Apprentice Spell Summary Table
| Spell Name | Description |
|---|---|
| Bestial Senses | Gain enhanced animal senses for improved perception |
| Healing Bark | Create bark pieces that provide healing over time when chewed |
| Nature’s Alarm | Set natural triggers to detect intruders in an area |
| Pack Bond | Link with ally for location sense and mutual advantages |
| Pheromone Trail | Mark target so creatures become hostile toward them |
| Poison Bloom | Create toxic flowers that damage enemies in area |
| Produce Flame | Sustained spell providing light and ranged fire attacks |
| Rapid Decay | Accelerate rot on organic materials to weaken them |
| Shed Skin | Remove status effects by literally molting them away |
| Swarm Call | Summon harassing insects that hinder target’s actions |
Detailed Spell Descriptions
Bestial Senses
Level: Apprentice
Mana Cost: 1
Range: Self
Target: Self
Duration: 30 minutes
Effect: Choose enhanced senses when casting from the following options. Gain additional senses at higher tiers:
- Night Vision: See in darkness as if it were daylight
- Long-Distance Sight: See clearly at extreme ranges
- Echolocation: Navigate and detect objects without sight
- Smell/Tracking: Follow scent trails and identify by smell
- Emotion Sensing: Detect emotional states of nearby creatures
| Class Tier | Senses Available | Perception Bonus |
|---|---|---|
| Apprentice | Choose 1 sense | - |
| Journeyman | Choose 2 senses | - |
| Expert | Choose 3 senses | Advantage on Perception |
| Master | Choose 4 senses | Advantage on Perception |
| Legendary | All 5 senses | Advantage on Perception |
Critical Effect: Duration extends to 8 hours.
Healing Bark
Level: Apprentice
Mana Cost: 1
Range: Self
Target: Self
Duration: Instant (bark lasts 1 hour)
Effect: Create up to 6 pieces of magical bark that provide healing over time when chewed. Each piece can be chewed for up to 5 consecutive rounds, providing healing each round.
| Class Tier | Healing per Round |
|---|---|
| Apprentice | 2 HP |
| Journeyman | 3 HP |
| Expert | 4 HP |
| Master | 5 HP |
| Legendary | 6 HP |
Nature’s Alarm
Level: Apprentice
Mana Cost: 1
Range: 20 hexes
Target: Chosen location
Duration: 8 hours
Effect: Set up natural triggers that alert you when creatures enter a 10-hex radius around the chosen point. The alarm manifests as rustling leaves, bird calls, or other natural sounds that reach you regardless of distance.
| Class Tier | Detection Detail |
|---|---|
| Apprentice | Basic intrusion alert |
| Journeyman | Number of intruders |
| Expert | Size category of intruders |
| Master | Creature type identification |
| Legendary | Exact creature identification |
Critical Effect: Duration extends to 24 hours.
Pack Bond
Level: Apprentice
Mana Cost: 1
Range: Touch
Target: One willing ally
Duration: 1 hour
Effect: Create a temporary bond with an ally, allowing you to sense their location and condition. Each bonded character gains Advantage on one roll per scene, with each participant choosing separately which roll to enhance.
| Class Tier | Bond Effects |
|---|---|
| Apprentice | Sense general location and health |
| Journeyman | Above + emotional state |
| Expert | Above + share senses briefly |
| Master | Above + telepathic communication |
| Legendary | Above + share beneficial spell effects when cast |
Critical Effect: Can bond with up to 3 allies simultaneously.
Pheromone Trail
Level: Apprentice
Mana Cost: 1
Range: 6 hexes
Target: One creature
Duration: Variable by Class Tier
Effect: Mark target with pheromones that make creatures within 10 hexes of the target become hostile toward them. The affected creatures will prioritize attacking the marked target over other threats.
| Class Tier | Affected Creatures | Duration |
|---|---|---|
| Apprentice | Natural animals | 10 minutes |
| Journeyman | Natural animals and magical beasts | 20 minutes |
| Expert | All non-human creatures | 30 minutes |
| Master | All non-human creatures | 30 minutes |
| Legendary | All creatures | 1 hour |
Critical Effect: Effect radius extends to 20 hexes around the target.
Poison Bloom
Level: Apprentice
Mana Cost: 1
Range: 12 hexes
Target: 3-hex area
Duration: 5 rounds
Effect: Create toxic flowers that bloom from the ground, poisoning enemies who enter or start their turn in the area. The flowers release a constant stream of toxic pollen that affects all creatures in the affected area.
| Class Tier | Damage per Round | Additional Effect |
|---|---|---|
| Apprentice | 1d6 + Spellcasting modifier | - |
| Journeyman | 2d6 + Spellcasting modifier | - |
| Expert | 2d6 + Spellcasting modifier | Disadvantage on Endurance checks |
| Master | 3d6 + Spellcasting modifier | Disadvantage on Endurance checks |
| Legendary | 4d6 + Spellcasting modifier | Slowed while in area |
Produce Flame
Level: Apprentice
Mana Cost: 1
Range: 8 hexes (attack) or Self (light)
Target: One creature (attack) or Self (light)
Duration: Sustained
Effect: Create a controllable flame that provides light and can be hurled as ranged attacks using your Spellcasting skill while sustained. The flame appears in your hand and can be launched at enemies while maintaining the light source.
| Class Tier | Attack Damage | Light Radius |
|---|---|---|
| Apprentice | 1d8 + Spellcasting modifier | 4 hex bright, 8 hex dim |
| Journeyman | 2d8 + Spellcasting modifier | 5 hex bright, 10 hex dim |
| Expert | 2d8 + Spellcasting modifier | 6 hex bright, 12 hex dim |
| Master | 3d8 + Spellcasting modifier | 7 hex bright, 14 hex dim |
| Legendary | 4d8 + Spellcasting modifier | 8 hex bright, 16 hex dim |
Rapid Decay
Level: Apprentice
Mana Cost: 1
Range: 6 hexes
Target: One organic item or 2-hex area
Duration: 10 minutes
Effect: Accelerate rot and decay on organic materials, weakening armor and weapons or clearing vegetation. The decay spreads rapidly but stops after the specified area is affected.
| Class Tier | Equipment Effect | Vegetation Effect |
|---|---|---|
| Apprentice | -1 DR or -2 weapon damage | Clear 2-hex area |
| Journeyman | -2 DR or -3 weapon damage | Clear 3-hex area |
| Expert | -2 DR or -4 weapon damage | Clear 4-hex area |
| Master | -3 DR or -5 weapon damage | Clear 5-hex area |
| Legendary | -4 DR or -6 weapon damage | Clear 6-hex area |
Shed Skin
Level: Apprentice
Mana Cost: 1
Range: Touch
Target: One willing creature
Duration: Instant
Effect: Target literally sheds their outer skin layer, removing status effects as the afflictions slough away with the old skin. The process is surprisingly painless and leaves the target feeling refreshed.
| Class Tier | Status Effects Removed | HP Gained |
|---|---|---|
| Apprentice | 1 status effect | 2 HP |
| Journeyman | 1 status effect | 4 HP |
| Expert | 2 status effects | 6 HP |
| Master | 2 status effects | 8 HP |
| Legendary | 3 status effects | 10 HP |
Swarm Call
Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained
Effect: Summon a swarm of insects to harass a target, making it difficult for them to focus and act effectively. The swarm moves 6 hexes per round as part of sustaining the spell for free. AoE spells hitting the swarm will disperse it and end the spell.
| Class Tier | Effect |
|---|---|
| Apprentice | Target has Disadvantage on Spellcasting checks |
| Journeyman | Disadvantage on Spellcasting and ranged attacks |
| Expert | Disadvantage on all attack rolls |
| Master | Disadvantage on all attack rolls |
| Legendary | Disadvantage on all rolls |
Critical Effect: Swarm splits to harass up to 3 different targets simultaneously.