Spells
Defined magic that can be found in scolls, books, and other items that can be harnessed by anyone. This page is still in the process of being re-adapted
Spell | Description |
---|---|
Acid Arrow | 1 Nearby or Far Away target takes 1d6/level damage now and take Ongoing Damage. |
Aerial Servant | Summons an air elemental servant to recover a distant object. |
Animal Summoning | Summons [Mana] d6 HD of animals (4 HD max.) to serve the caster - 1 hr. |
Animate Dead | Create [Mana] d4 Skeletons/Zombies with [Sum] HP, from nearby bodies. |
Animate Object | Give a Nearby object motion and a simple intelligence. |
Anti Magic Shell | Creates a Nearby Zone around the caster blocking all magic. |
Arcane Eye | Conjure an invisible, magical eye within a Far radius that hovers in the air for 1d12 Minutes and allows the user to see through it. |
Area Invisibility | 1d6 Nearby creatures are made invisible until dispelled or they attack. |
Astral Spell | Projects an astral form of the caster onto a chosen plane - [Mana] d12 Minutes. |
Augery | Learn if an Action in the next Hour will bring a good or negative outcome. 25% chance of inaccuracy. |
Balefyre | [Mana] d6 Nearby Targets ignite with divine flames. Each takes [Mana] d6 damage and Ongoing Damage. |
Banishment | Force a Nearby extraplanar creature to DR12 + [Mana] WIS Test or be sent back to their home plane. |
Bestow Curse | A Nearby target gains –6 to an HD (stops at 1HD) and suffers Disadvantage on tests. |
Blade Barrier | Blades cover a Nearby area. Any Creature that enters the Zone or ends their turn in the Zone takes its [Mana] d6 in damage. |
Bless | The caster declares the allies they want to bless and rolls [Mana]. The total value of [Sum] becomes a Pool of points that those blessed can tap into at will when making Tests. The Pool lasts until they next Rest. The moment an ally needs to roll a Test, they can use up a number of points from the Pool to temporarily raise a single Attribute. The Pool must be tapped into before rolling the Test. |
Bless Water | Transmute a flask of water into holy water. |
Blind/Deafen | A Nearby target Tests WIS DR12 + [Mana] or becomes either blind or deaf. |
Blink | Caster phases in and out of reality. Gain advantage on avoiding damage - [Mana] d10 Moments. |
Blood Hex | A single Nearby Creature takes [Mana]d6 damage and Ongoing Damage. A second casting of this spell on a Creature affected by its Ongoing Damage forces the Creature to make a Morale Test. |
Blur | Disadvantage in all Melee and Ranged attack rolls against caster - Ud6 rounds. |
Burning Hands | Deal 1d4 fire damage/caster level to 1d4 Creatures in Close range. |
Chain Lightning | Hit one Nearby or Far Away target for 1d6/level damage, then chain to 1d6 Nearby targets for half damage. |
Chaos | Like a Confusion spell in a Nearby area. Roll Reaction every 10 mins. |
Charm | A Nearby target obeys a simple command and will perform a simple Action. |
Chill Touch | Test INT for single a Close Creature - on a success, the Creature takes 1d6 damage. If the Creature is undead, it must make a Morale Test instead. |
Clone | Create an inert duplicate of a creature after 120 days. If the original dies, their soul enters the clone. Requires rare materials worth 1000 gold. |
Cloudkill | Creates a toxic cloud Nearby, Creatures that touch it are taken OofA - Ud4 Moments. |
Champion's Aura | Gain advantage on all attacks and deal +1d6 holy damage - Ud8 Moments. |
Cone of Cold | 1d6 targets (at Close or Nearby range) take 1d6/level cold damage and are stuck for Ud6 Moments. |
Confusion | [Mana]d6 Nearby targets immediately make a Reaction roll. |
Conjuration of Demons | Summons a Demon with 2HD/[Mana]. |
Conjure Elemental | Create an Elemental of chosen type with [Mana]d4 HD. |
Contact Higher Plane | Ask [Mana] questions and receive truthful answers from the outer gods. |
Crushing Despair | [Mana] take –2 on attack rolls, damage rolls, saves, and checks for 1 + Sum minutes |
Commune | The Cleric's deity truthfully answers 3 questions. |
Control Weather | Control the Nearby weather to all extremes - Ud6 minutes. |
Create Food/Water | Create enough food/water for all Close creatures for a day. |
Cure Disease | Cures a Nearby target of all diseases. |
Cure Light Wounds | Heal 1d8 HP to a Nearby target. |
Cure Serious Wounds | Heal 3d8+3 HP to a Nearby target. |
Darkvision | See in absolute darkness - Ud10 Minutes. |
Daylight/Darkness | A Nearby area is filled with sunlight or impenetrable darkness - lasts Ud10 Minutes. |
Death Spell | [Mana]d8 Nearby targets with 7HD or fewer are taken OofA. |
Detect Invisibility | Invisible creatures or items Nearby are revealed to the caster. |
Detect Magic | Everything Nearby that is magic glows - Ud6 Minutes. |
Detect Thoughts | The caster is able to perceive and understand the surface thoughts of a single living creature Nearby. |
Dimension Door | Teleport a target to a Distant Location. |
Disintegrate | Makes one Nearby target or object turn into a fine powder. |
Dispel Magic | Removes a Nearby Arcane spell. |
Divine Protection | The caster selects [Dice] targets, who now have 3 AP for the next [Dice] attacks they suffer. |
Dream Shield | You ward the target’s mind against intrusion and influence while she is unconscious. |
Earthquake | Test WIS for all Nearby creatures, failures are OofA. |
Empower | The caster targets [Sum] allies. For the next battle (i.e., until they’d be able to restore HP by catching their breath), they deal [Dice] Bonus Damage. |
Ethereal Jaunt | Briefly phase into the ethereal plane, avoiding damage - Ud6 Moments. |
Fear | Test WIS against [Mana]+1d6 HD Nearby creatures, if a pass the target flees - Ud6 mins. |
Feeblemind | Reduce a Nearby target's INT to 4 - Ud6 Moments. |
Find Path | The path to a chosen location is made known - Ud10 minutes. |
Find Traps | Notice all Nearby traps - lasts Ud6 Minutes. |
Finger of Death | Choose a Nearby target and test WIS. Success: Target is OofA. |
Fireball | [Mana]d6 Nearby creatures take 1d6/level damage. |
Flesh to Stone | Turns a Nearby target into stone (or vice versa). |
Fly | A single Close Creature can fly for Ud10 Minutes. A Creature cannot fly if they are Encumbered and fall if they are not touching the ground when the spell ends. |
Fog | Fog covers a Nearby area, all apart from the caster have Disadvantage on checks requiring sight - Ud12 minutes. |
Gate | Open a portal to another plane or summon a powerful being - Ud20 Hours. |
Glamour | The caster is wrapped in an illusion, taking on the outward appearance of another person (real or imagined). Ud4 Hours. |
Hallucinatory Terrain | Terrain out to Far Away appears as the caster desires until touched. |
Haste | Target acts twice per round and gains advantage on DEX tests. Ud6 Moments. |
Hallowed Ground | Permanently consecrate an area. Undead cannot enter; healing prayers heal +1d8 HP. |
Heroism | Nearby target gains advantage on tests and +1d4 temporary HP - Ud4 Moments. |
Hold Monster | Target creature is paralyzed. Any creature type can be targeted. Dex tests to resist. Ud12. |
Hold Person | Paralyses 1d4 Nearby targets. Test WIS each Turn to see if the effect lasts. |
Hypnotic Pattern | 4d6 HD Nearby creatures can't move or act. Test WIS to see if the effect lasts. |
Hold Person | Paralyses 1d4 Nearby targets. WIS test each Turn to end. |
Holy Word | Nearby Creatures with ≤5HD die, 6-8HD are Paralysed, 9-10HD lose Actions for 1d6 Minutes. |
Ice Storm | Nearby area is filled with a storm of hail and ice. Creatures take 1d6/level damage and are weakened. Ud10. |
Identify | Study an object for 1 minute to learn its properties and how to use it. Also reveals any magic or spells affecting it. |
Incendiary Cloud | Creates a cloud of burning embers Nearby which obscures sightlines. Creatures that enter the cloud take [Mana]d8 damage - lasts Ud6 Moments. |
Invisibility | A nearby creature is made invisible until it attacks or dispelled. |
Knock/Lock | A Nearby door or lock is either opened or locked. |
Levitate | The caster floats up to 6 feet from the ground - Ud12 Minutes. |
Light | Create dim light from a Nearby spot or object - Ud8 Minutes. |
Lightning Bolt | Fire a bolt hitting [Mana]d4 targets. Each target takes 1d6/level damage. Can only hit one target at each range (Close, Near, Far Away). |
Limited Wish | Change reality in a limited way or time. |
Locate Object | Name an object and know its direction if within 1000 ft. |
Magic Missile | A Far-Away or Distant target takes 1d6 damage/caster level. |
Magic Mouth | Creates an illusory mouth that repeats a phrase to all Nearby creatures. |
Mass Charm | Test WIS on d6 Nearby targets, if a pass performs a simple command that seems safe. |
Mass Healing | All Nearby allies heal 4d8+4 HP and are cured of one condition. |
Meteor Swarm | Effects the same as casting Fireball 4 times. |
Mirror Image | Create 1d4+1 illusory duplicates around the caster. While duplicates exist, the caster has advantage on tests to avoid damage. Each successful hit destroys one image. |
Mindwipe | Erase a portion of the target’s mind and experiences, inflicting negative levels. |
Misdetection | All detection spells cast out to Far Away malfunction - Ud12 minutes. |
Neutralise Poison | Remove poison from a Nearby target. |
Phantasmal Force | Creates a Nearby illusion dispelled by touch. Test WIS, on a pass a viewer can be harmed (1d6). |
Plague | Test WIS for 1d12 Nearby targets. On success: FDd8 HP loss and Ongoing Damage. |
Polymorph Self/Other | Transform a creature to have the appearance of another. |
Power Word, Kill | A Nearby target with 50HP or fewer dies and cannot be resurrected. |
Power Word, Stun | A Nearby target with 100HP or fewer is stunned for Ud12 Moments. |
Prayer | All Nearby allies defend against attacks with Advantage - Ud4 moments. |
Project Image | Caster's image appears out to Far Away, mimicking the caster. Spells seem to originate from the image. |
Protection | Grants Nearby characters FD+3 Armor temporarily, ends on damage - lasts 10 minutes. |
Protection from Evil | Advantage on harmful tests from an Evil source - Ud8 Minutes. |
Purify Food and Drink | Removes all diseases from all Nearby food and drink. |
Quest | Force a Creature to obey up to 2d4 complex orders. |
Raise Dead | Return a Nearby willing target to life, who died within the last 7 days. |
Ray of Enfeeblement | A Close or Nearby target has disadvantage on STR tests and deals half damage with weapons. Ud8. |
Ray of Frost | A Close or Nearby target 1d4 frost damage/caster level. This target's is stuck for a Moment. |
Read Language/Magic | Read all languages and magic - Ud12 Minutes. |
Rebuke | The caster targets [Sum] enemies. For each, the caster must make a DR12 - [Dice] WIS Test. On a success, they will flee in fear. |
Reject Element | Nearby target gains immunity to a chosen element - Ud6 Moments. |
Remove Curse | Removes a curse from a Nearby target. |
Remove Paralysis | Removes paralysis from a Nearby target. |
Replenish | The caster targets [Dice] allies, who regain [Sum] HP each, not exceeding their maximum HP. This means that a roll of 2 [Mana], with results of 4 and 6, allows 2 allies to regain 10 HP each. |
Resist Element | Nearby target gets +2 to defense tests vs. chosen element - Ud8 Moments. |
Restoration | Returns all levels lost by the caster or target. |
Rusting Grasp | A Close object of iron or iron alloy the Spellcaster touches is instantaneously rusted, pitted, and effectively destroyed. |
Sacred Brand | Mark a target with a holy symbol to sense their distance and direction - Ud8 Hours. |
Sacred Ground | Consecrate an area. Healing prayers heal +1d8 HP - Ud8 Hours. |
Sanctuary | Protect a Nearby target from attacks unless attackers pass WIS test. Ends if target attacks. |
Shape Change | Transform into any creature you've seen. Gain its abilities and HP but keep your INT. Roll Ud20 each hour. |
Shield | Gives the caster Arcane Mail (+2 Armor Points/level) - Lasts Ud6 Moments but once used to reduce damage it is gone for good. |
Shocking Grasp | Touch deals 1d6/level damage to a single target. Metal-armored targets can't avoid the damage. |
Silence | Magical silence covering everything Nearby - Ud8 Minutes. |
Silverlight | Create a silvery light causing Weakness to those vulnerable - Ud10 Minutes. |
Sleep | Puts 4d6 HD 'worth' of beings to sleep - Ud6 Minutes. |
Smite | The caster charges their weapon with divine purpose, dealing [Sum] Bonus Damage for the next [Dice] attacks. |
Speak with Animals | Understand and talk with animals - Ud8 Minutes. |
Speak with Dead | Ask a Nearby corpse 3 questions. |
Spiritual Weapon | Floating holy weapon deals 1d4/level damage, hits incorporeal - Ud8 Moments. |
Telekinesis | Move Nearby objects - Ud12 Minutes. |
Teleport | Transports a Nearby target to any place known to the caster. |
Time Stop | Stops time completely in a Nearby area - 1d4+1 Moments. |
True Seeing | See through darkness (normal or magical), secret doors, invisible, illusions, ethereal, or polymorph – 1 min/level. |
Vampiric Touch | Touch deals 1d6 per two levels; caster gains HP for every point of damage dealt this way |
Vanish | A Nearby Creature is made invisible until it Attacks or the spell is dispelled. After turning invisible, the Creature can teleport to a Nearby location of its choosing. |
Veil | Changes the sight, smell, and feel of everything in a Nearby area, touchable - Ud6 Minutes. |
Vision | Test INT while sacrificing an item worth 300 gp or more to an entity, if a pass get an accurate vision for a question, if a fail, must perform a service. |
True Seeing | See through darkness, illusions, invisibility, shapeshifting - Ud12 Hours. |
Wall of Fire/Water/Air | Wall of one of the three elements noted covers a Nearby area, WIS to attack Close targets (3d6) - Ud8 Minutes. |
Wall of Stone/Iron | A wall of stone or iron covers a Nearby area. |
Ward Weapon | Bless a weapon to deal full damage to incorporeal creatures - Ud8 Minutes. |
Web | Traps a Nearby area, stopping movement - lasts Ud6 Minutes. |
Wind Walk | Turn into mist and back, at will, for the rest of the session. |
Witch Bolt | Fire a beam of arcane power at one Nearby target for 1d6/level damage. WIS Test on subsequent turn to reactivate this spell on the same target for no cost. |
Word of Recall | Teleport back to the location this spell was cast. |