Broken Sorcery
Chapter 11
Magic
8 Spheres of Magic—channeled from Gods—and a mysterious 9th.
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Abjuration — Moria – Blue Warding, protection, and reflection. |
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Conjuration — The Deepness — Purple The power to summon objects and allies. |
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Divination — Leviathan — Cyan Read omens, channel visions, and scry past, present, and future events. |
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Enchantment — Void Beings — Green Bestow magical properties and curses unto objects and creatures. |
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Evocation — Hydra — Red Channel energy, animate objects, and wreak destruction. |
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Illusion — The Endless — Yellow Influence simple and fantastical hallucinations on creatures. |
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Necromancy — Morthag — Pink Raise undead, restore life, diminish life, and cure Diseases. |
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Transmutation — Phoenix — Orange Convert matter and energy, levitate, and teleport. |
Acquisition
Spellcasting requires you have access to the Spell’s Sphere of Magic based on your Class. Different Classes gain access to Magic in different ways.
GMs may tune the acquisition of Spells depending on game balance, character Level, and story—however randomly acquired Spells, via Scrolls & Tomes, should be included to add variety and uncertainty to the game.
Work with your GM to acquire the Spells you desire, but heed their limitations—some Spells may simply be too powerful for your Level.
Scrolls & Tomes
Casting and learning Spells from Scrolls & Tomes requires Spellcasting using the Spell’s Difficulty—and is subject to Chaos.
Once cast or learned, the Scroll or Tome page disintegrates—its power having been released and absorbed by the Spellcaster.
Powered Spells
Clerics and Druids can change their Powered Spells while Resting.
Spells Known
Bards, Paladins, and Rangers know a fixed set of Spells (one of which can be exchanged for a new Spell when gaining a new Level).
Wizardry
Wizards have access to all Spheres of Magic and can learn an unlimited number of Spells by successfully casting them.
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Only Wizards can learn new Spells from Scrolls & Tomes
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Only Wizards may attempt to learn Spells from other Spellcasters
When learning a Spell from a Scroll or Tome (and not casting it directly) the document is only destroyed on a successful attempt.
If attempting to learn a Spell Fizzles, increase your Chaos by 2. You may immediately try to learn the Spell again.
Miraculous Inspiration
Spellcasters have a 1% chance to cast any Spell they don’t know, including Spells from Spheres they don’t have access to. Failure triggers a Fizzle as usual. Success grants permanent access to the Spell.
Casting
Spellcasting—channeling the Magic of the Gods—allows you to twist the fabric of reality.
You must be able to speak an incantation and have at least one free hand to gesticulate to cast Spells.
You can manipulate your Spell’s effects by describing the precise effect you wish to accomplish. This may result in an increased Difficulty (for example, doubling the amount of HP granted by a Healing Spell, expanding a Fog Spell to cover a battlefield, etc.).
- Describe your Spellcasting: What does casting look and sound like? What magical effect are you attempting?
The GM calls for a Spellcasting Check:
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Check: Spellcasting Check vs the Spell’s Difficulty (GM rolls for NPCs)
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On success, your Spell is cast!
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Otherwise, your Spell Fizzles, increasing your Chaos by 2
Successfully cast Spells always hit and/or manipulate their target unless the description grants the target a Magic Resistance Check.
Fizzle
Magic is extremely dangerous, unpredictable, and difficult to harness.
Spells can Fizzle (fail), especially when an inexperienced caster attempts a complicated Spell. Sometimes things can go very wrong.
- When Spellcasting Fizzles, increase your Chaos by 2
There is no limitation to how often you can cast Spells (beyond the one Action per Turn limit), though the more often your Spells Fizzle, the more unstable the fabric of reality surrounding you becomes.
Resistance
Gritting your teeth you attempt to absorb a shockwave of energy.
Your GM calls for a Magic Resistance Check (typically vs the Spell’s Difficulty):
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Check: Constitution Modifier + Magic Resistance Bonuses
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On success, you resist the Spell’s entire effect!
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Otherwise, you suffer the Spell’s effect
Chaos
Channeling Magic requires you fracture reality to manipulate physics. Things can go wrong. Very wrong, triggering Chaos. The more often you reach for power, the more unstable your reality becomes.
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Your Chaos defaults to zero, which is also the minimum value
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Chaos has a max of 20
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If your Spellcasting Check is less than or equal to your increased Chaos, roll a number of d6s on the Chaos table according to your Chaos Tier
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On Spellcasting Fizzle, increases your Chaos by 2
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NPCs do not track Chaos, they trigger Chaos on a Natural 1 and then roll a d4 for a random Chaos Tier
| CHAOS | TIER |
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| 1–5 | Puppies and butterflies, roll a d6 |
| 6–10 | Danger zone! Roll 2d6 |
| 11–15 | Astral planes and ancient demons, roll 3d6 |
| 16–20 | Touch of the gods, roll 4d6 |
| # | COLOR |
|---|---|
| 1 | Magenta |
| 2 | Midnight Black |
| 3 | Sapphire |
| 4 | Burnt Ochre |
| 5 | Gray |
| 6 | Translucent Green |
| 7 | Deep Purple |
| 8 | Crimson Red |
| 9 | Sunburst |
| 10 | Lavender |
| # | CHAOS |
|---|---|
| 1 | Roll a d6: Your left eye (1–2); right eye (3–4); or skin (5–6) shifts color. Roll on the color table. This is fine. |
| 2 | You quickly realize you’ve made a horrible mistake. You are Blinded! The GM rolls for the number of days it will last. |
| 3 | Things are getting out of control quickly! You manage to avoid a catastrophe but your Chaos is increased by an additional d12! |
| 4 | Roll a d6: A tingling feeling and calmness spreads over you, healing you d6 HP (1–2); or, you experience intense acute pain, causing you d6 Damage (3–6)! |
| 5 | In a fit of pain, horns spring forth from your body causing you d6 Damage! Only by maintaining a tiny thread of Magic are you able to control where on your body the horns appear. Roll for horn color on the color table. |
| 6 | Your Spell backfires, doing the exact opposite of what you intended (as interpreted by your GM). |
| 7 | You accidentally cast the Spell Tentacle on yourself instead of whatever you were trying to do. There is a 50% chance you are in control of the Tentacle. The Tentacle remains part of you until severed, a process which causes you to take 2d12 Damage. Roll for Tentacle color on the color table. |
| 8 | Roll twice for two separate Chaos effects, using a d12 for each roll. |
| 9 | Roll a d6: You shrink (1–3) or grow (4–6) d12 inches. It feels… strange. Your new height may result in Disadvantage while wielding Medium and/or Heavy Weapons (see Weapons). |
| 10 | Make a Constitution Check vs Difficulty 15. On success drop to 1 HP, otherwise drop to 0 and roll a Constitution Check to remain conscious (see At Death’s Door). |
| 11 | A 3rd eye bursts from your forehead, moving independently and granting you +1 Wisdom and +1 Intelligence while uncovered. Roll for eye color on the color table. Henceforth you suffer visions from another Plane of Existence, losing the ability to sleep. When Resting, your Chaos is now reduced only by 1. If you already boast a 3rd eye, the eye is reabsorbed, bonuses are lost, and the visions cease; sleep and Rest are returned to normal. |
| 12 | Instead of whatever you were trying to do, you successfully cast a random Spell at a random target. You have a small chance to learn the Spell—even if you don’t have access to the Spell’s Sphere. The chance is a percentage equal to your Spellcasting Modifier, roll a d100. |
| 13 | You cast Polymorph on yourself with a random humanoid result. Hopefully you or someone else you know can Polymorph you back! |
| 14 | You are teleported to the Astral Plane where you must battle a random creature alone. You are sent back to reality upon defeating the creature or upon death. |
| 15 | You conjure a random hostile demon from the void which attacks you immediately. |
| 16 | Something snaps in your brain. Lose the ability to Cast this Spell for d100 days. |
| 17 | All humanoids in the general vicinity are transported to a random location, as determined by the GM, which you may or may not recognize. |
| 18 | All Magic Items you are carrying shatter, causing you d12 Damage for each item. |
| 19 | One of your Ability Scores mutates. Roll a d6 to determine which. Roll a d100: the Ability Score is decreased by 1 (1–90); the Ability Score is increased by 1 (91–99); the Ability Score is increased by 2 (100)! |
| 20 | Something clicks—everything makes sense now! Gain Advantage on all future Chaos rolls. |
| 21 | A massive explosion bursts forth from your body. You and all nearby creatures must make a Magic Resistance Check vs Difficulty 20 or take 4d8 Damage! Flammable objects in the area are destroyed, metal is scorched, and flesh blisters. |
| 22 | A majestic tree bursts from the ground in front of you growing to 20 + d100 feet. Make a Dexterity Check vs Difficulty 20 or be thrown to the ground taking d6 Damage. The tree’s leaves turn to gold, raining treasure upon you. Each leaf is worth 5 GP and the tree drops 6d6 leaves. These leaves do not count as a Treasure Hoard while counting XP. |
| 23 | You become possessed by a demonic entity. Every time you take a critical Action (basically at the worst possible times), you must make a Magic Resistance Check vs Difficulty 15. On failure, the GM chooses your Action based on the entity’s evil desires. |
| 24 | You’ve got this. Everything is perfect. This is easy. Your Spell is successfully cast and its effect is doubled. Reduce your Chaos to 1. |
Spells
By channeling Magic you attempt to bend reality itself to your will.
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Casters can devise new Spells in collaboration with the GM when gaining a new Spell from Leveling
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There are 100 Spells listed below (making them easy to randomize)
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The Difficulty (denoted by column D) on the following table are suggestions and may be adjusted by the GM based on the target, situation, desired effect, magnitude, and/or the environment
| # | SPELL | D | SPHERE | DESCRIPTION |
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| 1 | Alarm | 10 | Abjuration | Place a magical alarm on an object or location, which alerts you when the object is touched or the location is breached, dismissing the Spell. |
| 2 | Alter Appearance | 12 | Illusion | Change the appearance of an object, person, or yourself. Unwilling targets make a Magic Resistance Check. |
| 3 | Alter Material | 14 | Transmutation | Convert one material to another; stone to water, skin to wood, etc. |
| 4 | Alter Object | 14 | Transmutation | Change the physical appearance of an object. |
| 5 | Animate Dead | 16 | Necromancy | Animate a dead, non-monstrous creature or humanoid which serves you until destroyed. |
| 6 | Animate Golem | 18 | Conjuration | Animate a stone, clay, wood, or metal statue under your control, which lasts until destroyed. Creating a suitable statue from scratch when one is not readily available requires Engineering. |
| 7 | Armor | 10 | Abjuration | Target receives a +4 Defense, which lasts until your Chaos is reduced. |
| 8 | Blind | 15 | Illusion | Blind a target for d4 Rounds. |
| 9 | Chain Lightning | 18 | Evocation | Deal 3d6 Damage to a target, 2d6 to the next closest creature, and d6 to the next closest creature after that, including potentially yourself and your allies. |
| 10 | Chaos | 15 | Enchantment | Wreak total chaos on d6 targets, causing them to attack random enemies, run into walls, etc… on a failed Magic Resistance Check. |
| 11 | Charm | 13 | Enchantment | Charm an animal, humanoid, or monster for an unknown duration. Targets aware of being charmed make a Magic Resistance Check. |
| 12 | Circle Protection | 14 | Abjuration | Create a circle with chalk, stones, or candles and enhance it with protective Magic. Anyone inside your circle gains protection from a single source of your choice (for example, immunity to fire or ice, stopping all projectiles, or preventing undead creatures from entering your circle). |
| 13 | Clairvoyance | 13 | Divination | Perceive the essence of an event or location. |
| 14 | Confusion | 12 | Enchantment | Confuse a single target who receives a Magic Resistance Check to avoid the effects. |
| 15 | Conjure Elemental | 18 | Conjuration | Conjure a powerful Earth, Air, Fire, or Water Elemental under your command. Make a Spellcasting Check vs Difficulty 10 on each of your subsequent Turns to maintain control (which does not count as your Action). On failure, the Elemental breaks free and may turn against you. |
| 16 | Control Undead | 15 | Necromancy | Assume control over an undead creature. If the creature is already under another entity’s control, you must compete for control in a Spellcasting Competition. |
| 17 | Control Weather | 17 | Transmutation | Invoke subtle or drastic change to the local weather. |
| 18 | Counterspell | 16 | Abjuration | Reverse the effects of a single source of Magic, or force a Spell to Fizzle as it is being cast. You may cast this Spell out of Turn—without requiring an Action—in reaction to another Spell being cast. |
| 19 | Cure Disease | 14 | Necromancy | Magically rid one target of a Disease. |
| 20 | Curse | ?? | Enchantment | Bestow a magical curse on an item or creature. Difficulty varies greatly depending on the desired curse. Targets aware of being cursed make a Magic Resistance Check. |
| 21 | Darkness | 15 | Illusion | Absorb all light from an area. |
| 22 | Death | 20 | Necromancy | Inflict instant Death on a target if they fail a Magic Resistance Check. Hopefully it doesn't backfire. |
| 23 | Detect Charm | 12 | Divination | Determine if the caster, or another target, is under the influence of Enchantment Magic, and if so, what the source is. Your Spellcasting Check is rolled in secret by the GM. |
| 24 | Detect Life | 12 | Divination | Sense nearby lifeforces, their general direction, and distance. Your Spellcasting Check is rolled in secret by the GM. |
| 25 | Detect Magic | 12 | Divination | Detect if an item, location, or creature is magically enhanced or cursed. Your Spellcasting Check is rolled in secret by the GM. |
| 26 | Detect Poison | 12 | Divination | Detect if a substance or monster is Poisonous, or if a creature is under the influence of Poison. Your Spellcasting Check is rolled in secret by the GM. |
| 27 | Detect Scry | 14 | Divination | Check if a location or creature is being observed by means of Divination Magic. Your Spellcasting Check is rolled in secret by the GM. |
| 28 | Detect Undead | 12 | Necromancy | Sense nearby undead creatures, their general direction, and distance. Your Spellcasting Check is rolled in secret by the GM. |
| 29 | Disintegrate | 20 | Transmutation | Obliterate an item or creature to dust if they fail a Magic Resistance Check. |
| 30 | Dispel | ?? | Abjuration | Dispel an active Magical effect. Adjust Difficulty based on the effect’s potency. |
| 31 | Drain Life | 13 | Necromancy | Transfer d8 HP from one creature to another (which may be yourself and another creature, or two other creatures), both of which must be touched. |
| 32 | Enchant | ?? | Enchantment | Perform a ritual to enchant an item, Weapon, Scroll, Tome, or creature. Difficulty varies greatly depending on the desired effect. You may only enchant a Scroll or Tome with a Spell you know. |
| 33 | Entangle | 15 | Evocation | Grow thorny brambles from the Earth which ensnare your target and inflict d6 Damage on your Turn while they are entangled. The target can attempt to break free on their Turn by making a Strength Check with a Difficulty 15. The target must be on dirt or an otherwise natural surface. |
| 34 | Explosive Rune | 15 | Evocation | Inscribe a magical rune on the ground or the surface of an object using chalk, blood, or carving into the material. When touched or walked upon, the rune explodes causing 3d8 Damage. |
| 35 | Fabricate | 12 | Conjuration | Create a permanent small, single material, object, such as a tool, stone statue, bottle, or garment. |
| 36 | Fear | 14 | Enchantment | Instigate intense Fear into one or more targets. Increase Difficulty by 2 for each target after the first. Targets make a Magic Resistance Check. |
| 37 | Feather Fall | 10 | Transmutation | In a puff of down feathers you, an object, or another creature gently fall to the Earth. Increase Difficulty by 1 for each additional target. |
| 38 | Fire/Ice Wall | 16 | Abjuration | Produce a wall of fire or ice, in a two dimensional plane, a circle, or semi-circle. |
| 39 | Fire/Ice Ward | 13 | Abjuration | Completely protect an item or creature from fire or ice for a short time. |
| 40 | Fireball | 15 | Evocation | Hurl a 1–2 foot diameter fireball at a target, dealing d12 Damage. Damn! |
| 41 | Flaming Weapon | 15 | Evocation | Imbue a Weapon with magical fire, adding d6 Damage to the Weapon on hit. Lasts until dismissed by the caster or the caster’s Chaos is reduced. |
| 42 | Fly | 19 | Transmutation | Uninhibited flight. |
| 43 | Fog | 12 | Transmutation | Conjure a wall of fog or fill an area with fog. |
| 44 | Forget | 13 | Enchantment | Force a humanoid to forget something. |
| 45 | Goodberry | 12 | Evocation | Imbue a handful of berries with healing power. Each berry heals 1 HP. |
| 46 | Grease | 10 | Conjuration | Conjure grease onto an object or area. |
| 47 | Grow/Shrink | 15 | Transmutation | Expand or shrink an item or creature; cause organic life to grow or wither rapidly. Unwilling targets make a Magic Resistance Check. |
| 48 | Hallucinate Sound | 11 | Illusion | Cause creatures in the area to perceive a sound. |
| 49 | Hallucinate Vision | 14 | Illusion | Cause creatures in the area to perceive an illusion. Highly intelligent creatures (such as Dragons) may receive a Magic Resistance Check to detect the hallucination as untrue. |
| 50 | Haste/Slow | 20 | Transmutation | For the next three Rounds your target takes two Actions on their Turn (Haste), or skips every other Turn (Slow). Unwilling targets receive a Magic Resistance Check. |
| 51 | Healing | 12 | Necromancy | Heal a target d8 HP plus your Spellcasting Modifier. Increase Difficulty by 2 for each additional d8 of Healing. Your Spellcasting Modifier is added only once. |
| 52 | Heat/Chill | 13 | Transmutation | Heat or chill an item or location. |
| 53 | Hold Creature | 16 | Enchantment | Freeze a creature in place. Maintain the hold on each of your Turns by succeeding in a Competition: your Constitution + Willpower vs their Strength. |
| 54 | Hold Portal | 14 | Abjuration | Place a Magic force field on a door, tunnel, or passage. The field is dismissable by you or a successfully cast Counterspell or Dispel. The portal has Hit Dice (d12) equal to your Level. |
| 55 | Hurl Meteor | 23 | Conjuration | Hurl a meteor at a target, causing 6d6 Damage! |
| 56 | Hypnotize | 15 | Enchantment | Hypnotize a humanoid, suggesting any future course of action. You must speak the same Language as the target. The target must be non-hostile when the Spell is cast. On success, the target is unaware of being Hypnotized. |
| 57 | Ice Blast | 12 | Evocation | Project a shard of ice and frost at a target dealing d8 Damage. There is a 10% chance + your Spellcasting Modifier that the creature is frozen, forfeiting their next Turn. |
| 58 | Ice Storm | 20 | Evocation | Smite your foes with a horrendous ice storm. All creatures exposed to the storm, including possibly you or your allies, take d12 Damage on your Turn for 3d4 Rounds. |
| 59 | Identify | 15 | Divination | Expose the properties of an item, creature, or location, either mundane or magical. Some aspects may remain a mystery. |
| 60 | Invisibility | 15 | Illusion | Become totally invisible. Must be recast frequently to be maintained. |
| 61 | Jump | 10 | Transmutation | Target momentarily gains the ability to jump triple their height and land without taking Damage. |
| 62 | Light | 10 | Transmutation | Create dim or bright light on an object or area. |
| 63 | Lightning Bolt | 16 | Evocation | Strike a foe with a powerful bolt of lighting. Deals d10 Damage, or 3d6 if the target is made of metal or wearing metal Armor. |
| 64 | Locate | 13 | Divination | Magically reveal the location of a single object, animal, person, place, or thing. |
| 65 | Magic Missile | 15 | Evocation | Fire 4 glowing bolts of energy at any targets. Each bolt does d4 Damage plus your Spellcasting Modifier. Cannot be cast on the darkness. |
| 66 | Make Food/Water | 13 | Conjuration | Conjure either food or drink. |
| 67 | Mend | 10 | Transmutation | Repair an item: article of clothing, tool, Armor, Weapon, etc. |
| 68 | Mirror Image | 14 | Illusion | Create an illusionary copy of yourself or another creature. Increase Difficulty by 1 for each additional copy. In combat, randomly determine which copy, or if the original, is attacked. When a copy is hit it evaporates. |
| 69 | Neutralize Poison | 10 | Abjuration | Negate the effects of Poison preventing all further Damage and negative effects. |
| 70 | Open Lock | 12 | Transmutation | Magically unlock a door, chest, or padlock. Increase Difficulty based on lock quality and complexity. |
| 71 | Polymorph | 20 | Transmutation | Change one creature into another with a flash of light and a loud popping sound. The creature loses all physical traits from its former Species (for example an Orc’s Strength trait), and gains all physical traits of the new one. Knowledge based traits (for example a Dwarf's knowledge of stonework) are unaffected. Unwilling targets receive a Magic Resistance Check. |
| 72 | Portal | 18 | Transmutation | Opens a dimensional or interdimensional portal to a location familiar to the caster. |
| 73 | Produce Fire | 10 | Evocation | Produce a small flame in the palm of your hand, a nearby candle, fireplace, or torch. |
| 74 | Purify | 10 | Transmutation | Purify tainted liquid or rotten food. |
| 75 | Regeneration | 18 | Necromancy | Your target regenerates 1 HP on their Turn. Lasts until your Chaos is reduced. |
| 76 | Reign Fire/Ice | 20 | Evocation | Call down an apocalyptic fire or ice storm on your foes. All creatures in the area other than you take 3d12 Damage on your Turn. Once cast, the Spell can be maintained as your Action on your Turn without any additional Spellcasting Checks. |
| 77 | Remove Curse | 18 | Abjuration | Lift a curse from an item or creature. |
| 78 | Resist Fire/Ice | 15 | Abjuration | Your target gains immunity from fire or ice the next time they take Damage of that type. Or, your target gains complete resistance to a hostile hot or cold environment. |
| 79 | Resurrection | 23 | Necromancy | Perform a complicated ritual to Resurrect one creature (see Resurrection). |
| 80 | Scry | 18 | Divination | Use a mirror, pool, or pond to observe past, present, or future events in any one location. The image is silent. The future may be rewritten. |
| 81 | Scry Ward | 13 | Abjuration | Prevent other casters from observing a creature, place, or thing with Scry Magic. |
| 82 | Shatter | ?? | Transmutation | Shatter an object or an enemy to pieces. Creatures make a Magic Resistance Check. Difficulty varies significantly depending on the target. |
| 83 | Silence | 15 | Illusion | Suppress all noise in an area. |
| 84 | Simulacrum | ?? | Conjuration | Create a flawed copy of a creature or object. Living copies are functional, mostly. Difficulty varies significantly depending on the target. |
| 85 | Sleep | ?? | Enchantment | Lull one or more living creatures to sleep. Difficulty equals 10 plus total target Hit Dice. |
| 86 | Speak With Dead | 15 | Necromancy | Reanimate a dead creature for a conversation, assuming you speak the same Language. |
| 87 | Spectral Weapon | 12 | Conjuration | Manifest a semi-translucent Weapon in your hand. Anyone who wields this Weapon is magically proficient with it. The Weapons scores a Critical Hit on a Natural 19 or 20. Dissipates in 2d6 Rounds. |
| 88 | Stoneskin | 15 | Abjuration | Bestow +2 Defense to a target until your Chaos is reduced. Stackable. Maintain up to 3 instances. |
| 89 | Stun | 13 | Enchantment | Momentarily stun an enemy. All Attacks against it gain Advantage until your next Turn. |
| 90 | Summon Monster | 15 | Conjuration | Summon a random, non-humanoid, monster. Who knows what it will do. |
| 91 | Summon Steed | 14 | Conjuration | Summon a real horse, pony, or donkey to carry you. It has no tack or harness but you can probably ride it bareback! If you feed it, it may even stick around. I wonder where it came from… |
| 92 | Summon Swarm | 12 | Conjuration | Summon a swarm of locusts or insects, dealing d6 Damage to each creature in the area on your Turn, including you. Better get out of there quick! |
| 93 | Telekinesis | 10 | Transmutation | Move an object or creature gently with your mind. |
| 94 | Telepathy | 11 | Divination | Transfer information telepathically to any known humanoid—regardless of distance. If both humanoids know the Telepathy Spell they can communicate briefly. |
| 95 | Teleport | 16 | Transmutation | Teleport yourself or a target a short distance (long distance teleportation is achievable only via the Portal Spell). |
| 96 | Tentacle | 15 | Conjuration | Manifest a sticky Tentacle on a nearby surface or creature. The Tentacle serves as an additional appendage controlled by you, taking its Action immediately after yours. Manifesting a Tentacle on another creature is only successful if they fail a Magic Resistance Check (which they must make—it’s just too weird to not resist). The Tentacle lasts until killed, severed, or your Chaos is reduced. |
| 97 | Turn To Stone | 19 | Transmutation | Turn a target to stone, just like Medusa. |
| 98 | Water Breathing | 13 | Transmutation | Allow your target(s) to breathe underwater. Increase Difficulty by 1 for each target. |
| 99 | Web | 15 | Conjuration | Manifest a sticky web across the ground, between walls, or amongst trees. Creatures caught in the web have Disadvantage on most Checks. |
| 100 | Wizard’s Eye | 14 | Divination | Conjure a Floating Eye which you can see through. The Eye moves at a walking pace, floats up to 10 feet from the ground, and can fit into small places. Eyes last until destroyed. There is no limit to how many Eyes you can maintain—switching between them freely—however, you may only see through one at a time. |
Spells By Sphere
| SPHERE | SPELLS |
|---|---|
| Abjuration | Alarm, Armor, Circle of Protection, Counterspell, Dispel, Fire/Ice Wall, Fire/Ice Ward, Hold Portal, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry Ward, Stoneskin |
| Conjuration | Animate Golem, Conjure Elemental, Fabricate, Grease, Hurl Meteor, Make Food/Water, Simulacrum, Spectral Weapon, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web |
| Divination | Clairvoyance, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Identify, Locate, Scry, Telepathy, Wizard’s Eye |
| Enchantment | Chaos, Charm, Confusion, Curse, Enchant, Fear, Forget, Hold Creature, Hypnotize, Sleep, Stun |
| Evocation | Chain Lightning, Entangle, Explosive Rune, Fireball, Flaming Weapon, Goodberry, Ice Blast, Ice Storm, Lightning Bolt, Magic Missile, Produce Fire, Reign Fire/Ice |
| Illusion | Alter Appearance, Blind, Darkness, Hallucinate Sound, Hallucinate Vision, Invisibility, Mirror Image, Silence |
| Necromancy | Animate Dead, Control Undead, Cure Disease, Death, Drain Life, Heal, Regeneration, Resurrection, Speak With Dead |
| Transmutation | Alter Material, Alter Object, Control Weather, Disintegrate, Feather Fall, Grow/Shrink, Fly, Fog, Haste/Slow, Heat/Chill, Jump, Light, Mend, Open Lock, Polymorph, Portal, Purify, Shatter, Telekinesis, Teleport, Turn To Stone, Water Breathing |
Spells By Class
| Class | SPHERES & SPELLS |
|---|---|
| Bard | Divination, Enchantment, & Illusion: Alter Appearance, Blind, Chaos, Charm, Clairvoyance, Confusion, Curse, Darkness, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Enchant, Fear, Forget, Hallucinate Sound, Hallucinate Vision, Hold Creature, Hypnotize, Identify, Invisibility, Locate, Mirror Image, Scry, Silence, Sleep, Stun, Telepathy, Wizard’s Eye |
| Druid | Abjuration, Conjuration, Divination, & Enchantment Alarm, Animate Golem, Armor, Chain Lightning, Chaos, Charm, Circle of Protection, Clairvoyance, Confusion, Conjure Elemental, Counterspell, Curse, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Dispel, Enchant, Fabricate, Fear, Fire/Ice Wall, Fire/Ice Ward, Forget, Grease, Hold Creature, Hold Portal, Hurl Meteor, Hypnotize, Identify, Locate, Make Food/Water, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry, Scry Ward, Simulacrum, Sleep, Spectral Weapon, Stoneskin, Stun, Summon Monster, Summon Steed, Summon Swarm, Telepathy, Tentacle, Web, Wizard's Eye |
| Cleric | Abjuration, Conjuration, Evocation, & Necromancy: Alarm, Animate Dead, Animate Golem, Armor, Chain Lightning, Circle of Protection, Conjure Elemental, Control Undead, Counterspell, Cure Disease, Death, Dispel, Drain Life, Entangle, Explosive Rune, Fabricate, Fire/Ice Wall, Fire/Ice Ward, Fireball, Flaming Weapon, Goodberry, Grease, Heal, Hold Portal, Hurl Meteor, Ice Blast, Ice Storm, Lightning Bolt, Magic Missile, Make Food/Water, Neutralize Poison, Produce Fire, Regeneration, Reign Fire/Ice, Remove Curse, Resist Fire/Ice, Resurrection, Scry Ward, Simulacrum, Speak With Dead, Spectral Weapon, Stoneskin, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web |
| Paladin | Abjuration & Necromancy: Alarm, Animate Dead, Armor, Circle of Protection, Control Undead, Counterspell, Cure Disease, Death, Dispel, Drain Life, Fire/Ice Wall, Fire/Ice Ward, Heal, Hold Portal, Neutralize Poison, Regeneration, Remove Curse, Resist Fire/Ice, Resurrection, Scry Ward, Speak With Dead, Stoneskin |
| Ranger | Abjuration & Conjuration: Alarm, Animate Golem, Armor, Circle of Protection, Conjure Elemental, Counterspell, Dispel, Fabricate, Fire/Ice Wall, Fire/Ice Ward, Grease, Hold Portal, Hurl Meteor, Make Food/Water, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry Ward, Simulacrum, Spectral Weapon, Stoneskin, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web |