Wizard spells
Cantrips
Detect Magic
When casting this spell, the Wizard notices lingering magic and supernatural effects within his or her field of vision. If an effect is concealed on purpose, the DM can require a skill check to detect it.
Erase
This cantrip removes non-magical writing or painting from a scroll or a sheet of paper, parchment or similar surfaces. By concentrating on the spell for several turns, the wizard can remove larger writings, or erase several sheets.
Fire Shaping
With this cantrip, the wizard can enlarge or reduce a non-magical fire, change its color, shape, or intensity. The effect lasts while the wizard concentrates on the spell. After the spell ends, the fire returns to its natural shape, determined by the material that is burning.
Gust of Wind
When this cantrip is cast, a strong puff of air originates from the magic-user and moves in the direction he or she is facing. The force of this Gust Of Wind is sufficient to extinguish candles, torches, and similar unprotected flames. With a successful skill check, the gust is strong enough to even extinguish lanterns and other protected flames. It pushes back insects and other small flying creatures, smells and smoke clouds. It does not affect larger creatures except for a dramatic waving of hair and clothing.
Nystul's Magic Aura
This cantrip gives an item an indeterminate magic aura, which can be noticed if it is examined for the presence of magic. The aura lasts for 1d6 days. Upon closer examination and a hard difficulty skill check, the examiner can determine that the aura has no other effect than to create the appearance of a magical enchantment.
Utility Spells
1st level: Alarm
Close-quarters spell; Daily
Effect: Choose a single room or an area roughly 10 steps across. Until the next dusk or dawn, this spell sounds a mental or audible alarm each time a creature the size of a cat or larger enters the area. A mental alarm is only audible to you, while an audible alarm warns everyone in the nearby area.
You can choose one creature per level that does not trigger the alarm.
3rd level spell: You can set a password that allows a creature to enter without setting off the alarm.
5th level spell: The alarm can last for up to a week.
1st level: Bolster Enchantment
Close-quarters spell; Daily
Target: One adventurer-level true magic item
Effect: Increase the enchantment of the item from adventurer to champion tier until the end of the day.
5th level spell: You can increase a champion-tier enchantment to epic tier.
Adventurer feat: The wielder can roll twice on checks to recharge the item's effect and take the better roll.
1st level: Fool's Gold
Close-quarters spell; Daily
Effect: You give a pile of metal coins the appearance of gold. You can enchant roughly 100 coins per spell level. A hard skill check (or a 16+ hard save) is required to determine that the gold is fake, although certain tests, like striking it with cold iron or measuring with an exact scale will make the check easier. The effect lasts for 1d6 x 10 minutes.
Warning: Most communities will exert capital punishment on counterfeiters. Use this spell at your own risk.
1st level: Grease
Close-quarters spell; Daily
Target A: An item
Effect A: Any person trying to hold the item must succeed at a normal skill check (DC 15 at adventurer tier) or a normal save (11+) or the item slips out of their grasp. The effect lasts until the end of a battle or for 5 minutes.
Target B: An area of the floor
Effect B: Any person in the target area must succeed at a normal skill check (DC 15 at adventurer tier) or a normal save (11+) to remain on their feet. On a failure, he or she is knocked prone (disadvantage on attacks; requires a move action to stand up).
1st level: Identify
Close-quarters spell; Daily
Target: An item
Effect: You gain a +10 bonus to skill checks to identify magic effects on the item.
Identifying items
The core rules don't specify a skill check to identify the effects of items. For "normal" magic items, the GM can just grant an automatic success to identify an item. However, if an item has any hidden powers or curses, or if its effects are a major plot point, the GM can use the guidelines below.
It's a normal difficulty skill check of the item's tier (15/20/25) to identify the effect of a potion, oil, rune or true magic item. The following circumstances can make the check more difficult:
- The item is more powerful than a usual magic item, i.e. an artefact
- The item is of a different origin than arcane, such as divine or psionic
- The item is cursed or has a different effect that was hidden or obfuscated
- The item's enchantment is tainted by demonic or chaotic influence
1st level: Scribe Scroll
Close-quarters spell; Daily
Effect: Inscribe any spell you have prepared for the day into a parchment. This expends your use of that spell for the day, even for spells other than daily spells. Creating a scroll requires material components that cost 50 gp per level of the spell. You can cast the spell from the scroll at a later date, as if you had prepared it. The scroll can be used by others, but doing so requires an appropriate skill check. The difficulty of that check is normal by default, but you can simplify or obfuscate the writing on purpose to make the check easy or hard.
1st level: Tenser's Floating Disc
Close-quarters spell; Daily
Effect: You create a hovering disc of force energy, roughly the size of your outstretched arms. It can carry two people, one person in heavy armor, or a load of treasure, and follows you on command. The disc is indestructible by non-magical means, but it can be counter-spelled. It persists for 1d6 x 10 minutes.
5th level spell: The disc lasts for 1d6 hours.
1st level: Unseen Servant
Close-quarters spell; Daily
Effect: The Unseen Servant is a shimmering, ghost-like valet, a butler to step and fetch, open doors and hold chairs, as well as to clean and mend on the command of the magic-user. The servant is about as strong as the average human. It does not fight, is hit by any attack roll of natural 2+, and only has one hit point per level of the spell. The servant persists for 1d6 x 10 minutes.
5th level spell: The servant persists for 1d6 hours.
3rd level: Arcane Eye
Close-quarters spell; Daily
Effect: You create an invisible floating eye that sends you visual information. The eye floats at walking speed, and you can send it out of your line of sight. Through the eye, you can see as through your own eyes. It cannot pass through walls, but it can pass through small holes and openings. The eye persists for 1d6 x 10 minutes.
During combat, it's a quick action to direct the eye and receive visual imagery. If you don't use the quick action, the eye remains inert.
5th level spell: The effect lasts for 1d6 hours.
Champion feat: You can cast spells through the eye at a -2 penalty to the attack.
3rd level: Clairaudience
Ranged spell; Daily
Effect: You concentrate upon a locale and hear all noise within it as if you were there. You don't need to be able to see the location, but you must be able to pinpoint it, such as around a corner, behind a door etc. If you cast this spell as a ritual, you are able to reach into any location you know, even across planes. Be careful where you pry - powerful beings will often have wards against such divinations in place, which will block the magic and could even harm the caster. The spell lasts for up to 1d6 minutes.
3rd level: Leomund's Tiny Hut
Close-quarters spell; Daily
Effect: You summon a small hut that is large enough for 6 people to find shelter in. The hut is sturdy enough to survive most environmental effects, although it can be damaged and ultimately destroyed by extreme conditions such as lava or a direct lightning strike. The outer appearance of the hut is up to you. On the inside, the hut provides a comfortable temperature and breathable air. The effect lasts for up to 8 hours.
3rd level: Knock
Close-quarters spell; Daily
Effect: You open a door, lock or chest. The spell will unlock mechanisms and move bars, but it does not disable traps.
The success of the spell depends on how difficult a skill check would be to open the lock. An easy or normal check is an automatic success, but for a hard or more difficult check, roll a normal save (11+). On a success, you manage to open the lock. On a failed save, you fail to open the target and trigger any traps, but further attempts to open the lock are one difficulty step easier.
3rd level: Magic Mouth
Close-quarters spell; Daily
Effect: You place an enchanted mouth on an object which suddenly appears when a specified event occurs. The mouth speaks a message of up to 25 words as specified by you. The message is entirely mundane and cannot create spell effects. The event that triggers the message can be as simple or as complicated as you like, but the conditions are limited to what can be perceived by normal means. No mind reading, detecting invisible creatures and the like. The spell remains in effect for one day per spell level.
3rd level: Tongues
Close-quarters spell; Daily
Target: Self
Effect: You gain the ability to speak and understand the language of any intelligent creature. You can only speak one language at a time. Tongues does not enable you to communicate with creatures who don't have a language. You can make itself understood as far as your voice carries. The effect lasts for 1d6 x 10 minutes.
5th level spell: The effect lasts for 1d6 hours.
Adventurer feat: You can grant the ability to another creature by touch.
5th level: Legend Lore
Ranged spell; Daily
Target: Self
Effect: This divination reveals some information about a legendary person, place or item. Examples include a current or former icon, their stronghold, or a major artefact. The closer you are to the target, the more information can be gained by the spell. If you are in the target location, or have the object within reach, the spell is likely to provide vivid imagery of key scenes in its history. If the target is far away, or just a myth that may not be real at all, the spell will conjure just very hazy fragments of information.
5th level: Passwall
Ranged spell; Daily
Effect: You open a magical passage through a wall that allows you, and any creature designated by you, to pass through. The passage is open for 1d6 minutes if you do not end the spell earlier. The passage opens straight on the opposite site, so make sure there is safe terrain to step into.
5th level: Stone to Flesh
Ranged spell; Daily
Effect: This spell reverses a petrification effect and turns a creature back into its state before it was hit by a medusa's gaze or similar. It can be used on an actual statue too, but that only leaves a lifeless corpse and inevitably makes the sculptor quite angry. Of course, you could use it to turn any larger rock or pillar into "the other white meat"... but that's just gross.
7th level: Dungeon Engineering
Ranged spell; Daily
Effect: You summon an Earth Elemental to do major construction work. You can instruct it to dig a hole or a tunnel, move large amounts of earth and stone, or erect walls and pillars. If you have an appropriate background, or if you are a dwarf, you can attempt more complicated work, and you are less likely to cause an unwanted cave-in.
1st Level Spells
Mage Armor
Close-quarters spell; Daily
Target: Self
Effect: You gain a +4 bonus to your unarmed AC this battle.
Adventurer feat: You can cast this spell as a quick action.
Chromatic Orb
Ranged spell; Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. PD
Hit: 1d8 damage, plus an effect depending on your choice for the color of the orb. With feats, you can unlock more colors.
Pearly: Light. The target is dazed (save ends).
Adventurer feat:
Heat: The target is weakened until the end of your next turn.
Flame: The target takes 5 points of ongoing fire damage per spell level.
Amber: Blindness. The target is dazed (hard save 16+ ends)
Champion feat:
Emerald: Stinking cloud. The target must immediately make a save or be stunned until the end of its next turn. Deal 5 points per level poison damage to 1d3 nearby enemies.
Turquoise: Magnetism: Metal objects start clinging to the target and it is hampered (hard save 16+ ends).
Sapphire: Paralysis. The target is stunned (save ends).
Epic feat:
Amethyst: The target is slowed (-5 to disengage checks, maximum one attack per turn, no quick or interrupt actions) and it must make last gasp saves (16+). On the 4th failed save, it is petrified.
Ashen: (9th level) The target is weakened while it makes last gasp saves (hard save 16+). On the fourth failed save, it dies.
Miss: -
3rd level spell: 2d8 damage
5th level spell: 3d8 damage
7th level spell: 4d8 damage
9th level spell: 5d8 damage
Dark Speech
Close-quarters spell; At-will
Effect: You utter 3 words in an old, forbidden language. Make one attack per word. You can choose a different target each time.
Target: Up to three nearby creatures
Attack: Intelligence + Level vs. MD
Hit: 1d8 psychic damage.
Miss: -
3rd level spell: 2d6 damage.
5th level spell: 3d6 damage.
7th level spell: 6d4 damage.
9th level spell: 1d4 x 10 damage.
Adventurer feat: If you hit the same target with two attacks, it is dazed until the end of your next turn.
Champion feat: If you hit the same target with three attacks, it is stunned until the end of your next turn.
Slow
Ranged spell; Daily
Target: One nearby enemy with 60 hp or fewer
Attack: Intelligence + Level vs. PD
Hit: The target is slowed (save ends).
Slow: The target is limited to one attack per turn and takes a -5 penalty to disengage checks. It can't take actions outside of its turn.
Miss: -
3rd level spell: 120 hp or fewer
5th level spell: 180 hp or fewer
7th level spell: 300 hp or fewer
9th level spell: 480 hp or fewer
Adventurer feat: On a miss, the target takes a -5 penalty to disengage checks until the end of its next turn.
Champion feat: Target 1d3 nearby enemies.
Epic feat: The target is also weakened.
Summon Swarm
Close-quarters spell; Daily
Effect: You summon a swarm of small creatures like bats, rats or spiders.
You control them according to the summoning rules (revised 13th Age monthly version). The swarm is considered an ordinary summoned creature; it requires a standard action to control. If you don't control it, roll a d6 on the table below to determine its actions for that turn.
1-2: The swarm scampers about, looking for food.
3-4: The swarm attacks the closest, weakest enemy.
5-6: The swarm attacks the enemy closest to the summoner.
Champion feat: ....
Epic feat: ....
Summoned Swarm of Bats / Rats / Spiders
1st-level spoiler [Beast]
Initiative: +5
Swarming Bites +7 vs. PD (1d3 nearby enemies) - 2 damage; after the attack, the swarm engages one of the enemies.
Natural even hit: The target is hampered until the end of its next turn. It can end the effect by attacking the swarm, or if the swarm drops to 0 hp.
Wall climbing (rat, spider); flight (bats)
Vulnerability: thunder
Swarming resistance: Each turn, the swarm gains resist damage 18+ to all damage from attacks by enemies that the swarm did NOT attack that turn.
No opportunities: The swarm can’t make opportunity attacks, and enemies can’t make opportunity attacks against it.
Level | Initiative | Attack | Damage | AC | PD | MD | HP |
1 | +5 | +7 | 2 | 16 | 16 | 11 | 20 |
3 | +7 | +9 | 3 | 18 | 18 | 13 | 36 |
5 | +9 | +11 | 6 | 20 | 20 | 15 | 54 |
7 | +11 | +13 | 10 | 22 | 22 | 17 | 90 |
9 | +13 | +15 | 17 | 24 | 24 | 19 | 144 |
3rd Level Spells
Flame Arrows
Close-quarters spell; Daily; Quick action
Effect: Until the end of the battle, you can make the following ranged basic attack as a standard action.
Target: One nearby creature
Attack: Intelligence + Level vs. AC
Hit: 6d6 fire damage.
Miss: Fire damage equal to your level.
5th level spell: 10d6 damage.
7th level spell: 2d6 x 10 damage.
9th level spell: 3d6 x 10 damage.
Adventurer feat: You can attack a far away creature with a -2 penalty to the attack.
Champion feat: The spell becomes Recharge 16+.
Epic feat: On a natural 16+, roll d10 for damage instead.
Minor Globe of Invulnerability
Close-quarters spell; Daily
Target: You or a nearby ally
Effect: The creature is protected from weaker attacks and spells. Any attack that deals 5 damage or less is blocked, including its non-damage effects. Attacks that deal more damage are unaffected.
5th level spell: Up to 10 damage.
7th level spell: Up to 20 damage.
9th level spell: Up to 40 damage.
Mirror Image
Close-quarters spell; Daily
Target: Self
Effect: You create 1d4 illusory duplicates of yourself. If an attack against you is a natural odd roll, the attack strikes a duplicate instead and destroys it.
5th level spell: 1d4+1 images.
7th level spell: 1d4+2 images.
9th level spell: 1d4+3 images.
Adventurer feat: The spell is now Recharge 16+.
Protection from Arrows
Ranged spell; Daily
Target: You or one nearby ally
Effect: Until the end of the battle, you or the ally cannot be targeted by non-magical ranged attacks. This protects from arrows, slingstones and the likes, but not attacks that deal elemental damage such as fire, or spells. The spell does not protect from attacks that aren't targeted, such as an avalanche.
Adventurer Feat: The spell is Recharge 16+.
Champion Feat: You can target yourself and a nearby ally with this spell.
Shadow Evocation
Ranged spell; At-Will
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: 4d6 psychic damage
Miss: Psychic damage equal to your level.
5th level spell: 6d6 damage.
7th level spell: 7d8 damage.
9th level spell: 10d10 damage.
Adventurer Feat: Add your Charisma to the damage. Double this extra damage at 5th level, triple at 8th. This feat also applies to major evocations below.
Champion Feat: When your natural roll is an even hit, the target is also dazed until the end of its next turn.
Epic Feat: The target of the spell can also be far away.
Special: Once per day, you can cast this spell as a Major Shadow Evocation. This expends the spell. With the major evocation, you mimic any Wizard attack spell, at the level of this spell, with two changes: the targeted defense is always MD, and you reduce the damage dice by one step.
For example, a 5th level Shadow Fireball would do 10d8 damage.
Stinking Cloud
Ranged spell; Daily
Target: 2d4 nearby enemies. This spell is always cast recklessly; it also targets allies engaged with any targeted enemies.
Attack: Intelligence + Level vs. PD
Hit: The target is weakened (save ends). If it was already weakened, it is stunned (save ends).
Miss: -
Effect: The spell creates a cloud that has a 25% chance of dispersing each turn. The cloud moves naturally with the terrain. It will roll down slopes and it is dispersed by strong winds. Targets caught in the cloud at the start of their turn are attacked by it. Creatures can leave the cloud with a successful disengage check on their turn.
Symbol of the Elements
Close-quarters spell; Daily
Effect: You summon a hovering symbol of crackling arcane energy. When you learn the spell, choose one element between fire, water (cold damage), life (poison, plant and animal attacks), metal (weapon attacks), air (thunder and lightning), earth (acid) and void (psychic and negative energy).
While the sign is present, all attacks that deal damage of the chosen type, including enemy attacks, gain a +2 bonus to their critical threat range. The sign has an AC of 10 + spell level and 20 hit points per spell level. Once per round, you can order the sign to make the attack below as a quick action.
Ray of the Elements
Attack: Intelligence + Level vs. PD
Hit: 1d6 damage per spell level of the chosen element.
Miss: -
Adventurer feat: Choose a second element.
Champion feat: Increase the ray damage to 1d8.
Epic feat: The sign grants you resist 18+ against the chosen element.
Web
Ranged spell; Daily
Target: 1d3 nearby enemies with 30 hp or fewer each. If you choose to cast the spell recklessly, you can target enemies with 60 hp or fewer.
Attack: Intelligence + Level vs. PD
Hit: The target is stuck and hampered (normal save 11+ ends both).
Miss: -
Reckless Miss: Allies engaged with a target of the spell must immediately make a normal save (11+) or they are also hit by the spell.
Always: The spell creates a webbed area until the end of the battle. If a combatant with hit points equal to limit or less is pushed into the webbed area by a stunt or similar, it must immediately make a save. If the save fails, it is also stuck and vulnerable to fire (save ends both). The web can be set on fire by a torch or a fire spell. In that case, the spell ends, and all stuck creatures take fire damage equal to twice the spell level.
5th level spell: Targets with 50 / 100 hp or fewer.
7th level spell: Targets with 80 / 160 hp or fewer.
9th level spell: Targets with 125 / 250 hit points or fewer.
Adventurer feat: Target 1d4 enemies.
Champion feat: The save for allies targeted by a reckless miss is reduced to an easy save (6+).
5th Level Spells
Baleful Polymorph
Ranged spell; Daily
Target: One nearby enemy with 160 hp or fewer
Attack: Intelligence + Level vs. PD
Hit: The target is polymorphed into a harmless creature, like a mouse or a frog (hard save 16+ ends). While polymorphed, the target retains its defenses, but it cannot make attacks. The spell also ends if the target takes damage equal to its level or higher.
Miss: -
7th level spell: Target with 250 hp or fewer, or two targets each with 125 hp or fewer.
9th level spell: Target with 500 hp or fewer, or two targets each with 250 hp or fewer.
Champion feat: After the target successfully saves against the spell, it is dazed until the end of its next turn.
Epic feat: You can target two enemies with 400 hp or fewer, or three enemies with 300 hp or fewer.
Bigby's Hand
Close-quarters spell; Daily
Effect: You create a hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand is considered Large. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
You control the hand according to the summoning rules (revised 13th Age monthly version). The hand is considered an ordinary summoned creature; it requires a standard action to control. If you don't control it, roll a d6 on the table below to determine its actions for that turn.
1-2: The hand makes an inappropriate gesture.
3: The hand interposes itself in front of the caster.
4: The hand hits the closest enemy with a clenched fist.
5: The hand pushes the enemy closest to the summoner back with forceful hand.
6: The hand attempts to grasp the closest enemy.
Champion feat: Attacks by the hand deal +2d8 damage; +4d8 at 8th level.
Epic feat: You can control the hand as a quick action if you give it the interposing hand command.
Summoned Bigby's Hand
5th-level troop [Construct]
Initiative: +7
Clenched Fist +10 vs. PD - 18 force damage.
Forceful Hand +10 vs. PD - The target is pushed back and pops free from all opponents.
Grasping Hand +10 vs. PD - 9 force and the target is grabbed (until disengaged; -5 to disengage; can't make opportunity attacks; the hand gets a +4 bonus to attacks against the target).
Interposing Hand: (standard action) The summoner gains a +2 bonus to AC and PD until the end of his or her next turn. The hand roll a save (11+) to intercept enemies trying to engage the summoner.
Level | Initiative | Attack | Damage | AC | PD | MD | HP |
5 | +7 | +10 | 18 | 21 | 19 | 15 | 60 |
7 | +9 | +12 | 28 | 23 | 21 | 17 | 90 |
9 | +11 | +14 | 50 | 25 | 23 | 19 | 150 |
Cloudkill
Ranged spell; Daily
Target: All nearby enemies with 25 hp or less
Attack: Intelligence + Level vs. PD
Hit: The target is killed.
Miss: -
Effect: The spell creates a cloud that has a 25% chance of dispersing each turn. The cloud moves naturally with the terrain. It will roll down slopes and it is dispersed by strong winds. Targets caught in the cloud at the start of their turn are attacked by it, but the cloud has no effect on target that was already attacked by it this battle.
7th level spell: Targets with 40 hp or less.
9th level spell: Targets with 75 hp or less.
Champion feat: You have some control over the cloud's movement. You can move it around at roughly half walking speed.
Phantasmal Assault
Ranged spell; Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: 10d10 psychic damage
Natural odd hit: The target makes a basic attack against one of its allies
Miss: Half damage.
7th level spell: 4d4 x 10 damage.
9th level spell: 4d6 x 10 damage.
Champion feat: On an odd hit, the target will use its most damaging attack power available instead of a basic attack, possibly targeting more than one ally.
Epic feat: The target adds the escalation die to its attack roll.
Pierce Resistance
Ranged spell; Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. the target's lowest defense
Hit: The target's defenses are lowered in one of three ways, depending on it's abilities. The effect is always (save ends).
(1) If the target has at least one immunity to a damage type, change all immunities to resist 12+.
(2) If the target has no immunities, but at least one resistance, it cannot benefit from its resistances.
(3) If it has no immunities or resistances, it is vulnerable to your attacks.
Miss: The target takes a -2 penalty to a random defense until the end of its next turn.
Champion feat: On a hit, the target also takes a -2 penalty to PD and MD (save ends all).
Epic feat: On a miss, you regain the spell at the end of the battle.
7th Level Spells
Mind Blank
Close-quarters spell; Daily
Target: You or one nearby ally
Effect: Until the end of the battle, the target gains resist psychic 18+ and it is immune to all non-damage effects of attacks against MD.
Epic feat: You can target yourself and 1d3 allies with the spell.
Otiluke's Freezing Sphere
Ranged spell; Daily
Target: One nearby enemy.
Attack: Intelligence + Level vs. PD
Hit: 3d6 x 10 cold damage.
Miss: Half damage
Special: You can choose to cast this spell recklessly. In this case, add 1d3 enemies in the same group as secondary targets.
Secondary Attack: Intelligence + Level vs. PD
Secondary Hit: 1d10 x 10 cold damage.
Secondary Miss: 1d4 x 10 cold damage to allies engaged with the target.
9th level spell: Increase all damage multipliers to x 20.
Epic feat: On a natural 16+ attack roll, the primary target is weakened until the end of your next turn.
Otto's Irresistible Dance
Ranged spell; Daily
Target: One nearby enemy with 320 hp or fewer
Special: If the target has 160 hp or fewer, you gain a +4 bonus to the attack roll and the save is a hard save (16+).
Attack: Intelligence + Level vs. MD
Hit: The target is hampered and takes a -4 penalty to defenses (normal save 11+ ends both).
Miss: -
9th level spell: Targets with 500 / 250 hp or fewer.
Power Word, Stun
Ranged spell; Daily
Target: One nearby enemy with 300 hp or fewer
Attack: Intelligence + Level vs. MD
Hit: The target is stunned (save ends).
Miss: The target is weakened until the end of its next turn.
9th level spell: Targets with 600 hp or fewer.
Epic feat: If the target has 300 hp or fewer, the save is a hard save (16+).
9th Level Spells
Power Word, Kill
Ranged spell; Daily
Target: One nearby enemy
Attack: Intelligence + Level vs. MD
Hit: If the target has 250 hit points or less, it dies instantly. A targets with more hit points start making last gap saves (hard save 16+). If it fails the fourth save, it dies. If the target has more than 500 hit points, the last gap saves are normal saves (11+). If it has more than 1000 hit points, it is immune.
Miss: -
Epic feat: The target dies on the second failed save.
Time Stop
Close-quarters spell; Daily
Target: Self
Effect: This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen to you, although they are still moving at their normal speeds. You can take 1d4+1 full turns (standard action, move action, quick action) as a free action. You suffer effects like ongoing damage normally while taking these turns. While the time stop is in effect, other creatures are invulnerable to your attacks and spells. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. Any spell with a duration longer than the remaining duration of the time stop has its normal effects on other creatures once the time stop ends.
Wish
Close-quarters spell; Daily
Effect: The caster utters the words "I wish ...", and the literal wording of that Wish becomes reality. Wish is the ultimate freeform spell, as anything can be made happen. The spell can be used to gain information, heal wounds, travel anywhere, summon items, and of course rain terror on your enemies. However, the universe has a way to reflect overly ambitious Wishes back at the caster. A famous example is a Wizard who wished his greatest nemesis to be dead, and was promptly thrown forward in time to an age where said enemy had long been perished.
A specific limitation of the spell version is that ongoing effects usually end after a day. For example, if you wish to be transformed into a dragon, you will revert back into your original form, although any poor victims you incinerated with your fire breath will still be pile of ash. To overcome this limitation, Wish has to be cast as a ritual, which requires careful preparation, a long casting time and expensive material components.
GM Note: If you are looking for a literary inspiration for this spell, think about Cinderella's transformation. Treat this spell as a plot device. Fulfill the Wish in a way that moves the story forward, in the same way that you handle a 5 on an icon relationship rolls and fail forward on skill checks. This is the most powerful spell in the game, cast by one of the most powerful wizards in the game world, at the peak of the campaign. The results can and should feel amazing. There is always room to introduce unintended negative consequences of a PC's dabbling with ultimate power later.
Version 0.3; 29 December 2016
Art credits:
Andrebdois - Magia; Sir Tiefling - Chromatic Orb; Jesse Larsen - Bigby's Haaaaaaaaaand!!;
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Power Word : Kill is far too powerful. Compare it to necromancer's finger of death :
Finger of Death
Ranged spell
Daily
Target: One nearby enemy with 240 hp or fewer
Attack: Intelligence + Level vs. MD
Hit: The target drops to 0 hp and dies.
Miss: You take 4d10 damage and regain finger of death after the battle.
Epic Feat: You can now target an enemy with 320 hp or fewer.Like 0 -
How many uses is a Scribed Scroll good for, or does it act like an additional slot you paid gold for and doesn't increase unless you pay more gold to level it?
Like 0 -
You need two spell slots: Scribe Scroll itself and the spell you inscribe. You also need 50gp per level of the spell you inscribe. A scroll is a one use magic item.
The advantage is that you can prepare scrolls during downtime between adventures, as long as you have the cash. If the campaign doesn't keep track of gold, the GM should impose some other limit on scrolls, such as rare ingredients or just a flat "you can carry up to three".
It's also a way to allow other PCs to cast certain spells, as long as they have an arcane caster class or an appropriate background.Like 0
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