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homebrew:blade_in_the_towers:spell_list

Spell List

Below is a list of spells available to cast:

Level 0 Spells

Conjuration

Acid Splash: You conjure a small globe of acid that you can throw at short range.

Create Water: You create a few gallons of water, either to fill a container, or as a very brief sprinkle of rain in a small area.

Divination

Detect Magic: You can detect magical auras and spell effects. You need to make Study checks to determine specific spell effects or schools.

Detect Poison: You detect if a creature has been poisoned, and gain potency on a Study roll to treat them.

Enchantment

Friends: You make a weak-willed creature be your friend for a minute. After the spell expires, they realize that you used magic to influence them.

Evocation

Fire Bolt: You shoot a small ray of fire at medium range.

Light: You make an object generate light until the end of the scene. Shocking Grasp: A touch deals a small amount of electrical damage.

Ray of Frost: You shoot a small ray of cold energy at medium range.

Shocking Grasp: A touch deals a small amount of electrical damage.

Illusion

Minor Illusion: You create a small illusory sound or image of an object of your choosing that lasts for a minute.

Transmutation

Arcane Mark: You inscribe a small mark on a surface that can only be removed by you (or very powerful magic). The mark may be invisible if you choose, and if it marks a living being, the mark wears off in about a month.

Mage Hand: You can move small objects at short range for a minute or so. You can't move objects that are being worn or carried by others, and must roll Cast or Finesse to accomplish complex tasks.

Message: You may send a spoken message to someone you can see, and they can send a reply. The messages can only be heard by you and the recipient.

Mending: You fix a small break or tear in a nonmagical object.

Level 1 Spells

Abjuration

Alarm: You ward a small area for a few hours or overnight. When someone enters the area without saying a password, you receive a mental or auditory alarm (chosen when you cast it), which is enough to wake you and anyone else hearing it up from sleep.

Hold Portal: You magically hold shut a door, gate, shutter, or window for a few minutes. It is almost impossible to open by mundane means.

Protection from Evil and Good: You or a willing creature are protected from supernatural creatures for the next few minutes. The target cannot be frightened, charmed, or possessed, and takes +1d to any resistance roll to protect against their actions.

Sanctuary: You or a willing creature you select is protected from most attacks, but if they attack anyone, the spell immediately ends.

Shield: You gain one Armor box that lasts for a few minutes.

Conjuration

Grease: Make a small area or one object slippery. The grease is not flammable.

Obscuring Mist: You generate thick fog in a small area around you.

Summon Monster: Summon a small fiendish or celestial animal to do your bidding for a few minutes.

Divination

Comprehend Languages: For the next hour or so, you can understand (but not speak) any language, including secret or magical languages.

Identify: Identify a magic item you can touch, learning all its properties. This spell takes several minutes to cast.

True Strike: The lowest your next action roll to attack can be is a 4/5 partial success. The roll must be taken in the next few seconds to have any effect, and you take a -1d to any consequences you might suffer.

Unseen Servant: An invisible force obeys your commands to do minor manual tasks for a few minutes.

Enchantment

Bless: You and a few friends gain *potency* on their next Action roll to attack someone.

Cause Fear: You cause someone to run away in fear.

Calm Animals: You can calm down a few hostile animals, or one big one.

Charm Person or Animal: You make a person or animal like you a lot for an hour, or until you or one of your friends hurts them. After the spell expires, they know they have been charmed.

Command: One subject obeys a one-word command for a few seconds. They cannot directly harm themselves.

Sleep: Puts a a few creatures to sleep.

Evocation

Burning Hands: You generate a small blast of fire that sets things on fire and damages creatures.

Magic Missile: You shoot a small ray of force energy at long range. Take +1d to the Action roll, but it fills in one less pip of a clock than you otherwise would.

Floating Disc: You conjure a floating disc of force that can carry several hundred pounds. The disc floats near you, but doesn't move very quickly.

Illusion

Color Spray: You generate a vivid cone of clashing colors in a small cone in front of you that can briefly blind or stun weak-willed creatures.

Disguise Self: You create an illusory disguise that lasts for an hour. or so. You can only disguise as a creature with the same general size and shape as yourself.

Silent Image: You spell creates the visual illusion of an object, creature, or force for a few minutes, as visualized by you. The illusion does not create sound, smell, texture, or temperature.

Necromancy

Chill Touch: You channel negative energy with a touch that damages an enemy and saps their strength.

Cure Light Wounds: You may reduce a physical Harm on an organic creature by one step.

Ray of Sickness: You shoot a ray of energy that causes a creature to become sickened for a few minutes.

Transmutation

Catapult: You fling a small object a medium distance at great speed.

Enlarge/Reduce: You can double or halve a creature's size for a few minutes.

Entangle: Vines sprout from the ground and grab anyone in a medium area.

Expeditious Retreat: Take +1d on your next Action roll to move quickly.

Feather Fall: You and a few other nearby people float slowly to the ground.

Jump: For the next few minutes, you or a willing creature gain potency on any action roll to jump vertically or horizontally.

Magic Weapon: You make a weapon magical for a few minutes.

Repair Damage: You may reduce a physical Harm on a warforged or construct by one step.

Level 2 Spells

Abjuration

Fire Trap: You ward any object that can be opened and closed (such as a door, a book, or a chest). If anyone other than you opens the object, a large fiery explosion detonates. This fire does not harm the object the spell was cast on.

Protection from Arrows: For the next couple hours, you cannot take more than a level 1 harm from any nonmagical ranged attack.

Resist Energy: Choose an element, such as Fire, Acid, Cold, Lightning, or Sonic. For an hour or so, you or a willing creature gains two temporary armor boxes that can only be used to resist a consequence coming from a related source.

Conjuration

Acid Arrow: You shoot an arrow of acid at a creature or object, causing a large amount of acid damage, that continues to burn for a few seconds.

Dimension Leap: You teleport a short distance to a place you can see.

Glitterdust: An explosion of golden light particles covers a small area. For a few seconds, anyone in the area are blinded and covered in an outline of golden light that prevents them from hiding or turning invisible.

Web: You cover a medium area in thick, sticky spiderwebs that entangle anyone caught in it.

Divination

Detect Thoughts: You can read the surface thoughts of weak-willed people you can see for a few minutes.

Locate Object: Visualize an object in your mind. You can detect the object at a range of a few hundred feet. If you visualize a general object (ladder, box, sword, door), you sense the presence of every object within range. If you visualize a specific item, you may need to roll to see whether your visualization is clear enough to get a signal from the spell.

See Invisibility: You can see invisible creatures for an hour or so.

Enchantment

Calm Emotions: You calm any strong emotions felt by creatures in a small area. Affected creatures cannot take violent actions. Any damage or harm dealt to affected creatures ends the spell immediately for them.

Heroism: The target gains 1 Action Point and scale in combat for a few minutes. Only they can use this action point, and it disappears once the spell expires.

Hold Person: You stun a person in place, keeping them from moving or acting for a few seconds, but it takes some concentration to keep the target in place.

Rage: The target flies into a rage. They become fierce and ferocious in combat (which might grant them bonuses), but will move and fight recklessly. Weak-willed creatures might have trouble distinguishing friend from foe.

Hideous Laughter: A creature falls to the ground laughing for a short while.

Zone of Truth: You create a zone in a small area in which affected creatures cannot speak deliberate falsehoods for a few minutes. Affected creatures are aware of the enchantment and might try to dodge or avoid questions. Strong-willed creatures might be able to resist the effect.

Evocation

Darkness: You generate a shroud of magical darkness that covers a medium area.

Flaming Sphere: You create a large ball of fire, which rolls around at your command and can set creatures or objects on fire.

Gust of Wind: You create a strong gust of wind in the direction you choose.

Scorching Ray: You shoot a couple bolts of fire at a few targets, dealing a large amount of fire damage.

Shatter: You shatter a nonmagical object, or a few fragile ones (like glass or ceramic).

Illusion

Invisibility: You or a willing target becomes invisible for a few minutes. Any offensive action the target takes ends the spell immediately.

Mirror Image: You create a few perfect illusory images of yourself that mimic your motions and obscure any action you do. People who attack you might just hit an image. If one of your images gets hit, it disappears, and the spell ends when you're out of images.

Silence: You create a zone of silence that prevents all sound in a small area for a few minutes.

Necromancy

Blindness/Deafness: Render a target permanently blind or deaf. This effect can be removed by powerful magic.

Lesser Restoration: You may reduce a physical Harm on an organic creature by two steps, or reduce two Harms by one step each.

Death Knell: Any dying creature near you dies.

Gentle Repose: You preserve the remains of a dead creature for a few days. This prevents any rot or decomposition.

Transmutation

Alter Self: You assume the form of a creature of the same size and type as you. This is a physical change (rather than the illusory change in Disguise Self), so you have the non-magical abilities of the form you assume.

Chill Metal: You chill a metallic object (including armor worn by a person), enough to freeze anyone touching it. The chill might take a few sessions to take effect.

Enhance Ability: Select an Action rating. The target (you or a willing creature) may take +1d to the next Action roll they attempt using that Action.

Heat Metal: You heat a metallic object (including armor worn by a person), enough to burn and scald anyone touching it. The heat might take a few seconds to really get going.

Knock: You open a locked, barred, or stuck door, gate, window, or chest, even if it is locked with magic. It can also loosen or open chains or shackles, though it cannot raise gates or portcullises. If there are many locks on an object, this spell might not unlock all of them.

Levitate: You or a willing creature float slowly up in the air. You can direct the target to move up or down slowly, but not laterally. Levitating creatures might find attacking while in the air difficult.

Pass Without Trace: You and a handful of companions leave no footprints or scent for a few hours. You cannot be tracked by nonmagical means.

Pyrotechnics: Creates a medium fireworks display. The fireworks can either be bright enough to blind nearby creatures for a few seconds, or covers a medium area in thick smoke.

Spider Climb: You or a willing target can walk on walls and ceilings for an hour or so.

Wood Shape: You shape one wooden object no larger than a door into the shape you desire. Shaping an intricate or complex object might require an Artifice roll. Fine detail is difficult or impossible.

Level 3 Spells

Abjuration

Dispel Magic: You can dispel one magical effect in an area, or every magical effect on a person. Permanent effects are only suppressed for a few seconds.

Glyph of Warding: You ward an object or area. You may set a condition to the ward. The effect can be either a large blast of elemental damage or set off a spell effect (that you must cast as part of this spell). This spell takes a few minutes to cast.

Magic Circle: You inscribe a small magical circle on the ground, which prevents supernatural creatures from entering or exiting.

Remove Curse: Removes a curse from an object or creature. Items with permanent or powerful curses might not be removed with this spell, though it will clear creatures affected by the curse.

Conjuration

Create Food and Water: Creates enough food and water to sustain a handful of creatures for a day.

Sleet Storm: Conjures a shower of freezing rain that covers a medium area with ice.

Stinking Cloud: Conjures a medium-sized cloud of thick fog that sickens anyone inside it.

Regroup: You can call a handful of allies that you can see to teleport immediately to your side.

Divination

Clairaudience/Clairvoyance: Creates an invisible magical sensor that you can see OR hear through (your choice when you cast the spell). The spell itself has a long range, and you can move the sensor at walking speed, commanding it mentally.

Discern Lies: For the next minute or so, you can tell when anyone is lying deliberately. Generally, you can only focus this on one creature at a time, and it obviously does not tell you what the truth is.

Speak with Animals: You can speak with animals for a few minutes. This does not grant the animals any particular affinity towards you, but you can attempt to convince reluctant creatures to answer your questions or even assist you.

Tongues: You may understand and be understood by any creature capable of language for an hour or so.

Enchantment

Suggestion: You compel a creature to follow a command of up to a couple sentences. The target cannot harm itself directly. The subject follows the command for a minute or so, and if the suggestion is carried out successfully, the spell ends.

Evocation

Call Lightning: For the next few minutes, you can call bolts of lightning down from the sky, dealing damage to an enemy. If there is a storm out, the damage is increased.

Daylight: Create a large area of very bright light; creatures that are harmed or hindered by natural light treat this as pure sunlight.

Fireball: Deal a large amount of fire damage in a medium area.

Lightning Bolt: Deal a large amount of lightning damage in a long line in front of you.

Sending: You send a message of up to a few short sentences to a creature you’re familiar with on the same plane as you. The recipient can receive a message in return.

Illusion

Invisibility Sphere: Like Invisibility, but affects a small area around the target. If any affected creature would do anything to end the spell, it ends for everybody.

Major Image: Like Silent Image, but can include visual, auditory, olfactory, and tactile illusions. While concentrating, you can make the illusion move.

Misdirection: Fools any divination effect that tries to glean information from or about you. You may supply the spell with false information.

Necromancy

Animate Dead: Animate a corpse as a zombie or skeleton. The undead creature responds to your spoken commands, but only lasts a few minutes. You can use 1 Coin worth of black onyx gems to make it permanent; very large creatures might take 2 Coin.

Bestow Curse: You inflict the target with a curse of your choice; it cannot outright kill or paralyze them, but it could prevent them from acting consistently, harm one of their attributes, or severely hinder their combat ability.

Remove Disease: You cure a disease or addiction a creature is suffering from. Particularly strong or magical afflictions might require more powerful magic.

Vampiric Touch: Your touch deals negative energy damage to a creature. If successful, reduce one physical Harm you are suffering by 1 level.

Transmutation

Blink: You blink in and out of the Material Plane for a minute or so. With some clever timing, you can shift through walls or avoid attacks.

Fly: You or a willing target can fly for the next hour or so.

Gaseous Form: You shift into a gaseous form for a few minutes. You cannot be attacked except with magic, can fly slowly, and fit through any kind of vent or crack that gas can billow through. You cannot make attacks or most Action rolls while in this form.

Haste: You or a willing target can move and attack very quickly for a few seconds.

Slow: Your target moves exceptionally slowly for a few seconds.

Shrink Item: You shrink one nonmagical item no larger than a carriage down to fit in the palm of your hand, optionally giving it a clothlike consistency. The spell lasts for a few days, but can be dismissed with a command word.

Stone Shape: You form an existing piece of stone no larger than a small room to the shape of your choice.

Water Breathing: You can grant a few creatures for several hours the ability to breathe underwater. The more creatures you affect with the spell, the shorter it lasts.

homebrew/blade_in_the_towers/spell_list.txt · Last modified: 2022/02/17 14:29 by teddy

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