KING

Arcane Spell List

The list Wizards and Invokers share. Filter by tier or search by name and effect. A damaging spell costs its tier in points on a failed save and 1 Vigor on a successful one.

Shared by Wizard and Invoker. Magic is strange. Spells are tools with natural properties and limitations. Class abilities provide modification and scaling.

Casting: In combat, declare in tactical phase, resolve on your turn with no check (only disruption). Out of combat, ability test (d20 + casting stat die + Tier vs DC). Success costs nothing, failure allows stamina buyout. No stamina? Failure causes exhaustion. Already exhausted? Roll at disadvantage. Failure means death.

Tier

Tier 1 (39 Spells)

Reliable tools, strange effects. Damage: 1 (spell tier)

Force Dart

Arcane Tier 1

Range: 60 feetDuration: Instant

You flick your fingers and bolts of violet light streak toward your enemies. One dart per two levels, minimum two. Each dart strikes automatically and strips 1 Vigor; a dart that strikes a Tier 1 Minor kills it. If you direct the whole volley at one target, it deals 1 Vitality instead. You may divide the darts among any targets you can see. The darts cannot be dodged or blocked, only absorbed by magic. They leave glowing trails in the air for one round, illuminating their path and pointing back toward you. They pass through glass without shattering it but not through stone or metal.

Witch-Sight

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Your eyes turn silver and you see the invisible architecture of magic within 30 feet. Enchantments pulse with blue light, illusions waver like heat-mirages, curses coil like black smoke around their victims. Magical creatures glow with intensity proportional to their power. You can read magical writing and see invisible creatures. While your sight is turned to magic, mundane things grow dim. Disadvantage on noticing non-magical details. Others can see the silver gleam in your eyes.

Phantom Armor

Arcane Tier 1

Range: TouchDuration: Until dawn

Ghostly plates of pale blue force settle over a creature like a second skin, granting +2 AC. The armor is weightless and silent but shimmers visibly when struck, shedding motes of light that fade after a moment. It cannot coexist with physical armor. Attempting to don armor causes both to fail. The wearer feels a faint chill while protected, and their breath mists slightly even in warm air.

Cold Hand

Arcane Tier 1

Range: TouchDuration: Level rounds (cold)

Your hand turns corpse-blue and killing cold radiates from your palm. A creature you touch loses 1 Vitality and must save or be slowed. Half movement, clumsy actions until the end of their next turn as frost locks their joints. Your hand remains freezing for the spell's duration, leaving frost on everything you touch. You cannot feel texture or temperature with that hand until the cold fades. Water freezes at your touch; flames gutter and die.

The Drowsing

Arcane Tier 1

Range: 30 feetDuration: Level x 10 minutes

A wave of honey-thick exhaustion settles over a 15 feet area. Creatures of your Tier or less fall into deep, dreamless slumber without a save. Higher Tier creatures may save; on failure they sleep, on success they are drowsy (disadvantage on perception and initiative) for the duration. Sleepers wake if harmed or shaken vigorously. loud noises alone won't rouse them. The air in the area smells faintly of lavender and dust. You feel the spell's weight while it persists, not enough to sleep, but enough that your thoughts drift and your eyelids grow heavy.

False Friend

Arcane Tier 1

Range: 30 feetDuration: Until dawn

You twist a humanoid's perception of you. They must save; on failure they believe you are a trusted ally, an old friend, someone they've always known. On success they feel inexplicably well-disposed toward you (won't attack unless provoked, answers simple questions). Either way, they won't betray their true companions. Hostility from you or your allies allows a new save. When the spell fades, they remember everything with horrifying clarity, your face, your voice, exactly what you made them believe. They know what you did to their mind.

Candlelight

Arcane Tier 1

Range: TouchDuration: Until dawn

An object you touch glows with warm golden light, illuminating 30 feet. The light has no heat and cannot be extinguished by water or wind. Only by your will or the dawn. It flickers and dims when lies are spoken within its radius, though it cannot tell who speaks falsely. You always know the direction to any active Candlelight you've cast, no matter the distance. The light casts no shadows, or rather, shadows fall strangely, pointing toward the light instead of away.

Slow Fall

Arcane Tier 1

Range: 30 feetDuration: Level rounds

You speak a word and gravity loosens its grip on up to your level in falling creatures within range. For the duration, affected creatures fall gently (about 30 feet per round) and take no falling damage. You may cast this the moment you see creatures fall. Affected creatures drift like leaves and can be grabbed, pushed, or attacked easily while descending. They glow faintly with a soft light until they land. If the spell ends while they're still airborne, they resume falling normally.

Force Ward

Arcane Tier 1

Range: SelfDuration: Level rounds

A disc of shimmering blue force snaps into existence on your forearm, granting +3 AC for the duration. You may cast this the moment you are attacked. The ward appears before the blow lands. It crackles audibly when struck and sheds dim light within 5 feet. Your warded hand cannot hold anything while the spell persists; the force disc occupies it completely. Attacks that strike the ward leave rippling patterns of light across its surface.

Whispers of the Dead

Arcane Tier 1

Range: 30 feetDuration: Level x 10 minutes

You hear the murmuring of spirits tied to this place. The dead who fell here, echoes of violence, ghosts bound to objects or the ground where they died. You may ask them one question per round; they answer truthfully but only know what they witnessed in life or at their death. Spirits speak in whispers only you can hear. Each question beyond your level requires a Sense save or one spirit attempts possession until dawn. They are hungry for life, and your attention feeds that hunger.

Unseen Porter

Arcane Tier 1

Range: 5 feetDuration: Level hours

A rippling presence manifests, invisible but for a slight distortion in the air like heat shimmer. The porter follows you, carrying up to 500 pounds, hovering at waist height. It cannot fight, speak, or travel more than 30 feet from you. It can manipulate simple objects: open doors, pour drinks, hold torches, but nothing requiring skill or judgment. It hums faintly when heavily laden. If forced beyond 30 feet, it sets down its burden and vanishes with a soft pop.

Grease

Arcane Tier 1

Range: 30 feetDuration: Level rounds

Slick, foul-smelling oil spreads across a 10-foot area. Creatures entering or standing there must save or fall prone. Standing up in the grease requires an action and another save. The grease is violently flammable: any spark ignites it for 1 Vitality to all creatures inside, then the spell ends. The smell clings to anything that touched it and lingers for hours. The oil gleams sickly in torchlight.

Mending Touch

Arcane Tier 1

Range: TouchDuration: Instant

You press your hand to a broken object and its pieces flow together like water finding its level. Breaks, tears, and cracks seal seamlessly over the course of one minute. The object cannot be larger than a door. This cannot restore magical properties, reassemble objects destroyed entirely, or heal living flesh. Each mending leaves a faint silver line visible only under Witch-Sight: a scar in the object's history that reveals it was once broken.

Foxfire

Arcane Tier 1

Range: 30 feetDuration: Level x 10 minutes

You conjure up to four floating motes of pale blue-green light. Each illuminates like a candle and floats where you direct, moving up to 30 feet per round. They cannot pass through solid objects but can squeeze through gaps. If touched, they feel cold and slightly damp. You can extinguish them at will or combine them into one brighter light. The lights flicker and dance when spirits or invisible creatures pass near them.

Alarum

Arcane Tier 1

Range: TouchDuration: Until dawn

You ward an area up to 30 feet across with invisible magical threads. When a creature larger than a rat crosses the boundary, you are instantly alerted: a sharp tone sounds in your mind, waking you from sleep if necessary. You know the direction of the intrusion but not what caused it. The ward is invisible but Witch-Sight reveals a faint web of silver lines. You may set a password that allows creatures to pass without triggering the alarm.

Thunderclap

Arcane Tier 1

Range: 5 feetDuration: Instant

You clap your hands and thunder booms outward. All creatures within 5 feet except you must save; on failure they are deafened for one minute and pushed back; on success they are pushed back but not deafened. The sound is audible from a mile away: everyone nearby knows magic was worked. Brittle objects in range crack or shatter. Your own ears ring for several minutes afterward, giving you disadvantage on hearing-based checks. The air smells of storms.

Featherweight

Arcane Tier 1

Range: TouchDuration: Level x 10 minutes

An object you touch becomes nearly weightless, reduced to a tenth of its normal weight. A locked chest becomes easy to carry; a boulder can be rolled by a child. The object still has the same mass for purposes of collision and momentum. Living creatures cannot be affected. When the spell ends, the full weight returns instantly, so be careful what's beneath it. Affected objects drift slightly in strong wind.

Silver Tongue

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Your voice becomes honey and velvet. For the duration, you have advantage on checks to persuade, deceive, or charm through speech. Your words are not magically compelling: you're simply supernaturally convincing. Listeners who succeed on a Mind check sense something unnatural about your eloquence. Your voice takes on a faint melodic quality, and your eyes gleam when you speak. The spell ends immediately if you shout, scream, or speak in anger.

Bitter Iron

Arcane Tier 1

Range: TouchDuration: Level x 10 minutes

You touch a metal object no larger than a weapon and it becomes cold iron, anathema to fey, spirits, and certain demons. Creatures vulnerable to cold iron lose 1 additional Vitality from the weapon, and Vitality lost to it resist their natural healing. The metal turns dull gray and sweats a faint reddish moisture like blood. When the spell ends, the metal returns to normal but is left with a slight chill that never quite fades.

Whispered Warning

Arcane Tier 1

Range: SelfDuration: Level hours

You attune yourself to the flow of fate and danger. For the duration, you cannot be surprised, and you feel a prickling unease moments before hidden dangers: traps, ambushes, poison in your cup. The warning is instinctive, not informative; you know something is wrong but not what. The magic makes you jumpy and paranoid; you have disadvantage on checks to remain calm or sleep peacefully while it persists.

Sense Deceit

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Your perception attunes to falsehood. When someone within 30 feet speaks a deliberate lie, you hear a faint discordant note, not what the truth is, only that deception occurred. The note is perceptible only to you and sounds like a string plucked wrong. Creatures who believe their own lies trigger nothing. The spell makes you sensitive to social subtleties; you have advantage on Insight checks but disadvantage on checks to accept things at face value.

Truth's Echo

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Your ears attune to the shape of spoken words. When someone within 30 feet speaks, you sense the emotional weight behind their words: conviction, uncertainty, fear, hope. You cannot detect lies directly, but you know when words are spoken with full belief versus hollow recitation. Performers and skilled liars may speak with genuine conviction about false things. The spell leaves a faint ringing in your ears for an hour afterward.

Steady Hand

Arcane Tier 1

Range: SelfDuration: 1 minute

You steel yourself for necessary action. For the duration, your hands cannot shake, your voice cannot waver, and you cannot hesitate from fear or doubt. You have advantage on checks to remain calm, resist intimidation, or perform precise actions under pressure. The spell doesn't make you brave. It makes you functional despite terror. When it ends, the suppressed emotions hit; you are shaken for one round.

Expose Weakness

Arcane Tier 1

Range: 30 feetDuration: Instant

You study a creature for a heartbeat and perceive one significant vulnerability: a gap in armor, an old injury, a fear they try to hide. The next attack against them within one round has advantage. The knowledge is intuitive, not detailed; you know where to strike, not why it works. Using this on the same target twice in a day reveals nothing new.

Condemning Gaze

Arcane Tier 1

Range: 30 feetDuration: Level hours

You fix your eyes upon a creature and they feel the weight of scrutiny. For the duration, they have disadvantage on Deception checks against you and feel compelled to avoid meeting your gaze. If they have wronged someone present, they become visibly uncomfortable: sweating, fidgeting, avoiding the topic. The gaze is unsettling; social interactions with you are strained while it persists.

Oath Bond

Arcane Tier 1

Range: TouchDuration: Until dawn

You touch a willing creature and speak words of protection. Until dawn, you know if they fall below half Vitality and their approximate direction. Once during the duration, when they take damage, you may spend your reaction to appear at their side by teleporting up to 60 feet instantly. The bond is visible as a faint silver thread between you, seen only with magical sight. Only one bond at a time.

Shield Other

Arcane Tier 1

Range: 30 feetDuration: Focus

You share the burden of a creature's pain. While you concentrate, half of all damage they take is redirected to you instead. The damage cannot be reduced. You feel exactly what was meant for them. If you fall unconscious, the spell ends. A faint shimmer connects you visibly; enemies can target you to break the link. The redirected Vitality loss appears on you in the same locations.

Ward Word

Arcane Tier 1

Range: SelfDuration: 1 minute

You speak a word of protective power. Until you make an attack, cast an offensive spell, or take a hostile action, enemies must save before they can target you directly. Success lets them act normally; failure means they must choose a different target or waste their action. The protection shatters the instant you harm anyone. While protected, you shimmer faintly with residual energy.

Watchful Guardian

Arcane Tier 1

Range: TouchDuration: Level hours

You touch a doorway, window, or portal no larger than 10 feet across. For the duration, you are aware of all creatures that pass through it: their number, size, and whether they bear hostile intent toward what lies beyond. The awareness works at any distance on the same plane. You can have up to your level in watched portals at once. The threshold glimmers briefly when something passes through.

Pathfinder

Arcane Tier 1

Range: SelfDuration: Level hours

Name a destination you have visited or can describe precisely. For the duration, you know the shortest safe route (not necessarily the fastest, but the one with fewest hazards). The knowledge manifests as gentle intuition; wrong turns feel subtly unpleasant. The spell cannot find paths that don't exist or routes blocked by magic. In unfamiliar territory, you never feel lost.

Second Wind

Arcane Tier 1

Range: SelfDuration: Instant

You push through exhaustion with sheer will. Remove one level of exhaustion or recover Vitality equal to 1d6 + your level. Using this spell more than once between rests is dangerous. Each additional use deals 1 Vitality to you as you burn through reserves. The surge of energy is visible as a brief flush of color returning to pale features.

Surge Forward

Arcane Tier 1

Range: SelfDuration: 1 round

You burst forward with supernatural momentum. Your movement speed doubles for one round, and you can move through enemy spaces without provoking attacks of opportunity. Moving in a straight line grants and the target loses 1 Vigor to your first melee attack this round. You cannot turn sharply while surging. Only gradual curves. The rush leaves a faint blur in your wake.

Comprehend Structure

Arcane Tier 1

Range: TouchDuration: Instant

You touch a mechanism, device, or structure and instantly understand how it functions. Locks reveal their mechanisms, traps show their triggers, devices demonstrate their purpose. You don't learn how to bypass or disable, only how it works. Complex magical devices may reveal only partial information. The knowledge comes as a flash of perfect clarity that fades into memory.

Inspiring Presence

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Your confidence becomes contagious. Allies within 30 feet have +1 to attack rolls and saves while they can see or hear you. If you flee, cower, or show visible fear, the spell ends immediately for all affected. You stand slightly straighter, your voice carries slightly further, and your shadow seems slightly larger than it should.

Open the Way

Arcane Tier 1

Range: 30 feetDuration: Instant

You speak a word of unmaking directed at a barrier. One mundane door, gate, chain, or lock within range breaks, bends, or springs open. The breaking is loud. Everyone within 60 feet hears it. Magical locks or reinforced barriers (more than 1 foot thick stone) are unaffected. The break is violent; splinters and shards scatter. Works once per specific barrier.

Detect Secrets

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

Hidden things call to you. Secret doors, concealed compartments, invisible writing, and hidden mechanisms within 30 feet reveal themselves as faint outlines only you can see. The spell doesn't reveal traps, creatures, or magically hidden things, only physically concealed objects and passages. The secrets glow faintly with cold blue light to your enhanced sight.

Hearth's Embrace

Arcane Tier 1

Range: TouchDuration: Until dawn

You touch a fire and it becomes a hearth-fire. It cannot be extinguished by natural means until dawn. Those who sleep within its light recover one additional Vitality die, and the warmth keeps watch; sleepers wake instantly if a creature with hostile intent enters the light. The fire still consumes fuel normally. You can only have one hearth-fire at a time. The flames burn faintly blue at their base.

Nature's Gift

Arcane Tier 1

Range: TouchDuration: Until dawn

You touch an area of natural growth. A garden, grove, or field up to 100 feet across. For the duration, plants grow twice as fast, resist disease and pests, and produce abundant yields. The effect is subtle; only careful observation reveals the magic. If the area is damaged (fire, trampling, blight), the spell ends early. The enhanced plants retain their growth when the spell fades.

Ancestral Whisper

Arcane Tier 1

Range: SelfDuration: Level x 10 minutes

You attune to the memory of a place. Objects and structures within 30 feet whisper fragments of their history, who made them, who used them, moments of significance that occurred here. The whispers are impressionistic, not detailed; you learn emotions and relationships, not names and dates. Places with long histories can be overwhelming; you may only ask about one specific era or topic per casting.

Tier 2 (34 Spells)

Situation changers. Damage: 2 (spell tier)

Phase Step

Arcane Tier 2

Range: SelfDuration: Instant

You cease to exist for a heartbeat, reappearing up to 60 feet at a location you can see or have visited. You pass through physical barriers but not magical wards; magical barriers feel like hitting a wall of glass. A faint afterimage lingers at your origin for one round, so enemies who saw you vanish know your destination. Using this more than once per hour leaves you disoriented: disadvantage on your next check. The transition is silent but leaves a faint smell of ozone.

Veil of Absence

Arcane Tier 2

Range: TouchDuration: Level x 10 minutes

A creature you touch slips out of perception: invisible, scentless, leaving no tracks in dust or snow. The spell ends the moment they harm another creature or cast magic. They still make sound: footsteps, breathing, the rustle of cloth. Those who know to listen can find them. Their shadow vanishes entirely; observant creatures may notice its absence. Mirrors do not show their reflection.

Spider's Gift

Arcane Tier 2

Range: TouchDuration: Level x 10 minutes

A creature you touch can climb any surface (walls, ceilings, sheer glass) at their normal speed, hands-free. The magic fails on surfaces that reject grip: ice, oil, magical wards. The creature leaves no tracks but may leave faint sticky residue on delicate materials. Faint web-patterns appear on their palms and soles while the spell lasts. They can support their own weight plus 100 pounds. Falling while the spell is active deals 1 fewer wound (minimum 0).

Web Spinning

Arcane Tier 2

Range: 30 feetDuration: Level x 10 minutes

Thick strands of sticky webbing fill a 20-foot cube, anchored to solid surfaces on all sides. Creatures caught within must save; on failure they are tangled (cannot move, disadvantage on attacks and Body/Cunning checks); on success they are slowed (half movement, webbing clings to them). Escaping full entanglement requires a Body save as an action. The webs burn quickly. fire destroys them in one round but deals 1 Vitality to everything inside. The webbing is white and slightly luminescent, visible in darkness. Small objects can become permanently stuck.

Mirror Selves

Arcane Tier 2

Range: SelfDuration: Level x 10 minutes

Three perfect copies of yourself step out of your shadow, mimicking your every movement with uncanny precision. When attacked, roll 1d4: on 2-4, an image is struck and shatters into fragments of light and sound. The images have no weight, cast no shadow, and make no sound when they move. Creatures who cannot see are unaffected. The copies cannot move more than 30 feet from you and wink out if forced beyond that distance.

Unlock / Seal

Arcane Tier 2

Range: 30 feetDuration: Instant / Until dawn

Unlock: Locks spring open, bars bend aside, sealed doors fly wide. The sound echoes: everyone within 60 feet knows something was opened. Magical locks resist for one round, then reassert themselves. The spell leaves faint cracks around the mechanism.

Seal: A portal you touch becomes magically locked until dawn. Forcing it requires a DC 18 Body check. You know if your Seal is broken, feeling a snap like a cord cut.

Feign Death

Arcane Tier 2

Range: TouchDuration: Until dawn

A willing creature enters a deathlike trance: no pulse, no breath, cold as a corpse. They perceive their surroundings dimly (muffled sounds, vague shapes) but cannot move, speak, or act. Any damage ends the spell. To all inspection short of powerful magic, they appear to be a corpse. The creature can end the trance at will with a round of concentration. Being in this state for more than an hour leaves the creature groggy for several hours after waking.

Primal Command

Arcane Tier 2

Range: 30 feetDuration: Level rounds

Speak with nature's absolute authority. Beasts, plants, and elementals of your Tier or less must obey a single-word command: Come. Flee. Sleep. Guard. Hunt. Still. Creatures above your Tier may save. Commands last for the duration or until completed. Commanding against nature (mother from cubs, predator from prey, tree to uproot itself) fails and the magic recoils. You cannot cast this spell again until you rest.

Shatter

Arcane Tier 2

Range: 30 feetDuration: Instant

A word of breaking cracks through the air. Brittle objects in a 10-foot area (glass, crystal, ceramic, bone, ice) explode into fragments. All creatures in the area lose 2 Vitality from shrapnel (1 Vigor damage on a successful save). Creatures made of brittle materials lose 2 Vitality instead. The sound is audible at great distance and leaves ears ringing. The spell has no effect on materials that bend rather than break.

Enlarge / Diminish

Arcane Tier 2

Range: 30 feetDuration: Focus

A creature doubles in size or shrinks to half. Enlarged creatures deal and the target loses 1 Vigor, have advantage on Body checks, and their voice booms. Diminished creatures deal 1 less Vitality (minimum 1), fit through small spaces, and speak in squeaks. Unwilling creatures may save. Clothes and equipment change with them. The transformation is jarring: affected creatures are disoriented and have disadvantage on their first action. Growth breaks chains and bursts through ceilings if space is lacking.

Hovering

Arcane Tier 2

Range: 30 feetDuration: Focus

A creature or object up to 500 pounds rises into the air under your control, moving up to 30 feet per round. Vertical movement only: horizontal requires pushing off surfaces or being pulled by rope. Unwilling creatures may save each round. If you lose concentration, the target floats down gently for one round, then falls. Hovering creatures glow faintly from below with pale light. Strong wind makes fine control difficult.

Choking Darkness

Arcane Tier 2

Range: 30 feetDuration: Focus

A sphere of absolute darkness 30 feet across blooms from a point you choose. No light penetrates: not torches, not magical light below Tier 3. Sound is muffled within; voices seem to come from everywhere and nowhere. You are as blind inside as anyone else. The darkness clings to a surface or object you designate and moves with it. The air inside feels thick and cold. Creatures who spend more than a minute within grow unsettled and paranoid.

Stolen Face

Arcane Tier 2

Range: SelfDuration: Level hours

Your features flow like wax, reshaping into those of another humanoid you have seen clearly. Your body shape changes slightly to match (height, weight, build), though you cannot become significantly larger or smaller. Your voice does not change unless you affect one. The disguise is physical, not illusory; it can be touched and examined. Careful inspection may reveal oddities. The eyes are slightly wrong, the mannerisms unfamiliar. The transformation itches faintly the entire duration.

Cloak of Silence

Arcane Tier 2

Range: 30 feetDuration: Focus

A 15 feet sphere of utter silence manifests at a point you choose. No sound exists within or passes through: screams go unheard, thunder makes no noise, verbal spellcasting becomes impossible inside. Creatures within cannot hear anything outside either. The boundary is invisible but faintly tingles when touched. You cannot move the sphere once placed. Creatures inside grow uneasy at the profound absence of sound.

Burning Brand

Arcane Tier 2

Range: TouchDuration: Level x 10 minutes

A weapon you touch ignites with smokeless orange flame that sheds light at 5 feet. The weapon deals an additional 1 Vitality on hit and sets flammable materials ablaze. The fire cannot harm the wielder or burn the weapon itself. The flame can be doused normally but reignites at the start of the wielder's next turn. When the spell ends, the weapon is warm for an hour afterward.

Beast Tongue

Arcane Tier 2

Range: SelfDuration: Level x 10 minutes

You understand the speech of beasts and can speak so they understand you. Animals do not become friendly (a hungry wolf still sees you as food) but you can bargain, threaten, or reason with them as with any creature of limited intelligence. Beasts remember you and may recognize you later. The magic leaves a faint animal musk on you that lingers for hours. Domesticated animals become slightly nervous in your presence.

Acid Splash

Arcane Tier 2

Range: 30 feetDuration: Level rounds

You hurl a glob of hissing green acid that strikes a creature for 1 Vitality. The acid clings. At the start of each of its turns for the duration, the target loses 1 Vitality as the acid eats deeper. The lingering damage can be ended by washing with water as an action. The acid destroys paper and cloth on contact and leaves pitted scars on stone and metal. It has a sharp, eye-watering smell.

Rope Trick

Arcane Tier 2

Range: TouchDuration: Level hours

You touch a rope up to 60 feet long and it rises into the air, standing rigid. At the top, an invisible opening leads to a small extradimensional space that can hold up to eight creatures. The space has no light and no exit except back down the rope. Creatures inside cannot affect or be affected by anything outside. The rope can be pulled up from inside. When the spell ends, anything inside is deposited gently at the rope's base.

Compel Answer

Arcane Tier 2

Range: 30 feetDuration: Instant

You ask one question and your voice carries weight that demands response. The target must save; on failure they answer truthfully in three words or fewer, unable to elaborate, lie, or stay silent. On success they still hesitate visibly, and you learn whether they know the answer even if they don't speak it. The question must be simple and direct; complex questions cause the spell to fail. The target knows magic was used on them and may resent it.

Pursuit

Arcane Tier 2

Range: SelfDuration: Level hours

Name a creature you have seen or whose description you know. For the duration, you sense their direction and approximate distance: across a room, across a district, across the city. The connection fades if they cross running water or enter warded ground. You move slightly faster when traveling toward them. The target feels hunted; they cannot identify you specifically, but they sense something follows.

Weight of Words

Arcane Tier 2

Range: 30 feetDuration: Level rounds

You speak accusation and it takes physical form. One creature must save; on failure they are pressed down by invisible force (half movement, disadvantage on attacks); on success they feel the weight but can still function (−1 to attacks, movement reduced by 5 feet). Each round they can use an action to speak a genuine truth about themselves; speaking truth ends the spell. The weight is proportional to how much they conceal; the open feel only pressure, while the secretive can barely stand. You must maintain line of sight.

Shatter Lies

Arcane Tier 2

Range: 30 feetDuration: Instant

You speak a word of unmaking directed at deception. One illusion, disguise, or magical concealment within range is dispelled if Tier 2 or lower. Higher tier effects require a contested magic check (both roll d20 + casting stat die + Tier). The dispelling is visible. The falsehood cracks like glass before dissolving. Everyone within 30 feet knows something was hidden and now is not. Physical disguises (makeup, costume) are unaffected.

Vigilant Senses

Arcane Tier 2

Range: SelfDuration: Level x 10 minutes

Your senses sharpen beyond human limits. You can see clearly in dim light, hear whispered conversations at 60 feet, and smell recent presence. You know if someone passed through an area in the last hour. Ambush becomes nearly impossible; you cannot be surprised while the spell persists. The heightened senses are overwhelming in crowds or loud places. Disadvantage on concentration in chaotic environments.

Decisive Strike

Arcane Tier 2

Range: SelfDuration: 1 round

You commit fully to one action. Your next attack or check this round has advantage, and if it's an attack that hits, add 1 Vitality. However, you cannot take reactions until the start of your next turn; you're fully committed. If you don't attack or make the check before your turn ends, the spell is wasted. The moment of decision is visible; your eyes flash with certainty.

Hold the Line

Arcane Tier 2

Range: SelfDuration: Focus

You plant yourself and become immovable. While concentrating, you cannot be pushed, pulled, knocked prone, or moved against your will by any force short of Tier 5 magic. Your feet leave impressions in stone. You cannot move voluntarily while the spell persists. Ending it requires an action. Enemies who attempt to move you feel as if pushing against a mountain.

Warded Ground

Arcane Tier 2

Range: TouchDuration: Until dawn

You touch the ground and create a protected area 30 feet across. The warded ground resists intrusion. Creatures with hostile intent toward those inside feel resistance when trying to enter, giving you one round of warning. Undead and summoned creatures must save to enter; failure means they cannot cross the boundary this round. The ward's edge shimmers faintly at night. Violence within the area cracks the ward; a death ends it entirely.

Guardian Blade

Arcane Tier 2

Range: TouchDuration: Level x 10 minutes

A weapon you touch becomes an instrument of protection. While wielded, it grants the wielder +1 AC and the ability to impose disadvantage on one attack against an adjacent ally once per round; the blade leaps to parry. The weapon glows faintly, more so when blocking. If used to strike an unarmed or helpless creature, the spell ends immediately.

Voice of Courage

Arcane Tier 2

Range: 30 feetDuration: 1 minute

You speak words that steady hearts. Up to your level in creatures who hear you gain advantage on saves against fear and cannot be frightened by creatures of a lower Tier than you. If already frightened, they may immediately save again to end the effect. Your voice carries clearly even in chaos, audible to all you intend to hear regardless of noise.

Guardian's Warning

Arcane Tier 2

Range: SelfDuration: Level hours

You become a lightning rod for harm. Whenever an ally within 30 feet would be hit by an attack you can see, you may use your reaction to become the target instead. The attack strikes you, not them. You cannot reduce this damage by any means. A faint shimmer connects you to your allies, marking the protective bond. Those who attack your allies sometimes hesitate, sensing your watchful presence.

Momentum

Arcane Tier 2

Range: SelfDuration: Focus

Each round you move at least half your speed in the same direction, you gain cumulative bonuses: +5 feet movement, +1 to attacks and damage. The bonus caps at +15 feet / +3. Standing still, moving backward, or changing direction more than 45 degrees resets everything. You leave faint afterimages when moving at full momentum. Enemies can see you building speed.

Adaptable Form

Arcane Tier 2

Range: SelfDuration: Level x 10 minutes

Your body shifts to meet challenges. Choose one: gills (breathe water), claws (1d6 natural weapon), scales (+2 natural AC), darkvision (60 feet), or wall-climbing. The transformation is visible and somewhat disturbing, your body reshapes with audible pops and stretches. You can change your adaptation by concentrating for one round, losing the previous benefit.

Forge Path

Arcane Tier 2

Range: 30 feetDuration: Instant

You create a path where none existed. A bridge of force spans a 30-foot gap, a ladder of shimmering energy climbs a 30-foot wall, or a platform of power supports weight over a 15-foot pit. The path lasts for one minute. long enough to cross. It can support up to 500 pounds at once. The path is visible as faintly shimmering force, transparent but clearly present.

Victorious Cry

Arcane Tier 2

Range: SelfDuration: Instant

You shout in triumph and the sound carries power. All enemies within 30 feet who have fewer current Vitality than you must save or be shaken until the end of their next turn (disadvantage on attacks). Allies who hear you gain 1d6 vigor lasting one hour. The shout is unnaturally loud; everyone within 100 feet knows exactly where you are.

Shelter

Arcane Tier 2

Range: TouchDuration: Level hours

You touch a natural feature (a tree, rock formation, hillside) and it opens to reveal a comfortable space large enough for up to six people. The shelter is dry, warm, and hidden from casual observation; finding the entrance requires knowing it's there or a DC 15 Mind check. Inside, time passes normally but the weather cannot reach. The shelter closes when the spell ends, gently depositing anyone inside outside.

Tier 3 (23 Spells)

Encounter enders. Damage: 3 (spell tier)

Conflagration

Arcane Tier 3

Range: 60 feetDuration: Instant

A mote of fire streaks to a point you choose and blooms into an inferno 30 feet across. Everything in the area loses 3 Vitality (1 Vigor damage on a successful save). The fire is indiscriminate; you cannot exclude anyone. Flammable objects ignite and continue burning after the spell ends. The area fills with smoke and the smell of burning for several minutes. The ground is hot enough to burn bare feet for an hour afterward.

Thunderbolt

Arcane Tier 3

Range: SelfDuration: Instant

Lightning erupts from your outstretched hand in a line 60 feet long and 5 feet wide. Creatures in the path lose 3 Vitality (1 Vigor damage on a successful save). The bolt leaves a scorched black line and the smell of storms. It reflects unpredictably off metal surfaces. The GM determines where it bounces. Thunder deafens creatures within 30 feet for one round unless they save. Your arm is numb for several minutes afterward.

Unmaking

Arcane Tier 3

Range: 30 feetDuration: Instant

You reach into a spell's structure and tear it apart. Magical effects of Tier 3 or lower on a creature, object, or area end immediately. Higher tier effects require a contested magic check. You can only unravel one effect at a time. Choose carefully when facing layered magic. Successfully unmaking powerful magic (Tier 4+) leaves you dazed and unable to cast again for one round. The unraveling is visible as threads of light dissolving into nothing.

Flight

Arcane Tier 3

Range: TouchDuration: Focus

A creature you touch rises into the air, able to fly at their normal movement speed with perfect maneuverability. When concentration ends normally, they float down gently for one round. If concentration is broken suddenly, they fall immediately. Flying creatures are terribly exposed. Easy targets against the open sky with no cover. Wind affects their movement. A faint hum surrounds them while airborne.

Tongue of Babel

Arcane Tier 3

Range: TouchDuration: Level x 10 minutes

A creature you touch understands all spoken language and is understood by all who hear them speak. The words sound wrong. Listeners hear their own tongue but the rhythm is alien, the emphasis strange. Everyone knows magic is at work. Written language and codes remain incomprehensible. The creature's eyes shimmer faintly with reflected letters. Speaking feels strange, like words are being pulled from somewhere else.

Haste

Arcane Tier 3

Range: TouchDuration: Focus

A creature you touch moves with impossible speed, blurring at the edges. They may take two actions each turn and gain +2 AC from sheer quickness. The magic burns hot. When the spell ends, however it ends, The creature is utterly wrung out, barely able to move for their next turn and suffering disadvantage on everything until they rest for at least ten minutes. Their heart races dangerously throughout.

Slow

Arcane Tier 3

Range: 30 feetDuration: Focus

Up to your level in creatures must save; on failure they move as if through thick honey (may move OR act each turn, not both, speech stretches and distorts); on success they are still slowed (half movement, −2 initiative). The air around affected creatures visibly thickens. Those fully slowed may save again at the end of each turn to downgrade to the lesser effect, then save again to end it entirely. You must maintain concentration. Creatures of a higher Tier than you have advantage on their saves.

Counterspell

Arcane Tier 3

Range: 30 feetDuration: Instant

You see magic forming and speak a word of negation. You may cast this the instant you see another creature casting. Make opposing magic checks (both roll d20 + casting stat die + Tier); if you win, their spell unravels harmlessly into wisps of light. If you lose, both spells fail. Regardless of outcome, you cannot cast again until your next turn. The negation is visible as a brief flash and sounds like breaking glass.

Wall of Flame

Arcane Tier 3

Range: 30 feetDuration: Focus

A curtain of roaring fire springs up to 60 feet long and 30 feet high, or a ring 30 feet across. Creatures within 5 feet of one side (you choose when casting) lose 1 Vitality at the start of each turn. Passing through the wall deals 1 Vitality. The wall blocks sight completely with its bright orange light. The heat is intense. Creatures within 30 feet of the wall are uncomfortable. It sets fire to anything flammable it touches.

Gills

Arcane Tier 3

Range: 30 feetDuration: Until dawn

Up to your level in creatures sprout feathery gills along their necks and can breathe water as easily as air. They cannot speak underwater. Only bubbles emerge, though they can gesture and mouth words. The magic doesn't help them see in murky depths, resist pressure, or swim if they cannot already. At dawn, the gills fade even if underwater. The gills are visible and somewhat disturbing to those unfamiliar with the spell.

Mist Form

Arcane Tier 3

Range: TouchDuration: Focus

A willing creature dissolves into pale, swirling mist along with their possessions. They can drift slowly (half normal speed) and seep through any gap air could pass. They cannot attack, cast, speak, or manipulate objects. They are immune to non-magical weapons but strong wind deals 2 Vitality per round and pushes them. Sunlight makes the mist glitter, revealing their location. Reforming takes a full action.

Distant Eye

Arcane Tier 3

Range: 1 mileDuration: Focus

You create an invisible, intangible eye at a location you have visited or can precisely describe. You see and hear through it as if present; it can see in dim light but not darkness. The eye is stationary and can be spotted with Witch-Sight as a faint glimmer. While perceiving through the eye, you are blind and deaf to your own surroundings. Your body stands slack and vulnerable. The eye lasts until you end the spell or lose concentration.

Binding Chains

Arcane Tier 3

Range: 30 feetDuration: Focus

Spectral chains of cold iron erupt from the ground, ceiling, or walls to bind up to three creatures within range. Each must save or be wrapped in chains (unable to move or take physical actions, can still speak). The chains are visible as links of dull gray metal that frost the air around them. Chained creatures may attempt a Body save at the end of each turn to break free. Creatures vulnerable to iron lose 2 Vitality per round while bound.

Lightning Shroud

Arcane Tier 3

Range: SelfDuration: Focus

Crackling electricity wraps around your body, shedding bright light at 30 feet. Any creature that strikes you with a melee attack loses 1 Vitality, and you may have the lightning arc to another creature within 5 feet for 1 Vitality. You are immune to electrical damage while shrouded. The thunder of the spell makes stealth impossible and nearby conversation difficult. Metal objects within 5 feet spark and tingle.

Elemental Ward

Arcane Tier 3

Range: TouchDuration: Focus

Choose fire, cold, lightning, or acid. A creature you touch gains resistance to that element. They lose 1 fewer Vitality (minimum 0) from it and have advantage on saves against effects of that type. The ward manifests visibly: flames flicker harmlessly across fire-warded skin, frost crystals orbit the cold-warded, etc. The first time the ward prevents the wound that would drop the creature, the spell ends instead.

Scrying Pool

Arcane Tier 3

Range: TouchDuration: Focus

You touch a reflective surface (water, mirror, polished metal) and it becomes a window to spy on a creature or place you know. The target may save; you have advantage if you possess something of theirs. Success shows their surroundings from above, with sound. The image is visible to anyone looking at the surface. The target feels a prickling sensation of being watched. The pool ripples occasionally, distorting the image.

Truth's Binding

Arcane Tier 3

Range: 30 feetDuration: Focus

You weave strands of compulsion around a creature's throat. They must save or find themselves unable to speak deliberate lies for the duration. The words simply won't form, catching in their throat like fishhooks. They can remain silent, speak truth, or speak what they believe to be true. Each round they attempt to lie and fail, they lose 2 Vitality from the strain. The binding is visible as faint silver threads around their neck to those with magical sight.

Shield of Conviction

Arcane Tier 3

Range: 30 feetDuration: Focus

A shimmering barrier of force springs into existence around a creature. They gain +4 AC and resistance to the next source of damage that strikes them, after which the resistance fades but the AC bonus remains. The shield is visible as a faintly blue outline that flares when struck. If the protected creature attacks, the AC bonus drops to +2 as the shield's energy splits between offense and defense.

Warded Circle

Arcane Tier 3

Range: SelfDuration: Focus

You create a 15-foot radius barrier of force centered on yourself. Allies within gain +2 AC and advantage on saves against spells. Enemies must save to enter the circle; failure means they cannot enter this round and are pushed back 5 feet. The barrier is visible as faintly shimmering air. You must remain stationary. Moving ends the spell. Ranged attacks pass through normally but at disadvantage.

Unbreakable Vow

Arcane Tier 3

Range: TouchDuration: Permanent until fulfilled or broken

Two willing creatures swear an oath that you bind with arcane power. Define the oath clearly: to protect, to serve, to return, to never betray. While both creatures uphold the vow, each knows if the other is alive and in mortal peril. If either breaks the oath willfully, they are wracked with pain (2 Vitality, no save) and permanently marked with a visible brand of broken trust. The mark can only be removed by making amends or Tier 5 magic.

Inevitable Progress

Arcane Tier 3

Range: SelfDuration: Focus

You become impossible to halt. For the duration, you cannot be grappled, restrained, paralyzed, or slowed by any effect of Tier 3 or lower. You move through difficult terrain at full speed. Magical barriers still stop you, but mundane obstacles part as you wade through crowds and push through underbrush without slowing. Your progress is visible as a faint bow-wave in reality, space itself yielding to your advance.

Wrath of the Wild

Arcane Tier 3

Range: 60 feetDuration: Focus

You call nature's fury upon a 30-foot area. Roots erupt to grasp, branches lash, thorns tear. Creatures in the area lose 3 Vitality when the fury first strikes (save negates) and take 1 Vigor damage at the start of each round they remain; they must also save or be restrained by grasping vines. Escaping requires a DC 14 Body check as an action. The area becomes difficult terrain for the duration. This only works outdoors or where plants can grow. The vegetation remains after the spell ends, dead and withered from the exertion.

Timeless Preservation

Arcane Tier 3

Range: TouchDuration: Permanent until disturbed

You touch an object or willing creature and suspend it outside time's flow. For creatures, this halts all biological processes: no breathing, no aging, no awareness, until touched by another creature or until a condition you specify occurs. For objects, decay halts utterly; food stays fresh, iron cannot rust, flowers remain in bloom. The subject glows faintly with amber light visible only in darkness. Violence against a preserved creature ends the effect instantly.

Tier 4 (18 Spells)

World-reshaping. Damage: 4 (spell tier)

Reshape Flesh

Arcane Tier 4

Range: 30 feetDuration: Focus

You twist a creature's form into that of a beast of equal or lower Tier. Unwilling creatures may save. Their mind remains but their body becomes the animal entirely: stats, natural weapons, movement. Animal instincts tug at their thoughts; long transformations risk losing themselves. If the beast form is dropped, they revert; excess Vitality loss carries over to their true form. A creature who wishes to stay transformed may resist reversion with a Sense save.

Step Between

Arcane Tier 4

Range: 60 feetDuration: Instant

You and one willing creature you touch vanish and reappear at a destination within 60 feet. You need not see it; you may describe direction and distance, or name a place you've visited. Arriving inside solid matter is violently rejected: 1 Vitality and you appear at the nearest open space. A faint thunderclap marks both departure and arrival. The transition leaves you both briefly disoriented.

Wall of Ice

Arcane Tier 4

Range: 30 feetDuration: Level x 10 minutes

A wall of solid ice appears: up to 60 feet long, 30 feet high, 1 foot thick, or a dome 30 feet across. Each 10-foot section has 2 Vitality. Fire deals +1 Vitality. The wall radiates cold; standing within 5 feet is uncomfortable. Creatures where the wall forms may save to leap aside; failure traps them in the ice (1 Vitality each round until freed). The ice is translucent. Shapes are visible through it but details are blurred.

Confusion

Arcane Tier 4

Range: 30 feetDuration: Focus

A 20-foot sphere of psychic static scrambles thought. Creatures in the area must save or lose control of their actions. Each turn, roll 1d6: 1-2 wander aimlessly, 3-4 attack nearest creature (friend or foe), 5-6 act normally but cannot use complex tactics or cast spells. Affected creatures babble and mutter. They may save again each turn. You are not immune if caught within. The area feels like static against the mind.

Black Tentacles

Arcane Tier 4

Range: 30 feetDuration: Focus

Rubbery black appendages erupt from the ground, filling a 20-foot area with writhing limbs. Creatures in the area must save: on a failure they lose 4 Vitality and are seized by the tentacles; on a success they take 1 Vigor damage. Seized creatures take 1 Vigor damage at the start of each turn and cannot move. Escaping requires a Body save as an action. The tentacles cannot distinguish friend from foe. They smell faintly of the sea. Killing individual tentacles is futile; more emerge.

Banishment

Arcane Tier 4

Range: 30 feetDuration: Focus

You tear open a rift and hurl a creature through. They may save; creatures native to this world have advantage. On failure, they vanish to a harmless demiplane: a silvery void where they can breathe but not act. When focus ends, they return exactly where they left (or nearest open space), dazed for one round. If they were not native to this world, they return to their origin plane permanently when the spell ends.

Perfect Invisibility

Arcane Tier 4

Range: TouchDuration: Focus

A creature you touch vanishes utterly from sight and remains invisible even through violence and spellcasting. Attacks and spells seem to come from empty air. They still make sound and displace their environment. They make footsteps, ripples in water. Dust, water, paint, and blood cling and reveal outlines. They cast no shadow and have no reflection. Witch-Sight reveals a faint, creature-shaped absence.

Stone Skin

Arcane Tier 4

Range: TouchDuration: Focus

A creature's skin becomes gray and rough as granite. They lose 1 fewer Vitality (minimum 0) from non-magical weapons and are immune to critical hits. Blades simply skid off. They sink like stone in water and cannot swim. They move with grinding weigh: disadvantage on stealth, climbing, and anything requiring grace or delicacy. Their weight doubles, which may stress floors and mounts. The transformation is uncomfortable but not painful.

Phantasmal Slayer

Arcane Tier 4

Range: 30 feetDuration: Focus

You reach into a creature's mind and manifest their deepest terror (visible only to them), hideously real. They must save or lose 2 Vitality and freeze in terror (cannot move, act, or speak) until the start of their next turn. Each round you maintain focus, they must save again. Failure means more damage and they remain frozen. Success ends the spell. The creature screams; others hear but see nothing. The fear lingers in their dreams for weeks.

Arcane Eye

Arcane Tier 4

Range: 1 mileDuration: Focus

You create a floating eye (invisible, the size of a fist), able to see in complete darkness. You direct its movement up to 30 feet per round; it can squeeze through gaps as small as 1 inch and hover in place. It cannot pass through solid barriers or magical wards. If the eye is discovered and destroyed, you lose 2 Vitality and cannot cast this spell until you rest. You see through it while your own vision remains normal.

Wall of Force

Arcane Tier 4

Range: 30 feetDuration: Focus

An invisible wall springs into existence, up to 60 feet long and 30 feet high, or a dome 30 feet across. Nothing passes through: not matter, not magic, not sound, not air. It cannot be damaged or dispelled by anything short of Tier 5 magic. Creatures inside a dome will eventually suffocate. The wall shimmers faintly when touched and is visible as a slight distortion when looked at from an angle.

Locate

Arcane Tier 4

Range: 1 mileDuration: Focus

Name a specific creature or object you have seen before, or describe it in precise detail. You sense the direction and approximate distance to the nearest match. The spell cannot find creatures shielded by lead, transformed beyond recognition, or on another plane. The target feels a crawling sensation of being watched; if they succeed on a Mind check, they realize they're being searched for.

Forcecage

Arcane Tier 4

Range: 30 feetDuration: Level hours

A cage of invisible force bars springs into existence around a point you choose, a cube 5 feet on a side. Creatures inside when it forms may save to leap out; failure means they're trapped. The bars are a hand's width apart. Spells and arrows pass through, but creatures cannot. The cage cannot be damaged or dispelled by anything less than Tier 5 magic. It does not block sound or air. Creatures inside can see the bars shimmer when touched.

Flesh to Stone

Arcane Tier 4

Range: 30 feetDuration: Focus / Permanent

You begin turning a creature to stone. They must save; on failure, they are slowed as stone creeps across their body. At the end of their next turn, they must save again; failure means they become a stone statue permanently. Success ends the effect. While concentration is maintained, you may force additional saves. A fully petrified creature is aware but cannot move, speak, or age. Stone to Flesh or Tier 4+ magic can restore them.

Hunter's Brand

Arcane Tier 4

Range: 30 feetDuration: Until dawn

You fix your will upon a creature, marking them for pursuit. A faint sigil visible only to you and your allies appears on their forehead. It cannot be hidden by illusion, disguise, or shapechanging. You always know the branded creature's direction and approximate distance while on the same plane. The first attack against them each round has advantage. They cannot hide from you; concealment and invisibility fail to obscure them from your sight. The brand fades at dawn or when they die. You can only maintain one brand at a time.

Aegis of Will

Arcane Tier 4

Range: 30 feetDuration: Focus

You wrap an ally in layered shields of pure force. They are immune to the next two sources of damage that would strike them; attacks deflect at the last instant, spells scatter harmlessly against the barrier. After absorbing two instances of damage, the aegis shatters with a crack like breaking glass. The shields shimmer visibly. Stealth is impossible. If you lose concentration, any remaining protection dissipates.

Call of the Wild

Arcane Tier 4

Range: 1 mileDuration: Focus

You send a cry into nature and it answers: Within one hour, 2d6 beasts appropriate to the terrain arrive to aid you: wolves in forests, hawks in mountains, sharks in seas. They follow simple commands and fight on your behalf but won't sacrifice themselves pointlessly. The beasts are natural animals, not summoned; they must exist nearby to answer. When the spell ends, they return to their lives. They remember you favorably.

Eternal Grove

Arcane Tier 4

Range: TouchDuration: Until dispelled

You touch the ground and plant a seed of magic. Over one hour, trees and plants grow to form a perfect circle 60 feet across. The grove is protected: fire cannot burn within, disease cannot spread, and nothing can die of natural causes. Creatures resting there recover double normal healing. The grove persists indefinitely but is tied to your life; your death causes it to wither over one year. You may only have one grove.

Tier 5 (16 Spells)

Reality-bending. Damage: 5 (spell tier) or conditional

Domination

Arcane Tier 5

Range: 30 feetDuration: Focus

You seize absolute control of a creature's will. They may save; creatures of a higher Tier than you have advantage. On failure, you perceive through their senses and direct their actions mentally. They obey any command, even harmful ones. Each time they take damage, they may save again. When the spell ends, they remember everything: every action you forced, every thought you planted.

Telekinesis

Arcane Tier 5

Range: 60 feetDuration: Focus

Your will becomes a hand that can grip, lift, and hurl. You can move up to 1,000 pounds up to 30 feet per round. Unwilling creatures may save each round you try to grasp them. Hurled objects or creatures deal 2 Vitality per 100 pounds. Fine manipulation (writing, lockpicking) is possible but requires a Mind check. This requires your total concentration; you can take no other actions while maintaining it.

Poison Cloud

Arcane Tier 5

Range: 60 feetDuration: Focus

A billowing cloud of yellow-green vapor 30 feet across manifests where you point. Creatures in the cloud must save when the vapor first engulfs them: on a failure they lose 5 Vitality; on a success they take 1 Vigor damage. Each round they remain, they take 1 Vigor damage. Minors of Tier 2 or less die without a save; their lungs simply stop. The cloud drifts 5 feet away from you each round and sinks to the lowest ground. Holding your breath doesn't help; the poison absorbs through skin. The cloud persists in still air even after concentration ends.

Teleportation Circle

Arcane Tier 5

Range: TouchDuration: 1 round

You draw a circle of silver sigils that connects to another permanent circle whose sequence you know. Until your next turn, any creature entering the circle is instantly transported to the destination. The destination must be on the same plane. Creating a permanent circle requires casting this spell in the same location every day for one year, consuming 50gp of rare materials each time.

Hold Monster

Arcane Tier 5

Range: 30 feetDuration: Focus

Invisible bands of force lock a creature rigid. They may save; creatures of a higher Tier than you have advantage. On failure, they are held rigid by invisible force. Aware but unable to move, speak, or act. They may save (Sense DC 15) again at the end of each of their turns to break free. Truly legendary creatures (ancient dragons, demon princes) are immune unless caught utterly by surprise.

Cone of Cold

Arcane Tier 5

Range: SelfDuration: Instant

A blast of killing cold erupts from your hands in a 60 feet cone. Creatures in the area must save: on a failure they lose 5 Vitality; on a success they take 1 Vigor damage. Water freezes instantly to a depth of one foot. Unprotected liquids become ice. Creatures who fail their save are slowed until the end of their next turn. The cold lingers. The area remains difficult terrain and uncomfortable for an hour.

Disintegrate

Arcane Tier 5

Range: 60 feetDuration: Instant

A thin green ray strikes one creature or object. A creature loses 5 Vitality (1 Vigor damage on a successful save). If killed by this spell, they and everything they carry become fine gray dust; only wish-level magic can restore them. A non-magical object up to 5 feet on a side is simply gone. The ray leaves a distinctive acrid smell and a coating of fine dust that persists for days.

Chain Lightning

Arcane Tier 5

Range: 60 feetDuration: Instant

Lightning leaps from your hand to strike a creature for 5 Vitality (1 Vigor damage on a successful save). It then arcs to up to 3 additional creatures within 30 feet of the previous target, dealing 5 Vitality to each. You cannot choose arc targets: it seeks the nearest creatures not yet struck. A creature can only be struck once. It may arc to allies if they're nearest. Thunder rolls after each strike.

Scrying

Arcane Tier 5

Range: UnlimitedDuration: Focus

You peer across any distance to observe a creature on the same plane. They may save, modified by familiarity: strangers +5, acquaintances +0, those whose possessions you hold -5, those whose blood or hair you hold -10. Success reveals their location, surroundings, and nearby conversation. They feel being watched; if they succeed on a Mind check, they know someone is scrying them and can attempt to trace the connection back to you.

Animate Objects

Arcane Tier 5

Range: 30 feetDuration: Focus

Up to 10 small objects or 3 medium objects or 1 large object shudder to hostile life at your command. Small objects: AC 12, Tier 1 Minors. Medium: AC 13, Tier 2 Minors. Large: AC 14, Tier 3 Minors. They attack as Minors of your Tier.

Passwall

Arcane Tier 5

Range: TouchDuration: Level x 10 minutes

You press your hand to stone, wood, brick, or earth, and it parts silently. A passage 5 feet wide and up to 30 feet deep opens, and anyone can use it. Metal, glass, and living matter resist. When the spell ends, the passage closes slowly over one round; anything inside is pushed to the nearest exit. Multiple castings can extend the passage indefinitely. The walls of the passage are smooth but visibly magical.

Imprisonment

Arcane Tier 5

Range: TouchDuration: Permanent

You bind a creature outside of time and space. They must save; legendary creatures have advantage. On failure, you choose their prison: entombed in a gemstone, frozen in a painting, transformed into a statue, grown into a tree, buried in slumber deep underground. They don't age, think, or dream; they simply aren't until released. Only another casting of this spell targeting their specific prison, or magic of equal or greater power, can free them.

Death Ward

Arcane Tier 5

Range: TouchDuration: Level hours

You touch a creature and weave protective magic into their life force. Once during the duration, when they would die from any source (damage, poison, failed save, instant death effect), they instead survive with 1 Vitality. This triggers automatically the first time they would die. A faint shimmer surrounds them for a moment when the ward activates, visible to all. The ward ends once triggered or when the duration expires.

Impenetrable Bastion

Arcane Tier 5

Range: TouchDuration: 1 minute

You touch a structure (a wall, tower, door, or building) and reinforce it with absolute arcane force. For the duration, it cannot be damaged, breached, teleported through, or bypassed by anything short of another Tier 5 spell. Creatures inside cannot leave and creatures outside cannot enter by any means. The structure glows faintly with hairline cracks of blue-white energy. Living creatures cannot be targeted, only constructed things.

Nature's Avatar

Arcane Tier 5

Range: SelfDuration: Focus

You become one with the natural world. Your form shifts into living nature: bark for skin, leaves for hair, roots for feet. You gain 30 vigor, resistance to all damage except fire, and can move through natural terrain without trace. You can speak with all plants and animals, and they regard you as a friend. Attacking ends the spell immediately. When the spell ends, natural features around you are subtly healthier.

Primeval Sanctuary

Arcane Tier 5

Range: TouchDuration: Permanent

You touch a natural space. cave, grove, spring. And attune it to the deep magic of the land. The area up to 100 feet across becomes eternally preserved; seasons don't change within, and time passes differently. Creatures hostile to nature cannot enter without save; failure means they are simply turned aside, walking around without realizing. Those you designate can enter freely. The sanctuary remains until the magic is deliberately broken by powerful spells or the destruction of its central feature.

No spell matches those filters.

Spell Counts

  • Tier 1: 39 spells
  • Tier 2: 34 spells
  • Tier 3: 23 spells
  • Tier 4: 18 spells
  • Tier 5: 16 spells
  • Total: 130 spells