School of Magic - Fundamentals
The School of Fundamentals is the basic foundation of every wizard.
List of Spells
Grade | Name | Description | Casting time | Range | Duration | Focus | Voice | Meditate | Focusing | Heavy |
---|---|---|---|---|---|---|---|---|---|---|
0 | Icy touch | Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check. | Spell-Action | Touch | None | No | No | No | No | No |
0 | Firebolt | Deals 1d8 Fire Damage to the target. | Spell-Action | 10 Meter | None | Yes | Yes | No | No | No |
0 | Static Shock | Deals 1d4 Electric Damage to the target, also hits every other creature within 5 meters of the target that is wet or otherwise in contact with water. | Spell-Action | Touch | None | No | No | No | No | No |
1 | Arcane staff | Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type. | Spell-Action | Self | 1 Turn | Yes | Yes | No | No | No |
1 | Swift Feet | Increases the target's movement speed by 2 meters. You can upcast this spell to target one more creature per grade. | Spell-Action | 20 Meter | 1 Minute | Yes | Yes | Yes | No | No |
1 | Jump | Increases the target's maximum jump distance by 5 meters. You can upcast this spell to target one more creature per grade. | Spell-Action | 20 Meter | 1 Minute | Yes | Yes | Yes | No | No |
1 | Feather Fall | The target will not take any falling damage and instead will float gently to the ground. You can upcast this spell to target one more creature per grade. | Spell-Action | 100 Meter | 10 Minutes | Yes | Yes | Yes | No | No |
2 | Blink | Teleports to an unoccupied space you can see. | Spell-Action / Bonus-Action | 15 Meter | None | Yes | No | No | No | No |
2 | Magic Lock | Magically seals any lock or door. It can also open locks or doors sealed by this type of spell. When locking a seal, roll a d20 and add your Magic Modifier to set the DC of the lock. When someone other than yourself tries to open the lock, they must beat or meet the DC set when you locked the seal. You can upcast this spell to try to reroll the d20 by the number of grades this spell was upcasted with. The decision to upcast can be made after a roll is made. | Spell-Action | Touch | None | Yes | Yes | No | No | No |
3 | Flight | Grants the Ability to fly. | Spell-Action | 20 Meter | 1 Minute | Yes | Yes | No | No | No |
3 | Arcane Portals | Place down two magic portals, one at your feet, the other at a place of your choice in range you can see. You and everyone you allow to can freely walk through the portals without using up movement. | Spell-Action | 20 Meter | 10 Minutes | Yes | Yes | No | Yes | No |