Arcane Spells

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

SpellDescription
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.
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.