Life Magic Spells in Shattered Lands | World Anvil

Life Magic Spells

Life Magic is the practice of sensing and protecting the energy of all living things. Theurgists, or Life Mages, sing chants or songs, meditate, or otherwise bond with the natural world and the life force that binds all things together.   Modern Life Magic has made great strides in standardizing several healing and restoration spells as well as pushing the school beyond simple herbalists and medics. Mages under the tutalage of Melinda Poppy are taught not only to be healers but true forces of nature.    

Template

Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: S, M (a snow serpent fang)
  • Duration: 1 Round
  • Classification: Attack
  • Prerequisites: -
  • Spell Body
     

    Spell Descriptions

    Baneful Imp

    Rank 1
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: V, S
  • Duration: 1 minute; Concnetration
  • Classification: Charm
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   Up to three creatures of your choice that you can see within range must make Charisma saving throws as tiny winged imps appear to taun and torment them. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.   At Higher Levels. When you cast this spell at Rank 2 or higher, you can target one additional creature for each Rank above 1.  

    Barkskin

    Rank 2
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S, M (several pieces of oak bark)
  • Duration: 1 hour, Concentration
  • Classification: Utility
  • Prerequisites: -
  •   You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.  

    Bio Hex

    Rank 2
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, M (fragments of a Jade)
  • Duration: 1 minute, Concentration
  • Classification: Ward (Negative)
  • Prerequisites: Baneful Imp, Fairy's Blessing
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You place a curse on a creature that you can see within range. Until the spell ends, whenever you hit it with a Life School Spell or an attack dealing radiant damage, you may add 1d6 to the attack's damage.   If the target drops to 0 hit points before this spell ends, you can use a swift action on a subsequent turn of yours to curse a new creature.   At Higher Levels. When you cast this spell at rank 4 or higher, any Life School Attack or attack dealing Radiant damage gains this benefit. When cast at rank 5 or higher, you do not need to maintain concentration on the spell.  

    Cure Wounds

    Rank 1
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Heal
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You mutter a short chant to knit together the wounds and ailments of a creature you touch. The target regains 1d8 + your spellcasting stat modifier Hit Points to the target. This spell does not affect undead or constructs.   At Higher Levels. For every rank above 1st the spell is cast, the healing increases by 1d8.  

    Dancing Sprites

    Rank 2
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 3 Rounds
  • Classification: Heal
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You call upon the aid of Sprites who gather around a creature of your choosing that you can see in range. The creature regains 2d6 + your spellcasting modifier in hit points immediately. It then gains 6d8 + your spellcasting modifier Hit Points over the course of its next 3 turns. Divide the rolled amount equally, placing any extra on the first turn.   At the start of the creature's next 3 turns, it regains the determined amount of health.   Unseelie: Instead of healing, the dark sprites you summon torment a creature in range. Roll 6d6 and divide it equally into 3 amounts, with any extra going to the first round. The target takes the specified amount in necrotic damage at the start of its next 3 turns.  

    Entangle

    Rank 1
  • Casting Time: Standard Action
  • Range: 90ft, 20ft square
  • Components: V, S
  • Duration: 1 minute; Concentration
  • Classification: Utility
  •   Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.   Unseelie: The vines conjured are black and thorny. Any creature who moves through this space takes 5 piercing damage for every 5ft they move through.  

    Fairy's Blessing

    Rank 1
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: V, S
  • Duration: 1 minute; Concnetration
  • Classification: Charm
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You bless up to three creatures of your choice within range as fairies appear around them as tiny motes of light. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.   At Higher Levels. When you cast this spell at Rank 2 or higher, you can target one additional creature for each rank above 1.  

    Guiding Bolt

    Rank 1
  • Casting Time: Standard Action
  • Range: 120ft
  • Components: V, S
  • Duration: 1 round
  • Classification: Attack
  •   A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.   At Higher Levels. When you cast this spell at Rank 2 or higher, the damage increases by 1d6 for each level above 1.   Unseelie: The damage is instead Necrotic and the target has disadvantage on it's next atack roll.  

    Lucky Gold

    Rank 2
  • Casting Time: Standard Action
  • Range: 40ft
  • Components: S, M (1 GP which is not consumed)
  • Duration: Instantaneous
  • Classification: Attack
  •   Tossing a gold piece into the air you conjure a pot of gold and trickster Fae guardian. The target must make a DEX saving throw as the pot of gold launches its contents at a creature within range dealing 3d6 Bludgeoning damage and imposing a 1d4 penalty to attack rolls for the target's next three turns (ending at the end of its 3rd turn from now) on a failure. A successful save results in half damage and does not suffer the additional penalty. All gold pieces vanish instantly and yours is returned to your money pouch or place you usually keep it.   At Higher Levels. If cast at level 3 or higher, the damage dealt increases by 1d6 for every level over 2.   Unseelie: The damage is instead piercing as the dark trickster summoned sends a barrage of iron thorns at the target.

    Mental Shield

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classification: Ward
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You conjure a magical barrier that shimmers with gold and black strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Mental Shield spell on it ends and is replaced with yours. While the spell is active, the target has Damage Reduction (5) for Psychic and Necrotic damage for the next minute.   At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 10 at 3rd level, 15 at 5th level, 25 at 7th level, and 40 at 9th level.  

    Nature Shield

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classification: Ward
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You conjure a magical barrier that shimmers with gold and green strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Nature Shield spell on it ends and is replaced with yours. While the spell is active, the target has Damage Reduction (10) for Radiant damage for the next minute.   At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 15 at 3rd level, 20 at 5th level, 30 at 7th level, and 50 at 9th level.  

    Poison Spray

    0 Rank
  • Casting Time: Standard Action
  • Range: 15ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).  

    Prayer of Healing

    Rank 2
  • Casting Time: 10 minutes
  • Range: 30ft
  • Components: V
  • Duration: Instantaneous
  • Classification: Healing
  • Unseelie: This span cannot be affected by the Unseelie spell
  • Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.   At Higher Levels. When you cast this spell at Rank 3 or higher, the healing increases by 1d8 for each level above 2.  

    Shooting Star

    Rank 1
  • Casting Time: Swift Action
  • Range: 80ft
  • Components: S, M (a moonstone)
  • Duration: Instantaneous
  • Classification: Heal
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You mutter a short chant and send a shooting star upon a creature of you choice within range. You do not need to see the target but must know its general location and must have a clear path to the target.   The shooting star explodes above them and the falling light restores 1d4 + your spellcasting stat modifier Hit Points to the target. This spell does not affect undead or constructs.   At Higher Levels. For every rank above 1st the spell is cast, the healing increases by 1d4.  

    Speak With Animals

    Rank 1
  • Casting Time: Standard Action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classification: Utility
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.  

    Star Bolt

    0 Rank
  • Casting Time: Standard Action
  • Range: 120ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You conjure a mote of pure starlight in your hand and make a ranged spell attack to launch it at a creature within range. The target does not gain the benefits of cover, and you do not need to see the creature in order to target it, however you must know it's general location. On a hit, the target takes 1d6 Radiant Damage and make a CON save, becoming blinded until the end of it's next turn on a failure.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

    Tremor

    Rank 1
  • Casting Time: Standard Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  • Unseelie: This spell cannot be affected by the Unseelie Spell
  •   You cause a tremor in the ground forcing all creatures within15ft of you to make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.   At Higher Levels. When you cast this spell at Rank 2 or higher, the damage increases by 1d6 for each level above 1.  

    Vine Whip

    0 Rank
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: S
  • Duration: Instantaneous
  • Classification: Attack
  •   You summon a small vine to appear and lash out at the target. Make a melee spell attack, and on a hit the target takes 1d8 slashing damage. Additionally on a hit, if it is no larger than 2 size classes larger than you, you may also pull or push it 5ft in a direction of your choice.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   Unseelie: The damage instead becomes piercing as the vine becomes barbed with thorns.

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