Garou Chronicles - Ironwood world illustration - Werewolf theme
Werewolf

Garou Chronicles - Ironwood

S
Shinrai

"Survive as a werewolf in an eerie, urban city steeped in supernatural myths and occult intrigue." - A world inspired by the Pen and Paper Werewolf the Apocalypse 5th Edition. WIP.


Author's Note: ##THIS IS NOT A D&D 5e WORLD. NO D&D CLASSES, RACES OR SPELLS ARE INTEGRATED HERE. STARTING A CAMPAIGN WITH D&D CHARACTERS CAUSES PROBLEMS## #Still a work in Progress# Highly experimental lose translation of the Pen & Paper setting and core rules of "Werewolf the Apocalypse 5th Edition" (& "WtA - Revised edition" mixed in), which is part of the "World of Darkness"-Universe, into the F&F Framework (does not mean that everything will be set in stone yet.). Lots of Homebrew here as well, to fit the freamework. Ironwood is a completely fictional world. Originally used in my own personal campaign which I played for several months, I decided to make it usable for everyone - with a tad bit more depth to it though. Ironwood concentrates solely on the Garou. Vampires, Mages etc. are not integrated. This world solely revolves around the werewolf side of World of Darkness. A lot of WtA-Mechanics can not be integrated into the F&F Framework, for example how Dice-Mechanics work or tracking Harano and Hauglosk. Known issues: Rage-Tracker is managed to Custom Instructions in the Settings-Menu of the Campaign. You can enable/disable it on your own disgression, but it behaved really wonky when I tested it. Sometimes it was fine, sometimes all over the place. Franz often introduces random stuff to get the Rage up, often very very fast.You can ramp up the numbers from 1-5 to 1-10 or whatever you think feels good if you want to use it but not at the fast pace. Atm Franz always will track your Rage when the CI is enabled, regardless of you being a Garou or not. "I can not start a campaign with my own character": This is a non-D&D-World. If you want to play with a character that has a race, class etc. which is not represented in Ironwood (or not integrated), clone Ironwood and add your character in the workshop tab to the existing character roster. The same you do with the class you want to play and the spells your class uses. Same for items. Start your campaign from your workshop. Atm everything is so op: you are a werewolf, you are not a human in this world. So you are way more resilient and strong overall. You rip and tear. Easily. Through everything. I also noticed in the Discord that most people really ramp up their numbers up into the sky. I probably will turn down the damage numbers in later updates. For the time being enjoy going ham. But it might feel like enemies are pretty weak. Why so many homebrew-spells? Because with the few provided by the core rulebook the turn based combat becomes stale and repetetive pretty fast otherwise. I tried to give all classes fitting ones, maybe I rework some of them down the line. Future plans: -adding some Hound Members, some Pentex Employees etc. -adding all missing official items and all missing patron spirits -finding a way to better integrate Rage built up an loss as well as Frenzy
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90 days ago
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2 days ago
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Tsunami of Insight
5

Tsunami of Insight

Unleash a 60-foot long, 15-foot wide wave of spiritual water that crashes down upon your enemies. Targets caught in the wave take 6d12 cold damage and are pushed 30 feet back unless they succeed on a Strength saving throw, which halves the damage and prevents the push. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Astral Hammer
5

Astral Hammer

You summon a massive ethereal hammer of astral energy that strikes with your will. As a bonus action on each of your turns, you can slam the hammer into one creature or object within range, dealing 6d12 force damage. On a hit, the target must succeed on a Strength saving throw or be knocked 20 feet away and stunned until the end of their next turn. The hammer counts as magical for overcoming resistance and immunity.

Gravitic Collapse
5

Gravitic Collapse

You bend gravitational forces into a crushing sinkhole of invisible pressure. Choose a point you can see within range. All creatures in a 10-foot radius must make a Strength saving throw or take 6d12 bludgeoning damage and have their speed reduced to 0 until the start of your next turn. On a success, they take half damage and are not immobilized. Creatures in the area also suffer disadvantage on Dexterity checks and saving throws for the duration while they remain in the zone. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Celestial Spiral
4

Celestial Spiral

You call upon the radiant geometry of the heavens to manifest a spiral of blazing starlight that scorches foes in its pattern. Each creature of your choice within a 20-foot radius sphere must make a Dexterity saving throw. On a failed save, they take 6d12 radiant damage and shed dim light for 1 minute. If they are undead or have a death-related curse, they have disadvantage on the save. On a success, they take half damage and suffer no further effects. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Mirror Lake Memory
5

Mirror Lake Memory

You force a creature to relive every failure in its life, overwhelming them with despair. The target must make a Wisdom saving throw or become incapacitated and weep uncontrollably for 1 minute, suffering 6d12 psychic damage from the emotional turmoil. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Raiment of the Sky
5

Raiment of the Sky

You are enveloped in storm and mist for 10 minutes, gaining the ability to fly at a speed of 60 feet. While in this form, you gain resistance to all damage types except force, and any creature you pass through takes 6d12 lightning damage.

Starlight Descent
5

Starlight Descent

A column of radiant energy descends from the heavens, illuminating the area in a brilliant light. All creatures within a 15-foot radius must make a constitution saving throw or take 6d12 radiant damage, and any invisible creatures in the area are revealed. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Soul Current
4

Soul Current

You channel the essence of life to revive a fallen ally, restoring them to consciousness with 1 hit point and teleporting them 15 feet to a location of your choice. All allies within 10 feet of the revived ally's new location gain temporary hit points equal to your Wisdom modifier, bolstering their resilience in battle.

Lightning Mandala
4

Lightning Mandala

A circle of pulsing energy surrounds the caster, creating a field of crackling lightning. Any creature that starts its turn in or enters the area takes 5d12 lightning damage and is slowed, reducing their movement speed by half until the start of their next turn. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Heaven's Crash
4

Heaven's Crash

A crushing wave of astral force slams down in a 20-foot radius, dealing devastating bludgeoning damage to all creatures within the area. Those caught in the wave must make a Strength saving throw or be knocked prone, as the force of the impact sends them sprawling. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

River of Thought
4

River of Thought

Unleash a torrent of psychic energy in a 30-foot cone, allowing you to read the surface thoughts of all creatures within range. Hostile targets must make a Wisdom saving throw or take 5d12 psychic damage and be silenced for 1 turn, unable to cast spells or speak. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Glacial Curtain
4

Glacial Curtain

You conjure a wall of icy mist that stretches 30 feet long and 10 feet high. This wall blocks vision, slows any creature that passes through it, and deals 5d12 cold damage upon entry. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Moonlight Spike
1

Moonlight Spike

You hurl a concentrated shard of moonlight at a target, dealing 2d12 radiant damage and marking them with lunar energy. The target glows until the end of your next turn, granting advantage on the next attack against them. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Meteor Palm
2

Meteor Palm

Your strike emits a burst of crushing kinetic energy in a 15-foot cone, unleashing a powerful shockwave that can knock foes off their feet. You deal 3d12 bluedgeoning damage. On higher lvls: add 1d12 bluedgeoning damage on lvl 5, lvl 9 and lvl 13.

Starlight Lance
2

Starlight Lance

You conjure a brilliant spear of radiant starlight and hurl it at a foe. One target takes 3d12 radiant damage, and must succeed a Constitution saving throw or be blinded until the end of their next turn. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Blitz Pulse
2

Blitz Pulse

You unleash a sudden burst of thunder-charged static in all directions, affecting all creatures in the vicinity with a powerful shockwave. You deal 3d12 lightning damage. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Insightful Messenger
1

Insightful Messenger

You mediate between two conflicting parties, fostering understanding and cooperation. The targets become more inclined to ally, befriend, or work together, overcoming their differences through your influence. You have advantage on persuasion and performance checks, and you can add +6 to your insight, religion and history modifier.

Harmony's Embrace
3

Harmony's Embrace

You and up to 4 allies become linked in harmony, restoring a total of 5d12+8 Hit Points to the group. Additionally, each target is freed from one negative ailment, such as charm, hex/curse, or sickness, allowing them to regain their strength and clarity.

Cosmic Disruption
3

Cosmic Disruption

You disrupt the flow of magic in the area, targeting a spellcaster as they attempt to cast a spell. The target takes 4d12 radiant damage and must succeed on a Constitution saving throw or lose the spell they were attempting to cast. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Stormwave Leap
3

Stormwave Leap

You teleport up to 60 feet in a streak of lightning, leaving a crackling trail in your wake. Creatures within 5 feet of your starting and ending points must make a saving throw or take 4d12 lightning damage as the storm surges around them. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Mind Like Water
3

Mind Like Water

Assume a reactive stance that allows you to flow like water, knocking prone any creature that misses you with a melee attack. The target must succeed on a Dexterity saving throw or fall prone, losing their balance in the process. You also deal 4d12 bluegeoning damage. A reaction spell. On higher lvls: add 1d12 bluedgeoning damage on lvl 5, lvl 9 and lvl 13.

Astral Detonation
3

Astral Detonation

A brilliant sphere of radiant light erupts in a 20-foot radius, illuminating the area with divine energy. Creatures within the sphere must make a Constitution saving throw or take 4d12 radiant damage and become blinded until the end of their next turn. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Echo of the Tides
3

Echo of the Tides

A rippling burst of cold water surges in a 15-foot radius, chilling all within its reach. Creatures caught in the area must make a strength saving throw or take 4d12 cold damage and have their movement speed reduced by 10 feet until the end of their next turn. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Balance the Flow
2

Balance the Flow

You channel restorative energy to free an ally from any sickness, charm, hex, curse, or poison affecting them. The target regains clarity and vitality, shaking off debilitating effects as you harmonize their life force with the natural flow of the wyld.

Astral Shield
2

Astral Shield

Summon a transparent, spinning ring of stars around all allies and yourself. This protective barrier grants a +6 bonus to AC, allows movement through difficult terrain without penalty, and provides resistance to all ranged attacks for the duration of 10 minutes.

Tidal Grasp
2

Tidal Grasp

A watery hand rises from the ground, reaching out to grapple a creature within range. On a failed Strength saving throw, the target takes 3d12 cold damage and is restrained as the icy grip holds them in place. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Ark Between Thoughts
1

Ark Between Thoughts

A small arc of focused lightning jumps between two creatures within 10 feet of each other, dealing 2d12 lightning damage to each. A successful Dexterity saving throw halves the damage. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Crashing Wave Palm
1

Crashing Wave Palm

You unleash a powerful melee strike infused with the force of crashing waves. On a successful hit, the target takes 2d12 bludgeoning damage and must make a Strength saving throw or be pushed 10 feet away from you, as if caught in a powerful tide. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Lunar Step
1

Lunar Step

You teleport up to 40 feet to an unoccupied space you can see, leaving behind a faint shimmer of moonlight that lingers for a brief moment. This ethereal glow can illuminate the area, providing dim light for 10 feet around the point you left.

Water Coil
1

Water Coil

You conjure coiling water vines that ensnare your target. The target must succeed on a Dexterity saving throw or be restrained until the end of your next turn, taking 2d12 cold damage upon casting. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Find Traps
1

Find Traps

You sense the presence of any trap within range that is within line of sight. This includes magical traps like alarm spells and glyphs of warding, as well as mechanical traps, but does not reveal natural hazards or weaknesses.

Vortex Breath
3

Vortex Breath

Unleash a powerful breath attack that freezes enemies in its path. Inhale deeply to gather frigid air, then exhale a chilling blast in a 15-foot cone, freezing foes and creating icy terrain. You deal 4d12 cold damage. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Moon’s Wrath
5

Moon’s Wrath

A massive silver beam of radiant energy descends from the moon, striking a 30-foot area. All creatures within the area must make a saving throw or take 6d12 radiant damage, and any enemy reduced to 0 HP is instantly incinerated, leaving no trace behind. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Gaze of the King
5

Gaze of the King

With a commanding gaze, you can freeze up to 6 targets in place, paralyzing them with your overwhelming charisma. Those who fail a Wisdom saving throw are left immobilized and take 6d12 psychic damage as they feel the weight of your presence. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Crown of the First Light
5

Crown of the First Light

A blazing crown of celestial power erupts in a 20 ft radius, bathing the area in radiant energy. Enemies within the radius must make a Constitution saving throw or take 6d12 radiant damage and become Blinded for 1 minute (save ends each round). Allies in the radius are cured of diseases, curses, and charm effects, basking in the purifying light. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Fang of the Silver King
5

Fang of the Silver King

You unleash a powerful strike in a straight line, dealing 6d12 force damage to all enemies in its path. If any target is slain by this attack, all enemies within 30 feet must make a Charisma saving throw or become frightened for 1 minute. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Final Edict
5

Final Edict

You unleash a terrible truth that reverberates through the minds of your enemies. All foes within 60 feet must make an Intelligence saving throw or suffer 6d12 psychic damage and become stunned for 3 rounds, unable to act or react to the world around them. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Cleansing Firestorm
5

Cleansing Firestorm

A massive storm of golden fire engulfs a 30-foot radius area, dealing 6d12 fire damage to enemies while simultaneously healing allies caught within its embrace, restoring 6d12 Hit Points. The flames burn with radiant energy, purging foes and revitalizing friends alike. On higher lvls: add 1d12 fire damage and 1d12 healing value on lvl 5, lvl 9 and lvl 13.

Sunfire Slash
4

Sunfire Slash

Your weapon glows with radiant sunlight, unleashing a fiery wave in a 15-foot cone. Targets within the area take 3d12 fire damage and 2d12 radiant damage, igniting them with the power of the sun. On higher lvls: add 1d12 fire damage and 1d12 radiant danage on lvl 5, lvl 9 and lvl 13.

Singularity
4

Singularity

You create a small black hole at a point you can see within range. The singularity pulls in creatures and objects, dealing 5d12 force damage and potentially restraining them as they are drawn into its gravitational pull. Creatures that succeed on their strength saving throws are not pulled into the singularity. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Moonlit Ascension
4

Moonlit Ascension

You channel the power of the moon, unleashing a radiant beam of light that strikes all targets in a straight line of maximum 120 feet within range. All targets must make a Dexterity saving throw, taking 5d12 radiant damage on a failed save, or half as much on a success, as the moon's light envelops them in a celestial glow. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Lunatic’s Lament
4

Lunatic’s Lament

Unleash the fractured whispers of your ancestors, forcing all enemies within 30 feet to confront their deepest fears. Those who fail a Wisdom saving throw suffer 5d12 psychic damage and are confused for 1 minute, unable to discern friend from foe. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Blood Oath
4

Blood Oath

You swear an oath to protect a chosen ally, binding your life force to theirs. Whenever the ally takes damage, you absorb half of that damage, reducing their suffering at the cost of your own vitality. The oath lasts for 1 hour or until the ally releases you from it.

Warrior's Benediction
4

Warrior's Benediction

You call upon the divine to heal your wounds and bolster your resolve. Heal yourself for 5d12 hit points and gain advantage on attack rolls and saving throws for 10 minutes. This spell requires concentration to maintain its effects. On higher lvls: add 1d12 healing value to the description above on lvl 5, lvl 9 and lvl 13.

Relentless Pursuit
3

Relentless Pursuit

You become a blur of motion, ignoring difficult terrain and gaining a surge of speed. For the duration, your movement speed increases by 10 feet, and you can make an additional melee attack as a bonus action on your turn.

Silver Wrath
3

Silver Wrath

A searing strike of moonlight descends upon your foe, dealing radiant damage and momentarily blinding them. The brilliance of the moonlight disorients the target, leaving them vulnerable to further attacks. You deal 4d12 radiant damage. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Imperial Scorn
2

Imperial Scorn

You deliver a psychically infused rebuke that embodies centuries of werewolf legacy. Choose a creature that can hear you within range. It must make a Wisdom save or take 3d12 psychic damage, fall prone in shame, and have disadvantage on its next saving throw against a fear or charm effect. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Gaia’s Breath
2

Gaia’s Breath

You touch a creature that has died within the last minute, returning it to life with 1 hit point. The creature gains 1 level of exhaustion and cannot be revived again by this spell for 24 hours. The body must be mostly intact, and the spirit must be willing to return.

Howl of the Forsaken
2

Howl of the Forsaken

Unleash a chilling cry that echoes through the battlefield, unnerving your foes. The haunting sound deals 3d12 psychic damage to all enemies within range, instilling fear and dread. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Bloodline Surge
1

Bloodline Surge

Harness the latent power of your ancestors, channeling their strength into your next melee attack. This surge of ancestral energy enhances your strike, dealing 2d12 force damage to your target. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Ancestral Flame
3

Ancestral Flame

A spectral ancestor wreathed in fire appears to heal an ally, restoring 5d12+8 hit points. The flames then leap to the nearest fallen ally and revive them with 1 HP. On higher lvls: add 1d12 healing value to the description above on lvl 5, lvl 9 and lvl 13.

Royal Decree
3

Royal Decree

You issue a powerful command to up to three targets within 60 feet, compelling them to follow your spoken word for their next three turns or the next 1 hour if they fail a saving throw. Each target must make a separate saving throw against your spell save DC, and those who fail are compelled to obey your command as if under the effects of the Command spell.

Commanding Roar
3

Commanding Roar

Unleash a powerful psychic roar that terrifies your enemies and emboldens your allies. Enemies in a 30-foot cone must succeed on a Wisdom saving throw or become Frightened and take 4d12 psychic damage, while allies within the cone gain a +1d20 bonus to their attack rolls for 1 round. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Sunflare Judgment
3

Sunflare Judgment

A searing orb of radiant and fire energy descends upon a target, exploding on impact and dealing devastating damage. Those caught in the blast radius face the risk of being blinded by the intense light and heat. Deals 2d12 radiant damage and 2d12 fire damage. On higher lvls: add 1d12 radiant damage and 1d12 fire damage on lvl 5, lvl 9 and lvl 13.

Firebrand Judgment
2

Firebrand Judgment

You unleash a searing flame at a target within 60 feet, forcing them to make a Dexterity saving throw. On a failed save, they take 3d12 fire damage and are branded with a glowing mark that prevents them from using stealth or invisibility until they are healed or the mark is dispelled. On higher lvls: add 1d12 fire damage on lvl 5, lvl 9 and lvl 13.

Noble Flame
1

Noble Flame

You conjure a small crown of fire around your head, channeling your inner power. Launch a focused flame at a target within 60 feet, dealing 2d12 fire damage, while gaining advantage on your next Persuasion or Intimidation check until the end of your turn. On higher lvls: add 1d12 fire damage on lvl 5, lvl 9 and lvl 13.

Radiant Command
1

Radiant Command

You issue a divine command that resonates with radiant energy, dealing 2d12 radiant damage to a target. The target must make a Wisdom saving throw or be Charmed until the start of your next turn, compelled to follow your commands during this time. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Luna's Call
2

Luna's Call

As the Garou's pack suffers, the Silver Fangt becomes emboldened, gaining the ability to teleport to an ally's side or summon allies to their position. This spell allows the caster to switch places with any ally within range or call up to six allies, teleporting them directly to the caster's location, regardless of distance. You can also pull a weakened or hurt ally directly behind you.

Unity of the Pack
1

Unity of the Pack

The Garou channels the spirit of unity, allowing pack members to share their mental burdens and strengthen each other's resolve. For the duration of 10 minutes, allies within range can transfer their mental stress and gain 24 temporary Hit Points and advantage to all of their saving throws.

Blood of the Pack
1

Blood of the Pack

The Garou channels the collective fury of their pack, allowing each member to share in the reserves of Rage. This spell enhances the pack's combat prowess, enabling them to draw strength from one another in times of need. All allies in range can attack two times in a row without spending a Bonus Action, they also can not be ambushed or surprised and get +10 to their overall strength and constitution for the next 10 minutes.

The Silver Compact
2

The Silver Compact

Invoke the ancient compacts of spirits bound to legendary Garou, receiving protection from hostile spirits. An avatar of Falcon grants this Gift, shielding the user from malevolent forces and allowing them to traverse the spirit world with greater safety. You gain +6 AC and immunity to acid and fire for 3 turns in fight or 1 hour outside of battle.

Pack Instinct
1

Pack Instinct

The caster gains an instinctive awareness of the physical and mental status of all pack members within a certain range, as well as their rough locations. This spell is granted by a hive insect spirit, enhancing the bond between the caster and their allies, allowing for coordinated actions and support during combat or challenges.

Death Cloud
5

Death Cloud

You exhale a cursed wind that forms into a cloud, enveloping your enemies in a wave of necrotic energy. Each creature in the area must make a Constitution saving throw; on a failure, they take 6d12 necrotic damage and cannot be healed for 1 minute. Undead within the range gain advantage on their next attack or spell, while constructs and elementals automatically succeed on their saving throw. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Mindpiercer Veil
5

Mindpiercer Veil

You conjure a translucent veil shaped like a snarling jackal-headed wolf that targets one creature. The veil sings a secret name of power, known only to the dead, causing the target's thoughts to rupture. The target must make a Wisdom saving throw; on a failure, they take 6d12 psychic damage, are stunned until the end of their next turn, and forget the last minute of memory. On a success, they take half damage and retain their senses. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Thunderpath Echo
5

Thunderpath Echo

You unleash a piercing thunderclap that tears across a battlefield in a straight line. Creatures in the path must make a Constitution saving throw or take 6d12 thunder damage, be blinded, and deafened for 1 minute. On a successful save, they take half damage and are only deafened for 1 round. Metal armor or proximity to stone amplifies the effect, imposing disadvantage on the save. The echo reverberates through the Umbra, and your allies hear a faint wolf-howl within the roar. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Dimensional Fracture
5

Dimensional Fracture

You crack the veil between worlds, unleashing violent planar energy. All creatures in a 30-ft radius must make a Dexterity saving throw. On a failure, they take 6d12 force damage and are teleported 10–100 feet in a random direction. On a success, they take half damage and remain in place. The blast leaves a swirling afterimage, as if space itself were torn and fraying. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Untraceable Path
5

Untraceable Path

For the duration of 8 hours, you and up to 6 allies become untraceable, leaving no magical or mundane trace behind. You are immune to scrying, divination, scent detection, tracks, and voice mimicry, and cannot be targeted by spells like Sending or Message.

Gravewalk
5

Gravewalk

You touch a corpse and teleport through the Umbra to any other corpse within 10 miles. You appear in a swirl of shadow and cold air, bringing up to 6 willing creatures with you.

Death Trail
4

Death Trail

You create a cursed path that burns with necrotic energy, leaving behind a trail of destruction. Enemies that pass through the 10-foot wide line take 5d12 necrotic damage and are cursed to leave glowing tracks for 1 hour, making them easier to track. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Break the Chain
4

Break the Chain

You break the magical bonds that restrain a creature, instantly ending one magical effect of 4th level or lower that hinders movement. The affected creature is teleported up to 30 feet away and regains 5d12+8 hit points, allowing them to escape danger and recover from their injuries. On higher lvls: add 1d12 healing value to the description above on lvl 5, lvl 9 and lvl 13.

Blackfeather Storm
4

Blackfeather Storm

You summon a flock of spectral ravens that fill the air with thunderous screeches. All enemies within a 60-foot radius take 3d12 thunder damage and 2d12 psychic damage, while also suffering disadvantage on Wisdom saving throws for the duration of the storm, which lasts for 1 round. On higher lvls: add 1d12 thunder damage and 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Seth’s Hunger
4

Seth’s Hunger

A shadowy serpent lashes out from your fingertips, striking at a target within range. The target takes 5d12 necrotic damage and must succeed on a Constitution saving throw or have their healing halved for 1 minute. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Whisper Between Worlds
3

Whisper Between Worlds

You send a mental message of up to 25 words through spirit paths, crossing spiritual boundaries and magical barriers. If the target is asleep, unconscious, or dead, you receive a cryptic vision instead. The target can reply with 25 words if conscious. This message cannot be traced or intercepted by normal magical means.

Curse of the Nameless Road
3

Curse of the Nameless Road

You point at a creature, tying its soul to the cursed paths between life and death. The target must make a Constitution saving throw. On a failure, they take 4d12 necrotic damage and are cursed for 1 minute. While cursed, they take 1d12 necrotic damage at the start of their turn, cannot regain hit points, and are treated as enemies by undead creatures. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Rift Step Barrage
3

Rift Step Barrage

You teleport to a point within 30 feet, and as you vanish, rifts tear at enemies. Up to three creatures within 10 feet of your teleport origin or destination must make Dexterity saves or take 4d12 force damage. On a successful save, they take half damage. You may choose to appear in midair and not provoke opportunity attacks this turn. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Shattering Roar
3

Shattering Roar

You unleash a terrifying roar infused with storm-spirits. All creatures in a 15-foot cone must make a Constitution saving throw or take 4d12 thunder damage and be deafened for 1 minute. On a failed save, creatures are also pushed 10 feet away and fall prone. On a successful save, they take half damage and suffer no other effects. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Withering Howl
2

Withering Howl

You emit a mournful howl that resonates with the essence of death, targeting a single creature within range. The sound chills the soul, dealing 3d12 necrotic damage and potentially hindering the target's ability to fight back if they are weakened. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Echoing Rend
2

Echoing Rend

You conjure a spectral claw made of storm winds that slashes through a foe, carrying the howling cry of past Striders. The claw tears into the target's focus and resolve, dealing 3d12 thunder damage and potentially disrupting their concentration. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Sundering Pulse
2

Sundering Pulse

A rippling shockwave erupts from your hand, targeting a creature within range. The target takes 3d12 force damage and must succeed on a Strength saving throw or be knocked prone. Inanimate objects within a 10-foot radius vibrate violently, symbolizing the Silent Strider breaking barriers in pursuit of freedom or evasion. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Flickering Jaws
1

Flickering Jaws

A ghostly wolf's maw snaps from the Umbra to strike a target, shimmering and flickering in and out of the material plane. The target takes 2d12 force damage and must succeed a Strength saving throw or be pushed 10 feet, potentially colliding with a solid object for additional damage. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Thunderclap Dismay
1

Thunderclap Dismay

You unleash a sudden clap of thunder from your palm accompanied by a wolf’s howl, creating a disorienting shockwave. Creatures in a 15-foot cone must make a Dexterity saving throw, taking 2d12 thunder damage on a failed save, or half as much on a success. On a failed save, targets cannot take reactions until the start of your next turn, and if they roll a natural 1, they are also deafened for 1 round. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Curse of Wandering Bones
4

Curse of Wandering Bones

You curse a target within range, causing their bones to feel as if they are being pulled in different directions. The target takes 5d12 necrotic damage and is slowed, suffering from half movement speed and unable to take reactions for 1 round. A successful Constitution saving throw halves the damage and negates the slowing effect. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Writ of Passage
3

Writ of Passage

You or an ally become immune to non-magical detection and tracking for 8 hours. This includes immunity to scent, sound, and footprints, as well as protection from divination spells of 3rd level or lower.

Seth’s Mark
4

Seth’s Mark

You curse a creature within range, causing them to suffer a -1d8 penalty to their initiative and Dexterity saving throws for the duration. Additionally, their dreams are filled with dread, imposing disadvantage on Wisdom saving throws during their long rest.

Eyes of the Strider
3

Eyes of the Strider

When cast, this spell grants you enhanced vision while you are at a higher elevation. You can see clearly up to 1 mile away, even in complete darkness, allowing you to discern details and movements as if it were daylight.

Whisper to the Dead
2

Whisper to the Dead

You reach out to a spirit bound to a corpse or lingering echo in the area, allowing you to glean brief, instinctual flashes of information from its final moments. This spell provides insights into the last thoughts, feelings, or events experienced by the spirit, but does not allow for a full conversation like Speak with Dead.

Phantom Step
1

Phantom Step

As a bonus action, you teleport up to 60 feet to a location you can see. Until the start of your next turn, you do not provoke opportunity attacks and leave behind a shadowy afterimage that confuses your enemies.

The Golden Path
2

The Golden Path

You call upon the guidance of local spirits to reveal the safest route through hazardous terrain, such as minefields or treacherous streets. This spell does not create a safe path where none exists, but it enhances your ability to navigate dangerous areas, granting advantage on Dexterity saving throws, acrobatic checks and allows you to add +6 to your survival modifier and nature modifier for the next 8 hours.

Burrow
2

Burrow

The werewolf channels the spirit of a mole, allowing them to rapidly tunnel through earth and stone. This spell creates a temporary tunnel that can be used by the caster and their pack members to bypass obstacles or find shelter from danger for 24 hours.

Whispered Passage
1

Whispered Passage

The werewolf becomes enveloped in a shroud of silence, rendering their movements completely soundless. Surrounding noises are muffled, allowing them to move stealthily and avoid detection, as if guided by a cat-spirit's grace.

Speech of the World
1

Speech of the World

This spell allows the caster to speak and read any living language they encounter, albeit with a noticeable accent. With sufficient time, the caster can also grasp elements of dead languages, though they cannot decipher intentional codes or obfuscations.

Fetch Bounty
1

Fetch Bounty

With the aid of local spirits, the Garou can locate any object they seek, receiving guidance by scent to the nearest instance of the item. This spell is particularly useful for finding food, vehicles, or clothing, as it channels the essence of a magpie-spirit to guide the caster.

Feast of Shadows
3

Feast of Shadows

You leech life energy from all enemies within a 30-foot radius, regaining 6d12+8 hit points. Additionally, you cleanse yourself of any sickness or curse affecting you, drawing strength from the shadows around you. On higher lvls: add 1d12 hit points to your overall healing value above in the description on lvl 5, lvl 9 and lvl 13.

Blackout Pulse
5

Blackout Pulse

Unleash a toxic sonic wave that reverberates through the air, dealing 3d12 thunder damage and 3d12 poison damage to all creatures within a 40-foot radius. Those who fail to resist the wave's effects are left stunned, unable to act for a brief moment as the sound and poison overwhelm their senses. On higher lvls: add 1d12 thunder damage and 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Dominion's Edge
5

Dominion's Edge

Choose one creature within range. For the next 1 hour, you can sense its surface thoughts and know its location within 300 feet. Additionally, you can communicate telepathically with all of your allies for the neyt 8 hours, regardless of distance, allowing for seamless coordination in and out of combat.

Call the Hollow Court
5

Call the Hollow Court

Conjure ancestral spirits to surround and harass enemies. Each enemy within 30 feet takes 6d12 necrotic damage and must make a Charisma saving throw or be frightened for 1 minute. The spirits linger, creating an aura of dread that hampers the resolve of those who dare to approach. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Gaunt Wind of Judgment
5

Gaunt Wind of Judgment

Unleash a thunderous blast of shrieking wind in a 60-foot cone, dealing 6d12 thunder damage to all creatures caught in its path. Those who fail a Strength saving throw are pushed back 30 feet and knocked prone, feeling the weight of judgment in the storm's fury. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Crown of Vultures
5

Crown of Vultures

The target is mentally shackled by the ghosts of their worst regrets, causing them to relive their failures. They take 6d12 psychic damage and must make a Wisdom saving throw or be paralyzed for 1 round, unable to act as they are overwhelmed by their past. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Ravenous Pactbrand
4

Ravenous Pactbrand

You mark a creature with a sigil that is visible only to you. When you hit the branded creature with an attack or spell, you can deal an additional 5d12 necrotic damage once per turn. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Shadow-Command
4

Shadow-Command

For the duration of 1 minute, you can issue a one-word command to any creature that can hear you. If the target fails a Wisdom saving throw, it must obey your command or take 5d12 psychic damage. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Betrayer’s Kiss
3

Betrayer’s Kiss

Infuse an enemy with a delayed toxin that lingers in their system. After 1 turn, the target takes 5d12 poison damage unless they receive magical healing or succeed on a Constitution saving throw. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Echoform Ambush
4

Echoform Ambush

You create an echo of yourself that lingers in the air. On your next turn, the echo detonates, unleashing a powerful blast of thunder and psychic energy in a 20-foot radius, dealing devastating damage to all creatures caught in the explosion. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Untruth Made Flesh
4

Untruth Made Flesh

An enemy's falsehood is turned against them, manifesting as a psychic backlash. The target must make an Intelligence saving throw or suffer 5d12 psychic damage and be silenced for 2 turns, unable to speak or cast spells with verbal components. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Murder of Shadows
4

Murder of Shadows

A dark swarm of bats and ravens fills a 40-foot area, dealing necrotic damage to all creatures within. The chaotic flapping and cawing obscure vision, causing creatures to be blinded for 3 rounds unless they succeed on a Constitution saving throw. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Ravenveil Cloak
3

Ravenveil Cloak

You and up to 6 allies within range transform into shadows, gaining invisibility and advantage on Stealth and Perception checks for 1 hour. Your steps become muffled, allowing for silent movement and enhanced awareness of your surroundings.

Nightmaw Pact
5

Nightmaw Pact

You conjure a spectral bat that lunges at a target, delivering a vicious bite. The target takes 6d12 necrotic damage and cannot regain hit points until the start of your next turn. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Hexborn Snare
4

Hexborn Snare

Conjure venomous roots from the ground in a designated area. Any creature within the area must make a Dexterity saving throw or be restrained and poisoned for 1 minute, with the opportunity to repeat the saving throw at the end of each of its turns.

Crushing Guilt
3

Crushing Guilt

You force the target to relive a painful memory, overwhelming their mind with guilt and despair. The target takes 4d12 psychic damage and must make a Wisdom saving throw; on a failure, they are stunned until the end of their next turn. On higher lvls: add 1d12 psychic damage on lvl 5,. lvl 9 and lvl 13.

Shadowsight
3

Shadowsight

For the next 8 hours, you gain truesight, allowing you to see through illusions and perceive the true form of creatures and objects. Additionally, you can see invisible or hidden creatures in dim light or darkness, revealing their presence and location.

Ravencall Barrage
3

Ravencall Barrage

You summon a storm of ravens that screech and claw at enemies within a 30-foot radius. The cacophony of thunder and the flurry of wings deal 4d12 thunder damage, and affected enemies lose their reactions until the start of your next turn. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Dark Bargain
2

Dark Bargain

You and a target may exchange one condition or ailment (e.g., poison, fear) once per casting. This spell allows you to tactically shift burdens between allies or enemies, providing strategic advantages in combat or social situations.

Command the Flock
2

Command the Flock

Summon 1d4 swarms of bats or ravens to harass your enemies. These swarms act independently, dealing 3d12 piercing damage and imposing disadvantage on enemy perception or concentration checks. On higher lvls: add 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Banshee’s Warning
2

Banshee’s Warning

You unleash a haunting wail that echoes in the minds of your enemies. The target must succeed on a Wisdom saving throw or take 3d12 psychic damage and become frightened for 1 round, experiencing the terror of a banshee's lament. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Choking Lies
2

Choking Lies

You create a cloud of whispering gas that fills a 20-foot radius sphere centered on a point you choose within range. Creatures that enter the area or start their turn there must make a Constitution saving throw or become poisoned, taking 3d12 poison damage on a failed save. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Echoing Rebuke
2

Echoing Rebuke

1 Reaction. When you are struck by an attack, you can unleash a thunderous burst of psychic energy in retaliation. The attacker must make a Constitution saving throw or take 2d12 thunder damage and 1d12 psychic damage, echoing the pain they inflicted upon you. On higher lvls: add 1d12 thunder damage and 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Snakebite
1

Snakebite

Summon a spectral snake that entangles a target of your choice for 1 turn. The snake bites the target, dealing 2d12 poison damage. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Raven Spy
1

Raven Spy

Summon a spectral raven from the Umbra that you can see and hear through. The raven can pass through walls, closed doors and windows, small openings and relay what it sees and hears to you telepathically for the duration of the spell. The summoning lasts for 1 hour.

Retreat (Ahroun only)
1

Retreat (Ahroun only)

You foresee your opponent's strike. You immediately activate a Dash action and move 30 feet without provoking opportunity attacks in the direction of your choice.

Under the Gun
1

Under the Gun

The Garou curses a target, causing all projectile weapons to be unnaturally drawn towards them. While this curse is active, the target becomes significantly easier to hit, as bullets, arrows, and other missile weapons seem to home in on them. Deals 2d12 piercing damage. On higher lvls: add 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Thunderclap
1

Thunderclap

The Garou slams their hands together, unleashing a powerful thunderclap that reverberates through the air, stunning all who hear it. This spell, granted by an Incarna of Thunder, channels the raw energy of the storm to deal devastating damage to foes. On higher lvls: add 1d12 Thunder damage on lvl 5, lvl 9 and lvl 13.

Dire Distraction
1

Dire Distraction

You conjure a shadowy spirit that creates a powerful distraction, making simple tasks difficult and challenging actions nearly impossible. Enemies must contend with the overwhelming presence of the spirit, which warps their perception and focus. Deals 2d12 necrotic damage on every turn. The shadowy illusion stays for 3 rounds and is invulnerable to all damage. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Icy Chill of Despair
2

Icy Chill of Despair

The Garou transforms into a shadowy, imposing figure, radiating an aura of despair that numbs the hearts of all nearby. Those affected feel an overwhelming sense of hopelessness, making it difficult to act against the Garou's will. Deals 2d12 psychic damage and 1d12 cold damage. On higher lvls: add 1d12 psychic damage and 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Fatal Flaw
1

Fatal Flaw

The Garou focuses on a target, using a spying spirit to reveal a critical weakness. This weakness can be a supernatural vulnerability or a physical flaw in the target's defenses, allowing the Garou to exploit it in combat.

Acidic Weapon Manifestation
1

Acidic Weapon Manifestation

You conjure a spectral weapon known as the Acidclaw, formed from Wyld-essence and slick with hissing acid. It hovers within 30 feet of you, striking at foes and distracting nearby creatures with its presence. The weapon stays with you for up to 3 turns and listens to your command. It can hover around in a 30 feet radius. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Wyld’s Corrosive Wrath
5

Wyld’s Corrosive Wrath

You roar with the fury of the ancient Wyld, unleashing a supernatural blast of corrosive storm energy. Every creature in the affected area takes 6d12 acid damage, or half on a successful Constitution saving throw. Creatures that fail the save also suffer -6 AC for 1 minute (non-stacking), and the ground becomes slick, fetid sludge for 1 round, creating difficult terrain. Structures or equipment exposed may begin to corrode at the DM's discretion. This spell bypasses acid resistance unless it is magical in origin. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Gaia’s Endurance
5

Gaia’s Endurance

You and allies within 60 feet gain immunity to all damage types except psychic for 3 rounds. Additionally, your movement speed increases by 10 feet, and all harmful negative effects affecting your allies are removed.

Primal Obliteration
5

Primal Obliteration

Unleash the fury of the Wyld, causing a devastating explosion of primal energy. Every enemy within a 20-foot radius takes 3d12 slashing damage and 3d12 bludgeoning damage, as the very ground beneath them erupts with raw nature's wrath, transforming the area into hazardous terrain. On higher lvls. add 1d12 slashing damage and 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Fury Unleashed
5

Fury Unleashed

For the next 8 hours, you tap into your primal rage, gaining advantage on all attack rolls. You become immune to all negative ailments, charms, sicknesses, and poisons, and your unarmed strikes deal double damage during this time.

Rotting Moonlight
5

Rotting Moonlight

A dark, corrupt light descends from the sky, bathing a 20-foot radius area in necrotic and acidic energy. All creatures within the area must make a Strength saving throw or become restrained as animated plants and fungi rise to grapple them, while taking 3d12 necrotic damage and 3d12 acid damage. On higher lvls: add 1d12 necrotic damage and 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Pack of the Ancients
5

Pack of the Ancients

You summon 4 spectral wolf spirits that act on your initiative. Each wolf mirrors your hit points and can either deal 6d12 necrotic damage to a target or impose the frightened condition on them, instilling fear with their ghostly presence.

Crushing Gaia’s Judgment
5

Crushing Gaia’s Judgment

A massive tree limb descends from above, slamming into the ground with tremendous force. All creatures within a 10-foot radius must make a Dexterity saving throw or take 6d12 bludgeoning damage, halved on a successful save. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13,

Wyrm-Breaker’s Charge
4

Wyrm-Breaker’s Charge

You charge forward in a straight line for up to 30 feet, crashing through any creatures in your path. Each creature you pass through must make a Dexterity saving throw or take 5d12 bludgeoning damage, halved on a successful save, as you barrel through them with unstoppable force. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Hollowing Howl
4

Hollowing Howl

Unleash a terrifying spiritual howl that echoes through the area, instilling fear in the hearts of those who hear it. Creatures within a 20-foot radius must make a Wisdom saving throw or become frightened and take 5d12 psychic damage; creatures already frightened are immune to this effect. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Totemic Wrath
4

Totemic Wrath

You call upon the power of your ancestral spirits, empowering your claws with dark energy. For the next minute, your claws deal an additional 5d12 necrotic damage, and you gain immunity to all weapon damage as the spirits shield you from harm.

Gaia's Maw Unleashed
4

Gaia's Maw Unleashed

You unleash a blast of corrosive bile in a 30-foot cone, dealing 5d12 acid damage to all creatures in its path. Affected creatures must make a Dexterity saving throw, taking half damage on a success and suffering a -10 penalty to their movement for 1 round. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Maelstrom Leap
4

Maelstrom Leap

You leap 40 feet into the air, channeling the power of a maelstrom. Upon crashing down, you create a shockwave in a 10-foot radius, dealing 5d12 bludgeoning damage to all creatures in the area and knocking them prone. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Blood in the Soil
4

Blood in the Soil

Infuse the land with violent energy, causing the earth to erupt with necrotic power. Enemies standing on the affected ground take 5d12 necrotic damage, and plants and fungus spring forth to ensnare them. Affected creatures must make a Dexterity saving throw or become restrained by the grasping vegetation. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Feral Hurricane
3

Feral Hurricane

Summon a brutal storm of thunder, wind, and fury in a 15-foot radius. Enemies within the area are pushed back 15 feet and suffer disadvantage on ranged attacks due to the chaotic winds and swirling debris. The storm deals 2d12 thunder damage and 2d12 force damage to all enemies in range, while allies will suffer no damage. On higher lvls: add 1d12 thunder damage and 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Alpha's Challenge
3

Alpha's Challenge

You issue a challenge to a single target, compelling them to focus their attacks solely on you. The target must make a Charisma saving throw; on a failure, they are forced to attack you for the duration of two rounds, ignoring all other threats.

Flesh-Rot Spores
3

Flesh-Rot Spores

You unleash a cloud of toxic spores in a 10-foot radius, causing enemies within the area to suffer from corrosive acid and necrotic damage. Additionally, affected creatures have disadvantage on any healing they receive for the duration of the effect. On higher lvls: add 1d12 acid damage and 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Devouring Maw
3

Devouring Maw

You unleash a vicious bite that feeds on the spirit and flesh of your target. The attack deals 4d12 necrotic damage, and you regain hit points equal to half the damage dealt. You also regain 6 used up spell slots. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Spine Ripper
3

Spine Ripper

A deadly melee technique that targets a single foe with a precise strike, dealing devastating 4d12 slashing damage. On a critical hit, the target is paralyzed for 1 round, leaving them vulnerable to further attacks. On higher lvls: add 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Earthshattering Roar
3

Earthshattering Roar

You unleash a powerful roar that slams the ground, creating a shockwave that deals 4d12 bludgeoning damage to all creatures in a 15-foot radius. The terrain in the area becomes rough and unstable, making it difficult for creatures to move through it, imposing disadvantage on Dexterity saving throws and checks until the end of your next turn. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Gaia’s Acid Fang
2

Gaia’s Acid Fang

You unleash a corrosive bite that not only deals 3d12 acid damage but also weakens your target's defenses. The bite reduces the target's Armor Class by 10 for the next 3 rounds, making them more vulnerable to subsequent attacks. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Scent of the Wounded
2

Scent of the Wounded

You attune your senses to the scent of blood, allowing you to detect any bleeding or wounded creature within 1000 feet. While this spell is active, you gain advantage on all perception checks and insight checks for the next hour. You can also add +6 to your survival and nature roll modifiers for the duration.

Rend and Rupture
2

Rend and Rupture

You unleash a frenzied assault, clawing and biting at your target with wild abandon. If both attacks hit, the target is knocked prone, leaving them vulnerable to further attacks. Deals 2d12 slashing damage and 1d12 bludgeoning damage. On higher lvls: add 1d12 slashing damage and 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Howl of Isolation
1

Howl of Isolation

Unleash a terrifying primal howl that echoes through the battlefield, instilling fear in the hearts of your enemies. Creatures within a 20-foot radius must make a Wisdom saving throw or become frightened for 1 round, suffering 2d12 psychic damage as the sound reverberates in their minds. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Burrowstep
1

Burrowstep

You instantly tunnel through earth or soft terrain, moving up to 30 feet in a straight line. Upon emerging, you gain advantage on your next melee attack or grapple, allowing for a surprise advantage against your foes. You can also not be surprised/ambushed for the duration.

Tear the Prey
1

Tear the Prey

With a powerful leap, you slash at a foe within range, dealing immediate 2d12 slashing damage and inflicting a bleeding wound that continues to sap their vitality until healed (1d12 per turn). On higher lvls: add 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Shield of the Wyld
2

Shield of the Wyld

The Garou envelops themselves in the chaotic energies of the Wyld, creating a protective barrier that disrupts the effectiveness of mundane weapons. For the duration of the spell, the caster gains immunity to damage from all non-magical attacks, as the energies of the Wyld interfere with the precision and impact of such weapons. Holds up for 3 turns. Adds +6 to your AC and frees your movement from negative ailments that hold you in place, like restrained, stunned, paralyzed or petrified.

Quicksand
2

Quicksand

You transform a 20-foot square area of ground into a sticky morass of quicksand. Creatures that enter the area must succeed on a Strength saving throw or become restrained. While restrained, they cannot take the Dash action and must use their action to attempt to escape the quicksand on their turn.

Gaia's Embrace
2

Gaia's Embrace

Gaia's Embrace manipulates the gravitational forces around the caster, causing all flying creatures and ranged projectiles within a 30-foot radius to struggle against the pull of the earth. This spell creates a protective field that distorts the trajectory of ranged attacks and magic, making it difficult for enemies to strike true.

Render Down
1

Render Down

In a matter of seconds, the caster can corrode, rot, or decay any inert material they touch, mimicking decades of exposure to the elements. This spell channels the power of an insect-spirit or a spirit associated with carrion, causing the target to wither and decay. Deals 2d12 necrotic damage. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Hidden Killer
1

Hidden Killer

You can mask the evidence of a kill, erasing any incriminating signs or tracks that could lead investigators to the scene. This spell allows you to conceal the cause of death and any traces left behind, making it appear as if the victim simply vanished without a trace.

Gaia’s Judgment
5

Gaia’s Judgment

With a roar like a crashing landslide, you strike the earth or air with a pulse of Gaia’s will. A radiant burst of force erupts in a 20-foot-radius sphere centered on a point within range, dealing devastating 6d12 force damage to all in its vicinity. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Circle of the Old
5

Circle of the Old

You create a 20-foot radius zone of toxic energy that lasts for 10 minutes. Enemies within this area take 6d12 poison damage, are slowed down at the start of their turn as the air becomes thick with noxious fumes. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Nature's Reclamation
5

Nature's Reclamation

You transform a 60-foot area into difficult terrain filled with roots, stones, and overgrowth. Enemies moving through this area have their speed halved, while allies can move normally and gain advantage on Stealth checks due to being lightly obscured by the natural elements.

Oaken Grasp
5

Oaken Grasp

You summon a massive hand made of twisted branches and leaves that crushes a target and restrains them. The target must succeed on a Strength saving throw at the end of each of its turns to escape the grasp, which lasts for up to 1 minute. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Wrath of the Wyld
5

Wrath of the Wyld

You summon an ancient forest spirit that lashes out in a 40-foot radius, striking enemies with the fury of nature. Those caught in the area take 4d12 bludgeoning damage and 2d12 force damage, and must succeed on a Strength saving throw or be knocked prone and restrained for 3 rounds. On higher lvls: add 1d12 bludgeoning damage and 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Heart of the Grove
5

Heart of the Grove

You become the center of a healing nexus, radiating life and vitality. Allies within 30 feet regain 8d12+8 hit points. Fallen allies are revived with full Hit Points restored.

Manipulate Water
4

Manipulate Water

You gain the ability to manipulate the flow of water within a 5000-gallon volume. You can redirect, shape, or create currents in the water, allowing for various effects such as creating barriers, forming whirlpools, or even lifting objects. You can also give yourself and up to 6 allies in range the ability to breath under water for up to 8 hours.

Stampede of the Wild
4

Stampede of the Wild

You summon the spectral forms of mighty herd beasts — elk, bison, or mammoths — which stampede through a path you choose. The herd crashes through a line 30 feet long and 10 feet wide, causing thunderous hooves to shake the ground and trees to bend as they charge through your foes. Each creature in the area must make a Dexterity saving throw, taking 5d12 bludgeoning damage and being knocked prone on a failed save, or half damage and remaining standing on a successful save. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Sporeexplosion
4

Sporeexplosion

A massive seed pod explodes in a 20 ft radius, releasing a toxic cloud and a shockwave of force. Enemies within the area take 3d12 poison damage and 2d12 force damage, and must succeed on a Constitution saving throw or be stunned for 1 round. On higher lvls: add 1d12 poison damage and 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Wild Barricade
4

Wild Barricade

Summon a wall of twisting vines, roots, and debris that acts as a natural barrier. This wall blocks line of sight and slows enemy movement through it, providing tactical advantages in combat.

Warden's Cave
4

Warden's Cave

Create a private sanctuary in the Umbra for yourself and your allies. This moldable cave features nooks for sleeping, cooking, bathing, and leisure, and can be expanded for training or other needs with a snap of your fingers. Only benevolent spirits may enter, while evil energies and harmful entities are barred from crossing its threshold. The sanctuary lasts for 12 to 24 hours, providing a safe haven for rest and recovery.

Earthshaker’s Step
4

Earthshaker’s Step

You leap up to 30 feet into the air and slam down with tremendous force. All creatures within a 10-foot radius of the impact take 5d12 bludgeoning damage and must make a Dexterity saving throw or be knocked prone. At higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Gaia’s Hammer
3

Gaia’s Hammer

You call upon the wrath of the earth, forming a massive spectral antler or hammer that crashes down on your enemies. Choose a point you can see within range. All creatures in a 10-foot radius must make a Strength saving throw. On a failed save, a creature takes 4d12 bludgeoning damage and is knocked prone. On a successful save, it takes half damage and remains standing. The hammer is shaped by ancestral energy and reflects the burden of protection crashing down on those who threaten the wilds. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Rotroot Venom
3

Rotroot Venom

You summon ghostly umbral roots laced with fungal venom that burst from the ground beneath a target. The roots lash at the creature and inject a potent natural toxin, drawn from corrupted flora as a spiritual retaliation from the Earth itself. You deal 4d12 poison damage. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Pack Guardian
3

Pack Guardian

When a creature within 15 feet is hit by an attack, you can use your reaction to teleport adjacent to them and take the hit instead. You gain resistance to that instance of damage, and you may also choose to switch places with any ally within range.

Force of the Wyld
3

Force of the Wyld

You call on the wrath of Gaia, unleashing a powerful shockwave in a 30-foot line. Enemies caught in the wave must make a Strength saving throw or take 4d12 force damage, be pushed 15 feet away from you, and knocked prone. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Stoneform
3

Stoneform

You transform your body, gaining a stone-like texture that grants immunity to all damage except psychic for 1 hour. Fur is turned to stone as well. However, your movement speed is reduced -5 feet as you become more solid and unyielding.

Venomroot Pulse
3

Venomroot Pulse

Venomroot Pulse unleashes a surge of poison-laced roots that burst forth in a 20-foot radius around the caster. Creatures within the area must make a Constitution saving throw or take 4d12 poison damage and suffer disadvantage on attack rolls until the end of their next turn.

Verdant Grasp
2

Verdant Grasp

You cause vines to erupt in a 15 ft cube, ensnaring creatures within. Those caught must succeed on a Strength saving throw or be restrained, and they can attempt to break free at the end of each of their turns. Every turn the vines deal 3d12 force damage against your enemies. Allies suffer no damage. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Nature's Vigor
2

Nature's Vigor

You channel the essence of nature to invigorate your allies. Up to three chosen allies gain temporary hit points equal to your spellcasting modifier plus an additional 1d12, and they gain advantage on Constitution saving throws, as well as Survival, Animal Handling, and Nature checks for the duration of one hour.

Quaking Slam
2

Quaking Slam

You slam the ground with tremendous force, creating a powerful tremor in a 15-foot cone. All creatures in the area must make a Dexterity saving throw or take 3d12 bludgeoning damage and fall prone, as the ground shakes violently beneath them. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Thornhide Armor
2

Thornhide Armor

Envelop yourself or an ally in a protective layer of bark-like armor. Any creature that strikes the target with a melee attack takes 3d12 poison damage, as the armor retaliates with toxic thorns. The spell lasts for 10 minutes, providing both defense and a means to deter attackers. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Warden's Offering
3

Warden's Offering

You conjure a small handful of enchanted berries or herbal pods infused with the lifeblood of Gaia. Up to six berries appear in your hand, each restoring 6d12 + 8 hit points when consumed and providing enough nourishment to sustain a creature for a full day. The berries also cools burns and warms freezing and lifts the blinded condition when eaten, but lose their magic after 24 hours.

Wild Remedy
1

Wild Remedy

You channel the natural energies around you to heal ailments and stabilize unconscious creatures. This spell can cure diseases, cleanse moldy or tampered food, neutralize poisons, and ensure that dying allies remain stable, preventing them from slipping away into death.

Earthen Bulwark
1

Earthen Bulwark

You or an ally within 10 feet gains a +4 bonus to AC and resistance to magical lightning, thunder, and radiant damage for 10 minutes. This spell requires concentration to maintain its protective effects.

Crushing Vines
1

Crushing Vines

Vines erupt from the ground, ensnaring and slamming a target within 30 feet. The target must succeed on a Strength saving throw or be restrained until the end of its next turn, suffering the crushing force of the vines. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

The Living Wood
2

The Living Wood

The Garou calls upon the spirits of nature, summoning nearby trees and plants to rise and protect them. Branches and vines restrain foes, block attacks, and assist allies by lifting them to safety or catching them from falls.

Balor’s Gaze
2

Balor’s Gaze

The werewolf's eye glows a livid red, unleashing a gaze that inflicts terrible agony upon all enemies within its sight. Those caught in the gaze must confront the torment of a pain-spirit, suffering 2d12 psychic and 1d12 cold damage as their very essence is assaulted. On higher lvls: add 1d12 psychic damage and 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Territorial Dominance
1

Territorial Dominance

While within their marked territory, the Garou draws strength from the land, gaining enhanced defenses and physical prowess. They cannot be ambushed or surprised, and they do not trigger opportunity attacks when moving past enemies, adding +6 to their AC, Strength, and Constitution as long as they remain in their territory.

Blessed Brew
1

Blessed Brew

The Garou infuses a beverage with spiritual power, granting those who drink it a surge of mental fortitude and vitality. For the next hour, recipients can reroll a failed dice roll or add +6 to a dice modifier of their choice, and they regain 4d12+8 hit points upon consumption.

Sacred Boundary
1

Sacred Boundary

You create a sacred boundary using sacred water, blood, or your own urine, marking an area that alerts you to any trespassers. This boundary remains active for a duration, allowing you to sense the presence of any creature that crosses it, no matter the distance.

Neural Hijack
5

Neural Hijack

You jack into a creature’s mind, seeing through its eyes and issuing one command as if using the dominate person spell. The target takes 6d12 psychic damage on a failed saving throw, and while connected, you can use its senses until your concentration is broken.

Technovirus Swarm
5

Technovirus Swarm

You unleash a swarm of nanite-like spiritual data in a 20-foot cube. Enemies within the area take 6d12 piercing damage and must make a saving throw to maintain concentration on spells; constructs caught in the swarm become confused for 1 minute. On higher lvls: add 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Overload Synapse
5

Overload Synapse

Target a creature’s brainstem with static pulses, causing a surge of energy that disrupts its neural pathways. The target takes 3d12 thunder damage and 3d12 psychic damage, and must make a Constitution saving throw or fall unconscious for 1 round. On higher lvls: add 1d12 thunder damage and 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Phantom System
5

Phantom System

You create a matrix of shifting, glitching illusions over a 40-ft radius, ensnaring your enemies in a nightmarish virtual reality. All creatures within the area must make an Intelligence saving throw or become blinded and deafened for 1 round, believing they are trapped in a collapsing VR system, while suffering 6d12 psychic damage. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Storm Hack
5

Storm Hack

You hijack the local electromagnetic field, causing machines to malfunction and enemies in metal to suffer from a violent surge of electricity. Within a 30-foot radius, all machines go haywire, enemies wearing metal take 6d12 lightning damage, and the weather shifts to a raging lightning storm that lasts for 1 hour. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Godmode Protocol
5

Godmode Protocol

For the duration of 10 minutes, you enter a state of heightened awareness and agility. You and up to 6 allies in range get +6 AC. You gain advantage on all saving throws and Dexterity checks, can ignore difficult terrain, and can Dash as a bonus action. Additionally, once per round, you can teleport up to 30 feet before or after making an attack, allowing for strategic repositioning.

Remote Override
4

Remote Override

You exert control over a creature within 60 feet, compelling it to move up to 30 feet in a direction of your choice, as if pulled by an invisible force. The target must succeed on a Wisdom saving throw or be compelled to move as if affected by the command spell, unable to take reactions during this movement.

Firewall Cloak
4

Firewall Cloak

Surrounds a creature and yourself in glowing circuit-hex armor, enhancing their defenses and providing unique protections. Grants +4 AC, resistance to fire and lightning damage, and immunity to all forms of surveillance, including scrying and detection methods, for 1 hour.

Circuit Snare
4

Circuit Snare

You launch cable-like tendrils that ensnare up to three creatures in a targeted area. The tendrils deal 3d12 force damage and 2d12 piercing damage, and targets must make a Dexterity saving throw or become restrained for 1 minute, repeating the save at the end of each of their turns. On higher lvls: add 1d12 force damage and 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Ghost in the Machine
4

Ghost in the Machine

You possess a nearby piece of technology or a construct for up to 1 hour. While possessed, you can communicate through it, manipulate its movements, cause it to glitch, or make it attack once per round using your spellcasting ability modifier.

EMP Blast
4

EMP Blast

Unleash a powerful electromagnetic pulse in a 30-foot sphere, disrupting constructs and magical items for 3 rounds or 3 minutes. Creatures caught in the blast take 3d12 lightning damage and 2d12 thunder damage, feeling the full force of the storm. On higher lvls: add 1d12 lightning damage and 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Neon Slipstream
4

Neon Slipstream

You and up to 6 allies become streaks of glitching light, gaining a burst of speed and agility. For 8 hours, you all gain +15 ft to your speed, can ignore difficult terrain, and take no fall damage, leaving glowing trails behind you as you move.

Flash Frame
3

Flash Frame

Emit a pulsing strobe burst of blinding light and thunderous sound. All creatures within a 15-foot radius must make a Constitution saving throw or take 4d12 thunder damage and be blinded until the start of your next turn. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Hacker’s Spike
3

Hacker’s Spike

You unleash a surge of electrical energy that disrupts the code of mechanical or digital foes. On a failed Constitution saving throw, the target takes 4d12 lightning damage and is stunned for 3 rounds; non-constructs take half damage and are not stunned. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Bypass
3

Bypass

You phase through electronic security systems, locked doors, or barriers (magical or mechanical) for 30 minutes. This spell allows you to move through up to 10 foot of metal or tech-warded objects, effectively bypassing obstacles that would normally impede your progress.

Tactical Uplink
3

Tactical Uplink

Establish a mental uplink with up to 6 allies for 10 minutes. You can telepathically communicate, grant advantage on Initiative rolls, and allow allies to move through each other's space during combat, enhancing teamwork and coordination.

Electrostatic Surge
3

Electrostatic Surge

Unleash a powerful surge of electricity in a 20-foot radius, dealing 4d12 lightning damage to all enemies within the area. Affected targets lose their reactions until the start of their next turn, and those wearing metal have disadvantage on their saving throw against this effect. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Digital Echo
3

Digital Echo

You create a digital clone of yourself that mirrors your movements a split-second behind. For the duration of 1 minute, enemies have disadvantage on opportunity attacks against you, and once per turn, you can force a missed attack to be rerolled.

Neural Overload
2

Neural Overload

You overload a creature's sensory perception, causing their mind to reel from the influx of information. The target takes 3d12 psychic damage and must make an Intelligence saving throw or suffer disadvantage on all attack rolls until the end of its next turn. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Power Drain
2

Power Drain

You drain energy from a machine or tech-bound enemy, unleashing a surge of lightning. The target takes 3d12 lightning damage, and if it is a construct or wearing metal gear, it suffers an additional 1d12 lightning damage and is stunned for 1 round unless it succeeds on a Constitution saving throw. On higher lvls: add 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Mag-Spike Trap
2

Mag-Spike Trap

You create a small electrified snare on a surface that triggers when a creature steps on it. Upon activation, the trap deals 2d12 piercing damage and 1d12 lightning damage, restraining the creature until it succeeds on a Strength saving throw. On higher lvls: add 1d12 piercing damage and 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Overclock
2

Overclock

You choose up to 6 allies within 30 feet, granting them a surge of energy. For 10 minutes, they gain an additional 10 feet of movement and advantage on one Dexterity check or saving throw of their choice. After the spell ends, the affected allies spark with static, glowing faintly as a reminder of their enhanced speed.

Signal Ghost
1

Signal Ghost

You create a static-glitch mirage of yourself at your current location, leaving a false image that lasts for 1 minute or until interacted with. This illusion grants you advantage on your next Stealth check, allowing you to slip away unnoticed while your doppelgänger distracts onlookers.

Urban Pulse
1

Urban Pulse

Unleash a cacophony of city sounds in a 15-foot cone, creating a burst of alarms, honks, and static noise. All creatures in the area must make a Constitution saving throw or take 2d12 thunder damage and become deafened for 1 round. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Data Spike
1

Data Spike

You launch a condensed spike of electrostatic data at a target, dealing a combination of 1d12 piercing and 1d12 lightning damage. On a successful hit, the target suffers from a surge of energy, imposing disadvantage on its next Dexterity saving throw. On higher lvls: add 1d12 piercing damage and 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Recover Memory
2

Recover Memory

By summoning the spiritual residue of a damaged or destroyed book or information-storing object, you can perceive fragments of lost information. Skilled users can even glean insights from advanced digital media, though interpreting this data may require additional effort.

Doppelgänger
2

Doppelgänger

You can assume the likeness of a specific humanoid or wolf, altering your appearance to match them closely at least for 1 hour. You gain advantage on performance and deception checks and can add +6 to their roll modifier as long as you play your role. You can not mask your own scent though. It is possible for other Garou to notice the difference, which might become really risky in the process.

Control Machine
1

Control Machine

You can issue simple commands to the minor spirits residing in machines, allowing you to gain momentary control over various devices. This spell enables you to manipulate machinery to perform basic tasks or functions as per your command.

Energize
1

Energize

By channeling their own Rage, the Garou can temporarily power any functional device as if it were plugged in or fueled. This spell allows the user to push even damaged equipment to operate for a brief period of at least 10 Minutes up to 8 hours, though it cannot repair completely wrecked machines.

Skinbind
1

Skinbind

The Garou can inscribe temporary tattoos or brands on their skin, allowing them to store small objects within these mystical markings. These tattoos act as containers, enabling the Garou to retrieve the stored items at will, drawing upon the power of a moth-spirit or a spirit associated with writing or drawing.

Midnight Dance
5

Midnight Dance

You summon a radiant spear in your hands, dancing gracefully yet brutally through enemies in a straight line 60 feet long. Each creature in the line must make a Dexterity saving throw, taking 6d12 radiant damage on a failed save, or half as much on a success. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Swarm of the Infested
5

Swarm of the Infested

You unleash a swarm of infested banes that targets up to three creatures within range. Each target must make a saving throw or suffer 4d12 poison damage and 2d12 necrotic damage, as the energy saps their vitality and inflicts debilitating toxins. On higher lvls: add 1d12 poison damage and 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Echoes of the Void
5

Echoes of the Void

Create a tear in the spiritual veil, pulling all creatures within a 30-foot radius toward the center. Affected creatures must succeed on a Charisma saving throw or be pulled 10 feet, take 6d12 force damage and 2d12 psychic damage, and be silenced for 1 round. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Waterfall of Healing
5

Waterfall of Healing

You summon a magnificent waterfall blessed by Gaia, cascading down in a radiant display. All allies within range are healed for their maximum Hit Points and are cleansed of any negative ailments, sickness, curses, or hexes.

Ancestor’s Judgement
5

Ancestor’s Judgement

Call down spectral ancestors to judge a creature, dealing 6d12 radiant damage. The target must succeed on a Wisdom saving throw or be petrified for 1 minute, with the possibility of ending the effect at the end of each of its turns. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Ascend the Threshold
5

Ascend the Threshold

You and up to 6 allies shift partially into the Umbra for up to 10 minutes, becoming ethereal. While in this state, you can move through objects and thick surfaces and gain resistance to all damage, but you cannot interact with the physical world.

Shadowspear
4

Shadowspear

You conjure a massive spear made of pure black shadow, hurling it at a target. On a hit, the spear deals 5d12 necrotic damage, and if the target fails a saving throw, they are paralyzed for 3 turns. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Memory Flay
4

Memory Flay

Tear through a creature’s memories, inflicting psychic damage and causing them to forget recent events. The target takes 5d12 psychic damage and forgets the last 10 minutes unless they succeed on a saving throw. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Gaia's Cleansing
4

Gaia's Cleansing

You hold up your open palms, releasing a radiant ray of light that purifies surfaces and creatures from hexes, curses, enchantments, and any lingering dark energy. You also neutralize illusions. This spell is a beacon of hope, restoring balance and harmony to the affected area.

Pullback
4

Pullback

With a gentle touch, you stabilize an unconscious creature, preventing them from dying. Additionally, you can revive a fallen ally, pulling their soul back from the underworld and restoring them back to life. They are revived with half their Hit Points restored.

Umbra Torrent
4

Umbra Torrent

Unleash a chaotic stream of spirit-force in a line 60 feet long, dealing 5d12 force damage to creatures in its path. Creatures hit must succeed on a Strength saving throw or be knocked prone for 1 turn, while spirits of CR 4 or less in the area are banished or stunned without a saving throw. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Veil of the Forgotten
4

Veil of the Forgotten

You and up to 6 allies in range become nearly undetectable. For up to 1 hour, you are invisible to spirits, mortals, and high-end surveillance technology, and cannot be remembered by creatures that fail an Intelligence saving throw after seeing you.

Breath of Death
3

Breath of Death

Unleash a chilling breath of ashen fog in a 15-foot cone, enveloping all within its path. The fog saps the life force of those caught in it, dealing 4d12 necrotic damage and leaving a lingering sense of dread. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Sever the Tether
3

Sever the Tether

Disrupt the spirit-body connection of a creature, causing it to be banished to the Umbra for 1 round. The target must succeed on a Constitution saving throw or become invisible and incapacitated, reappearing prone and stunned at the end of the duration.

Break the Shackles
3

Break the Shackles

You send a ray of cleansing light in the direction of your allies within range, freeing them from any negative ailment, charm, hex, or curse. You can also target yourself to remove these effects, restoring clarity and strength to those affected.

Lament of the Ancestors
3

Lament of the Ancestors

You emit a haunting howl or chant that channels the voices of the dead, creating a wave of necrotic and psychic energy. All enemies in a 30-foot cone must make a Charisma saving throw or take 2d12 radiant damage and 2d12 psychic damage, becoming deafened and frightened for 1 round. On higher lvls: add 1d12 necrotic damage and 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Phantom Clarity
2

Phantom Clarity

You grant a creature a moment of terrifying insight, causing them to confront their deepest fears. The target takes 3d12 psychic damage and must make a Wisdom saving throw or be stunned for 1 round; on a successful save, they take half damage and remain conscious. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Moonveil Passage
2

Moonveil Passage

You and up to 6 willing creatures can pass through solid objects up to 10 feet thick as if you were insubstantial. This spell allows for a maximum travel distance of 300 feet, making it ideal for infiltrating sealed crypts or navigating Umbra-haunted locations.

Gravebinding Mark
2

Gravebinding Mark

You mark a creature with a dark sigil. The first time it moves more than 30 feet or teleports, it takes 3d12 necrotic damage and is pulled back toward its original position, as if bound by unseen chains of death On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13..

Deathlight Gleam
1

Deathlight Gleam

Fire a thin beam of tar like black fog at a creature, dealing 2d12 necrotic damage. The target glows pale and silvery grey, shedding dim light in a 10-ft radius until the start of your next turn, preventing it from benefiting from stealth. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Soul Stitch
1

Soul Stitch

You touch a willing creature or corpse. If the target is living, you restore 3d12+8 hit points. If the target is dead, you preserve it from decay and allow communication with its spirit for one hour. During this time, you can ask the deceased up to 5 questions, after which the soul will disappear and be laid to rest.

Ethereal Chains
1

Ethereal Chains

You conjure spectral chains that lash out at a creature within 30 feet, binding it in place. The target takes 2d12 force damage and cannot take reactions until the start of its next turn. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Warding Sigil
1

Warding Sigil

You inscribe a protective glyph on a surface. The first hostile creature to step within 5 feet of the sigil takes 2d12 radiant damage and is pushed back 15 feet. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Umbral Sense
1

Umbral Sense

You can see into the fabric of the Umbra, overlapping the material world for 1 hour. During this time, you can detect spirits, spectral footprints, and residual emotions. You gain advantage on Perception and Insight checks related to spirits, as well as History and Religion checks. You can communicate with spirits in their ghost language, which sounds normal to you but ethereal and distorted to others, unless they can speak and understand Ghost themselves.

Whisper of the Dead
1

Whisper of the Dead

You unleash a haunting whisper that echoes in the mind of a target creature within 60 feet. The target takes 2d12 psychic damage and must succeed on a Wisdom saving throw or be frightened until the end of its next turn, plagued by the chilling voices of the dead. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Gnarly Shrubs
3

Gnarly Shrubs

You summon gnarly shrubs, such as hazelnut, live oak, or olive trees, that entangle up to 3 enemies in their restraining branches for 3 turns. The entangled foes take 2d12 piercing damage and 2d12 force damage at the start of each of their turns. The shrubs can also help you climbing up and down a smooth surface or wall. They grow their brunches up or hold you while pushing you up to the destination you command them to. They also can do the same with your allies. They will not harm your allies while holding them. On higher lvls: add 1d12 Piercing Damage and 1d12 Force Damage on lvl 5, lvl 9 and lvl 13.

Shattering Arrow
2

Shattering Arrow

You conjure a spiritual bow and arrow from the Umbra into your hand and shoot one Umbral Arrow at the weakest spot of your target up to 120 feet away from you. Upon impact, the arrow shatters, dealing 3d12 Thunder damage and push them back 15 feet. On higher lvls: add 1d12 Thunder Damage on lvl 5, lvl 9 and lvl 13.

Shrouded Aspect
2

Shrouded Aspect

You become completely invisible to the naked eye and standard cameras, shrouded in a veil of magical concealment. You can not be seen by magical devices either. However, this invisibility does not extend to infrared detection, allowing heat-sensitive devices to still perceive your presence. Holds up to 1 hour.

Summon Squirrel Spirit
3

Summon Squirrel Spirit

You summon the umbral teal spirit of a squirrel, allowing you to see through its eyes and gain an overview of the terrain. The spirit can squeeze through tiny cracks and walls, and can search for valuable items, bringing one back to you once per short rest. You can also send it on small errands. It communicates with you telepathically. It will not fight for you and disappears into the Umbra after finishing an errand successfully. You can summon it 12 hours after the last summon again.

Mask of the Wendigo
5

Mask of the Wendigo

You don an umbral skeletal mask of the Wendigo that instills fear in those who gaze upon you. Enemies within range must confront their deepest fears, suffering 6d12 psychic damage as you channel the essence of the Wendigo. They are feared for at least 3 turns when failing a Wisdom saving throw. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Summon Falcon Spirit
2

Summon Falcon Spirit

You summon the umbral spirit of a falcon, allowing you to see through its eyes and observe the world from above, even little details in a 2 mile radius. The falcon can also carry messages to your allies, disappearing into the Umbra after delivering them.

Summon Moose Spirit
5

Summon Moose Spirit

You summon the Umbra Spirit of an angry moose in a 30-foot straight line in front of you. The teal colored spirit charges forward, attacking all enemies in its path with a powerful force, dealing 3d12 force damage and 3d12 bludgeoning damage before vanishing back into the shadows. Outside of a fight you can summon the Moose Spirit and ride it as a mount. It has a movement speed of 60. You can take 1 other ally with you when riding the umbral moose. It will go back into the Umbra when it brought you to your destination. On higher lvls: add 1d12 force damage and 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Cold Spores
5

Cold Spores

You conjure a Dandelion made of snow and ice into your hands, blowing it to release a 30-foot freezing wind filled with snowy spores. Enemies caught in the spores suffer 4d12 poison damage and 2d12 cold damage, while allies remain unharmed. On higher lvls: add 1d12 poison damage and 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Snare the Prey
5

Snare the Prey

A spectral trap springs beneath a target, ensnaring them in a web of icy blades. On a failed Intelligence saving throw, the target takes 4d12 slashing damage and 2d12 cold damage, becoming paralyzed and silenced for 1 minute (save ends). On a successful save, they take half damage and are restrained for 1 round.

Edge of the North Wind
5

Edge of the North Wind

You whisper the name of a creature you have marked or tracked for at least 1 hour. If the target is within 300 feet, a silent gale cuts through, dealing 6d12 cold damage. If the target is under 100 HP, it must make a Charisma saving throw or drop to 0 HP. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Wyrdcut Howl
5

Wyrdcut Howl

Unleash a powerful howl that reverberates with Umbra-warping force, dealing 6d12 force damage to enemies within range. Those who fail their saving throw suffer a -6 penalty to AC, have Disadvantage on Constitution saving throws, and are stunned for at least 1 turn, while allies gain Advantage on spell saving throws for 10 minutes. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Crescent Moon Slash
4

Crescent Moon Slash

You conjure a crystaline katana into your hand, unleashing a series of four crescent moon-shaped slashes that strike at your enemies. Each slash deals a combination of force and slashing damage, making this spell effective against a group of foes. You deal 3d12 force damage and 2d12 slashing damage. On higher lvls: add 1d12 force damage and 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Statue of Gaia
4

Statue of Gaia

You conjure a majestic statue of Gaia made of ice in the midst of the battlefield. Enemies within range feel an irresistible pull towards the statue, forcing them to concentrate their attacks on it. While the statue stands, enemies have disadvantage on attack rolls against any target other than the statue. If an enemy succeeds on an Intelligence saving throw, they can ignore the statue and attack normally. The statue lasts for 3 turns before disappearing.

Icicle Rain
4

Icicle Rain

You conjure a storm of sharp icicles that rain down in a 15-foot cone, dealing devastating 3d12 cold and 2d12 piercing damage to your enemies. Those who fail a Dexterity saving throw are knocked prone for 3 turns, making them vulnerable to further attacks.

Silent Hunt
4

Silent Hunt

You create an aura of silence and agility in a 30-foot radius around you. All allies within this area gain advantage on Stealth, Investigation, Nature, and Survival checks for 8 hours, leave no tracks or scent trails, and enjoy a +10 bonus to movement speed. Additionally, allies are unaffected by difficult terrain for the duration of the spell.

Healing Tea
4

Healing Tea

You conjure a jar filled with mystical healing tea from the Umbra. Drinking this tea restores 4d12+8 Hit Points and removes any negative ailments affecting you.

Beast Trail
3

Beast Trail

For the duration of 1 hour, you can see faint, glowing footprints of any creature that has passed through the area within the last 24 hours. While this spell is active, you gain advantage on Survival checks and nature checks made to track those creatures, allowing you to follow their path with greater ease.

Infuse Ice
3

Infuse Ice

You infuse a lock, glass surface, or other inanimate object with cold ice, causing it to become brittle. You can then shatter the object, rendering it unusable and potentially distract nearby enemies with the sound created by the shattering. Can distract enemies in range up to 3 minutes or 3 turns.

Shiverfang Claws
3

Shiverfang Claws

You dash forward in a straight line up to 30 feet, slashing through enemies with your icy werewolf claws. Each creature in your path must make a Dexterity saving throw, taking 2d12 cold damage and 2d12 slashing damage on a failed save, or half as much on a success.

Spiritrend Arrow
4

Spiritrend Arrow

You conjure a bolt of pure force energy and launch it in a straight line, striking all creatures in its path. Each creature in the line must make a saving throw or be knocked prone until the end of their next turn, suffering 5d12 force damage in the process. On higher lvls: add 1d12 Force Damage on lvl 5, lvl 9 and lvl 13.

Hollow Wind
3

Hollow Wind

A howling wind fills a 20-foot radius zone, extinguishing flames and muffling sounds. Ranged attacks made within this area are at disadvantage, while creatures attempting to hide gain advantage on Stealth checks, and enemy Perception checks are halved. The wind also deals 4d12 force damage to enemies caught within its grasp, leaving allies unharmed. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Flying Icicle
2

Flying Icicle

You hurl a sharp icicle at a target, dealing 2d12 cold and 1d12 piercing damage. The icicle strikes with deadly precision, and its icy nature can slow the target for at least 1 turn. You can also ram the Icicles into a wall and use it as climbing devices. They will freeze after 30 minutes. On higher lvls: add 1d12 cold damage and 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Shockfrost
2

Shockfrost

You touch a surface, causing it to freeze in a 20-foot cone, creating a slippery and cold terrain that is difficult to traverse. Creatures that fail a Dexterity saving throw are knocked prone for 1 turn, and the frosty surface deals 2d12 cold damage and 1d12 lightning damage to any creature that starts its turn on it, remaining frozen for at least 3 turns. On higher lvls: add 1d12 Cold Damage and 1d12 Lightning damage on lvl 5, lvl 9 and lvl 13.

Moonlight Snare
2

Moonlight Snare

A snaring vine shaped from moonlight lashes out at a target, attempting to ensnare them in ethereal claws. If the target fails to resist, they take 3d12 slashing damage and become restrained for 1 turn, struggling against the magical bonds until they succeed on a saving throw at the end of their turns. On higher lvls: add 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Whisperwind Step
1

Whisperwind Step

You teleport up to 30 feet to a space you can see, emerging surrounded by a crystalline ice shield that grants you a +4 bonus to your Armor Class for 3 turns. This spell allows for quick repositioning in battle while providing a protective barrier against incoming attacks.

Frostbite
1

Frostbite

You touch a creature within your reach, encasing them in a layer of ice that immobilizes them for 1 turn. Additionally, the target takes 2d12 cold damage as the frigid energy seeps into their very being. On higher lvls: add 1d12 Cold Damage on lvl 5, lvl 9 and lvl 13.

Hands of the Earth
3

Hands of the Earth

With the aid of earth spirits, the caster can manipulate objects from a distance, lifting, pulling, and throwing them as if guided by unseen hands. This spell allows the caster to control the battlefield by moving obstacles or hurling objects at foes. The hurled objects deal 4d12 force damage. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Serpent's Coil
2

Serpent's Coil

The Garou conjures a fog-like serpent that can ensnare enemies within its 10-meter length, dealing 3d12 poison damage. The serpent wraps around foes, immobilizing them and can be divided among multiple targets, holding them in place as long as the caster maintains concentration. On higher lvls: add 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Blackout
3

Blackout

This spell allows the caster to extinguish all light sources within a 30-foot radius, plunging the area into magical darkness. The darkness is impenetrable to normal vision, granting advantage on stealth checks for the caster and their allies while hindering enemies' ability to see.

Augur
2

Augur

By gazing into a reflective surface, the caster can view another area remotely, provided there is a reflective surface at the target location. This spell is often granted by a water-spirit or a spirit associated with knowledge, allowing the caster to gain insights into distant places.

Claws of Frozen Death
2

Claws of Frozen Death

The claws of the werewolf become coated in frost, sending a deathly chill into the bones of anyone wounded. Affected victims become sluggish, making them easier targets for further attacks. This spell is granted by an ice or winter spirit, embodying the essence of cold and death. You deal 3d12 cold damage and 1d12 slashing damage. On higher lvls: add 1d12 cold damage and 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Blood of the Wastes
1

Blood of the Wastes

The Garou channels the spirit of a hardy animal, becoming one with the elements. This spell allows the caster to endure extreme cold and survive in the harshest tundras and blizzards, gaining immunity to cold damage and the ability to move through difficult terrain without hindrance for up to 8 hours.

Chill Cloak
1

Chill Cloak

You envelop yourself in a shroud of cold energy, masking your body heat and emissions. While under the effects of this spell, you become difficult to detect by modern surveillance methods, effectively rendering you invisible to thermal sensors and similar devices. Holds up to 1 hour.

Lacerating Wind
1

Lacerating Wind

The werewolf conjures a bitterly cold wind that chills its victims to the bone, slowing their movements and potentially knocking them off balance. Those caught in the wind may find themselves thrown to the ground or off ledges, suffering from the harsh effects of the North Wind. Deals 2d12 cold damage. On higher lvls: add 1d12 cold damage on lvl 5, lvl 9 and lvl 13.

Camouflage
1

Camouflage

You and up to 6 allies in range blend seamlessly into your surroundings, becoming indistinguishable from natural elements like leaves, grass, or rocks. This spell allows you to prepare ambushes or evade pursuers effectively, as you become one with the wilderness. You can not be tracked or followed for the duration. Camouflage holds up to 8 hours.

Wyld Grove
5

Wyld Grove

You channel the essence of nature to restore corrupted or barren land, healing it of any blight or pollution. With a wave of your hand, you can terraform entire areas, revitalizing the environment and bringing forth lush growth and vibrant life. You lead Gaias energy back into the land that once suffered, restoring balance and spiritual strength.

Voice of the World
5

Voice of the World

You unleash a powerful command that resonates with the very essence of truth. For the next 10 minutes, all enemies within range are compelled to speak only the truth; if they attempt to lie or mislead, they suffer 6d12 radiant damage as the light of truth punishes their deceit. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Summon Unicorn
5

Summon Unicorn

You summon a spectral Unicorn spirit from the Umbra, allowing you and one ally to ride it until you reach your destination. The Unicorn will return to the Umbra after your journey is complete, providing a swift and magical means of travel. The unicorn is the patron spirit of the Children of Gaia and protects them against any harm while they are traveling. It will not leave when you take a travel break and stay watchful by your side. A unicorn has a movement speed of 60. It likes food ladden with emotion.

Embrace of Gaia
5

Embrace of Gaia

You channel the life force of the earth to revive a fallen ally within range, restoring them to full hit points. The target is enveloped in a warm, green light, symbolizing the nurturing power of nature as they return to consciousness. You also grant them 24 temporary hit points.

Mass Empathic Pulse
5

Mass Empathic Pulse

Unleash a wave of psychic energy that resonates with the minds of your enemies. All foes within range must resist the overwhelming force or suffer 6d12 psychic damage and be stunned for a brief moment. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Gaia’s Judgement
5

Gaia’s Judgement

A radiant explosion erupts from the ground, targeting enemies who have harmed your allies. Those caught in the blast must face the wrath of nature, suffering radiant damage as a consequence of their actions.

Radiant Acupuncture
4

Radiant Acupuncture

You pierce 4 umbral needles made of spiritual energy into the pressure points of a target, causing intense pain and disruption. The target is paralyzed for 2 turns unless it succeeds on a Constitution saving throw, in which case it remains unharmed but still suffers the damage from the needles. The needles deal 3d12 Piercing damage and 2d12 radiant damage. On higher lvls: add 1d12 piercing damage and 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Thunder Chakrams
4

Thunder Chakrams

You hurl four thunderous chakrams made of pure umbral energy at a group of targets. Each chakram deals 4d12 thunder damage and 1d12 slashing damage. At higher levels, the spell gains additional power, adding 1d12 thunder damage and 1d12 slashing damage at levels 5, 9, and 13.

Nature’s Reprieve
4

Nature’s Reprieve

You call upon the natural world to create a healing aura in the terrain around you. Allies within the area regain 8d12+8 hit points and gain advantage on Stealth checks as the environment conceals them from enemies. It also stabilizes unconcious allies.

Memory Dive
4

Memory Dive

By touching a willing creature, you can enter their subconscious and explore their memories. You can guide them through a dream-like plane to help sort their memories, manipulate them, or even delete unwanted ones, though such alterations may have profound effects on their personality afterwards.

Wave of Desperation
4

Wave of Desperation

You touch a creature, flooding their mind with overwhelming emotions of despair, depression, and emptiness. The target must confront their inner turmoil, suffering from 5d12 psychic damage as their mental state deteriorates. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Empathic Command
4

Empathic Command

You unleash a wave of overwhelming emotion that compels a target to act against their will. The target must make a Wisdom saving throw or be forced to take a different action of your choice on their next turn, reflecting the emotion you instill in them.

Teleport Friends
3

Teleport Friends

Once in a long rest you can teleport yourself and up to six allies to a location you have previously visited, through the Umbra. Alternatively, you can bring up to six allies to your current position within a 3km/ 2,5 miles radius, allowing for quick regrouping in times of need.

Circle of Clarity
3

Circle of Clarity

You create a shimmering warded circle on the ground in a 120x120 area, that grants you advantage on all Perception, history, religion and Insight checks while you stand within it. The circle wards off evil energy, neutralizes all hexes and curses and is preventing Wyrm Corrupted creatures from entering its area. If Wyrm Corrupted try to breach the circle, they get banned back to their hive immediately. It lasts for up to 24 hours or until dismissed.

Thundercloud
3

Thundercloud

Conjure a swirling cloud of zipping thunderbolts in a 15x15 area. For the duration of 3 turns, all creatures within the area take 2d12 thunder damage and 2d12 lightning damage at the start of their turn. On higher lvls: add 1d12 thunder damage and 1d12 lightning damage on lvl 5, lvl 9 and lvl 13.

Guiltbrand
3

Guiltbrand

You target a creature, forcing them to relive their deepest guilt, shame, or trauma. The target suffers 4d12 psychic damage as they are overwhelmed by their own memories and emotions. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Radiant Denial
3

Radiant Denial

A brilliant flash of radiant light erupts from your fingertips in a straight line in front of you, forcing enemies to confront the blinding brilliance. Those who fail a Wisdom saving throw are blinded, and you deal 4d12 radiant damage as a searing ray of light strikes them. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Packbond Surge
3

Packbond Surge

Unleash a wave of restorative energy that flows through your allies, distributing healing equally among all within a 30-foot radius. Each ally regains 6d12+8 Hit Points and is freed from any negative ailments, enchantments, or curses affecting them. On higher lvls: add 1d12 to your overall healing value in the healing description above, on lvl 5, lvl 9 and lvl 13.

Umbral Bullseye
2

Umbral Bullseye

You conjure a teal spiritual bow and unleash three ethereal arrows at your targets. Each arrow strikes true, dealing 3d12 radiant damage and an additional 1d12 fire damage, illuminating the darkness with their brilliance. On higher lvls: add 1d12 radiant damage and 1d12 fire damage on lvl 6, lvl 9 and lvl 13.

Luminous Truth
2

Luminous Truth

You bathe the area in radiant moonlight, creating a zone where truth reigns supreme for at least 10 minutes. Creatures within the area who knowingly speak falsehoods must make a Charisma saving throw or take 3d12 radiant damage and be unable to lie for the duration of the spell.

Healing Weave
1

Healing Weave

You weave a soothing umbral linen made out of spiritual energy with your fingers, cooling burns and healing a target. This spell restores 4d12+8 Hit Points and stabilizes an unconscious creature, preventing them from dying.

Umbral Fire Balls
1

Umbral Fire Balls

You conjure and hurl three ethereal balls of ghostfire, shimmering in a teal hue, at up to three targets of your choice. Each ball deals 2d12 fire damage and 1d12 radiant damage. At higher lvls: add 1d12 fire damage and 1d12 radiant damage ob lvl 5, lvl 9 and lvl 13.

Gaia’s Wrath
2

Gaia’s Wrath

You channel a focused surge of elemental fury, unleashing a powerful blast of thunderous energy. One creature within range must make a Dexterity saving throw or take 3d12 thunder damage and be pushed 15 feet back; on a success, it remains in place. On higher lvls: add 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Touch of Mercy
2

Touch of Mercy

You soothe a creature’s body and spirit, ending one of the following: one disease, one condition afflicting the target (blinded, deafened, paralyzed, petrification, charmed or poisoned), or one level of exhaustion. If the target is cursed, you may attempt to neutralize it, providing a glimmer of hope and relief.

Aegis of Empathy
1

Aegis of Empathy

You conjure a shimmering barrier of spiritual compassion, granting +6 AC against the triggering attack for 3 turns or 3 minutes. If the attack misses, the attacker must make a Wisdom saving throw or feel remorse, taking 2d12 psychic damage. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Thunderheart Cry
1

Thunderheart Cry

You release a thunderous cry charged with Gaia’s grief. One creature of your choice within range must succeed a Constitution saving throw or take 2d12 thunder damage and have disadvantage on its next attack roll. At Higher Levels, damage increases by 1d12 thunder damage on lvl 5, lvl 9 and lvl 13.

Green Thumb
0

Green Thumb

With a gentle touch, you can accelerate the growth of plants, causing them to flourish and bear fruit. Additionally, you can communicate with them, receiving whimsical and plant-like responses to your inquiries.

Vines of the Wyld
5

Vines of the Wyld

You summon a 20x20 field of entangling vines that restrain and slow down all targets standing on it. It is difficult terrain. The vines are infused with poisonous ivy and burning thistles, dealing 3d12 poison damage and 3d12 piercing damage to any creature that remains within the area each turn.

Rock Rain
5

Rock Rain

You summon a rain of spiky rocks that pierce down in a 60-foot line in front of you. Targets in the area must make a Dexterity saving throw to avoid the rocks, suffering half damage on a success and full damage on a failure, while also being stunned for 1 turn if hit. On higher lvls: add 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Ghostfire
5

Ghostfire

You summon a massive blue flame between your hands, unleashing a spectral 15 feet cone flamethrower that burns everything in your path. This ethereal fire, rooted in the umbra, cannot be extinguished by water or cold magic, making it a fearsome weapon against your foes. On higher lvls: add 1d12 fire damage on lvl 5, lvl 9 and lvl 13.

Maw of the Forgotten Earth
5

Maw of the Forgotten Earth

You summon the crumbling fury of Gaia beneath the urban rot. A jagged maw of broken concrete, asphalt, and root bursts open in a 10-foot radius, 20-foot deep pit. Creatures in the area must make a Dexterity saving throw, taking 6d12 bludgeoning damage and being restrained if they fail. On a success, they take half damage and are not restrained. The pit counts as difficult terrain and vanishes when the spell ends. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

One with the Stone
1

One with the Stone

You ground yourself and become attuned to the stone around you. You can lay your hand against stone, earth, sand, ore or crystal and can ask up to 3 questions. The minerals will answer you in form of molding into scriptures, statues or painting like objects. You are free to interpret what they show you. For the duration, you can move through non-magical difficult terrain made of earth, metal, sand, ores, crystal or stone without penalty. You are able to breath and suffer no restrictions. You can also call stones, boulders or rocks to where you are and let them form into passable ways, bridges or stairs to move over difficult terrain or smaller rifts or cliffs on the ground.

Appraise
0

Appraise

You assess the value, composition, and hidden details of an item. Useful for trade decisions or identifying flaws.

Crushing Boulder
5

Crushing Boulder

Summon a massive boulder of debris that crashes down upon your enemies, targeting up to three creatures within a 60-foot range. The boulder deals devastating 4d12 force and 2d12 bludgeoning damage, leaving destruction in its wake. On higher lvls: add 1d12 force damage and 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Pack’s Last Supper
5

Pack’s Last Supper

You conjure a sumptuous communal meal from trash, transforming it into a feast that tastes divine. When shared among allies, it heals 5d12+8 Hit Points, removes exhaustion, and dispels fear effects, creating a moment of unity and rejuvenation. Feeding a part from this meal to a fallen ally revives them with full Hit Points.

Summon umbral Parasites
4

Summon umbral Parasites

You summon a swarm of parasitic umbral spiritbugs that surge forward in a straight line, devouring everything in their path. The swarm travels 30 feet, dealing devastating 5d12 acid damage to all creatures and objects in its wake.

Makeshift Miracle
4

Makeshift Miracle

With a wave of your hand, you channel the spirits of ingenuity to repair or create a tool, furniture, gear, shield (AC+2), or small mechanical item from junk, debris, or discarded materials. The item lasts for the duration of the spell or until it is destroyed, allowing for creative solutions in dire situations.

Rancid Mist
4

Rancid Mist

You fill a designated area with a thick, choking vapor that seeps into the lungs of those caught within. Enemies must succeed on a Constitution saving throw or become poisoned, taking 3d12 poison damage and 2d12 necrotic damage, and are blinded for 1 minute.

Urban Camouflage
4

Urban Camouflage

You and up to 6 allies within range become invisible, your steps muted, and your movements undetectable, even to magical surveillance, when near man-made structures, debris, shadows or junk. This spell lasts for up to 8 hours, allowing for stealthy navigation through urban environments. You also have heightened perception and can lead your group confidently over difficult terrain for the duration. You will always find your way, even when lost.

Scavenger’s Luck
4

Scavenger’s Luck

For the next 10 minutes, you gain a +6 bonus to any dice roll modifier. You also roll with advantage on investigation checks, survival checks and nature checks. Additionally, you can reroll one failed check per short rest, allowing you to seize opportunities that may have slipped away.

Scrapstorm
4

Scrapstorm

You summon a swirling tempest of debris and scrap, dealing devastating 5d12 bludgeoning damage to all creatures caught in its path. The storm rages in a 20-foot cone, battering foes with sharp and heavy objects. On higher lvls: add 1d12 bludgeoning damage on lvl 5, lvl 9 and lvl 13.

Helping Hand
3

Helping Hand

You send forth a wave of healing energy to your allies within 30 feet, restoring 4d12+8 Hit Points. Additionally, you cleanse any Poison, Fear, and Charms affecting the targets, providing them with renewed strength and clarity. Fallen allies effected by this spell are revived with 1 HP. On higher lvls: add 1d12 more healed Points in the description above on lvl 5, lvl 9 and lvl 13.

Rat Swarm
3

Rat Swarm

Summon a swarm of spectral rats that swarm around your enemies, biting and distracting them. The swarm deals 2d12 piercing damage and 2d12 poison damage in a 15-foot radius, causing chaos and fear among foes. On higher lvls: add 1d12 piercing damage and 1d12 poison damage on lvl 5, lvl 9 and lvl 13.

Dumpster Dive
1

Dumpster Dive

You rummage through refuse and debris, uncovering a useful magical item or a stash of healing herbs or salves at the DM's discretion. This spell allows you to find something valuable amidst the waste, usable once per long rest. Additionally, you can hide with up to 2 allies in a dumpster or between piles of trash, granting all of you a +6 bonus to your Stealth checks.

Clay Hut
3

Clay Hut

You conjure a sturdy hut made of clay and refuse within a 120-foot radius. This shelter provides a safe haven for you and up to six allies, complete with sleeping nooks, a cooking area, a bathtub, and a functioning toilet. You can spend up to 24 hours inside, protected from the elements and hostile creatures. The Hut is part of the Umbra, which makes it impossible for other supernaturals to tresspass except for spirits.

Filth Fever
3

Filth Fever

You unleash a wave of infectious energy that causes the target to experience debilitating disease-like symptoms. The target must make a Constitution saving throw or suffer disadvantage on Strength and Dexterity checks for 1 hour, in addition to taking 4d12 poison damage. On higher lvls: add 1d12 Poison Damage on lvl 5, lvl 9 and lvl 13.

Burning Hunger
3

Burning Hunger

You unleash a wave of fiery energy that engulfs a target in flames, inflicting intense fire damage. The acrid smell of burning trash fills the air, and the target must succeed on a Wisdom saving throw or be frightened for the duration of at least 1 turn. On higher lvls: add 1d12 fire damage on lvl 5, lvl 9 and lvl 13.

Scrap Barricade
3

Scrap Barricade

You conjure a wall of scrap materials, creating a makeshift barricade that provides half cover to those behind it. The barricade eats up damage as high as your own Hit Points. The barricade slows movement through the area and lasts for 10 minutes or until it is destroyed by an attack or spell.

Gutter Step
2

Gutter Step

You teleport up to 30 feet between shadows, garbage piles, or sewer grates, slipping through the cracks of the world. As you emerge, you free yourself from any negative ailment or charm affecting you, leaving behind the filth of your previous location.

Rot and Rust
2

Rot and Rust

This spell unleashes a wave of corrosive energy that targets the armor, weapons, or technological devices of a creature. The target must make a Constitution or Dexterity saving throw; on a failure, they suffer a -2 penalty to their Armor Class or weapon attack rolls for 1 minute as their gear begins to corrode and rust away. You deal 3d12 acid damage. You can open locks and locked devices like doors and windows or chests that way as well. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Animal Rumor Mill
1

Animal Rumor Mill

You attune your senses to the whispers of the streets, allowing you to hear faint gossip from rats, crows, or nature spirits. For the next hour, you gain a +6 bonus to Investigation and Insight checks as you glean hidden truths from the chatter around you.

Fire Under the Bridge
1

Fire Under the Bridge

You unleash a torrent of flame in a 15-foot cone in front of you, igniting the area with a fiery blaze. The flames can ignite flammable objects and creatures caught in the area, dealing 3d12 fire damage and potentially causing panic. On higher lvls: add 1d12 Fire Damage on lvl 5, lvl 9 and lvl 13.

Trash Toss
1

Trash Toss

You hurl improvised debris at a foe, dealing a combination of 2d12 bludgeoning and 1d12 force damage. The spell's damage increases as you cast it using higher-level spell slots, making it a versatile option for dealing with enemies.

Cloud Kill
5

Cloud Kill

You conjure a thick, smoky cloud of ethereal fog that spreads out in a 20-foot radius sphere centered on a point you choose within range. Creatures within the cloud must make a Constitution saving throw or take 6d12 poison damage, halved on a successful save, and are blinded until the end of their next turn.

Divine Judgment
5

Divine Judgment

You call upon divine forces to deliver a harsh judgment upon a single target. The target must make a Constitution saving throw; on a failure, they take 6d12 radiant damage, and on a success, they take half damage. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Blood for Blood
5

Blood for Blood

When an ally drops to 0 hit points, you can instantly teleport to the attacker and deliver a powerful strike, dealing 6d12 necrotic damage. This spell channels the life force of your fallen ally to exact vengeance on their assailant. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Lament of Gaia
5

Lament of Gaia

A haunting melody resonates through the air, invoking the sorrow of the earth itself. All creatures within a 30-foot radius must make a saving throw or suffer 6d12 psychic damage and become stunned for 1 round, as the weight of nature's grief overwhelms their senses. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Wrath of the Wild Moon
5

Wrath of the Wild Moon

Any enemy that starts their turn within 10 feet of you takes 6d12 radiant damage as the power of the wild moon surges around you. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Judgment Flame
4

Judgment Flame

You unleash a searing line of radiant energy in a 30-foot line that is 5 feet wide, dealing 5d12 radiant damage to all creatures in its path. The flames ignite a fierce rage within you, granting you advantage on all attack rolls until the end of your next turn.

Ancestral Patroncall
4

Ancestral Patroncall

Summon spectral Gorgons to aid your allies for the next 2 turns, granting all allies a bonus of +1d12 to any roll each turn. The Gorgons create a protective aura that shields all nearby allies, granting +4 AC and +10 Movement Speed.

Spiritual Binding
4

Spiritual Binding

You summon ethereal chains that lash out and restrain a target within range. The target must succeed on a Strength saving throw or be restrained for 1 minute, taking 5d12 necrotic damage as the chains bind them. On higher levels, the damage increases by 1d12 at levels 5, 9, and 13.

Sacred Rend
4

Sacred Rend

You unleash a powerful melee attack infused with radiant energy, dealing 5d12 radiant damage to your target. In addition, the target is silenced for 1 round, unable to cast spells or speak until the effect ends. On higher lvls: add 1d12 radiant damage on lvl 5, lvl 9 and lvl 13.

Matron’s Curse
4

Matron’s Curse

A dark enchantment that saps the strength of the target, causing their attacks to deal only half damage for the duration of 3 rounds. The target can attempt to shake off the curse by succeeding on a Constitution saving throw at the end of each of their turns.

Howl of Condemnation
4

Howl of Condemnation

Unleash a terrifying howl that echoes through the battlefield, forcing enemies within 30 feet to confront their deepest fears. Those who fail a Wisdom saving throw are paralyzed for 1 round and remain frightened for 1 minute, unable to approach the source of the howl.

Aegis of Fury
3

Aegis of Fury

You point at an ally within range, creating a protective aura that retaliates against attackers for 3 turns or 3 minutes. Whenever the chosen ally takes damage, the attacker suffers 4d12 necrotic damage as the aura siphons their life force. On higher lvls: add 1d12 necrotic damage on lvl 5, lvl 9 and lvl 13.

Crushing Verdict
3

Crushing Verdict

You leap in a straight line up to 60 feet, landing on your target with divine force. Upon impact, you deal 3d12 radiant damage and 1d12 force damage, illuminating the area with a brilliant light as you strike. On higher lvls: add 1d12 radiant damage and 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Vengeful Visions
3

Vengeful Visions

You create a haunting psychic illusion that torments a target for the duration. The target takes 4d12 psychic damage and suffers disadvantage on attack rolls against anyone other than you, as the visions distract and torment them. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Pack Mother’s Fury
3

Pack Mother’s Fury

Unleash the wrath of the pack, creating a powerful burst of force energy in a 15-foot cone. Enemies caught in the area take 4d12 force damage and are pushed back 15 feet unless they succeed on a Strength saving throw. On higher lvls: add 1d12 force damage on lvl 5, lvl 9 and lvl 13.

Iron Will
2

Iron Will

For the duration of 3 minutes, you gain advantage on all Wisdom saving throws and resistance to psychic damage. Additionally, you free yourself from any negative status ailments affecting you at the time of casting.

Sanctified Ground
2

Sanctified Ground

Create a 20-foot radius area of sanctified ground that heals allies at the start of their turn and harms enemies that enter it. Allies within the area heal 3d12+8 hit points, while enemies moving into the area take 3d12 radiant damage, with a Constitution saving throw to negate the damage. On higher lvls: add 1d12 radiant damage & 1d12 hit points to your healing value on lvl 5, lvl 9 and lvl 13.

Echo of Wrath
2

Echo of Wrath

You can unleash a chilling gaze that instills fear in another creature within 30 feet. The target must make a Wisdom saving throw or take 3d12 necrotic damage and become frightened for 1 minute, repeating the save at the end of each of its turns to end the effect.

Divine Claws
2

Divine Claws

You channel divine energy into your claws, transforming them into radiant weapons. For the duration, your claws deal 3d12 radiant damage and count as magical, gaining a +4 bonus to both attack rolls and damage rolls. On higher lvls: add 1d12 Radiant Damage on lvl 5, lvl 9 and lvl 13.

Hunter’s Eyes
1

Hunter’s Eyes

For the duration of 10 Minutes, you gain heightened senses, granting you advantage on Wisdom (Insight) and Wisdom (Perception) checks. Additionally, you cannot be surprised while this spell is active, allowing you to remain vigilant against ambushes and hidden threats. You can see 60 feet wide and be able to see details others might overlook.

Blessing of the Matriarch
1

Blessing of the Matriarch

You touch an ally, bestowing upon them the protective grace of the Matriarch. For the duration of 3 minutes of 3 turns, the target gains a +4 bonus to their Armor Class and has advantage on saving throws against being restrained, slowed, or knocked prone.

Wounding Rebuke
1

Wounding Rebuke

1 Reaction. When you are struck by a melee attack, the attacker is immediately subjected to a surge of dark energy, causing them to take 2d12 necrotic damage. This spell serves as a powerful deterrent, punishing foes for their aggression with a painful backlash of necrotic energy.

Rite of the Winter Wolf
1

Rite of the Winter Wolf

This solemn spell allows a werewolf to embrace their fate and pass into the next world with dignity. As the celebrant performs the rite, they are surrounded by their packmates who sing of their life, invoking spirits for a peaceful transition. Upon completion, the celebrant can choose to end their life or engage in ritual combat with a packmate, ensuring their legacy is honored in the afterlife.

Gathering for the Departed
0

Gathering for the Departed

This spell honors the newly dead, allowing the caster and their allies to perform a solemn or raucous rite that celebrates the life of the departed. Depending on the region, the rite may involve storytelling, howling, or other forms of tribute, granting temporary boons to those who participate.

Rite of Accomplishment
0

Rite of Accomplishment

This spell honors a werewolf, allowing them to recount their past exploits and trials. As the Garou speaks, they gain temporary +6 charisma and roll with advantage on performance and persuasion checks based on their achievements, while others may challenge their claims without fear of retaliation. Holds up to 8 hours.

Satire Rite
0

Satire Rite

A performance of song, dance, or drama aimed at ridiculing an offender, often conducted in front of a community gathering. This spell serves as a warning, ensuring the subject is publicly mocked without losing Renown, while also being a memorable tale passed down through generations. Induces nightmares into its target - for days.

Rite of Passage
0

Rite of Passage

This spell empowers a group of would-be Garou to undertake a dangerous task, enhancing their courage, honor, and wisdom. The caster sets a specific goal for the group, and they cannot return until they have achieved it, gaining strength and insight from the experience.

Rite of the Shrouded Glen
0

Rite of the Shrouded Glen

This spell subtly obscures a designated area, making it difficult for mundane individuals to notice or approach it. While it does not create illusions or invisibility, it skews the attention of visitors, allowing only those who are determined to find the area to succeed in their search.

Rite of the Whispering Field
0

Rite of the Whispering Field

This spell allows participants to attune themselves to their surroundings, enhancing their awareness of every sight, smell, and sound in the area. The very grass and birds become a living surveillance system, alerting them to any trespassers within the caern. Adds +6 to your perception modifier and advantage to all wisdom checks for the next 8 hours.

Rite of the Wolf Reborn
1

Rite of the Wolf Reborn

This spell allows a pack of werewolves to channel their collective Rage into a packmate who has lost their connection to the Wolf. By invoking the spirit of Luna, the pack can rouse their fallen comrade, restoring their primal instincts and enhancing their abilities temporarily. You awaken a fallen ally, either unconcious or dead, regaining full Hit Points and used up spell slots back but feel exhausted for the next 24 hours - the one revived as well as the ones who revived their ally.

Rite of Caern Building
0

Rite of Caern Building

This powerful ritual allows a group of werewolves to awaken a dormant caern or wrest control of a hostile one. It requires 1 day of preparation, construction, and appeasement of local spirits, culminating in a collective ceremony during the final lunar phase. Success results in the opening of a new caern, while failure can lead to severe spiritual backlash and even death.

Rite of Celebration
1

Rite of Celebration

This spell orchestrates a festive gathering that acknowledges the small victories of the pack, enhancing their mental fortitude and preparing them for future challenges. Conducted by a Rite master, it ensures a respectful and uplifting atmosphere, honoring each member and the spirits that aid them. You are immune against psychic damage and you feel inspired for the next 8 hours. You are eligable to reroll 1 failed dice roll of your choosing for the duration.

Rite of Patronage
1

Rite of Patronage

By performing this sacred Rite, the caster invokes the favor of a chosen Patron Spirit, granting their pack a temporary boon. The Rite requires a ritualistic offering and a heartfelt expression of gratitude to the previous Patron Spirit, ensuring harmonious transitions between divine influences. The chosen Patron Spirit bestows unique abilities or enhancements to the pack, tailored to their current needs, but may require a quest or proof of worthiness for more powerful spirits.

Rite of Shame
1

Rite of Shame

This spell inflicts a deep sense of shame upon the target, lowering their social standing and self-worth in the eyes of their peers and spirits. The target must confess their failures and mark themselves in a visible way, carrying the burden of their shame until they atone for their misdeeds.

Rite of Binding
1

Rite of Binding

This spell allows the caster to bind a spirit to a physical feature, such as an object, location, or even a creature. The strength of the spirit determines the difficulty of the binding process, and spirits typically resist unless they have a favorable relationship with the caster and their Patron Spirit.

Rite of Spirit Summoning
0

Rite of Spirit Summoning

This spell allows the caster to summon an absent, oblivious, or unwilling spirit from the spirit realm. The spirit may not be compelled to obey the caster, and it is often followed by other spells or rites to ensure cooperation.

Rite of Kinseeking
0

Rite of Kinseeking

This spell allows the caster to track the scent of nascent Garou within a kilometer, using a blend of herbs and incense to create a unique olfactory signature. While active, it spooks animals with keen senses, preventing them from approaching the area and allowing the caster to locate Kin before they can cause harm.

Rite of Dedication
0

Rite of Dedication

This spell binds a set of garments to a werewolf, allowing them to change forms without damaging the clothing. The garments shift into an invisible spiritual state during transformation and return when the werewolf assumes a compatible form, ensuring a unique and lasting appearance for the Garou.

Rite of the Forgetful Record
1

Rite of the Forgetful Record

This spell summons a swarm of minor Wyld spirits to disrupt and corrupt any recorded information related to the caster and their allies. Surveillance footage becomes distorted, fingerprints are misfiled, and DNA samples are lost or corrupted, creating chaos in any legal or tracking systems.

Rite of Shadow Passage
0

Rite of Shadow Passage

This spell allows a pack of werewolves to briefly open a gateway between the physical world and the Umbra, facilitating their passage between realms. The method of performing this Rite varies by pack, incorporating elements such as intricate geometric designs, reflective surfaces, or the use of hallucinogens to achieve the necessary state of mind. Gates can be opened on any reflective surfaces, including mirrors, windows and water surfaces.

Rite of the Living Caern
1

Rite of the Living Caern

This spell allows the caster to vitalize a caern, renewing their bond to it and strengthening its connection to the Umbra. If performed regularly, it prevents the caern from withering or becoming a beacon for hostile spirits and baleful energies. Strengthens protective wards, stabilizes caern energies, repulses and banishes Wyrm corrupted. If not done regularly, caern energy and protection from Wyrm influences might wane or become unstable.

Rite of Contrition
1

Rite of Contrition

This spell allows the caster to perform a sacred rite of penance, seeking forgiveness from offended spirits or entities. By offering a small gift or a token representing the spirit, the caster can cleanse themselves of guilt and restore balance, potentially gaining favor or assistance from the offended party. Neutralizes the whole party from negative ailments, hexes and enchantments.

Rite of Tranquility
1

Rite of Tranquility

The Rite of Tranquility allows the caster to shed excess Rage, promoting calmness and harmony in social situations. This spell can manifest as soothing melodies or clever wordplay, helping to ease tensions and foster understanding among those present. Reverts your Rage back to 1. Also calms down a room full of tension.

Rite of Rage
1

Rite of Rage

The Rite of Rage is a primal spell that ignites the fury within allies, enhancing their combat prowess. Through ritualistic expressions such as fire-dancing or drumming, the caster channels raw energy, empowering their pack to face impending danger with heightened ferocity. Adds +6 to your overall strength and dexterity modifiers as well as speed for 8 hours.

Rite of Abjuration
1

Rite of Abjuration

This spell purifies a person, place, or object, driving out any spiritual possession and removing mystical traits. The target must be willing or incapacitated, and the process leaves a physical mark on the target, symbolizing the expulsion of the spiritual influence.

Share the Pain
1

Share the Pain

The Garou channels the spirit of a bee to share the physical or mental pain of a packmate. By doing so, they absorb a portion of the damage or negative effects, allowing their ally to endure longer in battle.

Life's Presence
2

Life's Presence

The caster becomes attuned to the life force around them, gaining a heightened awareness of all living creatures within a 300-foot radius. This spell does not provide detailed information but allows the caster to detect the presence of enemies, allies, and hidden ambushes, making it invaluable for scouting and strategic planning.

Reveal Trauma
2

Reveal Trauma

You diagnose a living creature, spirit, or device, gaining insight into its ailments and traumas. It reveals the nature of the suffering, providing crucial information for potential remedies. Neutralizes any enchantments, poison, paralysis, petrification and restraining ailments on a target.

Calm the Furious Beast
1

Calm the Furious Beast

Invoke the spirit of a legendary wolf to soothe the rage of a target, whether an enemy in a frenzy or an ally struggling against their primal instincts. The target must succeed on a Wisdom saving throw or be calmed, reducing their aggression and allowing for rational thought. Reverts Rage to 1.

Brother's Scent
1

Brother's Scent

This spell allows the caster to blend seamlessly into any crowd, making them nearly invisible to those who have no reason to suspect their presence. For those who are suspicious, the caster gains a bonus to avoid detection, making it significantly harder for them to identify the caster as an impostor. You get advantage on stealth and deception checks for 8 hours.

Garou Suplex
1

Garou Suplex

With sudden strength, you grab and hurl a creature. You throw the target 10 feet, deal 2d12 bludgeoning damage, and they land prone. On higher lvls: add 1d12 bluedgeoning damage on lvl 5, lvl 9 and lvl 13.

Wall Crush
1

Wall Crush

You target a creature and pull them violently into a nearby wall or hard surface, using either your hand or shoulder, dealing 2d12 force damage and 1d12 bluedgeoning damage. The impact deals significant force and bludgeoning damage, with additional 1d12 force damage and 1d12 bluedgeoning damage on lvl 5, lvl 9 and lvl 13.

Power Thrust
1

Power Thrust

You slam both of your fists on the ground, creating a powerful shockwave that ripples outward. Each creature in range must make a Dexterity saving throw or take 2d12 bludgeoning damage and be knocked back 20 feet; on a successful save, they take 1d12 force damage and remain in place. At higher levels, the bludgeoning damage increases by 1d12 and the force damage by 1d12 at levels 5, 9, and 13.

Primal Claw Strike
1

Primal Claw Strike

You unleash a ferocious strike with your sharp werewolf claws, rending your target with primal fury. This attack showcases the raw power of your lycanthropic nature, dealing 2d12 slashing damage that increases as you grow in strength. Add 1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Crushing Bite
1

Crushing Bite

You unleash a ferocious bite, crushing your target between your teeth and dealing 2d12 piercing damage. The sheer brutality of your attack leaves your target reeling, instilling fear and hesitation in their heart. On higher lvls: you add 1d12 piercing damage on lvl 5, lvl 9 and lvl 13.

Choke Hold
1

Choke Hold

You place a target in a choke hold, restricting their movement and causing them to suffer damage. The target takes 2d12 force damage and cannot escape unless they succeed on a Strength saving throw, freeing themselves in the process. At higher levels, the damage increases by 1d12 at levels 5, 9, and 13.

Purify
2

Purify

This spell allows the caster to neutralize dirt, mold, and harmful effects from an object, surface, or creature. It cleanses the target, removing toxins or impurities and restoring it to a pristine state.

Cooking
1

Cooking

You conjure a filling meal from seemingly worthless items or trash (like old newspapers, beer cans or banana peel), transforming them into a delicious feast that tastes like the favorite dish of the consumer. While it provides sustenance for an entire day, the meal retains the appearance of the trash used, with a consistency akin to brittle cookies.

Between the Cracks
2

Between the Cracks

In the blink of an eye, you can slip into any crack that is at least a hand’s breadth long, disappearing from sight and reappearing from another crack within range. This spell allows you to evade pursuers and traverse short distances through the shadows, aided by a spirit of shadow, decay, or ruin.

A Thousand Eyes
1

A Thousand Eyes

By closing their own eyes and concentrating, the caster can see through the eyes of any nearby animal, provided the creature is at least the size of a cockroach. This spell allows the caster to gain a unique perspective of the world through the eyes of various creatures, enhancing their awareness and understanding of their surroundings.

Streets Tell Stories
2

Streets Tell Stories

By placing your ear or hand to the ground, you can listen to all conversations occurring on a single street or alongside it. This spell allows you to tap into the whispers of the city, revealing secrets and information shared by its inhabitants. You can focus on specific targets when you own something that smells like them.

Face in the Crowd
1

Face in the Crowd

You can obscure your presence in a crowd, allowing you to blend in seamlessly after making a minor change to your appearance. This spell grants you the ability to become nearly invisible to those around you, as if you have vanished into thin air. You have advantage to stealth checks and deception checks for the next 1 hour.

Odious Aroma
2

Odious Aroma

The caster amplifies their natural odor, creating a noxious stench that fills a 20-foot radius around them. Creatures within this area must succeed on a Constitution saving throw or be poisoned and have disadvantage on attack rolls and ability checks for the duration. Deals 2d12 Poison Damage to a target. On higher lvls: add +1d12 Poison Damage on lvl 5, lvl 9 and lvl 13.

Howl of Mockery (Ragabash only)
1

Howl of Mockery (Ragabash only)

You unleash a mocking howl that targets a creature within range, causing them to lose their composure and self-confidence. For 1 round, the target has disadvantage on all attack rolls and saving throws as they are overwhelmed by your derision.

Silver Claws (Ahroun only)
1

Silver Claws (Ahroun only)

Transform your natural claws into silver, allowing you to deal lasting damage to other Garou. This agonizing transformation is granted by a spite-spirit or elemental spirit of silver, enhancing your attacks with corrosive energy. You deal 2d12 acid damage. On higher lvls: add 1d12 acid damage on lvl 5, lvl 9 and lvl 13.

Luna's Armor (Ahroun only)
1

Luna's Armor (Ahroun only)

Clad in a silvery mist, the werewolf gains protection against harm caused by silver and bullets. For the duration of the spell, the caster is immune to piercing damage and gains a +4 bonus to AC, as a Lune grants this protective Gift. The spell lasts for 3 rounds or 3 minutes, providing a significant defensive boost against ranged attacks.

Kiss of Helios (Ahroun only)
1

Kiss of Helios (Ahroun only)

Calling upon the sun-spirit Helios, the caster is infused with supernatural heat, gaining immunity to fire damage for 3 rounds. Additionally, the caster can heat up a room or an object they touch, which remains infused with fire for at least 8 hours, and can hold a flame in their hand to provide light or ignite a candle or campfire.

Wind Claws (Ahroun only)
1

Wind Claws (Ahroun only)

The Garou's claws become momentarily incorporeal, allowing them to bypass all forms of armor and strike directly at the target's essence. This spell is granted by a wind-spirit, channeling the power of the air to enhance the Garou's natural abilities. You deal 2d12 Force damage and 1d12 Piercing damage to your target. On higher lvls: Add 1d12 Force damage and 1d12 Piercing damage on lvl 5 and lvl 9.

True Fear (Ahroun only)
1

True Fear (Ahroun only)

The werewolf unleashes a primal display of terror, baring its teeth or howling ominously to instill fear in a single target. The target must confront their deepest fears, becoming frightened for 2 turns when they fail a Wisdom saving throw, while also suffering 2d12 cold damage from the chilling aura of the werewolf's presence. On higher lvls: add +1d12 Cold Damage on lvl 5, lvl 9 and lvl 13.

Snarl of Challenge (Ahroun only)
1

Snarl of Challenge (Ahroun only)

The Garou issues a fierce challenge to all foes within range, invoking the spirit of the bear to bolster their defenses. For the duration of 3 rounds or 3 minutes, the Garou is immune from attacks made by challenged foes, while those foes must succeed on a Wisdom saving throw or be compelled to attack the Garou for the duration.

Primal Anger (Ahroun only)
1

Primal Anger (Ahroun only)

Channel the raw power of your primal instincts, enhancing your physical form. For the next 3 rounds, you gain a +4 bonus to your Armor Class and a +10 bonus to your movement speed, while also freeing yourself from any negative status effects.

Sense Danger (Ahroun only)
1

Sense Danger (Ahroun only)

The caster becomes supernaturally alert to imminent threats, gaining heightened awareness and reflexes. For the next hour, they receive a +6 bonus to their Perception and Insight checks, allowing them to detect hidden traps, subtle changes in the environment, and faint sounds or smells that would normally go unnoticed.

Razor Claws (Ahroun only)
1

Razor Claws (Ahroun only)

The Garou's natural claws grow supernaturally sharp and vicious, allowing them to deal devastating slashing damage to their enemies. This spell channels the spirit of a predatory animal, enhancing the ferocity of the Garou's attacks. Deal 2d12 slashing damage to up to 3 targets at a time in melee range. On higher lvls: add +1d12 slashing damage on lvl 5, lvl 9 and lvl 13.

Closing the Gap (Ahroun only)
1

Closing the Gap (Ahroun only)

You can instantly dash to a target in a straight line up to 60 feet away, allowing for quick repositioning in combat. Additionally, you can switch your position with an ally of your choosing in range.

Halt the Coward's Flight (Ahroun only)
1

Halt the Coward's Flight (Ahroun only)

You target a creature fleeing, causing their legs to buckle and footing to soften. The target must succeed on a Strength saving throw or be restrained and unable to move for the duration of 3 minutes, as if caught in a bog.

Dreamwalk (Galliard only)
1

Dreamwalk (Galliard only)

You can enter the dreams of a target, manipulating their dreamscape to leave messages, instill unease, or glean insights into their subconscious. This spell allows you to traverse the ethereal pathways of the Umbra, interacting with the dreamer in a cryptic narrative that can influence their waking thoughts. You can also help fight nightmares or counter spirit possession during this time. Your body remains in the real world while you walk the dreams of another person, requiring a protector to guard you during the ritual.

Defy Death (Galliard only)
1

Defy Death (Galliard only)

Channel the spirit of a wolf or bear to momentarily cheat death. As you dance on the brink of defeat, your body rapidly heals, restoring vitality and granting temporary resilience against further harm. You regain 4d12+8 Hit Points back and restore 6 used up spell slots. On higher lvls: add +1d12 to the overall healing value on lvl 5, lvl 9 and lvl 13 (you heal 5d12+8 on lvl 5, 6d12+8 on lvl 9 and 7d12+8 on lvl 13, but you have to edit it yourself in the description above.)

Break the Shackles (Galliard only)
1

Break the Shackles (Galliard only)

You sever the chains of supernatural coercion, freeing yourself or an ally from mind control effects. This spell grants a surge of speed (+10 movement speed and +4 overall speed/initiative), allowing the target to move freely and swiftly, breaking free from conditions such as Restrained, Stun, Paralysis, or Sleep.

Against the Odds (Galliard only)
1

Against the Odds (Galliard only)

In a moment of desperation, the caster channels the spirit of a warthog or badger, granting their allies renewed vigor and courage. All allies within range gain 24 temporary hit points and advantage on their next attack roll, turning the tide of battle in their favor. On higher lvls: add +6 Hit Points to the overall Temporary Hitpoint Value on lvl 5, lvl 9 and lvl 13.

Song of Inspiration (Galliard only)
1

Song of Inspiration (Galliard only)

The Garou sings a powerful ballad that celebrates a specific skill or knowledge, inspiring their pack members. For the duration of the spell, allies attempting feats related to the chosen field gain a +4 bonus to their rolls, reflecting the enhanced abilities and creativity sparked by the song.

Song of Valor (Galliard only)
1

Song of Valor (Galliard only)

By singing of the heroic deeds of ancient Garou, you inspire your packmates, filling them with a surge of power as if encouraged by Gaia herself. Allies within range receive Gaia's blessing, lifting all negative status ailments and empowering them to follow in the footsteps of legendary werewolves. Unconcious or dead allies get reawakened/are reborn with 1 Hit Point and a barrier of light surrounds them, protecting them against any incoming damage until their next turn.

Eyes of the Cobra (Galliard only)
1

Eyes of the Cobra (Galliard only)

Locking eyes with a target, you draw them toward you with an overwhelming force of personality, as if enchanted by a snake-spirit. The target must make a wisdom saving throw or be compelled to approach you, taking 2d10 poison damage upon failure. On higher lvls: add 1d10 poison damage on lvl 5, lvl 9 and lvl 13.

Call the Ridden (Galliard only)
1

Call the Ridden (Galliard only)

This spell calls forth spirits that possess creatures, drawing them out of hiding or into traps set by the caster. The caster can choose to either lure the spirits to a specific location or compel them to reveal their host, making it easier to confront or capture them.

Spirit Pact
0

Spirit Pact

You form a sacred pact with a lower Spirit of the Umbra or a lower Spirit of the Weaver, allowing them to become your familiar. This spirit resides in an object of emotional significance to you, sharing knowledge and guidance while remaining non-combative. The spirit is also capapble to search and find things for you or manipulate the environment for you. It can dsitract others and thanks to them being without physical form, enter rooms through walls and closed doors. Allies who understand the language of the Umbra can interact with the spirit, while others hear you speaking in Ghost Language, making communication unique and mystical. You can not form a spirit pact with a Patron Spirit. To keep the spirit bound to you, you have to do something on a regular basis for the spirit. It can be a ritual, a chore, a tradition.

Song of Serenity (Galliard only)
1

Song of Serenity (Galliard only)

The Garou sings a soothing melody that calms the hearts of allies, invoking memories of peace and love. This spell reduces stress and anxiety, allowing the pack to regain focus and strength in the heat of battle. Neutralizes all negative status effects of the allies in your range. The whole party regains 5d12+8 Hit Points. On higher lvls: add 1d12 to the Hit Point Value above in the description on lvl 5, lvl 9 and lvl 13. Atm you have to edit this manually.

Song of Rage (Galliard only)
1

Song of Rage (Galliard only)

The Garou sings a haunting melody that echoes the sorrows of Gaia, igniting the primal fury within their allies. This spell empowers packmates, enhancing their combat prowess and resilience in the face of adversity. Grants +2 AC, +10 movement speed and advantage on saving throws against fear, stun and petrification while allies stay in your range and listen to your melody. Ends automatically at the end of 3 rounds or when the fight ends.

Howl of Assembly (Galliard only)
1

Howl of Assembly (Galliard only)

The Garou unleashes a powerful howl that resonates with the hearts of nearby werewolves, bolstering their resolve and unity. Allies who hear the howl gain temporary bonuses to their morale and combat effectiveness, inspired by the primal call of their kin. They gain advanatge on all saving throws against charm, paralysis and poison. They also gain +4 on all skill check modifiers when they are near you.

Animal Magnetism (Galliard only)
1

Animal Magnetism (Galliard only)

You exude a feral aura that draws the attention of nearby creatures, making you both repellent and attractive. All humanoids within a 30-foot radius must succeed on a Wisdom saving throw or be charmed by you for the duration, unable to attack you and drawn to your presence.

Take the True Form (Philodox only)
1

Take the True Form (Philodox only)

You force a shapeshifting creature to revert to its natural form, stripping away any adornments or deceptions. This spell is particularly effective against Garou, vampires, and other supernatural beings with shapeshifting abilities, as it invokes the cleansing power of a river-spirit.

Strength of Purpose (Philodox only)
1

Strength of Purpose (Philodox only)

Channel the essence of Gaia's protectors to replenish mental fortitude from your inner Rage. This spell draws upon the power of stone or fire spirits, allowing you to regain 6 used up spell slots and 4d12+8 Hit Points. On higher lvls: add +1d12 more Hit Points you can regain on lvl 5 and lvl 9 in the description above. Atm you have to edit this manually.

Oathbreaker's Bane (Philodox only)
1

Oathbreaker's Bane (Philodox only)

You bind a target to a promise, creating a supernatural connection that allows you to sense if the promise is broken. Upon breaking the promise, you immediately know the details of the breach, and the target suffers a penalty until the promise is fulfilled or a new one is made.

Command of the Garou (Philodox only)
1

Command of the Garou (Philodox only)

You issue an inviolable command to a single creature, compelling them to perform a specific act of your choice. The target must succeed on a Wisdom saving throw or be forced to obey your command, though they may resist if the command goes against their nature or self-preservation. On higher lvls: add 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Scent of the Past (Philodox only)
1

Scent of the Past (Philodox only)

By inhaling the scent of an object or location, the caster can glimpse into the past events that transpired nearby. The clarity of these visions depends on the intensity of the scent, with more dramatic occurrences providing clearer insights, while subtle details require greater skill to discern.

Fangs of Judgment (Philodox only)
1

Fangs of Judgment (Philodox only)

The caster declares a target's life forfeit, marking them for death. The target suffers 3d10 psychic damage and is feared for at least 2 rounds. Also gives all allies in range of you +10 movement speed and and +2 AC for the duration of 3 rounds On higher lvls: add 1d10 psychic damage on lvl 5, lvl 9 and lvl 13.

Command the Gathering (Philodox only)
1

Command the Gathering (Philodox only)

The caster's voice resonates with a divine quality, compelling all creatures within hearing and viewing distance to pay attention and follow your command. This spell can attract animals and beings regardless of language, making it a powerful tool for gathering allies or drawing unwanted attention. Creatures and beings under your spell will follow your command without question. The effect is a concentration spell and cancels when you lose focus. Can hold up for at least 30 minutes. Add +6 to your persuasion modifier and your deception modifier.

Beast's Fealty (Philodox only)
1

Beast's Fealty (Philodox only)

You command the loyalty of a single animal, which follows your commands unconditionally for the duration of the spell. This spell allows you to establish a bond with a beast, granting you the ability to direct its actions as if it were an extension of your will. The animal will follow your command for 24 hours max.

Scent of Truth (Philodox)
1

Scent of Truth (Philodox)

The Garou can sniff out the true nature of any creature they encounter, detecting non-mundane beings and their essence. This ability allows them to discern the creature type, their intentions, their motivation and even parts of their own thoughts.

Porcupine's Reprisal (Philodox only)
1

Porcupine's Reprisal (Philodox only)

1 Reaction. When the caster takes damage from a melee attack, this spell allows them to retaliate instantly, dealing 3d12 piercing damage to the attacker as the spirit of the hedgehog protects them. The energy of the attack is reflected back, embodying the essence of justice and retribution.

Gaia's Candor (Philodox only)
1

Gaia's Candor (Philodox only)

The caster looms over the target, asking a question with a voice that carries both threat and the promise of swift punishment. By sensing the target's scent, the caster can discern whether the target believes their own answer, though the target may still choose to decline to respond. Adds advantage to all your insight checks, history checks and perception checks as long as the conversation lasts.

Ancestral Conviction (Philodox only)
1

Ancestral Conviction (Philodox only)

The Philodox channels the collective conviction of the Garou, empowering their words with the weight of ancestral wisdom. When invoked, this spell allows the caster to speak with authority, compelling listeners to heed their words and granting advantage on persuasion checks for a limited time. Adds +6 to your Charisma modifier and advantage on all persuasion checks and deception checks for the next 8 hours.

Living Ward (Theurge only)
1

Living Ward (Theurge only)

The caster becomes a living ward against spirits, repelling all but the most powerful Umbral entities. While maintaining this ward, the caster cannot perform other actions, and doing so for an extended period inflicts mental strain.

Feral Regression (Theurge only)
1

Feral Regression (Theurge only)

By channeling the primal power of the Wyld, you can devolve the mind of a target into that of a beast, stripping them of their higher reasoning and reducing them to instinctual behavior. This spell is considered a heinous act against other Garou, and may provoke severe consequences from the spirits involved. You can also calm a fellow Garou close to entering Frenzy or is currently in Frenzy. This can be dangerous for yourself though, because you need to touch them for this. And being in close range to a almost or completely frenzied Werewolf can be suicide.

Drain and Wither (Theurge only)
1

Drain and Wither (Theurge only)

You siphon the essence from a spirit, creature or person, replenishing 4d10+8 Hit Points and up to 6 used spell slots at the cost of permanently antagonizing the target. This spell is often seen as a last resort, as it can lead to dire consequences with the spirit world. You deal 3d10 necrotic damage to your target. On higher lvls: add 1d10 necrotic damage on lvl 5, lvl 9 and lvl 13.

Command Spirit (Theurge only)
1

Command Spirit (Theurge only)

This spell allows the caster to dominate a spirit by issuing a command that it must obey. However, spirits may twist the command's intent, leading to unexpected consequences for the caster.

Umbral Tether (Theurge only)
1

Umbral Tether (Theurge only)

You can open a portal/gate/door into the Umbra on any mirror or water surfaces. This spell creates a silvery thread that connects the caster to their entry point in the Umbra, allowing them to navigate the shifting spiritual landscape and return safely. The thread glows faintly, guiding the caster back to where they first crossed the Gauntlet, even amidst the chaos of the Umbra. You can also open a portal/gate/door out of the Umbra back into the real world. While walking through the Umbra, Garou enter a spirit realm mirroring the physical world, shaped by thoughts, emotions, and spiritual forces. They use their spiritual energy to cross, always in their Crinos-form, navigating strange landscapes, meeting spirits, and facing challenges that test their will and wisdom. Time flows oddly, dangers are surreal, and insights or allies can be found—but so can corruption, especially from the Wyrm. It’s a place of vision, trial, and deep connection to Gaia.

Mindspeak (Theurge only)
1

Mindspeak (Theurge only)

The werewolf can establish a telepathic link with a single target, allowing for two-way communication of thoughts and emotions. This connection lasts for up to 10 minutes and can be used to convey messages silently, share feelings, or even influence the target's thoughts subtly.

Grasp from Beyond (Theurge only)
1

Grasp from Beyond (Theurge only)

This spell allows the caster to reach into the Umbra and retrieve, banish or store objects, creatures or people with physical forms, regardless of their connection to the caster. The spell is granted by a magpie, beaver, or possum spirit, embodying the essence of cunning, construction, or adaptability. You basically can use the Umbra as a temporary infinite chest or inventory. Stored things are basically frozen in time while in the Umbra. You have to retrieve stored objects, creatures and people after 24 hours at the latest. Do you not retrieve them, you lose them, they will change and become part of the Umbra.

Banish Spirit (Theurge only)
1

Banish Spirit (Theurge only)

The Garou channels their inner Rage to confront and expel all spirits in range that have taken possession of an object or individual. By invoking the power of an Incarna avatar, the Garou attempts to force the spirits back into the Spirit Wilds, restoring balance and peace. Also deals 2d10 radiant damage. On higher lvls: add 1d10 radiant damage on lvl 5, lvl 9 and lvl 13.

Sight from Beyond (Theurge only)
1

Sight from Beyond (Theurge only)

The caster receives prophetic visions that reveal glimpses of the Umbral landscape, the future, or the past. These visions manifest as dreamlike images, providing warnings of immediate danger or guidance in difficult choices, often granted by a dream-spirit. You can also touch someone and receive glimpses of their future or past.

Shadow Sense (Theurge only)
1

Shadow Sense (Theurge only)

This spell allows the caster to sense the supernatural world around them, revealing hidden entities, illusions or supernatural traps. While it pierces supernatural deceptions, the interpretation of what is seen is influenced by the caster's own beliefs and biases.

Mother's Touch (Theurge only)
1

Mother's Touch (Theurge only)

The Theurge channels spiritual energy through their hands, allowing them to heal the wounds of any living creature. This spell cannot heal the caster, spirits, or undead, embodying the nurturing essence of a bear-spirit. You can heal up to 5 allies at the same time as long as they are in your range. They regain 4d10+8 Hit Points back. If you cast the spell on a dead creature, it will be revived with half of their Hit Points. On higher lvls: add 2d10 to your healing value in the description above on lvl 5, lvl 9 and lvl 13. Atm you have to edit this manually.

Ensnare Spirit (Theurge only)
1

Ensnare Spirit (Theurge only)

Invoke the ancient mandates of Gaia to halt a spirit in its tracks, weakening its defenses against further Gifts. This spell binds the spirit temporarily, making it more susceptible to subsequent magical effects. Works on Wyrm-corrupted banes and fomori as well. Does not work on humans and other Garou though. You can hold up to 3 targets at a time for up to 3 rounds or 10 minutes. This is a concentration spell. If you lose focus, your targets break free from your umbral grasp.

The Thousand Forms (Ragabash only)
1

The Thousand Forms (Ragabash only)

This spell allows the caster to transform into any mundane animal, from a chicken to a grizzly bear. While in this form, the caster gains the animal's senses but cannot communicate verbally, similar to their lupus form. You can do what your chosen animal does normally.

Thieving Talons of the Magpie (Ragabash only)
1

Thieving Talons of the Magpie (Ragabash only)

You channel the essence of a magpie-spirit, allowing you to seal supernatural abilities from others. For the duration of the spell, the targeted creature loses access to their supernatural powers. A concentration spell which holds up up to 3 rounds or 3 minutes. (In F&F that means the enemy is deafened). Variant 2: You touch a willing ally and "steal" (copy) 1 supernatural spell from their class specific repertoire, either Auspice spell or tribe spell. For up to 3 rounds in battle or 30 minutes outside of battle you can use this spell as if it is your own without using up a spellslot. The ally suffers no restrictions because of this.

Luna's Blessing (Ragabash only)
1

Luna's Blessing (Ragabash only)

By howling a prayer to Luna while she’s visible in the sky, the Garou can temporarily rescind their silver curse. Until the next sunrise, as long as the user can see the moon, they are no longer vulnerable to silver, and lunar metal is treated like any other. As long as you or allies are blessed, you are not vulnerable to piercing damage anymore. Silver Bullets will not slow down your self healing. The Blessing is a concentration spell. If you lose focus, the effect of the blessing cancels out.

Scent of Running Water (Ragabash only)
1

Scent of Running Water (Ragabash only)

This spell allows the caster to cloak themselves amd up to 6 allies in range in the essence of flowing water, rendering them nearly impossible to track by mundane means. Supernatural tracking becomes significantly more difficult, as the scent of running water confuses the senses of those attempting to locate the caster. Can hold up to 8 hours. Is a concentration spell though. If you get distracted or lose focus, the invisibility of the spell breaks.

Pulse of the Prey (Ragabash only)
1

Pulse of the Prey (Ragabash only)

This spell allows you to track a specific individual by focusing on their name and face or smell. Targets that are actively hiding are more difficult to locate, but with persistence, the caster can eventually find them, guided by the spirit of a dog. You can track a specific individual as long as you want, until they pass water places that potentially disturb your senses (for example because of walls are too thick, too many smells at one place mixed together, the place is magically protected by warding runes etc.). Gives you advantage on all survival checks and perception checks as long as Pulse of the Prey is activated on a specific target.

Open Seal (Ragabash only)
1

Open Seal (Ragabash only)

The werewolf calls upon the spirit of a raccoon to unlock or unbar a physical seal, door, or lid. The difficulty of the task increases with electronic locks and those sealed by magical means, requiring the spirit's assistance to bypass these barriers.

Blur of the Milky Eye (Ragabash only)
1

Blur of the Milky Eye (Ragabash only)

The werewolf's form shimmers and becomes indistinct, resembling a figure seen through thick mist or a distorted lens. While not invisible, this spell makes it significantly harder for enemies to spot or successfully land physical attacks against the Garou. Gives your enemies disadvantage on their attack rolls against you for at least 3 rounds in battle. Gives you advantage on all stealth checks for at least 30 minutes outside of battle. You can also use this spell in a different way: You can plant a cloud of fog in a 20x20 space in your range. Targets in this foggy area have disadvantage to all attacks, feel disoriented and are feared for at least 2 rounds unless they succeed a Wisdom saving throw.

Spider's Song (Ragabash only)
1

Spider's Song (Ragabash only)

By attuning to the vibrations of the Weaver's web, the caster can eavesdrop on any long-distance verbal communication, whether transmitted through the air or via a wired connection. The caster must be aware that a conversation is occurring, but does not need to know the identities of the participants.

Gremlins (Ragabash only)
1

Gremlins (Ragabash only)

By intimidating the spirit within a technological device, the caster causes it to malfunction or break down permanently. This spell channels the chaotic energy of havoc spirits, unleashing a wave of disruption upon the target device. Deals 2d10 Lightning damage to a device. On higher lvls: add 1d10 Lightning Damage on lvl 5, lvl 9 and lvl 13.

Crow's Laughter (Ragabash only)
1

Crow's Laughter (Ragabash only)

The werewolf unleashes a mocking laugh that echoes with the power of a crow-spirit, forcing the target to confront their insecurities. The target must succeed on a Wisdom saving throw or become distracted, suffering disadvantage on their next attack roll as their self-control falters. Allies within 30 feet gain advantage on their next attack roll as the werewolf's derision emboldens them. Deals 2d10 psychic damage. On higher lvls: add 1d10 psychic damage on lvl 5, lvl 9 and lvl 13.

Blissful Ignorance (Ragabash only)
1

Blissful Ignorance (Ragabash only)

The caster becomes invisible to all observers, including monitoring devices and most spirits. This spell is granted by a chameleon-spirit, allowing the caster to blend seamlessly into their surroundings, evading detection for a limited time. You can be seen by those who succeed an Intelligence saving throw. You are invisible for at least 30 Minutes (or 3 rounds). If you get attacked, get harmed by environmental effects like flames or you just stand outside while it snows, your invisibility breaks.

Sense Wyrm
1

Sense Wyrm

You can sense, locate, mark, and track Wyrm creatures or Wyrm-corrupted humans within a 500-foot radius. This spell allows you to pinpoint their location and gain insight into their general state, type, weakpoints, if they are hostile or unaware of your party, wounded, where they patrol etc. Should the Wyrm attack you while marked by Sense Wyrm, they attack you with a disadvantage. Holds up to 1 hour.

Body Wrack
3

Body Wrack

You point at a target, causing them to experience immense, crippling pain. The target suffers from 2d12 poison damage and 2d12 psychic damage. On higher lvls: add 1d12 poison damage and 1d12 psychic damage on lvl 5, lvl 9 and lvl 13.

Wyld Warp
1

Wyld Warp

You warp through the Umbra to a free location within 60 feet of you. You can also choose to switch places with a willing ally, allowing for strategic repositioning in combat or exploration. You can also teleport a willing ally you see behind you.

Master of Fire
0

Master of Fire

Invoke the ancient pact with the spirits of fire. The pact allows you to: heal burns with your touch - either on yourself or an ally, to touch or walk through fire without any pain or receiving fire damage for at least 10 minutes, to regulate low temperatures around you in a 30 feet radius (you warm up allies or yourself), you can light a candle, a campfire, a lantern, a torch, dynamite etc. and you can command fire to stop spreading further in an area or to fan their flames to be more destructive - you can even give directions.

Breath of the Wyld
2

Breath of the Wyld

Channel the primal energy of Creation to instill a sense of vitality and life in a living being. The target feels rejuvenated, gaining 10 temporary hit points and a surge of energy that restores 6 used up spell slots. The target also regains 4d10+8 Hit Points. If you use this spell on a dead creature, it will revive with 1 Hit Point and can not suffer any damage (physical or magical) until their next turn. On higher lvls: add 1d10 regained Hit Points on lvl 5, lvl 9 and lvl 13 (here in the description above. You have to do it yourself manually for the time being).

Whelp Body ( Ragabash only)
1

Whelp Body ( Ragabash only)

This terrible curse causes a foe’s body to shrivel and weaken, their arms shaking with effort and their legs buckling beneath them. The target is slowed for 3 rounds, halfing their movement speed. Only those with knowledge of the spirits involved and succeed a wisdom saving throw can mount an effective defense against its effects. Deals 2d10 necrotic damage. Use of this Gift on fellow Garou is considered a dire affront, leading to deadly duels. On higher lvls: add 1d10 necrotic damage on lvl 5, lvl 9 and lvl 13.

Gorgon’s Visage
1

Gorgon’s Visage

This spell allows the caster to unleash the terrifying visage of a Gorgon, paralyzing any creature that meets its gaze. Victims are frozen in place, unable to take actions or defend themselves, leaving them vulnerable to the caster's whims for 3 rounds or 3 minutes.

Kali's Scar
3

Kali's Scar

Inflicts ragged, festering wounds that cannot be healed while the spell is active. The stench of the diseased wounds allows the caster to track the victim, even if they escape. Holds up to 3 rounds. Deals 4d12 poison damage. On higher lvls: add 1d12 Poison Damage on lvl 5, lvl 9 and lvl 13.

Coup de Grâce
5

Coup de Grâce

The Garou channels their primal energy to teleport behind a target, delivering a lethal strike aimed at ending the foe in a single blow. This spell requires stealth and precision, and is empowered by spirits of pride, enhancing the lethality of the attack. You deal 6d10 slashing damage. On higher lvls: add 1d10 slashing damage on lvl 5, lvl 9 and lvl 13.

Curse of Aeolus
2

Curse of Aeolus

The Garou conjures a thick, eerie fog in a free space around your targets (up to 3 at a time) in a 20x20 feet wide area, that obscures vision and unnerves opponents within its area. This supernatural mist causes disorientation and fear, making it difficult for enemies to act effectively. Fear holds up to 3 rounds and deals 3d12 psychic damage per turn. If your targets succeed a Wisdom saving throw, they will not get feared. On higher lvls: add 1d12 psychic damage on lvl 6 and lvl 12.

Tongue of the Beasts
0

Tongue of the Beasts

You gain the ability to communicate with wild animals in your language. While animals may not be inclined to assist you, you can persuade them to share information or insights based on their experiences and perspectives.

Jam Technology
0

Jam Technology

You unleash the chaotic energies of the Wyld, disrupting electronic devices and mechanical systems within range. For the duration, all technology in the area ceases to function, causing computers to freeze, electrical locks to open, vehicles to stall, and cameras to display only static. The effects are temporary, and devices resume normal operation once the spell ends.

Body Shift
0

Body Shift

The Garou channels the essence of a water-spirit to alter their appearance for 1 hour, allowing them to shapeshift into another person, object, or animal. Creatures within range can attempt an Intelligence saving throw to see through the disguise, and if the Garou is attacked or harmed, they revert to their original form, ending the spell.

Thwarting the Arrow
0

Thwarting the Arrow

1 Reaction (Counter). This spell allows the caster to manipulate incoming projectiles, causing them to veer off course and miss their target. The caster channels the essence of a Weaver vector-spirit, exerting dominance over the trajectory of arrows, spears, and bullets, making them reluctant to strike the user. Adds advantage to all dexterity checks for the duration and +4 to your AC for 3 rounds or 5 minutes.

Spirit of the Fray
0

Spirit of the Fray

1 Reaction (Counter). Enemies attacking you in melee range trigger this reaction. You become a blur of fur, claws, and muscle, allowing you to unleash a flurry of attacks against multiple opponents within your reach. This spell channels the ferocity of wolverine or badger spirits, enhancing your combat prowess and agility. You neutralise the incoming melee attack of your enemy and counter with a ferocious melee attack instead, dealing 3d12 bluedgeoning damage.

Sharpened Senses
0

Sharpened Senses

You heighten your senses to an extraordinary level, combining the acute perception of a wolf with the awareness of a human. You gain +6 to your perception modifier for 1 hour.

Eyes of the Owl
0

Eyes of the Owl

The werewolf's eyes glow with an ominous yellow light, granting them the ability to see in complete darkness as if it were daylight. This gift, bestowed by an owl or cat spirit, enhances their perception and awareness of their surroundings, allowing them to detect hidden creatures and objects.

Raging Strike
0

Raging Strike

Channel your inner rage into your strikes, empowered by the spirit of a dire wolf. This spell enhances your melee attacks, adding an extra 1d10 bludgeoning and 1d10 slashing damage to your blows, embodying the ferocity of the wolf spirit.

Penumbral Senses
0

Penumbral Senses

You attune your senses to both the physical realm and the Umbra, allowing you to perceive creatures and objects in both worlds simultaneously. For the duration of the spell, you gain advantage on Wisdom (Perception) checks and can see into the Umbra as if it were part of your current environment.

Staredown
0

Staredown

With an unyielding gaze, the Garou establishes themselves as an apex predator, causing humans or animals to cower or submit. This spell automatically succeeds on mundane targets, compelling them to avert their eyes and yield and be frozen in place for at least 1 round or 1 minute. Supernatural beings may resist with a Charisma saving throw, but even they can be shaken by the werewolf's burning eyes. Deals 1d10 Cold Damage.

Hare's Leap
0

Hare's Leap

You harness the spirit of a leaping animal, allowing you to leap great distances. You can jump up to 120 feet in any direction, whether horizontally or vertically, as if propelled by the spirit's power.

Catfeet
0

Catfeet

The Garou gains +4 on stealth checks and acrobatics checks for the next hour. The Garou gains supernatural balance and agility, allowing them to traverse narrow, slippery, or moving surfaces with ease. They automatically succeed in maintaining balance on any surface that can support their weight and become immune to falling damage from any heights. Their steps are muted and almost not noticeable for the duration of 1 hour.

Delirium (usable ONLY in Crinos-Form)
0

Delirium (usable ONLY in Crinos-Form)

Upon witnessing a Garou in their true form, the target must make a saving throw against fear and suffers 1d10 psychic damage. Depending on the outcome, they may panic and flee, experience controlled fear, or resign themselves to the situation. Those who fail to resist the Delirium may forget the event entirely or rationalize it in absurd ways. The spell's effects are heightened in the presence of technology, as those observing through screens are immune to its influence. On higher lvls: Add 1d10 psychic damage on lvl 5, lvl 9 and lvl 13.

Loud Howl
0

Loud Howl

Unleash a powerful and melodic howl that resonates through the night, signaling your presence to all werewolves within a 3,2 km/2 miles radius. This howl not only conveys your location but also allows you to communicate messages, sharing your intentions and reasons for being in the area, fostering a sense of community among werewolves.

Lupus-Form
0

Lupus-Form

Transform into the pure wolf form of a Garou, enhancing your natural abilities for tracking, hunting, and stealth in the wild. In this form, you gain heightened senses and agility, becoming one with Gaia's natural world. Adds +6 to your wisdom modifier and dexterity modifier, +10 feet to your movement speed, +4 to your general speed and you are able to speak to other animals while you are in this form. For humans you are like a massive dog, and it is the prefered form to stay in as a wolfborn Garou.

Hispo-Form
0

Hispo-Form

Transform into a massive dire wolf, gaining enhanced speed (+10 feet), endurance (+2 AC), and powerful bite attacks (+4d12 piercing damage when you bite someone). In this form, you embody the primal ferocity of a predator, capable of overwhelming foes with your sheer physical prowess. Adds +4 to your strength modifier, +6 to your wisdom modifier and +4 to your overall speed while you are in this form.

Crinos-Form
0

Crinos-Form

Transform into the fear inducing Werewolf form, a towering hybrid of wolf and human, granting immense strength, self-regenerative traits and ferocity in combat. While in this form, you gain enhanced physical abilities and heightened self-regenerative abilities, but become more conspicuous and harder to hide. Adds +6 your strength modifier, +6 to your wisdom modifier, +6 to your AC and +6 to your charisma modifier as long as you are in this form. You also have advantage on Grapples.

Glabro-Form
0

Glabro-Form

Transform into a near-human form that enhances your physical strength and durability. Your skin thickens, granting you a brutish appearance with elongated features, intimidating foes while concealing your true beastly nature. You can carry creatures and objects way heavier than yourself with ease and you can even kick and destroy doors, walls or other hurdles in your way. Adds +4 to your strength modifier, +2 AC and +2 to your charisma modifier as long as you are in this form.

Homid-Form
0

Homid-Form

Homid-Form, The werewolf transforms into their human form, allowing them to blend seamlessly into human society. While in this form, they gain the ability to interact with the modern world without drawing attention, and they can use tools or other filigrane stuff. But they are sacrificing physical prowess and resilience compared to their other forms. Wolfborn Garou mostly reject to use this form unless they absolutely must.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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