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5E Spell Groupings by Tradition

Most spells in the 5th Edition Player's Handbook fit snugly within one of four dominant magical traditions on Taharjin's Flame, although certain spells have been omitted because of a lack of matching concepts in this world, particularly Planar magic. But, good news! Because there are no Clerics in TF, many spells from this class list have been retooled for wizardly use. Hooray! Where this happens, the qualifier "Divine" should be ignored: only the effect of the spell is relevant.   The list below should be seen as exemplary rather than definitive. Original creations are in process, and will be added as they spindle out of either my brain, or the ones in my players' skulls.  

All Traditions

 
Mages from all Traditions can cast the Level 1 spell, Detect Magic, at will.
 

Berythian

  As per the The Model of the Elements, the Four elemental Forces are ordered in The Berythian Tradition according to their universal procession: first, Fire, represented by the dragon Taharjin; Earth, represented by Eadthuum, a titan; Water, represented by Haldorm, a whale; and Air, represented by a mythic bird, the Daovbehna.  

TAHARJIN (FIRE)

  Cantrip: Fire Bolt, Light, Prestidigitation (cannot create illusory object), Produce Flame, Sacred Flame, Searing Smite, Thaumaturgy   Lvl 1: Burning Hands, Chromatic Orb, Faerie Fire, Guiding Bolt, Hellish Rebuke, Identify, Mage Armor, Magic Missile, Unseen Servant,   Lvl 2: Arcane Lock, Blindness/Deafness (only Blindness), Branding Smite, Continual Flame, Darkvision, Flame Blade, Flaming Sphere, Heat Metal, Magic Weapon, Scorching Ray   Lvl 3: Blinding Smite, Daylight, Elemental Weapon, Fireball, Glyph of Warding   Lvl 4: Conjure Minor Elementals, Fabricate, Fire Shield, Wall of Fire   Lvl 5: Contact Other Plane, Conjure Elemental, Creation, Destructive Wave, Flame Strike, Wall of Force   Lvl 6: Drawmij's Instant Summons, Guards and Wards, Sunbeam   Lvl 7: Delayed Blast Fireball, Divine Word, Fire Storm, Prismatic Spray   Lvl 8: Control Weather, Sunburst   Lvl 9: Meteor Swarm, Prismatic Wall    

EADTHUUM (EARTH)

  Cantrip: Blade Ward, Druidcraft, Mending, Prestidigitation (cannot create illusory object), Shillelagh, Thaumaturgy, Thorn Whip   Lvl 1: Armor of Agathys, Barkskin, Chromatic Orb, Ensnaring Strike, Entangle, Hail of Thorns, Identify, Mage Armor, Magic Missile, Purify Food and Drink, Unseen Servant   Lvl 2: Arcane Lock, Cloud of Daggers, Cordon of Arrows, Enlarge/Reduce, Knock, Magic Weapon, Pass Without Trace, Spider Climb, Spike Growth   Lvl 3: Conjure Barrage, Elemental Weapon, Glyph of Warding, Meld Into Stone, Plant Growth   Lvl 4: Conjure Minor Elementals, Fabricate, Grasping Vine, Stone Shape, Stoneskin   Lvl 5: Animate Objects, Contact Other Plane, Conjure Elemental, Conjure Volley, Creation, Passwall, Wall of Stone   Lvl 6: Blade Barrier, Disintegrate, Drawmij's Instant Summons, Flesh to Stone, Guards and Wards, Move Earth, Wall of Thorns   Lvl 7: Divine Word, Prismatic Spray   Lvl 8: Control Weather, Earthquake   Lvl 9: Imprisonment, Prismatic Wall    

HALDORM (WATER)

  Cantrip: Acid Splash, Poison Spray, Prestidigitation (cannot create illusory object), Ray of Frost, Thaumaturgy   Lvl 1: Chromatic Orb, Create or Destroy Water, Grease, Identify, Mage Armor, Magic Missile, Purify Food and Drink, Unseen Servant   Lvl 2: Arcane Lock, Magic Weapon, Melf's Acid Arrow, Misty Step   Lvl 3: Elemental Weapon, Glyph of Warding, Sleet Storm, Water Breathing, Water Walk   Lvl 4: Conjure Minor Elementals, Control Water, Fabricate, Ice Storm   Lvl 5: Contact Other Plane, Cone of Cold, Conjure Elemental, Creation   Lvl 6: Drawmij's Instant Summons, Guards and Wards, Otiluke's Freezing Sphere, Wall of Ice   Lvl 7: Divine Word, Prismatic Spray   Lvl 8: Control Weather, Tsunami   Lvl 9: Storm of Vengeance, Prismatic Wall    

DAOVBEHNA (AIR)

  Cantrip: Eldritch Blast, Message, Prestidigitation (cannot create illusory object), Shocking Grasp, Thaumaturgy, Witch Bolt   Lvl 1: Alarm, Chromatic Orb, Expeditious Retreat, Feather Fall, Fog, Identify, Mage Armor, Magic Missile, Thunderous Smite, Thunderwave, Unseen Servant   Lvl 2: Arcane Lock, Blindness/Deafness (only Deafness), Gust of Wind, Levitate, Magic Weapon, Shatter, Silence   Lvl 3: Blink, Call Lightning, Elemental Weapon, Fly, Gaseous Form, Glyph of Warding, Haste, Lightning Arrow, Lightning Bolt, Stinking Cloud, Wind Wall   Lvl 4: Conjure Minor Elementals, Dimension Door, Fabricate, Freedom of Movement   Lvl 5: Cloudkill, Contact Other Plane, Cone of Cold, Conjure Elemental, Creation, Destructive Wave, Telekinesis   Lvl 6: Arcane Gate, Chain Lightning, Drawmij's Instant Summons, Guards and Wards, Wind Walk   Lvl 7: Divine Word, Etherealness, Forcecage, Prismatic Spray, Reverse Gravity   Lvl 8: Control Weather, Incendiary Cloud   Lvl 9: Storm of Vengeance, Prismatic Wall  

Nurhetic

  The Nurhetic Tradition divides conceptually into Moon and Sun, representing Unconscious and Conscious aspects of the mind. Nurhetic mages used to divide themselves into strong philosophical camps on one or another side, but modern movements emphasize the harmony of these dimensions rather than disparity. Moon spells highlight Illusion and the imaginary, while Sun magic deals most of all with controlling thoughts and emotions.   Cantrip: Dancing Lights, Friends, Minor Illusion, Thaumaturgy   Lvl 1: Charm Person, Color Spray, Command, Compelled Duel, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, Heroism. Identify, Illusory Script, Silent Image, Sleep, Tasha's Hideous Laughter, Wrathful Smite   Lvl 2: Aid, Alter Self, Calm Emotions, Crown of Madness, Darkness, Enthrall, Invisibility, Mirror Image, Moonbeam, Phantasmal Force, See Invisibility, Suggestion   Lvl 3: Beacon of Hope, Clairvoyance, Fear, Hypnotic Pattern, Major Image, Modify Memory, Phantom Steed, Sending   Lvl 4: Arcane Eye, Compulsion, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer, Polymorph   Lvl 5: Awaken, Contact Other Plane, Dominate Person, Dream, Geas, Mislead, Rary's Telepathic Bond, Seeming   Lvl 6: Eyebite, Mass Suggestion, Otto's Irresistible Dance, Programmed Illusion   Lvl 7: Mirage Arcane, Project Image, Simulacrum   Lvl 8: Antipathy/Sympathy, Demiplane, Dominate Monster, Feeblemind, Mind Blank, Telepathy   Lvl 9: Shapechange, True Polymorph, Weird  

Aurimbic

  The Aurimbic Tradition is the least mappable to spells found in D&D. Roughly speaking, divination spells and those that deal with metamagic apply best, although the Tradition is more nuanced than this regarding world specifics. Because of this, Aurimbic mages figure more prominently as NPCs than PCs.   Cantrip: Guidance, Resistance, Thaumaturgy, True Strike, Vicious Mockery   Lvl 1: Bane, Bless, Detect Magic, Hunter's Mark, Identify, Mage Armor, Sanctuary, Shield, Shield of Faith   Lvl 2: Augury, Blur, Detect Thoughts, Find Traps, Locate Object, Magic Weapon, Nystul's Magic Aura, Zone of Truth   Lvl 3: Bestow Curse, Counterspell, Dispel Magic, Magic Circle, Nondetection, Protection From Energy, Remove Curse   Lvl 4: Confusion, Divination, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Staggering Smite   Lvl 5: Circle of Power, Contact Other Plane, Greater Restoration, Hallow, Legend Lore, Scrying   Lvl 6: Contingency, Find the Path, Forbiddance, Globe of Invulnerability, True Seeing   Lvl 7: Sequester, Symbol   Lvl 8: Antimagic Shell, Glibness, Maze   Lvl 9: Foresight, Wish  

Exiled

  The Exiled Tradition boasts spells that interweave Life, Death, and Time in a complex fashion. The majority of spells descend directly from Khajuro, whose magical workings have never been fully deciphered for the deep codes they contain. In brief, no spell of Khajuro's is fully what it seems to be, and most seem to secretly syphon magical energy "elsewhere" - another unknown.   Cantrip: Chill Touch, Spare the Dying, Thaumaturgy   Lvl 1: Cure Wounds, Detect Magic, Detect Poison and Disease, False Life, Healing Word, Hex, Identify, Inflict Wounds, Jump, Longstrider, Mage Armor, Ray of Sickness   Lvl 2: Blindness/Deafness, Enhance Ability, Gentle Repose, Hold Person, Lesser Restoration, Locate Animals or Plants, Prayer of Healing, Protection From Poison, Ray of Enfeeblement   Lvl 3: Animate Dead, Feign Death, Hunger of Hadar, Mass Healing Word, Revivify Slow, Speak With Dead, Spirit Guardians, Vampiric Touch   Lvl 4: Aura of Life, Aura of Purity, Aura of Vitality, Banishment, Blight, Death Ward, Evard's Black Tentacles, Guardian of Faith (spectral), Locate Creature   Lvl 5: Antilife Shell, Banishing Smite, Contact Other Plane, Contagion, Hold Monster, Mass Cure Wounds, Planar Binding, Raise Dead, Reincarnate   Lvl 6: Circle of Death, Create Undead, Harm, Heal, Magic Jar, Planar Ally (*special)   Lvl 7: Finger of Death, Plane Shift*, Regenerate, Resurrection   Lvl 8: Clone, Power Word Stun   Lvl 9: Astral Projection, Mass Heal, Power Word Heal, Power Word Kill, Time Stop, True Resurrection

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