| Spell Index | |
|---|---|
| Spells | 87 |
| Cantrips | 8 |
| Levels | 0–10 |
| Traditions | Arcane, Divine, Occult |
| Casters | Wizard, 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)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 0 | Arcane | 2 actions | Spell attack | The caster flicks a glob of acid at a foe. | |
| 0 | Arcane, Divine, Occult | 2 actions | Fortitude | A touch drawn from the Dark: 1d4 plus the caster’s spellcasting modifier in dark damage, basic Fortitude, +1d4 per level. | |
| 0 | Divine, Occult | 2 actions | Will | A jolt to the mind deals mental damage equal to the caster’s spellcasting modifier (basic Will), +1d6 per two levels. | |
| 0 | Arcane | 2 actions | Spell attack | A bright beam of cold: 2d4 cold on a hit, +1d4 per level. | |
| 0 | Arcane, Divine, Occult | 1 action | None | A disc of force springs up before the caster: +1 AC until his next turn. | |
| 0 | Occult | 2 actions | Spell attack | Grasping vines snare a foe on a spell attack: −10 ft Speed for 1 round (2 rounds at 2nd level, the battle at 4th). | |
| 0 | Arcane | 2 actions | Spell attack | A small flame flicked at a foe: 2d4 fire on a hit, +1d4 per level. | |
| 0 | Occult | 2 actions | Basic Reflex | A 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)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 4 | Arcane, Occult | 2 actions | None | Invisible 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). | |
| 4 | Divine, Occult | 2 actions | Will | A heavy dread settles on nearby foes. | |
| 4 | Divine, Occult | 2 actions | None | A warm glow lifts the caster and every ally in the 5-ft emanation: +1 status bonus to attack rolls for the whole battle. | |
| 4 | Arcane | 2 actions | Basic Reflex | Flames fan out from the caster’s fingers in a 15-ft cone: 2d6 fire per spell level, basic Reflex. | |
| 4 | Divine | 1 to 3 actions | None | A surge of Dark energy: 1d8 dark per spell level, basic Fortitude. | |
| 4 | Divine | 1 to 3 actions | None | Light energy knits wounds: 1d8 HP per spell level. | |
| 4 | Occult | 2 actions | None | The caster’s stride lengthens: +10 ft Speed for the battle. | |
| 4 | Divine, Occult | 2 actions | Spell attack, then Fortitude | A grey ray saps strength. | |
| 4 | Arcane, Divine, Occult | 2 actions | None | Cast on the map from the actions menu (N): the caster is whisked back to his sigil. | |
| 4 | Arcane, Occult | 1 to 3 actions | None | Darts of force that never miss, 1d4+1 force each. | |
| 4 | Arcane, Divine, Occult | 2 actions | None | Cast on the map from the actions menu (N): marks the ground where the hero stands. | |
| 4 | Arcane, Occult | 2 actions | Will | Drowsiness falls over a 5-ft burst. | |
| 4 | Arcane | 2 actions | Spell attack | A crackling touch that needs a melee spell attack: 2d12 electricity, +1d12 per level above 1st; double on a critical hit. | |
| 4 | Arcane, Occult | 2 actions | None | The caster’s feet grow light: +30 ft Speed for the battle. |
2nd level spells (12)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 8 | Arcane | 2 actions | Spell attack | A dart of green, hissing acid flies at one foe. | |
| 8 | Arcane, Occult | 2 actions | None | The ally’s outline wavers and smears. | |
| 8 | Arcane, Occult | 2 actions | Will | The foe is seized by helpless giggling. | |
| 8 | Arcane, Occult | 2 actions | None | A borrowed spark of life wraps the caster: 10 temporary HP, +3 per level above 2nd. | |
| 8 | Arcane, Divine, Occult | 2 actions | Reflex | A rolling ball of fire hits the target square for 3d6 fire, basic Reflex (a success takes nothing), +1d6 per level above 2nd. | |
| 8 | Arcane, Occult | 2 actions | None | The ally fades from sight; enemies cannot pick it as a target until it Strikes or casts. | |
| 8 | Arcane, Occult | 2 actions | None | Three copies of the caster dance around him. | |
| 8 | Arcane | 3 actions | None | A thick 20-ft bank of mist settles on the picked square for the battle. | |
| 8 | Arcane, Divine, Occult | 2 actions | None | For 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. | |
| 8 | Divine, Occult | 2 actions | Will | A hush wraps the foe; it cannot cast or sing. | |
| 8 | Arcane | 3 actions | None | Sticky strands fill a 10-ft burst (20 ft, at up to 60 ft, from 4th level) and make it difficult terrain. | |
| 8 | Divine, Occult | 2 actions | None | Glittering motes outline everything in a 10-ft burst. |
3rd level spells (10)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 12 | Arcane | 2 actions | Basic Reflex | A bead of fire bursts into a 20-ft ball of flame: 6d6 fire, basic Reflex, +2d6 per level above 3rd. | |
| 12 | Arcane | 2 actions | Fortitude | A foul 20-ft cloud that also conceals like a mist. | |
| 12 | Arcane, Occult | 2 actions | None | Time runs faster for the ally: quickened (1 extra action each turn) for the battle. | |
| 12 | Divine, Occult | 2 actions | None | Courage fills the ally: +1 status bonus to attack rolls and saves for the battle (+2 at 6th level, +3 at 9th). | |
| 12 | Arcane, Occult | 2 actions | None | The caster and every ally within 10 ft fade from sight, each until it Strikes or casts. | |
| 12 | Arcane | 2 actions | Basic Reflex | A stroke of lightning tears along a 120-ft line: 4d12 electricity, basic Reflex, +1d12 per level above 3rd. | |
| 12 | Arcane, Occult | 2 actions | Will | The foe’s limbs lock. | |
| 12 | Arcane, Divine, Occult | 2 actions | None | A ward against one kind of energy: resistance 5 for the battle (10 at 4th level, 15 at 7th). | |
| 12 | Arcane, Occult | 2 actions | Fortitude | Time drags for the foe. | |
| 12 | Divine, Occult | 2 actions | Basic Fortitude | A deafening crash in a 10-ft burst: 3d10 sonic, basic Fortitude, +1d10 per level above 3rd. |
4th level spells (10)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 16 | Occult | 2 actions | Will | The foe’s thoughts tangle. | |
| 16 | Arcane | 2 actions | None | A mantle of flame wraps the caster, giving cold resistance 5 for the battle, +5 for every two levels above 4th. | |
| 16 | Arcane, Occult | 2 actions | None | The ally takes to the air for the battle. | |
| 16 | Arcane, Divine | 2 actions | None | For the battle the ally slips free of anything that holds it: Speed penalties, webs and grabs have no effect. | |
| 16 | Occult | 2 actions | None | A 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. | |
| 16 | Arcane, Divine, Occult | 2 actions | None | A shimmering 10-ft globe forms around the caster and stays in place for the battle. | |
| 16 | Divine, Occult | 2 actions | Will | Chains of force pin a foe to its place. | |
| 16 | Arcane | 3 actions | None | Like the mist of Obscuring Mist, but so thick that its squares are also difficult terrain. | |
| 16 | Arcane | 2 actions | None | The ally’s skin hardens like granite: resistance 5 to physical damage for the battle (10 at 6th, 15 at 8th, 20 at 10th). | |
| 16 | Arcane | 3 actions | None | A 60-ft line of fire rises across the picked square. |
5th level spells (7)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 20 | Arcane | 2 actions | Basic Reflex | A howling blast of frost in a 60-ft cone: 12d6 cold, basic Reflex, +2d6 per level above 5th. | |
| 20 | Arcane | 3 actions | Basic Fortitude | A choking yellow-green cloud rolls over a 20-ft burst. | |
| 20 | Divine | 2 actions | Basic Reflex | A column of fire falls from the sky in a 10-ft radius: 8d6 fire, basic Reflex, +2d6 per level above 5th. | |
| 20 | Arcane, Occult | 2 actions | None | The caster steps through a fold in space to any free square within 120 ft. | |
| 20 | Divine, Occult | 2 actions | None | For 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. | |
| 20 | Arcane | 3 actions | None | A 60-ft wall of ice across the picked square blocks movement for the battle (it skips squares where someone stands). | |
| 20 | Arcane | 3 actions | None | A 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)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 24 | Arcane | 2 actions | Spell attack, then Fortitude | A thin green ray. | |
| 24 | Occult | 2 actions | Will | The caster seizes a foe’s will. | |
| 24 | Divine | 2 actions | None | A 20-ft burst of green, living light. | |
| 24 | Arcane, Occult | 2 actions | Will | The foe’s wits drain away. | |
| 24 | Divine | 2 actions | None | Spending 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. | |
| 24 | Divine | 3 actions | None | A spinning wall of blades appears across the picked square, up to 120 ft long. | |
| 24 | Arcane, Occult | 2 actions | None | Only the caster travels. |
7th level spells (6)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 28 | Arcane | 2 actions | Reflex | A 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. | |
| 28 | Arcane, Divine, Occult | On the map | None | Cast on the map from the hero sheet. | |
| 28 | Divine | 2 actions | None | The ally’s wounds close on their own: regeneration 15 for the battle (20 at 9th level). | |
| 28 | Divine | 2 actions | None | A 60-ft burst is sealed for the battle: nothing can teleport into it or out of it. | |
| 28 | Divine | 2 actions | Basic Reflex | A blinding globe of sunlight bursts across 60 ft: 8d10 fire, basic Reflex, +1d10 per level above 7th. | |
| 28 | Arcane, Occult | 3 actions | None | An 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)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 32 | Divine | 2 actions | None | The caster gives energy to one ally who is missing MP, never to himself. | |
| 32 | Occult | 2 actions | None | The ally vanishes completely for the battle, and stays unseen even while it attacks. | |
| 32 | Arcane, Divine, Occult | 3 actions | None | A still, silent zone 10 ft around the caster for 10 rounds. | |
| 32 | Arcane, Occult | 2 actions | Will | The foe is forced into a wild jig: off-guard and unable to react. |
9th level spells (6)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 36 | Divine | 2 actions | Fortitude | A 60-ft line of killing Dark against living creatures of level 17 or lower. | |
| 36 | Arcane | 2 actions | Basic Reflex | A 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. | |
| 36 | Arcane | 2 actions | Spell attack | A ray of deep cold. | |
| 36 | Divine | 2 actions | None | Up 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. | |
| 36 | Occult | 2 actions | Will | An alien melody washes over up to 5 enemies, each making a Will save every turn. | |
| 36 | Occult | 2 actions | Fortitude | A soul-chilling scream fills a 40-ft emanation. |
10th level spells (3)
| Spell | MP | Tradition | Cast with | Defense | In short |
|---|---|---|---|---|---|
| 40 | Arcane, Occult | 3 actions | None | The world freezes for everyone but the caster, who takes 9 more actions at once. | |
| 40 | Arcane, Divine, Occult | 2 actions | None | Cast on the map from the actions menu (N). | |
| 40 | Divine | 2 actions | None | A great wave of Light: the caster and every ally within 30 ft regain 10d8+40 HP. |
By tradition
Arcane (55) — Wizard
Acid Splash ·
Cold Hand ·
Ray of Frost ·
Shield ·
Spark of Flame ·
Arcane Coat ·
Burning Hands ·
Recall ·
Seeker Shards ·
Sigil ·
Sleep ·
Static Grip ·
Swiftstep ·
Acid Arrow ·
Blur ·
Cackling Curse ·
False Life ·
Flaming Sphere ·
Invisibility ·
Mirror Image ·
Obscuring Mist ·
See Invisibility ·
Web ·
Fireball ·
Foulmist ·
Haste ·
Invisibility Sphere ·
Lightning Bolt ·
Paralyze ·
Resist Energy ·
Slow ·
Fire Shield ·
Fly ·
Freedom of Movement ·
Null Dome ·
Solid Fog ·
Stoneskin ·
Wall of Fire ·
Cone of Cold ·
Deathfog ·
Short Passage ·
Wall of Ice ·
Wall of Stone ·
Disintegrate ·
Mindrot ·
Teleport ·
Chain Lightning ·
Elemental Ward ·
Wall of Force ·
Null Zone ·
Puppet Dance ·
Falling Star ·
Frostlance ·
Frozen Moment ·
Gate
Divine (35) — Cleric
Cold Hand ·
Mind Jolt ·
Shield ·
Bane ·
Bless ·
Harm ·
Heal ·
Ray of Enfeeblement ·
Recall ·
Sigil ·
Flaming Sphere ·
See Invisibility ·
Silence ·
Witchlight ·
Heroism ·
Resist Energy ·
Sound Burst ·
Freedom of Movement ·
Null Dome ·
Planebind ·
Pillar of Fire ·
True Seeing ·
Lifebloom Circle ·
Raise Dead ·
Razor Hedge ·
Elemental Ward ·
Regenerate ·
Seal of Place ·
Solar Flare ·
Blessed Renewal ·
Null Zone ·
Culling Wave ·
Hour of Mending ·
Gate ·
Revival
Occult (50) — Bard
Cold Hand ·
Mind Jolt ·
Shield ·
Snaring Vines ·
Twin Spark ·
Arcane Coat ·
Bane ·
Bless ·
Longstrider ·
Ray of Enfeeblement ·
Recall ·
Seeker Shards ·
Sigil ·
Sleep ·
Swiftstep ·
Blur ·
Cackling Curse ·
False Life ·
Flaming Sphere ·
Invisibility ·
Mirror Image ·
See Invisibility ·
Silence ·
Witchlight ·
Haste ·
Heroism ·
Invisibility Sphere ·
Paralyze ·
Resist Energy ·
Slow ·
Sound Burst ·
Confusion ·
Fly ·
Gaseous Form ·
Null Dome ·
Planebind ·
Short Passage ·
True Seeing ·
Dominate ·
Mindrot ·
Teleport ·
Elemental Ward ·
Wall of Force ·
Disappearance ·
Null Zone ·
Puppet Dance ·
Maddening Hymn ·
Shriek of the Banshee ·
Frozen Moment ·
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.