Table of Contents

Arcane Spells

Arcane spellcasters do not need to “prepare” spells. Casting a spell requires a spellcasting check, at least one free hand, and some magic components or a focus. Spells are more or less powerful, noted by spell level. Failing the check triggers a mishap with unintended consequences, and the spellcaster can’t attempt spells of that spell spell level again until they take a safe rest.

All scholars know and can cast 3 cantrips. These are rote, simple, relatively weak spells that the PC has mastered. They require no spellcasting check or components and can always be used.

Spellcasting PCs know a number of spells based on the PC’s and spell level. Known spells can be cast by the spellcaster. When the spellcaster gains a level they can choose a spell they know and replace it with another spell of the same level that they have learned to cast.

PC Level1st2nd3rd4th5th
11
22
331
442
553 1
654 2
755 3 1
855 4 2
955 5 3 1

The columns relate to the spell level, while rows are class level. A level 4 caster would know four 1st level and two 2nd level spells.

Casting a spell generally requires an Active action, although some can be cast as a quick action. It is possible to cast several spells a round, but only 1 can be an Active action spell, the remaining must be quick actions (1 for a quick action, a second if you give up movement). Each spell in the spell lists defines its requirements, duration, and whether the spellcasting check is a magical attack requiring the check to beat the target's defense (e.g. 10 + the target’s relevant modifier) to be successful. Each spell, apart from Cantrips and Rituals, is either marked C for Spell Casting Roll needed, or A for casting roll that must exceed target's defense rating, or R for spell that can only be cast as a ritual. If the spell is marked S it will inflict its effect even on disembodied spirits.

Spells often require components: certain words, movements, or materials in order to trigger the spell’s magical effects. These are described in the spell lists. You can safely assume these components requires two supply for each spell level. Depending on the spell, each casting will consume these components.

Spellcasters can cast any known spell as a rite or ritual. This takes 1 hour per spell level of concentration, but doesn’t require a check.

Some spells last as long as concentration is held. Only one spell can be concentrated on at a time. Taking damage, making checks, or other distracting tasks may break concentration.

General Spells

Arcane spellcasters of all archetypes may choose to learn spells from this list. It includes descriptions for the most common forms of magic, but often the execution of these spells vary widely from one archetype to another.

Cantrips

First Level

Second Level

Third Level

Fourth Level

Fifth Level

Archetype Spells

The separate archetypes of scholars may choose to learn their spells from the appropriate archetype list below in addition to learning from the list of spells found above. Each scholarly archetype has one spell available at each spell level.

Druidic Verses

  1. Nature's Entanglement - Plants sprout to impede movement (A)
  2. Imbue Passionate Strength - Provides renewal and strength to an ally touched (C)
  3. Spirit of Travel - Masks you and your companions from detection (C)
  4. Silvertoungue - Your lies become reality in your target's mind (A)
  5. Polymorph Other - Your target is a frog now (A)

Hermetic Formulae

  1. Arcane Arrow - Magic bolt deals 1d4/level force damage (A)
  2. Word of Paralysis - A human target within 30' is paralyzed (A)
  3. Lightning Stroke - Bolt line 100' long and 5' wide 1d6/lvl lightning damage (A)
  4. Theurgy - Three allies gain +1/level temporary hit points and an additional attack (C)
  5. Blizzard - Each creature in a 60' cone hit by a successful magical attack takes 1d8/level cold damage (A)

Kabbalist Charms

  1. Kavanah - You bestow +4 temporary hit points for 1 hour (C)
  2. Call Ibburim - You may summon a friendly ghost to help (C)
  3. Animate Golem - You create a servant of clay (R)
  4. Scrying - You create a disembodied magical eye view remotely (C)
  5. Gilgulim - You reincarnate someone recently dead once you locate a suitable new body (R)

Runecaster Runes

  1. Blunt Weapon - On a successful magical attack one armed target per level within 30' has his normal weapon broken (A)
  2. Still Spears - As a quick action, gain +5 armor class until your next turn (C)
  3. Protect Warrior - Increase the magical defense and AC by +3 of 1 target touched for 1 minute (C)
  4. Stop Hatred - All targets within 30' have no wish to fight for 1min/level. Requires Concentration (A)
  5. Soothe the Seas - For 24 hours the wind and waves are pleasant and blow the direction you wish (C)

Sufi Trances

  1. Zikr - You gain resistance to piercing and slashing damage for 8 hours (C)
  2. Semazen - As a quick action, you get +4 DEX as long as you keep moving (C)
  3. Dhikr - Your melee weapons do an extra 1/level thunder (C)
  4. Sama - As a quick action you can fight spirits and demons as you would mortals (C)
  5. Eijlatan - As a quick action you and one ally get an extra Move action, +2 AC, and an extra attack (C)

Zoroastrian Hymns

  1. Spiritual Flame - A 15' cone of fire does 1D8/level fire (A)
  2. Aura of Asha - While you concentrate, all within 30' can't lie (A)
  3. Flame of the Faithful - All in 20’ radius take 1d6/lvl radiant (A)
  4. Vohu Manah - While you concentrate all your hench within the 30' fight better (C)
  5. Divine Immolation - All beings in 20' radius from you take 2D6/level radiant (A)

Atlantean Blasphemies

These spells may be found during the campaign, or taken by NPC spellcasters. They may perhaps be learned by the player characters, but many of these spells carry with them severe consequences. For every spell learned, you automatically gain a one point increase in corruption. Each time you cast one of these spells, the demons within you may make a corruption check to determine if the infection increases.

First Level

Second Level

Third Level

Fourth Level

Fifth Level

Evil Rituals


Design Notes

I've stayed with the D&D heritage of only making damage spells for odd level spells. The second and fourth level spells are aimed mostly for utility/abjuration/travel. The BIG exception to that will be the blasphemies, which I want to make sure have the most TEMPTING 2nd and 4th level spells available.

I think I may create some “hidden” spells that the PCs may find in books every now and again. They might not necessarily be great, but at least provide scrolls to be cast once or twice.