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Spell Index
Spells87
Cantrips8
Levels0–10
TraditionsArcane, Divine, Occult
CastersWizard, Cleric, Bard

Spell Index

The Spells index lists all 87 spells of the land. Each spell belongs to one or more of three traditions: Arcane magic is cast by the Wizard, Divine magic by the Cleric, and Occult magic by the Bard. Fighters and Rangers do not cast.

Jump to: Cantrip · 1st · 2nd · 3rd · 4th · 5th · 6th · 7th · 8th · 9th · 10th · By tradition · How casting works

Cantrips (8)

SpellMPTraditionCast withDefenseIn short
Cantrip (generic scroll seal) Acid Splash0Arcane2 actionsSpell attackThe caster flicks a glob of acid at a foe.
Cantrip (generic scroll seal) Cold Hand0Arcane, Divine, Occult2 actionsFortitudeA touch drawn from the Dark: 1d4 plus the caster’s spellcasting modifier in dark damage, basic Fortitude, +1d4 per level.
Cantrip (generic scroll seal) Mind Jolt0Divine, Occult2 actionsWillA jolt to the mind deals mental damage equal to the caster’s spellcasting modifier (basic Will), +1d6 per two levels.
Cantrip (generic scroll seal) Ray of Frost0Arcane2 actionsSpell attackA bright beam of cold: 2d4 cold on a hit, +1d4 per level.
Cantrip (generic scroll seal) Shield0Arcane, Divine, Occult1 actionNoneA disc of force springs up before the caster: +1 AC until his next turn.
Cantrip (generic scroll seal) Snaring Vines0Occult2 actionsSpell attackGrasping vines snare a foe on a spell attack: −10 ft Speed for 1 round (2 rounds at 2nd level, the battle at 4th).
Cantrip (generic scroll seal) Spark of Flame0Arcane2 actionsSpell attackA small flame flicked at a foe: 2d4 fire on a hit, +1d4 per level.
Cantrip (generic scroll seal) Twin Spark0Occult2 actionsBasic ReflexA crackling arc leaps between two foes: the target and the nearest other enemy within 30 ft each take 1d4 plus the spellcasting modifier in electricity, basic Reflex, +1d4 per level.

1st level spells (14)

SpellMPTraditionCast withDefenseIn short
Level 1 Scroll Arcane Coat4Arcane, Occult2 actionsNoneInvisible plates of force guard a caster wearing no armor: +1 AC for the battle (+2 at 6th, +3 at 10th), and from 4th level +1 to saves (+2 at 8th, +3 at 10th).
Level 1 Scroll Bane4Divine, Occult2 actionsWillA heavy dread settles on nearby foes.
Level 1 Scroll Bless4Divine, Occult2 actionsNoneA warm glow lifts the caster and every ally in the 5-ft emanation: +1 status bonus to attack rolls for the whole battle.
Level 1 Scroll Burning Hands4Arcane2 actionsBasic ReflexFlames fan out from the caster’s fingers in a 15-ft cone: 2d6 fire per spell level, basic Reflex.
Level 1 Scroll Harm4Divine1 to 3 actionsNoneA surge of Dark energy: 1d8 dark per spell level, basic Fortitude.
Level 1 Scroll Heal4Divine1 to 3 actionsNoneLight energy knits wounds: 1d8 HP per spell level.
Level 1 Scroll Longstrider4Occult2 actionsNoneThe caster’s stride lengthens: +10 ft Speed for the battle.
Level 1 Scroll Ray of Enfeeblement4Divine, Occult2 actionsSpell attack, then FortitudeA grey ray saps strength.
Level 1 Scroll Recall4Arcane, Divine, Occult2 actionsNoneCast on the map from the actions menu (N): the caster is whisked back to his sigil.
Level 1 Scroll Seeker Shards4Arcane, Occult1 to 3 actionsNoneDarts of force that never miss, 1d4+1 force each.
Level 1 Scroll Sigil4Arcane, Divine, Occult2 actionsNoneCast on the map from the actions menu (N): marks the ground where the hero stands.
Level 1 Scroll Sleep4Arcane, Occult2 actionsWillDrowsiness falls over a 5-ft burst.
Level 1 Scroll Static Grip4Arcane2 actionsSpell attackA crackling touch that needs a melee spell attack: 2d12 electricity, +1d12 per level above 1st; double on a critical hit.
Level 1 Scroll Swiftstep4Arcane, Occult2 actionsNoneThe caster’s feet grow light: +30 ft Speed for the battle.

2nd level spells (12)

SpellMPTraditionCast withDefenseIn short
Level 2 Scroll Acid Arrow8Arcane2 actionsSpell attackA dart of green, hissing acid flies at one foe.
Level 2 Scroll Blur8Arcane, Occult2 actionsNoneThe ally’s outline wavers and smears.
Level 2 Scroll Cackling Curse8Arcane, Occult2 actionsWillThe foe is seized by helpless giggling.
Level 2 Scroll False Life8Arcane, Occult2 actionsNoneA borrowed spark of life wraps the caster: 10 temporary HP, +3 per level above 2nd.
Level 2 Scroll Flaming Sphere8Arcane, Divine, Occult2 actionsReflexA rolling ball of fire hits the target square for 3d6 fire, basic Reflex (a success takes nothing), +1d6 per level above 2nd.
Level 2 Scroll Invisibility8Arcane, Occult2 actionsNoneThe ally fades from sight; enemies cannot pick it as a target until it Strikes or casts.
Level 2 Scroll Mirror Image8Arcane, Occult2 actionsNoneThree copies of the caster dance around him.
Level 2 Scroll Obscuring Mist8Arcane3 actionsNoneA thick 20-ft bank of mist settles on the picked square for the battle.
Level 2 Scroll See Invisibility8Arcane, Divine, Occult2 actionsNoneFor the battle the caster sees unseen units; to him they are only concealed (DC 5 flat check), and his side sees them on the map.
Level 2 Scroll Silence8Divine, Occult2 actionsWillA hush wraps the foe; it cannot cast or sing.
Level 2 Scroll Web8Arcane3 actionsNoneSticky strands fill a 10-ft burst (20 ft, at up to 60 ft, from 4th level) and make it difficult terrain.
Level 2 Scroll Witchlight8Divine, Occult2 actionsNoneGlittering motes outline everything in a 10-ft burst.

3rd level spells (10)

SpellMPTraditionCast withDefenseIn short
Level 3 Scroll Fireball12Arcane2 actionsBasic ReflexA bead of fire bursts into a 20-ft ball of flame: 6d6 fire, basic Reflex, +2d6 per level above 3rd.
Level 3 Scroll Foulmist12Arcane2 actionsFortitudeA foul 20-ft cloud that also conceals like a mist.
Level 3 Scroll Haste12Arcane, Occult2 actionsNoneTime runs faster for the ally: quickened (1 extra action each turn) for the battle.
Level 3 Scroll Heroism12Divine, Occult2 actionsNoneCourage fills the ally: +1 status bonus to attack rolls and saves for the battle (+2 at 6th level, +3 at 9th).
Level 3 Scroll Invisibility Sphere12Arcane, Occult2 actionsNoneThe caster and every ally within 10 ft fade from sight, each until it Strikes or casts.
Level 3 Scroll Lightning Bolt12Arcane2 actionsBasic ReflexA stroke of lightning tears along a 120-ft line: 4d12 electricity, basic Reflex, +1d12 per level above 3rd.
Level 3 Scroll Paralyze12Arcane, Occult2 actionsWillThe foe’s limbs lock.
Level 3 Scroll Resist Energy12Arcane, Divine, Occult2 actionsNoneA ward against one kind of energy: resistance 5 for the battle (10 at 4th level, 15 at 7th).
Level 3 Scroll Slow12Arcane, Occult2 actionsFortitudeTime drags for the foe.
Level 3 Scroll Sound Burst12Divine, Occult2 actionsBasic FortitudeA deafening crash in a 10-ft burst: 3d10 sonic, basic Fortitude, +1d10 per level above 3rd.

4th level spells (10)

SpellMPTraditionCast withDefenseIn short
Level 4 Scroll Confusion16Occult2 actionsWillThe foe’s thoughts tangle.
Level 4 Scroll Fire Shield16Arcane2 actionsNoneA mantle of flame wraps the caster, giving cold resistance 5 for the battle, +5 for every two levels above 4th.
Level 4 Scroll Fly16Arcane, Occult2 actionsNoneThe ally takes to the air for the battle.
Level 4 Scroll Freedom of Movement16Arcane, Divine2 actionsNoneFor the battle the ally slips free of anything that holds it: Speed penalties, webs and grabs have no effect.
Level 4 Scroll Gaseous Form16Occult2 actionsNoneA willing ally becomes drifting mist for the battle: resistance 8 to physical damage and a 10-ft fly Speed, but it cannot Strike or cast.
Level 4 Scroll Null Dome16Arcane, Divine, Occult2 actionsNoneA shimmering 10-ft globe forms around the caster and stays in place for the battle.
Level 4 Scroll Planebind16Divine, Occult2 actionsWillChains of force pin a foe to its place.
Level 4 Scroll Solid Fog16Arcane3 actionsNoneLike the mist of Obscuring Mist, but so thick that its squares are also difficult terrain.
Level 4 Scroll Stoneskin16Arcane2 actionsNoneThe ally’s skin hardens like granite: resistance 5 to physical damage for the battle (10 at 6th, 15 at 8th, 20 at 10th).
Level 4 Scroll Wall of Fire16Arcane3 actionsNoneA 60-ft line of fire rises across the picked square.

5th level spells (7)

SpellMPTraditionCast withDefenseIn short
Level 5 Scroll Cone of Cold20Arcane2 actionsBasic ReflexA howling blast of frost in a 60-ft cone: 12d6 cold, basic Reflex, +2d6 per level above 5th.
Level 5 Scroll Deathfog20Arcane3 actionsBasic FortitudeA choking yellow-green cloud rolls over a 20-ft burst.
Level 5 Scroll Pillar of Fire20Divine2 actionsBasic ReflexA column of fire falls from the sky in a 10-ft radius: 8d6 fire, basic Reflex, +2d6 per level above 5th.
Level 5 Scroll Short Passage20Arcane, Occult2 actionsNoneThe caster steps through a fold in space to any free square within 120 ft.
Level 5 Scroll True Seeing20Divine, Occult2 actionsNoneFor the battle the caster sees through every illusion: unseen units, Blur and Mirror Image cannot fool him, and his side sees unseen units on the map.
Level 5 Scroll Wall of Ice20Arcane3 actionsNoneA 60-ft wall of ice across the picked square blocks movement for the battle (it skips squares where someone stands).
Level 5 Scroll Wall of Stone20Arcane3 actionsNoneA 120-ft wall of stone rises across the picked square and blocks movement for the battle (it skips squares where someone stands).

6th level spells (7)

SpellMPTraditionCast withDefenseIn short
Level 6 Scroll Disintegrate24Arcane2 actionsSpell attack, then FortitudeA thin green ray.
Level 6 Scroll Dominate24Occult2 actionsWillThe caster seizes a foe’s will.
Level 6 Scroll Lifebloom Circle24Divine2 actionsNoneA 20-ft burst of green, living light.
Level 6 Scroll Mindrot24Arcane, Occult2 actionsWillThe foe’s wits drain away.
Level 6 Scroll Raise Dead24Divine2 actionsNoneSpending 1 Gem from the bag, the caster calls a fallen member of an allied unit within 10 ft back to its feet with 1 HP.
Level 6 Scroll Razor Hedge24Divine3 actionsNoneA spinning wall of blades appears across the picked square, up to 120 ft long.
Level 6 Scroll Teleport24Arcane, Occult2 actionsNoneOnly the caster travels.

7th level spells (6)

SpellMPTraditionCast withDefenseIn short
Level 7 Scroll Chain Lightning28Arcane2 actionsReflexA bolt strikes one enemy for 8d12 electricity (basic Reflex), +1d12 per level above 7th, then leaps to another enemy within 30 ft, and another, never striking the same foe twice.
Level 7 Scroll Elemental Ward28Arcane, Divine, OccultOn the mapNoneCast on the map from the hero sheet.
Level 7 Scroll Regenerate28Divine2 actionsNoneThe ally’s wounds close on their own: regeneration 15 for the battle (20 at 9th level).
Level 7 Scroll Seal of Place28Divine2 actionsNoneA 60-ft burst is sealed for the battle: nothing can teleport into it or out of it.
Level 7 Scroll Solar Flare28Divine2 actionsBasic ReflexA blinding globe of sunlight bursts across 60 ft: 8d10 fire, basic Reflex, +1d10 per level above 7th.
Level 7 Scroll Wall of Force28Arcane, Occult3 actionsNoneAn unseen 50-ft wall of force across the picked square blocks movement for the battle (it skips squares where someone stands).

8th level spells (4)

SpellMPTraditionCast withDefenseIn short
Level 8 Scroll Blessed Renewal32Divine2 actionsNoneThe caster gives energy to one ally who is missing MP, never to himself.
Level 8 Scroll Disappearance32Occult2 actionsNoneThe ally vanishes completely for the battle, and stays unseen even while it attacks.
Level 8 Scroll Null Zone32Arcane, Divine, Occult3 actionsNoneA still, silent zone 10 ft around the caster for 10 rounds.
Level 8 Scroll Puppet Dance32Arcane, Occult2 actionsWillThe foe is forced into a wild jig: off-guard and unable to react.

9th level spells (6)

SpellMPTraditionCast withDefenseIn short
Level 9 Scroll Culling Wave36Divine2 actionsFortitudeA 60-ft line of killing Dark against living creatures of level 17 or lower.
Level 9 Scroll Falling Star36Arcane2 actionsBasic ReflexA blazing stone falls from the sky: 6d10 bludgeoning within 10 ft of where it lands and 14d6 fire across a 40-ft burst, all against one basic Reflex save.
Level 9 Scroll Frostlance36Arcane2 actionsSpell attackA ray of deep cold.
Level 9 Scroll Hour of Mending36Divine2 actionsNoneUp to 6 allies within 5 ft, the caster included, shake off persistent damage and penalties and regain as much HP as a full day of rest would give.
Level 9 Scroll Maddening Hymn36Occult2 actionsWillAn alien melody washes over up to 5 enemies, each making a Will save every turn.
Level 9 Scroll Shriek of the Banshee36Occult2 actionsFortitudeA soul-chilling scream fills a 40-ft emanation.

10th level spells (3)

SpellMPTraditionCast withDefenseIn short
Level 10 Scroll Frozen Moment40Arcane, Occult3 actionsNoneThe world freezes for everyone but the caster, who takes 9 more actions at once.
Level 10 Scroll Gate40Arcane, Divine, Occult2 actionsNoneCast on the map from the actions menu (N).
Level 10 Scroll Revival40Divine2 actionsNoneA great wave of Light: the caster and every ally within 30 ft regain 10d8+40 HP.

By tradition

Arcane (55) — Wizard

Cantrip (generic scroll seal) Acid Splash · Cantrip (generic scroll seal) Cold Hand · Cantrip (generic scroll seal) Ray of Frost · Cantrip (generic scroll seal) Shield · Cantrip (generic scroll seal) Spark of Flame · Level 1 Scroll Arcane Coat · Level 1 Scroll Burning Hands · Level 1 Scroll Recall · Level 1 Scroll Seeker Shards · Level 1 Scroll Sigil · Level 1 Scroll Sleep · Level 1 Scroll Static Grip · Level 1 Scroll Swiftstep · Level 2 Scroll Acid Arrow · Level 2 Scroll Blur · Level 2 Scroll Cackling Curse · Level 2 Scroll False Life · Level 2 Scroll Flaming Sphere · Level 2 Scroll Invisibility · Level 2 Scroll Mirror Image · Level 2 Scroll Obscuring Mist · Level 2 Scroll See Invisibility · Level 2 Scroll Web · Level 3 Scroll Fireball · Level 3 Scroll Foulmist · Level 3 Scroll Haste · Level 3 Scroll Invisibility Sphere · Level 3 Scroll Lightning Bolt · Level 3 Scroll Paralyze · Level 3 Scroll Resist Energy · Level 3 Scroll Slow · Level 4 Scroll Fire Shield · Level 4 Scroll Fly · Level 4 Scroll Freedom of Movement · Level 4 Scroll Null Dome · Level 4 Scroll Solid Fog · Level 4 Scroll Stoneskin · Level 4 Scroll Wall of Fire · Level 5 Scroll Cone of Cold · Level 5 Scroll Deathfog · Level 5 Scroll Short Passage · Level 5 Scroll Wall of Ice · Level 5 Scroll Wall of Stone · Level 6 Scroll Disintegrate · Level 6 Scroll Mindrot · Level 6 Scroll Teleport · Level 7 Scroll Chain Lightning · Level 7 Scroll Elemental Ward · Level 7 Scroll Wall of Force · Level 8 Scroll Null Zone · Level 8 Scroll Puppet Dance · Level 9 Scroll Falling Star · Level 9 Scroll Frostlance · Level 10 Scroll Frozen Moment · Level 10 Scroll Gate

Divine (35) — Cleric

Cantrip (generic scroll seal) Cold Hand · Cantrip (generic scroll seal) Mind Jolt · Cantrip (generic scroll seal) Shield · Level 1 Scroll Bane · Level 1 Scroll Bless · Level 1 Scroll Harm · Level 1 Scroll Heal · Level 1 Scroll Ray of Enfeeblement · Level 1 Scroll Recall · Level 1 Scroll Sigil · Level 2 Scroll Flaming Sphere · Level 2 Scroll See Invisibility · Level 2 Scroll Silence · Level 2 Scroll Witchlight · Level 3 Scroll Heroism · Level 3 Scroll Resist Energy · Level 3 Scroll Sound Burst · Level 4 Scroll Freedom of Movement · Level 4 Scroll Null Dome · Level 4 Scroll Planebind · Level 5 Scroll Pillar of Fire · Level 5 Scroll True Seeing · Level 6 Scroll Lifebloom Circle · Level 6 Scroll Raise Dead · Level 6 Scroll Razor Hedge · Level 7 Scroll Elemental Ward · Level 7 Scroll Regenerate · Level 7 Scroll Seal of Place · Level 7 Scroll Solar Flare · Level 8 Scroll Blessed Renewal · Level 8 Scroll Null Zone · Level 9 Scroll Culling Wave · Level 9 Scroll Hour of Mending · Level 10 Scroll Gate · Level 10 Scroll Revival

Occult (50) — Bard

Cantrip (generic scroll seal) Cold Hand · Cantrip (generic scroll seal) Mind Jolt · Cantrip (generic scroll seal) Shield · Cantrip (generic scroll seal) Snaring Vines · Cantrip (generic scroll seal) Twin Spark · Level 1 Scroll Arcane Coat · Level 1 Scroll Bane · Level 1 Scroll Bless · Level 1 Scroll Longstrider · Level 1 Scroll Ray of Enfeeblement · Level 1 Scroll Recall · Level 1 Scroll Seeker Shards · Level 1 Scroll Sigil · Level 1 Scroll Sleep · Level 1 Scroll Swiftstep · Level 2 Scroll Blur · Level 2 Scroll Cackling Curse · Level 2 Scroll False Life · Level 2 Scroll Flaming Sphere · Level 2 Scroll Invisibility · Level 2 Scroll Mirror Image · Level 2 Scroll See Invisibility · Level 2 Scroll Silence · Level 2 Scroll Witchlight · Level 3 Scroll Haste · Level 3 Scroll Heroism · Level 3 Scroll Invisibility Sphere · Level 3 Scroll Paralyze · Level 3 Scroll Resist Energy · Level 3 Scroll Slow · Level 3 Scroll Sound Burst · Level 4 Scroll Confusion · Level 4 Scroll Fly · Level 4 Scroll Gaseous Form · Level 4 Scroll Null Dome · Level 4 Scroll Planebind · Level 5 Scroll Short Passage · Level 5 Scroll True Seeing · Level 6 Scroll Dominate · Level 6 Scroll Mindrot · Level 6 Scroll Teleport · Level 7 Scroll Elemental Ward · Level 7 Scroll Wall of Force · Level 8 Scroll Disappearance · Level 8 Scroll Null Zone · Level 8 Scroll Puppet Dance · Level 9 Scroll Maddening Hymn · Level 9 Scroll Shriek of the Banshee · Level 10 Scroll Frozen Moment · Level 10 Scroll Gate

How casting works

Magic Points. A spell costs 4 MP for each spell level used to cast it. Cantrips cost 0 MP. A heightened spell pays for its casting level, not its starting level. Maximum MP grows with hero level and the casting ability modifier. Rest at the Inn, camp or Mansion to refill. See Magic Points for costs, pool examples and recovery.

A Wizard needs a Spellbook in his own bag and can cast the spells in the Spellbooks he carries. A Bard needs his Score in his own bag and can cast the songs in his carried Scores. A Cleric needs his personal Holy Relic attached to an equipped item; through it, his god grants every Divine spell of a level he can cast.

Without the required focus, even free cantrips are unavailable. Scrolls still work, and Bards can use Sheet Music. A book in storage or another character's bag does not count.

Wizard and Bard. Each chooses two new spells per hero level for a selected book. A Scroll bound into a Spellbook, or Sheet Music bound into a Score, adds a reusable entry. The first entry turns a Blank Book into the appropriate kind. Emptying a Spellbook or Score never turns it back into a Blank Book.

Scribing. At the Wizard School Writing table, a caster can scribe a spell he can cast. Each Scroll uses 1 Paper, 1 Ink, a fee equal to its sell value and the spell's full MP. A Bard makes Sheet Music at the Theatre's Sheet Music Stand on the same terms. Read either once to use it up without spending the reader's MP, or bind it into the matching book. See Magic Crafting.

Wands, staffs and potions. A new wand holds its own MP for 10 casts and loses one cast of capacity on each recharge at rest. A staff holds MP for 20 casts of its highest spell, never wears down and cannot be pushed. A Wizard’s equipped staff adds 1 MP per hero level to personal maximum MP, initially unfilled. MP potions restore 8, 20, 40, 80 or 160 personal MP.

Blessed Renewal. A straight transfer: the caster pays the spell’s MP and one ally gains that amount, capped at missing MP. The caster gains nothing. Scrolls, wands and staffs can supply the transfer too.

See also

All Spells scrolls

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