Club, Punisher Club
- Maul: Maul of Acuteness, Bearclaw Maul, Maul of Power, Lightbringer Maul, Punisher Maul
- Warhammer: Warhammer of Acuteness, Bearclaw Warhammer, Warhammer of Power, Lightbringer Warhammer, Punisher Warhammer
- Quarterstaff: Quarterstaff of Acuteness, Stormblade Quarterstaff, Frostburn Quarterstaff, Lightbringer Quarterstaff, Dragonblade Quarterstaff, Warden Quarterstaff, Whiteburn Quarterstaff, Souldrinker Quarterstaff
- Spear: Black Viper Spear, Doom Tipped Spear, Spear of Acuteness, Whiteburn Spear, Lightbringer Spear, Spear of Sharpness
- Scimitar: Stormblade Scimitar, Frostburn Scimitar, Lightbringer Scimitar, Dragonblade Scimitar, Warden Scimitar, Whiteburn Scimitar, Souldrinker Scimitar
- Rapier: Stormblade Rapier, Frostburn Rapier, Lightbringer Rapier, Dragonblade Rapier, Warden Rapier, Whiteburn Rapier, Souldrinker Rapier, Rapier of Power
- Shield [Wooden]: Wooden Shield of Sturdiness, Wooden Shield of Robustness, Wooden Shield of Survival, Wooden Shield of Flame Dancing, Wooden Shield of Frost Walking, Wooden Shield of Deflection
- Shield: Shield of Sturdiness, Shield of Robustness, Shield of Survival, Shield of Flame Dancing, Shield of Frost Walking, Shield of Deflection
- Hide Armor: Hide Armor of Sturdiness, Hide Armor of Robustness, Hide Armor of Survival, Hide Armor of Flame Dancing, Hide Armor of Frost Walking, Hide Armor of Deflection
- Studded Leather: Studded Leather of Sturdiness, Studded Leather of Robustness, Studded Leather of Survival, Studded Leather of Flame Dancing, Studded Leather of Frost Walking, Studded Leather of Deflection