----------------Extra Wizard Spells 5e----------------

Extra Cantrips (Level 0 Spells)



Read Emotions



School: Spiritualism (Abjuration)

Casting Time: 1 Action

Range: Self, 15 foot radius

Components: V, S

Duration: Concentration, up to 1 hour

Effects: Weaving and manipulating the magickal forces around you, you tap into the energies of the spirits, essence and auras, able to read the feelings and emotions of those close to you. You garner basic information, the basic dominant emotion of those around you, able to take a quick reading at any point during the duration with but the briefest of effort. So you get an idea of any creature's emotional state within range of you, sensing which from the following list is the dominant emotion they are currently feeling;

  • Happiness


  • Sadness


  • Anger


  • Fear


  • Befuddlement


  • Desire


  • Mischief


  • Grief


At Higher Levels: At 5th level the radius becomes 30 feet, at 11th level it becomes 45 feet, and at 17th it becomes 60 feet. As of 11th level you also read the strongest and second strongest emotions that those within range are feeling.

Detect the Unliving



School: Entropomancy (Necromancy)

Casting Time: 1 action

Range: Self 30 foot radius

Components: V, S

Duration: 1 hour

Effects: Tapping into the essence of Lobhadh, the amethyst energies of renewal and decay, you weave yourself a simple spell about your person, imbuing yourself with a hieghtened sensitivity to the essence of decay, allowing you to sense unliving entities within a reasonable proximity of yourself. When you choose over the duration to check on this extra sense you've imbued yourself with, it allows you to detect Constructs, Nightmares (Demons) and the Restless Dead (Undead) but they do feel and manifest differently as you check the Aether within this sensitivity. The Restless Dead appear as if a pulsing pool of Amethyst Energy, and the taste of decay will be firmly upon your tongue. Constructs and Nightmares however seem to be empty, energyless spots, anomalies within the natural cycle of life and death, the decay of energy and its rebirth. They are simply empty spots, colorless, energyless to your perception within this magickally imbued sensitivity.

At Higher Levels: At 5th level extends 60 feet, at 11th it extends to 90 feet and at 17th it extends to 120 feet.

Extra 1st level spells



Sixth Sense



School: Aeromancy (Divination)

Casting Time: 1 Reaction

Range: Self

Components: V, S

Duration: Instant

Effects: Your knowledge and study of the spiritual arts has blessed you magickally with a uniquely inbuilt sixth sense, able to briefly see the barest shadows of the future, and react to them almost instinctually. This spell is used as a reaction to finding out you are being targeted, or are in the effected area of, some kind of magick effect. This can be an AOE or single target type spell. You may immediately cast this spell, and move 5 feet in any direction, reacting to a split second warning, an almost sixth sense you have about danger coming towards you, as you sensed the subtle shifting in the Aether. If the effect is an AOE, there is every chance you are able to get out of the effected area. If you do, you simply avoid the effect entirely. If not, you have advantage on the saving throw. If it is a single target type effect, because you are forcing the caster to track you and keep you in sight to target you, you gain advantage if there is a saving throw involved. If they would be making a spell attack roll, they make it at disadvantage instead.

At Higher Levels:For every level beyond 1st you choose to cast this you move an additional 5 feet

Entropic Transference



School: Entropomancy (Necromancy)

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instant

Effects: Utilizing your understanding of, and manipulation over Lobhadh, of Entropy, you attempt to briefly weave a 1 way entropic connection between two target creatures in range. The target of the spell takes 2d8 necrotic, half on a successful Constitution Saving Throw, another creature within range of you and the target is healed for the same amount.

Mortalize Special Quality: This spell ignores resistances and immunities of Constructs, Nightmares and Undead and can target these sorts of entities as the Donor, though not as the Recipient

At Higher Levels: For every level beyond 1st you choose to cast this spell, you increase the damage the dealt by this spell by 1d8.

Extra Level 2 Spells



Ironhide



School: Geomancy (Transmutation)

Casting Time: 1 Action

Range: 30 feet

Targets: Self and up to one ally in range of your choice.

Duration: Concentration up to 1 hour

Components: V, S, M (a pebble)

Effects: Weaving and forging the manna currents of earth, you encase yourself and your ally in a thin layer of pure earthen energy, granting you both the boon of its protection. You both gain a natural armor score of 3 (so a +3 boost to your AC) and you gain resistance to thunder damage.

At Higher Levels: For every 2 levels higher you cast this spell, you may affect an additional target in range. The range of this spell increases by 10 feet for every level beyond 2nd that you cast it.

Silencing Shadows



School: Shadowmancy (Illusion)

Casting Time: 1 Bonus Action

Range: 100 feet

Target: A creature you can see within range

Components: V, S, M (A piece of pure black silk)

Duration: Concentration, up to 10 minutes

Effects: Drawing forth the manna of Scath, weaving forth the deepest of shadows you throw them across your target(s), shaping them carefully to mimic the sensation and touch, as if they've been gagged. Creatures affected by this spell-form must make a Wisdom Saving Throw. If they fail, they take 2d8 Psychic Damage and are Silenced for the duration, though they may attempt the save at the end of their turns every round to try and shake off the Silenced condition. If they are successful, they do not suffer the Silenced condition and take only half damage.

At Higher Levels: Every 2nd level (so 4th, 6th, and 8th) you may target an additional creature. For every level beyond 2nd that you choose to cast this it deals an additional 1d8 psychic damage.

Level 3 Wizard Spells



Stonecaller's Pillar



School: Geomancy (Transmutation)

Casting Time: 1 Action

Range: 100 feet

Target: 10 foot area within sight.

Duration: Concentration, up to 1 minute.

Effect: Manipulating the manna of earth, you manage to restructure the very soil and stone under the target area to cause one of two effects. Either a pillar rapidly shoots up 30 feet from below, lifting suddenly any object or creature upon the space, or you suddenly and without warning cause the ground to simply sink, creating a 30 foot hole (with rough and rather easily climbable walls mind). Creatures in the space may attempt a Dexterity Saving Throw, which if successful, they may displace themselves to be just outside the affected area if they wish. If you raise the pillar, they take no damage but suddenly find themselves thirty feet up with no easy way down, the walls of the pillar are sheer and smooth as if a finished stone column. If you dropped the level of the ground, those whom failed their Dexterity Save take fall damage as appropriate for a 30 foot fall, without reducing it, and become prone. Should you lose concentration before the 1 minute duration is up, the earth returns to its normal state instantly, meaning creatures on the pillar would also just fall, no save. If you do not give up or lose concentration on the spell until the duration is up, the earth returns to normal at a more manageable rate, presenting no danger.

At Higher Levels: For every level higher you cast this, you can increase the height/depth by 10 feet.

Dead Memories



School: Entropomancy (Necromancy)

Casting Time: 1 action OR 1 minute

Range: Touch

Target: One dead creature, at least a bone if not a full corpse.

Duration: Instant or 5 minutes

Effects: This spell-form can be cast in two different modes, the swift cast and the full cast. The rapid casting version can be best described as flash of emotion and one particularly strong memory. Upon touching the corpse, handling and manipulating the flow of Lobhadh, you part the entropic veils, seeing a mere snapshot of the memories of this fallen creature. You know the cause of death, and the last thoughts it had in its mind while it died.   The longer full cast version grants you far more, as you carefully shape and mold the flow of Lobhadh, and allow yourself to be guided amongst the forgotten snippets of long dead memories, trusting the manna itself to guide you. If cast at the longer casting time, this spellform lets you perfectly bear witness as a third party, the last five minutes of the target creature's life. You feel the emotions of all involved in the memory, can see and describe all other creatures and beings clearly, and recall any audible parts of these memories as if you had heard them before.

At Higher Levels: On the swifter and shorter cast for every level higher you weave the Dead Memories spell, you may ask one question about the target's final moments to recieve some clarity beyond the emotions and brief flash of cloudy memory you recieve. You receive an answer in the form of a memory, a brief snapshot. For example, if you know a victim was murdered, and asked 'who/what murdered you?' you would recieve the best mental image the victim could have mustered. You could ask about the surroundings, or any other factor you think there might be potential clarity to be gleaned from.

On the longer and more focused casting you recieve a longer playback of 'final moments' by 5 minutes for each level higher you cast this spell.

Wizard Spells, 4th Level



Inner Empowerment



School: Spiritualism (Abjuration)

Casting Time: Action

Range: 30 feet

Target: Yourself and up to one other creature you choose in range.

Duration: Concentration, up to 1 minute

Effect: Tapping into your own psyche, and then weaving this spell form outwards over yourself and your chosen target(s), you tap into hidden potential, bringing it forward in both of you, empowering the mind and soul. All affected targets gain +4 to their Charisma attribute and to one other Attribute of your choice for the duration. You may choose a different second attribute for each target.

At Higher Levels: For every level beyond 4th you cast this you may target 1 more creature with the effect.

Enchant/Disenchant



School: Geomancy (Transmutation)

Casting Time: 1 Day

Range: Touch

Target: One inanimate object, along with a manna gem of the appropriate color. To enchant, the gem must be charged with the appropriate and desired spell-form. To disenchant, the gem must be empty and able to recieve the appropriate spell-form.

Duration: Permanent unless another Topaz Magister re-enchants, or disenchants the object ina similar fashion.

Effects: A unique spell-form in what it does, and how it functions, this spell form allows a Topaz Magister to utilize an imprinted manna gem to permanently weave a magickal enhancement into an inanimate object. Doing so takes focus, discipline, and a great deal of time whilst controlling and constructing the spellform, but the results are well worth it, and permanent, unless another Topaz Magister were to use this spell-form to disenchant the item as well. The spell must be compatible with being turned into an enchantment upon an object in some way, and the spell in question cannot exceed the level of this spell-1 (So currently 3rd level spells are the limit).

At Higher levels: You can mess with higher level spells/effects. If you cast this at 5th level you can pull or create enchantments up to 4th level spell effects.



5th Level Wizard Spells



Reversing Flows



School: Aquamancy (Enchantment)

Casting Time: Reaction to a creature attempting to cast a spell.

Range: 100 feet

Duration: Instant/Special

Target: A creature in range attempting to weave a spell./Special.

Effects: Reacting to the disturbance in the Aether as someone attempts to weave their own spell-forms, you rapidly direct and swirl the currents of Uisce all about this effort, using the might of a river of manna to forcibly almost take over the spell-form as it is manifesting into the Material Realm. This has one of two set effects;

  • If the spell-form they were weaving was a single target spell-form, you choose the target and the spell-form still operates as normal. This includes any spell-form that has you select multiple targets, that is still in fact a single target spell.


  • If the spell-form they were attempting to weave is an area of effect spell, then instead you simply throw the energy back into them. They take 2d6 cold damage/Tier of the spell-form they were attempting to weave, and must make a Toughness Defensive Test, which if they fail, they gain the Slow Condition.


If the spell you attempt to do this too is 4th level or lower, you automatically succeed. If 5th level or higher you must roll a caster check, and should you win you get the effect of this spell, should you not, then you fail to reverse the flow.

At Higher Levels: For every level higher you weave this, you increase the above clause by 1 level. So 6th level auto works on 5th level spells, and so on.

Lingering Memories



School: Spiritualism (Abjuration)

Casting Time: 10 minutes

Range: Self

Target: Self

Duration: Special

Special Restrictions: The duration will last as long as the memory you end up stumbling upon and playing out. During this time your body is vulnerable, as your essence basically leaves your body to wander the Aether, to wander this past memory, tied to the individual you are remembering through. Should you attempt to get to far from them in the memory, so further than 50 feet from them, the spell abruptly ends.

Effects: Weaving the energies of Spirit in a complex shape, targeting your own conscousiness and the energy of Meanma all about you in the area, your essence latches onto and walks among the memory with the strongest emotional tie in the area from the last 28 hours (1 day) and you see it play out before your very eyes, the details clearest that the person who's lingering memory you are piggybacking off of would remember well, the things, people, places they directly interacted with. You do have a level of freedom to inspect and take in details beyond that scope however, able to wander this version of the past and see surrounding information that your tethered memory you are riding did not see. You simply need to stay within 50 feet of the individual who's memory you are living the moment through. This memory could be short or quite long, it depends on the emotional state that caused it to linger, and how strong and long lasting it was.

At Higher Levels: For every level beyond 5th you cast this, you may wander up to 10 extra feet from the subject of the lingering memories whilst reliving them.

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