Hilander RPGs

Spells

If I had a broomstick,
Harry Clarke

Essentials of Magic

What is a spell?: In essence, a spell is a tool by which mortals may break or bend the laws of reality. Thus, they must be "outside" our reality, and somehow accessed by those who dwell in mortal realms. Some have theorized that they are the language of the primeval gods, the working of spirits, or tugging on the strings of reality by our own immortal souls. There is merit to all of these answers, but none are fully certain.

A spell can be cast by anyone who has access to a Spell and one or more Magic Dice (MD).

To cast a spell, invest and roll any number of your Magic Dice, which are d6. The spell may reference the number of [dice] rolled, the total [sum] of the roll, or the [highest]/[lowest] result of any single dice. If any MD rolls a 1-3, count it toward the spell's casting, then return it to your pool, otherwise MD return when you rest over night.

How can I gain access to magic? Both spells and magic dice may come from classes, magic items, or scrolls.

Classes may add additional rules to spell-casting.

Magic Items have specific rules per item. The most basic magic items may offer a simple +1 bonus to their usefulness, but some have a single magic dice and a spell—typically their MD may only be used to cast the spell they contain.

Scrolls contain a single magic dice and a spell. Any literate person may cast a spell from a scroll, but if the MD of the scroll is used, it does not return on a 1-3, and the scroll burns up.

Talismans: Religious orders may grant rewards to those who help them in the form of a talisman. It contains a Divine Spell, and functions like a Spell Scroll.

Spell Schools

The following schools are a rough method of organization.

The first item on each list is a cantrip related to that school. If a character has access to a cantrip, it does not require any MD to be invested for them to use it.

For random spells, roll a d6 for the school and a d10 for the specific spell. Note that this will never result in a divine spell, for those are the territory of gods and devils.

1 - School of Fundamentals
Candle: You may summon and extinguish small flames. They can be launched for d4 Damage up to 60’, using WIL for Hit and Damage rolls
1. Deflection
2. Detect Magic
3. Dispel Magic
4. Enchant Tool
5. Enlarge or Reduce
6. Fireball
7. Floating Disc
8. Knock or Lock
9. Magic Missile
10. Sending

_

2 - School of the Dead
Ghostly Hand: As an action, command an invisible hand that can move up to 30’ within 60’ of you.
1. Cause Disease
2. Create Skeleton
3. False Life
4. Inflict Wounds
5. Phantom Limb
6. Siphon
7. Speak with Dead
8. Weakness
9. Wither
10. Word of Death

_

3 - School of the Ether
Confusion: Bleak voices fill the mind of a creature within 60’. It suffers disadvantage on its next test, and must save or take d4 damage.
1. Arcane Armament
2. Banish
3. Circle of Protection
4. Feather Fall
5. Find Familiar
6. Grease
7. Mage Armor
8. Shadow Step
9. Shift
10. Summon

_

4 - School of True Seeing
Glow: An object you touch glows brightly, emitting 15’ of light for 10 minutes, or until you dismiss it.
1. Clairvoyance
2. Detect Evil & Good
3. Detect Emotions
4. Detect Magic
5. Dreamwalk
6. Find the Path
7. Premonitions
8. Read Language
9. Scry
10. Third Eye

_

5 - School of the Veil
Whisper: You may whisper messages that can be heard only by a creature of your choice within 120’.
1. Berzerk
2. Bewitch
3. Cage Memory
4. Calm Emotions
5. Faerie Fire
6. Fog
7. Illusion
8. Invisibility
9. Mask
10. Mirror Image

_

6 - School of the Vine
Root: A creature within 30’ must save or be grappled by roots emerging from the ground.
1. Awaken
2. Cloud Call
3. Enfeeble or Enhance
4. Polymorph
5. Speak with Animals
6. Speak with Plants
7. Summon Swarm
8. Thorns
9. Unstable Evolution
10. Web

_

Divine Magic
Wonder: You may cause a minor wonder, such as your voice to boom, the ground to tremor, or your appearance to grow somehow strange and wondrous but still certainly you.
1. Bind Creature
2. Ceremony
3. Commune
4. Conceal or Reveal
5. Cure or Cause Disease
6. Detect Evil
7. Enfeeble or Enhance
8. Find the Path
9. Heal or Harm
10. Light & Shadow
11. Protection from Evil
12. Purify Food & Drink
13. Quest
14. Remove or Inflict Fear
15. Resistance
16. Raise Dead
17. Shield
18. Silence
19. Stormbolt
20. Windwalk

Spells by Name

Arcane Armament: You summon a +[dice] magical weapon of your choice that lasts [sum] hours. When you use your action to attack with it, you may make an extra attack as a free action.

Awaken: A plant within 30’ serves you for [sum] hours. While awakened, the plant is aware of its area, can communicate with you, and can attack creatures in melee range with +[dice], and a damage dice depending on the size of the plant. Small - d4 | Medium - d6 | Large - d8.

Banish: One otherworldly creature within 30 feet must pass a -[dice] Save or be forcibly expelled from an area for [sum] years. If 4 or more dice are invested the banishment is permanent. Area size grows with each [dice]:

  1. Room or Body
  2. Structure or Village
  3. Nation or Region
  4. World

Berzerk: A creature within 30’ goes berzerk for [dice]x2 turns, or until it saves at the end of its turn. A berzerk creature must attack whatever is nearest to it.

Bewitch: A creature within 60’ must save or become friendlier toward you for [sum] days and forget this spell. Hostile creatures become neutral, and neutral creatures become friendly. Friendly creatures are open to helping you as best they can. On a successful save, they become immune to this spell.

Bind Creature: A creature within 60’ becomes unable to move or act for [sum]x10 seconds, or until they pass the save at the end of their turn. If 4 [dice] are used the effect is permanent after the second failed saving throw, or until you release it.

Cage Memory: [sum] HD of creatures within 60’ forget one memory of your choice for [dice] days. If 4 [dice] are used, the memory is forgotten until this effect is dispelled. Targets may attempt a save to remember they’ve forgotten something.

Calm Emotions: [Dice] creatures within 30’ lose all distracting emotions such as fear, rage, charm, etc.

Ceremony: You perform a religious ceremony for up to [dice] creatures, that requires a Vow to be made by the targets.  Targets gain +1 AC for [sum] days, and if multiple targets are chosen, they can always sense the direction towards the others. If a target breaks their vow, they gain [dice] fatigue. A creature may be affected once per year.

Circle of Protection: You create a 10’ Radius circle on the ground. For [dice]\ x10 minutes, creatures of a type of your choice, (such as undead, demons, humanoids, etc) cannot cross the circle, and no magical effects can cross the circle.

Clairvoyance: For [sum]\ x10 minutes, you can see through the eyes of a creature whose name you know whenever you close your eyes. Intelligent creatures may make a save to be aware of this effect.

Cloud Call: You may shift the weather [dice] steps. Clear | Cloudy | Precipitating | Stormy. If this causes a storm, or is cast during a storm, you may summon a bolt of lightning dealing [sum]\ x2 damage to a creature you see.

Commune: Speak with an otherworldly being who favors you over the course of 10 minutes, asking [dice] questions. They will answer to the best of their ability.

Conceal or Reveal: For [dice]\ x10 minutes, a creature within 30’ is fully ignored by all creatures that see it until it engages them. Alternatively, the target can see invisible creatures and effects, such as spells and curses.

Create Skeleton: Breathe [sum] HP into a dry skeleton, giving it new life. It retains no memories of its former life, and rolls a +[dice] reaction to you. 

Cure or Cause Disease: A creature you touch instantly succeeds or fails [dice] saves against a disease that exists within 60’. Most creatures carry some form of latent disease.

Deflection: You can deflect the next [dice] attacks aimed at you onto another creature within the original attack’s range, including the attacker. You may cast this as a reaction to being targeted by an attack.

Detect Emotions: For [dice] hours you can see emotions as colored smoke clinging to folk. Anger is red, disgust is yellow, envy is green, joy is pink, fear is purple, and grief is blue.

Detect Evil: For [sum] minutes, wicked intentions smell of rot and death.

Detect Magic: You can see a faint aura surrounding magical objects or effects within [dice]*10 feet of you for [sum] minutes.

Dispel Magic: A single magical effect within 60’ created with [dice] MD or less is permanently removed.

Dreamwalk: You fall asleep for 10 minutes and enter the dream of a creature you are familiar with. You may attempt [dice] actions within this dream, such as seeing their thoughts or passing a message to them. If they are not sleeping, this spell fails, and all [dice] are retained.

Enchant Tool: A weapon or tool gains +[dice] to attempts using it. Armor gains +[dice] to its AC. Effect lasts [sum] minutes.

Enfeeble or Enhance: A creature you touch must save or take -[dice] to rolls using a physical ability score of your choice for [dice] minutes, or gains +[dice] to those rolls.

Enlarge or Reduce: [Dice] creatures of your choice within 30’, and any items they are holding or wearing, grow 50% larger or smaller for 10 minutes. While enlarged, their STR cannot be less than +4, their current and max HP increase by [sum] and they deal +d6 damage. While reduced, all damage is halved.

Faerie Fire A creature you are aware of within 60’ illuminates with bright light for [sum] rounds, revealing it and adding +[dice] to attacks against it.

False Life: You touch the corpse of a creature with no more than [dice]\ x2 HD to imbue it with false life for [sum]*10 minutes. At the end of the spell's duration, raised creatures must Save or die. The creature obeys the caster for the spell's duration, then is free to pursue its own agenda, though it retains no memories.

Feather Fall: Up to [sum] creatures of your choice within 60’ are immune to fall damage for [dice] minutes. This spell may be cast as a reaction to seeing creatures fall.

Find Familiar: You summon a magical beast with no more than [dice] HD. It is intelligent and can communicate with you telepathically while within 6 miles of you. It serves as a loyal follower until its death. You may only have one familiar at a time. Spells you cast can be cast from your familiar’s location as if it were your own.

Find the Path: For [dice]\ x2 hours while under the open sky a glowing path toward a place or object the caster is familiar with appears.

Fireball: You launch an explosive ball of flames at a point within 90’. All creatures within [dice]\ x5’ of that point take [sum]+[dice] damage, or ½ as much on a save.

Floating Disc: A floating magical disc appears. It lasts for [sum] hours, and will follow the caster at a range of 6 feet. It can hold 20 Bulk.

Fog: You summon a magical fog that fills a [dice]\ x10’ radius area of your choice. You can see through it, but other creatures are blind within it. The fog dissipates after [sum] minutes.

Grease: Fill [dice] jars or 5’ squares with impossibly slippery and flammable grease. If lit, it burns for an hour. The grease cannot be removed without soap and water, but the fire can be put out by rolling on the floor for an entire turn. The grease evaporates after 1 day.

Heal or Harm: A creature you touch regains or loses [sum]+[dice] HP, or [sum] HP if they are within 60’ but not touched. If 4 or more [dice] are invested, the spell can restore a creature to perfect health, including regenerating missing limbs or organs, and nullifying all poisons and disease. It cannot raise the dead.

Illusion: You create an illusion no larger than [dice]\ x10’ square. It may follow a creature or object of your choice, and lasts [sum] hours. If 2 [dice] are invested, you may cause the illusion to move and make noise as a free action. If 3 [dice] are invested, the illusion can fool touch, though not if force is applied. If 4 [dice] are invested, the illusion becomes permanent until you dismiss it.

Inflict Wounds: [Dice] targets within 30 feet must Save or take [sum]+[dice] DMG, or ½ as much on a success.

Invisibility: A creature you touch and all their gear becomes invisible for [sum] minutes. Additional items picked up, including blood and dirt, do not turn invisible.

Knock or Lock: A lock touched by the caster unlocks, but a loud noise shakes the area. If creatures are nearby, this triggers an encounter on x-in-6, where x is 4-[dice]. Alternatively, a closable opening becomes magically sealed by the caster for [dice]*10 minutes. If used on a creature (such as to seal their lips) they may attempt a save.

Light & Shadow: You create [dice] tiny floating spheres that emit 30’ of light or 5’ of darkness for [sum] hours. Each sphere follows 1 target. You may dismiss these spheres or change their targets as you please.

Mage Armor: You surround yourself in magical armor. You gain [dice] AC for [sum] minutes.

Magic Missile: [dice] arcane darts streak towards targets within 60’. Each dart deals d6+[dice] DMG, and hits automatically.

Mask: You magically alter a creature’s physical appearance for [sum] hours. The illusion is flawless and stands up to touch.

Mirror Image: You create [dice] impeccable duplicates of yourself that move in unison with you. Whenever you would be hit by an attack, there is a 75% chance it destroys a duplicate instead.

Phantom Limb: [Dice] limbs can’t touch physical objects, only incorporeal ones, for [dice] hours or until dispelled. 

Polymorph: A creature within 30’ must save -[dice] or be transformed into a creature of your choice with [dice] or less HD for [sum] x 10 minutes. If the creature is reduced to 0 HP, it regains its true form at the amount of HP it had prior to polymorphing. Transformed creatures retain their mind. If 4 [dice] are invested, the effect is permanent.

Premonitions: The next [dice]\ x2 damaging effects targeting you that have any chance of missing, miss. Lasts [sum] hours.

Protection from Evil: For [sum] minutes, undead and demonic beings take a -[dice] penalty to hit creatures within 10’ of you.

Purify Food & Drink: [Sum] rations or gallons of drink are purified of poison, disease, and alcohol.

Quest: A creature that can understand you must save -[dice] or be compelled to take on an arduous quest of your choice immediately. Every time they willfully resist the quest, they take 1 Fatigue. Alternatively, you may free a creature from its quest.

Raise Dead: You touch a dead body and attempt to infuse it with life and recall its soul. This succeeds if the [highest] is 5+. If this spell fails, it cannot be used on the same creature again. On a success, the creature springs to life with 3 fatigue and -1 point from an attribute of their choice.

Read Language: The caster may translate any text they touch for [sum] minutes.

Remove or Inflict Fear: [dice] allies within 60’ lose all fear, or [sum] HD of creatures become frightened of a target within 60’ and must flee or hide for [dice] minutes.

Resistance: A creature within 30’ takes half damage for [sum] minutes.

Scry: You speak the true name of a creature, and an image of it appears on a reflective surface of your choice within 10 feet. The image shows the creature’s current activity and surroundings, and lasts [sum] minutes. 

Sending: You send a message that can be spoken in [sum] x 6 seconds to 1 creature you have spoken to in the past. The message will appear in 24 - [sum] hours. It may appear as a dream, a waking vision, or a booming voice only they can hear.

Shadow Step: Teleport yourself up to 30 feet to a point you can see. Before or after you teleport, deal [sum] damage to creatures of your choice within 10 feet, or ½ as much on a save. You may also cast this as a reaction to taking damage.

Shield: A creature within 30’ gains a magical shield that will absorb [sum]\ x2 damage. Lasts [dice] hours.

Shift: [Sum] willing creatures within 30’ are teleported to a location within [dice]*30’. If 3 dice are invested, the targets may be teleported to a teleportation circle you have attuned to.

Silence: An area with a 10’ radius centered on a target within 30’ becomes absolutely silent for [sum] minutes. Casters within the area cannot use magic.

Siphon: When you hit a creature with a melee attack, you may deal an additional [sum] damage, and gain ½ the total damage as HP.

Speak with Animals: For [sum] minutes, animals gain a +[dice] reaction to you, and you may understand and be understood by them.

Speak with Dead: Ask [highest] questions of a skull or dead body. -1 question to compel true answers and/or hear emotion.

Speak with Plants: For [dice] hours, you may gather information from plants that they would know, such as recent weather patterns, the presence of particular animal breeds, conversations had nearby, or whether the area has seen any strange magic recently. Plants mainly absorb information through their leaves and roots.

Stormbolt: You hurl a bolt of lightning at one target within 60 feet, inflicting [sum] damage, or ½ as much on a save. Repeat this effect against a new target within 30’ of the previous target [dice] times.

Summon: You pull a creature with [dice] HD from any plane of existence to a point within 30’. It remains for [dice]\ x10 minutes, until it is killed, or until you dismiss it. There is a 1-in-6 chance that it retains its free will. You will know if this happens. Otherwise it serves you however you ask, though it may try to bend your instructions if intelligent.

Summon Swarm: Small creatures such as rats, insects, or birds swarm to your area. The swarm will follow your orders for [dice] hours. They act as a creature with [sum] HP, 10 AC, and may make a +[dice] attack, dealing [dice]d4 DMG.

Third Eye: You create [dice] floating eyes at points within 60 feet. Each eye lasts [sum]x10 minutes, has an Armor of 2, 1 HP, and is unaffected by gravity. As an action, you may move an eyeball 30 feet. Whenever you close your eyes, you may choose to see through one of these eyes.

Thorns: An area within 30 feet covering [dice]\ x2 5 foot squares grows thick, impassable thorns. The thorns deal d6 damage to any creature that touches or melees them. Each 5’ square of thorns has 6 HP.

Unstable Evolution: Up to [sum] willing creatures of your choice within 30 feet gain an animal trait until they next rest, such as claws (d8 DMG), Gills, Fur, Night Vision, Etc. If wings are given, creatures cannot typically carry more than 3+MGT bulk while flying. Targets also take [lowest] DMG as their bodies are mutated.

Weakness: A creature within 30’ takes double damage for [dice] combat rounds.

Web: Fill [sum] adjacent 5’ cubes within 60 feet with thick sticky webbing. Creatures in the area or that enter the area must pass a Strength or Dexterity test (DC 12+[Dice]) or be caught within the webbing. Spiders and the caster may freely climb on and pass through the webbed space. The web is highly flammable.

Windwalk: [Dice] willing creatures within 30’ are lifted by the wind for [sum]x10 minutes. You may move each of them 30’ on your turn as a free action, and they do not fall until the spell ends or you cancel it.

Wither: A creature you touch takes [sum] damage at the start of its turn for [dice] turns.

Word of Death: You speak an unforgivable word. One creature that can hear you must save or die. Your max and current HP is lowered by [lowest].

#referee