🎲 D&D Companion

Wizard

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Wizards draw their power from the Arcane Realm, which they spend years studying to master. They are the most diverse spellcasters and have control over a vast arsenal of magic. For every Wizard level trained, you may actually learn 2 spells (though they must still be your Wizard level or lower). Typically, wizards prioritize Arcana and Will over all else, often at the cost of physical strength and endurance. Because of this, they prefer light ranged weapons (if any) to stay out of the heat of combat.

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Base (shared)base

cols J-K ยท levels 1-1 ยท 2 abilities
LvlCellAbilityCostRules
1J1Magic Missile5 act5 Actions. You launch a bolt of pure arcane energy at a target within 30 spaces, dealing 1d4 damage. Arcane energy bypasses Armor. You may cast this as often as you like. Arcana vs Reflex.
Upgrades:
  1. Magic Missile + (L2) โ€” Launches 2 bolts, which can target different enemies.
  2. Magic Missile ++ (L3) โ€” Launches 3 bolts.
  3. Magic Missile +++ (L4) โ€” Launches 4 bolts.
  4. Magic Missile ++++ (L5) โ€” Launches 5 bolts.
1K1Prestidigitation3+ act3+ actions. You create an instantaneous, harmless sensory effect within 2 spaces. This can be a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You can clean/dirty a Medium target, or light/snuff a torch-sized flame. You can harmlessly chill, warm, or flavor a target, or put a glowing symbol on one, which lasts up to an hour. Must roll 10+ Arcana.

Abjuration

cols A-C ยท levels 2-16 ยท 18 abilities
LvlCellAbilityCostRules
2B2Weapon Ward4 act4 Actions. Enchants a target within 10 spaces to repel attacks. They may use your Will instead of their Fortitude or Reflex when hit with a physical weapon attack. Lasts 2 turns. Arcana vs Will.
Upgrades:
  1. Weapon Ward + (L3) โ€” In addition, physical weapon attacks against them must now take the lower of 2d20 rolls.
4A4Absorb Elements3 act3 actions. You conjure a shield around a target within 10 spaces. This shield reduces 1d6 damage from all attacks against them, then adds that damage to their own next attack. The shield lasts 1 turn. Arcana vs Will.
Upgrades:
  1. Absorb Elements + (L5) โ€” Reduces 1d12 damage. Lasts 10 turns, or until the target makes an attack.
4B4Shield1 act1 action. Can be used as a reaction to an attack. You grant a target +3 Bonus Fortitude, Reflex, and Will. Lasts 2 turns. If they are hit with an Arcane spell during this time, all damage is negated. Arcana vs Will.
Upgrades:
  1. Shield + (L5) โ€” +6 Bonus Fortitude, Reflex, and Will.
4C4Snare8 act8 actions. Enchants a space to flip the next person to step on it upside down and 1 space into the air for 3 turns. The target cannot make any Move actions and suffers -5 to Ranged attacks during this time. The snare lasts until set off, dispelled, or for 8 hours. Arcana vs. Detection.
6A6Arcane Lock6 act6 actions. You magically seal a door, gate, chest, login, or other opening. The difficulty roll to open it without your permission is +10. You may set a password on the lock, which will suppress the spell for 1 minute. Lasts until dismissed. Arcana vs Hardware: Machinery.
Upgrades:
  1. Arcane Lock + (L7) โ€” Costs 12 actions. The lock becomes unbreakable without your permission.
6B6Digital Phantom12 act12 actions. You or a target next to you can use software without being traced. While under this effect, the target gains +10 Bonus Software to avoid detection of their activity on computer systems. Lasts 1 hour. After 1 hour, all their activity is erased from whatever systems they have used. Arcana vs Software.
6C6Thought Shield3 act3 actions. You give your target a mental shield that gives them +20 Bonus Will against all Psychic attacks, including Charisma-based attacks. Lasts 2 turns. Arcana vs Will.
8A8Ballistics Shield5 act5 actions. You cast a bubble around a target within 5 spaces. This bubble eliminates the damage of all physical ranged attacks against that target. Lasts 3 turns. Arcana vs Will.
8B8CounterspellReactiveReaction. If your target is casting a spell that takes longer than 4 actions, you may interrupt it, preventing it from being cast for the next 5 turns. This will cost you your next 6 actions. Arcana vs Will.
Upgrades:
  1. Counterspell + (L9) โ€” Interrupts any spell, regardless of casting time. May cast up to 3x in battle.
8C8Glyph9 act9 actions. You inscribe a magical glyph on a flat surface next to you. This glyph becomes invisible, then activates when anyone comes within 1 space of it. You may choose certain targets who can see and will not activate the glyph. See list below for what glyphs you may inscribe. Lasts 1 day or until activated or dismissed. Glyph of Fear: Haunts everyone within 3 spaces, sending them running in fear for 2 turns. While Haunted, they must spend all their actions to move as far away as possible. Enchantments vs Will. Glyph of Fire: Explodes, dealing 5d8 fire damage to everyone within 2 spaces and knocking them back 1 space. Enchantments vs Fortitude. Glyph of Frost: Unleashes a blast of ice across the surface, covering everyone within 2 spaces in ice. Those hit cannot use Move actions for 2 turns. Enchantments vs Fortitude. Glyph of Light: Explodes in light, illuminating all within 4 spaces with a golden glow. Those affected suffer -10 Stealth, -1 Reflex, and can be magically sensed by you at all times. Lasts 1 hour. Enchantments vs Will.
10A10SanctumPassivePassive. Casting a single-target Abjuration spell (Weapon Ward, Absorb Elements, Shield, Thought Shield, Ballistics Shield, Platinum Shield, or Stoneskin) affects all allies next to the target while it lasts.
Upgrades:
  1. Sanctum + (L11) โ€” Affects all allies within 3 spaces of the target.
10B10Stoneskin5 act5 actions. You focus on a target within 3 spaces and turn their skin to a stone-like substance. They gain +3 Bonus Fortitude and +2 Armor. Lasts 5 turns. Arcana vs Will.
Upgrades:
  1. Stoneskin + (L11) โ€” Target's skin becomes an iron-like substance. +3 Bonus Fortitude, +2 Armor.
  2. Stoneskin ++ (L12) โ€” Target's skin becomes a steel-like substance. Attacks against Fortitude must now take the lesser of 2d20 rolls.
12A12Location Ward12 act12 actions. Affects certain available environments to serve you. All doors in your vicinity become magically locked, all hallways become foggy, all stairways become crooked and uneven, and all statues/suits of armor protect from intruders. Lasts 1 day. Must roll 30+ Arcana.
12B12Platinum Shield4 act4 actions. Summons a glowing tower shield that floats in front of a target, giving them +18 Bonus Reflex and +13 Bonus Fortitude. The shield is impenetrable, so the target suffers -5 to all attacks, and it glows, preventing them from using Stealth. For 1 action, you may switch the shield to another target within 5 spaces of them. Lasts 3 turns. Arcana vs. Will.
14A14Antimagic Field6 act6 actions. Ends all magical effects, including summons and enchantments, within 20 spaces, and prevents new magical effects from happening. You may keep casting this for 9 turns. Arcana vs. Will.
14B14Stunning Symbol12 act12 actions. You place an invisible symbol on a flat surface. When anyone comes within 3 spaces of the symbol, you will be alerted. You may then choose to dismiss the symbol, stunning everyone in that area for 1 minute or until they take 20 damage. Symbol lasts until dismissed. Arcana vs Will.
Upgrades:
  1. Stunning Symbol + (L15) โ€” Targets stunned for 10 minutes or until they take 50 damage.
16A16Imprisonment18 act18 actions. You magically imprison a target, retaining them to a single space. While imprisoned, the target does not age, take damage, or use actions. The spell must have a condition of release, which you must discuss with your GM. Manners of imprisonment are Burial, Caging, Chains, or Pocket Dimension. Lasts until released. Arcana vs Will.
16B16Invulnerability6 act6 actions. A target within 30 spaces glows all the colors of the rainbow and is immune to all damage and special effects. You must concentrate while casting this, not making any other actions. Lasts 4 turns or until concentration broken. Arcana vs Will.

Alteration

cols E-K ยท levels 2-16 ยท 31 abilities
LvlCellAbilityCostRules
2G2Darkvision2 act2 actions. A target you can see gains Darkvision and can see up to 60 spaces in darkness. Lasts 1 hour. Arcana vs Will.
2H2Message3 act3 Actions. You choose a target in the vicinity to receive a message. Only they can hear your message, and only you can hear their response. You may use this as often as you'd like in battle. Arcana vs Will.
4G4Expediency5 act5 actions. A target you can see is hastened. They gain +2 Bonus Reflex and can move 2 spaces for every Move action. Lasts 3 turns. After the spell ends, the target cannot use Move actions for 1 turn. Arcana vs Will.
4H4Feather Fall1 act1 action. You slow the fall rate of a target you can see. Their descent is slowed enough so that they won't take impact damage from falling. Lasts 10 turns. Arcana vs Will.
Upgrades:
  1. Feather Fall + (L5) โ€” Can cast on 5 targets you can see.
4I4Remote Access6 act6 actions. You control an electronic device within 6 spaces. You can only do actions that could be done manually. Lasts as long as you keep casting this. Arcana vs Software.
6E6Alter Self4 act4 actions. You change your appearance, which can modify your functionality (to an extent the GM will allow). You cannot alter your size, but can change things such as adopt gills, claws, horns, legs; switch race, clothing, voice; or even appear as an inanimate object. Lasts for as long as you concentrate, up to 1 hour, spending 4 actions each turn. Must roll 18+ Arcana.
6F6Alter Size5 act5 actions. You touch a target to change their size. You can change them 1 size category - for instance, You could turn a Medium target to Small or Large. Their abilities will correspond. Lasts 5 turns. Arcana vs Fortitude.
Upgrades:
  1. Alter Size + (L7) โ€” You can change them up to 2 size categories. For instance, a Medium target can turn from Tiny to Huge.
6G6Arcane Jump3 act3 actions. You enchant a target to give them Bonus Acrobatics equal to 1/2 your Base Arcana (rounded down). Lasts 5 turns. Arcana vs Will.
6H6Arcane Knock9 act9 actions. You bypass a lock, be it ordinary, cyber, or magical. This will not undo the spell Imprisonment. Arcana vs Machinery/Software/Arcana.
6I6Earthbind6 act6 actions. Binds a target within 20 spaces in magical yellow ribbon, which prevents flying or jumping of any sort. If the target is currently flying/jumping, you immediately ground them (dealing no damage). Lasts 5 turns. Arcana vs Will.
6J6Levitate9 act9 actions. You send a target within 5 spaces floating up in the air. The target can only be up to Huge size. While the target is levitating, you may spend 1 action to ascend/descend them 1 space. Lasts 10 turns. Arcana vs Will.
6K6Skywrite60 act60 actions. You control clouds in the sky to form a message of up to 10 words. This message can only be in a language you already understand. Lasts for 24 hours. Must roll 18+ Arcana.
8E8Artificial Servant2 act2 actions. You command a Small nonmagical object no larger than a broom to perform a task for you. The object can sprout arms and legs if you wish, but will do that task until commanded otherwise. Lasts 8 hours.
Upgrades:
  1. Artificial Servant + (L9) โ€” Commands up to 5 Small objects, 3 Medium objects, or 1 Large object.
  2. Artificial Servant ++ (L10) โ€” Commands up to 9 Small objects, 7 Medium objects, 3 Large objects, or 1 Huge object.
8F8Dragon Stride4 act4 actions. You gain +4 Move actions each turn, and everyone who you move next to has a 1/3 ignition chance. Lasts 4 turns. Must roll 22+ Arcana.
8G8Fly6 act6 actions. A target you touch can now fly at 2 spaces per action. Lasts 10 turns. Arcana vs Will.
Upgrades:
  1. Fly + (L9) โ€” Can be cast on up to 3 people next to you.
  2. Fly ++ (L10) โ€” Can be cast on up to 8 people within 2 spaces.
8H8Gas Form6 act6 actions. You touch a target to turn them into a small cloud of gas. In this form, they can only float around at 1 space per 2 actions. They cannot attack or be damaged, but can fit in the smallest of spaces. Lasts 10 turns. Arcana vs Will.
8I8Haste4 act4 actions. Your target gains +2 actions on their turn. Lasts 5 turns. Arcana vs Will.
Upgrades:
  1. Haste + (L9) โ€” +4 actions.
8J8Slow6 act6 actions. All targets within 4 spaces of you suffer -3 actions on their turn. Targets who exit the range are free from its effects. Lasts for as long as you concentrate, spending 6 actions, for 3 turns. Arcana vs Will.
Upgrades:
  1. Slow + (L9) โ€” You may now cast on any 9x9 area within 10 spaces. Targets who leave the area are still affected for as long as the spell lasts.
8K8Water Breathing6 act6 actions. Up to 10 targets you can see are now able to breathe underwater. Lasts 1 hour. Arcana vs Will.
10F10Elemental BaneReactiveReaction. Costs 2 actions on your next turn. If someone within 30 spaces makes an elemental attack (acid, fire, frost, lightning, or sonic), you may change the element of the attack into another. The level of the attack will stay the same (e.g. level 2 Fireball -> level 2 Lightning Bolt). Arcana vs Will.
10G10FabricateXX actions. You craft an item using Arcana instead of the necessary Crafting skill. You must still have the raw materials needed for the item. Must roll X Arcana. (X: Actions and skill rolls dependent on item being crafted.)
10H10Polymorph6 act6 actions. Turn a target within 10 spaces into a harmless critter. If damaged, the critter will instantly revert back to its original form with its previous HP. Lasts 3 turns. Arcana vs Will.
Upgrades:
  1. Polymorph + (L11) โ€” Can cast on 3 targets. The critters can take 10 points of damage before reverting (they will keep their original HP). Lasts 5 turns.
  2. Polymorph ++ (L12) โ€” Can cast on 10 targets. The critters can take 20 points of damage before reverting (they will keep their original HP). Lasts 10 turns.
10I10System Backdoor6 act6 actions. You gain complete access to a computer device, which you may operate like an administrator. You can keep using this for up to 1 hour. Afterward, your activity will still show, but you will be unidentifiable. Arcana vs Software.
12G12Shutdown5 act5 actions. Powers off all electronic devices within 20 spaces of you. If you choose, you may continue casting for up to 10 turns to keep the devices powered off. Arcana vs Software.
12H12Skill Empowerment6 act6 actions. You enchant a target next to you, choosing one of the skills. That target adds Bonus skill points equal to their Base points. Lasts as long as you keep casting, up to 5 turns. Arcana vs Will.
12I12Transmute Earth12 act12 actions. You turn any amount (up to Large size) of earth into another type of earth. Types include sand, mud, clay, stone, powder, or gemstone. Lasts 1 minute, or 5 turns if cast in combat. Must roll 30+ Arcana.
14G14Homunculus24 act24 actions. You create a homunculus, a demihuman creature you share a certain bond with. Choose an amount of your max HP to sacrifice. The homunculus' max HP will be that + your Base Arcana score. The homunculus is its own being with its own will, but recognizes you as its creator and will generally serve you. (See your GM for its stats.) You share a telepathic link, which allows you to exchange vision and thoughts no matter how far apart you are. If the homunculus dies, the HP you sacrificed is returned to you. Lasts until it dies. Must roll 33+ Arcana.
14H14Otherworldly Form12 act12 actions. You imbue yourself with a spirit of the Arcane Realm, giving you these bonuses: - You take no damage from fire or poison. - Charms and Persuasions against you must take the lower of 2d20 rolls. - You have spectral wings, and can fly 1 space per action. - You gain +4 Armor. - All of your Attack rolls are replaced with an Enchantments roll. - All of your physical attacks cost -1 action, down to a minimum of 1. Lasts 10 turns. Must roll 33+ Arcana.
14I14Toughen4 act4 actions. You gain 50 Temp HP, +4 Bonus points to all your Strength skills, and you deal +2 damage with all your melee attacks. Lasts 10 turns. Must roll 33+ Arcana.
Upgrades:
  1. Toughen + (L15) โ€” You may cast this on a willing target next to you. Arcana roll still required.
16G16Ethereal6 act6 actions. You take a half step into the Arcane Realm, existing in both planes at the same time. You appear translucent in both planes, and everything that interacts with you (and you interact with) must take the lower of 2d20 rolls. You may move through objects on either plane, but will be pushed aside from them when the spell ends. Lasts 5 turns. Must roll 36+ Arcana.
16H16Reverse Gravity5 act5 actions. Choose 10 targets. Gravity is reversed on those targets. If they fall upwards onto a surface, they may roll for Acrobatics to see how much impact damage they take (if any at all). Lasts 5 turns. Arcana vs Will.

Conjuration

cols M-P ยท levels 2-16 ยท 28 abilities
LvlCellAbilityCostRules
2M2Dancing Lights4 act4 Actions. You summon 4 floating orbs of light that each light up a 3x3 space area. For 1 Action, you may move all of these lights 5 spaces, up to 25 spaces from you before they dissipate. They cannot be attacked, and last until called off. Must roll 12+ Arcana.
2N2Infestation5 act5 Actions. You summon a swarm of fleas, rats, or other tiny parasites that take up 1 space within 6 spaces of you. Anyone else in this space takes 1d6 damage and is considered Frightened on their next turn. You may spend 1 Action to move the swarm 3 spaces. The swarm has 3 HP, 0 Will, 5 Reflex, and lasts until killed. Arcana vs Will.
Upgrades:
  1. Infestation + (L3) โ€” Deals 1d12 damage, has 10 Reflex.
  2. Infestation ++ (L4) โ€” Deals 2d8 damage, has 15 Reflex.
2O2Mage Hand3 act3 Actions. Summons a floating hand of Arcane energy to follow your command. For 1 Action, you may move it 3 spaces, up to 12 spaces away from you before it dissipates. This hand is capable of everything your hand is, with a carrying limit of 10 pounds. To make it perform a skill using Strength or Dexterity, you may roll 1/2 your Base Arcana (rounded down) instead. Lasts until dismissed. Must roll 12+ Arcana.
4M4Summon Flora3 act3 actions. Summons flowers, grass, or vegetation within 3 spaces of yourself. Larger plants, like vines , trees, or shrubberies, will use more actions to summon. Lasts for 1 hour. Must roll 15+ Arcana.
4N4Summon Fauna10 act10 actions. You call out to the local harmless critters, summoning 1 to you. The GM will determine the critter by your environment. This critter will follow your orders within reason for 1 hour. Must roll 15+ Arcana.
Upgrades:
  1. Summon Fauna + (L5) โ€” Summons up to 5 critters for up to 8 hours.
4O4Grease4 act4 actions. You release a torrent of grease over a 2x2 area within 10 spaces. All targets in that space are limited to 1 Move action, and all allies gain +1 Move action. Lasts 3 turns. Arcana vs Reflex.
4P4Floating Disk5 act5 actions. You summon a small-size plate within 4 spaces. The plate takes up 1 space, is a color of your choice, can carry up to 500 pounds, and hovers around 1 space per 2 actions. The plate will naturally follow you. Lasts until dismissed. Must roll 15+ Arcana.
6M6Cloud Of Daggers6 act6 actions. You summon a cloud of whirling daggers on a space within 3 spaces. You may move the cloud 1 space per action. Anyone in the same space as the cloud takes 3d4 piercing damage. Lasts 5 turns. Arcana vs Reflex.
Upgrades:
  1. Cloud Of Daggers + (L7) โ€” 6d4 piercing damage. Lasts 8 turns.
6N6Summon Vehicle24 act24 actions. You summon a vehicle of your choice to a spot within 5 spaces. This vehicle must be one that you have seen or know well of. Only 1 vehicle can be summoned at a time. The vehicle lasts 1 hour. Must roll 18+ Arcana.
6O6Unseen Servant18 act18 actions. You summon an invisible force that obeys nearly all your commands. The force is generally a medium-sized humanoid form. It has 4 HP; treat all other skills as 0. It cannot attack or speak, but will dutifully attempt anything else you ask it. Lasts 1 hour. Must roll 18+ Arcana.
6P6Web4 act4 actions. Sprouts a 4x4 space web within 12 spaces. The web is super strong, and can only be ripped with an Athletics roll greater than your original Arcana roll. Lasts 10 turns. Arcana vs Reflex.
8M8Arcane Tower24 act24 actions. You summon a 2-story tower. It is furnished, but all furnishings are nonmagical and will disappear if brought outside. Lasts 24 hours. If cast every day for a year, tower becomes permanent. Must roll 22+ Arcana.
Upgrades:
  1. Arcane Tower + (L9) โ€” 4 stories. Lasts 7 days. Becomes permanent if cast every week for a year.
  2. Arcane Tower ++ (L10) โ€” 6 stories. Lasts 31 days. Becomes permanent if cast every month for a year.
  3. Arcane Tower +++ (L11) โ€” 8 stories. Automatically permanent.
8N8Fey Spirit18 act18 actions. You summon a Fey Spirit from the Arcane realm. The spirit is Tiny, speaks Celestial (but understands any languages you speak), and can fly at 2 spaces per action. While summoned, it is friendly to you, but has a will of its own, and may disappear if upset. When summoned, roll 1d6 to determine its mood: - 1-2: Tricksy - 3-4: Mirthful - 5-6: Fuming The spirit's HP is equal to your Will, has 0 Defenses, and uses your Base Arcana for its own magic. Its spells are as follows: - 4 actions. While Tricksy, it envelops a single adjacent space (1x1x1) in complete darkness for 1 turn. Anyone in that space is considered blinded. - 4 actions. While Mirthful, it charms an adjacent target to do your bidding on its next turn. Arcana vs Will. - 4 actions. While Fuming, it enchants a target to take the higher of 2d20 rolls for their next attack. Lasts 1 turn or until the attack is done. - 12 actions. Change its mood. The Fey lasts 1 hour, or until dismissed, defeated, or upset. Must roll 22+ Arcana.
8O8Stench6 act6 actions. A creeping stench begins at a 3x3 area, then grows each turn to an 8x8 area. Everyone (except you) caught in the stench spends 3 actions each turn retching. Arcana vs Fortitude.
8P8Tidal Wave12 act12 actions. Summons a 2x6 tidal wave that starts within 3 spaces of you and smashes into everyone up to 24 spaces away. Everyone hit takes 4d8 damage and is pushed back 2 spaces. The water collapses and disappears on your next turn. Arcana vs Fortitude.
10M10Construct18 act18 actions. Requires a tiny sample of stone, metal, or clay. You create a mindless Golem to do your bidding. The golem is Medium sized, mute (but understands any languages you speak), and shuffles around at normal speed. It has no will of its own, and will do whatever you ask, even at harm to itself. The golem's HP is equal to your Base Will, has 0 Defenses, with Armor equal to your Base Enchantments, and uses your Base Arcana for its own attacks. Its spells are as follows: - 4 actions. It slams an adjacent target for 2d12 bludgeoning damage. Arcana vs Fortitude. - 4 actions. It kicks at a target, dealing 1d12 bludgeoning damage and limiting them to 2 Move actions on their next turn. Arcana vs Fortitude. - 2 actions. It roars, forcing all targets within 3 spaces to attack it on their next turn. Arcana vs Will. The Golem lasts 1 hour, or until dismissed or defeated. Must roll 26+ Arcana.
10N10Dimension Door12 act12 actions. Summons a 2-meter door that leads to anywhere on your plane that you can visualize. Cannot open on an occupied space. Lasts 3 turns or until called off. Must roll 26+ Arcana.
Upgrades:
  1. Dimension Door + (L11) โ€” You may place a permanent sigil on the ground that acts as a Dimension Door. Only one who knows this spell can activate it, but they may take up to 10 nearby allies with them.
  2. Dimension Door ++ (L12) โ€” Becomes Dimensional Gate - you may travel to other planes of existence.
10O10Elemental18 act18 actions. Requires a tiny sample of fire, air, water, or dirt/soil. You create an Elemental to do your bidding. The elemental is Medium sized, mute (but understands any languages you speak), and hovers at normal speed. It will do whatever you ask, short of causing harm to itself. The elemental's HP is equal to your Base Will, uses your Base Arcana for its own attacks, and its defenses are dependent on the type of elemental summoned. Its attacks are as follows: - If Fire, it has 0 Will, Reflex equal to your Base Enchantments, and Fortitude equal to your Base Insight. For 4 actions, it throws flame from itself in a 1x3 area, dealing 3d8 fire damage and instantly igniting anyone in it. Arcana vs Reflex. - If Air, it has Will equal to your Base Insight, Reflex equal to your Base Enchantments, and 0 Fortitude. For 4 actions, it throws all targets in a 2x2 space within 3 spaces up in the air, where they float for 1 turn, taking a -10 penalty to all attacks. On the next turn, they land knocked down, and must spend 3 actions to pick themselves up. Arcana vs Reflex. - If Water, it has Will equal to your Base Enchantments, Reflex equal to your Base Insight, and 0 Fortitude. For 4 actions, it slams 2 adjacent targets, dealing 2d4 bludgeoning damage, and reducing all their Defenses by -4 for 1 turn. Arcana vs Fortitude. - If Earth, it has Will equal to your Base Insight, 0 Reflex, and Fortitude equal to your Base Enchantments. For 4 actions, it pounds the ground, dealing 1d6 damage to all targets within 3 spaces and preventing their Move actions for 1 turn. Arcana vs Fortitude. The Elemental lasts 1 hour, or until dismissed or defeated. Must roll 26+ Arcana.
10P10The Big Hand5 act5 actions. You summon a hand up to Large size on an unoccupied space. It moves as your own dominant hand does, with a speed of 3 spaces per action. It has 0 armor, your Base Reflex, and its max HP is the same as your own. It can attack adjacent targets for 1d8 impact damage (2 actions) and push them around 1 space per action. Must roll 26+ Arcana.
12M12Draconic Spirit18 act18 actions. Summons a drake. See your GM for its Stats. Roll 1d6 to determine which element it uses. It will serve you for 1 hour. You may cast this once per day. Must roll 30+ Arcana.
Upgrades:
  1. Draconic Spirit + (L13) โ€” Instead of a younger drake, summons a Dragon.
  2. Draconic Spirit ++ (L14) โ€” Instead of a Dragon, summons a Grand Dragon.
12N12Instant Switch12 act12 actions. You bond 2 nonmagical, nonliving objects. While carrying 1 of the objects, you may switch its exact location with the other object. This move does not take up any actions. Neither object can be bigger than yourself. Lasts until dismissed. Must roll 30+ Arcana.
Upgrades:
  1. Instant Switch + (L13) โ€” You may bond up to 3 objects, but switching now costs 1 action.
  2. Instant Switch ++ (L14) โ€” You may bond up to 4 objects, but switching now costs 2 actions.
12O12Scatter6 act6 actions. Teleports up to 5 targets you can see to new spaces you can see. These spaces must be safe (i.e. on the ground, not on lava or a trap). Arcana vs Will.
Upgrades:
  1. Scatter + (L13) โ€” Up to 10 targets.
12P12Steel Strike5 act5 actions. You summon a flurry of shortswords that fling out in a 1x5 cone from you. Everyone in this cone is hit for 3d8 slashing damage. When the swords hit the ground, they disappear. You may keep casting this for 1 turn. Arcana vs Reflex.
Upgrades:
  1. Steel Strike + (L13) โ€” +3d8 slashing damage.
14M14Arcane Mansion24 act24 actions. Summons a mansion of your own design, up to 100x100 spaces. The mansion comes fully furnished and staffed with 100 servants. These servants are translucent, though you may give them any other appearance, and can be commanded to do anything but harm. There is also enough food to serve 100 people. Anything brought outside the mansion will evaporate into smoke. The mansion lasts for 1 day. Must roll 33+ Arcana.
14N14Blade Of Disaster12 act12 actions. Summons a flying greatsword in an unoccupied space you can see. This sword has 6 actions of its own. It can fly 2 spaces per action and swing at a target for 3 actions. It deals 2d12 damage per swing, and it is immune to all damage itself. Lasts for 5 turns or until dismissed. Must roll 33+ Arcana.
Upgrades:
  1. Blade Of Disaster + (L15) โ€” 3d12 damage.
14O14Demiplane4 act4 actions. Creates a pocket dimension that takes the form of a 6x6 area room of wood or stone. This also creates a door to the dimension, which takes on the appearance of your choosing - though it can only fit size Medium beings. The door lasts 5 turns before it disappears. Recasting this may summon the original pocket dimension, or you may create a new one. Can only cast once per day. Must roll 33+ Arcana.
14P14Maze5 act5 actions. Banishes your target to a labyrinth pocket dimension. Each turn, the target must roll their Survival against your initial Arcana roll. If they succeed, they free themselves and return. If they fail, they remain trapped and your initial Arcana roll loses 1 point. Lasts until dismissed or your target is free. Arcana vs Will.
16N16Nuke24 act24 actions. You summon a nuclear bomb. If activated (or it takes 5+ damage), it will detonate, dealing 100d10 acid damage to everyone within 4 miles, and +300 fire damage to everyone within 1 mile. Anyone who is killed by this detonation is turned to ash. Must roll 36+ Arcana.

Divination

cols R-T ยท levels 2-16 ยท 16 abilities
LvlCellAbilityCostRules
2S2True Strike6 act6 Actions. You point to a target you can see. The next attack against that target may use the higher of 2d20 rolls, while the target takes the lower of 2d20 Defense rolls. Lasts 5 turns or until the attack is made. Arcana vs Will.
Upgrades:
  1. True Strike + (L3) โ€” Now lasts 5 turns, even with attacks.
4R4Guiding Hand18 act18 actions. You summon a Medium-size golden glowing hand that floats 2 spaces above you, just high enough to be easily seen while looking forward. Tell the hand a location, and it will point toward that direction. The more specific your description of the location, the more likely the hand will point you the right way. Lasts 8 hours or until you reach the spoken location. Must roll 15+ Arcana.
4S4Identify6 act6 actions. You touch an object, adding your Base Arcana to your Enchantments roll to learn all of its properties, both physical and magical. Enchantments.
Upgrades:
  1. Identify + (L5) โ€” Can be used on any specific object as long as you know the name, regardless of where it is.
4T4Sense Emotions2 act2 actions. Your Insight action uses 1 more action, but you may add half your Base Arcana (rounded up) to the roll when determining emotions. Lasts 5 turns. Insight vs Will.
6R6Infallible Relay6 act6 actions. You choose a target you have spoken with before, no matter how far away - though they must be on this plane of existence. You activate the nearest communication device within 10 spaces of them, charming them to answer it. Lasts 10 turns or until dismissed. Arcana vs Will.
6S6Mind Spike3 act3 actions. You deal 1d8 Psychic damage to a target you can see. You are then aware of that target's location, no matter if they are invisible or on a different plane of existence. Awareness lasts 1 hour. Arcana vs Will.
6T6True Sight3 act3 actions. You or an ally can detect traps and see past illusions and lies for 5 turns. Arcana vs Will.
8R8Clairvoyance6 act6 actions. Choose a location you have been to before. As long as you keep casting, you can see or hear what is happening in that location. Someone with True Sight may detect your presence there. Lasts until called off. Arcana vs Will.
8S8Tongues2 act2 actions. An adjacent target can speak and interpret a spoken language of your choice. Lasts 10 turns. Arcana vs Will.
10R10Arcane Eye18 act18 actions. Summons a floating, 1-inch translucent orb to your side. You can see through this orb as if it were an extra eye. The Eye can only use actions to float around at normal speed. It is tangible and has 1HP. It can move anywhere on this plane. Lasts until called off. Must roll 26+ Arcana.
Upgrades:
  1. Arcane Eye + (L11) โ€” The Eye is now completely invisible, and can see clearly in the dark.
10S10Divination24 act24 actions. Requires a material offering, which will be burned up upon casting the spell. You commune with one of the gods, determined by your type of offering. Only you can see and hear them, and you may ask about an event to occur within the next week. How accurate and truthful their answer is depends on the value of your offering.
12R12City Commune18 act18 actions. You listen to the town or city around you, gathering what it has to say. You may add your Base Arcana to your Culture roll to gain a general understanding of the area, including all pathways, influential people, and markets. You may also choose to learn 1 of the following: Water sources, the Electric grid, the Criminal underground, or Magical/Alien elements. Can only cast once per day. Must roll 25+ Culture.
12S12Scry12 act12 actions. You witness your target visually and audially from any location. If anyone in the target's vicinity has True Sight, they can see your presence. Lasts for 1 hour. Arcana vs Will.
12T12Telepathy4 act4 actions. You make a mental link between yourself and up to 8 others you can see. You can send clear thoughts through this link, no matter which languages you speak or how far apart you are. Lasts 1 hour. Arcana vs Will.
14S14Foresight6 act6 actions. You or an ally you touch are granted Foresight. During this time, your ally can see the immediate future. They gain +5 Bonus Fortitude, Reflex, and Will, and all attacks against them (including ranged stealth) must take the lower of 2d20 rolls. Lasts 10 turns. Arcana vs Will.
16S16Wish6 act6 actions. You speak into the universe to grant a wish. This wish will either cast any spell you know of, or have a different effect. You will want to be as concise as possible with this wish, as your GM can grant it in any manner they choose. The greater the effect of your wish, the greater burden you may bear. Upon casting any wish, your Strength is reduced to 0 if it is not already there, which lasts 3 days. Casting any spell after this will deal 1d10 damage to you until you have a long rest. Finally, for each subsequent cast of Wish, you must roll another d20 and take the lowest of the rolls. Must roll 36+ Arcana.

Evocation

cols V-AA ยท levels 2-16 ยท 35 abilities
LvlCellAbilityCostRules
2AA2Shocking Grasp3 act3 Actions. You grab a target next to you and deal 1d10 lightning damage to them. If their Armor is 7+, this does triple damage. Arcana vs Fortitude.
Upgrades:
  1. Shocking Grasp + (L3) โ€” 2d10 lightning damage.
  2. Shocking Grasp ++ (L4) โ€” 3d10 lightning damage.
2V2Bonfire6 act6 Actions. You summon a bonfire on a space within 10 spaces of you. If there is someone on the space, they take 1d12 fire damage with 1/3rd chance ignition. If your attack misses, they instead move 1 space to safety. The fire lasts until the end of your next turn, unless it ignites something else. Arcana vs Reflex.
Upgrades:
  1. Bonfire + (L3) โ€” Guaranteed ignition.
2W2Booming Wall3 act3 Actions. You surround a target you see in sonic energy. If that target moves to another space, they take 1d6 sonic damage. The wall lasts until the end of their turn. Sonic damage bypasses armor, as well as Mutes and Deafens the target on their next turn. Arcana vs Will.
Upgrades:
  1. Booming Wall + (L3) โ€” +1d6 Sonic damage. Debuffs last +1 turn.
  2. Booming Wall ++ (L4) โ€” +1d6 Sonic damage. Debuffs last +1 turn.
  3. Booming Wall +++ (L5) โ€” +1d6 Sonic damage. Debuffs last +1 turn.
2X2Leaping Flames3 act3 Actions. If there is a fire currently going, you may split the fire to immediately ignite a target within 10 spaces of it. This initially does no damage. You may use this in battle as often as you'd like. Arcana vs Reflex.
Upgrades:
  1. Leaping Flames + (L3) โ€” Deals 1d12 fire damage upon contact.
  2. Leaping Flames ++ (L4) โ€” Deals +2d12 fire damage upon contact.
2Y2Lightning Lure4 act4 Actions. You imbue a target within 20 spaces as a lightning rod. The next lightning attack against them will automatically hit and deal an extra 1d10 damage. Lasts 5 turns. Arcana vs Will.
Upgrades:
  1. Lightning Lure + (L3) โ€” An extra 2d10 damage.
2Z2Ray Of Frost5 act5 Actions. You launch a 1x10 beam of frost from yourself. Everyone in the beam takes 1d4 damage and suffers -2 Actions on their next turn. Arcana vs Fortitude.
Upgrades:
  1. Ray Of Frost + (L3) โ€” +1d4 damage, -2 Actions.
  2. Ray Of Frost ++ (L4) โ€” +1d4 damage, -2 Actions.
4V4Burning Hands6 act6 actions. All adjacent targets take 1d12 fire damage, 1/3 ignition chance. Arcana vs Fortitude.
Upgrades:
  1. Burning Hands + (L5) โ€” +1d12 fire damage, +1/3 ignition chance.
  2. Burning Hands ++ (L6) โ€” +1d12 fire damage, guaranteed ignition.
4W4Caustic Brew6 act6 actions. Hurl an acid sphere to a spot within 10 spaces. Upon hit, it explodes and hits all within 1 space. Everyone hit takes 1d4 damage and permanently loses 1 Armor each turn. Lasts 3 turns. Arcana vs Reflex.
Upgrades:
  1. Caustic Brew + (L5) โ€” +10 range. +1d4 damage, -1 Armor each turn.
4X4Cone Of Cold4 act4 actions. You blast cold in a 1x3 cone from you. Everyone in that area takes 1d4 damage and suffers -2 actions. Lasts 2 turns. Arcana vs Fortitude.
Upgrades:
  1. Cone Of Cold + (L5) โ€” 1x4 cone, +1d4 damage, -2 actions.
  2. Cone Of Cold ++ (L6) โ€” 1x5 cone, +1d4 damage, -2 actions.
4Y4Earth Tremor4 act4 actions. You cause a spot of earth within 10 spaces to tremble, causing 1d8 impact damage (bypassing armor) to the target on it. Arcana vs Fortitude.
Upgrades:
  1. Earth Tremor + (L5) โ€” +2d8 impact damage.
4Z4Thunderwave5 act5 actions. Everyone within 2 spaces of you takes 1d6 sonic damage. Sonic damage bypasses Armor, and Mutes and Deafens the target for 1 turn. Arcana vs Fortitude.
Upgrades:
  1. Thunderwave + (L5) โ€” +1d6 Sonic damage. Debuffs last +1 turn.
  2. Thunderwave ++ (L6) โ€” The focal point of this spell does not have to be you, but a spot within sight.
6AA6Snowstorm6 act6 actions. You form snow and frigid winds that swirl around the entire area within 12 spaces of you. All targets in this area take 1d4 damage each turn and are slowed by 2 actions on their next turn. You may keep casting this for as long as you spend the actions. Arcana vs Fortitude.
Upgrades:
  1. Snowstorm + (L7) โ€” Casting -1 action, +1d4 damage, targets slowed by -2 actions.
6V6Acid Arrow5 act5 actions. An arrow of acid flies to your target up to 18 spaces away. It deals 1d8 damage, and reduces their Armor and Damage by 1 permanently. Arcana vs Reflex.
Upgrades:
  1. Acid Arrow + (L7) โ€” +1d8 damage, +1 Armor/Damage reduction.
  2. Acid Arrow ++ (L8) โ€” +2d8 damage, +2 Armor/Damage reduction.
6W6Darkness5 act5 actions. You plunge a 4x4 space area into darkness. Everyone within this darkness is considered blinded, and nothing can be seen within it from the outside. This may also be cast on an object. If so, the darkness moves along with it. Only magical light can repel this darkness. Lasts 5 turns. Arcana.
6X6Gust Of Wind5 act5 actions. You create a 1x12 wall of wind that blasts in a direction of your choice. Anyone caught in the blast will be pushed 3 spaces by it, and to move in the opposite direction costs 2 actions per space. You may keep casting this continuously. Lasts 1 turn or until casting stops. Arcana vs Fortitude.
6Y6Ice Blast6 act6 actions. You blast a target within 10 spaces for 1d4 frost damage. They cannot use move actions for 3 turns. Arcana vs Fortitude.
Upgrades:
  1. Ice Blast + (L7) โ€” +1d4 frost damage.
  2. Ice Blast ++ (L8) โ€” +2d4 frost damage.
6Z6Scorching Ray6 act6 actions. You spurt fire in a 1x6 ray from yourself. Everyone in this ray takes 1d12 fire damage with a 1/3 ignition chance. Arcana vs Reflex.
Upgrades:
  1. Scorching Ray + (L7) โ€” +1d12 fire damage, +1/3 ignition chance.
  2. Scorching Ray ++ (L8) โ€” +1d12 fire damage, guaranteed ignition.
8W8Fireball6 act6 actions. Launches a ball of fire within 15 spaces that explodes in a 4x4 area. Everyone in that area takes 1d12 damage, 1/3 ignition chance. Arcana vs. Reflex.
Upgrades:
  1. Fireball + (L9) โ€” 6x6 area, +1d12 damage, +1/3 ignition chance.
  2. Fireball ++ (L10) โ€” 8x8 area, +1d12 damage, guaranteed ignition.
  3. Fireball +++ (L11) โ€” Casting +2 actions. 10x10 area, +2d12 damage.
8X8Lightning Bolt6 act6 actions. You launch a lightning bolt that streaks in a 1x20 line from you. Everyone caught in this line takes 1d10 damage (tripled if armor is 7 or higher). Arcana vs Fortitude.
Upgrades:
  1. Lightning Bolt + (L9) โ€” +1d10 damage.
  2. Lightning Bolt ++ (L10) โ€” +1d10 damage.
8Y8Minute Meteors3 act3 actions. Summon 6 tiny meteors that float around you. For 1 action, you can send one zooming to a space. All targets on and next to that space take 1d8 damage. Unused meteors last 10 turns. Arcana vs Reflex.
8Z8Wall Of Sand9 act9 actions. Summons 2x10 area wall of sand. In this area, all physical damage is halved, all targets are blinded, and moving requires 3 actions instead of 1. Lasts until called off. Arcana vs Fortitude.
10W10Elemental Shield4 act4 actions. You provide yourself or a target with a magical shield, made either of flames or frost. With a flame shield, the target cannot be slowed down from cold, and melee attackers are instantly ignited. With a frost shield, the target takes half fire damage, and slows down melee attackers by -4 actions. Lasts 5 turns. Arcana vs Will.
10X10Ice Storm9 act9 actions. You hit a 4x4 area with a blizzard. Everyone in the area takes 3d4 frost damage and cannot use any move actions. You can move the blizzard at 1 space per action. Lasts until called off. Arcana vs Fortitude.
10Y10Storm Sphere9 act9 actions. Summons a sphere of raging wind within 3 spaces. Each turn, you may spend 1 action to move the sphere 1 space or launch a bolt of lightning out of it, dealing 1d10 damage to a target within 10 spaces (tripled if 7+ armor). Anyone on the sphere's space takes 1d8 impact damage. Lasts 10 turns or 4 bolts of lightning. Arcana vs Fortitude.
Upgrades:
  1. Storm Sphere + (L11) โ€” Sphere takes up 2x2 area. Holds +2 bolts of lightning.
  2. Storm Sphere ++ (L12) โ€” Sphere takes up 3x3 area. Holds +2 bolts of lightning.
  3. Storm Sphere +++ (L13) โ€” Sphere takes up 4x4 area. Can hold +2 bolts of lightning. Lightning deals +1d10 damage.
10Z10Firewall9 act9 actions. Unleashes a 1x12 wall of fire in either a straight line or a ring. Anyone who is in the same space as the fire takes 1d12 fire damage with 1/3 ignition chance. Projectiles, such as bullets and arrows, have a similar chance of burning up instead of passing through. Lasts 5 turns. Arcana vs Fortitude.
Upgrades:
  1. Firewall + (L11) โ€” +1d12 fire damage, +1/3 ignition chance.
  2. Firewall ++ (L12) โ€” +1d12 fire damage, guaranteed ignition.
  3. Firewall +++ (L13) โ€” +2d12 fire damage.
12W12ContingencyXX actions. Requires a separate spell. You cast the spell, but its effect does not happen. Instead, you save the spell within yourself to be cast instantaneously at a time you choose. Lasts until the spell is used. If you cast Contingency again, the new spell replaces the old one. Arcana vs Will.
12X12Flash Frost3 act3 actions. You flash freeze everyone in a 1x5 cone, dealing 1d4 damage and immobilizing them in ice. Affected targets cannot make physical actions and are immune to physical damage. The ice lasts 1 turn or until it takes 15 damage. Arcana vs Fortitude.
Upgrades:
  1. Flash Frost + (L13) โ€” +1d4 damage, lasts +1 turn or until it takes +15 damage.
  2. Flash Frost ++ (L14) โ€” +1d4 damage, lasts +1 turn or until it takes +15 damage.
12Y12Immolate3 act3 actions. You set a target you can see aflame with magical fire, treating them as if they were ignited. This fire cannot be put out by anything but magic. Lasts 5 turns or until dispelled. Arcana vs Fortitude.
Upgrades:
  1. Immolate + (L13) โ€” Lasts +5 turns or until dispelled.
  2. Immolate ++ (L14) โ€” Lasts until dispelled.
12Z12Wall Of Anything9 act9 actions. Summons a 1x12 wall of a raw material that is close to you and that you speak aloud. The wall will make the terrain either difficult or impassable, depending on the material used. Any extra effects also depend on the material used, which could be as simple as Thorns, Ice, Wood, Light, etc. If you choose not to use any materials, it simply conjures an impassable, invisible Wall Of Force. Afterward, the wall harmlessly crumbles and the original material is returned to normal. Lasts 5 turns. Arcana vs Reflex.
14W14Chain Lightning6 act6 actions. Shoots lightning at a target within 10 spaces, which will keep jumping to another target as long as there is an unaffected target within 3 spaces. Each hit deals 1d10 damage (tripled if target has 7+ armor). Arcana vs Reflex.
Upgrades:
  1. Chain Lightning + (L15) โ€” +1d10 damage, jumps to targets within +2 spaces.
  2. Chain Lightning ++ (L16) โ€” +1d10 damage, jumps to targets within +2 spaces.
14X14Otiluke's Snowglobe6 act6 actions. You create a magical snowglobe. If this snowglobe takes 1 point of damage, it will explode and unleash a small blizzard on everyone within 6 spaces of it. Everyone affected takes 4d8 damage and loses 4 actions on their next 3 turns. Arcana vs Fortitude.
14Y14Sunburst6 act6 actions. You bring down an intense beam of light energy upon a target, dealing 6d8 fire damage (no ignition) and blinding them for 3 turns. If you cast for another 3 actions, the energy releases from the target in a globe, damaging all targets within 4 spaces of them for 3d8 fire damage (no ignition). Arcana vs Will.
16W16Crown Of Stars10 act10 actions. A halo of 7 small bright points circles above your head. For 1 action, you may send one of these motes to a target within 15 spaces. If an enemy, they take 1d8 arcane damage, bypassing armor. If an ally, they gain a (stacking) shield for 1d8 Temp HP lasting 3 turns. The "crown" lasts for 1 hour or until all motes are used. Arcana vs Will.
16X16Forcecage5 act5 actions. You create a cube of force in a 4x4 area. Nothing physical can enter or leave this cube until called off, not even yourself. Lasts for as long as you concentrate, only making Move actions. Lasts until called off. Must roll 36+ Arcana.
16Y16Prismatic Ball18 act18 actions. You summon a small, immaterial glowing rainbow ball that hovers in a nearby space. On your turn, the ball may float up to 3 spaces and make 1 attack, free of actions. Attacks are as follows: Acid: 1d4 Acid damage to a target, reduces their Armor and weapon damage by 1. Arcana vs Reflex. Fire: 1d12 Fire damage to a target, 1/3 ignition chance. Arcana vs Reflex. Frost: 1d4 Frost damage to a target, who loses 2 actions on their next 3 turns. Arcana vs Fortitude. Lightning: 1d10 Lightning damage to a target (tripled if armor is 7 or higher). Arcana vs Reflex. Sonic: 1d6 Sonic damage to a target, who is Muted and Deafened on their next turn. Arcana vs Will. The ball lasts 10 turns.