Annulids
Annulids, also known as leech mages for their leech-like bodies and magical abilities, are aberrant creatures from the Far Realm who are respectful, civil, polite and no less evil for it. An annulid's body resembles that of an overgrown leech with two bulbous black eyes and four tentacles like a parody of a human's arms and legs. Annulids always cover their bodies with dark robes, raised hoods and plain masks which cover their mouths, lined with teeth and able to grab tightly to their prey. In battle, annulids remove their masks and lower their hoods, that they might drain blood from their victims more easily, though they also frequently make use of another weapon; the staff, also used as a symbol of status among their kind.
Jump to: Annulid Broodling | Annulid Gargantuan | Annulid Hierophant | Annulid Messiah | Cadaverous Annulid
All annulids are also innately capable of teleportation, which they will instinctively use to avoid danger and reach advantageous positions.
Servants to the Mother. Annulids worship an otherworldly entity known as Isuga the Leech Mother, who they believe to be their progenitress and also responsible for the creation of all manner of squirming creatures. Annulid worship of Isuga mainly takes the form of blood sacrifice, as they believe that this is necessary to feed her and that otherwise she would slowly wither and die. Annulids rarely give their own blood, of course, preferring to give the blood of others, usually animals, though they aren't picky and will readily sacrifice mad cultists and prying sorts who delve too deep into their affairs, or those unlucky individuals who do the same. When annulids make a sacrifice, they swarm over their offering and drain it completely of all its blood, as annulid belief states that all blood consumed by annulids goes to Isuga.
When annulids gather, one of their primary objectives is always to gather and then maintain a secret cult of mortals sold on promises of great wealth and good fortune. The annulids always deliver on their promises, though the price in blood grows ever higher with every promise made.
Annulid Broodling
Annulid broodlings are the most numerous of their kind, so much so that many speak of broodlings as though they were the only annulids to exist. Annulid broodlings use their spells to distract and harry their enemies from afar while hired mercenaries or fanatical cultists engage their foes up close.
Annulid Broodling
Medium aberration, lawful evil
- Armor Class 13 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
- Proficiency Bonus +2
- Saving Throws Wis +3
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Arcana +4, Deception +3, Persuasion +3, Stealth +6
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
- Languages Deep Speech, telepathy 60 ft.
- Challenge 1/2 (100 XP)
Amphibious. The annulid can breathe air and water.
Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 12). The annulid can cast the following spells innately, requiring no material components:
- At will: mage hand (the hand is invisible)
- 3/day each: charm person, darkness
Spellcasting. The annulid is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The annulid has the following wizard spells prepared:
- Cantrips (at will): poison spray, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, silent image
- 2nd level (2 slots): invisibility, suggestion
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 5 (1d6 + 2) hit points due to blood loss. The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the annulid with a DC 12 Strength check.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Reactions
Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Annulid Gargantuan
Annulid gargantuans are truly massive and possess immense strength. Unlike other annulids, gargantuans prefer to be wherever the fighting is most dangerous, gladly risking their own lives to protect their weaker kin and using their teleportation to close the distance between themselves and their enemies.
Annulid Gargantuan
Huge aberration, lawful evil
- Armor Class 17 (natural armor)
- Hit Points 210 (20d12 + 80)
- Speed 40 ft., climb 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 12 (+1)
- Saving Throws Wis +6
- Skills Arcana +6, Deception +5, Persuasion +5, Stealth +10
- Proficiency Bonus +4
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages Deep Speech, telepathy 60 ft.
- Challenge 12 (8,400 XP)
Amphibious. The annulid can breathe air and water.
Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 14). The annulid can cast the following spells innately, requiring no material components:
- At will: mage hand (the hand is invisible)
- 3/day each: charm person, darkness
Spellcasting. The annulid is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The annulid has the following wizard spells prepared:
- Cantrips (at will): poison spray, prestidigitation, ray of frost, shocking grasp
- 1st level (4 slots): detect magic, magic missile, sleep
- 2nd level (3 slots): invisibility, hold person, shatter
Actions
Multiattack. The annulid makes three attacks, only one of which can be with its bite.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 22 (3d10 + 6) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 22 (3d10 + 6) hit points due to blood loss. The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 66 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the annulid with a DC 18 Strength check.
Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Reactions
Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Shield. When a creature makes an attack against an ally of the annulid, the annulid grants a +2 bonus to the ally's AC if the annulid is within 5 feet of the ally.
Annulid Hierophant
Annulid hierophants lead other annulids in worship of Isuga, wielding powerful divine magic to wreak havoc upon those who would oppose the Leech Mother's will. Whenever hierophants go to battle, they are surrounded by throngs of fawning cultists and their lesser kin, eager to earn the blessings of Isuga by aiding one who has already attained them.
Annulid Hierophant
Medium aberration, lawful evil
- Armor Class 14 (natural armor)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 18 (+4) 18 (+4) 18 (+4) ___ - Saving Throws Dex +6, Wis +7, Cha +7 - Skills Arcana +7, Deception +7, Persuasion +7, Religion +10, Stealth +9 - Proficiency Bonus +3 - Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks - Senses blindsight 30 ft., darkvision 120 ft., passive Perception 14 - Languages Deep Speech, telepathy 120 ft. - Challenge 9 (5,000 XP) ___ Amphibious. The annulid can breathe air and water. Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 10 (2d6 + 3) hit points due to blood loss. The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the annulid with a DC 15 Strength check.
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 16). The annulid can cast the following spells innately, requiring no material components:
- At will: darkness, mage hand (the hand is invisible)
- 3/day each: charm person, confusion
- 1/day: teleport
Spellcasting. The annulid is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The annulid has the following cleric spells prepared:
- Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
- 2nd level (3 slots): aid, enhance ability, hold person, spiritual weapon
- 3rd level (3 slots): dispel magic, mass healing word, remove curse, spirit guardians
- 4th level (3 slots): divination, guardian of faith
- 5th level (2 slots): contagion, flame strike
- 6th level (1 slot): blade barrier
- 7th level (1 slot): regenerate
Reactions
Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Annulid Messiah
While all annulids believe themselves to be descended from Isuga, the annulid messiahs are said to be her direct offspring. Blessed with incredible power, all annulids inherently acknowledge messiahs as their leaders and worship them as demigods, living instruments of Isuga's will. With all their gifts, it's hard to deny such stories.
Unlike most other annulids, a messiah neglects the use of a staff, preferring instead to use their own otherworldly magic to torment the minds of their enemies with but a simple touch. Alternatively, a messiah will use a scintillating, constantly squirming orb of maddening psychic power or a lashing whip that glows so brightly it's painful to look at.
Annulid Messiah
Large aberration, lawful evil
- Armor Class 17 (natural armor)
- Hit Points 247 (26d10 + 104)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 18 (+4) 22 (+6) 22 (+6) 22 (+6)
- Proficiency Bonus +6
- Saving Throws Dex +10, Int +12, Wis +12, Cha +12
- Damage Vulnerabilities
- Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
- Skills Arcana +12, Deception +12, Persuasion +12, Religion +18, Stealth +16
- Senses blindsight 30 ft., truesight 120 ft., passive Perception 16
- Languages Deep Speech, telepathy 120 ft.
- Challenge 18 (20,000 XP)
Amphibious. The annulid can breathe air and water.
Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The annulid makes two attacks, only one of which can be with its bite.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 14 (3d6 + 4) hit points due to blood loss. The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 42 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the annulid with a DC 18 Strength check.
Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) psychic damage.
Nebulous Orb. Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 22 (4d10) psychic damage and the target must succeed on a DC 20 Wisdom saving throw or be paralyzed until the end of its next turn.
Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 20). The annulid can cast the following spells innately, requiring no material components:
- At will: darkness, mage hand (the hand is invisible)
- 3/day each: charm person, confusion
- 1/day: teleport
Spellcasting. The annulid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The annulid has the following cleric spells prepared:
- Cantrips (at will): guidance, mending, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, cure wounds, detect magic, guiding bolt
- 2nd level (3 slots): aid, enhance ability, hold person, spiritual weapon
- 3rd level (3 slots): dispel magic, mass healing word, remove curse, spirit guardians
- 4th level (3 slots): banishment, divination, guardian of faith
- 5th level (3 slots): contagion, flame strike, insect plague
- 6th level (1 slot): blade barrier, heal
- 7th level (1 slot): divine word, regenerate
- 8th level (1 slot): holy aura
- 9th level (1 slot): mass heal
Reactions
Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Legendary Actions
The annulid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The annulid regains spent legendary actions at the start of its turn.
Teleport. The annulid magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Nebulous Orb (Costs 2 Actions). The annulid makes a Nebulous Orb attack. Discordant Whip (Costs 3 Actions). The annulid lashes a cord of dazzling psionic energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.
An Annulid Messiah's Lair
Annulid messiahs make their lairs in grandiose temples constructed by their loyal followers, walls lined with eerily beautiful murals that glorify annulids and Isuga. Those who walk past these murals swear that they move when not directly observed and fear that they are somehow linked to the messiah.
While within its lair, the messiah can send dreams to creatures nearby, which it uses to send orders and warnings to its minions and threats to its enemies.
More dangerously, the annulid messiah's alien influence and bond to the Far Realm are so powerful that it can send its enemies directly to that godforsaken place, or even lure the miscreations that call it home into reality, where they act in unusual ways, hinting that the messiah has some measure of control over them. Of course, some of these monsters are merely illusions conjured to mislead those who seek to hunt the annulid.
Lair Actions
On initiative count 20 (losing initiative ties), the annulid takes a lair action to cause one of the following effects; the annulid can't use the same effect two rounds in a row:
- The annulid rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- A flash of dazzling light briefly illuminates the lair near the annulid. Each creature of the annulid's choice within 120 feet of it must succeed on a DC 15 Wisdom saving throw or take 5 (1d10) psychic damage.
- One creature the annulid can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to the Far Realm. To escape, the creature must use its action to make a Charisma check contested by the annulid's. If the creature wins, it escapes the Far Realm. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing an annulid messiah's lair is warped by the annulid's magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the annulid's lair, the annulid can cast the dream spell targeting that creature without expending a spell slot. The annulid can't deal any damage when it casts dream in this way.
- Images of Large or smaller aberrations haunt the land within 1 mile of the annulid's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Jagged gates appear in the sky within 1 mile of the annulid's lair, forming portals to the Far Realm that allow aberrant creatures into the world to dwell nearby.
If the annulid dies, these effects end immediately.
Cadaverous Annulid
Annulids are known for their distaste for necromancy and stronger distaste for the undead, but this doesn't stop some among them from studying the dark arts. Those individuals are branded with the title of cadaverous, shunned by their peers and forced to live on the outskirts of annulid society. Cadaverous annulids still work alongside other annulids on occasion, for they still revere Isuga and also still need blood to survive.
Cadaverous Annulid
Medium aberration, lawful evil
- Armor Class 14 (natural armor)
- Hit Points 112 (15d8 + 45)
- Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 16 (+3)
- Proficiency Bonus +3
- Saving Throws Int +7, Wis +5
- Damage Vulnerabilities
- Damage Resistances necrotic; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
- Damage Immunities
- Condition Immunities
- Skills Arcana +7, Deception +9, Persuasion +6, Stealth +9
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
- Languages Deep Speech, telepathy 60 ft.
- Challenge 9 (5,000 XP)
Amphibious. The annulid can breathe air and water.
Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the annulid attaches to the target. While attached, the annulid can't make bite attacks and at the start of each of the annulid's turns, the target loses 6 (1d6 + 3) hit points due to blood loss. The annulid can detach itself by spending 5 feet of its movement. It does so after it drains 18 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the annulid with a DC 15 Strength check.
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Innate Spellcasting (Psionics). The annulid's innate spellcasting ability is Intelligence (spell save DC 16). The annulid can cast the following spells innately, requiring no material components:
- At will: mage hand (the hand is invisible)
- 3/day each: charm person, darkness
Spellcasting. The annulid is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The annulid has the following wizard spells prepared:
- Cantrips (at will): chill touch, poison spray, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, thunderwave
- 2nd level (3 slots): blindness/deafness, invisibility, web
- 3rd level (3 slots): animate dead, bestow curse, vampiric touch
- 4th level (3 slots): blight, dimension door, stoneskin
- 5th level (2 slots): cloudkill, negative energy flood
- 6th level (1 slot): circle of death, create undead
Reactions
Reflexive Blink. When the annulid takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Annulid Lich
Few annulids contemplate the path to lichdom, as doing so means they will be exiled from their people forever, not to mention the fact that only the most powerful of mages can even attempt such a feat to begin with. Those that do are isolated loners, exiled from annulid society and capable of attracting only other exiles. However, so long as a leech mage lich feeds captured souls to its phylactery, it maintains the muscular power of its bite and the ability to attach.
Annulid Lich
Medium undead, any evil alignment
- Armor Class 17 (natural armor)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft., climb 30ft., swim 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
- Proficiency Bonus +6
- Saving Throws Con +10,Int +12,Wis +9
- Damage Vulnerabilities
- Damage Resistances cold,lightning,necrotic
- Damage Immunities poison; bludgeoning,piercing,and slashing from nonmagical attacks
- Condition Immunities charmed,exhaustion,frightened,paralyzed,poisoned
- Skills Deception +17, Persuasion +10, Stealth +17
- Senses blindsight 30ft., passive Perception 19
- Languages Deep Speech, telepathy 120 ft.
- Challenge 21
Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
Spider Climb. The annulid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage, and the lich attaches to the target. While attached, the lich can't make bite attacks and at the start of each of the lich's turns, the target loses 13 (3d6 + 3) hit points due to blood loss.
The lich can detach itself by spending 5 feet of its movement. It does so after it drains 39 hit points of blood from the target or the target dies. A creature, including the target, can use its action to attempt to detach the lich with a DC 18 Strength check.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Innate Spellcasting (Psionics). The lich's innate spellcasting ability is Intelligence (spell save DC 20). The lich can cast the following spells innately, requiring no material components:
- At will: darkness, mage hand (the hand is invisible)
- 3/day each: charm person, confusion
- 1/day: teleport
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
- Cantrips (at will): poison spray, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, shield, thunderwave
- 2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image
- 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
- 4th level (3 slots): blight, dimension door
- 5th level (3 slots): cloudkill, scrying
- 6th level (1 slot): disintegrate, globe of invulnerability
- 7th level (1 slot): finger of death, plane shift
- 8th level (1 slot): dominate monster, power word stun
- 9th level (1 slot): power word kill
Reactions
Reflexive Blink. When the lich takes damage, it magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Legendary Actions
The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.
Bite. The lich makes one attack with its bite.
Teleport (Costs 2 Actions). The lich magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Syphon Life (Costs 3 Actions). The lich targets one non-undead creature within 60 feet of it. The target must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The lich then regains hit points equal to half of the damage dealt.
Cast Spell (Costs 1-3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.