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 | Thunder Shock | Deals 1d4 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water. | Spell-Action | Touch | None | No | No | No | No | No |
0 | Telepathy | Send a message via thoughts to a creature within range. You must know exactly where that creature is currently. The receiving creature can answer with their thoughts once. | Spell-Action / Bonus-Action | 100 Meter | None | No | No | No | No | No |
0 | Prestidigitation | Performs a small magical trick that can take on many forms.
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Spell-Action / Bonus-Action | 10 Meter | At most 1 Minute | No | No | No | No | No |
1 | Identify | Investigate a magical Item and learn all its properties. | Spell-Action | Touch | None | No | No | Yes | No | Yes |
1 | Mage Hand | Summons a flying spectral hand that can do mundane tasks for you. It can carry weights up to your Magic Modifier in kilograms. It can not attack. It has one hitpoint and a defensive value of 10. | Spell-Action | 20 Meter | 10 Minutes | No | No | Yes | No | No |
1 | Magic Vision | You can see magic in the world. Objects or creatures that are infused with magic will have to clear blue glow to them for you. | Spell-Action | Self | 10 Minutes | No | Yes | Yes | No | No |
1 | Translate | Your target can now comprehend any language (except animal) it is spoken to with. It can be used on Animals; however, they will not be able to answer in an understandable language. | Spell-Action | Touch | 10 Minutes | Yes | Yes | Yes | 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 | Arcane Protection | Gain resistance to Arcane Damage. Additionally, your defensive value will increase by your Magic Modifier as long as you'r wearing cloth armor or less. This spell is not considered a shield for other shield spells. | Spell-Action / Bonus-Action | Self | 1 Hour | Yes | Yes | Yes | 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 |
1 | Arcane Missile | Summons 1 magic missile that homes in on your target. It will always hit despite the target's defensive value and deal 1d4 Arcane Damage. This spell can be upcast to summon one additional missile per grade. | Spell-Action | 20 Meter | None | Yes | Yes | No | 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 | Orbs of Light | Summons 3 little orbs of light that illuminate the area around them. They can be freely moved independently from each other during your turn and have the same movement speed as you. They have 1 hitpoint and a defensive value of 2. | Spell-Action / Bonus-Action | 20 Meter | 10 Minutes | Yes | Yes | Yes | 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+ | Counterspell | It allows you to counter any spell cast during your preparation phase. A spell of a higher grade must be countered by a Counterspell upcasted to meet the grade. The spellcaster countered will still have his resources deducted if his spell got countered. | Preparation | Self | None | 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 |
3 | Invisibility | Makes a creature completely invisible to the naked eye. It can still be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the Invisibility ends. | Spell-Action | 20 Meter | 1 Minute | Yes | Yes | No | No | No |