Difference between revisions of "Spells"

From The Hidden Room
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Give the elemental wrath spells a Banish effect?  Like Fire can banish ice/water, Frost can banish Fire, etc.
Give the elemental wrath spells a Dispel effect?  Like Fire can dispel ice/water, Frost can dispel Fire, etc.




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You draw a sign or message on a surface (wall, parchment, skin) which is luminously visible only to specific people, types of people, or those who speak a password or fulfill a trigger condition named at casting.  You can overlay this on mundane writing (e.g. a letter that reads one way to most people, but shows its true message to a select few), make arcane writing appear with a public message (or untranslatable gibberish), or have no overt writing at all.  You may limit the duration to a specified length and emplace a condition that causes it to end immediately.  When you cast, specify what happens at the end of the spell: the true message remains and becomes visible to all, the false message remains, or both vanish.  Dispelling the enchantment erases both messages.
You draw a sign or message on a surface (wall, parchment, skin) which is luminously visible only to specific people, types of people, or those who speak a password or fulfill a trigger condition named at casting.  You can overlay this on mundane writing (e.g. a letter that reads one way to most people, but shows its true message to a select few), make arcane writing appear with a public message (or untranslatable gibberish), or have no overt writing at all.  You may limit the duration to a specified length and emplace a condition that causes it to end immediately.  When you cast, specify what happens at the end of the spell: the true message remains and becomes visible to all, the false message remains, or both vanish.  Dispelling the enchantment erases both messages.


 
???Symbol?




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*Sanctuary
(Power 1, 1 minute, 1 bonus, 1 creature, range 30')
The target is warded in an aura of peace.  Each attempt to direct hostile action toward the target requires the attacker to first Spirit save.  Collateral damage aimed elsewhere can still harm them, but the attacker can't intend to use this solely as a workaround.  If the warded target takes hostile action toward anyone else, the effect ends, but they may heal or otherwise aid allies.




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Sleep
Dream
Eternal Slumber (like imprisonment?)
Phantasmal Force? (waking dream)
Nightmare?
Dream Phantasmal Killer?
Catnap
Peaceful Dreams (mind blank while person sleeps)
- ??? modify memory (of a dreamer?) - modify memory can be fragile, like a short term mental illusion




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(conc (1 min)) Creatures of your choice within the region must Spirit save or become indifferent toward those they would normally be hostile toward.  This ends if it or its allies or possessions are acted against.  If given no reason to become angry, it may just decide it chose to let those enemies slip by, rather than bothering with them.
(conc (1 min)) Creatures of your choice within the region must Spirit save or become indifferent toward those they would normally be hostile toward.  This ends if it or its allies or possessions are acted against.  If given no reason to become angry, it may just decide it chose to let those enemies slip by, rather than bothering with them.


*Sleep
*Sleep ("Apathy")
(Power 1+, 1 action, 90' range, subtle casting)
(Power 1+, 1 action, 90' range, subtle casting)
Affects living creatures capable of sleep in a 20' radius sphere (immunity from charm protects against this).  Alert targets must Spirit save or become drowsy and listless (distracted for perception purposes).  Drowsy targets will snap to alertness if startled, alarmed, etc; otherwise they will remain so for at least an hour.  Alarmed targets, and those immune to charm are unaffected.  If already drowsy, bored, intoxicated, etc, those that fail a Spirit save +D fall fully asleep (this spell doesn't stack with itself, so its drowsiness can't be deepened).  Sleepers will waken to loud noises, pain, jostling, etc.
Affects living creatures capable of sleep in a 20' radius sphere (immunity from charm protects against this).  Alert targets must Spirit save or become drowsy and listless (distracted for perception purposes).  Drowsy targets will snap to alertness if startled, alarmed, etc; otherwise they will remain so for at least an hour.  Alarmed targets, and those immune to charm are unaffected.  If already drowsy, bored, intoxicated, etc, those that fail a Spirit save +D fall fully asleep (this spell doesn't stack with itself, so its drowsiness can't be deepened).  Sleepers will waken to loud noises, pain, jostling, etc.
+2 Power: put a willing creature you touch to sleep.  If they sleep a full 10 minutes, they gain the benefits of a Short Rest.  They can only be affected this way once per Long Rest.
+2 Power: put a willing creature you touch to sleep.  If they sleep a full 10 minutes, they gain the benefits of a Short Rest.  They can only be affected this way once per Long Rest.
???Sanctuary?  zone of sanctuary


???Heroism? or prot from emotions? resistance to psychic damage?
???Heroism? or prot from emotions? resistance to psychic damage?


block mind reading / mind blank
block mind reading / mind blank
???Sanctuary?  zone of sanctuary?
*Sanctuary
(Power 1, 1 minute, 1 bonus, 1 creature, range 30')
The target is warded in an aura of peace.  Each attempt to direct hostile action toward the target requires the attacker to first Spirit save.  Collateral damage aimed elsewhere can still harm them, but the attacker can't intend to use this solely as a workaround.  If the warded target takes hostile action toward anyone else, the effect ends, but they may heal or otherwise aid allies.




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* [[Telepathy]]


Detect Thoughts
(Power 2, 1 action, self, 30', conc (1 min))
As an action, focus your attention on a sentient creature (including animals) and begin reading its surface thoughts (sufficiently alien minds may be immune / incomprehensible).
When reading a mind, spend an action to probe deeper.  The target makes a Wits save.  If it fails, you gain insight into its reasoning, emotional state, or some other prominent cognition.  If it succeeds, the spell ends.  Either way, it knows its mind is being invaded and as long as you keep reading its mind, it can take an action to Spirit save to end the spell.
When not reading a specific individual, as an action, you can attempt to detect the presence of sentient minds within range (even invisible ones).  A mind located this way can be read.
Sufficient barriers block the spell.
Sense Harmful Intent
(Power 2, 1 action, 120', conc (1 min))
Within sight and range, you perceive the malice imbued in traps by their creators.  This does not reveal their exact dimensions, triggers, means of operation, etc, only their general area and a rough sense of how dire they are.  Traps include things like alarms, ambushes, or other "negative impacts".  Natural hazards without intent behind them are not revealed.
Each round you can focus on a creature and attempt to Read them.  If successful, you know if they harbor active intent to cause harm (physical, emotional, magical, social, etc), but not necessarily how or to whom.  If you fail, they are inscrutable to this spell for the rest of the day.  The intrinsic nature of certain creatures (demons, undead, etc) registers as malice.


?Psychometry?




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(Power 0)
(Power 0)
Open / Close (1 action, 60', instant): an unsecured, inanimate target opens or closes in a manner it is able to.
Open / Close (1 action, 60', instant): an unsecured, inanimate target opens or closes in a manner it is able to.
- breach ward?




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- reincarnation? (realm magic; you can provide the body to inhabit, permanently magic jarring into it?)
- reincarnation? (realm magic; you can provide the body to inhabit, permanently magic jarring into it?)
- speak w/ dead?  speak w/ local spirits?
- speak w/ dead?  speak w/ local spirits?




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+2 Power: you can sense a creature (general type or specific).  If fundamentally transformed (polymorphed, petrified, etc), it will not be detected if you don't know to adjust for its state.
+2 Power: you can sense a creature (general type or specific).  If fundamentally transformed (polymorphed, petrified, etc), it will not be detected if you don't know to adjust for its state.
+1 Power: 2x distance.
+1 Power: 2x distance.
- find the path?




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Phantom Arsenal
- blade barrier
- "shield wall" (wall of iron?)
- spiritual weapon
- lesser arcane strike projectile
- blade of flame and shadow
- summon phantom warriors?




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- freedom of movement
- freedom of movement
- banishment
- dominate beast
- dominate beast
- commune with nature?
- commune with nature?
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"5th"
"5th"


- dream (nightmare?)
- modify memory
- guards and wards
- guards and wards
- find the path?
- passwall?
- passwall?
- rary's telepathic bond
- contingency  
- contingency  



Revision as of 22:46, 15 April 2022

Red Age > Rules > Magic > Spells


  • spell min / max Powers (could even have "holes" in their Power range)
  • spells can gain "aspects", accessing different effects, elemental options, etc (Barrier could gain elements, Conjuration could gain types of beings summoned, Dispel Magic could gain Break Curse, etc)
  • spells can have effect and magnitude bonuses (attack/save and "damage")
  • spells of the same type can be fused, combining their aspects, bonuses, min/max, etc at a research cost (higher cost if you have to "make up" the difference in max Power between them)


Unified Spell List




(merge w/ purify?)




Wrath of the Mind - can hit beings that can see you (such as through scrying) - wrack??? - aversion??? - paroxysm??? - eyebite??? - symbol??? - glyphs that blast the mind of the reader - nightmare? (or can be used to attack through Dream? like reverse scrying) - confusion - feeblemind


???Wrath of the Grave? Withering? - finger of death - power word kill - death spell (acks) - sickening radiance - ray of enfeeblement - enervation - necrotic blast

???wrath of the sun - flare / flash - searing ray - radiant bolt - crown of stars? (xan) - wall of light (xan) - dawn (xan) - sunbeam


Give the elemental wrath spells a Dispel effect? Like Fire can dispel ice/water, Frost can dispel Fire, etc.


Lesser Arcane Strike (Power 0, 1 action) A family of minor battle magic spells. Combine an Arcana (providing damage type, defense, and additional effects) and a Strike (providing range, damage die, area, and duration). On a successful save deal no damage and impose no conditions, unless otherwise noted. Conditions last until end of target's next turn. Arcana Radiance (fire damage, Dex save, target affected as if in Brilliant light) Poison / Necrotic / Vermin (health damage, Vigor save, poisoned) Projectile (crushing, slashing, or piercing damage, Defense, projectile (ice, crystal, etc) continues to exist while you concentrate (1 min), then fades after 1 round)

Strike Bolt / Ray (60' range, 1 target, d6, instant) Lash (30', 1 target, d8, instant) Orb (30', 1 target, d6, d2 splash in 5', instant) Spray (two 5' spaces adjacent to each other and you, d8, save for half, instant) Grasp / Weapon (touch or weapon, 1 target, d10, instant)

  • Arcane Strike

(Power 1+, instant, 1 action) Each is an independent spell, collected here for convenience. Arcane Wave (15' cone or 10' radius): each arcana is a separate spell. Thorn: Dex save or (Power+1)d4 piercing damage and grappled. Half damage and no condition on save. The area is +1x difficult terrain for 10 minutes, after which the thorns wither to dust. Cloud of Shards (60' range, (Power) contiguous 5' cubes): targets that enter or begin a turn in the cloud take 2d4 slashing damage, Dex save for half. The cloud's space is +2x difficult terrain. Wrack (60' range): a living target is agonized, taking (Power+1)d6 health damage and is Blind, Deaf, and Dazed (unreactive, no bonus action, slowed) until end of next turn. Spirit save for half and only unreactive.




???Elemental Barrier (all the walls: iron, stone, ice, fire, etc)




Elemental Blast (Power 3+, 1 action, 150' range, 20' radius sphere, instant) Launch a bolt of elemental power that explodes, dealing (Power)d6 damage (save for half). Fire: Dex save. Deals (Power)d6+(Power) fire damage. Thunder: Vigor save. Deals thunder damage. Creatures that fail their save are deafened (end of next turn), pushed 10' and must save again or fall prone. Mana: Spirit save. Deals spirit damage (no effect on inanimate objects). Frost: Dex save. Deals frost damage and leaves the radius choked with snow and ice, making it difficult terrain until it melts. Slime: Dex save. Deals acid damage, leaving a slick within the radius. The slick deals damage to those who enter it before end of next turn, after which its acid denatures, but the slick remains for 10 minutes. Those moving more than half speed over it must Dex save or fall. Venom: Vigor save. A contact poison that deals health damage. Creatures that fail their save are Poisoned until end of next turn. Delay (+1 Power): the bolt turns into a glowing marble for as long as you concentrate (10 min). When you cease concentrating, or the marble is handled roughly (Dex check if being careful) by someone other than the caster, it explodes as normal. Each turn it remains unexploded, its damage increases by +1d, up to an extra (Power)d.

Elemental Stroke (Power 3+, 1 action, 100' line, instant) Fires a torrent of elemental power, striking everything along its path, dealing (Power x 2)d6 (save for half). Lightning Bolt: Dex save. Deals fire damage and those who fail their save are Unreactive until end of next turn. Reflects off of solid stone surfaces; disperses into water, dealing damage in a 20' radius to those touching it. Incandescent Beam: Dex save. Deals fire damage and blinds those that fail their save until end of next turn. Arctic Gale: Dex save. Deals frost damage and targets must Vigor save or be pushed 5' and knocked prone. Mana: Spirit save. Deals spirit damage (no effect on inanimate objects). Delay (+1 Power): the torrent is contained as a glowing thread that floats in air for as long as you concentrate (10 min). You can draw the thread through the air, up to the spell's normal length. When you cease concentrating, or the thread is handled roughly (Dex check if being careful) by someone other than the caster, power lashes along it as normal. Each turn it remains contained, its damage increases by +1d, up to an extra (Power)d.

Elemental Barrage (Power 3+, 1 action, self, conc (10 min)) A halo of (Power x 2) elemental orbs circles your head. On casting and as a bonus action while the spell lasts, you can launch 1 or 2 orbs up to 120' at individual targets. They explode, dealing 1d6 damage within 5' radius, save for half. Fire: Dex save. Each orb deals an extra +1 fire damage. Frost: Dex save. Deals frost damage and the radius is choked with snow and ice, making it difficult terrain until it melts. Thunder: Vigor save. Deals crushing damage and creatures that fail their save are deafened (end of next turn) and fall prone. Slime: Dex save. Deals acid damage, leaving a slick within the radius. The slick deals 1d6 damage to those who enter it before end of next turn, after which its acid denatures, but the slick remains for 10 minutes. Those moving more than half speed over it must Dex save or fall. Mana: Spirit save. Deals spirit damage (no effect on inanimate objects). Venom: Vigor save. A contact poison that deals health damage. Creatures that fail their save are Poisoned until end of next turn.

Elemental Breath (Power 2, 1 bonus, touch, conc (1 min), 1 willing creature) As an action, the subject can emit a blast of elemental power (15' cone or 10' radius) of a type chosen when this spell is cast. Thunder: Vigor save or take (Power)d4 crushing damage and a Force attack to push them away. Half damage and +D to Force on save. Fire: Dex save or take (Power+1)d6 fire damage. Half damage on save. Lightning: Dex save or (Power)d6 fire damage and unreactive until end of next turn. +D if in metal armor or water. Half damage and no condition on save. Slime: Dex save or (Power)d6 acid damage and poisoned until end of next turn. Half damage and no condition on save. Thorn: Dex save or (Power)d4 piercing damage and grappled. Half damage and no condition on save. The area is +1x difficult terrain for 10 minutes, after which the thorns wither to dust.



Etherealness Spirit-Walk? Astral Projection? Blink (Power 3, 1 action, self, 1 minute, dismiss (action)) At the end of each of your turns, roll d20. On an 11+, you vanish into the astral until the start of your next turn (or the spell ends), at which point you reappear in an unoccupied spot of your choice within 10' of where you vanished from. If there is none, you reappear in the nearest unoccupied spot , chosen randomly if there are multiple such places. Through a pinprick in reality, you can perceive the world up to 60' from where you left, but in only shades of grey. You can only interact and be interacted with by other things in the astral, or which span both worlds.





Beast Link (Power 0+, 1 action) Form a spiritual link to one or more beasts (Int 4-). They are Charmed, regarding you as a friend, harmless and non-edible. The spell ends for all targets if you or a companion directly menaces or harms it. Aberrant or magical beasts may Wits save, and truly unnatural ones may no longer count as beasts. Choose 1: (conc (1 minute at Power 0, 8 hours at Power 1, 1 week at Power 2), 1 beast, touch) While within 10 miles, you can guide and communicate empathically with the beast, and while you concentrate (total), you can perceive through its senses, oblivious to your own. (1 hour at Power 0 or 1 weeks at Power 1+, (caster level) Small or larger beasts or swarms of smaller beasts) A larger number of beasts are charmed and pacified.




Cryptic Script (Power 1, indefinite, 1 minute (for an extended message) or 1 action (for a single symbol), touch; 10 gp of ritual materials) You draw a sign or message on a surface (wall, parchment, skin) which is luminously visible only to specific people, types of people, or those who speak a password or fulfill a trigger condition named at casting. You can overlay this on mundane writing (e.g. a letter that reads one way to most people, but shows its true message to a select few), make arcane writing appear with a public message (or untranslatable gibberish), or have no overt writing at all. You may limit the duration to a specified length and emplace a condition that causes it to end immediately. When you cast, specify what happens at the end of the spell: the true message remains and becomes visible to all, the false message remains, or both vanish. Dispelling the enchantment erases both messages.

???Symbol?


  • Destroy Water

(Power 1+, instant, 1 action, 30' range) Destroys up to (Power x 10) gallons of water, desiccating mud or biofilms, sublimating ice or snow, emptying containers, etc, but not affecting living or animate beings. Alternatively, it can clear all mist within range.

- create water (5e, acks)



  • Enchantment of Striding and Springing

(Power 1, conc (10 min), 1 bonus, touch) The subject can Dash as a bonus action (this doesn't count against their Dash limit before fatigue in a chase), gains 3x jumping distance, and +A on checks to run and jump.



Control Weather

  • Fog Cloud

(Power 1+, conc (1 hour), 1 action, 120' range) Up to a (Power x 20') radius volume is filled with mist (your choice of thin or thick). It can be dispersed by moderate winds (10 mph). As an action, you can shift the cloud it 30' or expand / contract / reshape it.

call lightning whirlwind





  • Fortunes of War

(Power 1+, conc (1 min), 1 action, range 30') Choose 1: Power+2 creatures receive +1d4 to their attacks and saves. Power+2 creatures Spirit save or suffer -1d4 to their attacks and saves.

  • Heroism

(Power 1+, conc (1 min), 1 action, (Power) creatures, touch) The target(s) are immune to fear and gain (level / 2) tHP at the start of their turns.



  • Hunter's Mark

(Power 1+, conc (1 hour), 1 bonus, 90' range) You place a visible arcane tracker on a creature, object, or location. You have +A to spot, track, or find your way to the tracker. If you attack a marked creature, you deal +1d6 damage. +2 Power: conc (8 hours) +4 Power: conc (24 hours)




Magic Mouth (Power 1+, indefinite, 1 minute, 30' range, 10 gp of ritual materials) You enchant an object, choosing 1 options: The object speaks when triggered by conditions you specify while casting. The total length of all speech (including pauses) can be up to 10 min. Different conditions can trigger different speech, allowing a limited topical or branching conversation. The speech is delivered by a minor illusion (often animating an image on a surface, or the mouth of a statue). After delivery, the spell can either end or remain to be triggered repeatedly, as specified in casting. The object observes as if it had ordinary sight and hearing, beginning and ending when triggered by conditions specified while casting (it will usually stop observing if no words or actions of note are occurring). It can recall up to a total of 10 min of observations. The caster decides when casting whether, once its memory is full, it stops observing or begins forgetting old memories and forming new ones. When touched and invoked by the caster, it recites what it has observed, in the voices of those who spoke, and narrating actions. You can sustain up to (caster level) Magic Mouths at once. You can dismiss one at will, regardless of the distance.



  • Paroxysm

(Power 1, conc (1 min), 1 action, 1 living creature, 30' range) The target must Spirit save or be convulsed with bliss, pain, intoxication, laughter, or wonder. They fall prone and are incapacitated. At the end of each of its turns, or when it takes damage, it may repeat the save (+A if damaged).



Mending (Power 0+, instant, 1 action, touch) Choose 1: (10 min) Bond together two pieces of inanimate matter with strength comparable to the weaker of the two substances. Pieces of an object of up to (Power+2) load are bonded back together, and minor wear and tear is cleansed. An object reduced to splinters, dust, or which is missing significant amounts of material is beyond repair. A larger, more complex structure (automaton, building, boat) is repaired for (Power)d6 + (Power) HP.



  • Restoration

(Power 1+, instant, 1 action, 1 living creature, touch) Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded. At Power 1 or counting as one condition, you can remove 10 Wind, Heat, Cold, Hunger and/or Thirst (forms of Fatigue) Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink. Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate.

Cure Condition (Power 2+, instant, 1 action, 1 living creature, touch) Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded. As one condition, you can remove all Wind, or 10 Fatigue, Heat, Cold, Hunger and/or Thirst (forms of Fatigue). Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink. Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate, and possibly requiring a minimum Power.






  • Speak with Animals

(Power 1, 10 min, 1 action, self) Your speech can be understood by beasts, and you can understand their communications. You may be able to trick, bribe, or cajole creatures into doing simple favors.




  • Tangled Growth

(Power 1, conc (1 min), 1 action, 90' range, 10' radius) Plants (vines, grass, etc) erupt from any earthen surface, even solid stone (though it is undamaged). The region becomes +1x difficult terrain. Those in the area when the spell is cast must Vigor or Dex save or be Restrained; they may escape as per a grapple. If cast on a slope or wall, the plants make ready handholds. Falling into the plants grants +A to breakfall. At the end, the plants wither away to dust.

Wall of Thorns ? grasping vine ? evard's tentacles?


Speak with Plants?

- growth of plants (acks) - plant growth + wall of thorns?




Tongues (Power 1+, 24 hours, 1 action, self) You can understand and read all human and human-like languages, and be understood by any sapient listener as if you had fluency 4 (simple fluency), although your words are not actually in their language. Anything you write is readable by anyone (even the illiterate, which might be disturbing to them) while the spell lasts, but then becomes just mundane script in your own language. +1 Power: you may cast this on another individual you touch. +2 Power: you may cast this on (caster level) individuals within 30'.





Alter Self (Power 2, 1 action, self, conc (1 hour)) While the spell lasts, you can manifest 1 physical transformation, swapping between them as an action. Adaptation Aquatic: you gain gills, webbed fingers, fins, etc. You can breath underwater and swim at your Speed. Arboreal: you gain Expertise with climbing, with long arms, a tail, etc. Gliding: you gain clumsy wings or flaps between wrists and ankles. You have a 2:1 glide ratio. Dashing: you gain +10' to ground movement, and +10' to horizontal jumping distance. Camouflage: grow fur, scales, etc to blend with a specific environment, becoming Skilled with Stealth while hiding there. Appearance You alter your appearance, voice, and scent within the broad range of a Medium biped. To perfectly duplicate a specific person, you must have an arcane connection to them, which is consumed when you take their form (you can resume their form any time during the duration of the spell). Natural Weapon Your unarmed melee attacks deal 1d6 with claws, fangs, spines, horns, etc. You suffer no penalty when fighting an armed enemy, and your attacks can be Short or Long range. Treat your weapons as magic, with +1 attack and damage.

Gaseous Form (self) Polymorph Self (5e, acks) - shapechange?



Astral Chamber (Power 2, 1 action, touch, 1 hour) You trace an outline (up to 10' x 10') on a solid surface, and a door appears there. It opens (inward or outward, your choice) into a bare extradimensional chamber, 10' in radius and 10' high. The walls and door are indestructible stone (or perhaps folded spacetime). The door has a handle on each side, but no lock or latch. It can be forced open, but is invisible while closed. The walls ripple as the duration nears its end, after which everything within is ejected as the chamber collapses and the door vanishes.

Deep Pocket Secret Chest Drawmij's Instant Summons? (for an item placed in a dimensional pocket) Maze (brief or lengthy) Imprisonment Mord's private sanctum Mords magnificent mansion Demiplane



Astral Mask (Power 2+, 1 action, touch, 24 hours, 1 willing creature, object, or location up to 5' radius) Apply either or both: False Logos: hide an existing magical aura from detection, or present a fake aura (making something non-magic appear magic, or altering the apparent nature of existing magic). You can determine the details of the false aura (what it appears to do, etc). An examiner must Wits save to see through your deception. Divination Mask: you alter how the subject detects to magical examination (making a demon not register as a demon, making someone with malicious intent appear kindly to mind-reading, etc). You can give someone the "magical signature" of a specific person (allowing them to walk through a ward or alarm keyed to ignore them), but you must have an arcane connection to that person, which is consumed in casting. If the same mask is cast on the same object or location for 30 days in a row, the duration becomes indefinite. +1 Power, 25 gp ritual materials: the subject can't be targeted by divinations or perceived through scrying at all. It's as if they don't exist.

mask can be made to detect if you are scryed upon



Commune / Contact Other Plane


Sleep Dream Eternal Slumber (like imprisonment?) Phantasmal Force? (waking dream) Nightmare? Dream Phantasmal Killer? Catnap Peaceful Dreams (mind blank while person sleeps) - ??? modify memory (of a dreamer?) - modify memory can be fragile, like a short term mental illusion


Calm Emotions (Power 2, 1 action, 60', 20' radius sphere) Choose 1: (instant) Creatures of your choice within the region are purged of powerful mundane or magical emotions (charm, fear, rage, lust, joy, etc). An unwilling creature can Spirit save to resist. A calmed creature is rational and still capable of doing violence or otherwise pursuing its desires. (conc (1 min)) Creatures of your choice within the region must Spirit save or become indifferent toward those they would normally be hostile toward. This ends if it or its allies or possessions are acted against. If given no reason to become angry, it may just decide it chose to let those enemies slip by, rather than bothering with them.

  • Sleep ("Apathy")

(Power 1+, 1 action, 90' range, subtle casting) Affects living creatures capable of sleep in a 20' radius sphere (immunity from charm protects against this). Alert targets must Spirit save or become drowsy and listless (distracted for perception purposes). Drowsy targets will snap to alertness if startled, alarmed, etc; otherwise they will remain so for at least an hour. Alarmed targets, and those immune to charm are unaffected. If already drowsy, bored, intoxicated, etc, those that fail a Spirit save +D fall fully asleep (this spell doesn't stack with itself, so its drowsiness can't be deepened). Sleepers will waken to loud noises, pain, jostling, etc. +2 Power: put a willing creature you touch to sleep. If they sleep a full 10 minutes, they gain the benefits of a Short Rest. They can only be affected this way once per Long Rest.

???Heroism? or prot from emotions? resistance to psychic damage?

block mind reading / mind blank

???Sanctuary? zone of sanctuary?

  • Sanctuary

(Power 1, 1 minute, 1 bonus, 1 creature, range 30') The target is warded in an aura of peace. Each attempt to direct hostile action toward the target requires the attacker to first Spirit save. Collateral damage aimed elsewhere can still harm them, but the attacker can't intend to use this solely as a workaround. If the warded target takes hostile action toward anyone else, the effect ends, but they may heal or otherwise aid allies.




Darkvision (Power 2, 1 action, touch, 8 hours) Subject with normal vision gains Darkvision 30'; one with native darkvision gains +30'.

see through mundane darkness, then magical darkness see through obscuration, dispels blindness see through concealing spells / illusions / astral beings, spells, see back through scrying sensors see true form true sight





Empower Armament (Power 2+, bonus, touch, conc (1 hour)) You imbue a weapon, armor, or shield with power. It is treated as magical and has bonus of +(Power / 2, rounding down), to attack and damage (for weapons), or defense (armor and shields). It also resist degradation and breakage like a comparable magic item.

Blade of Flame and Shadow (Power 2+, 1 bonus, self, conc (10 min)) Conjure a blade of flame or shadow, dealing (Power / 2)d6 flame or frost. The blade can be wielded as forceful, finesse, or using your casting stat. It can be thrown (20 / 60). As a bonus action, you can call it back to hand, or change between forms. Flame sheds torch-light; shadow absorbs light, creating a 10' radius area of dimmer light.



Enlarge / Reduce (Power 2, 1 action, 30', conc (1 min), one creature or object) Choose 1: Enlarge: subject increases one Size (~2x dimensions and ~8x weight). It has +A to Feats of Strength and +1d4 damage to forceful attacks. Growth halts early if there is not room for full size. Reduce: subject reduces one Size. It has +D to Feats of Strength and -1d4 damage to forceful attacks (min 1). The usual effects of Size apply to forced movement, grappling, ranged attacks, etc. The possessions of a targeted creature change with them. Dropped items return to normal size. Unwilling targets (or objects held by them) get a Vigor save to resist.



Hold Person (Power 2+, 1 action, 60', conc (1 min)) Saps the target(s) will and agency of up to (Power-1) living humanoids or mundane animals w/in 30' of each other. If they fail a Spirit save, they are Paralyzed. If they succeed, they are Weakened (half damage, physically and magically). At the end of each round, they may repeat the save, ending the effect on a success. +3 Power: affect any kind of living creature (monstrous, aberrant, demonic, etc).



Knock (Power 2+) Choose 1: Knock (1 action, 60', instant): there is a loud knocking sound and target (a door, chest, manacles, rope, mouth, seal, letter, cork, book, etc) has either (Power-1) mundane fasteners (lock, stickiness, bar, etc) disengaged, or a single magical effect sealing is either suppressed for 10 min (if equal Power or permanent) or dispelled (if lower Power and impermanent). An animate target may Vigor save to resist. Lock (1 minute, touch, indefinite, until dispelled or dismissed, 25 gp materials): the target is bound closed. Efforts to force it are at +10 DC. It can be picked by someone with both Gnosis and Tinkering, at DC (18 + Power). You can set a password or designate a token as a key when you cast the spell. When touched by the key or the word is spoken within 10', the lock is suppressed for 1 minute. (Power 0) Open / Close (1 action, 60', instant): an unsecured, inanimate target opens or closes in a manner it is able to.

- breach ward?



Soul / Spirit Binding - magic jar (5e) - magic jar (osr) - ???astral projection / spirit walking - trap the soul - soul cage (xan) - reincarnation? (realm magic; you can provide the body to inhabit, permanently magic jarring into it?) - speak w/ dead? speak w/ local spirits?



Locate (Power 2+, 1 action, self) Object (conc (1 hour), 1000'): Name an inanimate object (general type or a specific instance you've observed up close before). While's in range, you can sense its rough direction, distance, and vector of movement (if any). For general types of object, the nearest instance is located. Any thickness of dense metal or arcane warding will prevent detection. +2 Power: you can sense a creature (general type or specific). If fundamentally transformed (polymorphed, petrified, etc), it will not be detected if you don't know to adjust for its state. +1 Power: 2x distance.

- find the path?



??Simulacrum? Mirror Image (Power 2, 1 action, self, 1 minute) You hold 3 illusory duplicates of yourself, which you can retain in your mind or send forth during the spell's duration, or as free actions. Your duplicates can be held near you, swirling around your true position, mimicking your actions. When a single target attack or effect is aimed at you, roll a d12. You shift it to one of your images on a 4+ (3 images), 5+ (2 images), or 6+ (1 image). Area attacks and effects target you and all your images within the area. You can send images out from you, up to 30'. As a bonus action, you can telepathically direct the actions or one or more images. Images can speak in your voice. As a bonus action, you can pull them back to swirl protectively around you. Images have defense 11+DEX (no armor or magical bonuses) and uses your saves. Images evaporate if they fail a defense or save, even if an effect is not damaging. On a successful save, they persist, even if they "took damage". Creatures that don't rely on sight (tremorsense, echolocation, scent, etc) won't be fooled, as the images are intangible. - ???astral projection? (send your projection even farther?) - project image (5e)




Phantasmal Force (Power 2+, 1 action, 120', conc (1 hour)) An illusion is projected into the mind of a single living creature. It can be up to (Power) contiguous 5' cubes in size, and affects all senses. They only ones who can perceive it are the target and caster (as a faint ghost). It can be moved or made to act as a bonus action, but not fundamentally changed. The illusion can even fool touch with a light contact, but if struck or moved into, it has no substance. The illusion ends if the target falls unconscious. Any time the target inspects it (1 action), physically interacts more than casually with it, or sees it behave in an incongruous manner, they may make a Wits save to pierce it. The illusion can appear to give way if pushed or stuck, but if intruded into, it is automatically pierced. The target can take up to 1d6 phantom damage from an illusory creature or hazard. They believe this is real, but do no more than fall unconscious if "slain". Wounds fade immediately if the illusion is pierced or it ends. Phantom creatures and hazards use WIT+PROF for defense, attack, and similar actions.




Spike Growth (Power 2, 1 action, 120', conc (1 hour)) Crystalline seeds litter up to a 20' radius region with (perception check to notice). Coming close to one causes it to sprout into a cluster of thorns (up to 5' high), which retract when moved away from. Every 5' moved through the region inflicts 2d4 piercing damage. If unware of the danger, a target moves 1/2 of its intended movement before it can come to a stop, or 1/4 on a successful Dex save.





Endless Breath (Power 3+, 1 action, up to (Power x 3) willing creatures within 30', or Self and affecting all creatures within 10' radius, 24 hours) The subjects do not need to breathe. Water, lack of air, etc still hinder speech.





Gaseous Form (Power 3, 1 action, touch, conc (1 hour)) Transform a willing subject and their possessions into misty vapor. They tend to roughly hold their normal form, but are amorphous and able to flow through cracks and openings, while treating liquids as solid. They gain resistance to non-spirit damage and +A on Vigor and Dex saves. They hover, can fly 10', and may be pushed around by strong winds. They cannot manipulate items (including ones carried) or cast spells, and may only speak in a whisper. The spell ends if they die.



Haste (Power 3, 1 action, 120', conc (1 min)) Choose 1: (30' range) A willing creature gains 2x Speed, +2 defense, +A on Dex saves, and an extra action each turn. This action can't be used to multi-attack and the subject is still prevented from more than 1 spell casting / magic item activation and 1 cantrip casting per turn. When the spell ends, the subject is Stunned until the end of their next turn, overcome by lethargy. Time runs at double speed within a 10' diameter sphere. On casting, the volume can be halved repeatedly, each time doubling the rate of flow. Only inanimate objects and forces are affected, and only if the majority of them is within the sphere. Fast time does not increase the energy of forces, just their rate of progress (a falling stone does not hit harder, a flame consuming fuel twice as fast is no hotter). Dispel (as Dispel Magic) a hindering or slowing effect.

Slow (Power 3, 1 action, 120', conc (1 min)) Choose 1: Up to 6 targets within 40' of one another must Spirit save or suffer 1/2x Speed, -2 defense, +D on Dex saves, and be Dazed. A target cannot make more than one attack per turn, even if it normally could with an action. Spells with a casting time of 1 bonus or 1 action have a 50% chance of requiring a matching action on the following turn to complete them. The Spirit save can be repeated at the end of each turn to throw off the effects. Time runs at half speed within a 10' diameter sphere, or the volume can be halved repeatedly, each time halving the rate of flow. Only inanimate objects and forces are affected, and only if the majority of them is within the sphere (e.g. a 10 lb rock falling would be affected, but a person jumping aside would not. A huge boulder larger than the area of effect would not be affected). Dispel (as Dispel Magic) a speeding effect.

(put with Catelepsy? Haste/Slow in Time Bending?) Gentle Repose (Power 2+, 1 action, touch) Choose 1: Preservations: unliving organic matter touched (corpse, food, wooden object, etc) is protected from mundane decay for (Power x 5) days. Protected corpses can't rise as undead.

???Time Stop?





Animate Object (Power 3+, 1 minute, touch, special) You conjure near-mindless urge-spirits to animate up to (1 + (Power-3 x 2)) vessels. Vessels can be corpses or constructs fashioned of inanimate material (rope, vines, wood, metal, etc) with sufficient craftsmanship. Bones of Small and Medium animates made from the bones of creatures or lightweight constructs have 1 HD, while corpses and sturdier constructs have 2 HD. Bigger or more ferocious creatures have HD equal to what they had in life (if bones) or +1 HD (if full corpses), and larger constructs may be made that have increased HD. As a bonus action, you issue a command to your animates within 60' (only one command, but to as many as you wish). Animates will continue to obey standing orders. They are not very intelligent, limiting their judgement and the complexity of orders they can comprehend. Spells that extend your speech (Ventriloquism, Sending, etc) increase the range at which you can issue commands. If you possess telepathy, you can issue command via it. Your control lapses every 24 hours unless you feed the spirits mana. Treat this as casting a spell, gaining (Power x 2) control points. It does not actually require casting or proximity, and you may instantaneously "cast" as much as you wish to retain control. If you have control equal the total HD of animates you seek to retain control over, you do so (you can intentionally cut loose some animates to reduce your goal). If you have less control, roll Spirit bonus DC (10 + excess HD). If you succeed, you retain control. If you fail, you lose control of 1d4 random animates. On a natural 1, you lose control of all your animates. Free animates are hungry for life and mana to sustain themselves in the world, and will hunt for them. Some may possess curiosity, making off with supplies or shiny objects that catch their interest. Once control lapses, it cannot be regained except by restraining the animate long enough to cast the spell as if freshly animating it.

- animate objects - tiny servant (xan)



Dispel Magic (Power 3+, instant, 1 action, range 120') Targets one creature, object, or magical effect, removing all transient magical effects of equal or lower Power. Each effects of higher Power requires a (caster level + dispel's Power) vs (caster level + target spell's Power) check to dispel.

Break Curse (Power 3+, instant, 1 action, 1 living creature, touch) Attempt to break a curse, lift a magical / spiritual affliction such as petrification, transformation, life drain, etc, or disenchant a cursed object. Use Spirit with a bonus of +(5 x Power). It is much harder to destroy a cursed object than to break the object's link to a person.

Counterspell (Power 3+, reaction, self, instant) You raise a brief ward around yourself, shattering one magical effect before it can affect you. If it affects an area or multiple targets, only you are protected (if an area effect is persistent, you remain immune to it until the end of your next round, then may save against it normally). Effects of equal or lower Power are automatically negated. Effects of higher Power require a (caster level + counter's Power) vs (caster level + target spell's Power) check to negate.

???Globe of Invulnerability?

- antimagic field





Revivify (Power 3, instant, 1 "living" creature, touch, 300 gp of ritual materials) You restore life to a creature that has died within the last minute whose soul is at liberty. They have 0 hp and retain any Wounds and Life damage. It can't restore those dead of old age and does not return missing body parts.


Speak with Plants (Power 3, 10 min, 1 action, self) You can communicate with plants within 30' of you. Normal plants have a decent memory of the last day, but only recall major events prior to that, and without much accuracy about the passage of time. You can ask plants to shift--clearing or creating difficult terrain, bending somewhat, directing their growth in certain directions, bending a limb--but their abilities are limited, and they cannot uproot or move quickly. Ordinary plants readily do as you ask; malign or monstrous plants do as they wish.



Speak with Spirits (Commune with Nature, Speak with Dead)

Speak with Dead (Power 3, 10 min, 1 minute, self) You grant speech to a corpse (which must at least include a skull / seat of consciousness and be no more than 10 days old) or a spirit present in the area. A corpse knows no more than it did in life, and can't form new memories, speculate on the future, etc. A spirit might. They are not compelled to be truthful, helpful, etc, though most won't be malicious unless inclined to it by personality, dislike of you, etc. You may be able to trick, cajole, or bargain with them, perhaps using burial or addressing unfinished business as leverage.




Blast the Eldritch (Power 3+, conc (1 min), 1 action, self) You blaze with light (30' bright, 30' dim). Eldritch beings in either a 30' cone or 10' radius suffer (Power+2)d6 spirit damage each time they enter or begin a turn within the effect.

Banishment - dispel good and evil?




Orb of Shelter (Power 3, 1 minute, self, 10' radius, 12 hours) Projects a stationary 10' radius sphere of energy around you, half of which is usually projecting beneath the ground or through the floor beneath you. Within, the environment is a pleasant and dry, and the air is clear and fresh. The interior is illuminated or dimmed at your command. Looking out, the sphere is transparent, but is opaque from outside. Anything dealing less than 20 damage is excluded (use your Spirit save against effects if necessary), as well as non-damaging effects. Anything dealing more is absorbed, but the spell ends. You can grant and revoke passage through the sphere. If you leave it, the spell ends.


Life Transference (Power 3+, 1 action, self, conc (1 min) Upon casting, and each turn as an action, you may choose 1: Make an unarmed melee attack to touch a living creature and deal health damage, up to (Power)d6, healing half this amount. If your touch kills the creature, you can heal Life. You can wither mundane plant-life with your touch, but its vitality is not strong enough to heal you. You may choose to transfer a disease, poison, or other non-innate biological malady (but not wounds) from the target to yourself. Carry any save successes or failures in the malady's progression over to yourself. Touch a living creature and choose how many dice of damage to take, up to (Power)d6, and healing them that amount. You may choose to take some of the dice to Life, and heal an equal amount of Life. If you kill yourself this way, you can restore life to a subject who has been dead for up to a day (usual side-effects and Tampering With Mortality apply).





- wall of iron? (acks) - wall of sand (xan)


- true seeing

- commune - contact other plane? (+speak with dead, +speak w/ local spirits) - legend lore

- control weather - wind wall - whirlwind (xan) - storm sphere (xan) - control winds (xan) - call lightning?

- earthquake - move earth - move earth (acks) - stone shape - transmute rock? (xan) - bones of the earth (xan) - wall of stone

- tsunami - create water - control water - watery sphere (xan) - tidal wave (xan) - lower water (acks)

- storm of vengeance? - wrath of nature (xan) - meteor swarm

- mislead - nondetection - seeming?

- faithful hound


w/ beast link? (include speak with animals?) - conjure animals - animal growth (acks) - awaken (beast)


- polymorph other - baneful polymorph - polymorph other (acks)


- insect plague? - blight - contagion? - stinging swarm (a flaming sphere type conjured weapon) - creeping doom - infestation (xan) - command bugs - insect growth



- tree stride? / transport via plants - druid grove (xan) - awaken (plant)


- disintegrate - shatter - "slow corrode / erode"


Phantom Arsenal - blade barrier - "shield wall" (wall of iron?) - spiritual weapon - lesser arcane strike projectile - blade of flame and shadow - summon phantom warriors?




realm magic - demiplane - resurrection - clone - reincarnate - mighty fortress / temple of the gods (xan)



- harm / heal - greater restoration - restore life and limb (acks)



- prot from norm missiles (acks)

- bestow curse? - hypnotic pattern - meld into stone

xan

- flame arrows (xan)

Power 4

- freedom of movement - dominate beast - commune with nature? - reincarnate? - creation? - fabricate - fire shield

"5th"

- guards and wards - passwall? - contingency

xan

- shadow of moil? - elemental bane - create homoculus?


- power words (pain (xan) , stun, blind, kill) - clone - symbol?

- mind blank - strength of mind? (acks)

- blade barrier

- anti-life shell? - astral projection - dominate person - hold monster - eyebite? - prismatic spray / wall - irresistible dance - sequester? - simulacrum

- time stop? - maze - imprisonment

- flesh to stone (acks)

xan

- mighty fortress / temple of the gods - investiture of <element> - horrid wilting - primordial ward - guardian of nature (xan)



merge raise dead, heal, regeneration, greater restoration into a single Restore Life and Limb spell? add Revivify real Resurrection is realm magic and costs a bunch; can burn extra stuff for bonuses on the tamper with mortality roll.

merge Cure Wounds and Lesser Restoration?