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    Orc in the Playground
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    Jun 2007

    Default The Magic of Dusk - (Magic: the Gathering inspired setting)

    This is the first draft of the spell chapter for my setting. References to alignment are analogous to the colors of magic. As this post is long enough as is I'll discuss the alignments in a separate post.

    Spells
    In this chapter we will discuss how magic and spellcasting in the world of Carthasana differs from the other worlds of the D&D multiverse, then outline the new spells of the setting. The rules are mostly the same, the primary difference lies in alignment.

    In most D&D worlds alignment means a character’s views on ethics and morality, expressed in terms of the conflicts of law vs. chaos and good vs. evil. In Carthasana alignment refers to the will of the five sister goddesses that created the world. All magic ultimately draws from them, all spells are an expression of their thoughts and wills. Therefore, all spells have an alignment, and spells share alignments with creatures.

    If a creature’s values are goals to be obtained, spells are tools to obtain those goals.

    There are significant advantages to casting a spell that matches your alignment. First, if you must make a concentration check you do so with advantage. Second your spells are considered one level than they actually are when exposed to dispelling magic or other checks against them. For example, normally dispel magic automatically dispels 3rd level spells. To dispel a magic circle (a 3rd level Valra spell) cast by a Valra aligned caster an ability check will be required since the spell will be treated as 4th level for purposes of dispelling.

    Components
    Note the following concerning spell components which are in addition to the rules outlined in the Player’s Handbook.

    Verbal
    Spells with a verbal can be clearly heard from 60’ away unless there is other noise such as that of a pitched battle, and can be heard from 120’ off with a Wisdom(Perception) check and further still with disadvantage out to 180’. A spellcaster must be able to hear themselves clearly to cast a spell with verbal component – a deafened spellcaster must make a concentration check DC 10 to cast a verbal spell.

    Somatic
    Spells with a somatic component can be ruined if the caster is subject to vigorous motion such as riding a galloping horse or on the pitched rolling deck of a ship in a storm. In such circumstances the concentration check has a DC of 10 unless otherwise stated (such as with the earthquake spell).

    Material
    A material component that is not consumed by a spell’s casting is referred to as a focus.

    Attunement
    Spells are sorted both by level and by attunement level (major or minor). If a character has minor attunement to a level (Such as a Bard of the College of Shadows has minor attunement to Sodra) then they may use only the minor spells of a level. A character with major attunement in a level (A bard using a Balcra aligned spell) can use any of the spells of the color.

    Minor spells sometimes are weak for their level. The cardinal example is flame strike, a 5th level spell with damage and an area of effect that compares quite unfavorably with the 3rd level spell fireball. Barring extenuating circumstance (such as a target known to be resistant to fire damage) a spellcaster will always choose fireball over flamestrike. However, flamestrike is minor while fireball is major, meaning a character with minor attunement will not have access to fireball.

    Aside from determining who can use what spell, attunement has no game effect.

    Spell Lists
    The lists that follow give quick summaries of the spells in the vein of the 3rd edition Player’s Handbook and are useful for getting a general idea of what the spell does. They are not meant to be used for rulings – read the spell’s full description when there are questions about what it does.

    Spells that are underlined are new and presented in this book. Spells in italics are from the Player’s Handbook, but have setting alterations included in the spell listing which follow.

    Abora
    Abora’s magic generally has a green aura, and therefore is known as green magic. Many of the spells deal with nature. The color also lays claim to most of the charm and domination effects, general purpose personal enhancement effects, and polymorphing effects.

    Bards and Druids have major access to Abora’s magic.
    Spoiler
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    Minor Cantrips

    1. Friends – Use magic to influence a creature’s mood positively towards you and it becomes hostile to you when the spell ends.
    2. True Strike – Gain advantage on your next attack
    3. Thorn Whip – Create a whip that deals at least 1d6 piercing damage and pulls creatures towards you.


    Major Cantrips

    1. Druidcraft – Create minor magical effects useful in stewarding nature.
    2. Shillelagh – Imbue a wooden weapon with nature’s power changing the weapon’s damage die to d8.
    3. Vicious Mockery – Hurl magical insults which deal at least 1d4 psychic damage to a foe and put them at a disadvantage on their next attack.


    Minor 1st Level Spells

    1. Charm Person – Charm a humanoid to be friendly for 1 hour.
    2. Detect Poison and Disease – Locate poisons and diseases within 30’ while concentrating
    3. Expeditious Retreat – Take the dash action as a bonus action.
    4. Fog Cloud – Conjure a 20’ radius cloud of fog.
    5. Hail of Thorns – Ranged weapons emit thorns within 5’ on impact dealing 1d10 piercing damage.
    6. Longstrider – Increase a creature’s speed by 10’ for 1 hour.


    Major 1st level spells

    1. Animal Friendship – Charm a beast for one day.
    2. Ensaring Strike – Vines restrain creatures you strike with a melee weapon dealing 1d6 piercing damage / turn with their thorns.
    3. Entangle – Plants form difficult terrain in a 20’ square and creatures will be restrained if they fail Strength saving throws.
    4. Goodberry – Enchant berries to cure damage, 1 hit point per berry.
    5. Hunter’s Mark – Choose a quarry and deal 1d6 extra damage to it and have advantage on Wisdom (Perception) and Wisdom (Survival) checks against it.
    6. Speak with Animals – Gain the ability to converse with beasts for 10 minutes


    Minor 2nd level spells

    1. Alter Self – You alter your form to change your appearance, gain natural attacks or adapt to aquatic environments.
    2. Enlarge/Reduce – Double or halve a creature’s size, increasing or reducing damage by a d4.
    3. Lesser Restoration – Cure one of the following: a disease, blindness, deafness, paralysis or poison.
    4. Spider Climb – Subject can walk on surfaces of any orientation (even upside down).
    5. Suggestion – Compel a creature to follow a reasonable set of instructions.
    6. Web – Conjure a 20’ cube of webbing that obscures vision and restrains those inside.


    Major 2nd level spells

    1. Animal Messenger – Animal relays a message for you.
    2. Barkskin – Subject’s AC can’t be less than 16.
    3. Beast Sense – See and hear through the eyes and hears of a beast you touch.
    4. Enhance Ability – Gain advantage on checks with a single ability.
    5. Locate Animals or Plants – Find the nearest individual of a given animal or plant within 5 miles.
    6. Spike Growth – Ground becomes spiked difficult terrain dealing 2d4 piercing damage to those walking upon it.


    Minor 3rd level spells

    1. Alacrity – Cast spells 3rd level or less as bonus actions.
    2. Create Food and Water – Conjure 45 lb. of food and 30 gallons of water.
    3. Find Familiar – Gain the service of a familiar
    4. Remove Curse – Remove a curse from a creature or magic item.
    5. Sleet Storm – Heavily obscure a 20’ radius cylinder and make the ground within difficult terrain.
    6. Surge – Increase the casting level of a spell.


    Major 3rd level spells

    1. Accelerated Decay – Bacteria and fungus rip apart corporeal undead dealing 3d8 damage a round to them.
    2. Conjure Animals – Fey spirits take the form of beasts to serve you a short while.
    3. Hollow Tree – Create an extradimensional pocket in a tree to store items.
    4. Plant Growth – Plants become overgrown slowing the movement of creatures.
    5. Speak with Plants – Gain the ability to converse with plants for 10 minutes.
    6. Root – Creature’s feet take root halting its movement.


    Minor 4th level spells

    1. Aura of Life – Creatures gain resistance to necrotic damage and their maximum hit point totals can’t be reduced.
    2. Compulsion – Creatures move in a direction you designate.
    3. Dominate Beast – Control every action of a best.
    4. Polymorph – Creature assumes a new form.


    Major 4th level spells

    1. Conjure Woodland Beings – Summon fey beings to serve you a short while.
    2. Giant Insect – Transform insects into giant versions of themselves.
    3. Grasping Vine – Conjure a vine to lash out and pull creatures 20’ an action.
    4. Locate Creature – Find a specific creature within 1,000 feet of you.


    Minor 5th level spells

    1. Dominate Person – Control every action of a person.
    2. Geas – Constrain a creature from a designated course of action or activity.
    3. Greater Restoration – Reduce exhaustion, remove damage to abilities, curses and other ailments.
    4. Animal Scouts – Animals scout out an area for you for up to 8 hours.


    Major 5th level spells

    1. Awaken – Bestow sentience on a beast or plant.
    2. Commune with Nature – Gain knowledge of the land around you up to 3 miles
    3. Reincarnate – Creature is restored to life with a new body.
    4. Tree Stride – Enter one tree and exit from another up to 500’ away.


    Minor 6th level spells

    1. Mass Suggestion – Compel up to 12 creatures to follow a reasonable course of action.
    2. True Seeing – See things as they truly are, piercing illusions.
    3. Hero’s Feast – Prepare a banquet for up to twelve creatures and yourself that has multiple beneficial properties.


    Major 6th level spells

    1. Conjure Fey – Summon a fey creature to aid you.
    2. Transport Via Plants – Enter one plant and exit from another of the same species anywhere on the same plane.
    3. Wall of Thorns – Create a barrier of sharp thorns that deals 7d8 damage to those trying to move through.


    Minor 7th level spells

    1. Regenerate – Target creature heals 4d8+15 hit points and regrows lost members.
    2. Rusting Ray – Ray destroys metal weapons and armor, damages metallic constructs for 7d12+30 damage.
    3. Faerie Ring Retreat – Pass into an extradimensional meadow via a faerie ring.


    Major 7th level spells

    1. Cocoon – Encase a creature in a cocoon to restore it.
    2. Changestaff – Transform a prepared staff into a treant.
    3. Tranquility – Dispels all spells requiring concentration of 7th level or lower within range.


    Minor 8th level spells

    1. Antipathy/Sympathy – Set a target to attract or repel creatures of a specific type.
    2. Dominate Monster – Control all actions of a target creature.


    Major 8th level spells

    1. Animal Shapes – You and any number of willing creatures assume bestial shapes.
    2. Control Weather – Shift the weather to your desires.


    Minor 9th level spells

    1. Shapechange – Assume the shape of any creature with a challenge rating equal to your level or lower you are familiar with.
    2. True Polymorph – Transform creatures and objects freely.


    Major 9th level spells

    1. One with Nature – Become aware of all that transpires within 10 miles.
    2. Swarmform – Transmute yourself into a swarm which may disperse and observe a massive area.


    Balcra
    The magic of Balcra is strongly associated with air and water and radiates a blue aura, so it is typically called blue magic. There is an old saying, “Never trust a blue mage” and this comes from the Balcra’s penchant for illusion spells and misdirection. This magic also has the strongest transportive and divination spells. Its main weakness is that it lacks any real offensive power outside the conjuration of water and air elementals.

    Bards and Wizards have major access to Balcra’s magic.

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    Minor Cantrips

    1. Prestidigitation – Create a minor effect of magic for comfort or amusement.
    2. Guidance – Creature adds a d4 to the next ability check of their choice.
    3. Mage Hand – Spectral hand manipulates objects within 30’ of you, but can’t attack.


    Major Cantrips

    1. Mending – Repair a tear or break in an object.
    2. Message – Whispered message travels up to 100’ to a creature.
    3. Minor Illusion – Create the sound or image of an object up to 1 minute.


    Minor 1st level spells

    1. Comprehend Languages – For one hour you understand the literal meaning of any language you hear.
    2. Create or Destroy Water – Create or destroy 10 gallons of water, or destroy a 30’ cube fog area.
    3. Detect Magic – Detect the alignment of spells and creatures.
    4. Disguise Self – You may yourself look different for 1 hour.
    5. Jump – Triple the jump distance of a creature.
    6. Silent Image – Create an image of a creature, object or other phenomena in a 15’ cube.


    Major 1st level spells

    1. Color Spray – Temporary blind creatures with a dazzling display.
    2. Feather Fall – Protect up to five creatures from a fall.
    3. Identify – Determine the magical properties of an item, or the spells affecting a creature you touch.
    4. Illusory Script – Hide a message behind unintelligible gibberish.
    5. Knock – Open a single lock with a very loud knock.
    6. Sleep – Send 5d8 hit points of creatures into a magical slumber for 1 minute.


    Minor 2nd level spells

    1. Gust of Wind – A line of strong wind blows foes away from you.
    2. Levitate – Lift a creature or object 20’ in the air.
    3. Magic Mouth – Implant a 25 word message in an object to be spoken under specific circumstances.
    4. Pass Without Trace – Veil of shadow and silence gives bonus to Dexterity Stealth checks and prevents non-magical tracking.
    5. Rope Trick – Hide eight creatures in a pocket dimension at the top of a rope.
    6. See Invisibility – See creatures that are invisible or on the æther plane.


    Major 2nd level spells

    1. Augury – Receive an omen concerning an action to be taken in the next 30 minutes.
    2. Blur – Distortion of your form puts attackers at a disadvantage.
    3. Invisibility – Conceal a creature from sight until it attacks or casts a spell.
    4. Locate Object – Sense the direction to an object’s location.
    5. Mirror Image – Create three illusionary duplicates of yourself
    6. Misty Step – Teleport 30’ as a bonus action.


    Minor 3rd level spells

    1. Major Image – Create an illusion with full thermal, audio and visual sensation within a 20’ cube.
    2. Sending – Send a 25 word message anywhere.
    3. Slow – Halve the speed of a creature.
    4. Tongues – Touched creature understands all languages and is understood by all who hear.
    5. Water Walk – Target creature can walk across the surface of any liquid.
    6. Wind Wall – Strong winds form a barrier and batter creatures for 3d8 damage.


    Major 3rd level spells

    1. Blink – You move back and forth between your current plane and the æther plane.
    2. Clairvoyance – Create a sensor in a location familiar to you or obvious to see or hear through.
    3. Counterspell – Counter a spell as a reaction.
    4. Fly – Gain a flying speed of 60’
    5. Hypnotic Pattern – 30’ cube of patterns charm and incapacitate creatures.
    6. Water Breathing – Grant up to ten creatures the ability to breathe underwater for 24 hours.


    Minor 4th level spells

    1. Arcane Eye – Sends an eye to scout out for you.
    2. Conjure Minor Elemental – Conjure elementals to serve you.
    3. Control Water – Create floods, part water, redirect its flow or create whirlpools in bodies of water.
    4. Fabricate – Convert raw materials into a finished product.


    Major 4th level spells

    1. Divination – Ask for guidance on a planned course of action within the next 7 days.
    2. Dimension Door – Teleport yourself up to 500 feet.
    3. Greater Invisibility – Hide a creature from sight until the spell ends.
    4. Twincast – Copy a spell midcasting as a reaction.


    Minor 5th level spells

    1. Animate Objects – Objects spring to life under your command.
    2. Conjure Elemental – Conjure Elementals to serve you.
    3. Seeming – Change the appearance of any number of creatures within range.
    4. Telekinesis – Move and manipulate objects by thought.


    Major 5th level spells

    1. Dream – Shape a subject’s dreams to send a message or cause nightmares.
    2. Legend Lore – Learn significant lore about a named creature or object.
    3. Scrying – See and hear a particular creature or location on the same plane as you.
    4. Teleportation Circle – You create a teleportation circle that links up to a permanent circle elsewhere.


    Minor 6th level spells

    1. Contingency – set a spell 5th level or less to come into effect under specific circumstances.
    2. Find the Path – Know the shortest route to a location you know.
    3. Wind Walk – You and up to ten creatures take the form of clouds and move rapidly to another location.


    Major 6th level spells

    1. Arcane Gate – Link two portals up to 500 feet apart.
    2. Programmed Illusion – Create an illusion which comes into effect when certain conditions are met.
    3. Time Warp – The touched creature takes two consecutive turns.


    Minor 7th level spells

    1. Etherealness – You move into the border of the æther plane.
    2. Plane Shift – You and up to eight creatures shift between planes.
    3. Sequester – Hide a willing creature or object.


    Major 7th level spells

    1. Mirage Arcana – Cause an area to look entirely different for 10 days.
    2. Project Image – You create an illusionary copy of yourself while concealing your true self with invisibility.
    3. Teleport – Transport yourself and up to eight creatures to another point on the same plane.


    Minor 8th level spells

    1. Demiplane – You create a pocket dimension for an hour.
    2. Glibness – You can replace the roll of any charisma check with a 15.


    Major 8th level spells

    1. Telepathy – Establish a mental link with another creature.
    2. Tsunami – Conjure a 300’ wall of water.


    Minor 9th level spells

    1. Gate – Creates a standing portal between two planes, or call in a creature.
    2. Foresight – gain advantage on attack rolls, ability checks and saves for 8 hours.


    Major 9th level spells

    1. Astral Projection – Traverse the æther plane to a specific location on another plane.
    2. Time Stop – Stop time while you take multiple turns in a row.


    Shunra
    In contrast to Balcra, Shunra’s magic lacks all subtlety. It is direct, blunt and most of the time it hurts to be on the receiving end of a red spell, so called since the auras of these spells glow red under detect magic. While associated most closely with the elements of fire and earth, Shunra can manipulate most any element to cause damage.

    Wizards and Warlocks have major access to Shunra’s magic.

    Spoiler
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    Minor Cantrips

    1. Produce Flame – Flame illuminates 10’ radius and can be used to deal 1d8 or more damage.
    2. Ray of Frost – Ray deals 1d8 or more damage and slows target 10’ a round.
    3. Shocking Grasp – Deal 1d8 or more damage by touch and target can’t take reactions.


    Major Cantrips

    1. Eldritch Blast – Deal 1d10 force damage to a foe.
    2. Fire Bolt – Deals 1d10 fire damage
    3. Snapdragon Fireworks – Create brilliant explosions to signal or entertain.


    Minor 1st level spells

    1. Chromatic Orb – Orb deals 3d8 damage of an energy type you choose.
    2. Compelled Duel – Creature must fight you and has disadvantage to fight others.
    3. Faerie Fire – Outline creatures in light granting creatures advantage against them and they can’t be invisible.
    4. Quick – Pass initiative to an ally.
    5. Searing Smite – Ignite a creature dealing 1d6 fire damage a round.
    6. Thunderous Smite – Deal 2d6 thunder damage to a creature and knock it prone.


    Major 1st level spells

    1. Burning Hands – Cone of fire deals 3d6 damage.
    2. Guiding Bolt – Bolt deals 4d6 radiant damage and next attack has advantage.
    3. Hellish Rebuke – Creature that damaged you takes 2d10 damage.
    4. Magic Missile – Bolts unerringly strike for 1d4+1 damage each, starting with 3 bolts.
    5. Thunderwave – Thunder deals 2d8 damage and pushes foes 10’
    6. Witch Bolt – Bolt lashes for 1d12 lightning damage a turn.


    Minor 2nd level spells

    1. Calm Emotions – Suppress strong emotions in a group in a 30’ cube.
    2. Continual Flame – Create an everburning flame with no heat.
    3. Heat Metal – Metal objects sear those touching them for 2d8 fire damage.
    4. Magic Weapon – Weapon becomes magical gaining a +1 bonus to hit.
    5. Moonbeam – Deal 2d10 radiant damage to a creature and force shapechangers to their native form.
    6. Spiritual Weapon – Spectral weapon attacks foes for 1d8 damage.


    Major 2nd level spells

    1. Crown of Madness – Creature attacks those you designate.
    2. Flame Blade – Blade deals 3d6 damage.
    3. Flaming Sphere – Sphere under you direction deals 2d6 damage to foes.
    4. Meld Into Stone – Move into a stone large enough to hold you.
    5. Scorching Ray – Rays deal 2d6 damage each, starting with three rays.
    6. Shatter – Deal 3d8 thunder damage to creatures in a 10’ radius sphere.


    Minor 3rd level spells

    1. Call Lightning – Storm deals 3d10 lightning damage a round.
    2. Conjure Barrage – Cone of projectiles deal 3d8 damage.
    3. Elemental Weapon – Weapon deals 1d4 extra damage of an element you choose.
    4. Haste – Doubles a creatures speed allowing certain extra actions.
    5. Lightning Arrow – Projectile does 4d8 lightning damage.
    6. Stone Grasp – Stone hand grapples foes.


    Major 3rd level spells

    1. Incinerate – Lava orb does 8d8 damage to a single target.
    2. Fireball – Blast of fire deals 8d6 damage to all in a 20’ radius.
    3. Lightning Bolt – Line of electricity deals 8d6 damage 100’ path.
    4. Manaflare – Spellcaster dealt 1d6 damage per level of the spell she is concentrating on.
    5. Smash – Destroy an object or deal 8d8 damage to a contruct.
    6. Shockwave – Dispel silence and deal 8d6 thunder damage to those around you.


    Minor 4th level spells

    1. Confusion – Creatures in a 10’ radius sphere take random actions.
    2. Conjure Minor Elemental – Conjure elementals to serve you.
    3. Fire Shield – Resistance to fire or cold damage, and those attacking take 2d8 damage.
    4. Freedom of Movement – Touched creature is unaffected by difficult terrain and can’t be paralyzed or restrained.


    Major 4th level spells

    1. Ice Storm – Ice falls dealing 2d8 cold and 4d6 bludgeoning damage to all in a 20’ radius cylinder.
    2. Stone Shape – Shape a medium sized stone into any form desired.
    3. Stoneskin – Target has resistance to bludgeoning, piercing and slashing.
    4. Wall of Fire – Wall deals 5d8 damage to those in it’s path or within 10’


    Minor 5th level spells

    1. Conjure Elemental – Conjure elementals to serve you.
    2. Flame Strike – Deals 4d6 fire and 4d6 radiant damage in a 10 radius.
    3. Passwall – Create a passage in stone, wood or plaster for 1 hour.
    4. Swift Quiver – Quiver supplies endless ammunition and enable additional attacks.


    Major 5th level spells

    1. Cone of Cold – 60’ cone deals 8d8 cold damage.
    2. Conjure Volley – Projectiles deal 8d8 damage in a 40’ radius.
    3. Destructive Wave – Creatures within 30’ take 5d6 radiant and 5d6 thunder damage and are knocked prone.
    4. Wall of Stone – Creates a wall of various dimensions.


    Minor 6th level spells

    1. Move Earth – Reshape large areas of terrain slowly over time.
    2. Sunbeam – 60’ long beam of light deals 6d8 damage each turn.
    3. Wall of Ice – Wall deals 10d6 damage to those in it’s path.


    Major 6th level spells

    1. Chain Lightning – Bolts deal 10d8 lightning damage.
    2. Disintegrate – Creatures are dealt 10d6+40 damage and are disintegrated if this reduces them to 0 hit points.
    3. Flesh to Stone – Creature that fails three saving throws is petrified.


    Minor 7th level spells

    1. Æther Flash – Creatures that teleport into the area are dealt 10d6 damage.
    2. Fire Storm – Storm deals 7d10 damage.
    3. Reverse Gravity – Affects a 50’ radius 100’ high cylinder.


    Major 7th level spells

    1. Delayed Blast Fireball – Deals 12d6 damage in a 20’ radius sphere.
    2. Prismatic Spray – 8 colored rays spring out with different effects.
    3. Statue – Creature can enter and leave a petrified state and can’t be petrified by other spells and effects.


    Minor 8th level spells

    1. Sunburst – 60’ radius burst deals 12d6 radiant damage blinding creatures and dispelling darkness.
    2. Earthquake – Create intense tremors in a 100’ radius circle.


    Major 8th level spells

    1. Incendiary Cloud – Cloud deals 10d8 damage a turn.
    2. Stone Rain – Rain falls dealing 10d6 bludgeoning damage a round in a 30’ radius cylinder.


    Minor 9th level spells

    1. Prismatic Wall – Creates a barrier with various effects to those who touch it.
    2. Storm of Vengeance – Creates a storm which deals damaging effects to all targets within sight.


    Major 9th level spells

    1. Meteor Swarm – 4 orbs deal 20d6 fire and 20d6 bludgeoning damage.
    2. Volley of Boulders – Change up to 10 pebbles to boulders midflight which strike for 5d12 bludgeoning damage


    Sodra
    Sodra’s magic has a sinister reputation because it is capable of manipulating the forces of unlife, pestilence and decay. Sodra holds power over these forces since they directly affect individuals more than communities. Sodra also has mental attack powers and most necrotic damaging spells are here.

    Clerics and Warlocks have major access to Sodra’s spells.
    Spoiler
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    Minor Cantrips

    1. Acid Splash – Bubble of acid deals 1d6 or more acid damage.
    2. Chill Touch – Deals 1d8 or more necrotic damage.
    3. Thaumaturgy – Create a minor effect of magic to impress and awe.


    Major Cantrips

    1. Poison Spray – Use poison gas to deal 1d12 or more damage.
    2. Puppet Strings – Animate a humanoid corpse temporarily, or control one.
    3. Addle – Shock the mind of a subject to interrupt spells.


    Minor 1st level spells

    1. False Life – Gain 1d4 + 4 temporary hit points.
    2. Grease – 10’ area covered in slick grease.
    3. Inflict Wounds – Deal 3d10 necrotic damage.
    4. Ray of Sickness – Deals 2d8 poison damage and poisons the subject.
    5. Unseen Servant – Servant performs various tasks and can’t attack.
    6. Wrathful Smite – Deal 1d6 psychic damage and frighten the subject.


    Major 1st level spells

    1. Armor of Agathys – You gain 5 temporary hit points and creatures which attack you take 5 damage.
    2. Arms of Hadar – Creatures within 10 feet of you are battered for 2d6 necrotic damage.
    3. Bane – Target’s rolls penalized by a d4.
    4. Dissonant Whispers – Target takes 3d6 psychic damage and moves away from you.
    5. Duress – Target can’t cast spells.
    6. Hex – Deal 1d6 extra damage on a chosen target.


    Minor 2nd level spells

    1. Detect Thoughts – Read the thoughts of nearby creatures
    2. Find Traps – Sense traps within 120’
    3. Gentle Repose – Delay the onset of a corpse’s decay.
    4. Phantasmal Force – Create an illusion that exists only in the mind of the victim.
    5. Protection from Poison – Neutralize a poison, and subject has advantage on saves against poison.
    6. Ray of Enfeeblement – Target deals only half damage with Strength attacks.


    Major 2nd level spells

    1. (Melf’s) Acid Arrow – Target takes 4d4 acid damage, then 2d4 acid damage the following turn.
    2. Blindness/Deafness – Blind or Deafen one foe.
    3. Darkness – 15’ radius sphere
    4. Darkvision – Touched creature sees in darkness out to 60 feet for 8 hours.
    5. (Nystul’s) Magic Aura – Creates false magic auras or mask how target appears to spells.
    6. Paranoia – Subject considers everyone his enemy.


    Minor 3rd level spells

    1. Animate Dead – Animate a medium size humanoid corpse or smaller and control it for 24 hours.
    2. Fear – Creatures in a 30’ cone drop what they are holding and become frightened.
    3. Feign Death – Place a creature in a state indistinguishable from death for 1 hour.
    4. Phantom Steed – Create a steed which lasts one hour.
    5. Speak With Dead – Pose 5 questions to a corpse.
    6. Stinking Cloud – 20’ radius cloud sickens creatures.


    Major 3rd level spells

    1. Bestow Curse – Set a curse upon a creature.
    2. Dirge of Despair – Targets have disadvantage on wisdom and death saving throws and cure spells have minimum effect.
    3. Gaseous Form – Transform willing creature into a cloud.
    4. Hunger of Hadar – 20’ radius sphere of darkness and cold deals 2d6 damage to those within.
    5. Non-detection – Hide a creature from divination magic.
    6. Vampiric Touch – Siphon 3d6 hit points off target with each touch, healing yourself for half that much.


    Minor 4th level spells

    1. Blight – Deal 8d8 necrotic damage to a creature.
    2. Hallucinatory Terrain – Terrain in a 150’ cube takes on an appearance you choose.
    3. Malicious Spite – You foster a deep hatred in a creature towards another.
    4. Staggering Smite – Target takes 4d6 psychic damage and is staggered.


    Major 4th level spells

    1. Agonizing Memories – Target takes 10d4 psychic damage and can’t cast spells until it refocuses.
    2. Energy Drain – Target takes 8d4 necrotic damage to both its hit points and its maximum hit points.
    3. Phantasmal Killer – Creature’s fears deal 4d10 psychic damage to it each round.
    4. Lycanthropic Curse – Curse a creature with wererat lycanthropy.


    Minor 5th level spells

    1. Creation – Create an object out of shadow matter pulled from Sodra.
    2. Mislead – Become invisible while projecting a duplicate of yourself.
    3. Modify Memory – change a memory up to 10 minutes long occurring in the last day.
    4. Planar Binding – Bind a creature to your service


    Major 5th level spells

    1. Antilife Shell – Create a 10’ radius barrier living creatures can’t pass through.
    2. Cloudkill – 20’ radius sphere of poison gas deals 5d8 damage a turn.
    3. Contagion – Inflict a disease by touch.
    4. Contact Other Plane – You contact an extraplanar entity five questions.


    Minor 6th level spells

    1. Circle of Death – Creatures in a 60’ radius sphere take 8d6 necrotic damage.
    2. Create Undead – Creates ghouls, ghasts, wights or mummies.
    3. Eyebite – gain a gaze attack that inflicts sleep, panic or sickness.


    Major 6th level spells

    1. Harm – Deal 14d6 necrotic damage to hit points and maximum hit points to a creature.
    2. Magic Jar – Place your soul in a container then, from there, attempt to possess others.
    3. Smother – Kill target creature by suffocation.


    Minor 7th level spells

    1. Finger of Death – Deal 7d8+30 necrotic damage to a creature. If it is slain, it rises as a zombie.
    2. Simulacrum – Make an illusionary duplicate of a creature or beast.
    3. Shadow Killer – Target’s shadow detaches and attacks it.


    Major 7th level spells

    1. Corpse Control – Move your soul into an undead creature and take direct control of it.
    2. Buried Alive – Ground opens up and swallows a creature.
    3. Befoul – Target creature becomes effectively undead.


    Minor 8th level spells

    1. Insect Plague – Locusts fill a 20’ radius sphere dealing 4d10 piercing damage.
    2. Feeblemind – Deal 4d6 psychic damage and set target’s Intelligence and Charisma to 1.


    Major 8th level spells

    1. Clone – Create a duplicate of a living creature.
    2. Power Word: Stun – Stun creatures with less than 150 hit points.


    Minor 9th level spells

    1. Weird – Creatures in a 30’ radius suffer their worst fears taking 4d10 psychic damage a turn.
    2. Wish – Siphon your life force to gain your greatest desires.


    Major 9th level spells

    1. Power Word: Kill – Creatures with fewer than 100 hit points die.
    2. Soul Exchange – Souls are traded between two creatures.


    Valra
    The color of Valra’s magic is yellow, but because of the association of that color with cowardice most refer to Valra’s magic as gold magic. In either case, the spells of Valra are largely protective in nature or aid creatures in recuperating from wounds. When these spells deal damage it is when someone is foolish enough to enter their area of effect, though a few of them can be used offensively as well.

    Clerics and Druids have major access to Valra’s magic.

    Spoiler
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    Minor Cantrips

    1. Dancing Lights – Create 4 torch sized lights and control them.
    2. Light – Illuminate a 20’ radius.
    3. Resistance – Target adds d4 to next saving throw of its choice.


    Major Cantrips

    1. Blade Ward – Until your next turn you have resistance against weapons
    2. Sacred Flame – Deal 1d8 radiant damage to a target.
    3. Spare the Dying – Stabilize a dying creature.


    Minor 1st level spells

    1. Alarm – Know when intruders are in an area for the next 8 hours.
    2. Command – Issue a one word command to a creature.
    3. Heroism – Target is immune to being frightened and gains temporary hit points.
    4. Mage Armor – Target’s base AC is 13 + Dexterity modifier for 8 hours.
    5. Purify Food and Drink – All food in a 5’ radius is purified.
    6. Shield – Gain +5 to AC as a reaction.


    Major 1st level spells

    1. Bless – Target adds d4 to attack rolls and saving throws.
    2. Cure Wounds – Heal 1d8 + your casting ability modifier in damage.
    3. Divine Favor – Weapon attacks deal 1d4 more damage.
    4. Healing Word – Heal 1d4 + your casting ability modifier as a bonus action.
    5. Sanctuary - Creature can’t be attacked unless attackers make a willpower save.
    6. Shield of Faith – Creature gains a +2 to AC


    Minor 2nd level spells

    1. Arcane Lock – Bind an object closed increasing the DC to open by 10.
    2. Branding Smite – Deal 2d6 damage to creature and make it visible.
    3. Enthrall – Target has disadvantage on Wisdom (Perception) checks.
    4. Find Steed – Summon a mount depending on your alignment.
    5. Hold Person – Target humanoid can’t move while you concentrate.
    6. Silence – 20’ radius sphere blocks sound


    Major 2nd level spells

    1. Aid – Three creature’s max hit points increase by 5 for 8 hours.
    2. Cloud of Daggers – 5’ cube filled with daggers that deal 4d4 slashing damage a round.
    3. Cordon of Arrows – Creatures that enter a warded area are struck for 1d6 damage.
    4. Prayer of Healing – Up to six creatures regain hit points of 2d8 + your casting ability modifier.
    5. Warding Bond – Target gains resistance to damage and both you and it take damage.
    6. Zone of Truth – 15’ radius sphere in which creatures can’t lie.


    Minor 3rd level spells

    1. Daylight – Illuminate a 60’ radius.
    2. Dispel Magic – End spell effects.
    3. Glyph of Warding – Ward a portal or object with a spell effect.
    4. Magic Circle – Ward a 10’ radius area from an alignment.
    5. Protection from Energy – Gain resistance to one energy type.
    6. Spirit Guardians – Spirits harass and slow creatures within 15’ of you.


    Major 3rd level spells

    1. Aura of Vitality – heal one creature a round with a bonus action for 2d6
    2. Beacon of Hope – Targets have advantage on Wisdom and Death saves and regain maximum hit points from any healing.
    3. Blinding Smite – deal 3d8 damage and blind a foe.
    4. Crusader’s Mantle – You and your allies deal 1d4 extra damage per weapon attack.
    5. Mass Healing Word – Heal 1d4 + casting ability modifier for up to 6 creatures as a bonus action.
    6. Revivify – Restore a creature to life that died in the last minute.


    Minor 4th level spells

    1. Banishment – Send a creature back to its home plane.
    2. Guardian of Faith – Guardian damages approaching foes within 10’
    3. (Otiluke’s) Resilient Sphere – Enclose a creature in a force sphere.
    4. Dampening Field – Damaging spells have minimum effect.


    Major 4th level spells

    1. Aura of Purity – Nearby creatures can’t be diseased and have advantage on saving throws against most status effects.
    2. Death Ward – Negate death attacks once.
    3. Reverse Damage – Be healed by the damaging effect of a spell.
    4. Humble – Creature loses class ability


    Minor 5th level spells

    1. Banishing Smite – Deal 5d10 damage to an outsider, possibly banish it.
    2. Circle of Power – Allies within 30’ have advantage on saving throws.
    3. Hold Monster – Creature can’t move while you concentrate.
    4. Wall of Force – Create an impenetrable barrier.


    Major 5th level spells

    1. Commune – Contact your deity and pose up to three questions.
    2. Hallow – Infuse an area with magical power.
    3. Mass Cure Wounds – Up to six creatures regain 3d8+your spellcasting modifier in hit points.
    4. Raise Dead – Restore to life a creature dead for up to 10 days.


    Minor 6th level spells

    1. Globe of Invulnerability – Spells 5th level or less can’t cross a barrier set by this spell.
    2. Guards and Wards – Ward an area with numerous effects.
    3. Planar Ally – Call an extraplanar creature to aid you.


    Major 6th level spells

    1. Blade Barrier – Wall of blades deal 6d10 damage to any who attempt to cross.
    2. Forbiddance – Creatures of a given alignment are warded away.
    3. Word of Recall – Teleport yourself and up to 5 allies to a sanctuary.


    Minor 7th level spells

    1. Conjure Celestial – Summon a celestial to aid you.
    2. Forcecage – Cage of force entraps a creature.
    3. Symbol – Warding symbol has deadly effects on those who touch it.


    Major 7th level spells

    1. Divine Word – creatures suffer status ailments depending on their hit point total, outsiders banished.
    2. Heal – Target creature gains 70 hit points and cure all status ailments.
    3. Resurrection – Restore to life a creature dead for no more than a century.


    Minor 8th level spells

    1. Antimagic Field – Create a 10’ radius field where magic does not function.
    2. Mind Blank – Creature made impervious to mental probing or attack.


    Major 8th level spells

    1. Holy Aura – Creatures within 30’ have advantage on saving throws and foes have disadvantage on attacks.
    2. Maze – Send a creature to an extradimensional space.


    Minor 9th level spells

    1. Imprisonment – Create a magical restraint to bind a creature.
    2. True Resurrection – Restore to life a creature dead no more than 200 years, even if you only know its true name.


    Major 9th level spells

    1. Mass Heal – Restore 700 hit points divided as you choose among any number of creatures in range.
    2. Power Word: Heal – Creature regains all hit points and status ailments end.

    Last edited by Alias; 2014-10-18 at 12:48 PM.

  2. - Top - End - #2
    Orc in the Playground
    Join Date
    Jun 2007

    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Spell Descriptions
    The spells that follow are new. There level line contains their alignment, but is otherwise identical to the format found in the Player's Handbook. A spell with only a title originally appears in the Player’s Handbook, and the notes here are an addendum to the main spell description in that volume.
    Spoiler
    Show

    Accelerated Decay
    3rd level aboran transmutation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (A deathcap mushroom)
    Duration: Concentration, up to 1 minute.

    You greatly accelerate the actions of fungi and other decay causing organisms to attack the undead. Choose a point in range. The area of effect is a cylinder 40’ high with a 20’ radius. Each round all corporeal undead take 3d8 damage with a Constitution save to reduce the damage in half.

    Addle
    Sodran necromancy cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You spike the magical energies around a creature with the primary intent of disrupting their concentration. The target rolls a concentration check with their casting ability instead of concentration against a DC of 10 + 1d4. If they fail, not only is the spell lost but also psychic damage is dealt equal to half the die roll.

    At 5th level use (2d4), 11th level (3d4) and 17th level (4d4)

    Agonizing Memories
    4th level sodran necromancy
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    Choose a creature in range. You cause the creature to instantly recall their most agonizing memories. The shock of this experience deals 10d4 psychic damage with an intelligence save to reduce this in half. If the save is failed the target cannot cast spells until it takes an action to refocus its mind. To do so requires a successful intelligence save.

    At higher levels: When you cast this spell from a slot of 5th level or higher it deals 2d4 more damage per level above 4th.

    Alacrity
    3rd level aboran transmutation
    Casting Time: 1 bonus action
    Range: Self
    Components: V, S, M (a swift feather)
    Duration: Concentration, up to 1 minute

    Your casting is sped up so that spells with a casting time of 1 action will be cast as a bonus action. Spells with other casting times are unaffected.

    (You can't use regular actions to perform regular actions)


    Animal Scouts
    5th level aboran divination
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M ( food favored by the animals chosen)
    Duration: Up to 8 hours

    You call up to five tiny animals to act as scouts for you. They will move out, scout around for you, and return to you at a predetermined time that may be up to 8 hours later. As you cast the spell you may convey instructions to the creatures of no more than 25 words to describe what sort of events or persons they are to follow. These instructions will not override the creature’s normal instincts to avoid obvious danger.

    In order to report their findings the creatures must report back to you. When they do, a vision plays in your mind of what the animals saw while under the spell. It takes 1 round to playback 1 minute of visions. If you move more than a mile away from the animal the spell link is broken and it will not return.

    At higher levels: When you prepare this spell in a 6th level slot or higher you may add an additional scout for each level past 5th.

    Astral Projection
    There is no Astral plane in Carthasana per se, but this spell still works by transporting through the æther plane. As with plane shift, if you cast this from an outer plane you cannot reach an opposition plane from it.

    Æther Flash
    7th level shunran abjuration (ritual)
    Casting Time: 10 minutes
    Range: Touch
    Components: V, S, M ( powdered ruby worth 1,000 gp)
    Duration: 1 day

    You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures that dare teleport into the area take 10d6 damage, constitution save for half.

    When you cast the spell you can designate a password. A creature that integrates the password into the spell or ability that transports them into the area will be unaffected.

    The spell’s area cannot overlap with the area of another aether flash, or with forbiddance or similar teleportation wards. If it does only the highest level spell takes effect. If you cast this spell every day for 30 days in the same location the spell lasts until it is dispelled and the material components are consumed on the last casting.

    Befoul
    7th level sodran necromancy (curse)
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: 24 hours

    You touch a creature, and that creature must succeed at a wisdom saving throw or become cursed for the duration. The curse of befoul twists the lifeforce of the afflicted intermixing it with undeath. The victim is considered Sodran and undead instead of its normal alignment and type for the duration of befoul. The victim cannot recover hit points and cure spells will not work. If the victim dies while under this curse it becomes a zombie when the spell ends.

    Remove curse and any other spell that can duplicate its effect dispels this spell.

    At higher levels: If cast as a 9th level spell this spell persists until dispelled and if it remains in place for a number of weeks equal to the challenge rating of that creature it must begin to make a constitution save at the beginning of each further week spent under the spell or die and become a zombie.

    Bestow Curse
    3rd level sodran necromancy (curse)
    In addition to the standard curse effects in the Player’s Handbook, the following curses may be set upon creatures. Some of these curses require you to cast the spell from a spell slot higher than 3rd.

    • Brittlebone (4th): Target has disadvantage on saving throws against effects which deal bludgeoning damage and bludgeoning attacks deal 1d8 extra damage.
    • Suffering (3rd): Target can’t heal by any means.
    • Gluttony(5th): Creature suffers hunger pains after only one hour without eating. If it doesn’t eat four times normal rations it cannot benefit from long rests.
    • Greed (3rd): Target must seek to acquire wealth at all times, and is at disadvantage on all social checks involving money.
    • Recurring Nightmare(7th): Target can’t benefit from rest.
    • Wildweave(5th): Spells wildsurge (see wild sorcerer entry).
    • Wasting(7th): Subject ages a year each day.
    • Wilting(8th): Subject loses 1 point of constitution and strength each day. If either reach 0 the subject dies.



    Buried Alive
    7th level sodran transmutation
    Casting Time: 1 action
    Range: 30’
    Components: V, S, M (a swift feather
    Duration: Concentration, up to 1 minute

    Choose a creature size large or smaller and the earth beneath them opens up and begins to swallow them. They can avoid this with a dexterity save. If they fail they proceed to step 1 of the burial process.

    • Step 1: Creature is buried to its knees and grappled. It can make a strength or dexterity save to escape to the surface, but they must succeed at a dexterity save on the following round to fully escape the spell. If the character fails proceed to step 2.
    • Step 2: The character is buried to their waist and restrained. A strength save is necessary to return to step 1. If the character fails, proceed to step 3.
    • Step 3: The character is effectively paralyzed, and buried to their neck. A strength save with disadvantage is required to return to the previous step. If it is failed, proceed to the final step.
    • Step 4: The character is buried alive. Unless it doesn’t need to breathe it will begin to suffocate. The character can no longer escape on its own – it’s allies must dig it out if it is to escape. You can push the character further into the earth at a rate of 2 feet a round – this will increase the time needed to dig the character out. Typically allies will be able to dig 1 foot a round to effect an escape.


    The target must be standing on unworked earth or the spell will fail.

    At higher levels: Cast as a 9th level spell the target goes directly to step 2 on the first failed save, then to step 4 on the second.

    Changestaff
    7th level aboran transmutation
    Casting time: 1 action
    Range: Touch
    Components: V, S, F (A specially prepared oak staff)
    Duration: Concentration, up to 1 hour

    You change an oaken staff into a treant (see Monster Manual) which obeys your commands for the duration of the spell. If the treant is reduces to 0 hit points, the staff used to create it crumbles to dust. The treant emerging from the staff always has full hit points regardless of what its hit point total was.

    If you spend a bonus action as you cease concentration your staff will fly back to your hand. Otherwise it falls on the spot where the treant was.

    To prepare the staff for this spell you must cast this spell upon the staff once a day for 30 days. This casting takes 1 minute and has no other effect.

    At higher levels: Cast as a 9th level spell you do not have to concentrate to maintain the effect.

    Cocoon
    7th level aboran transmutation (ritual)
    Casting Time: 10 minutes
    Range: Touch
    Components: V, S, M (a used cocoon)
    Duration: Special

    You encase a creature, which may be yourself, in a cocoon. While in the cocoon the creature heals 30 hit points an hour. After the first hour all poisons are removed, after the second hour all ability loses are restored, after the third hour all severed members are restored. The creature encased may emerge from the cocoon at any time and will emerge after a day. You however may choose to remain in the cocoon for up to a year. While encased in the cocoon you are aware of anything that transpires within 60’, but you’re otherwise in a deep sleep. You do not age and do not need food or water while so encased.

    Conjure Elemental, Conjure Minor Elemental
    The full power of these spells is split between Balcra and Shunra. To summon air and water elementals you must have minor access to Balcra’s magic. To summon earth and fire elementals you must have minor access Shunra’s magic.

    Contact Other Plane
    There are five planes in the cosmology of Carthasana that you can contact. You can only contact a plane if you are on a plane that adjoins it. You have advantage on your Intelligence check if your alignment matches the plane. You have disadvantage on your Intelligence check if it is opposed to your alignment.

    Corpse Control
    7th level sodran necromancy
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Up to 24 hours

    You leave your body to take direct control of an undead creature you have created within 100 feet of you. Your own body falls into a comatose state while this spell lasts. The undead host has your mental statistics and its hit points increase up to match yours. Unlike with magic jar, you may use any special attacks the undead you possess. You may use your action at any time to return to your body, or to move to a different undead creature that you control. Lost hit points are not destroyed while doing this. If the undead you possess is destroyed while you are more than 100 feet from your body, you die. Otherwise you must make a constitution saving throw against your own spell DC. If you succeed you return to your own body with 1 hit point remaining. If you fail, you die.

    At higher levels: If you cast this spell at 9th level you can attempt to take control of an undead you did not create, or a free willed undead. It must succeed at a Charisma saving throw against your spell DC to repel your attempt to control it, and if it succeeds you cannot try again for 24 hours.

    Dampening Field
    4th level valran abjuration
    Casting time: 1 action
    Range: 30’
    Components: V, S
    Duration: Concentration, up to 1 minute

    You create a dampening field that reduces the effectiveness of offensive magics. Spells of 4th level or less deal their minimum possible damage to creatures in the area of effect.

    At higher levels: When you cast this spell from a slot of 5th level or higher it affects spells of the same level or lower.

    Detect Magic
    1st level balcran divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes.

    Magic permeates all things in Carthasana, and for this reason detecting magic and detecting alignment are one and the same. When you use the spell you sense the presence of all auras within 30’ and whether they are coming from a creature or a spell. You can use your action to focus onto a specific aura and learn its school if it is a spell and type (fey, fiend, celestial, elemental, undead, or native) if it is a creature. Native means creatures native to the material plane. If you continue to focus on the same creature you can divine any secondary auras it has.

    The spell has dangers. If you use it in the presence of a creature with a challenge rating 8 or more above your own, or in the presence of a spell more than 4 levels higher than you can cast you will be stunned unless you succeed at a wisdom saving throw. If the source of the stun has the same alignment as you then you can make the saving throw with advantage.

    Dirge of Despair
    3rd level Sodran abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Concentration, up to 1 minute.

    This spell destroys hope and snuffs vitality. Choose any number of creatures within range. For the duration each target has disadvantage on Wisdom saving throws and death saving throws, and regains the minimum number of hit points possible from any healing.

    Duress
    1st level sodran necromancy
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M ( a lead coin)
    Duration: Concentration, up to 1 minute

    Choose a creature you can see within range. The target must succeed at a saving throw using their casting ability or be unable to cast new spells for the duration. Any spell they are concentrating on is unaffected. On their turn they may use their action to make another save – a success ends the spell.

    Energy Drain
    4th level sodran necromancy
    Casting time: 1 action
    Range: 30 feet
    Components: V, S, M (bone fragment from an undead creature)
    Duration: Instantaneous

    One of the more feared of Sodran spells, energy drain leeches the vitality from a creature. You choose a creature within range that you can see. It takes 8d4 necrotic damage to its hit point total and its maximum hit point total with a constitution save to reduce this in half and cancel all damage to the maximum hit point total. Damage to the creature’s maximum hit points is recovered after a long rest.

    At higher levels: When you prepare this spell in a 5th level slot or higher it deals an extra 2d4 damage for each level beyond the 4th.

    Faerie Ring Retreat
    7th level aboran conjuration
    Casting time: 1 minute
    Range: 300 feet
    Components: V, S, F (A pre-existing “faerie ring” which is a ring of toadstools)
    Duration: 24 hours

    You conjure an extradimensional meadow that can be accessed from the center of a faerie ring you designate (these features are not too uncommon in most deciduous forests). You and any creature you designate when you cast the spell can enter the meadow while the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed the portal itself is invisible though the toadstools hint at its presence.

    The conjured meadow is idyllic and peaceful. The fruit trees present can feed up to 100 people. A staff of 100 near transparent animals and fey attend all who enter. You decide the visual appearance and form these servants take. They obey your every command. They can go anywhere in the meadow but cannot leave it. Items conjured within the meadow vanish if removed from it.

    Find Steed
    You cannot choose the type of creature – your primary alignment chooses it for you. If you are Valra or Balcra aligned the creature is a celestial. If you are Shunra or Sodra aligned it is a fiend. If you are Abora aligned it is a fey.

    Forbiddance
    This spell wards against alignments instead of creature types.

    Gate
    Gate is subject to the same restrictions as plane shift when opening portals. You can also cast it to draw in a creature from another plane but in this mode the portal does not remain open.

    The material component varies by target plane – yellow diamond for Valra, sapphire for Balcra, jet for Sodra, ruby for Shunra and emerald for Abora.

    Hallow
    The spell doesn’t ward against creature types but instead wards against alignments. Choose an alignment, and creatures of that alignment cannot enter if they are outsiders, and while they can enter if they are natives to the plane they have disadvantage on all checks and creatures they cast spells against have advantage on their saves.

    Creatures also have advantage on all saves against the spells of the opposing alignments regardless of who casts them.

    At higher levels: When cast as a 7th level spell you may ward two alignments and bind two effects. If cast as a 9th level spell you ward against three and bind three effects.

    Hollow Tree
    3rd level aboran transmutation (ritual)
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a tree and open a pocket dimension inside of it that you may store non-living items within. The size of those items is limited by the ensorcelled tree – they need to be able to fit inside the tree if it were forcibly hollowed out by mundane means. After the spell is completed the tree will radiate faint magic under the scrutiny of detect magic. When you later touch the tree you may remove the items and if you don’t want to remove all of them you need to renew the spell at that time.

    You may also cast this spell to remove items from a hollow tree of another druid.

    Humble
    4th level valran enchantment
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S
    Duration: Concentration, up to 1 minute

    You choose a creature you can see within range. The creature must succeed at a Charisma saving throw or be unable to use class abilities or its proficiency bonus for any action except the subsequent saves against this spell. At the end of each of its turns the character may use its action to make a new charisma saving throw with its normal proficiency bonus (if any) and if successful this spell ends.

    At higher levels: When you cast this spell from a 5th level slot or higher you may target an additional creature for each level beyond the 4th.

    Incinerate
    3rd level shunran evocation
    Casting Time: 1 action
    Range: 120’
    Components: V, S, M ( a piece of obsidian less than one year old )
    Duration: Instantaneous

    An orb of lava forms in you hand which you direct to a creature which it then immolates dealing 8d8 damage with a dexterity saving throw for half. A creature that fails its saving throw is also set on fire and must take an action, or an ally must take an action, to put out the flames or take 1d8 damage each time it ends its turn on fire. A character reduced to 0 hit points fails death throws automatically if on fire from this spell. If this spell kills someone outright they are reduced to ash and only raise dead or stronger magic will restore the character.

    At higher levels: When you cast this spell from a 4th level slot you increase the damage by 2d8 for each level above 3rd. When you cast this spell from a 5th level or higher slot and kill a creature outright only resurrection or stronger magic can restore the character. When you cast this spell from a 7th level or higher slot and kill a creature outright nothing but powdered ash will remain and only true resurrection can restore the character.

    Lycanthropic Curse
    4th level sodran transmutation (curse)
    Casting time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a humanoid creature and it must make a constitution save or be inflicted with wererat lycanthropy.

    At higher levels: When you cast this spell from a 5th level slot it inflicts werewolf lycanthropy. At 6th level it inflicts wereboar lycanthropy. At 7th level it inflicts weretiger lycanthropy. At 8th level it inflicts wereboar lycanthropy. At 9th level the spell inflicts true lycanthropy which can only be undone with a wish spell.

    Magic Circle
    3rd level valran abjuration
    Casting Time: 1 minute
    Range: 10 feet
    Components: V, S, M (varies)
    Duration: 1 hour

    When you learn this spell you must choose an alignment. The version of the spell you learn affects only the alignment you choose. If you want to affect more than one alignment, you must learn the spell multiple times or cast the spell from a 5th level slot and choose a different alignment.

    You create a 10 foot radius, 20 foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

    The ward has the following effects on spells and creatures with the chosen alignment:

    • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation to do so it must succeed on a charisma saving throw. If the spell that provides the teleportation has the alignment the ward protects agains the saving throw has disadvantage.
    • The creature has disadvantage against targets in the cylinder
    • Targets in the cylinder can’t be charmed, frightened, or possessed if the creature or spell has the warded alignment
    • Targets in the cylinder make their saving throws with advantage against spells of the warded alignment.


    Creatures are subject to the spell if any of their alignments are warded. As a rule of thumb, fey are Abora aligned; celestials are Valra aligned and occasionally Balcra aligned; elementals are Shunra or Balcra aligned depending on element; fiends are Sodra or Shunra aligned and undead Sodra aligned at a minimum.

    When you cast the spell you can elect to cause its magic to operate in the reverse direction, preventing a creature of the alignment from leaving the cylinder and protecting targets outside it. Spells of the warded alignment can’t be cast in a reversed magic circle.

    The material component varies by alignment warded – iron filings for Abora, gold dust against Valra, copper wire for Balcra, silver dust for Sodra, sea salt crystal for Shunra. The process of preparing these materials costs 100 gold pieces. A ward cast from a 5th level slot that allows you to pick the alignment to ward at casting time requires 1,000 gp worth of diamond dust.

    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each level above 3rd. As mentioned previously, if the spell is cast from a 5th level or higher slot using diamond dust you may pick the alignment to ward at casting time.

    Malicious Spite
    4th level Sodran enchantment (curse)
    Casting time: 1 action
    Range: 30 feet
    Components: V, S, M (bone fragment from an undead creature)
    Duration: 24 hours

    With a curse you instill feelings of malice and hatred in a creature you can see within range. It must succeed at a wisdom saving throw or be compelled to utterly loathe a creature of your choice that you name and it knows, or is immediately obvious. If the target is already unfriendly to the creature it makes this save with disadvantage, but if it is especially enamored with the creature it makes the save with advantage. The creature you name does not have to be present at the casting of this spell.

    If it is and a combat is underway it attacks the creature you name to the exclusion of other targets. Otherwise it abuses, slanders and plots against the designated creature within the limits of its ability and morality. It will seek out and kill the creature if that is in its nature.

    The creature cannot benefit from a long rest until it commits a malicious act against the target.

    As this spell is a curse it cannot be dispelled, but remove curse will remove its effect.

    At higher levels: When this spell is cast from a 5th level slot it lasts a week. When cast from a 6th level slot it lasts a month, When cast from a 7th level slot it lasts a year and when cast from an 8th level slot it is permanent until removed.

    Manaflare
    3rd level shunran evocation
    Casting time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    You choose a spellcaster concentrating on a spell within range. They must succeed at an Intelligence save or be dealt 1d6 psychic damage to caster for each level of the spell they are concentrating on. The damage isn’t divided in half when the concentration check is made for its damage. The concentration check can’t be less than 15 and must be made even if the spell did no damage on a successful Intelligence saving throw.

    One With Nature
    9th level aboran divination (ritual)
    Casting Time: 1 minute
    Range: Self
    Components: V, S
    Duration: 1 hour

    You must cast this spell while on hallowed ground, usually a druid circle or grove. You become aware of all that transpires within a 10 miles radius and can sense through the senses of any animal within this distance.

    Paranoia
    2nd level sodran enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a garlic leaf)
    Duration: Concentration, up to 1 minute.

    You attempt to inflict a mental state of paranoia on a person. They must make a wisdom saving throw to avoid the effect. If they fail they become paranoid, regarding all creatures as an enemy and becoming unfriendly or outright hostile to all other creatures. A paranoid creature will not use beneficial effects on others, and all social rolls to interact with the creature have disadvantage. Paranoia doesn’t override charm effects – a character subject to both regards everyone but the charmer as an enemy.

    At higher levels: When you cast this spell using a spell slot of 3rd level or higher it can affect an additional creature for every spell level beyond the second. The creatures to be affected must be within 30 feet of each other.

    Planar Ally, Planar Binding
    There are five planes in the cosmology of Carthasana that you can draw creatures from. In order to draw in a creature you must have major access to its magic, and if your personal alignment is different than you can draw from that plane as well. To draw from other planes you must cast the spell from a location strongly linked to the target plane.

    You have advantage on social rolls with creatures of your own alignment. You have disadvantage on social rolls with creatures of an opposed alignment.

    Plane Shift
    There are five planes in the cosmology of Carthasana that this spell can shift you to. In order to journey to a plane you must have a link to it. You can shift to a plane that you have major access to its magic, and if your personal alignment is different than these you can shift to that plane as well. The remaining planes can be reached by casting the spell from a location strongly linked to the target plane.

    The five planes of Carthasana are an imperfect mirror of the material plane. Plane shift cannot take you to a specific location on that plane – that is a function of teleportation within that plane. Instead you are transported to the location on the plane that corresponds to your location on your current plane. If it is occupied you appear at the nearest open point without harm.

    You cannot planeshift from an outer plane to its opposition outer plane. You must instead planeshift to the material plane or planeshift to an allied plane, and then to the opposition plane. For example, to reach Sodra from Valra you must either pass through the material plane or through Balcra, which is allied to both Sodra and Valra.

    The rod used for the spell is to be made of gold to reach Valra, platinum to reach Balcra, silver to reach Sodra, iron to reach Shunra and oak to reach Abora.

    Puppet Strings
    Sodran necromancy cantrip
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Concentration

    You imbue the forces of unlife into a corpse of a medium sized humanoid creature that remains animated for the duration of your concentration and as long as you spend your action each round to maintain the spell.

    You may instead seize control of an undead with a challenge rating half your level or less if it fails a Charisma saving throw.

    Quick
    1st level shunran transmutation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M ( a shaving of licorice root)
    Duration: Instantaneous

    You target an ally and imbue them with a burst of speed. If they haven’t acted yet this combat you may elect to give them the initiative – they will act immediately after your turn for the remainder of the combat instead of whatever initiative count they rolled. If they have acted then on their turn they may take a single action that can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide or Use an object action.

    Reverse Damage
    4th level Valran evocation
    Casting Time: 1 reaction (a spell is cast)
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    Choose a 2nd level or lower spell being cast. Any damage it would do to you is prevented and you are healed by that amount. If the spell deals damage to multiple targets the other targets are affected normally.

    At higher levels: When you cast this from a 5th level slot you may target a 3rd level or lower spell, and so on.

    Root
    3rd level aboran transmutation
    Casting Time: 1 action
    Range: 90 feet
    Components: V, S
    Duration: Concentration, up to 1 minute

    You choose a living creature you can see within range. The creature must succeed at a Constitution saving throw or have it’s feet polymorphed into roots which spring into the ground and hold it fast. While this effect persists the creature can’t take move actions or the dash action, and has disadvantage on dexterity saving throws. Each round the character may repeat the save, and if successful the spell ends.

    At higher levels: When you cast this spell from a 4th level or higher slot you may target an additional creature for each level beyond 3rd.

    Rusting Ray
    7th level aboran transmutation
    Casting time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    A green ray springs forth from your fingertip and strikes at a foe. The targeted creature makes a dexterity saving throw. If it fails, any weapon it is holding is reduced to dust, and it’s armor drops by 1d6. If this reduces the armor’s defense value to 10 the armor likewise turns to dust. If the armor or the weapon is magical the save is made with advantage.

    If the spell is directed at a construct made of metal, such as an iron golem, the creature takes 7d12+30 points of damage, or half damage on a successful Dexterity save. The construct has disadvantage on this save.

    Shadow Killer
    7th level sodran illusion
    Casting time: 1 action
    Range: 30 feet
    Components: V, S, M ( a sheet of black silk)
    Duration: Concentration, up to 1 minute

    You cause the shadow of a creature to detach from it and attack it. It has half the max hit points of the creature it detached from and doesn’t have the magic items that creature may have. It’s attacks deal psychic damage. The shadow acts on your turn and can only take the attack option against the creature it is a shadow of.

    Shockwave
    3rd level shunran evocation
    Casting time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: Instantaneous

    You create a powerful pulse of thunder that strikes all creatures in range but you. These creatures take 8d6 thunder damage with a constitution save for half. This spell can be cast in areas of magical silence and will dispel them.

    At higher level: When you cast this spell from a slot 4th level or higher it deals 1d6 more damage for each level beyond the 3rd.

    Smash
    3rd level shunran transmutation
    Casting time: 1 action
    Range: 60’
    Components: V, S, M ( fragment of a broken object )
    Duration: Instantaneous

    You use a destructive resonance to destroy an object size large or smaller. If it is unattended this destruction occurs immediately. If it is held by a creature the creature makes a willpower save or it is destroyed. If the object is magical it makes its save with advantage. No piece of the smashed object will be larger than a coin after this spell is successful.

    Constructs, and objects under the animate object spell, take 8d8 damage, constitution save for half.

    At higher levels: When you cast this spell from a 4th level slot you may either affect an additional object or increase the damage by 2d8 for each level above 3rd.

    Smother
    6th level Sodran necromancy
    Casting time: 1 action
    Range: 30 feet
    Components: V, S, M (fragment of skin sloth from a constrictor snake)
    Duration: Concentration, up to 1 minute

    You choose a creature in range that must breathe to live that you can see. It must succeed at a Constitution saving throw or immediately have all the air driven from its lungs and fall into the grasp of this spell. While you maintain your concentration it cannot breathe. It has disadvantage on all checks while struggling for air except for the constitution saving throw against this spell that it must make on each of your turns. When it fails a number of these checks equal to its constitution modifier it drops to 0 hit points and is dying, but it must continue to make saving throws against this spell instead of normal death saving throws. If it fails three saving throws while dying it is slain.

    When the spell is stopped the victim can breathe normally, but still suffers after effects until it makes a constitution saving throw to regain its breath. Until that occurs the victim has disadvantage on all checks.

    If the victim was at 0 hit points when the spell ends it can begin breathing and doesn't need to make death saving throws but remains unconscious until it can finish a short rest, at which point all hit points lost to this spell are restored. If it is subjected to a cure spell at all it returns to the hit point total it had before this spell struck it, then add the healing effect of the cure spell used to awaken it.

    A creature that makes the initial saving throw against this spell is unaffected by the spell.

    At higher levels: When you cast this spell from a 7th level or higher slot you can maintain the spell for an additional minute for each level beyond 6th.

    Snapdragon Fireworks
    Shunran Evocation Cantrip
    Casting Time: 1 action
    Range: 500 feet
    Components: V, S
    Duration: Instantaneous

    A fiery ember shoots forth from your fingertip with a loud squeal or crackling noise, issues along a chaotic weaving path to a point you designate, and explodes in up to 40’ radius blast in any pattern or form you choose. Creatures in the area of effect must make a Dexterity saving throw or take 1 hit point of damage. This increases to 2 points at 5th level, 3 points at 11th and 4 points at 17th level.

    You do not have to target any creatures. This spell is meant to signal or entertain and is usually targeted at high points up in the sky.

    At higher levels: Unlike other cantrips, you may choose to put real spell power behind the firework. Cast as a 2nd level spell the damage is in d4’s (1d4 at 3rd, 2d4 at 5th, 3d4 at 11th and 4d4 at 17th). Cast as a 4th level spell the damage is in d6’s, as a 6th level spell the effect is in d8’s and at 8th level it’s in d10’s.

    Soul Exchange
    9th level sodran necromancy (ritual)
    Casting Time: 10 minutes
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You exchange the souls of two creatures you touch of the same type (usually humanoid), one of which may be you. Both creatures must fail a Charisma saving throw for the spell to take effect – either or both creatures can forgo the saving throw. If this occurs each creature gains the other’s body. Swap the mental stats of the two creatures. Once completed this spell can only be undone by wish if both creatures are still alive at casting.

    If only one creature succeeds the one that failed is stunned for 1 minute. If both succeed neither is affected.

    Spirit Guardian
    Your primary alignment determines the type of spirits that answer your call. If you are Abora aligned the spirits are fey and the damage is poison; if Valra the spirits are celestial and the damage is radiant; if Balcra the spirits are air elementals and the damage is cold; if Sodra the spirits are fiendish and the damage is necrotic; and if Shunra the spirits are fire elementals and the damage is fire.

    Statue
    7th level shunran abjuration
    Casting time: 1 action
    Range: Touch
    Components: V, S, M (lime and sand)
    Duration: Concentration, up to 8 hours

    You turn the subject you touch into solid granite along with any garments and equipment worn or carried. The subject can see and hear normally, but doesn’t need to eat or breathe. Feeling is limited to those sensations that can affect the granite body of the subject.

    As a bonus action the subject can leave the statue state. For 10 feet of movement the subject can return to the statue state.

    A creature under the effect of this spell is immune to petrification from other sources, such as the flesh to stone spell, a gorgon’s breath or a medusa’s gaze.

    Stone Grasp
    3rd level shunran conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: Concentration, up to 1 minute

    You conjure a stony arm about the size of an ogre’s that springs forth from the ground that attempts to grapple creatures that are size large or smaller. The hand persists for the duration. It cannot reach creatures flying more than 3 feet off the ground.

    The hand has a strength of 20(+5); an AC of 20 and a dexterity of 10(+0) with hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has resistance to all attacks except bludgeoning and acid.

    When you cast the spell and as a bonus action you can direct the hand to move up to 30 feet and attempt to grapple a foe. Use its strength score to resolve the grapple. If the target creature is size small or smaller the hand has advantage on the check. While the hand is grappling you can use your bonus action to have the hand crush the target for 2d6 damage.

    Stone Rain
    8th level shunran evocation
    Casting Time: 1 action
    Range: 300 feet
    Components: V, S, M (sack of gravel)
    Duration: 1 minute

    Stone rain falls in a cylinder with a 30’ radius, 100’ high. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, half this total on a successful one. The ground under the rain is difficult terrain for the first 5 rounds and thereafter movement is hampered even further with each 1’ of movement costing 4’ of movement. The baseball sized stones stack up to 3 foot by the end of the spell.

    Surge
    3rd level aboran evocation
    Casting Time: 1 reaction (an ally casts a spell)
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    You target a spell being cast by an ally. The level of the spell is increased by one, even if this exceeds the normal maximum level of your ally, or 9th level.

    At higher levels When you cast surge from a 4th level or higher slot you increase the spell level of the target spell by the number of extra slots you used, 2 levels at 4th, 3 at 5th, etc.

    Swarmform
    9th level aboran transmutation
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Up to 24 hours

    You transmute yourself into a swarm of creatures of the same type. Your hit points are divided evenly among those creatures, and you may disperse those creatures into an area of up to 1 mile. When you choose to end the spell the creatures must gather together and your hit point total is determined by the percentage of the creatures that successfully do. So while you can reform with only 1 creature remaining, if you do so, you will only have 1 hit point remaining.

    Time Warp
    6th level balcran evocation
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S
    Duration: 1 round

    Choose a creature in range. Immediately following its next turn, it takes another turn.

    (If you cast this on yourself the effect happens after your next turn, not the turn on which you cast this spell).

    At higher levels: When you cast this from a 7th level slot or higher you may target an extra creature per slot.

    Tranquility
    7th level aboran abjuration
    Casting time: 1 action
    Range: 120 feet
    Components: V, S, F (A pre-existing “faerie ring” which is a ring of toadstools)
    Duration: Instantaneous

    All spells in range that require concentration that are 7th level or less end immediately. All spells of higher level are ended if you succeed at a caster level check DC 10 + spell’s level.

    At higher levels: When cast as an 8th level spell or higher all spells of the same level or lower that require concentration are ended automatically.

    Twincast
    4th level balcran evocation
    Casting Time: 1 reaction ( a spell is cast )
    Range: 60 feet
    Components: V, S, (M)
    Duration: Instantaneous

    When an spellcaster casts a spell you can use twincast to copy it if it is 1st level. If the spell you copy has material components of a listed value you must provide those components for the copy. Both spells go into effect simualtaneously.

    At higher levels: When you cast this from a 5th level slot or higher you may target a higher level spell by the same amount: At 5th level you may target a 2nd level spell, 6th level targeting a 3rd, etc.

    Volley of Boulders
    9th level shunran transmutation
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Concentration, up to 1 minute

    You enchant up to ten stones so that when they are thrown they will change size to become boulders midflight. You may propel the stones with magic of the spell out to 120 feet using your magic attack bonus, but you may choose to throw it manually if you wish or use a sling, in which case you can add twice your strength or dexterity bonus to the damage of the attack (depending on whether you throw the stone or hurl it with a sling). You do not have to be the one that throws the stone in which case your ally also adds twice their strength or dexterity bonus to the damage of the attack.

    The initial target takes 5d12 damage if you hit their AC. The boulder then tumbles at least 30' further along. Roll a d4. On 1 it veers off to the left and on a 4 it veers off to the right, and on 2 or 3 it stays generally straight. Creatures along the path the boulder takes must make dexterity saving throws or take 3d12 damage. Note that the boulder can go even further if it is rolling downhill. Where ever it comes to rest is considered difficult terrain in a 5'x5' area.

    Once a pebble has transmuted to a boulder it remains as such permanently. If you cease concentration the unthrown stones, if any, lose their magic. The spell also ends once the last stone is thrown.
    Last edited by Alias; 2014-10-20 at 07:11 AM.

  3. - Top - End - #3
    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    -reserved-
    Last edited by Alias; 2014-10-16 at 08:59 AM.

  4. - Top - End - #4
    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    I've finished balancing out the lists. There are 390 spells in all, including cantrips. 78 per color. Access is further divided between major and minor access.

    In 3rd edition the colors of spells didn't matter unless you picked a prestige class called the magi. One of my goals with the next revision of the setting is that color needs to matter to every class beyond simply being their alignment. The reason to meticulously balance the number of spells between the colors is I've decided to assign spells to classes based on color, ignoring the class spell lists in the PHB entirely, at least for the major casters. I haven't decided on what to do with the ranger and paladin.

    I'm still fine tuning the lists, so rather than look at the whole thing lets look at how the 1st level spells divvy out.

    Abora (Green): Minor - Charm Person, Detect Poison and Disease, Expeditious Retreat, Fog Cloud, Hail of Thorns, Longstrider. Major - Animal Friendship, Ensnaring Strike, Entangle, Goodberry, Hunter's Mark, Speak with Animals.

    Valra (Yellow): Minor - Alarm, Command, Heroism, Mage Armor, Purify Food and Drink, Shield. Major - Bless, Cure Wounds, Divine Favor, Healing Word, Sanctuary, Shield of Faith

    Balcra (Blue): Minor - Comprehend Languages, Create or Destroy Water, Detect Magic, Disguise Self, Jump, Silent Image. Major - Color Spray, Feather Fall, Indentify, Illusory Script, Knock, Sleep.

    Sodra (Purple): Minor - False Life, Grease, Inflict Wounds, Ray of Sickness, Unseen Servant, Wrathful Smite. Major - Bane, Armor of Agathys, Arms of Hadar, Duress*, Dissonant Whispers, Hex

    Shunra (Red): Minor - Compelled Duel, Faerie Fire, Quick*, Reaching Weapon*, Searing Smite, Thunderous Smite. Major - Burning Hands, Guiding Bolt, Hellish Rebuke, Magic Missile, Thunderwave, Witch Bolt

    * New spell


    Bards
    Bards have major access to Abora (Green) and Balcra (Blue). Their secret lore ability is still able to pluck spells from anywhere. A bard who picks the college of valor picks up minor access to Valra. A bard who picks the college of lore picks up minor access to Sodra. A new bard college will be made themed on Shunra and picking up minor access to her spells. Name suggestions for the college are welcome.

    Clerics
    Clerics have major access to Valra (Yellow, formerly white) and Sodra (Purple, formerly black). They may pick up minor access to a color as determined by their path or god, or they will pick up some minor power to compensate for a reduced range of spell selection. Clerics who's ethos blocks them from actually using one more more spells from their home colors may be allowed to pick up a major. Overall this class may prove to be the trickiest to re-balance.

    Druids
    Druids have major access to Abora (Green) and Valra (Yellow). Druids of the moon pick up minor access to balcra, and druids of the land pick up minor access to shunra. "Golgari" druids, with minor access to Sodra, are coming.

    Sorcerers
    Sorcerers have major access to their own alignment and further must have half their known spells match their alignment, whatever that is. The other half of their spell complement is comprised of the minor access spells of any color they choose.

    Warlocks
    Warlocks have major access to Shunra (Red) and Sodra (Purple). Warlocks of the "old one" pick up minor access to balcra, warlocks of the fey pick up minor access to abora. Fiend warlocks need a small new power to compensate for a loss of access to spells. A new pact must be made for Valra

    Wizards
    Wizards have major access to Balrca (Blue) and Shunra (Red). They have access to all the spells of their school that are minor access. At the same levels that bards learn secrets the school wizards may learn one spell of their school regardless of color access restrictions.

    Or... A wizard can forgo school specialization to pick up major access to a third color and minor access to the remaining two. Spells of the minor colors are considered one level higher than they actually are for these wizards.


    As a draft, does this sound balanced?

  5. - Top - End - #5
    Pixie in the Playground
     
    BardGuy

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    Aug 2014

    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    That seems like an interesting idea and while I think I lack the necessary expertise to consider balance I would recommend thinking about a similar list of abilities and devisions for non-magical classes. In mtg the color of mana affects more than the spellcasters. What's the difference between a red fighter and a white one? Just something to consider.

  6. - Top - End - #6
    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    I plan on doing that, but it will be tricky.

  7. - Top - End - #7
    Orc in the Playground
     
    DiBastet's Avatar

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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    In my home setting i always used something like your system. Of course, since I didn't want to become crazy including each pathfinder spell in one list or the other, I did something different.

    First of all, in 3.5/PF I consolidated the spell lists into one single big list, no spells in different levels (exactly like 5e did), and created subschools for spells that didnt have them, like abjuration.

    Second, similar to what you did here I decided what each color was about, and decided what each color had access to. For example Red was composed of Abjuration (Freedom subclass), Enchantment (Charm subclass, Morale and Fear descriptor), Evocation (except Force, Light and Darkness descriptors), Illusion (Glammer subschool) and Transmutation (Enhancement).

    Third every spellcaster had acess to two colors, one Major and one Minor, and the spells from both colors would be his Class List that he could learn / prepare spells from (minor access only meant that you couldn't prepare / cast spells from that color on your highest level slot). Clerics had acess to the colors of their gods' aligment, druids from Green / another from their aligment, and arcanes from their own aligment. So we had white/blue wizards with healing spells and illusions and red/black clerics of the goddess of vengeance, using fireballs, fear spells and enchantments.

    Now with 5e I did something similar, but much easier. Since we don't have subschools anymore I just designated some schools to each color. Also since we have the unspoken rule about 6th+ level spells, Major access means that you can cast spells from that color with your 6th+ spell slots.

    My opinion: Of course now we don't have that many spells, but if like me you intend to use this system for some years and wants to keep it updated without the need to place each newly published spell in one of the five lists, I recommend you designated Schools to the colors, instead of individual spells.

    I decided to designate schools based on a pentagram so each color would share a school with its allies and one of its enemies. In the end I came up with this:

    Black: Evocation, Illusion, Necromancy.
    Blue: Conjuration, Enchantment, Illusion.
    Green: Abjuration, Conjuration, Transmutation.
    Red: Enchantment, Evocation, Transmutation.
    White: Abjuration, Enchantment, Necromancy (necromancy has the healing spells in my game).

    Colorless: Divination and Metamagic (a school with all the spells in the game that solely exist to affect other spells, like counterspell, dispel magic, antimagic barrier, etc). Every spellcaster has access to these spells.

    Every spellcaster has major access to a color, and minor acess to another. You can prepare/learn spells from your Major access normally. Spells from your Minor access can't be from your highest spell level, or from levels 6th+.


    Example 1: A 5th level cleric of the Red/Green goddess of love. She can prepare spells from the Red list (Enchantment, Evocation, Transmutation) from any level she can cast, but can only prepare spells from the Green list (Abjuration, Conjuration) up to one level lower than her maximum (in this case 2nd level spells). If she desires she can also prepare spells from the Colorless list (Divination and Metamagic) from any level.

    Example 2: A 20th level White/Blue archmage. He can prepare spells written in his spellbook from the White list (Abjuration, Enchantment, Necromancy) from any level, but can only prepare spells from the Blue list (Conjuration, Illusion) that are 5th level or lesser, and can't even cast them as a higher level than that. He can prepare spells from the Colorless list (Divination and Metamagic) from any level if he so desires.



    The spell access

    Divine casters:
    Major access to the god's primary color, colorless spells, and spells marked with the [Divine] descriptor. Minor access to the god's secondary color.
    Nature caster: Major access to Green and colorless spells. Minor access to the caster's other aligment color (nature casters must be partially Green in my setting). Can't access spells marked with the [Divine] descriptor.
    Arcane caster: Major access to Primary aligment color. Minor access to secondary aligment color. Can't access spells marked with the [Divine] descriptor.
    Pact caster: Major access according to Patron. Minor access to an aligment color. (warlocks gain the eldritch blast cantrip as a class feature in this case).


    Well, that's what I did. I really recommend you designate schools instead of spells, at least for me it removed a LOT of work. But in any case your system seems solid as it is.
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    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Quote Originally Posted by DiBastet View Post
    My opinion: Of course now we don't have that many spells, but if like me you intend to use this system for some years and wants to keep it updated without the need to place each newly published spell in one of the five lists, I recommend you designated Schools to the colors, instead of individual spells.
    And yet...

    Colorless: Divination and Metamagic (a school with all the spells in the game that solely exist to affect other spells, like counterspell, dispel magic, antimagic barrier, etc). Every spellcaster has access to these spells.
    So you're already needing to take steps in the direction I've went. Still, I understand wanting to avoid the headache of custom assignment. After the migranes Pathfinder caused me I'm sticking to core only spell wise. Hell, some spells in core aren't on the final lists I'm making. Players can get those spells still, but only through researching them. The same will apply to future supplements.

    One thing I've done that makes this somewhat easier - though I can understand not wanting to do this because some people don't like writing in their books - I have designed custom glyphs for each color that can be reliably handwritten, unlike WotC's symbols. I go through the book and label each spell with a glyph just to the right of the block on casting time, components, etc.

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    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    First two posts edited to present the spell lists and the new spell descriptions.

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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Spoilers added to make the first two posts more navigable.

    I'm currently fleshing out the class options. The bard was easy enough - it only needed one new College. Clerics are turning out to be a pain in the neck. Seven domains won't go evenly into 5 alignments, and that's even if the domains lined up with the alignments - they don't. Some line up with the conflicts or shared traits of alignments

    So I got out a notepad and wrote down the 5 alignments and their 10 pairings and picked out where the 7 existing domains go. This is what I came up with:

    Alignments
    G - Nature
    Y - Light
    B - Knowledge
    P
    R

    Sympathies
    GY - Life
    YB
    BP
    PR
    RG - Trickery

    Antipathies or Conflicts
    GB
    BR - Tempest
    RY - War
    YP
    PG

    Tempest is a clash of elements, War a clash of law and chaos. Each sympathy is opposite to its shared opposition color, so Trickery opposes Knowledge. That's still 8 new gaps to fill in, but this structure clues in on what they must be..

    Alignments
    G - Nature
    Y - Light
    B - Knowledge
    P - Death
    R - Chaos

    Sympathies
    GY - Life
    YB - Law
    BP - Artifice
    PR - Freedom
    RG - Trickery

    Antipathies or Conflicts
    GB - Change
    BR - Tempest
    RY - War
    YP - Spirit
    PG - Decay

    The gaps are the two I'm still thinking on.
    EDIT: Freedom and Change.
    Last edited by Alias; 2014-10-18 at 01:23 PM.

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    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Alacrity updated. The former wording, affecting spells 3rd level or lower, was broken since as soon as you got 4th level spells you could start casting 3rd & under as bonus actions and 4th & up as regular actions, creating a 2 spell / turn casting situation that could rapidly get way out of hand. It now affects all spells, but since it forces them all to be bonus actions the caster remains limited to 1 spell / turn, at least until he starts burning charges off wands and casting from scrolls. If that is out of hand the effect may be extended to magic item use, though personally I don't give out enough magic items to cause it to go too bonkers.

    EDIT: Potentially dangerous combo spotted - Surge + Time Warp. Two 11th level casters could cause 5 characters to take extra turns. Scarier still at the top end, two 17th level casters could cause 11 characters to take extra turns. Surge at 9th level can bump Time Warp, or any other 9th level spell. to 16th level. This does give a reason for me to write a 9th level spell that scales though.

    Question - RAW can a reaction be taken in a response to a reaction? I've ruled no in the past - things get way too silly. Surge targeting surge is potentially stupid broken.
    Last edited by Alias; 2014-10-20 at 07:35 AM.

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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Hey Alias.

    Just dropping in to ask you a question. . . . Have you seen Lord Gareth's Color Wheel?.

    I know, strictly speaking, that you're doing something different, but I really like both concepts and would like to weave them both into one of my settings. Does it seem compatible or do you disagree with some of his design choices?
    Last edited by Ursus the Grim; 2014-10-20 at 08:24 PM.
    Mah Hoembroos!
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    Due to personal/health issues, I must once again put all activity on the backburner for now. My deepest apologies.

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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Quote Originally Posted by Ursus the Grim View Post
    Hey Alias.

    Just dropping in to ask you a question. . . . Have you seen Lord Gareth's Color Wheel?.
    Link doesn't work.

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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    Whoops. Fixed it.
    Mah Hoembroos!
    Avatar by the megatalented Ceika.

    Due to personal/health issues, I must once again put all activity on the backburner for now. My deepest apologies.

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    Orc in the Playground
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    Default Re: The Magic of Dusk - (Magic: the Gathering inspired setting)

    I've seen it before. Our systems are similar since we are coming from the same origin material. I've diverged harder from Mark Rosewater's original writings for a couple of reasons.

    First, I want it to be my own. I still (very foolishly) cling to the idea of publishing this stuff someday, and to do that I have to change things enough that lawsuits won't occur. Since I'm changing it anyway, I figure I should change it for the better.

    Hence the swap of white and black for yellow and purple respectively. I want there to be no trace of 'good' vs. 'evil' in my system. Morality vs. Amorality is a bad conflict coupling because it follows the concept of good v. evil way too closely. Black ends up usually being a villain, white is usually a hero. Also, the very colors themselves call out to these roles, and I'm not willing to fight a couple of millennia of ingrained prejudice against the color black and in favor of the color white in order to make the system work.

    This moves then to the color change. The heart of the conflict also changes to Self v. Community. Here in America we have a wonderful example of how viscous this struggle is because that is the main through line of conflict for our two major political parties. Democrats trend towards proposing laws with the good of the community in mind, Republicans trend towards proposing laws with the good of the individual in mind. There are exceptions of course, but let us stop here before treading into forbidden waters for the board.

    The Morality v. Amorality conflict is still present, but in a different way. Each color has values. It considers it's values to be moral, it considers the values of its opposites to be immoral, and it is amoral with regards to the values of its allies.

    Hence Yellow's attitude can be summed up in Spock's line from Star Trek II - "The needs of the many outweigh the needs of the few, or the one." Purple holds that individuals have "inalienable rights" that no group or government has the right to remove. The goal in this adjustment is to make it easier for Black, now Purple, to be a hero; and for Yellow to be a villain. In Magic: The Gathering it occurs, but its a stretch. Here the assumption isn't as strained.

    As for why those colors -- Mix Green and Blue in light and you get - Yellow. Mix Blue and Red in pigment and you get Purple. This distinction holds in the natures of the two as well, Purple is more grounded then Yellow. These are also the colors that spells and creatures glow under detect magic, but to even further drive home the significance of the alignments they are referred to in setting documents by proper names. Those names are based on real words but twisted just enough to have an otherworldly feel:

    • Abora comes out of the word "Arbor" which is an old word for tree (think "Arbor Day"). Given the concerns of the alignment naming it for it's symbol shouldn't be surprising.
    • Valra comes out of "Valor" which is how Yellow sees itself more than others see it. Terms like 'honor' and 'valor' are thrown about by this alignment far, far more often than the other alignments, who rarely care about such things.
    • Balcra from "Balk" since the alignment fakes people out and loves illusion. Also, 'balk' can also mean hesitation - with Blue is well known for doing.
    • Shunra comes out of the word "Shun", for it is Red's nature to, at best, shun and at worst lash out at the outside world and the small handful of people in it that it values.
    • Sodra from "Sod" meaning "Earth" literally, but the term sod today usually refers to enriched fertilized soil. Death magic lies here because death is an experience only individuals comprehend. Sodra's link to mortality gives it a certain humility I want to underscore - that even while the magic of the alignment is viscous the alignment itself is not.


    In the mythology of the setting these are the names of the Exarchs - the most powerful of the gods but, interestingly, the rarest to be directly worshiped. The outer planes hold the same names as well. In character references to alignment or magic type go by proper nouns by the educated which usually includes the player characters. Common folk actually do call different magics by their color names.

    As far as game play, I've always used a more organic system for determining alignment. Most characters end up with two, people as a rule are more complicated than any single color embraces. That said, one alignment isn't that uncommon, and neither is three. Four is unusual and usually indicates a character that is remarkable for the one set of things he never does - in the last game I ran Mikas was such a character. He had all alignments but blue because of all the ideas he embraced and tried to find compromise in, he never stopped to think things through as blue would do.

    My Pathfinder setting book contains my essays at length on the colors. If you have Facebook the file is here: Pathfinder Dusk

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