Spells
This is meant to be a complete, exhaustive list of all available spells for all classes, including SRD spells and those added in 5e Advanced.
It is a work in progress.
For now, assume all SRD Spells and any found in official 5e D&D texts are all allowed, plus any listed here.
Schools
School | Example Spheres | Who has it |
---|---|---|
Conjuration |
Teleport, Planes, Dimensions |
Wizard, Psion |
Divination |
Scry, Reveal, Locate |
Cleric, Witch, Wizard, Psion |
Elementalism |
Fire, Frost, Lightning |
Wizard, Druid |
Evocation |
Color, Force, Radiance, Shadow |
Wizard (color, force), Cleric (radiance) |
Illusion |
Veil, Glamer, Phantasm |
Witch, Wizard |
Invocation |
Summon, Bind, Channel, Infernal, Fey |
Druid, Cleric, Warlock (as appropriate) |
Mentalism |
Telepathy, Mindlink, Suggestion, Time |
Witch, Wizard, Psion |
Necromancy |
Death, Undeath, Disease |
Witch, Wizard |
Thaumaturgy |
Healing, Metamagic, Phylactery, Transmute |
Witch, Wizard |
Special disciplines:
- Glyph (wizard)
- Blood (witch)
- Various domains (cleric)
- Various invocations (druid, warlock)
Divination
Spheres:
Sphere | Description | Example Spells |
---|---|---|
Scry |
See and hear remotely. |
Arcane Eye, Scrying |
Reveal |
See the unseen. |
Detect Invisibility, Detect Portals, Detect Magic, Detect Secret Doors, Arcane Sight |
Analyze |
Learn more about a subject. |
Identify, Object Reading, Legend Lore |
Locate |
Find objects or creatures. |
Locate Creature, Locate Object, Find the Path |
Know |
Know what you don't know. |
Comprehend Languages, Divination, Akashic Knowledge |
Foresee |
See what's coming. |
Foresight, Augury, Prognostication |
Conjuration
Teleport
Level | Spell | Description |
---|---|---|
1 | Blink |
Move action; you teleport to a location within 10 squares that you can see. |
4 |
Dimension Door |
SRD |
5 |
Teleportation Circle |
SRD |
7 |
Teleport |
SRD |
Elementalism
Spheres: Fire, Earth, Water, Air, Frost, Lightning, Paraelemental
Fire
Level | Spell | Description |
---|---|---|
0 | Fire Bolt |
At-will, std, range 20; inflicts medium fire damage. |
0 | Summon Flare |
At-will, swift; you summon a Flare, a lesser fire elemental that takes the form of a small, ever-burning flame. It has a fly speed of 5, AC 17, 5 HP, and can inflict light fire damage with a melee attack. It sheds light equivalent to a torch. |
1 | Burning Hands |
Costs 1 mana, std, cone 3; inflicts medium fire damage. |
2 | Scorching Ray |
Costs 2 mana, std, range 20; inflicts heavy fire damage. Can be divided into 2 or 3 rays, inflicting half or 1/3 damage respectively, if you’re a weirdo. |
3 | Fireball |
Costs 3 mana, std, range 20, burst 4; inflicts medium fire damage. |
3 | Flame Shield |
Costs 3 mana, swift, 10 minutes; you are protected by a wreath of flames, that do not harm you, but anyone who strikes you in melee suffers medium fire damage. The attacker may attempt a Dex save for half damage, but in that case, they negate their attack against you. |
3 | Summon Lesser Fire Elemental |
Costs 3 mana, swift; you summon a lesser fire elemental, stats TBD. Can cast any Fire spells you can cast (using your mana). |
4 | Wall of Fire |
Costs 4 mana, swift, range 20, wall 1/level, concentration; 20-ft high wall of fire blocks line of sight, and anyone crossing it suffers heavy fire damage. |
5 | Bomb |
Costs 5 mana, std; you create a warm, red bead that glows gently. When it suffers 1 point of damage (from a weapon strike, being thrown against a surface, caught in a spell, etc), it explodes in a burst 4 for medium fire damage. If not destroyed, the bead lasts until you recover the mana used to create it. |
6 | Meteor |
Costs 6 mana, std, range 50, burst 8; on next turn start, inflicts heavy fire damage. |
6 | Summon Fire Elemental |
Costs 6 mana, swift; you summon a fire elemental, stats per the monster manual. Can cast any Fire spells you can cast (using your mana). |
7 | Living Flame |
Costs 7 mana, swift, concentration; you become a fire elemental. You are immune to fire damage, and resistant to non-magical damage. You have no anatomy and cannot suffer critical hits or sneak attacks. You are immune to poison and disease. Those who strike you in melee suffer medium fire damage, and your melee attacks inflict the same. Your fire spells cost 1 less mana to cast. |
8 | Detonate |
Costs 8 mana, std, range 10; subject dies (Con save mitigates to heavy fire damage), then explodes, inflicting heavy fire damage in a burst 3. |
9 | Meteor Swarm |
Costs 9 mana, std, range 50; on next turn start, four Meteors fall as you direct. |
9 | Summon Greater Elemental |
TBD |
Frost
Level | Spell | Description |
---|---|---|
0 | Ray of Frost |
At-will, std, range 10; inflicts medium cold damage, plus chilled (50% movement reduction), Con ends. |
1 | Howling Winds |
Costs 1 mana, std, cone 3; inflicts medium cold damage, plus chilled (50% movement reduction), Con ends. |
1 | Frost Armor |
Costs 1 mana, swift, concentration; you gain medium armor (AC 15 + Dex), and when attackers strike you in melee they are chilled (Con ends). |
2 | Frost Bolt |
Costs 2 mana, std, range 20; inflicts medium cold damage plus chilled (Con ends), or, if target is already chilled, inflicts heavy cold damage. |
2 | Frost Nova |
Costs 2 mana, swift, close burst 2; inflicts light cold damage plus rooted (unable to move) (Con ends), then chilled (Con ends). |
3 | Frost Block |
Costs 3 mana, swift, range 10; subject is encased in a block of ice, unable to act, but also invulnerable. The block of ice has Hit Points equal to a heavy damage roll, and is resistant to all forms of damage, except it is vulnerable to fire and immune to poison, disease, and cold. The block lasts until destroyed, or until you end the spell as a free action, or after 3 rounds. Subject emerges a bit chilly, but unharmed. |
4 | Ice Storm |
Costs 4 mana, std, range 50, circle 4; inflicts medium bludgeoning plus medium cold damage to everyone in the circle, plus anyone who enters the circle before the next turn. |
4 | Wall of Ice |
Costs 4 mana, swift, range 20, wall 1/level, concentration; 20-ft high wall of ice blocks line of sight and effect. Each 5-ft wide section has HP equal to a heavy damage roll, and the same resistances as Frost Block. Destroying one section does not destroy the whole wall, and in fact, the destroyed section reforms one turn later. |
5 | Frost Bomb |
Costs 5 mana, std, range 20, circle 4; on the start of your next turn, every creature and object in the area is frozen solid, suffering heavy cold damage each round (Con ends), then chilled (Con ends). |
6 | Frost Orb |
Costs 6 mana, std, range 10, concentration, up to 10 rounds; you create a 5-ft diameter orb of frost magic, which can fly up to 5 squares per round as you direct. Once per round, it can shoot a Ray of Frost (or Ice Lance, if upgraded) at any number of chosen targets within 3 squares. |
7 | Icebound |
Costs 7 mana, swift, concentration; you become a frost elemental. You are immune to frost damage, vulnerable to fire, and resistant to non-magical damage. You have no anatomy and cannot suffer critical hits or sneak attacks. You are immune to poison and disease. Those who strike you in melee suffer medium cold damage, and your melee attacks inflict the same. Your cold spells cost 1 less mana to cast. |
8 | ||
9 |
- Metamagic
Level | Effect | Description |
---|---|---|
2 | Shatter |
chilled critically hit on a roll of 15-20 when striking a creature who is already chilled, or 10-20 if rooted. |
3 | Reactive Frost Block |
You may cast Frost Block on yourself as a reaction. |
4 | Frost Barrier |
Your Frost Armor also grants Ablation 10% with 1 charge per round. (When suffering damage, you can choose to suffer 10% of your max HP instead of the damage) |
5 | Ice Lance |
Upgrades Ray of Frost to range 20, changes damage to piercing cold. When used against a rooted or frozen target, inflicts heavy piercing damage plus OTS medium cold damage and chilled, Con ends. |
5 | Cone of Cold |
Upgrades Howling Winds to a cone 10 with the same effect, but any creatures that are already chilled suffer heavy cold damage instead. |
6 | Frost Tomb |
Upgrades Frost Block, increasing its HP to 3x heavy damage. When used offensively, the 3 round limit is removed. Instead, the subject suffers medium cold damage each round, and the tomb loses the same amount of HP. |
Evocation
Sphere | Description | Example Spells |
---|---|---|
Color |
Pure magic, split into its fundamental colors |
Color Pool, Chromatic Orb, Prismatic Spray |
Force |
Telekinetic force |
Magic missile, wall of force, crushing hand |
Word |
Words of power |
Power word: stun, Power word:kill |
Color
Level | Spell | Description |
---|---|---|
0 | Summon Sprite |
swift action; you summon a sprite (fly 6/perfect, attacks using your casting stat + proficiency swift, 1 hp/level, AC = yours + 8, powers given in chart below). Can command up to 5 sprites at a time. |
1 | Color Spray |
std action, 15-ft cone; each creature is hit with a random color effect (see chart). |
2 | Color Pool |
swift action, range 5, 3 rds; 10-ft square is "painted" with chosen color. Allies who stand in the pool gain various benefits while standing in it, and, if they leave, the benefits last until their next turn begins. Sprites gain the listed benefit, as well as the traits of that color atop their normal traits. See chart for details. |
3 | Color Veil |
swift action, range 10, wall 1/level, concentration; wall of a single color blocks certain things (see chart), but can be dispelled by the touch of anathema. |
4 | Color Beam |
std action, line 2x10 or 1x20; as Color Spray, but a single color you choose, and 2 levels empowered. |
5 | Chromatic Shield |
swift action, range 5, 1 hr/level; subject gains variable damage shield. Each round, gain resist 50% against the first attack suffered (fire, physical, lightning, frost, arcane, psychic). The resistance lasts all round, and resets on the subject's turn. Also grants immunity to color effects of level 5 or lower (can empower). |
6 | ||
7 | Prismatic Spray |
std action, 60-ft cone; as Color Spray, but has the effect of Color Beam on enemies (empowered to level 7) and Color Pool on allies (lasting 3 rds). |
8 | Prismatic Wall |
swift action, range 10, wall 1/level, concentration; wall has the effect of Color Veil for all colors simultaneously. Veils apply in order from red to violet (so a complete wall would block fire spells forever, but a single cold spell would cancel the red component, making the blue component vulnerable to fire spells). If an enemy touches the wall, after resolving what is blocked by veils, apply the damaging effect of a random color still active in the wall:
|
9 | Prismatic Sphere |
As Prismatic Wall, but a centered circle 1-2, which you can freely cross. |
- Color Chart
Color | Theme | Sprite | Spray | Pool | Veil |
---|---|---|---|---|---|
Red |
Fire |
1d6 fire damage, immune to fire |
2d6 fire damage + half ots |
Resist 50% fire, +1 die fire damage to attacks |
Blocks fire; brought down by cold damage |
Orange |
Physical |
1d6 slashing damage, DR 1/level |
3d6 dmg plus push 10 |
+2 AC, DR 1/level (max once/rd) |
Costs 2 squares to move through, blocks small projectiles; brought down by magic (arcane damage or dispel) |
Yellow |
Lightning |
1d6 lightning damage, immune to lightning |
2d6 lightning damage + disadvantaged 1 rd |
Resist 50% lightning, gain extra swift action each rd |
Blocks lightning; brought down by conductive metal |
Green |
Healing |
1d6 healing (2d6 harm to undead) |
3d6 healing |
Heal 1d6 ots |
Heal 2d4 on cross (max 1/rd); brought down by negative energy |
Blue |
Frost |
1d6 frost damage, immune to frost |
2d6 frost damage + 50% move reduction 2 rds |
Gain Absorb 5 ots, stacking; resist 50% frost |
Blocks frost; brought down by fire |
Indigo |
Planar |
1d6 arcane, phase through thin barriers |
Phase shifted (can't affect material plane) 1 rd |
Extraplanars cannot enter area; dimension lock |
Blocks teleportation, summons, extraplanars; brought down by non-extraplanar creatures |
Violet |
Mind |
1d6 psychic |
2d6 psychic damage + confused 1r |
Advantage to mental saves and checks, converts mind control to stun |
Blocks mental effects; brought down by automatons, undead, etc |
Force
Level | Spell | Description |
---|---|---|
0 |
Mage Hand |
SRD |
1 |
Mage Armor |
Costs 1 mana, swift, touch, 8 hours; target gains +3 armor bonus to AC. |
1 |
Magic Missile |
Costs 1 mana, std action, range 100; subject is struck unerringly by a missile inflicting medium force damage. Can subdivide evenly between 2 or 3 targets, if desired. |
1 |
Shield |
Costs 1 mana, reaction; roll Spellcraft vs an incoming attack. On success, you avoid the attack, on failure, you suffer its normal effect. |
2 |
Levitate |
SRD |
4 | Force Lance |
Costs 4 mana, std action, line 2x10; medium force damage plus push 10. Targets pushed against an unyielding surface suffer another medium bludgeoning damage. Inflicts bonus damage on structures (TBD). |
5 |
Arcane Hand |
SRD |
5 |
Wall of Force |
SRD |
- Rituals
Level | Spell | Description |
---|---|---|
1 |
Floating Disk |
SRD |
Radiance
Level | Spell | Description |
---|---|---|
0 | Illumination |
swift, emanation 10; you shed warm light, bright enough to see easily, but not piercing to the eyes (of morally-upstanding folk). Any magic or magical creature within the radious which is considered profane to your faith is highlighted by the light, even if the magic or creature was otherwise concealed. |
1 | Healing Light |
Long range; heals for medium damage. |
1 | Searing Light |
Long range; medium radiant damage, or heavy to an undead or outsider. Causes blindness (Con negates) for 1 rd. |
2 | Aura |
Emanation 10, concentration; you are surrounded by an aura of holy light, inspiring your allies. Choose a type:
|
3 | Holy Fire |
range 10, circle 2; heavenly light rains down, bursting into righteous flame. Enemies suffer medium radiant damage. |
3 | Pillar of Light |
swift, centered circle 2; allies within circle cannot be harmed, nor can they inflict harm on others. Does not protect them from being pushed or pulled out of the area. Lasts 1 round, but can be sustained for 1 Mana per round (you must remain in the area to do so). |
4 | Wall of Light |
range 10, wall 1/level; crossing the wall heals allies for medium damage (max once/rd), harms enemies for same (undead and outsiders double), blocks line of effect for harmful spells. |
5 | Lightform |
swift, concentration, costs 2 Mana/rd; you become an incorporeal form of light, immune to damage, but unable to take physical actions besides flying (movement = 150% walking speed, perfect maneuverability). You may cast Light spells, and you gain a natural "attack", which is a medium-range beam that heals allies or harms enemies for medium radiant damage (double vs undead/outsiders). |
Others:
- Sunray / sunburst
- Wall of the faithful? (or should that be Invocation (divinity) ?)
Shadow
Level | Spell | Description |
---|---|---|
1 | Darkbolt |
Std, 30-ft; subject suffers medium shadow damage. Does not work in bright light. In darkness, inflicts heavy shadow damage. |
1 | Shadow's Grasp |
Std, 30-ft; subject's Strength is halved. It suffers disadvantage to all Strength-based skills, and inflicts half damage with Strength-based attacks. Heals naturally in one day; can be magically dispelled. |
2 | Darkness |
Swift, 60-ft range, circle 3, concentration; area is completely dark. No light can penetrate into or originate from the zone. |
5 |
Dark Star |
Std; you call forth a Dark Star, a mote of perfect blackness that absorbs absolutely anything it touches. While it's under your command, once/rd as a free action, you can direct it to attack anyone within 30 ft. Roll your casting skill vs touch AC; on success, target suffers heavy disintegration damage. If you fail to control it in a given round, it acts as it pleases. To end the spell, you must force it not to attack anything for 3 rounds, after which it burns out.
|
Ideas:
- Darkness
- Dark Star
- Void Zone
- Void Bolt
- Shadowstuff
- Shadow Binding
- Wall of Shadows
- Bindings
Level | Binding | Description |
---|---|---|
2 |
Darkvision |
Binds 2 Mana. You can see in darkness, including magical darkness of your own creation. |
Invocation
Note: "binding" Mana means that you accept a permanent decrease in your max Mana in exchange for a magical ability. There exist rituals to remove the ability and restore the lost mana, but outside of that, the Mana is simply gone.
Bind
Level | Power | Description |
---|---|---|
1 |
Mystic Eyes |
Binds 1 mana; you can Detect Magic at will. |
2 |
Devil's Sight |
Binds 2 mana; you can see normally in darkness, including magical darkness. |
3 |
Air Step |
Binds 3 mana; you can Levitate at will. |
4 | ||
5 |
Devil Wing |
Binds 5 mana; you can sprout demonic wings and Fly at will. |
Channel
Level | Spell | Description |
---|---|---|
1 |
Wild Growth, rank 1 |
Binds 1 mana, at-will, swift, centered circle 5; the earth radiates heat, and thick plant life blossoms from every surface, soil or no. The warm air is rich with the smell of life-giving soil. Allies heal for light damage each round. |
3 |
Wild Growth, rank 2 |
Replaces Wild Growth, rank 1. Binds 3 mana, at-will, swift, centered circle 5; as Wild Growth, rank 1, but the area becomes difficult terrain for enemies, and you can make grapple attacks at range using your spellcasting ability modifier. |
Summon
Level | Spell | Description |
---|---|---|
0 |
Magic Circle |
Ritual (1 minute), circle 1-5 (your choice); magic and extraplanar creatures cannot cross the circle in either direction. The circle itself is only as strong as what it's made of (by default, chalk and salt, but other, more resilient structures can be made), but extraplanar creatures would have difficulty affecting it. It is possible to construct a circle in such a way that you may summon, bind, or dismiss outsiders within it while yourself remaining outside. Lasts one day, or until broken. |
1 |
Summon Outsider |
range 5, std action, concentration, costs 1 Mana/rd (if controlled); you summon a named outsider, or an example of a type. Each round, the Outsider is allowed a Charisma save to break free of your control, receiving a +1 swift to this save per point of difference between his challenge level and your level (or a penalty if lower level). If he fails in a given round, he must do as you command. If he succeeds, he takes no action that round, and next round, should he succeed again, he breaks free and can no longer be controlled. At any time, as a single action, you may dismiss an outsider who has not yet broken free. If you do not issue fresh commands each round, the outsider will simply continue acting on the most recent command. If you attempt to summon anything of your level or higher, it is allowed an initial Cha save to negate the summoning entirely. |
1 |
Dismiss Outsider |
range 5, swift action; you send an extraplanar creature back to its home plane (Cha negates). |
1 |
Rank 1 Minion |
Binds 1 mana; you gain the service of a permanent minion of rank 1, such as an imp, voidwalker, or pixie. You can summon and unsummon the minion at will, and they must obey without question. Details inside. |
3 |
Rank 2 Minion |
Binds 3 mana; etc etc etc. |
Divinity
Level | Spell | Description |
---|---|---|
0 |
Manifest |
Similar to SRD Thaumaturgy |
1 |
Bane/Bless |
SRD |
1 |
Sanctuary |
SRD, or maybe not |
1 |
Power Word: Shield |
Medium range, swift; with a single word, you call upon your faith to protect the subject. They gain Absorb 100% (all), to a limit equal to a heavy damage roll, expiring in 5 rounds. |
2 |
Repentance |
Medium range, swift; subject is unable to take any action but to contemplate their moral choices in life (Wis ends, also ends if subject is harmed). Lasts up to 3 rounds. |
2 |
Exorcism |
Medium range, swift; subject is freed of one ongoing compulsion or charm effect, or of any magical effect initatied by an extraplanar creature, or of possession by an outsider or incorporeal spirit. In the case of dispelling, no check is required if your Mana cost meets or exceeds that of the targeted effect, otherwise (or always, in the case of possession) a contest of wills is required. |
3 |
Divine Shield |
Medium range, swift; subject is rendered invulnerable, but unable to take hostile actions. Lasts up to 2 rounds, or until dismissed by you or the subject, or dispelled. |
Ideas:
- Banishment
- Holy Word
- Hallow
- Consecrate
- 3 - Beacon of Hope? (SRD)
- 4 - Guardian of Faith? (SRD)
- 5 - Commune? (SRD)
- 6 - Divine Blast (basically disintegrate)
- 7 - Holy Word
- 8 - Wall of the Faithful
- 9 - Vengeful Gaze of God, Miracle
Ideas:
- Sunray: massive DoT of holy doom.
- Holy Rain: some stay dry, but others feel the pain.
- Vengeful Gaze of God: 9th-level ass-kicking.
- Choir of Judgment: rays of deathy-death
- Upgrades
Level | Effect | Description |
---|---|---|
1 | Reflective Shield |
Your Power Word: Shield inflicts radiant damage to attackers in the amount that they deplete its absorption. |
Infernal
Level | Spell | Description |
---|---|---|
0 |
Immolate |
range 10, std action; target burst into flames, suffering light fire damage plus same ongoing for 3 rds. |
1 |
Conflagration |
range 10, std action; ongoing fire effect on subject bursts with renewed intensity, inflicting 3 rounds worth of damage and spreading the effect to subjects within a burst 2. |
1 |
Curse of Agony |
range 10, swift action; subject is incapacitated with pain (Con ends). |
2 |
Bolt of Spite |
Long range, std action; inflicts 3d6 poison damage, plus a -2 penalty to attacks and damage (Con ends). For each extra point of Mana spent, add one damage die and -1 penalty. |
3 |
Hellfire |
std action, close burst 3; enemies suffer 6d6 fire damage plus the ongoing component of Immolate. |
4 |
Wave of Pain |
std action, 30-ft cone; subjects are incapacitated with pain (Con reduces to disadvantaged to all checks) for 1 rd. |
5 |
Inferno |
std action, long range, burst 2; enemies suffer 8d6 fire damage, plus an Infernal appears (stats as fire elemental but vulnerable to holy damage) and attacks targets in order of proximity (concentration duration). |
6 |
Wretched Deliquescence |
std action, range 10; subject's bones melt, his skin sloughs off, and generally becomes a nasty, disgusting blob, unable to take physical actions besides shuffling painfully at 5-ft/rd. Fort negates, otherwise permanent, but can be reversed with Polymorph or similar effects (but not merely dispelled). |
7 |
Chaos Bolt | |
8 | ||
9 |
Hellmouth |
std action, long range, circle 5; a portal to Hell opens, spewing forth abominations and sucking hapless fools permanently into Hell. Rules TBD (let's get a game of this level going first) |
More TBD
Mentalism
Empathy
Level | Spell | Description |
---|---|---|
0 | Sense Emotion |
You can sense emotions and psychic impressions. Rules TBD |
1 | Emotion |
Single action, range 10; subject is affected by a single, powerful emotion. Choose one of the following:
|
1 | Sense Link |
swift, touch, concentration; you sense what target senses (your body remains helpless). |
2 | Pain Suppression |
swift action, touch; you absorb subject's pain, making them mostly immune: ignoring pain effects, and gaining the ability to take actions while disabled or dying. Rules TBD |
2 | Mind Flay |
wracked (unable to act) for 1 rd (Wis negates). |
3 | Alter Perceptions |
std action, range 10, concentration; you are aware of and entirely control subject's senses. You control the vertical and the horizontal. Your body remains motionless and unaware. |
3 | Psychic Feedback |
swift, medium range, concentration; you cause any who inflict pain upon you to feel the same pain. When you suffer damage, the attacker, if within range, suffers the same as psychic damage. |
4 | Greater Emotion |
As Emotion, but affects all targets in a 10-ft burst. Alternatively, a single target within range 10 gains one of the following effects:
|
5 | Mind Blast |
stunned 1 rd (Wis negates). |
5 | Mind Control |
std action, range 10, concentration; you make eye contact with target, and control their actions (on your Initiative) while your body remains motionless and unaware. Subject is allowed Cha to negate initially, and again once/rd to end the effect. |
- Upgrades
- Psychic Proxy: Upgrades Psychic Feedback so that you can grant its effect to a chosen subject by touch (attacks against them are retributed as psychic damage). Recipient must concentrate on the effect, not you.
- Mind Spike: Upgrades Mind Blast so that it can be focused on one target, inflicting heavy psychic damage plus stunned (Wis ends).
Telepathy
The power to impose thoughts and ideas without being aware of the subject's point of view. More creative and complex than Empathy, but less subtle. Powers include:
- Suggestion
- Inception
- Mindlink
Time
Level | Spell | Description |
---|---|---|
0 | Object Reading |
You touch an object, and immediately sense how long it has remained in its current condition, and various facts about the object's last owner. Can "chain" backward to previous owners. |
1 | Lesser Recall |
Mark, which saves your current temporal state. Casting Lesser Recall (swift action, 1 mana) allows you to set your current physical properties to the state they were in when you cast Mark. You may omit some of these properties as you choose. The Mark must have been cast no longer ago than one minute per level. Properties include: physical location, current HP, objects in hand (no duplication, they will be teleported). |
2 | Time Hop |
swift action, range 10; subject teleports forward in time 1 round, effectively disappearing from reality, before reappearing in exactly the same place and condition, having experienced no time. +1 Mana to double duration. |
3 | Haste |
Target moves and acts faster. |
3 | Slow |
Target moves and acts slower. |
4 | Temporal Refuge |
Ritual, 1-minute cast; you and others within a 20-ft circle are able to act normally while everything outside the circle is locked in time. Nothing you do can affect the outside world. It is possible to work, heal, and physically rest, but the mind cannot rest due to the inaccessibility of the astral plane, or some shit like that. (Can't regain spells) |
5 | Temporal Stasis |
std action, touch range; subject is temporally locked. They cannot be affected by the outside world, nor can anything affect them. They remain fixed relative to the earth, but are unaffected by gravity, should the ground move out from beneath them. Permanent, but dispellable. When the effect ends, however long it lasted, subject has experienced absolutely no passage of time and is no worse for wear. |
6 | Greater Recall | Lesser Recall, but the
Mark can be up to 1 day/level old, and you can have 3 Marks. |
7 | Ravages of Time |
std action, range 10; subject is immediately and permanently aged to the maximum age category (Con save mitigates by half). Can only be undone with chronomancy or divine intervention. |
9 | Time Stop |
Take actions while outside the time stream. |
- Rituals
Level | Ritual | Description |
---|---|---|
1 | Shield Against Time |
Ritual; touched object is immune to wear, corrosion, spoilage, or other ravages of time. Does not mitigate gross physical damage. |
3 | Timewalking |
Ritual; you (and optionally others) project your minds back in time, while remaining stationary in space. You can experience the past, but cannot affect it. You can stray from your starting point in space, using normal locomotion. How far back you can go is based on your casting skill. Draws mana constantly while used. Details TBD |
Necromancy
Death
Level | Spell | Description |
---|---|---|
0 | Chill Touch |
std, 120 ft; a ghostly, skeletal hand seizes subject, inflicting medium necrotic damage. Until freed of the hand, subject cannot regain hit points through any means (the hand a magic effect that can be dispelled). The hand disappears at the start of the next round.
|
5 |
Cloudkill |
SRD |
7 |
Finger of Death |
SRD |
Disease
Level | Spell | Description |
---|---|---|
0 | Infection |
std action, touch; you infect subject with a chosen disease. Diseases last 3 rounds (4 at level 5, 5 at level 10, etc).
|
1 | Pestilence |
swift, range 5; up to 5 diseases are spread from target to chosen targets within 15 ft of subject. |
2 | Outbreak |
Single action, 60-ft; subject gains all 3 diseases you can infect with Infection. |
2 | Plague Bolt |
std action, 120-ft range; inflicts medium disease damage, plus causes each disease on the target inflcit one round's worth of damage. |
- Upgrades
Level | Upgrade | Description |
---|---|---|
3 | Brain Worms |
Gain a new disease option for Infection, Brain Worms: subject suffers light psychic damage per round, and has a 25% chance each of acting as if under the effects of Confusion. |
5 | Festering Boil |
Gain a new disease action for Infection, Searing Cysts: subject suffects light acid damage per round, and each time they are struck for non-internal damage, there is a 25% chance a boil will rupture and spill, causing heavy acid damage on the subject's next 3 turns, but ending the disease. (It can be re-infected afterward) |
7 |
Drain
Level | Spell | Description |
---|---|---|
0 | Drain Life |
std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used). |
0 | Drain Mana |
std action, touch; you drain 1 Mana from the subject, gaining 1 temporary Mana to be used within 5 rounds. At level 5, drains 2 Mana; at level 10, 3 Mana, etc.
|
2 | Spectral Hand |
swift, concentration; a ghostly duplicate of your own hand emerges from it. Thereafter, once/rd, as a free action, you can direct it to move anywhere within 60 feet. If it touches a living creature, it inflicts medium necrotic damage. Alternatively, you may use the hand to deliver touch-range spells. The hand has 1 Hit Point, but is incorporeal and invulnerable to all damage types except Radiant. |
4 | Anti-magic Touch |
swift, touch, sustain 1; touched creature or object is wreathed in anti-magic, nullifying all magic affecting or originating from them while it is active. Field lasts for 1 round, but you can sustain it by continuing to expend Mana (1 per turn). |
Ideas:
- Drain soul (soul shard)
- Soul fetish
- Drain abilities
- Upgrades
Level | Upgrade | Description |
---|---|---|
Undeath
Level | Spell | Description |
---|---|---|
1 | Reanimate |
1 action, 60-ft, V/S, 5 rounds; you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). The cost is 1 Mana per creature animated. You may control a maximum of 1 + 1 per 2 levels as a bonus action (60-ft range, language-dependent); any others act on your last command, or, lacking such command, act as crazed, starved, wild animals might. The traits of the animated dead are:
|
1 | Death Pact |
free action or reaction to taking damage; an undead creature under your control instantly dies, and you are healed for its current HP (not to exceed your own maximum). |
3 | Necrosis |
swift, 60-ft, concentration; subject grows an additional limb, which appears withered and monstrous. It is technically undead, feeding off their life energy, but acting under your control. Once per turn, as a free action, you can direct the necrosis' actions (if it is within 60 ft at the time). It has all the same abilities as the host, within reason (for instance, it could cast one of the hosts' spells, but it couldn't attack with the host's sword if said sword was in another hand (although it could grapple with said hand)). |
Thaumaturgy
Blood
Level | Spell | Description |
---|---|---|
0 | Let Blood |
As a swift action, you let your own blood, suffering 5 internal damage and gaining 1 Mana. At level 5, you may suffer 10 to gain 2; level 10, 15 hp 3 mana, etc.
|
1 | Burning Blood |
Std, circle 2, 30-ft range, concentration; targeted blood bursts into flame. Anyone standing in the area of burning blood suffers medium fire damage when the spell is cast, and again on turn start, as long as the spell lasts and they remain inside. (Assume that any time a creature with blood takes non-internal damage, they leave some blood in the square they currently occupy).
|
1 | Transfusion |
swift, touch; you transfer your HP into subject (not to exceed their maximum). You may also expend 1 Mana to add +5 HP (stackable). |
2 | Ring of Fire |
swift, centered circle 3, concentration (must stay inside circle). A low ring of fire surrounds you, inscribing a pentagram. Does not block line of sight, but does block line of effect of hostile magic and projectiles. Enemies suffer heavy fire damage upon entering or starting turn within area. |
2 | Mark of Blood |
swift, range 10, 5 rounds; each time any creature inflicts damage upon the marked subject, the attacker is healed for 1d8 + casting mod (does not heal past maximum). |
3 | Blood Nova |
std action, range 10, burst 2; inflicts fire damage equal to the difference between subject's max and current HP. If targeting self, does not hurt you. |
3 | Hemophilia |
swift, range 10; all physical damage subject suffers inflicts half damage again on his next turn. Debuff lasts 3 rounds or until subject is fully healed. |
4 | Ironguard |
swift action, concentration; you become immune to metal weapons. They simply pass through you, as if they were made of nothing at all. Has no effect on wooden or glass weapons. |
More:
- Frozen Blood
- Rituals
Level | Ritual | Description |
---|---|---|
0 | Create Phylactery |
10 minutes, reagent cost (1 sp plus a sympathetic component); you create a phylactery: being an object that uses sympathetic magic to create a thaumaturgical connection to another creature. The key ingredient is a sympathetic component, such as blood, hair, or even a prized possession. The object's composition does not matter much; usually, it is a simple doll. The phylactery allows the following uses:
|
5 | Create Hearthstone | |
5 | Create Greater Phylactery |
1 hour, reagent cost (1 gp plus a strong sympathetic component); as Create Phylactery, but requires the strongest of sympathetic components, such as a vial of fresh blood (no more than 5 minutes exposed at start of ritual) or a portion of subject's soul. Allows all uses of a standard phylactery, plus:
|
Healing
Level | Spell | Description |
---|---|---|
0 |
Spare the Dying |
SRD |
1 | Cure Wounds |
costs 1 mana, std, touch; heals for medium damage. |
1 | Healing Word |
costs 1 mana, swift, 60-ft; heals for light damage. |
2 |
Lesser Restoration |
SRD |
2 |
Ideas:
- Heroes Never Die: AOE mass revivify.
Metamagic
Level | Spell | Description |
---|---|---|
0 |
Ideas:
- Detect magic
- Arcane sight
- Dispel magic / spellsteal
- Absorb magic
- Felicity
- Disjunction
Transmute
Level | Spell | Description |
---|---|---|
1 | Animorph |
swift, range 10; subject becomes a harmless animal. Con ends, damage ends. |
2 | Enlarge/Reduce |
SRD |
2 | Alter Self |
SRD |
4 | Polymorph |
SRD |
Special Spheres
Chroma
Chroma is a concept used in Witchcraft; in essence, it is a property of magic which reflects the moral intention and consequences of magic, both in spells themselves, and within the magical aura of a practitioner.
This sphere is traditionally only available to witches.
Level | Spell | Description |
---|---|---|
Ideas:
- Detect Chroma
- Grudge
- Malocchio
Glyph
Traditionally available only to wizards.
Level | Spell | Description |
---|---|---|
0 | Inscribe Rune |
You inscribe a rune upon a touched weapon or suit of armor, granting it various abilities (see detail page) for 24 hours. |
1 | Sign |
std action; you quickly trace one of the simple signs of Sacred Geometry, producing various effects. TBD |
Ideas:
- Sigil: warlock + eldritch knight. Quick symbol on the ground. Shaping. Possibilities: force trap, calling diagram, empowerment, debilitation, teleportation (between sigils).
- Lesser Symbol: around level 4. Light, Wind, Fire, Sleep, Fear, Blindness, Pain, Despair, Compulsion, Spell Release.
- Greater Symbol: 7ish. Stunning, Subdual, Death, Petrification, Teleportation, Disintegration, Spell Loss, Soul Trapping, Summoning,
- Rituals
Level | Spell | Description |
---|---|---|
1 |
Illusory Script |
SRD |
3 | Glyph of Warding |
Explosive runes, spell trigger, etc. |
7 | Symbol |
Powerful symbol with many uses. |