Starting Equipment:

Spellcasters start with a Satchel including 1 bottle of ink, 1 pen, 1 lantern, 1 flasks of oil, 5 sheets of paper, 5 days rations, 1 vial of perfume, 1 soap, 1 candle, 

Choice of “very light melee” weapon, and choice of Armour (within AP allowance)

Note: Spellcaster Player Characters (and only Spellcaster Player Characters) can always Identify a Magic Item presented to them.

Spell Slot Table

The Spell Slot Table shows how many Spell Slots you can have for each spell level. To cast a Spells, you must expend a Spell Slot of the spell’s level or higher. Casting the spell doesn’t remove it from your list of prepared Spells.

After a Long Rest, you regain all expended Spell Slots and can prepare a new list of Spells to cast. The number of different Spells you can have prepared is equal to your Level + Mind modifier (Not counting Cantrips). The Spells must be of a level for which you have Spell Slots.

Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2
2 3 3
3 3 3 1
4 3 3 2
5 4 3 2 1
6 4 4 3 2
7 4 4 3 2 1
8 4 4 3 2 2
9 4 4 3 2 2 1
10 5 4 3 2 2 2
11 5 4 3 2 2 2 1
12 5 4 3 2 2 2 2
13 5 4 3 2 2 2 2 1
14 5 4 3 2 2 2 2 2
15 5 4 3 2 2 2 2 2 1
16 5 4 3 2 2 2 2 2 2
17 5 4 3 3 2 2 2 2 2 1
18 5 4 3 3 3 2 2 2 2 1
19 5 4 3 3 3 3 2 2 2 1
20 5 4 3 3 3 3 3 2 2 1

Spellcaster Level Benefits

Level 2: Ward. First damage taken after long rest is absorbed (equal to your level plus Mind modifier). Ward ends.

Level 3: Access to Level 2 Spells

Level 4: Arcane Recovery: Restore spell slots after short rest equal to level halved rounded down.

Level 5: Access to Level 3 Spells

Level 6: Potent Cantrips: When a creature succeeds on a saving throw against your Damaging Cantrips, the creature takes half the cantrip’s damage (if any) but suffers no additional Effect from the cantrip.

Level 7: Access to Level 4 Spells

Level 8: Detect Magic Persistent Spell Unlocked

Level 9: Access to Level 5 Spells

Level 10: Arcane Awareness. The GM will have you use your Mind modifier for initiative roll instead of Dexterity – if the initial combat encounter involves a creature with a magical item, or magical abilities (spells).

Level 11: Access to Level 6 Spells

Level 12: Spell Sniper: Spells that requires you to make an attack roll, have double range.

Level 13: Access to Level 7 Spells

Level 14: Reverb Persistent Spell Unlocked.

Level 15: Access to Level 8 Spells

Level 16: Psionic Influence. You have advantage with “Social / Charisma” type Mind Ability checks.

Level 17: Access to Level 9 Spells

Level 18: Magic Shield: You have advantage on Saving Throws against Magic Spells.

Level 19: War Caster: You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Level 20: Power Caster: when casting any spell using a higher slot, you gain advantage with all required rolls.

Casting Spells...

Each spell description shows whether you need to make a “Spell Attack” roll, or the targets needs to make a “Saving Throw”, or both.

Spell Attack Rolls
Roll a D20 and add your  Mind Modifer. If this is equal or higher than the targets AC will hit.

Saving Throws
A spell might specify an ability that the target can use for a “saving throw” and what happens on a success or failure.

The saving throw must be lower than 8 + your Mind Modifier to fail the saving throw.

Note: You do not add your Mind Modifier to Spell Damage, unless specified by the spell.

SPELLS

Persistent Magic

Magic that is always available, doesn’t count towards Spell Slots, and is mostly used when not in combat. Can also be used in combat as an action.

  • Casting Time: 1 action
  • Range: 1 meter per level.
  • Components: S
  • Duration: 1 minute per level.

 

1. Create an illusory object roughly 10cm squared (per level). Any larger and the GM may require a DC throw.

The object can’t create, smell, emit light, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

2. Create a sound, with volume ranging from a whisper (lvl 1) talking (lvl 2) loud talking (lvl3) to a yell (lvl 4+). The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If a creature uses its action to examine the sound, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

  • Casting Time: 1 action
  • Range: 3 meters
  • Components: V S
  • Duration: Up to 1 minute per level.
 
A silent and invisible hand with 1/4 your strength can manipulate the visible environment.

You can attempt anything for an action. The DM will determine a fair DC and effectiveness if needed.

  • Casting Time: 1 action
  • Range: 3 meters
  • Components: V S
  • Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. But in more powerful hands can have stronger effects. You can attempt any non illusion, or “Mage Hand” style magic trick.

Examples:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, or an odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean an object.
  • You chill, warm, or flavor something edible.
  • Your voice changes or booms louder
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground

Tell the GM what “trick” you are attempting to do, and they will advise what the DC will be.

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

  • Casting Time: Always
  • Range: Self

You sense the presence of magic within 1+Level meters of you. The spell can penetrate most barriers, but it is blocked by 30cm of stone, thick metal, a thin sheet of lead, or 1 meter of wood or dirt.

You may cast any spell that targeted you, since your last Action, as your action. Losing one of you lowest available spell slots.

Cantrips

  • Casting Time: 1 action
  • Range: 20 meters
  • Components: V S
  • Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a spell attack against the target. On a hit, it takes 1d6+Level cold damage, and its speed is reduced until the start of your next turn.

  • Casting Time: 1 action
  • Range: 40 meters
  • Components: V S
  • Duration: Instantaneous

You hurl a ball of fire at a creature or object within range. Make a spell attack against the target. On a hit, the target takes 1d6+Level fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d6+Level lightning damage.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 1 hour

You touch one object that is no larger than 1 meters in any dimension. Until the spell ends, the object sheds bright light in a 5 meters radius and dim light for an additional 10 meters. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V S
  • Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Concentration, Up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll 1d6+Your Level and add the number to their AC until the spell ends (1 minute or break in concentration).

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S
  • Duration: 1 minute and until damage inflicted.

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon.

1st Level Spells

  • Casting Time: 1 action
  • Range: 10 meters
  • Components: V S
  • Duration: Up to 1 minute

You bless a creature of your choice within range. Whenever the target makes an attack roll or a saving throw before the spell ends, the target can roll 1d6+Your Level and add the number rolled to the attack roll or saving throw.

  • Casting Time: 1 action
  • Range: Self (5 meters)
  • Components: V S
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

  • Casting Time: 1 action
  • Range: 30 meters
  • Components: V S
  • Duration: Up to 1 minute

Grasping ethereal weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt and fade away.

  • Casting Time: 1 action
  • Range: 40 meters
  • Components: V S
  • Duration: Up to 1 hour

You create a 5-meter-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed disperses it.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 5 meters feet for each slot level above 1st.

  • Casting Time: 1 bonus action
  • Range: 20 meters
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d6 + your Mind Modifer. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d6 for each slot level above 1st.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d6+Mind Modifier necrotic damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

  • Casting Time: 1 action
  • Range: 40 meters
  • Components: V S
  • Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6 damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

  • Casting Time: 1 bonus action
  • Range: 20 meters
  • Components: V S
  • Duration: Up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

2nd Level Spells

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Up to 1 minute per level

A creature you touch (or yourself) becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Those creatures also remain invisible when attacking or casting spells.

  • Casting Time: 1 action
  • Range: 20 meters
  • Components: V S
  • Duration: Up to 1 minute

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V S
  • Duration: Up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

3rd Level Spells

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d6+2 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn’t require Concentration.

  • Casting Time: 10 minutes
  • Range: 1 km
  • Components: V S
  • Duration: Up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 20 meters
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

  • Casting Time: 1 action
  • Range: 10 meters
  • Components: V S M (A shaving of licorice root)
  • Duration: Up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

  • Casting Time: 1 action
  • Range: 40 meters
  • Components: V S
  • Duration: Up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

  • Casting Time: 1 action
  • Range: Self (30meter line)
  • Components: V S
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

4th Level Spells

  • Casting Time: 1 action
  • Range: 20 meters
  • Components: V S
  • Duration: Up to 1 minute

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 3 meters sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and during it’s turn it will behave erratically, almost randomly, in utter confusion (as determined by the GM).

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 1 meter for each slot above 4th.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: 8 hours

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

  • Casting Time: 1 action
  • Range: 50 Meters
  • Components: V S
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 5 meter-radius, 10-meter-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

  • Casting Time: 1 action
  • Range: Self
  • Components: V S
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 3 meter radius and dim light for an additional 3 meters. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

  • Casting Time: 1 action
  • Range: 10 meters
  • Components: V S
  • Duration: Concentration, Up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (Diamond dust worth 100 gp, which the spell consumes)
  • Duration: Up to 10 minutes per Mind Modifer

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

More Spells Coming Soon…