School of Magic - Fundamentals

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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.
  • a small sensory effect like a breeze, a sound or a smell
  • ignite or snuff out a small fireplace
  • clean or dirty a small object
  • make a small symbol appear on a surface
  • create a small illusion of a tiny trinket
  • make small object warmer or colder
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