Magic
"When lightning roars a queer folly, and the dead walk with the living, you know that this is the act of Magi." - Rulthag, Orc Poet
Magic
Biology is the study of life, Astronomy is the study of space, Metalurgy is the study of the forge, and Arcanology is the study of Magic. Magic at it's core is the combination of arcane elements with the primordial lexicon. The Lexicon of course is the collection of all enchantations of spellcraft.Magic is the ability for a simple man to summon a mighty inferno, or conjure a fae spirit in the time of need. It can bend and shape metal without the need of a hammer and anvil. Space is simply a point on a map that can be changed with a few well placed words. Just as the smith cracks down his hammer onto steel, so does the wizard speak and turn dust into life, or death.
Spellcasting
Spellcasting is the ability to channel magic of the world and give it direction. Magic is simply a combination of vocal principles combined with the spellcasters own fortitude to cast a spell. The name of a spell must be presented in order for it to be cast. This can be done any of the following ways.- Speech - Through the literal vocal speech of the spell, you can cast it. It's the most common and practical way of casting the spell. But anything such as a heavy wind or lisp can bring a whole new meaning to what you were trying to cast. The spell may simply fizzle or completely backfire.
- Sigil - You may write a spell down. Either on a parchment of some sort or carved into a material like stone or bark. The advantage of Sigil casting is the ability to prepare the spell before casting it, but to Sigil a spell, you also need certain arcane inks and powders which can be expensive and the items will often deteriorate after use. (casting a spell this way requires Arcane Powder and takes x3 times longer than speech.)
- Sign - To sign a spell is to speak it with your hands and make symbols that way. This can be used in areas that are very loud or in an Aura of Silence. One disadvantage to this technique is the requirement of free hands. Simply trying a creatures hands can prevent them from using this spellcasting at all. But even then, some simple spells may only require the flick of a finger.
A spell must also have it's channel, an arcane focus. Arcane focuses are made from magic gems such as opals, diamonds, rubies, etc. Depending on the type of stone, they may have different effects.
The Lexicon
The Lexicon is a collection of all the known chants and words within the language of Magic. This is broken up into the most basic to complex of words. The Lexicon can be broken up into four primary adjectives. In the common tongue they are, Death, Life, Elemental, and Arcane. Near every spell you find will have one of these prefixes attached to them.Magic Statistics
Magic is a complex art with many different numbers to account for.Mana
Mana is a resource used to cast spells. The formula for mana total is (Intelligence + (End/2) + your level) round down.Whenever you cast a spell, you expend mana. You can only regain mana from resting. You can either regain mana from a short or long rest.
Short Rest. You regain mana equal to 1d3 for every two points of intelligence you have.
Long Rest. You regain mana equal to 1d3+1 for every two points of intelligence you have.
Spell Hit
Whenever you would make a spell attack roll, you add your Intelligence Score and spell PRF to the hit roll. You may also add a bonus or penalty from the spell you're casting.Spell Saving Throw
Certain spells have saving throws. When that is so the targets roll against the saving throw and have to beat it. The Formula for spell saving throws is 6 + Intelligence + and spell PRF.Magic Prowess
Magic Prowess works similar to normal prowess but slightly different. The formula for Magic Prowess is (Perception + Endurance)/2 round down. Whenever you cast a spell that has an attack roll. You may add Prowess Dice to the hit bonus. At the start of your turn you reroll Magic Prowess like you would normal Prowess.Concentration
Certain spells require concentration. Spell concentration is required when the spell is channeled, while channeling a spell, no other actions can be taken and movement speed is reduced by half. You can end channeling a spell at any point, however some spells may have other actions that happen when you end a spell. Whenever you would take damage, or may any saving throw, while channel a spell you must make an endurance saving throw. If you take damage, the DC is equal to 10 + the damage taken. If you're forced to make a saving throw for any reason, the DC is equal to 15, (+5 if you failed your saving throw or -5 if you passed.)Wands
Wands are items enchanted with specfic spells that can be charged with mana from the user. Specifically whenever you charge a wand, You spend any number of mana and for every two points of mana you spend, the wand gains 1d3+1 mana. It takes 1 minute to charge a wand.Spells you cast from wands have no levels of PRF nor do they gain any from you.
Arcane Spells
Arcane magic, is spellcasting at it's most basic form. Arcane spells revolve around altering physical energies such as bending light, altering momentum, pure force, etc.Arcane Intelligence
Arcane(4 Mana)
Chant: Arkae, Enchas, Mentu
Casting Time: 1 minute
The spellcaster selects a target they can see within 15ft. The target's Intelligence is increased by +2 for the next hour. The target can only be affected by one Arcane Intelligence at one time. (This also effects the size of the total mana, but does not grant any mana)
Arcane Missile
Arcane(1 Mana)
Chant: Arkae, Porj
Casting Time: Action
The spellcaster selects a target within 60ft that they can see and makes a ranged spell attack roll against them Hit +3. On a hit, the target takes 1d8 Arcane Damage. In addition, The Target must make an Endurance saving throw DC -7. On a failed save, the target is Stunned until the start of their turn.
Aura of Protection
Arcane(3 Mana, channel)
Chant: Arkae, Torte
Casting Time: Action, Reaction
The Spellcaster selects a target within 15ft that they can see. The spell can be channeled for up to one minute. For the next minute, the target gains +4 AR and +4 Damage Reduction to Physical, Arcane, Acid, Necrotic, Fire, Cold, and Lightning. Only one target may be affected by this at a time.
Aura of Silence
Arcane(6 mana)
Chant: Arkae, Radi, Muta
Casting Time: Action
The spellcaster selects a point that they can see within 30ft. For the next minute, all sound within 20ft of that area is muted. Anyone who attempts to cast a spell using verbal components automatically fails. This spell can only be cast once per hour.
Bend Light
Arcane(1 mana)
Chant: Arkae, Lumo
Casting Time: Action
The spellcaster bends lingth in a single area within 30ft no larger than 5ft long in any direction. That area can be transformed to look like anything, a human, sword, chair, etc. This spell lasts for one minute. Any creature that attempt to pass through this illusion must pass a DC Perception Saving Throw, or make a sight check.
Counter Spell
Arcane(6 mana)
Chant: Arkae, Mun, Null
Casting Time: Action, Reaction
The Spellcaster selects a target within 30ft that they can see and that is casting or channeling a spell. Roll 1d20 + Intelligence + PRF. If the roll is higher than 12 + The spells mana cost, the spell is countered. In addition, the target cannot cast that spell again for 1d3 rounds. This spell cannot be cast again until after 1d4+1 rounds.
Detect Runes
Arcane(2 mana)
Chant: Arkae, Mun, Ies
Casting Time: 1 minute
The spellcaster creates an aura of detection around them that's 25ft long and lasts 10 minutes. The spellcaster can detect all magic runes within the aura and their location. This aura cannot travel through walls or similar obstructions that are more than two inches thick. The spellcaster can detect the type of magic, but not the chant of any magic they detect. (Runes are counted as written spells, so this would reveal scrolls, a spellbook, etc.)
Echo
Arcane(1 mana)
Chant: Arkae, Echos
Casting Time: Minor Action
For the next minute, you can create an aura of sounds within 120ft. You manifest anything from a scream to flapping winds of a bird. You cannot make any noise loud enough to damage eardrums. Anyone suspicious can make a Hearing Check DC +2.
Ethereal Chain
Arcane(3 mana)
Chant: Arkae, Thoe, Linc
Casting Time: Action
The spellcaster creatures an ethereal chain which lasts up to one minute. As apart of this spell, the caster may use this item as apart of the same action. The chain can be used for one of the following actions, or any other actions if approved by the GM. The chain itself is practically weightless but extremely strong and cannot be broken by normal weapons or items. The caster must have one free hand to hold the chain for the spell. Any target grappled by the chain must make a Strength Saving Throw DC +10 at the end of their turn to escape.
- Grasp: You throw the chain towards a target of your choice within 30ft. It magically extends its length to reach the target. The target must make Dexterity Saving Throw DC +2. On a failed save, the target is grappled by the chain. As apart of this action, the caster may pull the target towards them. The target can attempt a Strength Saving Throw DC +10. On a failed save, they're moved up to 1d3x5ft. On subsequent turns, the caster may pull the target towards them as an action.
- Chain Whip: You may make an attack roll with the chain as a minor action, +2 to hit, 1d6 Arcane damage. You cannot use this ability while a target is grappled by the chain.
- Channel: The caster may channel this spell, extending the time that the chain remains up to an hour as long as they are channeling the spell.
Ethereal Pocket
Arcane(2 mana)
Chant: Arkae, Thoe, Num
Casting Time: Action
The spellcaster targets an item they're hold that's no larger than 5ft in any direction. That item is transported into a pocket dimension and remains there for up to 10 minutes. After 10 minutes, the item reappears in the spellcasters hand or within 5ft of the spellcaster if they are unable to hold it. The caster may conjure the item early as a minor action and end the spell. Only one item can be stored this way at a time.
While the item is held in the pocket dimension this way, any detect magic like ability or similar will reveal an aura of Arcane magic around the caster.
Face Glamour
Arcane(2 mana)
Chant: Arkae, Enchas, Mutar, Lumo
Casting Time: Action
The spellcaster changes their face to look like anything else they would want. This spell lasts for ten minute. They cannot create new features such as horns or remove major features like that. They change anything from eye and hair color, jaw, chin, age apperance, gender features, etc. This spell lasts for one hour. the caster can attempt to take the apperance of someone they know or a face they've seen before. To do so, they roll 1d20 + their Intelligence and PRF. On a 15 or higher, they succeed. On a failed check, they become a morphed version of the face. Certain factors may effect the DC on the chart below.
DC Bonus | Factor |
-5 | You've known this person for many years |
-10 | You've looking at them as you cast the spell |
+5 | You saw them roughly a week ago or less. |
+10 | You saw them years ago. |
+25 | You've only heard of them, but never met them |
Glamour
Arcane(4 mana, channel)
Chant: Arkae, Lumo, Sab, Radi
Casting Time: Action
You bend light within a 10ft radius to change the apperrance of everything inside. This effect lasts for an hour. You can make the area look like any from from a horse or an open hole pit. You can create motion with this spell so if you create a moving animal, you could make it move naturally. When you cast this spell, you may spend an additional 2 mana to increase the durration of this spell by an hour up to eight hours total.
Any creature that attempt to pass through this illusion must pass a DC +4, Perception Saving Throw or a sight check.
Invisibility
Arcane(6 mana)
Chant: Arkae, Lumo, Null
Reagent: Vanishing Powder
Casting Time: Action
The caster targets themself or a target they can touch. The target becomes invisible for the next minute. If they take the attack or dash action, or anything similar, the invisibility ends.
Mirror Image
Arcane(6 mana)
Chant: Arkae, Thoe, Mult, Enchans, Lumo
Casting Time: Action
The spellcaster creates three duplicate illusions of themselves that occupy the same space. The spell lasts for one minute. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s EV is equal to yours. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. Once you cast this spell, you cannot cast it again until 10 minutes pass.
Null Bolt
Arcane(1 mana)
Chant: Arkae, Null, Porj
Casting Time: Action
The spellcasters makes a ranged attack roll against a target within 60ft. On a hit, the spell deals 1d6 arcane damage and the caster must make a Perception Saving Throw. On a failed save, for the next minute whenever the target would cast a spell, they roll 1d6, on a 5-6. They fail the spell. They may repeat the saving throw at the end of their turn.
Null Wave
Arcane(8 mana)
Chant: Arkae, Null, Radi
Casting Time: Action
You conjure a wave of anti magic within a 30ft radius. All spellcasters who are channeling spells, casting spells, or have conjured magic ex (elemental blade) Must make an Intelligence Saving throw, DC +4 for every spell they have cast. On a failed save, their spell ends. They must make a saving throw for every spell they have channeled, cast, conjured, etc. You cannot cast this spell again until after 1 hour.
Nullify
Arcane(6 mana, channeled)
Chant: Arkae, Null, Sab
Casting Time: Action
You select a target spellcaster within 30ft. The spellcaster must make an intelligence Saving throw. On a failed save, any spells they are casting, channel, or conjured, fail. While Nullify is being channeled, whenever the caster would attempt to cast a spell, they must make an Intelligence saving throw, on a failed save, their spell fails.
Pocket Mana
Arcane(2 mana)
Chant: Arkae, Num, Mun
Casting Time: 1 minute
You may only casting this spell while Arcane Intelligence is active. You create a pocket dimension for mana, you may store up to 8 mana in this pocket dimension and can transfer any number of mana points you have. You many only have one pocket dimension at a time this way.
Read Thoughts
Arcane(6 mana)
Chant: Arkae, Mentu, Ies
Casting Time: 1 minute
The Spellcaster selects a target within 30ft that they can see. That target must make an Intelligence Saving Throw DC +4. On a failed save, the spellcaster can read all of their surface level thoughts, such as, mood, goals, etc. The spellcaster can spend 2 mana and choose to force them to make another Intelligence Saving Throw, DC -1. On a failed save, the spellcaster can read their deeper thoughts, such as secrets. Once again, the spellcaster can spend 2 mana and choose to force them to make another Intelligence Saving Throw, DC -10. On a failed save, the spellcaster can read their deepest thoughts, such as, forgotten childhood memories, repressed trauma, etc. If the target would succeed on any of these saving throws, the spell ends and the target is aware of the spell. (However, depending on their knowledge level, they may not be aware of what happened, only that their mind feels weird) This spell lasts up to 10 minutes.
Spellward
Arcane(4 mana)
Chant: Arkae, Mun, Torte
Casting Time: Action, Reaction
The caster creates an magic ward on their self or on a target within 10ft of them. Until the end of their turn, they have +5 EV to the next spell cast against them and +5 to the next Saving Throw against any spell. This spell cannot be cast again until after 1d4+1 turns.
Sudden Shimmer
Arcane(2 mana) Chant: Arkae, Lumo, Ies
Casting Time: Minor Action
You target a creature within 30ft that you can see. They must make a Perception Saving Throw DC +2. On a failed save, you can create illusion only they can see. These illusions can be anywehere within their vision and move in any direction. This spell lasts for one minute. If you create any illusion that would be unrealistic or suspicious such as blinding the target or creating something that doesn't exist They can repeat the saving throw at the end of their turn at a DC -8. You cannot cast this sepll again until after 1d4+1 rounds.
Summon Mana Wyrm
Arcane(16 mana)
Chant: Arkae, Aethri, Jorun, Mun, Wymur
Casting Time: 10 minutes.
The casters summons a Mana Wyrm under their control. The Wyrm must carry out whatever commands they are given. If an Wyrm is given a command that feels would be extremely dangerous to itself, it can make an Intelligence Saving Throw DC +2. On a successful save, the Wyrm breaks free of the spell. Every 24 hours, if the Wyrm feels it has been mistreated, the Imp may make an Intelligence Saving Throw DC +2. On a successful save, the Wyrm breaks free of the spell. Only one Wyrm at a time can be summoned through this spell.
Ward
Arcane(2 mana)
Chant: Arkae, Torte
Casting Time: Reaction
The caster creates a magic protecting ward around themself. When they cast this spell, they roll Magic Prowess Dice and add it to their EV and gain +2. This bonus remains until the start of their next turn.
Elemental Spells
Elemental magic is physical sudden effects that take form through conjuration, including fire, lightning, ice, etc. It's the most destructive of all the magics.Acid Splash
Elemental(1 mana)
Chant: leta, porj, cedus, radi
Casting Time: Action
The spellcaster selects a target they can see within 30ft and makes a ranged spell attack roll hit -2. On a hit, the target takes 1d8 acid damage. Targets within 5ft of the point, must make a Dexterity Saving throw DC +2 on a failed save, they take 1d6 acid damage.
Chain Lightning
Elemental(6 mana)
Chant: Leta, Tempe, Linc, Sab
Casting Time: Action
The caster selects a target within 15ft, that target must make a Dexterity Saving Throw DC +4. On a failed save, The target then takes 2d8 lightning damage or half as much on a successful save. Targets who fail by 5 or more are also stunned under the start of their next turn. If the target fails, the Lightning Bolt also jumps to another target within 15ft. This effect can hit a total of three targets. You may spend an additional 2 mana to target another target after the third. The caster may not cast this spell again until after an hour.
Cone of Cold
Elemental(6 mana)
Chant: Leta, Kalt, Radi, Sab
Casting Time: Action
The caster summons a blizzard of ice within a 15ft cone centered at their self. All creatures within the Cone must make an Endurance Saving Throw DC +3, on a failed save, targets take 2d6 cold damage or have as much on a successful saving throw. Targets that failed must make an additional Endurance Saving Throw DC +0. On a failed save, targets are chilled for one minute, the target's weapon speed score is increased by 5, Initiative is reduced by -5, and their movement speed is reduced by -10ft. They may repeat the saving throw at the end of their turn. The caster may not cast this spell again until after an hour.
Elemental Blade
Elemental(4 mana)
Chant: Leta, Tum, Enchas (pyr, kalt, tempe, cedus)
Casting Time: Minor Action
The spellcaster targets a melee weapon they're wielding. For the next round, that weapon deals an additional 2d6 damage of either, fire, cold, lightning, or acid. At the start of the casters turn, the cast may spend 1 mana, if they do, the spell continues for another round up to a maximum of one minute.
When choosing the damage for the weapon, the caster must choose one of the chants for the damage type.
Fireball
Elemental(16 mana)
Chant: Leta, Pyr, Radi, Sab
Reagents: Elemental Fire
Casting Time: 2 rounds
The spellcaster targets a location within 60ft that they can see. Every creature within 25ft of that location must make a Dexterity saving throw DC +5. On a failed save, targets take 6d6 fire damage or half as much on a successful save. If they beat the save by 10 or more, they take no damage. All objects that are flammable are ignited and start to burn. Any creature that starts or ends it turns on any burning object must make a Dexterity Saving Throw DC +0. On a failed save, they take 1d6 fire damage. The fire lasts as long as a normal fire would. This spell may only be cast once every 24 hours.
Firebolt
Elemental(1 Mana)
Chant: Leta, Pyr, Porji
Casting Time: Action
The Spellcaster selects a target within 120ft that they can see. Make a ranged attack roll. On a hit, the target takes 1d8 Fire damage and is ignited. At the start of their next turn the must make a Dexterity Saving Throw DC -3. On a failed save, the target takes 1d3 fire damage or half as much on a successful save. On a failed save, they repeat the saving throw at the start of their turn again.
Fireshield
Elemental(3 Mana)
Chant: Leta, Pyr, Torte
Casting Time: Action, Reaction
The Spellcaster selects a target within 15ft that they can see. The target gains a ward of fire around them, whenever an opponent would make an attack roll against them and hit, they take 1d6 fire damage. Then they must make a Dexterity Saving Throw DC -3. On a failed save, they're ignited for 1d3 damage.
Fireswarm
Elemental(6 mana)
Chant: Leta, Pyr, Mult, Porj, Sab
Casting Time: Action
The spellcaster selects up to three targets within 30ft that they can see. They make a ranged attack roll against each target, hit -2. On a hit, the targets take 2d6 fire damage. The caster may pay an additional 2 mana to creature another bolt of fire. This spell cannot be cast again until after 1d3 rounds.
Freeze
Elemental(3 mana)
Chant: Leta, Kalt, Sab
Casting Time: Action
The spellcaster selects a target they can see within 30ft. The target must make an Endurance saving throw, on a failed save, the target takes 1d10 cold damage and is chilled for the next minute. In addition, as long as they are chilled, they are also immobile. You cannot cast this spell again until after 1d3 turns.
Frostbolt
Elemental(1 mana)
Chant: Leta, Kalt, Porj
Casting Time: Action
The spellcaster selects a target within 60ft that they can see and makes a ranged spell attack roll against them Hit +1. On a hit, the target takes 1d8 Cold Damage. In addition, The Target must make an Endurance saving throw DC +3. On a failed save, the target is chilled for one minute, meaning the target's weapon speed score is increased by fire, initiative is reduced by -5, and their movement speed is reduced by -10ft. They may repeat the saving throw at the end of their turn.
Ice Armor
Elemental(4 mana)
Chant: Leta, Kalt, Torte
Casting Time: Action
The spellcaster selects a target they can touch. For the next minute their EV is increased by +2 and whenever they would be hit by an attack roll, the attack must make an Endurance saving throw DC +4. On a failed save, they take 1d3 cold damage and are chilled for the next minute. In addition, they have +2 Damage Resistance against all physical damage. You may only target one person at a time with this spell.
Ice Nova
Elemental(4 mana)
Chant: Leta, Kalt, Radi
Casting Time: Action
All creatures within 25ft of you, except yourself, must make an endurance saving throw DC -1. On a failed save, targets take 2d4 cold damage and are chilled or half as much damage on a successful save. You cannot cast this spell again until after 1 hour.
Ignite
Elemental(2 mana)
Chant: Leta, Pyr
Casting Time: Minor Action
The spellcaster selects a target within 15ft that they can see. The target must make a Dexterity Saving Throw DC +3. On a failed save, the targeted is ignited for 1d3 fire damage.
Mote of Light
Elemental(1 Mana)
Chant: Leta, Lumo
Casting Time: 1 minute
The Spellcaster conjures a mote of light in an unocupied space within 10ft. The Mote has 10 AR and 5 HP. The Mote produces brightlight within 15ft and dimlight within 25ft. The Mote of light can be moved up to 15ft a round as a free action. The Mote lasts 1 hour. The Spellcaster cannot create more than one Mote of Light at a time.
Pyroblast
Elemental(6 Mana)
Chant: Leta, Pyr, Porji, Sab
Reagent: Pound of Coal
Casting Time: Action
The Spellcaster selects a target within 60ft that they can see. Make a ranged attack roll Hit -4. On a hit, the target takes 3d6 Fire damage. If you miss the target by less than 5, you deal half damage instead of none. Whenever you cast this spell, roll 1d3. You cannot cast this spell again until that number of rounds pass.
Shock Blast
Elemental(2 mana)
Chant: Leta, Tempe, Sab
Casting Time: Action
The caster selects a target within 5ft. The target must make an Endurance Saving Throw DC +2. On a failed save, the target takes 2d6 lightning damage or half as much on a successful save and is knocked back 5ft. If the target fails by 5 or more, they are also knocked prone. You may not cast this spell again until after 1d3 turns.
Storm Bolt
Elemental(1 mana)
Chant: Leta, Tempe, Porj
Casting Time: Action.
You target a creature you can see within 60ft. Make a ranged attack roll. On a hit the target takes 1d8 lightning damage and the next time you cast Storm Bolt on that target within 3 rounds, you have +2 to hit against them.
Death Spells
Death magic revolves around bending life and undoing death. While death itself is an unnavoidable thing, it can be slowed and controlled.Animate Dead
Death(8 mana)
Chant: Nekros, Jorun, Toen, Indus
Casting Time: 1 minute
The spellcaster selects a target, either a corpse or skeleton that they can touch. The dead raises as either a Zombie if it's a corpse or a Skeleton if it's a skeleton. For the next 24 hours, the dead remains under the control of the spellcaster and must obey all of it's command. The dead cannot travel more than a mile away from it's caster. After 24 hours, the dead becomes an aimless creature and will attack the closest creature to it.
Blood Mana
Death(0 Mana)
Chant: Nekros, Mun, Blot
Casting Time: Minor Action
The spellcaster targets themself, this spell may only be cast while in Shadow Form. They deal 1d4 necrotic damage to themself, this damage cannot be resisted. And regain that much damage in the form of mana.
Conjure Wraith
Death(16 mana)
Chant: Nekros, Leta, Los, Umbris, Jorun, Shade
Reagent: Soul Stone.
Casting Time: 10 minutes.
The casters summons a Wraith under their control. The Wraith must carry out whatever commands they are given. If a Wraith is given a command that feels would be extremely dangerous to itself, it can make an Intelligence Saving Throw DC +2. On a successful save, the Imp breaks free of the spell. Every 24 hours, The Wraith makes an Intelligence Saving Throw DC +2. On a successful save, the Wraith breaks free of the spell. Only one Wraith at a time can be summoned through this spell.
Control Undead
Death(4 mana)
Chant: Nekros, Toen, Mentu
Casting Time: Action
The caster targets an undead creature within 30ft. That creature must make an Intelligence saving throw DC -2. On a failed save, the creature is under the control of the spellcaster for the next hour. You may spend an additional 1 mana to increase this duration to another hour. Every hour this spell lasts, the Undead may repeat the saving throw.
Corpse Blast
Death(2 mana)
Chant: Nekros, Toen, Sab, Radi.
Casting Time: Minor Action
The caster targets a corpse they can see within 30ft. They cause the corpse to suddenly swell with rot and explode. All creatures within a 10ft radius must make an Endurance Saving Throw DC +4. On a failed save, creatures take 1d6 Toxic damage. If the target fails, the target must make another Endurance Saving Throw DC -1. On a failed save, the target is infected with a random minor disease.
Corpse Dance
Death(4 mana, Channeled)
Chant: Nekros, Toen, Indus
Casting Time: Action
The caster targets a corpse or skeleton they can see within 15ft. They animate the corpse into either a Zombie or Skeleton. The corpse remains animated for 1 minute while the spell is Channeled or until the caster ends it. When the spell ends, the corpse turns to dust. You cannot cast this spell again until after 1 minute.
Curse of Wrath
Death(6 mana)
Chant: Nekros, Sab, Kurs
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. Whenever the target would take damage from an attack, from you, they take an additional 1d8 necrotic damage. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Death Bolt
Death(2 mana)
Chant: Nekros, Umbra, Porji, Sab
Casting Time: Action
The spellcaster selects a target within 60ft that they can see. They make an attack roll against the target, on a hit they deal 2d8 necrotic damage. This spell may only be cast while Shadow Form is active. After casting this spell, it cannot be cast against until after 1d3 rounds.
Drain Soul
Death(2 Mana, channel)
Chant: Nekros, Har, Los
Casting Time: Action
The Spellcaster selects a target within 60ft that they can see. The target must make an Endurance Saving Throw. On a failed save, the target takes 1d6 necrotic damage. The spell can be channeled for up to three rounds (or 18 seconds). For each round after the first, the target takes 1d3 necrotic damage. If the target would be killed while Drain Soul is active and the Spellcaster has an empty Soulgem, the Soulgem is filled with the soul of the target.
If the spellcaster does not have an empty soulgem or similar device when the target dies roll on the table below.
1d6 | Effects |
1 | The Soul is drained from the target and becomes a hostile Wraith. |
2 | The Soul is leeched but a fragment remains and the target becomes a Zombie in 1d3 turns. |
3 | All creatures within 5ft of the target must make an Endurance Saving Throw.
On a failed save targets take 1d6 Necrotic Damage. |
4 | The Soul is destroyed and you regain 1d3+1 Hit Points. |
5 | The Soul burns with hellfire dealing 1d6 fire damage to the spellcaster. |
6 | If there is a black Opal within 120ft the Soul attempts to join it but violently explodes.
All creatures within 20ft must make an Endurance Saving Throw DC 20. On a failed save, targets take 3d8 Necrotic Damage or half as much on a successful save. |
Knell Blade
Death(6 mana)
Chant: Nekros, Tum, Blot
Casting Time: Minor Action
The spellcaster targets a melee weapon they're wielding. For the next minute, that weapon deals an addition 1d6 necrotic damage. Whenever this damage is dealt, the caster regains that damage in the form of hit points. (You do not regain health from overkill damage)
Lifeless Limb
Death(1 mana)
Chant: Nekros, Blot, Kor
Casting Time: Action
The spellcaster targets a creature with either a broken bone or joint within 15ft. The target must make a Endurance saving throw DC +4. On a failed save, that joint is considered dead for 1d3+1 rounds. The target also gains a level of rot specific to the limb. Treat the limb as if it is cut off from the body.
Ray of Disease
Death(1 Mana)
Chant: Nekros, Fami, Porj
Casting Time: Action
The Spellcaster selects a target within 30ft that they can see. The target must make an Endurance Saving Throw DC +3. On a failed save, the target takes 1d6 Toxic Damage. If the target fails, the target must make another Endurance Saving Throw DC -4. On a failed save, the target is infected with a random minor disease.
Soul Wrath
Death(1 mana)
Chant: Nekros, Los, Porji
Reagent: Soul Stone
Casting Time: Action
The caster selects a target they can see within 60ft and makes a ranged attack roll against them +2 hit. On a hit, the target takes 1d8 necrotic damage.
Soul Stone. When you cast this spell, you do not consume the soul from your Soul Stone, instead you use 1 out of 6 charges of the soul stone. However, when you cast this spell, you may choose to expend more than 1 Soul Stone charge. If you do, for every additional charge you spend, the damage increases by 1d4 and the hit bonus is decreased by -2. A soul stone with missing charges cannot be consumed for any spells or abilities that would require a full Soul Stone.
Spark of Undeath
Death(6 mana)
Chant: Nekros, Los, Toen, Indus
Reagent: Soul Stone
Casting Time: Action
The caster targets a corpse or skeleton it can see within 30ft. The corpse or skeletion rises as either a Zombie or Skeleton for the next minute. After a minute, the undead turns to death again. The zombie or skeleton obeys all of your commands as best as they can. When you cast this spell, you may spend additional mana, for every 2 points of mana you spend this way, you raise an additional corpse or skeleton under your command to a maximum of four. You cannot cast this spell again until after 1 hour.
Zombie Rot. At the start of the turn for the zombie or skeleton, they take 1d10 necrotic damage. In addition, when the reach below half of their hit points, they stop obeying your commands and will act independent of you, attacking anything they can.
Shadow Form
Death(4 mana)
Chant: Nekros, Umbra, Torte, Enchas
Casting Time: 1 minute
The caster targets themself, creating an aura of shadow around themself. To the outsider, they appear as though a physical shadow. This ability lasts for ten minutes. While the target is in Shadow Form, they gain the following abilities. This spell may only be cast once per long rest.
- They have -4 against all non magical damage and are immune to necrotic damage.
- All spells that deal necrotic damage are increased by +1 for each die rolled this way.
- Movement speed is increased to +10ft and rough terrain has no penalities.
- The target cannot cast Life spells.
- Healing done on the target is halved, round down.
- If you start or end your turn in magical light, You must make an Endurance Saving Throw DC 20 to concentration on the spell.
Sudden Rot
Death(4 mana)
Chant: Nekros, Fami, Sab
Casting Time: Minor Action
The caster selects a target within 15ft that is affected by a disease or poison. The target must make an Endurance Saving Throw DC -2. On a failed save, the target takes 3d4 necrotic damage or half as much on a succesful save. The Disease or Poison is also moved into the next infection tier if they failed the save.
Life Spells
Life Magic is the preservation and healing of life. While many see it as the opposite of death magic, it's very much it's twin in many respects.Adrenaline Rush
Life(4 Mana)
Chant: lei, enchas, indus
Casting Time: Action
The spellcasters selects a target they can see within 15ft. The target instantly regains half of their Prowess Points. In addition, for the next two rounds, Whenever they roll Prowess Dice, any 3s they roll count as 4s. They also add +3 to all Strength and Dexterity saving throws. The target an only be affected by one Adrenaline Rush at one time. After casting this spell, you cannot cast it again until the spell ends.
Calm Emotions
Life(2 mana) Chant: Lei, Mentu, Caep
Casting Time: Action
The Spellcaster selects a target within 60ft that they can see. That creature must make a Charisma Saving Throw DC +2. On a failed save, the target looses all hostile actions towards you and you allies. This spell lasts for one minute. This spell fails if you're currently fighting the target. The target also has +4 on all saving throws against shock and fear. The target can repeat the saving throw against this spell at the end of their turn.
When the spellcaster casts this spell, they may spend an additional mana. For every extra mana point spent on this spell, they can target an addiitonal creature to a maximum of six.
Flash Heal
Life(8 mana)
Chant: Lei, Blot, Sab
Reagent: Life Stone
Casting Time: Action
The Spellcaster selects a target within 10ft that they can see. The Spellcasters Rolls 1d20 + Intelligence + PRF. This spell can only be cast once an hour.
1d20 | Effects |
1-10 | The targets takes 1d4 Necrotic damage |
11-24 | The target regains 1d8 Hit Points and stops one bleeding effect. |
25+ | The Target Regains 2d8 Hit Points and stops one bleeding effect. |
Healing Aura
Life(6 mana, channel)
Chant: Lei, Blot, Radi, Mult, Darg
Reagent: Life Stone
Casting Time: Action
The spellcaster selects up to 4 targets within 30ft that they can see. At the start of their turn they regain health and whenever they reroll prowess dice, they regain a number of those too. Roll 1d20 + Intelligence + PRF. They regain health and Prowess Dice on rerolls equal to the chart. You can channel this spell for up to one minute. Each round you channel it, you must spend 1 mana to do so.
1d20 | Effects |
1-14 | Nothing Happens |
15-30 | Heal the target for 1. They regain +1 Prowess Dice on Rerolls. |
31+ | Heal the target for 1d3 and stops one bleeding effect. They regain +1d3 Prowess Dice on Rerolls. |
Mana Rejuvenation
Life(2 Mana)
Chant: lei, Mun
Casting Time: 10 minutes
The spellcaster channels the life force of all location plants and animals within a 20ft radius, regaining 2d4+2 points of Mana. If this spell is cast in an area without abundant plant or animal life, it has no effect, unless otherwise stated from the GM. (The spell generally requires to be cast in a forest or jungle for it's full effect) The caster may only use this ability once per long rest.
Restore Wounds
Life(3 Mana)
Chant: Lei, Blot
Reagent: Life Stone
Casting Time: Action
The Spellcaster selects a target within 10ft that they can see. The Spellcasters Rolls 1d20 + Intelligence + PRF.
1d20 | Effects |
1-10 | Nothing Happens |
11-24 | Heal the target for 1d4. This stops one bleed effect. |
25+ | Heal the target for 2d4. This stops one bleed effect. |
Restoration
Life(6 mana, channel)
Chant: Lei, Blot, Darg
Reagent: Lifestone
Casting Time: Action
The spellcaster selects a target within 10ft that they can see. They channel the spell for up to one minute. For every round at the start of their turn, The spellcaster Rolls 1d20 + Intelligence + PRF. This spell may only be used on one target per day.
1d20 | Effects |
1-14 | Nothing Happens |
15-30 | Heals the target for 1d3. This stops one bleed effects. |
31+ | Heals the target for 2d3. This stops one bleed effects. |
Seal Wound
Life(1 mana)
ChantL Lei, Blot, Linc
Casting Time: Action
The spellcaster selects a target they can touch. That target looses a condition of bleed and regains 1 hit point. This spell does not remove bleed 3 or higher. Targets do not regain hit points this way if they are not bleeding.
Multi School Spells
Certain spells are more complex and included in multiple schools. Those spells are listed here.Arcanastorm
Elemental, Arcane(8 Mana, channel)
Casting Time: Action
Chant: arkae, leta, radi, trumm, telos
The Spellcaster selects a point within 60ft, all creatures within 25ft of that point will be affected by Arcanastorm. All creatures within the spells radius that start their turn there or entered it, must make a dexterity saving throw DC +5. On a failed save, targets take 1d6 Arcane damage or half as much on a successful save. Movement speed is also reduced by half. Anyone who beats the save by higher than five takes no damage and only looses 5ft of movement speed. All targets are also randomly teleported to another location with the radius. They cannot be teleported to an unoccupied location or a location not on solid group.
This spell can be channeled for up to one minute. Every turn after the first, the spellcaster must spend 1 point of mana to maintain concentration. At the start of the third turn, you add +1d6 to the damage of the spell. At the start of the fifth turn, you add an additional +1d6 damage to the spell and movement speed is reduced by half and -10. This spell may not be cast again until after 1 hour.
Curse of Dread
Death, Arcane(4 mana)
Chant: Nekros, Arkae, Kurs, Rett
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. The target is frightened, in addition, the target cannot take the attack action, and runs away from you in a random direction, screaming in terror. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Curse of Life
Death, Life(4 mana)
Chant: Nekros, Lei, Kurs, Blot
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. Whenever the target would regain hitpoints due to magic, they instead loose that many hit points in the form of necrotic damage. In addition, whenever the target would cast a spell that would heal another target, they only regain half as many hit points, rounded down. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Curse of Pain
Death, Elemental(4 mana)
Chant: Nekros, Leta, Kurs, Nae
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. At the start of the targets turn, they take 1 necrotic damage and must make an Endurance Saving Throw -5. On a failed save, the target is stunned until the start of their turn. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Curse of Rage
Death, Elemental, Arcane(4 mana)
Chant: Nekros, Leta, Arkae, Kurs, Indus
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. The target has increased melee damage by +4, but their AR and DR is also reduced by -4. In addition, they must take the attack action each round of combat, or move to the closest target to attack if they cannot. The target is also immune to all frighten and shock effects. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Curse of the Elements
Death, Elemental(4 mana)
Chant: Nekros, Leta, Kurs
Casting Time: Action
The spellcaster selects a target within 15ft that they can see. The target must make an Intelligence Saving Throw DC +3. On a failed save, the target is cursed for 1 minute. Whenever they take, Fire, Cold, or Lightning damage, The damage is increased by +1 per die rolled. The target may repeat the saving throw at the end of their turn. You may only have one Curse cast at any time.
Deathfire
Death, Elemental(12 Mana)
Chant: Nekros, Leta, Los, Pyr, Porj, Sab
Reagent: Soul Gem
Casting Time: Two Rounds
The Spellcaster selects a target with 30ft that they can see. They make an attack roll against the target, on a hit they deal 3d6 fire and 3d6 necrotic damage. This spell cannot be cast again until after 10 minutes.
Drain Mana
Death, Arcane(3 Mana, channel)
Chant: Nekros, Arkae, Har, Mun
Casting Time: Action
The Spellcaster selects a target within 60ft that they can see. The target must make an Intelligence Saving Throw, DC +2. On a failed save, the target looses 1d3 Mana and the caster regains that much. If the target has no available mana, the spell fails. The spell can be channeled for up to one minute. For each round after the first, the target again looses 1d3 mana and the caster regains that much.
Detect Life
Arcane, Life(2 mana)
Chant: Arkae, Lei, Blot, Ies
Casting Time: 1 minute
The spellcaster creatures an aura of detection around them that's 25ft long and lasts 10 minutes. The spellcaster can detect all life within the aura and their location. Undead and constructs are immune to this effect. This aura cannot travel through walls or similar obstructions that are more than two inches thick.
Detect Unlife
Arcane, Death(2 mana)
Chant: Arkae, Nekros, Blot, Ies
Casting Time: 1 minute
The spellcaster creatures an aura of detection around them that's 25ft long and lasts 10 minutes. The spellcaster can detect all undead within the aura and their location. This aura cannot travel through walls or similar obstructions that are more than two inches thick.
Mind Rot
Death, Arcane(8 mana)
Chant: Nekros, Arkae, Mentu, Sab
Casting Time: Action
The spellcasters targets, a target that they can touch by gripping their face. The target must make an Intelligence Saving Throw DC +4. On a failed save, the target looses 1d4+1 Intelligence. if they fail by 5 or more, they loose 2d4+2 Intelligence. This spell cannot be cast again until after an hour.
Iresolution
Arcane, Death(3 mana)
Chant: Akrae, Nekros, Enchas, Mult, Nihil
Reagent: Soul Gem (optional)
Casting Time: Action
The caster selects X amount of Targets that they can see within 30ft where X is equal to additional mana spent on this spell. All targets must make an Intelligence Saving Throw DC +0. On a failed save, the targets are cursed with crippling doubt and vulnerability for the next minute. They have -5 on initiative checks and regain -1 Prowess die on Prowess Die rolls. In addition, they have -3 on all Intelligence, Perception, and Charisma saving throws. They may repeat the saving throw at the end of their turn.
When you cast this spell, if you consume a Soul Gem you gain the additional effect. At the start of a target creature's turn who is affected by this spell, they roll 1d6. On a 5-6, they are frightened until the start of their next turn.
Mind Rot
Death, Arcane(8 mana)
Chant: Nekros, Arkae, Mentu, Sab
Casting Time: Action
The spellcasters targets, a target that they can touch by gripping their face. The target must make an Intelligence Saving Throw DC +4. On a failed save, the target looses 1d4+1 Intelligence. if they fail by 5 or more, they loose 2d4+2 Intelligence. This spell cannot be cast again until after an hour.
Summon Imp
Death, Elemental(16 mana)
Chant: Nekros, Leta, Los, Umbris, Jorun, Impus, Blot
Reagent: Soul Stone.
Casting Time: 10 minutes.
The casters summons an Imp under their control. The Imp must carry out whatever commands they are given. If an Imp is given a command that feels would be extremely dangerous to itself, it can make an Intelligence Saving Throw DC +2. On a successful save, the Imp breaks free of the spell. Every 24 hours, if the Imp feels it has been mistreated, the Imp may make an Intelligence Saving Throw DC +2. On a successful save, the Imp breaks free of the spell. Only one Imp at a time can be summoned through this spell.
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