Prepared spell list reflects a practical coastal guide: navigation, survival, concealment, and rescue. Circle spells are always prepared and do not count against the prepared limit.
transmutation
1 action
30 feet
V, S
Create minor natural effects such as weather signs, seed growth, or harmless sensory details useful for coastal omens.
divination
1 action
Touch
V, S
Grant one creature a bonus to one ability check before the spell ends.
conjuration
1 action
Self
V, S
Create a flame in your hand that can shed light or be thrown as a ranged spell attack.
transmutation
1 minute
Touch
V, S
Repair a single break or tear in an object, useful for nets, charts, lines, and small boat gear.
transmutation
1 action
10 feet
V, S
Create small sensory effects and harmless magical trinkets, often used by Tamma to mark charts, stains, or signal warnings.
divination
1 action
Self
V, S
Sense the presence of magic in nearby creatures, objects, and locations once per Long Rest.
conjuration
1 action
Self
V, S, M
Create nourishing berries that heal slightly and can feed a small crew in an emergency.
conjuration
1 action
120 feet
V, S
Create a bank of fog to block sight lines on reefs, in coves, or during ship pursuits.
evocation
1 bonus action
60 feet
V
Heal a creature at range with a brief spoken blessing.
divination
1 action
Self
V, S
Converse with beasts and glean useful warnings from seabirds, turtles, fish, and shore animals.
evocation
1 action
Self (15-foot cube)
V, S
Release a concussive blast that can shove enemies off ledges or away from a boat deck.
transmutation
1 action
Touch
V, S, M
Grant a creature durable skin; Tamma often uses it to keep skiffs and scouts alive in rough weather.
transmutation
1 action
Touch
V, S, M
Bestow advantage on a creature's ability checks tied to a chosen attribute, often Wisdom or Constitution.
abjuration
1 action
Touch
V, S
End one disease or one condition affecting a creature, helping Tamma treat bad water, poison, or reef sickness.
abjuration
1 action
Self
V, S, M
Grant stealthy movement and conceal a group from watchers, wardens, and rival scouts.
illusion
1 action
Self
V, S
Create illusory duplicates that make Tamma harder to strike in close quarters or on a swaying deck.
conjuration
1 bonus action
Self
V
Teleport a short distance through mist, spray, or open air.
transmutation
1 action
30 feet
V, S, M
Let several creatures breathe underwater for hours, useful for reef routes and submerged ruins.
transmutation
1 action
30 feet
V, S, M
Allow creatures to move across liquid surfaces without sinking, ideal for crossings over calm channels or flooded ruins.
transmutation
1 action or 8 hours
150 feet
V, S
Overgrow an area with difficult terrain or enrich it over time; Tamma uses it to hide routes or sustain island groves.
abjuration
1 action
120 feet
V, S
End spells and magical effects within range, including hostile wards, illusions, and shard-born anomalies.
abjuration
1 action
Touch
V, S, M
Free a creature from restraints and terrain impediments; Tamma reserves this for dangerous tides, ropes, and crushing current traps.
transmutation
1 action
300 feet
V, S, M
Shape water in a large area by redirecting currents, forming barriers, lowering depths, or creating surging waves.