Inept Wizard

Spellcasting

This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Every spell belongs to a school of magic, and every school is a field of training measured by Skill Rank. Before you can cast a spell, three things must be true:

  1. You have learned the spell, or you are casting it from a magic item, such as a Spell Scroll (see “Learning Spells”).
  2. Your Skill Rank in the spell’s school is at least equal to the spell’s level (see “Spell Level and Skill Rank”).
  3. You can pay the spell’s Magic Point cost and provide its Material components (see “Magic Points” and “Components”).
No Preparation

There is no limit to the number of spells you can know, and there is no preparation step — every spell you have learned is always ready to cast. What limits a caster is Skill Rank, Magic Points, and her purse.

Schools of Magic

Each spell belongs to a school of magic, and the schools fall into four groups. The schools are listed in the Schools of Magic table. Your class and other features determine which schools you can learn spells from. You cannot learn spells from schools unavailable to you.

Schools of Magic
Group School Typical Effects Material
Elemental Air Winds, lightning, thunder, flight and leaping, far sight, concealment Arcane gems
Elemental Fire Burning, heat, light, sudden destruction, conjured flame Arcane gems
Elemental Water Cold, ice, acid, dissolution, passage and anchorage, binding magic into objects Arcane gems
Elemental Earth Stone and soil, weight, hindrance, endurance, vermin, moving things at a distance Arcane gems
Ego Body Flesh and blood: wounds, sickness, vigour, strength of limb Aqua vitae
Ego Mind Thought and sense: fear, memory, tongues, concentration, deception of the senses Aqua vitae
Ego Spirit The soul: blessing, cursing, fate, the restless dead, the spark of life Aqua vitae
Moral Light Radiance, purity, revelation, the transmutation of base things into worthy ones Holy relics
Moral Dark Blood, domination, terror, pain, raising and commanding the dead Chunks of sulphur
Holy Holy Miracle and judgement: smiting, plague, retribution, provision, the wrath of the righteous Holy relics

The four Elemental schools govern the elements that compose the world. The three Ego schools govern what composes a person. The two Moral schools are Light and Dark, and no character can draw on both. Holy magic is granted rather than learned, and is available only to those bound by an oath.

Spellcasting Classes

Most creatures are not spellcasters. A character has no Magic Points and cannot learn spells from any school unless a class or another feature says otherwise. Three core classes are spellcasting classes, as shown on the Spellcasting Classes table. Each of these classes also provides the formula for that character’s Magic Point maximum and the size of her Spell Die.

Spellcasting Classes
Class Spellcasting Ability Schools Available Knacks
Wizard Intelligence Air, Fire, Water, Earth Two Elemental schools of your choice
Cleric Wisdom Body, Mind, Spirit, plus Light (good) or Dark (evil) One Ego school and one Moral school, or all three Ego schools
Paladin Charisma Body, Mind, Spirit, Holy None

Wizard. A wizard learns only Elemental magic. At character creation, choose two of the four Elemental schools; you have a Knack in those two and not in the other two, which you can still study.

Cleric. A good-aligned cleric can also learn Light magic, and an evil-aligned cleric can also learn Dark magic; such a cleric has a Knack in one Ego school of her choice and in her Moral school. A neutral cleric gains no fourth school, but has a Knack in all three Ego schools instead.

Paladin. A paladin learns from all three Ego schools and always gains Holy magic as a fourth school. A paladin has no Knack in any school.

Other features, such as a feat or a magic item, can grant Magic Points or open a school to a character who has neither.

Spell Level and Skill Rank

Every spell has a level from 1 to 10, which is indicated in a spell’s description. A spell’s level is an indicator of how powerful it is and of how much training it demands.

To cast a spell of a given level, your Skill Rank in that spell’s school must be at least equal to that level. A 5th-level fire spell requires Skill Rank 5 in Fire magic.

The caps on Skill Rank are described in “Skill Rank” in “Playing the Game”. Holy magic has no spells above 5th level, since no paladin can exceed Skill Rank 5.

Your Skill Rank in a school also applies to the spells you cast from it. You add it to your spell attack rolls and to your spell save DCs (see “Saving Throws” and “Attack Rolls”), and many spell effects scale with it.

Learning Spells

Before you can cast a spell, you must learn it. Learning a spell normally requires a consumable learning material — a page torn from a grimoire, a copied catechism, a written revelation — which is used up in the study. A teacher serves as well as a book, and the GM may have an NPC teach a character a spell for nothing.

You can learn a spell only from a school available to you, and only if its level is equal to or less than your current Skill Rank in that school.

Once learned, a spell is yours permanently. It is always prepared, and it doesn’t count against any limit.

Suggested Prices

Prices for learning materials and Spell Scrolls are given on the Learning Materials and Scrolls table, in copper pieces. Players should generally be allowed to buy these goods at the listed prices wherever such goods are sold, but the GM can adjust them when the setting or the circumstances of the adventure justify it.

A Spell Scroll costs one quarter of the learning material price for the same spell, rounded up. A scroll holds one casting and is spent when used; it teaches you nothing, and it cannot be copied.

Learning Materials and Scrolls (cp)
Spell Level Elemental & Ego Scroll Holy Scroll Light & Dark Scroll
1 50 13 75 19 150 38
2 100 25 150 38 300 75
3 150 38 225 57 450 113
4 200 50 300 75 600 150
5 250 63 375 94 750 188
6 450 113 — — 1,350 338
7 525 132 — — 1,575 394
8 600 150 — — 1,800 450
9 900 225 — — 2,700 675
10 1,000 250 — — 3,000 750

The table is derived from the following rates. Elemental and Ego learning materials cost 50 cp per spell level for spells of level 1–5, 75 cp per spell level for levels 6–8, and 100 cp per spell level for levels 9–10. Holy learning materials cost 75 cp per spell level, and Holy magic has no spells above 5th level. Light and Dark learning materials cost three times the Elemental and Ego price at every level.

Magic Points

Spellcasting is taxing, so a spellcaster can cast only a limited number of spells before resting. Magic Points (MP) are the way a spellcaster’s magical potential is represented.

Your Magic Point Maximum

Your Magic Point maximum is determined by your class. A class’s formula draws on three things: your class level, your Mastery, and your spellcasting ability modifier. See your class’s description for the formula.

Mastery. Your Mastery is the total of your Skill Ranks in the magic schools your class and your other features grant you, divided by four. Every school open to you counts, whether or not you have a Knack for it and whether or not you have put any ranks in it; a school at Skill Rank 0 adds nothing to the total. Always divide by four, even if fewer than four schools are open to you. Whether a caster with a Mastery of 0 has any Magic Points at all depends on the class’s formula.

Examples of Mastery

A wizard has Skill Rank 8 in Fire magic, Skill Rank 6 in Air magic, Skill Rank 3 in Earth magic, and no ranks in Water magic, for 17 ranks in total. Her Mastery is 17 ÷ 4 = 4.25, which comes to 4.

A neutral cleric has Skill Rank 4 in Body magic, Skill Rank 3 in Mind magic, and Skill Rank 5 in Spirit magic, for 12 ranks in total. Her class grants her only those three schools, but she divides by four all the same, so her Mastery is 12 ÷ 4 = 3.

Because Mastery counts every rank you hold rather than your best one, a caster who studies all the schools open to her draws on a deeper reservoir than one who takes a single school to the same depth. Depth of study governs what you can cast, since Skill Rank caps spell level; breadth governs how much.

Recalculate your Magic Point maximum whenever your level, your Mastery, or your spellcasting ability modifier changes. Some feats, traits, and magic items increase it further.

Magic Point Cost

Unless a spell says otherwise, casting a spell costs 2 MP per spell level. If you don’t have enough Magic Points left to pay a spell’s full cost, you can’t cast it.

Examples of Magic Point Costs
  • Fire Bolt, a 1st-level fire spell, costs 2 MP.
  • Anchorage, a 2nd-level water spell, costs 4 MP. A wizard whose Skill Rank in Water magic is below 2 cannot cast it at any price.
  • Ice Bolt states a Magic Point Cost of 1, so it costs 1 MP rather than the 2 MP its level would suggest.
Two Small Spells, or One Large

Under Magic Points, a caster may trade one 2nd-level spell for two 1st-level ones. Small magic is cheap and plentiful. Great magic is a decision.

Casting at a Higher Level

You can cast a spell at any level above its own, provided your Skill Rank in its school is at least equal to the level you choose. The casting costs 2 MP per level of the higher casting, and the spell takes on that higher level for that casting. Many spells describe stronger effects when cast this way, in a Casting as a Higher-Level Spell entry.

For instance, a wizard with Skill Rank 3 in Fire magic can cast Fire Bolt as a 3rd-level spell for 6 MP. That wizard cannot cast it as a 4th-level spell until her Skill Rank in Fire magic reaches 4.

Casting without Spending Magic Points

Some creatures have features that cast a specific spell without cost. Such casting is usually limited in another way, such as a number of uses between Long Rests.

Casting from Scrolls and Magic Items

Any character can cast a spell from a consumable or a storing item, such as a Spell Scroll or a Ring of Spell Storing, even one who has never learned the spell, has no Skill Rank in its school, and belongs to no spellcasting class. The item supplies the knowledge. It doesn’t supply anything else.

Potency. The creator fixes a potency into the item when she makes it. That potency serves as the Skill Rank in the spell’s school for that casting, and determines the level at which the spell is cast, its attack rolls, its save DC, and any effect that scales with Skill Rank. Add your own spellcasting ability modifier if you have one, and nothing if you don’t.

Costs Still Apply. The Magic Point cost and the Material components are yours to provide. A knight has no Magic Points at all, so before reading a scroll she must first find some temporary source of them — a draught, a boon, or an enchanted trinket.

Regaining Magic Points

Spell Dice. Your class sets both the number and the size of your Spell Dice. A wizard or a cleric has one for each level in her class; a paladin has one for every odd level, and so half as many. During a Short Rest, you can spend any number of Spell Dice you have left. For each die spent, roll it and regain that many Magic Points. Nothing is added to the roll — neither an ability modifier nor a Skill Rank.

Long Rest. Finishing a Long Rest restores all your expended Magic Points and returns half your total Spell Dice, to a minimum of one.

Magic Points regained above your Magic Point maximum are lost.

Casting Spells

A spell’s name is followed by a series of entries giving the details needed to cast it. The sections below explain each of those entries in turn.

Casting in Armour

You must have a Skill Rank in every armour category you are wearing to cast spells while wearing it. A character in a gambeson under a hauberk needs a rank in both. You are otherwise too hampered by the armour for spellcasting.

Casting Time

Most spells require the Magic action to cast, but some spells require a Bonus Action, a Reaction, or 1 minute or more. A spell’s Casting Time entry specifies which of those is required.

One Paid Spell per Turn

On a turn, you can spend Magic Points only once. This rule means you can’t, for example, cast a spell using the Magic action and another one using a Bonus Action on the same turn.

Reaction and Bonus Action Triggers

A spell that has a casting time of a Reaction is cast in response to a trigger that is defined in the spell’s Casting Time entry. Some spells that have a casting time of a Bonus Action are also cast in response to a trigger defined in the spell.

Longer Casting Times

Certain spells require more time to cast: minutes or even hours. While you cast a spell with a casting time of 1 minute or more, you must take the Magic action on each of your turns, and you must maintain Concentration (see “Concentration”) while you do so. If your Concentration is broken, the spell fails, but you expend neither Magic Points nor Material components. To cast the spell again, you must start over.

Range

A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.

A range usually takes one of the following forms:

Distance. The range is expressed in feet.

Touch. The spell’s effect originates on something, as defined by the spell, that you must touch within your reach.

Self. The spell is cast on you or emanates from you, as specified in the spell.

If a spell has movable effects, they aren’t restricted by its range unless the spell’s description says otherwise.

Components

A spell’s components are physical requirements the spellcaster must meet to cast the spell. Each spell’s description indicates whether it requires Verbal (V), Somatic (S), or Material (M) components. If the spellcaster can’t provide one or more of a spell’s components, the spellcaster can’t cast the spell.

Verbal (V)

A Verbal component is the chanting of esoteric words that sound like nonsense to the uninitiated. The words must be uttered in a normal speaking voice. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a creature that is gagged or in an area of magical silence can’t cast a spell with a Verbal component.

Somatic (S)

A Somatic component is a forceful gesticulation or an intricate set of gestures. You must use at least one of your hands to perform these movements.

Material (M)

A Material component is costly matter consumed by the casting. Each school uses one kind of matter, listed on the Schools of Magic table and named in a spell’s Components entry: arcane gems for the Elemental schools, aqua vitae for the Ego schools, holy relics for Light and Holy magic, and chunks of sulphur for Dark magic. The Components entry states how many are required at the spell’s own level, and the casting uses them up. You must have a hand free to access them, but it can be the same hand used to perform Somatic components, if any.

Casting at a higher level consumes proportionally more matter. Divide the listed number by the spell’s own level to find what one level of that spell costs, then multiply by the level you cast at, rounding up.

A single component of any kind costs 2 cp. The names differ for flavour; mechanically, one component is one component. Fire Bolt, a 1st-level spell whose entry reads M (1 arcane gem), spends 2 cp of matter along with its 2 MP, and 3 gems if it is cast as a 3rd-level spell. Fireball, whose entry reads M (6 arcane gems), is a 3rd-level spell, so it costs 2 gems per level: 6 gems cast at 3rd level, 8 at 4th, and 10 at 5th.

One Bag of Reagents

GMs are encouraged to let components stand in for one another. An evil cleric can burn sulphur for Ego spells as well as Dark ones, rather than carry two pouches that cost the same and do the same work. The names are there to colour a caster, not to make a player keep a ledger. A single line on the character sheet reading “37 arcane components” is a perfectly good way to play.

Duration

A spell’s duration is the length of time the spell persists after it is cast. A duration typically takes one of the following forms:

Concentration. A duration that requires Concentration follows the Concentration rules, described below.

Instantaneous. An instantaneous duration means the spell’s magic appears only for a moment and then disappears.

Time Span. A duration that provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a time-span spell that you cast is ongoing, you can dismiss it (no action required) if you don’t have the Petrified or Unconscious condition.

Concentration

Some spells and other effects require Concentration to remain active, as specified in their descriptions. If the effect’s creator loses Concentration, the effect ends. If the effect has a maximum duration, the effect’s description specifies how long the creator can concentrate on it: up to 1 minute, 1 hour, or some other duration. The creator can end Concentration at any time (no action required).

The following factors break Concentration.

Another Concentration Effect. You lose Concentration on an effect the moment you start casting a spell that requires Concentration or activate another effect that requires Concentration.

Damage. If you take damage, you must succeed on a Constitution saving throw to maintain Concentration. The DC equals 10 or half the damage taken, whichever number is higher, up to a maximum DC of 30.

Dead. Your Concentration ends if you die.

Magic Point Cost

Most spells carry no Magic Point Cost entry and cost 2 MP per spell level, as set out in “Magic Points” above. A spell that carries the entry costs what the entry names instead.

Effects

The effects of a spell are detailed after the entries above. Those details present exactly what the spell does, which ignores mundane physical laws; any outcome beyond those effects is for the GM to decide. Whatever the effects, they typically deal with targets, saving throws, attack rolls, or all three, each of which is detailed below.

Targets

A typical spell requires the caster to pick one or more targets to be affected by the spell’s magic. A spell’s description says whether the spell targets creatures, objects, or something else.

A Clear Path to the Target. To target something with a spell, a caster must have a clear path to it, so it can’t be behind Total Cover.

Targeting Yourself. If a spell targets a creature of your choice, you can choose yourself unless the creature must be Hostile or specifically a creature other than you.

Areas of Effect. Some spells cover an area called an area of effect, which is defined in “Areas of Effect” in “Conditions of Play”. The area determines what the spell targets. The description of a spell specifies whether it has an area of effect, which is typically one of these shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere.

Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s description says otherwise.

Invalid Targets. If you cast a spell on someone or something that can’t be affected by it, nothing happens to that target, but the Magic Points and the Material components are expended all the same.

If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is an invalid target). Otherwise, you perceive that the spell did nothing to the target.

Saving Throws

Many spells specify that a target makes a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. Here’s how to calculate the DC for your spells:

Spell save DC = 8 + your spellcasting ability modifier + your Skill Rank in the spell’s school

A monster uses its Proficiency Bonus in place of a Skill Rank:

Monster spell save DC = 8 + its spellcasting ability modifier + its Proficiency Bonus

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell hits a target. Here’s how to calculate the attack modifier for your spells:

Spell attack modifier = your spellcasting ability modifier + your Skill Rank in the spell’s school

Monster spell attack modifier = its spellcasting ability modifier + its Proficiency Bonus

Combining Spell Effects

The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap. The most recent effect applies if the castings are equally potent and their durations overlap. For example, if two clerics cast Bless on the same target, that target gains the spell’s benefit only once; the target doesn’t receive two bonus dice. But if the durations of the spells overlap, the effect continues until the duration of the second Bless ends.

Identifying an Ongoing Spell

You can try to identify a non-instantaneous spell by its observable effects if its duration is ongoing. To identify it, you must take the Study action and succeed on an Intelligence (Arcana) check against a DC of 10 plus the spell’s level.

Spell Lists

Water magic

Acid Spray

1st-level water magic

Casting Time: Magic action
Range: Self (10-foot Emanation)
Components: V, M (1 arcane gem)
Duration: Instantaneous

You eject a burst of acid droplets that splash outward from your body. Each creature in the area other than you must make a Dexterity saving throw. On a failed save, the creature takes Acid damage equal to 1d4 plus your Skill Rank in Water magic. On a successful save, it takes half as much damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4, and the Emanation extends 5 feet further.

Awaken

1st-level water magic

Casting Time: Magic action
Range: 15 feet
Components: S
Duration: Instantaneous

Choose a number of creatures within range, up to your Skill Rank in Water magic, that have the Unconscious condition from sleep, natural or magical. Each chosen creature wakes at once and can act on its next turn as normal. A creature that is Unconscious for any other reason is unaffected.

Ice Bolt

1st-level water magic

Casting Time: Magic action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Magic Point Cost: 1

You hurl a shard of conjured ice at a creature within range. Make a ranged spell attack. On a hit, the target takes Cold damage equal to 1d6 plus your Skill Rank in Water magic.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d6.

Quenching

1st-level water magic

Casting Time: 8 hours
Range: Touch
Components: V, M (15 arcane gems)
Duration: Permanent

You perform a slow ritual of infusion, binding latent magical patterns into a mundane item. Choose a nonmagical item you touch for the entire casting time. At the end of the ritual, the item becomes an Enchanted Item.

When you cast this spell, the enchantment takes a potency equal to the level you cast it at. Enchantment descriptions call this value n. Roll for the enchantment itself using the procedure in “Enchanted Items”.

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, the potency (n) of the enchantment increases accordingly.

Anchorage

2nd-level water magic

Casting Time: 1 hour
Range: Self
Components: V, S, M (12 arcane gems to set an anchorage, or 10 arcane gems per creature to teleport)
Duration: Special

When you cast this spell, choose one of the following effects:

Set an Anchorage. You mark your current physical location as a magical anchor point. The anchor is invisible and intangible. It persists for a number of days equal to your Skill Rank in Water magic, after which it fades.

Teleport. You and up to 8 willing creatures within 10 feet of you instantly teleport to an anchor point you have previously set. The destination must be on the same plane of existence and no more than 100 miles away for each point of your Skill Rank in Water magic. An anchor beyond that distance cannot be reached, though it does not fade.

You may maintain a number of active anchor points equal to your Skill Rank in Water magic, and you may teleport to any of them. If setting a new anchor would take you past that number, choose one of your existing anchors; it fades as the new one is set.

Remove Obstacle

2nd-level water magic

Casting Time: Magic action
Range: 30 feet
Components: S, M (2 arcane gems)
Duration: Instantaneous

You choose a Medium or smaller object within range that is not worn, carried, or attached to another structure or the ground. The object vanishes and reappears in the nearest unoccupied space to a point 100 feet away from its original position, along the line extending from you through the object.

A tree, bush, or other plant of Medium size is a legal target, though it is rooted to the ground. This spell has no effect on a magical object.

A creature or object resting on or inside the removed object stays where it is, and falls if nothing else holds it up.

Casting as a Higher-Level Spell. When cast as a 6th-level spell or higher, you can target a Large object.

Water Walk

2nd-level water magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: 10 minutes

Choose a number of willing creatures within range, up to your Skill Rank in Water magic. Until the spell ends, each target walks across the surface of a liquid as though it were solid ground.

A target must take a Bonus Action to pass from the surface into the liquid, and a Bonus Action to return to the surface. A target that falls onto a liquid passes through the surface and into the liquid below.

The spell has no effect on non-liquid surfaces, such as mud, snow, quicksand, or molten rock.

The spell does not protect a target from the liquid. A target that walks on acid is untouched by it, but one that enters the acid takes damage as normal.

Casting as a Higher-Level Spell. For each spell level above 2nd, the duration increases by 10 minutes.

Hail Storm

3rd-level water magic

Casting Time: Magic action
Range: 120 feet
Components: V, S, M (6 arcane gems)
Duration: Special

You summon a fall of hail over a point you can see within range. The hail fills a Cylinder with a radius of 15 feet and a height of 20 feet, with that point as its origin. Each creature in the Cylinder must make a Dexterity saving throw.

On a failed save, a creature takes Cold damage equal to 2d6 plus your Skill Rank in Water magic, and its Speed is reduced by 10 feet until the end of your next turn, to a minimum Speed of 10 feet. On a successful save, a creature takes half as much damage and its Speed is unchanged.

The hail puts out any exposed flame in the area. Ice covers the ground in the area, and that ground is Difficult Terrain until the end of your next turn.

Casting as a Higher-Level Spell. For each spell level above 3rd, the radius increases by 5 feet.

Standing Mist

3rd-level water magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (3 arcane gems)
Duration: 3 minutes

You conjure a cold fog around a point you can see within range. The mist fills a Cube with that point as its origin, and each side of the Cube is 10 feet plus 5 feet for each point of your Skill Rank in Water magic. The area within the Cube is Densely Obscured for the duration.

The mist does not drift, and no wind disperses it.

Casting as a Higher-Level Spell. For each spell level above 3rd, the duration increases by 5 minutes.

Water Breathing

3rd-level water magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (3 arcane gems)
Duration: 1 hour

Choose a number of willing creatures within range, up to your Skill Rank in Water magic. Until the spell ends, each target breathes water as easily as air and has a Swim Speed equal to its Speed.

A target can still breathe air.

Casting as a Higher-Level Spell. For each spell level above 3rd, the duration increases by 1 hour.

Fire magic

Burning Tar

1st-level fire magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You conjure a glob of burning tar and hurl it at a creature within range. Make a ranged spell attack. On a hit, the target takes Fire damage equal to 1d6 plus your Skill Rank in Fire magic, and it must succeed on a Dexterity saving throw or gain the Burning condition, which deals 1d4 Fire damage.

A burning creature can take an action on its turn to smother the flames, repeating the save and ending the condition on a success.

Tar that strikes a flammable object sets it alight, and the object takes the same damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d6 and the Burning damage increases by 1d4.

Fire Bolt

1st-level fire magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You hurl a compact lance of burning force at a creature within range. Make a ranged spell attack. On a hit, the target takes Fire damage equal to 1d12 plus your Skill Rank in Fire magic.

A flammable object struck by the lance catches fire, unless it is worn or carried.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d12.

Fire Emanation

1st-level fire magic

Casting Time: Magic action
Range: Touch
Components: V, M (1 arcane gem)
Duration: 1 minute

You touch a nonmagical weapon and run a simmering heat through it. For the duration, the weapon deals an extra 1d4 Fire damage on each hit.

Casting as a Higher-Level Spell. For each spell level above 1st, the extra damage increases by 1d4.

Torchlight

1st-level fire magic

Casting Time: Magic action
Range: Touch
Components: S
Duration: Special

You kindle a steady flame that clings to an object you carry. The flame sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet, and it gives off heat as a torch does. It burns no fuel, and no wind puts it out.

The flame lasts for a number of hours equal to your Skill Rank in Fire magic. It sets alight what a torch would. The spell ends if you give the object to another creature, if you drop it, or if it is destroyed.

Fiery Mines

2nd-level fire magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (1 arcane gem per mine)
Duration: 1 minute

You conjure three fire mines and place each one in an unoccupied 5-foot square you can see within range. No two mines can share a square. A mine is concealed and stays for the duration.

When a creature enters a mined square, the mine goes off. The creature takes Fire damage equal to 1d8 plus your Skill Rank in Fire magic. Each mine goes off once and is then spent.

Any creature sets off a mine, including your allies.

A creature can find a mine by succeeding on a Wisdom (Perception) check against your spell save DC. Any creature that watches you cast this spell and can understand what it sees knows that you laid mines, but not where they lie.

Casting as a Higher-Level Spell. For each spell level above 2nd, you place 2 additional mines.

Fiery Sword

2nd-level fire magic

Casting Time: Bonus Action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: 1 minute

You evoke a blade of living flame in a free hand, shaped like a backsword. It sheds Dim Light in a 20-foot radius. If you let go of the blade, it vanishes and the spell ends.

As a Magic action, you can make a melee spell attack with the sword. On a hit, the target takes Fire damage equal to 2d6 plus your Skill Rank in Fire magic.

Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d6 and the duration increases by 1 minute.

Gadara’s Beast

2nd-level fire magic

Casting Time: Magic action
Range: Self
Components: V, S, M (4 arcane gems)
Duration: Special

You summon a boar of living flame that erupts beside you and charges in a direction you choose. The beast has a Speed of 40 feet and always takes the Dash action, so it runs 80 feet each round it moves. It moves at once when it appears, and again at the start of each of your turns. It does not turn aside, and it cannot be attacked, blocked, or driven off. It vanishes when it has run 160 feet.

When the beast enters a creature’s space, that creature takes Fire damage equal to 2d8 plus your Skill Rank in Fire magic, and the beast runs on. If the beast has run at least 20 feet since it appeared or since it last struck a creature, that creature also takes 1d6 Bludgeoning damage and must succeed on a Dexterity saving throw or fall Prone.

A creature struck once is not struck again by the same beast.

Casting as a Higher-Level Spell. For each spell level above 2nd, the Fire damage increases by 1d8.

Burning Coals

3rd-level fire magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (3 arcane gems)
Duration: Special

You scatter a bed of glowing coals across the ground around a point you can see within range. The coals cover the ground within 10 feet of that point, and that ground is Difficult Terrain.

When a creature enters the coals for the first time on a turn or starts its turn standing on them, it takes 1d6 Fire damage.

The coals burn for a number of rounds equal to your Skill Rank in Fire magic. They set alight every flammable object they land on that is not worn or carried, and they burn on any surface.

Casting as a Higher-Level Spell. For each spell level above 3rd, the damage increases by 1d6 and the radius increases by 5 feet.

Fireball

3rd-level fire magic

Casting Time: Magic action
Range: 120 feet
Components: V, S, M (6 arcane gems)
Duration: Instantaneous

You throw a bead of fire at a point you can see within range, where it blossoms into flame. Each creature in a 20-foot-radius Sphere centred on that point must make a Dexterity saving throw. On a failed save, a creature takes Fire damage equal to 2d12 plus your Skill Rank in Fire magic. On a successful save, it takes half as much damage.

Molten Spatter. The blast throws out droplets of molten matter. Each creature within 10 feet of the Sphere, including you, must succeed on a Dexterity saving throw or take 1d4 Fire damage. A creature behind Total Cover takes nothing.

The fire sets alight every flammable object in either area that is not worn or carried.

Casting as a Higher-Level Spell. For each spell level above 3rd, the damage increases by 1d12 and the spatter reaches 5 feet further.

Haste

3rd-level fire magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (3 arcane gems)
Duration: Special

You quicken the blood of a willing creature you can see within range. Until the spell ends, the target’s Speed is doubled, it has Advantage on Dexterity saving throws, and it gains an extra action on each of its turns. That extra action can be used only to Attack, Dash, Disengage, Hide, or Utilise. An Attack action taken with it grants one attack roll, whatever other effects would grant more.

The spell lasts for a number of rounds equal to your Skill Rank in Fire magic.

When the spell ends, the target gains the Weakened condition. The condition lasts until the target finishes a Short Rest.

Air magic

Feather Fall

1st-level air magic

Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
Components: V, M (1 arcane gem)
Duration: 1 minute

Choose a number of falling creatures within range, up to your Skill Rank in Air magic. Until the spell ends, a chosen creature descends at 60 feet per round. If it lands before the spell ends, it takes no damage from the fall, and the spell ends for that creature.

Sparks

1st-level air magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You release a burst of crackling air static that forms into small orbs of lightning. Choose a number of creatures you can see within range, up to your Skill Rank in Air magic. You cannot choose the same creature twice.

Make a ranged spell attack against each chosen creature. On a hit, it takes 1d6 Lightning damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage of each spark increases by 1d4.

Will-o’-Wisp

1st-level air magic

Casting Time: Magic action
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: Concentration, up to 10 minutes

You summon a small glowing orb of charged air and pale light. The orb hovers within 2 feet of you and drifts alongside you as you move. It sheds Dim Light in a 15-foot radius.

The orb has an instinctive awareness. When a creature you can see hits you with an attack, the orb streaks towards the attacker and releases a crackling spark. The spark hits automatically and deals 3d4 Lightning damage, and the orb then vanishes.

Casting as a Higher-Level Spell. For each spell level above 1st, you create one additional orb, and the Dim Light shed by your orbs extends 15 feet further.

Wizard Eye

1st-level air magic

Casting Time: Magic action
Range: 30 feet
Components: S, M (1 arcane gem)
Duration: Concentration, up to 1 hour

You create an invisible floating eye that sends you what it sees. The eye has Darkvision out to 30 feet and a Passive Perception of 11. It can be up to 120 feet from you, and as a Bonus Action you can move it up to 30 feet in any direction.

The eye has physical substance and a shape, so anything that perceives what cannot be seen perceives the eye, and a creature may blunder into it. Solid and magical barriers stop it, though it passes through any opening at least 1 inch across.

Casting as a Higher-Level Spell. For each spell level above 1st, the eye can be a further 120 feet from you, and its Passive Perception increases by 1.

Jump

2nd-level air magic

Casting Time: Bonus Action
Range: Touch
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You touch a creature and fill its legs with a burst of propulsive force. It can immediately use its Reaction to jump up to 10 feet in any direction for each point of your Skill Rank in Air magic.

If the creature falls after the jump, it takes no damage from falling so long as the fall is no longer than the jump. Any distance beyond that deals falling damage as normal.

Casting as a Higher-Level Spell. For each spell level above 2nd, you can affect one additional creature within reach.

Thunderbolt

2nd-level air magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You call down a bolt of thunder that strikes a creature you can see within range. The bolt hits automatically, and the target takes Thunder damage equal to 3d4 plus your Skill Rank in Air magic.

Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d4.

Vanish

2nd-level air magic

Casting Time: Bonus Action
Range: Self
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You teleport up to 30 feet to an unoccupied space you can see. This movement does not provoke Opportunity Attacks.

Casting as a Higher-Level Spell. For each spell level above 2nd, the distance you can teleport increases by 5 feet.

Invisibility

3rd-level air magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (3 arcane gems)
Duration: Special

You touch a willing creature and bend the light that falls on it. The target gains the Invisible condition with the Light Aberration variant.

The spell lasts for a number of minutes equal to 10 times your Skill Rank in Air magic.

The spell ends for a creature when it attacks, deals damage, casts a spell, touches another creature or is touched by one, or takes any action that makes more noise than quiet footsteps.

Casting as a Higher-Level Spell. For each spell level above 3rd, you can affect one additional creature.

Levitate

3rd-level air magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (3 arcane gems)
Duration: 10 minutes

You lift a creature or an object that is not worn or carried off the ground. An unwilling creature must fail a Strength saving throw to be affected. The target floats about 5 inches above any solid surface below it and touches nothing.

A levitating creature moves at its usual Speed and ignores Difficult Terrain on the ground. Anything on the ground that affects only creatures touching it does not affect the target. The creature makes no sound as it moves, and it has Advantage on Dexterity (Stealth) checks.

A levitating creature cannot climb a slope. At the start of each of its turns on sloping ground, it slides 10 feet downhill. It cannot stand still on a slope, and it cannot swim. None of this applies while the creature moves using a Fly Speed.

A levitating object does not move on its own. As a Magic action you can move it up to 30 feet in any direction, so long as it stays within range. The object can weigh no more than 50 pounds for each point of your Skill Rank in Air magic.

The spell ends for a target that is no longer above a solid surface, and it falls.

Casting as a Higher-Level Spell. For each spell level above 3rd, you can affect one additional creature or object.

Shock Wave

3rd-level air magic

Casting Time: Magic action
Range: Self (20-foot Emanation)
Components: V, S, M (3 arcane gems)
Duration: Instantaneous

You clap the air and a wall of sound bursts outward from you. Each creature in the area other than you must make a Constitution saving throw.

On a failed save, a creature takes 2d8 Thunder damage and has the Stunned condition until the end of its next turn. On a successful save, it takes half as much damage and does not have the Stunned condition.

The sound carries 300 feet, and every creature within that distance hears it.

Casting as a Higher-Level Spell. For each spell level above 3rd, the damage increases by 1d8.

Earth magic

Barkskin

1st-level earth magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 4 hours

You touch a willing creature. Its skin firms and takes on a muted texture. Until the spell ends, the target gains 3 Resistance Points against Bludgeoning, Slashing, and Piercing damage.

Casting as a Higher-Level Spell. For each spell level above 1st, the Resistance Points increase by 1.

Elemental Protection

1st-level earth magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 arcane gem)
Duration: 2 hours

You touch a willing creature. Until the spell ends, the target gains 3 Resistance Points to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.

Casting as a Higher-Level Spell. For each spell level above 1st, the Resistance Points increase by 1.

Slow

1st-level earth magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 arcane gem)
Duration: 1 minute

Choose a creature you can see within range. The target’s Speed is reduced by 5 feet for the duration. This spell requires no saving throw.

A creature’s Speed cannot be reduced below 10 feet by this spell, regardless of how many times it is affected.

Casting as a Higher-Level Spell. For each spell level above 1st, the Speed reduction increases by 5 feet (to a minimum of 10 feet remaining).

Trenching

1st-level earth magic

Casting Time: Reaction, which you take when you or a creature within 15 feet of you is targeted by an attack roll (before the result is known)
Range: 15 feet
Components: V, S, M (1 arcane gem)
Duration: 1 round

A barrier of hardened earth momentarily rises to shield the target. The target gains +3 to Armour Class for the duration.

Casting as a Higher-Level Spell. For each spell level above 1st, the Armour Class bonus increases by 1.

Locust Swarm

2nd-level earth magic

Casting Time: Magic action
Range: Self
Components: V, S, M (1 arcane gem)
Duration: Instantaneous

You summon a cloud of locusts that pours outward from you in a 15-foot cone. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 3d4 Piercing damage. On a successful save, the creature takes half as much damage.

Food and drink carried by creatures within the cone becomes fouled by poison and disease, rendering it unsafe to consume.

Casting as a Higher-Level Spell. For each spell level above 2nd, the cone’s length increases by 5 feet, and the damage increases by 2d4.

Stun

2nd-level earth magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Concentration, up to 1 minute

Choose a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the creature has the Stunned condition for the duration. At the end of each of its turns, the Stunned creature may repeat the saving throw, ending the effect on a success.

Telekinesis

2nd-level earth magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 arcane gems)
Duration: Instantaneous

You extend your will towards an object within range and move it up to 30 feet in any direction. Casting the spell and moving the object are one action.

If the object is not worn or carried, it moves freely. If the object is worn or carried by a creature, the creature must succeed on a Strength check (DC = 3 + twice the level at which you cast this spell) or the object is pulled from its grasp.

The object’s weight must not exceed 10 lb. You can also use this force to trigger traps, open doors, windows, chests, or take similar actions of applied force against inanimate objects, provided the force required does not exceed the spell’s weight limit.

Casting as a Higher-Level Spell. For each spell level above 2nd, the maximum weight increases by 10 lb, and the movement distance increases by 5 feet.

Body magic

Cure Weakness

1st-level body magic

Casting Time: Magic action
Range: Touch
Components: S, M (1 aqua vitae)
Duration: Special

You steady a creature’s breath, purge fatigue from its muscles, and restore its resilience for a time. The target ignores the Weakened condition for a number of minutes equal to your Skill Rank in Body magic.

When the duration ends, the target has the Weakened condition again, unless whatever caused it has ended in the meantime.

Casting as a Higher-Level Spell. For each spell level above 1st, you can affect one additional creature.

Cure Wounds

1st-level body magic

Casting Time: Magic action
Range: Touch
Components: S, M (1 aqua vitae)
Duration: Instantaneous

A creature you touch regains Hit Points equal to 1d6 plus your Skill Rank in Body magic.

Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.

Harm

1st-level body magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You focus your understanding of anatomy and vital stress points into a lance of controlled force. Make a ranged spell attack against a creature within range. On a hit, the target takes Force damage equal to 1d8 plus your Skill Rank in Body magic.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d8.

Heroism

1st-level body magic

Casting Time: Magic action
Range: Touch
Components: V, M (1 aqua vitae)
Duration: Concentration, up to 1 minute

You flood a creature’s body with resolve, breath, and disciplined aggression. For the duration, the target gains the following benefits.

  • It has Advantage on saving throws against being Frightened. If it is already Frightened, it can immediately make a saving throw to end that condition.
  • It adds your Skill Rank in Body magic to every damage roll it makes.
  • At the start of each of its turns, it gains Temporary Hit Points equal to your Skill Rank in Body magic.

Casting as a Higher-Level Spell. For each spell level above 1st, you can affect one additional creature.

Antidote

2nd-level body magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (2 aqua vitae)
Duration: 1 hour

You touch a creature. For the duration, it has Resistance Points against Poison damage equal to your Skill Rank in Body magic.

Casting as a Higher-Level Spell. For each spell level above 2nd, you can affect one additional creature within reach.

Flying Fist

2nd-level body magic

Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

You manifest a flying fist in an unoccupied space you can see within range. The fist has a Fly Speed of 25 feet, Armour Class 13, and Hit Points equal to 3d4.

As a Bonus Action on your turn, you can command the fist to move up to its Speed and strike a creature within 5 feet of it. Make a melee spell attack using your spellcasting ability. On a hit, the target takes Force damage equal to 1d4 plus your Skill Rank in Body magic.

The fist cannot manipulate objects, activate items, carry creatures, or take any action other than striking. If the fist drops to 0 Hit Points, the spell ends.

You can have only one flying fist at a time. If you cast this spell while a fist exists, the casting fails, and the Magic Points and Material components are spent.

Casting as a Higher-Level Spell. For each spell level above 2nd, the fist’s Hit Points increase by 2d4 and its damage increases by 1d4.

Mallethands

2nd-level body magic

Casting Time: Magic action
Range: Touch
Components: V, M (2 aqua vitae)
Duration: 1 minute

You touch a creature and imbue its fists with brutal striking force. For the duration, it adds your Skill Rank in Body magic to the damage it deals with Unarmed Strikes.

Blindness or Deafness

3rd-level body magic

Casting Time: Magic action
Range: 120 feet
Components: V, S, M (3 aqua vitae)
Duration: 1 minute

You strike at the nerve behind a creature’s eye or ear. Choose a creature you can see within range, and choose Blinded or Deafened. The target must succeed on a Constitution saving throw or gain the chosen condition for the duration.

At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Casting as a Higher-Level Spell. For each spell level above 3rd, you can target one additional creature. You choose the condition separately for each.

Cure Disease

3rd-level body magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (3 aqua vitae)
Duration: Instantaneous

You touch a creature and draw the sickness out of it. One Common disease afflicting the target ends.

Casting as a Higher-Level Spell. When you cast this spell as a 5th-level spell, it ends a Mild disease. As a 7th-level spell, it ends a Severe disease. As a 9th-level spell, it ends a Fatal disease.

Enlarge or Reduce

3rd-level body magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (3 aqua vitae)
Duration: Special

You work a creature’s flesh and bone into a greater or a lesser frame. Choose a creature you can see within range, or an object within range that is not worn or carried, and choose Enlarge or Reduce. An unwilling creature must fail a Constitution saving throw to be affected.

The effect lasts for a number of minutes equal to your Skill Rank in Body magic.

Enlarge. The target’s size becomes the next size larger. It has Advantage on Strength checks and Strength saving throws, and its attacks deal an extra 1d4 damage on a hit.

Reduce. The target’s size becomes the next size smaller. It has Disadvantage on Strength checks and Strength saving throws, and its attacks deal 1d4 less damage on a hit, to a minimum of 1.

Anything the target wears or carries changes size with it, and returns to its proper size at once if it leaves the target’s possession. If there is not room for the target to grow, it grows as far as the space allows.

Casting as a Higher-Level Spell. For each spell level above 3rd, you can affect one additional creature or object.

Mind magic

Fool’s Gold

1st-level mind magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Special

You touch a nonmagical object. The object’s perceived value by other creatures is either multiplied or divided (your choice) by your Skill Rank in Mind magic. The effect lasts for a number of minutes equal to your Skill Rank in Mind magic.

When the spell ends, all creatures immediately recognise the object’s true worth.

Meditation

1st-level mind magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Until expended or until the creature completes a Long Rest

You touch a creature and channel focused mental energy into its magical reserves. The creature gains 1d4 + your Skill Rank in Mind magic temporary Magic Points.

These temporary Magic Points can be used to cast spells as normal, and used first. Any temporary Magic Points remaining when the creature completes a Long Rest are lost.

A creature cannot benefit from this spell more than once before completing a Long Rest.

Mind Blast

1st-level mind magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You unleash a focused surge of hostile thought towards a creature within range, even one you cannot see, provided you are aware of its presence. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 + your Skill Rank in Mind magic Psychic damage. On a successful save, the creature takes half as much damage.

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, choose one of the following options for each level above 1st: the damage increases by 1d8, or you may target one additional creature within range.

Remove Fear

1st-level mind magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You touch a creature that has the Frightened condition. The condition is immediately removed.

Casting as a Higher-Level Spell. For each spell level above 1st, you may affect one additional creature within reach.

Aim

2nd-level mind magic

Casting Time: Bonus Action
Range: Touch
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

You touch a creature to steady its perception and accuracy. Until the spell ends, the target gains a +1 bonus to all attack rolls it makes, including melee and ranged weapon attacks as well as spell attacks.

Casting as a Higher-Level Spell. When you cast this spell using a higher spell level, you may affect one additional creature for each level above 2nd.

Babel’s Tongue

2nd-level mind magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (4 aqua vitae)
Duration: 1 minute

You curse a creature’s ability to communicate. The target must make a Wisdom saving throw. On a failed save, for the duration, the creature cannot understand any language, cannot be understood by any creature, and cannot cast spells with a Verbal component.

The creature can still gesture, fight, and otherwise act normally — it simply cannot comprehend or produce meaningful speech.

At the end of each of its turns, the affected creature may repeat the saving throw, ending the effect on a success.

Resilient Mind

2nd-level mind magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

Choose a creature within range. For the duration, the target gains a +2 bonus to Wisdom saving throws.

Casting as a Higher-Level Spell. For each spell level above 2nd, the bonus increases by 1.

Spirit magic

Bless

1st-level spirit magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Special

You bestow a benediction upon a creature within range. The blessing lasts for a number of minutes equal to your Skill Rank in Spirit magic.

While the blessing lasts, whenever the target makes an attack roll or a saving throw, it adds 1d4 to the roll.

Casting as a Higher-Level Spell. For each spell level above 1st, you may bless one additional creature.

Curse

1st-level spirit magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Concentration, up to 1 minute

You lay a malediction upon a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature is cursed for the duration.

While cursed, the creature suffers the following effects:

  • Whenever the creature deals damage, each damage die rolled is treated as having rolled its minimum value.
  • Whenever the creature attempts to cast a spell, it must roll 1d10. If the result is equal to or less than the level at which you cast this spell, the spell fails, though any Magic Points and Material components are still expended.

At the end of each of its turns, the cursed creature may use its Bonus Action to repeat the saving throw, ending the curse on a success.

Casting as a Higher-Level Spell. The chance that the cursed creature’s spells fail rises with the level of the casting, as described above.

Detect Vigour

1st-level spirit magic

Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You briefly attune to the life force of a creature you can see within range. You learn the following information about the target:

  • The number of Hit Point Dice the creature has (indicating its approximate maximum Hit Points).
  • The creature’s current Hit Point state: full, three-quarters, one-half, or one-quarter.

If the target is a Construct, the spell reveals only whether the creature is currently functioning or not. No other information is gained.

First Aid

1st-level spirit magic

Casting Time: Bonus Action
Range: Touch
Components: V, S, M (1 aqua vitae)
Duration: Instantaneous

You steady a creature’s resolve and call its spirit back into the struggle. A creature you touch regains 1d6 + your Skill Rank in Spirit magic Hit Points.

Casting as a Higher-Level Spell. For each spell level above 1st, the healing increases by 1d6.

Fate

2nd-level spirit magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

You choose a creature within range and one of the following effects:

Fortune. The creature gains a +2 bonus to attack rolls for the duration.

Misfortune. The creature suffers a −2 penalty to attack rolls for the duration.

Casting as a Higher-Level Spell. For each spell level above 2nd, the bonus or penalty increases by 1.

Preservation

2nd-level spirit magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 aqua vitae)
Duration: 1 hour

You choose a creature within range. For the duration, the creature cannot die due to the loss of Hit Points. If the creature’s Hit Points drop below 1, the creature falls Unconscious but is Stable and makes no Death Saving Throws.

Casting as a Higher-Level Spell. For each spell level above 2nd, choose one of the following: affect one additional creature within range, or extend the duration by 1 hour.

Turn Undead

2nd-level spirit magic

Casting Time: Magic action
Range: Self (30-foot Emanation)
Components: V, S, M (2 aqua vitae)
Duration: 1 minute

Each Undead creature in the area that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has the Frightened condition for the duration and must spend its turns trying to move as far away from you as possible.

At the end of each of its turns, an affected creature may repeat the saving throw, ending the effect on itself on a success.

Casting as a Higher-Level Spell. For each spell level above 2nd, the Emanation extends 10 feet further.

Light magic

Bread and Wine

1st-level light magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (4 holy relics)
Duration: Instantaneous

You pronounce a blessing over what is set before you, and it is made otherwise. Choose one of the following.

Bread. You touch a portion of grain, meal, or bread no larger than your palm, which becomes a pale, brittle wafer. A creature that eats the wafer sheds the Drunk condition. The wafer nourishes nothing, and it crumbles into dust by the end of your next Long Rest.

Wine. You touch up to 1 gallon of water, which becomes wine. The wine is sound and ordinary, indistinguishable from a good vintage, and it intoxicates as wine does. It keeps no longer than wine would.

Casting as a Higher-Level Spell. For each spell level above 1st, you can create one additional wafer or transmute one additional gallon of water.

Light Bolt

1st-level light magic

Casting Time: Magic action
Range: 90 feet
Components: V, S, M (2 holy relics)
Duration: Instantaneous

You call for light, and a narrow ray of it falls on a creature you can see within range. The ray cannot miss.

The target takes Radiant damage equal to 1d4 plus your Skill Rank in Light magic. If the target is Undead, it takes 1d8 plus your Skill Rank in Light magic instead.

Casting as a Higher-Level Spell. For each spell level above 1st, the damage increases by 1d4. Against an Undead target, it increases by 1d8 instead.

The Other Cheek

1st-level light magic

Casting Time: Reaction, which you take when a creature hits you with an attack
Range: Self
Components: S
Duration: 1 minute

You offer no resistance, and turn your face to the creature that struck you. It must succeed on a Charisma saving throw or be unable to attack you for the duration.

The spell ends early if you deal damage to any creature.

Casting as a Higher-Level Spell. For each spell level above 1st, one additional creature that hits you before the spell ends must make the same save.

Wonders

1st-level light magic

Casting Time: Magic action
Range: 30 feet
Components: V
Duration: 1 minute

You ask, and something answers where others can see it. Choose a number of the following signs up to your Skill Rank in Light magic. They last for the duration, or until you end them.

  • Your voice sounds three times as loud as it should.
  • Flames within range gutter, flare, dim, or change colour.
  • Harmless tremors run through the ground.
  • A sound of your choosing issues from a point within range.
  • An unlocked door or window within range flies open, or slams shut.
  • Your eyes shine.

While the signs last, you have Advantage on any ability check you make to Influence a creature that perceived them.

Casting as a Higher-Level Spell. For each spell level above 1st, the range increases by 30 feet.

Eyes Opened

2nd-level light magic

Casting Time: Magic action
Range: Self
Components: V, S, M (4 holy relics)
Duration: 1 hour

Your eyes are opened, and for the duration you see what light will not show you. You see a creature or object that has the Invisible condition as though it were plainly visible.

You do not see a creature whose invisibility carries the No Light variant. Nothing of it reaches your eye.

Casting as a Higher-Level Spell. This spell can be upcast only at 5th level. When cast as a 5th-level spell, you perceive a creature whose invisibility carries the No Light variant as well, by its presence rather than by any light it returns.

Noonday

2nd-level light magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (4 holy relics)
Duration: Instantaneous

A light falls on a point you can see within range, brighter at midday than the sun. Each creature in a 15-foot-radius Sphere centred on that point must make a Constitution saving throw.

On a failed save, a creature takes Radiant damage equal to 1d6 plus your Skill Rank in Light magic, and it has the Blinded condition until the end of your next turn. If the creature is Undead, the damage is 1d10 plus your Skill Rank in Light magic instead.

On a successful save, a creature takes half as much damage and is not blinded.

A creature that cannot see is not blinded by this spell.

Casting as a Higher-Level Spell. For each spell level above 2nd, the damage increases by 1d6, or by 1d10 against an Undead creature.

Yoke

2nd-level light magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (4 holy relics)
Duration: 1 hour

You touch a willing creature and take up a share of what it must bear. For the duration, when the target takes damage, it takes half that damage and you take the other half. Damage you take this way cannot be reduced or prevented by any means.

The spell ends early if you and the target are ever more than 30 feet apart for each point of your Skill Rank in Light magic, or if either of you drops to 0 Hit Points.

Casting as a Higher-Level Spell. For each spell level above 2nd, the duration increases by 1 hour.

Dispel

3rd-level light magic

Casting Time: Magic action
Range: 120 feet
Components: V, S, M (6 holy relics)
Duration: Instantaneous

Choose one creature, object, or magical effect within range, and ask that what has been done to it be undone.

Every spell on the target whose level is equal to or less than the level at which you cast this spell ends. For every other spell on the target, make a spellcasting ability check against a DC of 10 plus that spell’s level. On a success, that spell ends.

Casting as a Higher-Level Spell. Every spell on the target of a level equal to or less than the level you cast at ends automatically, rather than requiring a check.

Resurrect

3rd-level light magic

Casting Time: 10 minutes
Range: Touch
Components: V, S, M (21 holy relics)
Duration: Instantaneous

You touch a creature that has died within a number of days equal to your Skill Rank in Light magic. It returns to life with 1 Hit Point.

The creature returns with the Weakened condition, which lasts until it finishes a Long Rest.

This spell cannot return a creature that died of old age, and it restores no missing part of the body. No casting of this spell, at any level, reaches further back than the time given above.

Casting as a Higher-Level Spell. For each spell level above 3rd, the creature returns with an additional 1d8 Hit Points.

Sending

3rd-level light magic

Casting Time: Magic action
Range: Unlimited
Components: V, M (9 holy relics)
Duration: Instantaneous

You speak a message of no more than twenty-five words to a creature you have met and know by name. The creature hears the message wherever it is, knows it comes from you, and can answer in twenty-five words of its own. Neither of you needs to share a language.

A creature that does not wish to hear from you can refuse the message before it is spoken, and you know that it did.

Dark magic

Bloodsucker

1st-level dark magic

Casting Time: Bonus Action
Range: Touch
Components: S, M (4 chunks of sulphur)
Duration: 10 minutes

You touch a nonmagical weapon. Until the spell ends, the weapon becomes a magic weapon. Whenever its wielder deals damage with that weapon, the wielder regains Hit Points equal to half the damage dealt with that weapon (including the attack’s ability modifier, but excluding any additional damage dealt with that hit, such as damage from a feat or another spell).

Casting as a Higher-Level Spell. For each spell level above 1st, the weapon deals an additional 1d8 Necrotic damage on each hit. This Necrotic damage is not included when calculating the Hit Points restored to the wielder.

Cause Fear

1st-level dark magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 chunks of sulphur)
Duration: 1 minute

Choose a creature you can see within range. It must make a Wisdom saving throw. On a failed save, it has the Frightened condition for the duration. At the end of each of its turns it can repeat the save, ending the effect on a success.

Casting as a Higher-Level Spell. For each spell level above 1st, you can target one additional creature within range.

Enslavement

1st-level dark magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (4 chunks of sulphur)
Duration: 1 minute

You point your finger and extend your will towards a Hostile creature within range. The target must be a creature with CR 1 or lower that can see you. The creature makes a Wisdom saving throw. On a failed save, its attitude towards you shifts to Indifferent, and it becomes Hostile to any creature it can see that is Hostile to you. At the end of each of its turns it repeats the save, ending the effect on a success.

Casting as a Higher-Level Spell. For each spell level above 1st, the maximum CR of a valid target increases by 1.

Spire of Babel

1st-level dark magic

Casting Time: Magic action
Range: Self
Components: V, S, M (4 chunks of sulphur)
Duration: 2 rounds

You slam your hand against the ground and a jagged spire of dark stone erupts from the earth at a point within 5 feet of you. The spire is 20 feet tall and 5 feet across at its base, tapering to a point. It is a solid object, and creatures can shelter behind it.

If there is not room for the spire to rise, it does not rise, and the spell fails (Magic Points and Material components are still consumed).

When the spell ends, the spire topples directly away from you. Each creature in its path must make a Dexterity saving throw, taking 2d6 Bludgeoning damage on a failed save and none on a success.

Casting as a Higher-Level Spell. For each spell level above 1st, the spire is 5 feet taller, stands 1 round longer, and deals an additional 1d6 damage when it falls.

Pain Reflection

2nd-level dark magic

Casting Time: Magic action
Range: Self (20-foot Emanation)
Components: V, S, M (8 chunks of sulphur)
Duration: Concentration, up to 1 minute

A dark aura surrounds you. For the duration, whenever you take damage, you ignore half of that damage. The ignored portion is distributed equally among all other creatures in the area (rounded up per creature), retaining the original damage type. This includes allies.

If no other creature is in the area when you take damage, you take the full amount.

Raise Dead

2nd-level dark magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (8 chunks of sulphur)
Duration: 1 minute

You touch a creature that has been dead no longer than 3 days and whose CR is no higher than your Skill Rank in Dark magic. Its body rises under your control. Its type becomes Undead, and it has Hit Points equal to 1d6 plus your Skill Rank in Dark magic. Its ability scores, Speed, and physical capabilities are as they were in life.

The risen creature can take any action that depends on the body, including Attack, Dash, Dodge, and Disengage, and it can use weapons and natural attacks. It cannot cast spells, use magical abilities, or activate magic items.

On each of your turns you can command it with a Bonus Action, and one Bonus Action commands every creature you have raised. A creature you do not command takes no action.

When the spell ends, the creature falls dead. A body raised by this spell is desecrated, and cannot be raised again, resurrected, or restored to life by any means.

Casting as a Higher-Level Spell. For each spell level above 2nd, the risen creature has an additional 1d6 Hit Points and the duration increases by 1 minute.

Shrapnel

2nd-level dark magic

Casting Time: Magic action
Range: 45 feet
Components: V, S, M (8 chunks of sulphur)
Duration: Instantaneous

You conjure a hot, glowing iron sphere in your hands that instantly shatters apart into three jagged fragments that streak towards creatures of your choice that you can see within range.

For each fragment, make a ranged spell attack against a target. You may direct multiple fragments at the same creature or at different creatures. On a hit, a fragment deals 1d6 Piercing damage and 1d4 Fire damage.

Casting as a Higher-Level Spell. For each spell level above 2nd, you create one additional fragment, and the Piercing damage of each fragment increases by 1d4.

Communicating Vessels

3rd-level dark magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (12 chunks of sulphur)
Duration: Instantaneous

You bind the vitality of creatures you can see within range: yourself, and up to your Skill Rank in Dark magic others. An unwilling creature must be of a CR no higher than twice your Skill Rank in Dark magic, and it must fail a Charisma saving throw to be bound.

Add together the current Hit Points of every bound creature and divide the total evenly among them. A creature cannot exceed its Hit Point maximum this way, and Hit Points that cannot be placed are lost. Any remainder goes to you.

Darkness

3rd-level dark magic

Casting Time: Magic action
Range: 60 feet
Components: V, M (12 chunks of sulphur)
Duration: Special

Darkness spreads from a point you choose within range and fills a 15-foot-radius Sphere. Darkvision does not see through it, and no nonmagical light falls within it.

Instead of a point, you can cast this spell on an object that is not worn or carried. The Darkness then fills a 15-foot Emanation from that object and moves with it. Covering the object with something opaque blocks the Darkness until it is uncovered.

The Darkness lasts for a number of minutes equal to your Skill Rank in Dark magic.

If any part of this spell’s area overlaps an area of Bright Light or Dim Light created by a spell whose level is equal to or lower than the level at which you cast this spell, that spell ends.

Casting as a Higher-Level Spell. For each spell level above 3rd, the radius increases by 5 feet.

Napalm

3rd-level dark magic

Casting Time: Magic action
Range: 60 feet
Components: V, S, M (12 chunks of sulphur)
Duration: Instantaneous

You hurl a clinging, burning filth at a creature you can see within range.

Make a ranged spell attack. On a hit, the target takes 3d10 damage.

Whether the attack hits or misses, the filth bursts where it lands. The target and each other creature within 10 feet of it must make a Dexterity saving throw, taking 1d6 damage on a failed save.

Damage from this spell is Fire or Necrotic. For each creature, it is whichever of the two that creature has fewer Resistance Points against.

Casting as a Higher-Level Spell. For each spell level above 3rd, the attack’s damage increases by 1d10.

Holy magic

Divine Strike

1st-level holy magic

Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Attack
Range: Self
Components: V
Duration: Instantaneous

The target takes extra Radiant damage from the attack equal to 1d8 plus your Skill Rank in Holy magic. If the target is a Fiend or Undead, the extra damage is 2d8 plus your Skill Rank in Holy magic instead.

Casting as a Higher-Level Spell. For each spell level above 1st, the extra damage increases by 1d8, or by 2d8 against a Fiend or Undead.

Dust and Breath

1st-level holy magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You touch a creature that has 0 Hit Points and is making Death Saving Throws. It wakes, speaks a single sentence of no more than seven words, and falls Unconscious again.

This spell restores no Hit Points, ends no ongoing effect, and does nothing to prevent the creature from dying.

Eye for an Eye

1st-level holy magic

Casting Time: Reaction, which you take when you see a creature within 60 feet of you deal damage to another creature
Range: 60 feet
Components: V, S, M (1 holy relic)
Duration: 1 minute

You mark the creature that dealt the damage. You cannot cast this spell on damage dealt to you.

For the duration, whenever the marked creature deals damage to the creature it was marked for, the marked creature takes the same amount of Radiant damage. This damage cannot be reduced or prevented by any means.

Widow’s Jar

1st-level holy magic

Casting Time: Magic action
Range: Touch
Components: V, S, M (1 holy relic)
Duration: Instantaneous

You touch one day’s rations and pray over them. The rations become enough plain food and drink to feed a number of creatures equal to twice your Skill Rank in Holy magic for one day.

Food made by this spell cannot serve as the source for another casting, and no portion of food can be the source twice.

Food made this way that is not eaten before your next Long Rest ends crumbles to ash, and nothing preserves it.

Inquisition

2nd-level holy magic

Casting Time: Magic action
Range: 30 feet
Components: V, S, M (2 holy relics)
Duration: Instantaneous

You put a single question to a creature within range that can understand you and can speak, and the question must be one that yes or no will answer. The creature is compelled to answer, and must make a Charisma saving throw.

On a failed save, it answers truthfully.

On a successful save, it answers as it chooses. If it answers in a way it knows to be false, it takes Radiant damage equal to 1d4 plus your Skill Rank in Holy magic. This damage cannot be reduced or prevented by any means.

A creature that cannot understand you, or that cannot speak, is unaffected.

Casting as a Higher-Level Spell. For each spell level above 2nd, you can put one additional question to the same creature, and it makes a separate save against each.

Pillar of Salt

2nd-level holy magic

Casting Time: Reaction, which you take when a creature within your melee range moves out of your melee range
Range: Self
Components: V, S, M (2 holy relics)
Duration: Special

The creature must make a Strength saving throw. On a failed save, it begins to turn to salt and has the Restrained condition. At the end of each of its turns it repeats the save, ending the effect on a success.

Casting as a Higher-Level Spell. This spell can be upcast only at 5th level. When cast as a 5th-level spell, the creature has the Petrified condition instead. It repeats the save at the end of each of its turns, and if it fails three saves in a row it is Petrified permanently. Only magic ends that condition.

Scapegoat

2nd-level holy magic

Casting Time: Magic action
Range: 15 feet
Components: V, S, M (2 holy relics)
Duration: Instantaneous

Choose a creature within range that has one or more conditions, then choose one of those conditions other than Unconscious, Grappled, Restrained, or Prone. The condition leaves that creature and takes hold of you.

You can end the condition on yourself on the same terms the other creature could have ended it on itself.

Casting as a Higher-Level Spell. For each spell level above 2nd, you have Advantage on one additional attempt to end the transferred condition, starting with the first.