Arcane Magic
Arcane Cantrips
Arcane Mark - Cantrip
Range: Touch
Area of Effect: One surface
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell inscribes a faint, glowing rune or symbol upon a surface, visible only to the caster.
Chill Touch - Cantrip
Range: 10 ft. - Line of sight
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell forms a ghostly hand that delivers a cold sensation on touch, producing an eerie chill. It is harmless but can be unsettling to the target.
Cleanse - Cantrip
Range: Touch
Area of Effect: One object or surface
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell instantly cleans grime, stains, or filth from an object or person. It is commonly used by apprentices as much as adventurers.
Dancing Lights - Cantrip
Range: 60 ft.
Area of Effect: 15 ft. radius
Duration: (1 + Intellect modifier) minutes
Casting Time: Automatic
Resistance Roll: N/A
This spell conjures up to four small orbs of light that float and move through the air at the caster's direction, providing illumination or simple visual entertainment.
Floating Dust - Cantrip
Range: 10 ft.
Area of Effect: 5 ft. radius
Duration: (1 + Intellect modifier) minutes
Casting Time: Automatic
Resistance Roll: N/A
This spell causes small particles, such as dust or pollen, to levitate and swirl gently within a small area, creating a magical visual effect.
Grease - Cantrip
Range: 20 ft. - Line of sight
Area of Effect: One object or a 5 ft. area
Duration: (1 + Intellect modifier) × 20 minutes
Casting Time: Automatic
Resistance Roll: N/A
This spell coats a small object or area with a thin layer of slippery magical grease. The grease may be used to loosen a stuck object, lubricate a mechanism, or make a small surface difficult to grasp or stand upon.
The grease is flammable, causing all fire damage to be doubled at the GM's discretion. After the spell's effect expires, the grease magically disappears.
Gust - Cantrip
Range: 20 ft. - Line of sight
Area of Effect: 5 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell produces a brief puff of wind strong enough to flicker torches, scatter papers, or slam a door shut. It may be felt by creatures but otherwise has no effect upon them.
Mage Hand - Cantrip
Range: 30 ft.
Area of Effect: One object or small area
Duration: (1 + Intellect modifier) minutes
Casting Time: Automatic
Resistance Roll: N/A
This cantrip summons a spectral, floating hand that the caster can control at will within range. The hand can manipulate small objects, open unlocked doors or containers, or perform simple tasks such as fetching or pushing.
Mage Spark - Cantrip
Range: Touch
Area of Effect: One object
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell creates a tiny flicker of magical flame on a touched object, useful for lighting candles, campfires, or similar small flames.
Mending - Cantrip
Range: Touch
Area of Effect: One object
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell repairs minor damage to a single nonmagical object touched by the caster. Small tears, cracks, breaks, or similar damage are restored, provided the object is largely intact and all its major pieces are present.
Mending may be used to repair damaged alchemical kits or broken weapons at the GM's discretion.
Message - Cantrip
Range: 120 ft.
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to whisper a short message that only the targeted creature can hear. The message travels instantly and cannot be overheard.
Minor Illusion - Cantrip
Range: 30 ft. - Line of sight
Area of Effect: 5 ft. radius
Duration: (1 + Intellect modifier) minutes
Casting Time: Automatic
Resistance Roll: N/A
This spell creates a small, static image or sound within range to distract or entertain. The illusion is purely sensory and cannot cause harm or physically interact with the environment.
Prestidigitation - Cantrip
Range: 10 ft.
Area of Effect: Small objects or surfaces
Duration: 1 hour
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to perform minor magical tricks, such as cleaning or soiling an object, chilling or warming food, or creating harmless sensory effects.
Shock - Cantrip
Range: 10 ft. - Line of sight
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell releases a small jolt of electrical energy that crackles from the caster's fingertips. It delivers a slight, startling shock to one creature within range, causing a tingling sensation and a faint spark.
Primarily used as a parlor trick or distraction, Shock inflicts 1 Hit Point of damage.
Sparkle - Cantrip
Range: 15 ft.
Area of Effect: 5 ft. radius
Duration: 1d6 rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell produces a harmless shower of multicolored sparks or motes of light, like tiny fireworks. It causes no damage but can dazzle and impress.
Tap - Cantrip
Range: 20 ft.
Area of Effect: One object or surface
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell produces a short, sharp magical tap upon a single object or surface within range, as though it had been struck lightly with a small hammer.
The sound produced is natural to the material struck and can be heard normally by nearby creatures.
Tremor Sense - Cantrip
Range: Self
Area of Effect: 10 ft. radius
Duration: 1 minute
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to feel the faintest footsteps in the ground. For the duration of the spell, the caster can detect footsteps or movement within a 10 ft. radius.
Whispering Echo - Cantrip
Range: 30 ft. - Line of sight
Area of Effect: One room or hallway
Duration: (1 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell creates faint whispers, footsteps, or soft sounds in the distance. It can be used to distract or unnerve foes.
Level 1 Arcane Spells
Arcane Bolt - Evocation
Range: 90 ft. - Line of sight
Area of Effect: Targeted creatures
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Small Crystal
This spell allows the caster to fire 1d6 bolts of arcane energy, each dealing 1 point of damage. When the caster reaches level 5, each bolt deals 2 points of damage. The caster chooses which targets in their clear line of sight, within 90 feet, are struck by the bolts. Bolts may be divided among multiple targets or concentrated on a single one.
Charm Creature - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: One creature
Duration: Special
Casting Time: Automatic
Resistance Roll: Wisdom 6
Material Component: Lock of Human Hair
When this spell is cast, one creature within the caster's line of sight, up to 45 feet away, must make a Wisdom Resistance Roll. If a 6 is rolled, the spell has no effect. Otherwise, the creature becomes charmed, regarding the caster as a trusted ally. While charmed, the target will not attack or intentionally harm the caster.
The creature must make another Wisdom Resistance Roll at the end of each round. If the creature rolls at least one 5 or 6 on three consecutive Resistance Rolls, the charm spell is broken.
Dark Shadow - Illusion
Range: 120 ft.
Area of Effect: 25 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Spider's Leg
This spell engulfs an area with a 25 ft. radius in pitch-black magical darkness anywhere within 120 feet of the caster.
Creatures inside the affected area are completely blinded and are forced to move at a sluggish pace. The oppressive darkness dampens normal ambient light. Torches, lanterns, and similar sources have their range halved while within the shadowed zone.
The spell's effect is negated by any magical light spell. If the magical light moves away, the darkness returns unless the spell's duration has ended.
Flaming Fingers - Evocation - Fire
Range: Close range
Area of Effect: 15 ft. cone in one direction
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Pinch of Ash
This spell allows the caster to project a burst of flames from their fingertips in one direction. Each creature in the affected cone suffers fire damage equal to 1d6 plus the caster's Intellect modifier.
All affected creatures must make a Vitality Resistance Roll. If any 5 or 6 is rolled, the damage is halved.
Float - Alteration
Range: 15 ft.
Area of Effect: One creature
Duration: (2d6 + Intellect modifier) rounds or 30 seconds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Butterfly Wing
This spell allows the caster or one creature the caster can see within 15 feet to levitate between 1 and 6 feet above the ground.
The targeted creature can move at their normal speed without using their legs and feet, allowing them to travel over dangerous terrain or avoid stepping on traps. The effect lasts for the spell's duration or until dispelled, with the target being gently lowered to the surface when it ends.
Lesser Stone Skin - Alteration
Range: 30 ft. - Line of sight
Area of Effect: One creature
Duration: (1d6 + Intellect modifier) attacks
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Fragment of Bone
This spell causes the skin of a creature within 30 feet of the caster to take on a rough, stone-like texture. While the spell is active, the creature gains a +2 bonus to their Defense Score, making them significantly harder to harm during combat.
The spell can be broken immediately by a Renew Flesh spell.
Mind's Eye - Divination
Range: 5 miles
Area of Effect: 15 ft. radius
Duration: (1d6 + Intellect modifier) rounds
Casting Time: 5 rounds
Resistance Roll: N/A
Material Component: Tiny Mirror
This spell allows the caster to visualize any 15 ft. radius within 5 miles, as well as the creatures inside it. The caster must focus for 5 rounds. Any disturbance during this time will disrupt the spell and cause it to fail.
The caster must have a tiny mirror to see the area and any creatures within it, but cannot hear sound from the visualized location. If the caster is disturbed while viewing the area, the spell is prematurely broken.
Mystic Whisper - Enchantment
Range: 180 ft.
Area of Effect: (1 + Intellect modifier) creatures
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: Wisdom 6
Material Component: Whisper Trapped in a Jar
When this spell is used, the caster whispers a subtle suggestion that travels to the minds of creatures within 180 feet. A number of targets equal to 1 plus the caster's Intellect modifier can be affected.
Each target must understand the caster's language to be influenced. Otherwise, the whisper is perceived as meaningless or unnatural and has no effect. The suggestion must be a single, short instruction.
Each target may attempt a Wisdom Resistance Roll. On a successful roll of 6, the target ignores the whisper. On a failure, the target is compelled to believe or follow the instruction.
Radiance - Evocation
Range: Self
Area of Effect: 20 ft. radius
Duration: (1 + Wizard Level) hours
Casting Time: Automatic
Resistance Roll: N/A
Material Component: None
This spell creates an arcane glow that radiates from the caster, shedding bright light in a 20 ft. radius and dim light for an additional 10 feet beyond that.
The radiance is bright enough to banish magical and mundane darkness, yet soft enough to look at directly. The light moves with the caster and lasts for the duration of the spell, creating a constant sphere of radiance.
Sleep - Enchantment
Range: 120 ft.
Area of Effect: 10 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Poppy Seeds
This spell causes a certain number of creatures inside the targeted area to immediately fall into a deep sleep. The player rolls a number of d6 equal to 1 plus their Intellect modifier and adds the results together.
The result is the number of Hit Points worth of creatures affected by the spell. For example, if the sum of the dice is 12, then one creature with 12 Hit Points or three creatures with 4 Hit Points each are affected, at the GM's discretion.
Affected creatures are unable to make Defense Rolls.
Xander's Ruse - Illusion
Range: Touch
Area of Effect: One creature
Duration: (1d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Strip of Bark
When this spell is cast, one creature the caster touches is cloaked in illusion and surrounded by two shifting duplicates that move in perfect sync. The target appears as three identical figures, creating confusion and hesitation in attackers.
While the spell is active, any creature attempting to attack the target must first succeed on an Intellect Ability Roll by rolling a 6. Otherwise, the attack automatically misses.
Level 2 Arcane Spells
Aelwyn's Magic Shield - Abjuration
Range: 30 ft.
Area of Effect: One creature
Duration: (1d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Silver Needle + Live Grasshopper
This spell conjures a magical barrier that grants one creature within 30 feet of the caster a +2 bonus to their Defense Score and Vitality Resistance Rolls for the duration of the spell.
A Dispel Magic spell cast on the target immediately ends the effect.
Brute Force - Alteration
Range: 30 ft.
Area of Effect: One creature
Duration: (1d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Tooth from a Wild Beast
This spell infuses one creature within 30 feet with raw arcane might. For the duration of the spell, the affected target gains a +2 bonus to their Attack Score, allowing them to strike with enhanced power and precision.
Detect Magic/Curse - Divination
Range: 45 ft.
Area of Effect: 15 ft. radius
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Tiny Bell
This spell allows the caster to detect magical or cursed auras inside a 15-foot radius within 45 feet. The caster becomes aware of any objects, creatures, or areas imbued with magic, including active spells, enchanted items, or lingering effects.
After the caster makes an Intellect Ability Roll:
- If no die shows a 5 or 6, the caster can only sense the presence of magic or a curse.
- If at least one die shows a 5 or 6, the caster can identify the precise properties, spell, or curse.
Dispel Magic - Abjuration
Range: 90 ft. - Line of sight
Area of Effect: One spell or magical effect
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Lump of Coal
This spell instantly unravels a single magical spell or effect within 90 feet of the caster. The caster must be able to see or clearly identify the magical effect to target it.
If the targeted spell's level is equal to or lower than the caster's highest available spell level, it is dispelled if the caster rolls any 4 or greater on an Intellect Ability Roll.
If the targeted spell's level is higher than the caster's current spell level, a result of 5 or 6 is required instead. If the Ability Roll fails, Dispel Magic has no effect.
Dispel Magic has no effect on magical items unless specifically allowed by the GM.
Fear - Enchantment
Range: 90 ft.
Area of Effect: 20 ft. radius
Duration: (1d6 + 1 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: Wisdom 6
Material Component: Dead Frog
This spell overwhelms creatures within a 20 ft. radius with a terrifying magical presence. Affected targets are gripped by fear and will panic, flee, or cower based on the GM's judgment.
Each affected creature must make a Wisdom Resistance Roll. If at least one 6 is rolled, the creature resists the effect. If the Resistance Roll fails, the creature is fully overcome by fear for the duration of the spell.
Flame Arrow - Evocation - Fire
Range: 120 ft. - Line of sight
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Bird Feather
This spell conjures a single arrow of fire that streaks toward a creature within range. On impact, it explodes in a flash of heat, dealing 2d6 plus the caster's Intellect modifier in damage.
The target must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved.
Frost - Evocation - Ice
Range: 60 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Vial of Morning Dew
This spell allows the caster to unleash a flurry of biting cold, inflicting 1d6+1 plus the caster's Intellect modifier in ice damage to all creatures within a 20 ft. radius.
Each target must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved.
Inflict Disease - Necromancy
Range: Touch
Area of Effect: One creature
Duration: (1d6 + 3) rounds
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Rat's Pelt + Resin
This spell infects the target with a rapidly spreading, brief skin disease that deals damage equal to the caster's Intellect modifier each round for the duration of the spell.
The affected creature must make a Vitality Resistance Roll at the start of each round while infected. If a 5 or 6 is rolled, the damage taken that round is halved.
Optional rule for human or humanoid creatures: When the spell's duration ends, the disease leaves the creature's skin extremely disfigured for 1d6+1 days. During this time, the creature suffers a -2 penalty to Charisma, adjusting its modifier accordingly.
When this period expires, the creature must make one final Vitality Resistance Roll. If a 4, 5, or 6 is rolled, the creature recovers with no permanent disfigurement and its Charisma is restored. If the roll fails, the -2 Charisma penalty becomes permanent.
Invisibility - Illusion
Range: Touch
Area of Effect: One or two creatures
Duration: 1 hour
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Eyelash Sealed in Wax
When this spell is used, the targeted creature, as well as the clothing and equipment they are wearing, becomes invisible to normal eyesight.
An invisible creature can move normally, but if they attack another creature or attempt to cast a spell, the invisibility effect immediately ends.
If the spellcaster's Intellect modifier is 4 or greater, they may target two creatures instead of one. This spell can be broken prematurely if another creature casts Dispel Magic on an invisible creature.
Renew Flesh - Alteration
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: 1-3 rounds
Resistance Roll: N/A
Material Component: Acorn
This spell removes magical stone skin effects and halts ongoing petrification. If the target is in the early stages of being turned to stone, but is not fully petrified, the spell safely restores their flesh with a 1-round casting.
If the target is already petrified, the spell becomes a delicate and dangerous operation. The caster must concentrate for 1 to 3 full rounds before completing the spell, then make an Intellect Ability Roll:
- 1 round: At least one die must roll a 6.
- 2 rounds: At least one die must roll a 5 or 6.
- 3 rounds: At least one die must roll a 4 or greater.
The longer the caster concentrates, the greater the chance of success. If the spell is interrupted before completion, it fails entirely with no effect.
If the Ability Roll fails, the target's stone form crumbles to dust and is permanently destroyed.
Thalor's Mystical Key - Conjuration
Range: Touch
Area of Effect: One key/one lock
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Small Metal Key
When this spell is cast, the caster inserts a small metal key into a non-magical lock and channels arcane energy through it. Over the course of one round, the key magically twists and reshapes itself within the lock until it perfectly matches the mechanism.
At the end of the round, the lock automatically opens and the key disappears.
Thalor's Mystical Key can open ordinary mechanical locks regardless of their complexity, but it cannot open locks that are magically sealed or otherwise protected by magic.
Web of Binding - Conjuration
Range: 90 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: (1 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: Dexterity 6
Material Component: One Small Dead Spider
This spell causes thick, sticky webbing to fill a 20 ft. radius within 90 feet of the caster. All creatures within the affected area must make a Dexterity Resistance Roll, allowing them to avoid becoming trapped by the webbing.
Creatures that fail are covered and trapped by the webs for the duration of the spell.
While trapped, a creature cannot attack, has its Defense Score reduced by 1, has its Movement Speed reduced to Sluggish, and cannot make any Strength or Dexterity Ability Rolls.
Level 3 Arcane Spells
Abyssal Silence - Abjuration
Range: 120 ft. - Line of sight
Area of Effect: 15 ft. radius
Duration: (1d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Dried Bat Wing
This spell conjures a magical field within a 15-foot radius that mutes the voices of all creatures inside it, suppressing all communication and spellcasting. Spells cast within the area fail without effect.
Creatures inside the zone are unaware of the silence unless they attempt to cast a spell. When a spell cast within the area fails, the caster may make an Intellect Ability Roll. If a 6 is rolled, they recognize the silence effect.
A Dispel Magic spell targeted at the area can remove the silence effect.
Aelwyn's Illusion - Illusion
Range: 240 ft.
Area of Effect: 10 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: Wisdom 6
Material Component: Scrap of Silk
This spell allows the caster to create a convincing illusion inside a 10-foot radius anywhere within range. The illusion cannot cause harm, cast spells, or physically interact with the world, but it may appear to do so if the caster wishes.
The image remains confined to the affected area for the duration of the spell. Any creature that rolls a 6 on a Wisdom Resistance Roll recognizes the illusion as false and is no longer affected by it.
Arcane Gate - Conjuration
Range: 10 ft. - Line of sight
Area of Effect: 10 ft. × 10 ft. portal
Duration: (1 + Intellect modifier) hours
Casting Time: 1 hour
Resistance Roll: N/A
Material Component: Small Crystal + Vial of Morning Dew
This spell allows the caster to conjure a magical portal up to 10 feet away. The gate appears as a 10 ft. by 10 ft. doorway, standing upright and suspended in the air.
Any creature that steps through the gate is instantly transported to a predetermined location already known to the caster. The destination must be a place the caster has personally visited or observed in detail.
The gate remains open for the duration of the spell, allowing two-way travel between the two locations. If the spell ends or is dispelled, the portal immediately collapses and severs the connection.
Exploding Glyph - Abjuration
Range: Touch
Area of Effect: One item
Duration: Permanent until triggered
Casting Time: 1 round
Resistance Roll: Dexterity 5+
Material Components: Snake Fang + Pinch of Ash
This spell allows the caster to inscribe an explosive magical glyph upon an object they touch. The glyph remains dormant until the protected object is opened, read, touched, or otherwise disturbed by a creature other than the caster.
When triggered, the glyph explodes with arcane energy, dealing 2d6 + the caster's Intellect modifier points of damage to all creatures within a 10 ft. radius.
Each affected creature must make a Dexterity Resistance Roll. If at least one 5 or 6 is rolled, the creature suffers half damage. Otherwise, it suffers the full amount.
Once triggered, the glyph disappears and the spell ends.
Greater Stone Skin - Alteration
Range: 30 ft. - Line of sight
Area of Effect: One creature
Duration: (2d6 + Intellect modifier) attacks
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Fragment of Bone
This spell causes the skin of a creature within 30 feet of the caster to take on a rough, stone-like texture. While the spell is active, the creature gains a +3 bonus to their Defense Score, making them significantly harder to harm during combat.
The spell can be broken immediately by a Renew Flesh spell.
Haste - Alteration
Range: 60 ft. - Line of sight
Area of Effect: One creature
Duration: (2d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Butterfly Wing
This spell accelerates the response speed of one creature the caster can see within 60 feet. For the duration of the spell, the affected creature may take one additional action of any type per round.
Life Drain - Necromancy
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Dried Leech
This spell allows the caster to drain the life force from a creature they touch. The target suffers 2d6 + the caster's Intellect modifier points of damage, and the caster regains a number of lost Hit Points equal to the damage inflicted.
The target must make a Vitality Resistance Roll. If at least one 5 or 6 is rolled, the damage is halved.
The caster can never regain more Hit Points than the target actually loses, nor can this spell increase the caster's Hit Points beyond their maximum Hit Points.
Petrify - Alteration
Range: 60 ft.
Area of Effect: One creature
Duration: 10 rounds
Casting Time: Automatic
Resistance Roll: Vitality 6
Material Component: Dried Lizard Tail + Fragment of Bone
This spell targets one creature within 60 feet and begins turning them to stone. The process takes 10 rounds to complete. The target must succeed on a Vitality Resistance Roll to avoid the spell's effect.
If the Resistance Roll fails, the creature begins to slowly petrify. Over the next 10 rounds, they must roll at least one 6 on three separate Vitality Resistance Rolls. These successful rolls do not need to be consecutive.
If the creature fails to achieve three successes by the end of the tenth round, they are completely turned to stone and can no longer take any actions.
While petrified, the creature gains a +4 bonus to their Defense Score. A fully petrified creature can only be restored by a Renew Flesh spell.
If a petrified creature is reduced to 0 Hit Points or otherwise destroyed in this state, they are permanently lost and cannot be revived by Renew Flesh or any form of resurrection magic.
Reflect - Abjuration
Range: 30 ft. - Line of sight
Area of Effect: One creature
Duration: (2d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Material Component: Tiny Mirror
This spell targets one creature within 30 feet, surrounding them with a shimmering arcane barrier. For the duration of the spell, any magical effect that directly targets the creature is reflected back at the original caster.
Magical weapons, area effects, and spells not aimed specifically at the protected creature are unaffected.
If a creature under the effect of Reflect casts a spell on another creature also protected by Reflect, the magic will bounce between them.
After reflecting once off the target and then again off the original caster, the spell resolves as if neither creature had Reflect active. The Reflect effects cancel each other out, and the spell takes its normal effect on the original target.
Ring of Fire - Evocation - Fire
Range: 45 ft. - Line of sight
Area of Effect: 5 ft. radius around one creature
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: Vitality 5+
Material Component: Drop of Lamp Oil
This spell conjures a magical ring of fire that surrounds one creature within 45 feet. The flames form a circle with a 5-foot radius around the target but do not harm them.
Any other creature that is adjacent to or attempts to move through the ring takes 1d6+1 fire damage and must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved.
Tempest - Evocation
Range: 180 ft.
Area of Effect: 30 ft. radius
Duration: (1d6 + Intellect modifier) rounds
Casting Time: Automatic
Resistance Roll: Dexterity 6
Material Component: Bird Feather + Crushed Leaves
This spell conjures a violent windstorm inside a 30 ft. radius at a point the caster can see. All creatures in the area suffer 1d6 plus the caster's Intellect modifier in damage.
Each affected creature must make a Dexterity Resistance Roll at the start of each of their turns for the spell's duration. Any creature that fails to roll a 6 is caught in the storm, cannot take actions that turn, and is forcibly displaced.
- 1-2: Hurled 10 feet.
- 3-4: Hurled 20 feet.
- 5-6: Hurled 30 feet.
The direction is chosen by the GM based on the terrain or determined at random.
Thalor's Venomous Dart - Evocation
Range: 120 ft. - Line of sight
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
Material Component: Dunebeetle Shell + Spider's Leg
This spell conjures a venom-tipped arcane dart that strikes a single creature within 120 feet. The dart deals 1d6+1 Hit Points of damage.
The target must immediately make a Vitality Resistance Roll. If they fail to roll a 5 or 6, the venom takes hold and deals an additional 1d6 damage at the start of each of the next 2 rounds.
Toxic Fog - Conjuration
Range: 120 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: (1d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: Vitality 5+
Material Component: Crushed Dunebeetle Shell + Rat's Pelt
This spell allows the caster to conjure a poisonous fog that fills a 20 ft. radius within their line of sight. Any creature that begins its turn inside the fog must make a Vitality Resistance Roll.
If the creature fails to roll a 5 or 6, it suffers 1d6 points of damage. The fog lingers for the duration of the spell, drifting ominously but remaining fixed in place.
Truthbinding - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: 15 ft. radius
Duration: 30 minutes
Casting Time: 1 round
Resistance Roll: Wisdom 6
Material Component: Silver Needle + Lock of Human Hair
This spell affects creatures within a targeted 15 ft. radius. All creatures in the area must roll a 6 on a Wisdom Resistance Roll or become magically bound to speak only the truth for the duration of the spell.
Affected creatures cannot lie, but they must have knowledge of what they speak. Truthbinding does not grant an affected creature awareness of unknown facts.
Veil of Mist - Conjuration
Range: 180 ft.
Area of Effect: 30 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Vial of Morning Dew + Acorn
This spell creates a dense magical fog that fills a 30 ft. radius centered anywhere within 180 feet of the caster.
All creatures inside the mist are blinded and unable to make attacks or cast spells that require line of sight. Movement within the area is reduced to sluggish due to the thick, clinging vapor.
The fog cannot be dispersed by mundane wind and provides complete visual concealment for everything inside.
Level 4 Arcane Spells
Arcane Paling - Abjuration
Range: 45 ft.
Area of Effect: 20 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Handful of Crushed Leaves
When this spell is used, the caster conjures a shimmering magical barrier in a 20 ft. radius within 45 feet. All creatures within the shielded area gain a +4 bonus to their Defense Score and Vitality Resistance Rolls for the duration of the spell.
The barrier does not move once created, but it provides protection against physical attacks and magical projectiles alike. The magical paling can be broken early with a Dispel Magic spell.
Arcane Passage - Alteration
Range: Touch
Area of Effect: One solid barrier
Duration: (1d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Components: Small Chisel
This spell creates a temporary passage through a solid, non-magical barrier touched by the caster. The passage is approximately 5 feet wide and 7 feet high and may extend through up to 10 feet of solid material.
Stone, brick, wood, earth, and similar materials may be affected. The spell does not destroy or remove the material. Instead, the affected portion temporarily gives way, forming an open passage through which creatures may freely travel.
The spell cannot create a passage through a magical barrier or through material protected by magic.
When the spell ends, the passage closes and the barrier immediately returns to its original state. Any creature still within the passage when it closes is forced out through the nearest opening. Objects left within the passage are likewise expelled.
Arcane Replica - Conjuration
Range: 20 ft. - Line of sight
Area of Effect: Special
Duration: Special
Casting Time: Special
Resistance Roll: N/A
Material Component: Tiny Mirror + 3 Drops of Blood
This spell allows the caster to create a magical duplicate of a creature they possess detailed knowledge of. The caster must have extensively researched the creature and must possess at least 3 drops of blood from the same type of creature.
The casting time is a number of uninterrupted rounds equal to the target creature's Vitality Score. If the caster is interrupted or attacked at any point during this time, the spell immediately fails.
During the casting time, the caster must roll at least one 5 or 6 on three consecutive Intellect Ability Rolls, or the spell fails.
The replica materializes within 20 feet of the caster and possesses all the physical attributes, powers, and Ability Scores of the original creature. However, it has only half the original creature's Hit Points, rounded up, and cannot cast spells even if the original creature could.
The replica obeys all the caster's commands. If its Hit Points are reduced to zero, it immediately crumbles into a pile of dust.
Ball of Flame - Evocation
Range: 180 ft. - Line of sight
Area of Effect: 15 ft. radius
Duration: Instantaneous
Casting Time: Automatic or 1-4 rounds
Resistance Roll: Vitality 5+
Material Component: Drop of Lamp Oil + Lump of Coal
This spell conjures a blazing fireball that detonates in a 15 ft. radius, engulfing every creature inside the targeted area. Each round spent casting charges the fireball with greater power:
- Automatic: 1d6 + Intellect modifier damage per creature.
- 1 round: 2d6 + Intellect modifier damage per creature.
- 2 rounds: 3d6 + Intellect modifier damage per creature.
- 3 rounds: 4d6 + Intellect modifier damage per creature.
- 4 rounds: 5d6 + Intellect modifier damage per creature.
Once released, all creatures within the area of effect must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved.
If the caster is interrupted, attacked, or otherwise disturbed while charging the spell, the casting automatically fails and the spell is lost.
Command Creature - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: One creature
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: Wisdom 6
Material Component: Lock of Human Hair + Silver Needle
This spell allows the caster to mentally seize control of one creature within 45 feet. The target must succeed on a Wisdom Resistance Roll by rolling a 6. Otherwise, the target immediately comes under the caster's control and follows spoken or telepathic commands for the duration of the spell.
While under the effect of the spell, the controlled creature may not take independent actions. It will only obey the caster's commands.
Enchant Weapon - Enchantment
Range: Touch
Area of Effect: One weapon
Duration: Permanent
Casting Time: 4 hours
Resistance Roll: N/A
Material Component: Strip of Bark + Bird's Egg
This spell allows the caster to permanently imbue a weapon with magical power. The caster must focus uninterrupted for 4 full hours, channeling arcane energy into the weapon.
At the end of the casting time, the caster must succeed on an Intellect Ability Roll by rolling at least one 6. If successful, the weapon becomes magical and permanently gains a +2 bonus to its Attack Score.
Only one weapon may be enchanted per casting. Any interruption during the process causes the spell to fail. A weapon that has been enchanted once may not be enchanted again.
Optional rule: Instead of requiring the player to roll a 6 and granting a flat +2 bonus, the GM may have the player make their Intellect Ability Roll, with every 6 rolled granting a +1 bonus to the weapon's Attack Score.
If the Ability Roll fails and no sixes are rolled, the spell fails and the weapon is damaged beyond use, rendering it junk. This gives the caster an opportunity to create an extremely powerful weapon, but with some risk.
Frost Fury - Evocation - Ice
Range: 180 ft.
Area of Effect: 20 ft. radius
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: Vitality 5+
Material Component: Dried Lizard Tail
This spell unleashes a blizzard of icy, crystalline hail upon a 20 ft. radius within range. All creatures caught in the storm suffer 3d6 plus the caster's Intellect modifier in ice damage as they are pummeled by razor-sharp shards of ice.
Each affected creature must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved, rounded up.
Polymorph - Alteration
Range: Self
Area of Effect: Caster
Duration: (1d6 + Intellect modifier) × 20 minutes
Casting Time: 1 round
Resistance Roll: N/A
Material Components: Tuft of Animal Fur
This spell allows the caster to transform their physical body into that of another living creature. The caster may assume the form of any non-magical creature they have previously seen whose size is no more than one category larger or smaller than their own.
While transformed, the caster gains the creature's physical form, Movement Speed, natural means of movement, and natural attacks. The caster retains their own Hit Points, Intellect, Wisdom, Charisma, skills, memories, and personality.
The caster cannot cast spells, use equipment, or use abilities that their new physical form could not reasonably perform. Equipment carried or worn by the caster is absorbed into the new form and cannot be used until the spell ends.
The transformation does not grant the creature's Powers, Tactics, spellcasting, magical abilities, Immunities, Resistances, or Weaknesses.
When the spell ends, the caster immediately returns to their normal form. Their equipment, clothing, and other possessions carried at the time of transformation are restored to their original state.
If the spell ends while the caster is in a situation their normal form cannot safely sustain, such as flying through the air or swimming underwater, they are immediately subject to the normal consequences of that situation.
Summon Djinn - Conjuration
Range: 90 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: One attack
Casting Time: 2 rounds
Resistance Roll: N/A
Material Component: 5 Pebbles + Rat's Pelt
This spell conjures a powerful and temperamental Djinn that will unleash a flurry of devastating attacks for a price.
The Djinn appears after the first round of casting but refuses to act until paid. During the second round, it demands payment in gold from the caster before it will fight on their behalf.
The base price is 200 gold coins per attack, but the caster may negotiate a better rate based on their Charisma modifier:
| CHA Modifier | Cost per Attack |
|---|---|
| 1 | 200 gold |
| 2 | 150 gold |
| 3 | 120 gold |
| 4 | 80 gold |
| 5 | 50 gold |
Once the transaction is completed after the second round of casting, the Djinn will make up to 5 attacks, as paid for, targeting creatures chosen by the caster within a 20 ft. radius of any point they can see.
The Djinn has an Attack Score of 12 and an Attack Target of 3+. After delivering its attacks, the Djinn vanishes in a puff of acrid smoke, leaving behind a smoldering parchment receipt as proof of services rendered.
Summon Undead - Necromancy
Range: 15 ft.
Area of Effect: Special
Duration: Special
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Fragment of Bone + Spider's Leg
This spell conjures undead creatures that immediately surround the caster and follow their instructions. The caster may summon either skeletons or zombies, rolling 1d6 plus their Charisma modifier. The result equals the number of creatures summoned.
The summoned creatures assume the attributes, Ability Scores, and Hit Points listed in the bestiary. They remain animated until they are dismissed or destroyed.
Teleportation - Conjuration
Range: 45 ft. - Line of sight
Area of Effect: 10 ft. radius
Duration: Instantaneous
Casting Time: 2 rounds
Resistance Roll: Dexterity 6
Material Component: Tiny Mirror + Silver Needle
This spell instantly teleports all creatures within a 10-foot radius, along with anything they are wearing or holding, to a location known by the caster.
The destination must be one the caster has physically visited or ritually attuned to beforehand.
If the spell targets hostile creatures, each may attempt a Dexterity Ability Roll. Any creature that rolls a 6 successfully escapes the area just before the spell activates and is not teleported.
Thalor's Fists of Clay - Conjuration
Range: Self
Area of Effect: 15 ft. radius
Duration: (3d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Tiny Bell + Small Crystal
When this spell is cast, two massive clay fists materialize from the ether, hovering protectively around the caster. The fists serve as both offense and defense. They can strike nearby enemies, shield the caster from harm, and perform physical tasks at a strength beyond that of the caster.
The fists act in tandem, obey the caster's commands, and remain active until the spell ends or their Hit Points are reduced to zero.
When the spell ends or the fists' Hit Points fall to zero, they crumble into a harmless pile of pebbles and dust.
The Fists of Clay always work in tandem and have the following attributes:
- Hit Points: 3d6+1
- Attack Score: 9
- Attack Target: 3+
- Strength: 8 (4)
- Vitality: 6 (3)
- Dexterity: 5 (3)
Time Stand Still - Alteration
Range: 120 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: (2d6 + Intellect modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
Material Component: Eyelash Sealed in Wax
This spell causes time to freeze inside an area with a 20 ft. radius. All creatures caught inside the area when the spell is cast are frozen in place and unable to take any actions for the duration of the spell.
Creatures that enter the affected area after the spell has been cast are unaffected and can move freely among the frozen figures.
Affected creatures can be attacked, but they cannot defend themselves. All Defense and Resistance Rolls are ignored.
Objects or projectiles that were in motion when the spell was cast are suspended in midair until the spell ends. Once the duration expires, time resumes normally, and all frozen creatures and suspended actions immediately continue and are resolved.