your spells is determined by your level, as shown in the Dynamic Spellcasting Spells and Mana table. Spells and Mana IS A NATURAL PHENOMENON STEEPED IN LEGEND and often attributed to divine origin. Even those who Spellcaster Level Maximum Mana for a Spell study its applications and effects in a methodical and 1st-4th 2 secular manner cannot boast a complete knowledge of 5th-8th 3 its nature. This has led to many schools or philosophies 9th-12th 4 concerning magic, as well as distinct traditions of inter- 13th-16th 5 acting with it. 17th-20th 6 Druids wielding magic aspected towards nature, priests channelling power through chants and prayers, If a feature would allow you to use a spell without and sorcerers bending reality to their will are all mages channelling magic, that spell is always cast as though calling on magic in their own way. All draw on the you channelled the minimum amount of mana into it. same power, which is described here. Drain What Is a Spell? The use of magic takes its toll, and any time you cast a The word ‘spell’ refers to any discrete magical effect, a spell you run the risk of suffering drain. You may have single shaping of magical energy into a specific, limited not channelled enough magic into the effect, drawn too expression. Some people also use it in reference to the much magic (sometimes called “mana burn”), or failed effects themselves, such as a ‘fireball spell’. However, to properly handle spontaneous surges in magical while the means to create fiery explosions can be power. Either way, the more powerful the spell, the taught, one does not “cast fireball” so much as one more likely you are to be weakened by casting it. The channels magic into “creating a fireball” using know- “Casting a Spell” section below describes how drain ledge they have gleaned through study, meditation, or can be resisted. guidance from outside forces (such as nature spirits). Drain is cumulative, and any drain you accumulate Put in other words, magic is like wielding a sword; in excess of half your Constitution score is subtracted there are many different ways to thrust your blade, none from your hit points. In this way, inexperienced or of which are the ‘thrust’ manoeuvre. desperate spellcasters have been known to seriously This distinction between specific ‘spells’ and the harm or even kill themselves through casting a spell. knowledge of how to create magical effects becomes Additionally, whenever your cumulative drain reaches more important later on. For now, suffice it to say that your Constitution score, you immediately gain one level while this document presents a number of self- of exhaustion. contained options under the term “spells”, that this is You can reduce your drain by resting. You lose merely for the convenience of the reader and does not drain equal to your Constitution modifier after a short represent the versatility and subjective nature of magic. rest (minimum 1), and lose all your drain after a long rest. You must spend 30 minutes of a rest meditating to Mana lose drain. Mana is the magical energy a spellcaster uses to power a spell. It flows from hidden wellsprings and gathers in Keywords stream-like patterns known as ley lines. Mana can Each spell has one or more keywords in its description always be found where life thrives, leading some phil- that relate to its nature and interact with other spells or osophers to postulate on the nature of their possible game mechanics. For instance, the “curse” keyword relationship. present in spells such as curse include effects that can While living things will contain a quantity of mana, be ended by the remove curse spell. Some important spellcasters have deeper reserves and can draw more keywords are covered below. from the world around them as needed. This means that skill in spellcasting is often just as important as a spell- Area caster’s magical strength. The maximum strength of An area spell affects more than one creature or space. It Sampleis described in the “Casting a Spell”file section, below.

9 Cantrips Perceiving Magic Cantrips are the most rudimentary kind of spell. They The “Components” section states that magic does not require only the barest amounts of mana to be require any obvious visual cues that would normally channelled when casting them, and therefore you do not reveal the action, but this doesn’t mean that magic can’t have to roll against drain when using them. be perceived. When a spellcaster casts a spell, anyone within a range equal to 30 feet × the mana channelled to Concentration cast the spell can feel the working of magic nearby. Spells with the concentration keyword can be sustained Non-spellcasters often perceive this as chills, warmth, as long as the caster maintains concentration. This is or some other vague feeling they usually dismiss. A described in the “Casting a Spell” section, below. spellcaster who knows the spell automatically knows which spell is being cast, but not the mana channelled Focus to cast the spell. Spells with the focus keyword require a specific item to A spellcaster can attempt to suppress the perceptible channel the magical power. effects of their spell by using a bonus action to make a spellcasting ability check. They can add their pro- Rituals ficiency bonus to this check if they are proficient in the Arcana skill. The DC of this check equals 10 + twice Ritual spells generally take longer to cast and can be the mana channelled to cast the spell. If this check fails used in a magical process called thaumaturgy. This is by 5 or more, the DC to resist drain for the spell in- described in the “Thaumaturgy” section, below. creases by 1. Target A target spell affects a single creature or space. It is Schools described in the “Casting a Spell” section, below. Lesser arcana spells are grouped into schools. When a spellcaster learns a school, they learn all spells Transfiguration associated with that school, even those they can’t yet Transfiguration spells come in many forms, all of cast. which interfere with other transfiguration spells. Any transfiguration spells active on a creature or object must be removed before they can be targeted by another Casting a Spell transfiguration spell. When a character casts any spell, the same basic rules are followed, regardless of the character’s magical tradition or the spell’s effects. Arcana Each spell description contains information regard- Spells fall into one of two categories: lesser and greater ing the type of action required to cast it, the spell’s arcana. range, and its effects. Lesser Arcana Casting Time Most spells are lesser arcana, which are included in arcane schools. These are spells that any spellcaster can Most spells require a single action to cast, but some learn. spells require a bonus action, a reaction, or much more time to cast. Greater Arcana Greater arcana are highly complex spells that require Bonus Action special study and practice. Each arcanum must be dis- A spell cast with a bonus action is especially swift. You covered individually through the Greater Arcana class must use a bonus action on your turn to cast the spell, feature. provided that you haven’t already taken a bonus action Greater arcana are especially difficult to cast and this turn. You can’t cast another spell during the same quickly tire out even accomplished spellcasters. Each turn, except for a cantrip with a casting time of 1 action. subsequent time you cast a greater arcanum after the first increases the DC to resist drain on all your spells by 1Sample until you finish a short or long rest. file

10 Reactions Instantaneous Some spells can be cast as reactions. These spells take a If a spell doesn’t specify a duration, its duration is fraction of a second to bring about and are cast in instantaneous. The spell injures, heals, creates, or alters response to some event. If a spell can be cast as a a creature or an object in a way that can’t be dispelled, reaction, the spell description tells you exactly when because its magic exists only for an instant. you can do so. Concentration Longer Casting Times Some spells require you to maintain concentration in Certain spells (including spells cast as rituals) require order to keep the magic active. If you lose concen- more time to cast: minutes or even hours. When you tration, such a spell ends. cast a spell with a casting time longer than a single If a spell must be maintained with concentration, it action or reaction, you must spend your action each turn will state as much in its description. You can end con- casting the spell, and you must maintain your con- centration at any time (no action required). As well, you centration while you do so (see “Concentration”, can increase or reduce the mana of a spell you are below). If your concentration is broken, the spell fails maintaining at any time (no action required). and you must immediately make a check to resist You can maintain concentration on a number of against the spell’s drain (see below). If you want to try effects equal to half your maximum mana and not with casting the spell again, you must start over. a total mana exceeding your maximum mana. You can still cast other spells that can be sustained by con- Components centration if you are at this limit, but after the spell effects are resolved you must decide which spell(s) you Unless otherwise specified in the description of the are going to maintain. spell, spells don’t require spoken words, gestures, or Concentrating on spells has its drawbacks. You materials. Magic is an innate talent. apply the mana cost of any spell(s) you are maintaining as a penalty to any check you make to resist drain. Range Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following The target of a spell must be within the spell’s range. factors can break concentration: For a spell like curse, the target is a creature. For a spell like circle of death, the target is a point in space where • Taking damage. Whenever you take damage while the effect originates. you are concentrating on a spell, you must make a A spell’s description provides the spell’s range, Constitution saving throw to maintain your concen- usually expressed in feet. Some spells can target only a tration. The DC equals 10 or half the damage you creature (including you) that you deliberately target. take, whichever number is higher. If you take These spells have the target keyword. damage from multiple sources, such as an arrow and Spells that create cones or areas of effect have the a dragon’s breath, you make a separate saving throw area keyword (see “Targets” below). If these spells for each source of damage. originate from you (as indicated in the spell’s • Being incapacitated or killed. You lose concentra- description), you can choose to have the effect begin in tion on a spell if you are incapacitated or if you die. your space or just outside of it. Once a spell is cast, its effects aren’t limited by its The DM might also decide that certain environmental range, unless the spell’s description says otherwise. phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed Duration on a DC 10 Concentration saving throw to maintain concentration on a spell. A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that Targets their effects last until the spells are dispelled or A typical spell requires you to pick one or more targets destroyed. to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures and/or objects or a point of origin for an area of effect Sample(described below). file

11 Unless a spell has a perceptible effect, a creature Targeting Behind Cover might not know it was targeted by a spell at all. An The “Targets” section states that a mage needs an effect like crackling is obvious, but a more unobstructed path to the target in order to affect them. subtle effect, such as an attempt to read a creature’s But what about when the obstruction is something thoughts, typically goes unnoticed, unless a spell says fragile like glass; does it still put the target beyond the otherwise. reach of a spell such as arcane lance? It is impossible to outline a clear, universal rule to fit A Clear Path to the Target every situation, and therefore the answer is ultimately To affect a target, you must have a clear path to it. up to the DM. That said, the following general guidance Unless otherwise stated, magic travels from the caster applies. in straight lines to the target. Even spells that have no A spell that has no physical manifestation, such as physical manifestation, such as beguile, require an un- ray of sickness, cannot breach any kind of obstacle. By obstructed route to the target, so casting such a spell at contrast, a spell with a physical manifestation, such as someone behind a barrier created with the ward spell arcane lance, can be aimed at a target that the would automatically fail. spellcaster can see and plausibly reach by going If you place an area of effect at a point that is through one or more breakable obstacles. blocked by an obstacle, the point of origin comes into When attempting to hit a target behind cover, the being on the near side of that obstruction. spellcaster would first have to hit the obstacle’s AC and then deal enough damage to destroy it before they could Targeting Yourself repeat the attack against a creature or object behind the If a spell targets a creature of your choice, you can obstacle. If the subsequent attack hits, the next target choose yourself, unless the creature must be hostile or would take any remaining damage from the initial roll. specifically a creature other than you. If you are in the When all of the spell’s damage has been allocated, the area of effect of a spell you cast, you can target effect is considered spent, whether or not it reached the yourself. intended target. Areas of Effect ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated Area spells are cast at a specific point in space, allow- (see chapter 9, “Combat”, in the Player’s Handbook). ing them to affect multiple targets at once. You must have a clear path to the point of origin, as described in the “Targets” section above. Combining Magical Effects Different areas of effect are described in chapter 10, The effects of different spells add together while the “Spellcasting”, in the Player’s Handbook. duration of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Saving Throws Instead, the most potent effect—such as the highest bonus—from those castings applies while their Many spells specify that a target can make a saving durations overlap. throw to avoid some or all of a spell’s effects. The spell For example, if two spellcasters target the same specifies the ability that the target uses for the save and door with the Arcane Lock effect of the ward spell, the what happens on a success or failure. effect that grants the higher DC to break down the door The DC to resist one of your spells equals 8 + your or pick any locks on it would apply; it wouldn’t be spellcasting ability modifier + your proficiency bonus + boosted twice. any special modifiers. Step-by-Step Spellcasting Attack Rolls Some spells require the caster to make an attack roll to Step 1: Choose Spell determine whether the spell effect hits the intended You know a number of spells based on your discipline target. Your attack bonus with a spell attack equals your choices and other spell formulas you have encountered spellcasting ability modifier + your proficiency bonus. and learned. Most spells that require attack rolls involve ranged attacks.Sample Remember that you have disadvantage on a file

12 Step 2: Choose the Target “circle magic”. No matter the name, these all refer to Once you have chosen the spell you wish to cast, you the same thing. must choose your target. If the target is not eligible for To perform thaumaturgy, you must know the ward the spell, it fails. spell and use it to create a barrier around the area in which you will be working. This prevents wayward Step 3: Choose Spell Mana tides of magic from passing through and disturbing the You must declare the mana you wish to use to channel work. the spell. Mana affects many of a spell’s effects, and Once the space has been prepared, you can cast any spells with more mana are stronger, but cause more spell with the ritual keyword using the rules provided drain. Your maximum mana is based on your spell- below. Unless otherwise indicated, the spell functions caster level, as described in the “What is a Spell” exactly as normal. section, above. Circle Step 4: Cast Spell Thaumaturgy can either be a singular activity or a A spell’s description will tell you what kind of action is shared effort among multiple spellcasters. Either way, required and if there are any other requirements that the participants form the ritual circle. While there’s no must be met. You must fulfill all the requirements of a need for the circle to actually arrange themselves into a spell in order to successfully cast it. physical circle, they must remain in the ritual’s area (circumscribed by the barrier effect) throughout the Step 5: Resolve Spell Effects process, otherwise they abandon the ritual. Details on a spell’s effects are provided in its descrip- One person in the circle is designated as the leader tion, including whether an attack roll or saving throw is of the ritual. Only the leader has to know the spell that required, whether the spell deals damage or changes the is being cast; the others merely have to supply power environment, and so on. Note that this step precedes and help stabilize the magical matrix the leader step 6 (Resist Drain), so the spell effects are resolved constructs (meaning that all participants must be whether or not you suffer drain (and whether or not that spellcasters). drain possibly renders you unconscious). If a ritual requires a spellcasting ability check, it is the ritual leader whose check determines the success of Step 6: Resist Drain the attempt. Other members of the circle can assist in Most magic runs the risk of draining the spellcaster. this roll, but only if they succeed on the check When you channel mana to cast a spell, make a themselves. spellcasting ability check. The DC for the check equals 5 + twice the mana you channelled to cast the Casting Time spell. On a fail, subtract your result from the check’s DC. You gain that much drain. On a successful save, Casting a spell as a ritual takes significantly longer than you take no drain. normal. Anchoring a spell generally takes a number of If you are maintaining a spell, you subtract half that hours equal to its mana, while enchanting can take spell’s mana rating from your result on this check. weeks. If you are neither anchoring nor enchanting, a spell you are casting as a ritual takes a number of Step 7: Determine Concentration minutes equal to its mana. Many spells allow the caster to maintain their effects by concentrating. If you maintain concentration in this Drain way, you apply the spell’s mana as a penalty on checks When you cast a spell as a ritual and you are the only made to resist drain. member of the circle, you have advantage on your check to resist drain (see “Casting a Spell”, above). If your circle includes multiple individuals, you instead Thaumaturgy can reduce the DC to resist the drain by the number of Thaumaturgy allows you to make permanent spells, participants, all of whom must then make their own limit your risk of drain, or spread the cost and risk to check to resist it. multiple individuals. Different magical traditions may haveSample other names for it, such as “ritual magic” or file

13 Duration Magical Traditions When you cast a spell as a ritual that can be maintained Several spells and magical mechanics stipulate that the with concentration, you can bind it to an object or area, caster must utilize materials suitable to their beliefs and thereby allowing it to persist while you concentrate on traditions. This vagueness of this wording is deliberate, other things (or nothing at all). If you are binding it to a as each spellcaster will work magic in their own way location, this process is called anchoring. If you are and there is no single set of rules robust enough to binding it to an object, this process is called enchant- encompass all possible options. Your magic should be ing. Both are described below. unique to you, just as a fighter’s martial style or a bard’s artistic style is unique to them. Talk with your DM about how your background has Anchoring shaped your practice of magic. Figure out what objects, Anchored spells must be placed in an area that has been substances, symbols, and lore form part of your magical properly prepared with mystical power. This can be tradition. Consider what influence this would have on achieved through various methods, but generally your choice of arcane schools. requires that 50 gp of materials with magical signifi- For example, a druid from a tropical archipelago cance be used for each point of mana used to channel might use a strand of precious pearls as a focus for true the spell that is being anchored. The exact nature of resurrection or watch for patterns in the movement of these materials must reflect the beliefs and traditions of fish for . For the same spells, a dwarven geo- the circle’s leader. mancer might use an ingot of pure adamantine or cast A spell takes a number of hours equal to its mana to rune-marked stones; a dragonborn pyromancer might anchor, during which time all members of the circle use an obsidian statue or gaze into fire; an erudite might must remain present or else abandon the ritual. If a use the cornerstone of an ancient civic building or set participant abandons the ritual, the circle leader must out cards; and so on. immediately make a spellcasting ability check to resist Likewise, while gestures and incantations are not drain. Someone who abandons a ritual can’t rejoin it. required to use magic, some spellcasters may feel that A spell that has been anchored becomes permanent they help shut out distractions and focus the mind. An until dispelled. A spell can only become permanent in erudite chanting in old languages, a druid calling on this way if its description states so. nature spirits, a mesmer tracing gestures in the air, and so on are elements of flavour that you may want to add on your own to distinguish your character, but they are Enchanting not necessary. The process of enchanting permanently imbues an item with a magical effect. The full rules for this process will be covered in a subsequent document.

Sample file

14 Arcane Schools Chaos The following schools are presented in alphabetical You have learned to magically channel the entropy of order. The individual spells are briefly summarized; the universe. You learn the following spells. their full descriptions appear later in this document. Chaos Bolt. Blast your foes with chaotic magic. Aeromancy You have studied the elemental nature of air. You learn Divination the following spells. You have learned to peer beyond time and space to perceive a greater vision of reality. You learn the Fog . Conceal an area within a heavy fog. following spells. Fulmination. Blast your foes with magical lightning. Scatter. Buffet your enemies with strong , Augury. Interpret from natural phenomenon. pushing them away. Aura Reading. Learn more about a subject by examin- Thunderclap. Blast your foes with thunderous fury. ing their aura. Wall of . Summon a cyclone around you. Battle Meditation. Channel your precognition into battle prowess. Arcana Precognizance. React swiftly to danger. . Remotely perceive a location or creature. You have studied the oldest form of magic known, the True Strike. Strike out at an enemy with supernatural knowledge and research that has been passed down for accuracy. thousands of years. You learn the following spells.

Arcane Lance. Lash out at your enemies with the force Enchantment of your will made manifest. You have learned how to bewitch and charm using Detect Magic. Gain the ability to examine nearby magic. You learn the following spells. magical auras. Dispel Magic. Counter or negate spells and magical Bane. Curse your enemies, reducing their resilience and effects. strength. Psychokinesis. Lift, move, and manipulate creatures Beguile. Charm creatures to do your bidding. and objects at a distance. Boon. Bolster your allies in battle. Teleport. Instantly transport yourself from one location Dominate Creature. Compel your foes to do your to another. bidding. Ward. Conjure various forms of magical protection. Remove Curse. Break the hold of magical objects, effects, or entities on a creature. Biomancy Sleep. Send your enemies into a magical slumber. You have learned how to work magic seamlessly with flesh. You learn the following spells. You have studied the elemental nature of earth. You Absorb Elements. Resist elemental effects. learn the following spells. Fulmination. Blast your foes with magical lightning. Haste. Bolster a creature’s speed and perception. Acid Splash. Hurl acid at your foes. Heal. Knit flesh, mend bones, and restore vitality with a Move Earth. Reshape natural terrain. touch. Transmute Rock. Convert rock to mud, or vice versa. Iron Flesh. Turn a creature’s flesh into living metal. Polymorph. Change the physical shape of one creature or object into another creature or object. You have studied the elemental nature of water. You learn the following spells. SampleCone of Cold. Unleash a galefile of bitter cold to freeze

15 your foes. elements. Ray of Frost. Blast your foes with bitter arctic chill. Heal. Knit flesh, mend bones, and restore vitality with a Wall of Ice. Conjure an ice wall. touch. Poison Spray. Unleash noxious gas against your Illusion enemies. You have learned to focus your magic into deception, bedazzling and bewildering your enemies. You learn the following spells. You have learned to harness the forces of life and death to aid you in a variety of ways. You learn the following Blur. Distort your form, making it harder for your spells. enemies to hit you. Disguise Self. Alter your physical appearance. Animate Dead. Imbue nearby remains with a foul Hypnotic Pattern. Stun creatures with a mesmerizing mimicry of life. display. Curse. Impart a hex on a creature with a touch. Invisibility. Conceal creatures from view. Dark Grasp. Attack with shadowy claws that disrupt Mirror Image. Create illusory duplicates of yourself. your enemy’s life force. Occlusion. Distract your enemies with brief illusory Ray of Sickness. Lash out at your foe with debilitating visions. power. Revive. Reverse death and restore a creature to life. Life Speak With Dead. Ask questions of a creature’s remains. You have studied the mysteries of life and learned how to bolster and even restore it. You learn the following spells. Psychic You have learned to tap into the thoughts of creatures Aid. Bolster your allies with toughness and resolve. around you. You learn the following spells. Aura of Life. Sustain your allies with life-preserving energy. Detect Thoughts. Perceive the thoughts of other Aura of Purity. Proof your allies against harmful creatures. conditions. Dominate Creature. Compel your foes to do your Aura of Vitality. Surround yourself with rejuvenating bidding. magic. Mind Spike. Assail your opponent’s mind and prevent Bolster. Temporarily invigorate your allies. them from being able to hide from you. Heal. Knit flesh, mend bones, and restore vitality with a Phantasmal Force. Confuse and assail your foe with touch. illusory effects. Revive. Reverse death and restore a creature to life. Psychic Rebuke. Strike back against mental intrusion. Nature You have forged a magical connection to nature. You You have studied the elemental nature of fire. You learn the following spells. learn the following spells.

Augury. Interpret omens from natural phenomenon. Burning Grasp. Assault your foes with flaming attacks. Barkskin. Imbue the subject’s flesh with the strength Fireball. Blast an area with a fiery explosion. of bark. Fire Bolt. Blast your foes with a streak of fire. Cloudkill. Fill an area with poisonous gas. Flame Blade. Manifest a blade of fire. Conjure Nature Spirit. Summon fey or elemental Flame Blast. Unleash a continuous blast of fire. creatures to aid you. Purifying Flames. Burn away curses and conditions. Contagion. Afflict a creature with a magical disease. Wall of Fire. Summon a curtain of fire. Entangle. Ensnare creatures with magical plants. ElementalSample Transmutation. Manipulate nonmagical file

16 Shadow Investiture of Stone. Wield the power of the earth . Investiture of Wind. Become a living tempest. You have learned to use magic to strike unseen and Flesh to Stone. Petrify your enemies. conceal your body and mind. You learn the following Plane Shift. Travel elsewhere in the multiverse. spells. Prismatic Blast. Strike with various elemental blasts and possibly banish or petrify foes. Armour of Shadows. Cloak yourself in a mantle of Rampage. Become an engine of destruction. darkness. True Resurrection. Restore life to a creature. Darkness. Conjure magical darkness. Shadow Blade. Manifest a blade of darkness. Shadow Tendrils. Unleash shadowy tendrils against nearby foes. Shapeshifting You have mastered the ability to transform your body, gaining traits of various beasts. You learn the following spells.

Beast Shape. Assume the form of an animal. Bestial Claws. Attack your foes with savage claws and teeth. Bestial Form. Gain physical characteristics of natural creatures. Hunter’s Swiftness. Run and leap greatly increased distances. War You have learned to use magic to augment your martial abilities. You learn the following spells.

Arcane Strike. You empower your strikes with magic, dealing more damage. Blademail. Turn incoming damage back against your foes. Blasting Strike. You can knock your opponents back with your attacks. Eldritch Tether. Ensnare a foe with magic. Magic Weapon. Imbue a weapon with magic.

Greater Arcana The following arcana are presented in alphabetical order.

Circle of Death. Unleash a wave of negative energy on your foes. Investiture of Flame. Wreathe yourself in magical flames. InvestitureSample of Ice. Gain ice-based abilities. file

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