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

Analyze

Foresee

Know

Locate

Reveal

Scry

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

Air

Earth

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.

Lightning

Paraelemental

Water

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:

  • Red: 15d6 fire plus half ots 3 rounds
  • Orange: 15d8 crushing damage plus knockdown plus push 10
  • Yellow: 15d6 lightning plus stun 3 rds
  • Green: 15d6 healing
  • Blue: 15d6 frost plus frozen 1rd, rooted 1rd, then chilled 1rd
  • Indigo: sent to another plane!
  • Violet: permanently insane

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:

  • Radiance: allies gain Fast Healing 10% and immunity to fear.
  • Tranquility: allies gain advantage to Int/Wis/Cha checks, +1 temporary Mana/rd.
  • Wrath: enemies suffer 50% retributive radiant damage when attack allies; allies gain advantage to attack rolls.

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.

  • Each time it deals damage, it gets a little bigger, gaining +1 to range and damage, but also to control DC.

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:

  • Calm: Subject immediately ceases all action and contemplates life. Wisdom save ends; any hostility against target ends the effect. Can also use on an ally to nullify a negative emotion effect or berserker rage.
  • Desire: Subject is overcome with desire for caster or another of caster's choice, undermining his judgment. Rules TBD.
  • Fear: Subject becomes frightened, ceasing all action but to flee and defend himself. Wisdom save ends after first round.
  • Resolve: Subject's will is hardened; he gains advantage to all saving throws for 1 minute.
  • Rage: Subject immediately becomes hostile to everyone. Wisdom save ends.

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:

    • Despair: Subject takes no actions at all, even if attacked and harmed.
    • Love: Subject loves you and no concern--not allies, nor even his own life--stands in the way.
    • Zeal: Subject is so self-assured, he becomes immune to all mental control effects for 1 minute.
    • Others TBD

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).

Illusion

  • Veil
  • Figment
  • Phantasm
  • etc...

Metacreativity

Pure thought, given form. Astral constructs, psychic weapons, etc.

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

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.

  • Against an undead target, this spell inflicts no damage, but does impose disadvantage to attacks against you.

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).

  • Blood Boil: subject suffers light fire damage per round, and when struck for physical damage, causes a burst 1 inflicting light fire damage to enemies.
  • Frost Fever: subject suffers light cold damage per round, and is chilled (-50% movement).
  • Shadow Plague: subject suffers light necrotic damage per round, and has disadvantage to damage rolls.

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.

  • Alternate use: can use against an existing spell effect. If spell's Mana cost is equal to your drain limit or less, you end the spell while gaining the Mana. If its Mana cost is less than twice your maximum, you halve its effectiveness (half damage or healing, subjects have advantage to save against it, etc); doing this twice will end the spell. If its Mana cost is higher still, you cannot affect it. Note that this spell does not confer immunity to the touched spell's effect, so touching a Wall of Fire might be a bad idea.

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:

  • Undead: immune to death effects, energy drain, etc. Cannot be healed as living creatures would. Vulnerable to abilities that affect undead specifically.
  • Clumsy: -2 to Dex and movement speed.
  • Stupid: Int set to 5. They are barely able to understand the simplest of spoken commands, with the aid of gestures and nonverbal communication. They lose any spellcasting abilities, skills, feats, class features, and proficiencies. If wielding martial weapons, they are disadvantaged on attack rolls (but are fine with simple weapons).
  • Doomed: At the end of the duration of the spell, they die once more, and cannot be raised again with Reanimate.

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.

  • Alternate use: you splatter your blood in a burst 2 within 30-ft. It lands on the ground. Could be useful.

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).

  • Alternate use: ignite a bloodied weapon, such that it causes medium fire damage in addition to normal damage.
  • Alternate use: target a single creature with blood; they suffer light fire damage on turn start, and each time they are struck for non-internal damage, they suffer light fire damage as flames erupt from their wounds.

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:

  • Locate Creature: at-will; as you concentrate, you sense the direction of the creature, and the rough distance (1 yard, 10 yards, 100 yards, 1 mile, 10 miles, 100 miles, etc).
  • Spirit Link: at-will; you create a mental link to the creature. You may speak to the subject through that creature. You perceive the subject and its most immediate surroundings (a few feet). Lasts as long as you concentrate.
  • Transmit Weal or Woe: at-will; you may cast a spell or use a physical attack against the doll. This transmits the effect of the spell or attack to the subject, over any distance, bypassing all wards. Each such attack has a 25% chance of destroying the doll permanently.
  • Recall Spirit: 1 minute cast, concentration, subject must be dead; you conjure the creature's spirit, allowing communication. If unwilling to cooperate, you may force the subject spirit to answer questions (Will ends effect, one save per question). Destroys phylactery.
  • Steal Visage: 1 minute cast, reserve; you take the form of subject, down to the most minute detail. You know important knowledge the subject would know, such as the names and faces of his close companions. To recall an important detail, such as a secret only he would know, when prompted for it, you may force it from the phylactery (Will ends; a passed save means you can conjure no more secrets this casting). Destroys phylactery.

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:

  • Transmit Weal or Woe: same as normal, except phylactery can suffer 5 "hits" before being destroyed.
  • Steal Visage: same as normal, but does not destroy phylactery.
  • Steal Spell: at-will; you may cast a spell that the subject knows, as if you knew it.
  • Magnify Harm: constant; any harm you inflict upon subject directly (not through Transmit Weal or Woe) is increased in effectiveness by 50%.
  • Domination: at-will, concentration; you may control subject's actions (Contest of Wills).

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.

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