Magic Mage Spell List [these are common spells; more exist] Cantrips Abjuration Minor Ward - Ward an object against dirt and water.Resistance - Subject gains +1 on saving throws while you concentrate. Alteration Light - Creates a lasting light.Mending - Makes minor repairs on an object.Touch of Rust - Rust spreads from your fingertip. Divination Detect Magic - Touch an object or creature to detect magic on it.Discern North - You know which way is north.Know Time - You know the time until sunrise or sunset.Sense Life - Know how close a creature is to death. Enchantment Daze - Target loses next action.Peaceful Sleep - Creature sleeps peacefully.Vision - Willing target sees brief vision. Evocation Dancing Lights - Creates flying lights.Mage Hand - Move light objects at a distance. Illusion Ghost Sound - Create a phantom sound.Minor Illusion - Create very minor illusions.Muffle - Targets are muffled to others, and all other sound is muffled to them. Necromancy Touch of Fatigue - Living target becomes briefly fatigued.Touch of Peace - Stable creature becomes dying or dying target is killed. Summoning Summon Elemental Sprite - Very small elemental provides heat or cold.Summon Least Servitor - Summoned spirit performs very minor task. Universal Arcane Mark - Inscribes a personal rune (visible or invisible).Prestidigitation - Performs minor tricks. Tier 1 Abjuration Alarm - Wards an area for 2 hours/level.Arrow Deflection - Use your reaction to deflect projectiles.Deflect - Gain +4 shield bonus against incoming melee attack.Hold Portal - Holds door shut.Marking Ward - Warded object marks those who touch it. Alteration Erase - Writing vanishes.Manipulate Fire - Small fires burn faster or slower.Reveal Poison - Causes poisons to emit stinking vapor.Warp - Your touch warp slightly warps matter. Divination Detect Secret Doors - Reveals hidden doors within 60 ft.Detect Undead - Talisman detects undead.Sign - You gain a bonus on your next initiative check.True Strike - Gain a +20 bonus on your next attack roll. Conjuration Burst of Sparks - 10 ft radius burst blinds for 1 round, disorients for 1 round/level.Conjure Ice - Ice spreads from your fingertips.Obscuring Mist - Conjure 20 ft radius cloud of mist, smoke, or steam. Enchantment Charm - One person treats you well.Command - Target must obey your one-word command.Distract - Target is momentarily distracted.Sleep - Creatures with up to 4d6 HP fall unconscious. Evocation Burning Hands - 2d4 fire damage in 20 ft cone.Ice Dagger - Ice shard deals 1d4 cold damage.Magic Missile - Strikes unerringly for 1d4+1 damage.Shocking Grasp - Touch attack deals 1d6 electricity damage. Illusion Create Image - Creates an illusory construct of your design.Mask - You appear beautiful.Veil of Shadows - Shadows conceal subjects. Necromancy Absorb Strength - Kills dying creature, gives you bonuses.Close Wounds - Roll a check to stop touched creature from bleeding out.False Life - Target ignores wounded/bloodied penalties, does not feel its wounds.Spirit Worm - Touched creature takes Con damage each round.Weaken - Subject takes penalty to strength. Summoning Summon Elemental - Summons an elemental for 2 rounds, +1 round/level. Tier 2 Abjuration Arcane Lock - Magically locks a portal or container.Counterspell - Negates spells as they are cast.Nondetection - Protects a creature or object from divinations.Protection from Energy - Subject ignores first 10 points of damage/attack from specified energy type.Unseen Servant - Bind a spirit to create an invisible servant. Alteration Continual Flame - Creates a permanent, heatless flame.Darkness - Lights with a large area are snuffed out or suppressed.Embrittle - Metal becomes easier to damage.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Stoneskin - Subject gains +4 armor bonus to AC. Divination Anticipate Attack - Next attack against you takes -15 penalty.Locate Object - Senses direction to an object (specific or type). Conjuration Acid Arrow - Ranged touch attack deals 2d4 acid damage, more over time.Malevolent Miasma - 15 ft radius cloud deals 3d4 nonlethal damage, disorients victims. Enchantment Enthrall - An audience is fascinated by your performance.Entice Gift - Subject gives you what it is holding.Mark of Truth - Marked creature cannot lie.Rebuke - Subject is dazed and then shaken, and has trouble casting spells.Stay the Hand - Causes an attacker to hesitate. Evocation Arc of Vengeance - Touch deals 3d8 damage to those who strike you.Blast of Force - Ray deals 1d6+1 force damage, and target is forced back.Burst of Frost - Cold deals 3d4 damage in a 10 ft radius; may blind.Clinging Lightning - Conductive object or surface deals 1d6 damage/round for 3 rounds.Feather Fall - Reduce a speeding target’s momentum.Scorching Ray - Ranged touch attack deals 3d6 damage, +1d6 next round.Shatter - Sound shatters an object. Illusion Alter Magic Aura - Conceals or changes an item’s magical aura.Blur - You gain concealment or become even harder to see.Figment - You cause a creature to see an illusion of your design.Glamer - Changes an object’s appearance.Mirror Image - Illusory duplicates deceive attacks. Necromancy Blindness - Subject's vision is weakened.Command Undead - Undead creature obeys your commands.Curse of Weakness - Subject is slowed and takes a -2 penalty on attacks and saves.Death Armor - Black fire protects you and creatures who strike you take 1d6+1 damage.Ghoul Touch - Paralyzes target, which exudes a sickening stench.Heal - Heal a wound, at the risk of permanent scarring.Invigorate - Target can immediately roll a recovery.Stolen Breath - Target is sickened for 1 minute.Vampiric Touch - Touch deals 3d4 damage; caster may gain damage as hp. Summoning Summon Daemon - Conjures a daemon. Tier 3 Abjuration Dismissal - Outsider is banished to its own dimension.Dispel Magic - Negates ongoing magical effects and spells.Explosive Runes - Deals 6d6 damage when read.Energy Shield - Shield protects subject, granting energy resistance against one attack.Glyph of Warding - Inscription harms those who pass it.Magic Circle - Circle traps or wards off fey, outsiders, and undead.Shelter - Creates shelter for ten creatures. Alteration Enlarge Item - Object grows to 16 times its size.Rust Ray - Rusts metal objects.Shape Stone - Sculpt stone into a new shape.Shrink Item - Object shrinks to one 16th its size.Water Breathing - Subjects can breathe underwater. Apportation Instant Summons - Specially prepared object appears in your hand.Theft - Small, nearby object is teleported into your hands. Divination Arcane Sight - You see magical auras within 120 feet.Clairvoyance - See or hear at a distance.Detect Metal - Detect large deposits of metal.Detect Thoughts - Listen to surface thoughts. Conjuration Bands of Steel - Creature is trapped or entangled.Minor Creation - Create an object from nothing. Enchantment Despair - Subjects are crippled by despair.Greater Vision - Subject receives vision, regardless of distance.Heroism - Subject is immune to fear, gains +2 morale bonus on attacks, saves, and checks.Hold Person - Humanoid is paralyzed for 1 round/level.Rage - Subject goes berserk, gains combat bonuses.Suggestion - Compels subject to follow stated course of action. Evocation Daylight - 60 ft radius of brilliant light harms undead.Fireball - 5d6 fire damage, 20 ft radius.Hailstorm - 4d6 cold damage in 60 ft cone, 2d6 one round later.Levitate - Subject moves up and down at your direction.Lightning Bolt - 5d6 damage, 120 ft line.Steeldance - One weapon or shield/level orbits you, attacking or defending.Telekinesis - Exert force at a distance.Sleet Storm - Hampers vision and movement.Tremor - Earthquake damages structures, may knock creatures prone.Wind Wall - Deflects arrows, smaller creatures, and gases. Illusion Displacement - Attacks miss subject 50%.Inescapable Swarm - Target believes it is covered in a swarm of insects.Sensory Deprivation - Subject’s senses fail for 1 round/level.Silence - Subject cannot be heard for 1 minute/level. Necromancy Animate Dead - Creates undead skeletons or zombies.Bestow Curse - Touched creature is cursed.Gentle Repose - Preserves one corpse.Tireless Vigil - Sustain yourself without food, water, or rest.Magic Rules The Schools of Magic Those who study magic agree on very little, but most scholars accept ten Major Schools of magic: Abjuration spells protect and ward, but such protections can also be wielded as weapons to unravel magic and banish daemons. Alteration spells alter the physical qualities of objects. A difficult and limited school, but still very useful. It is generally believed to be impossible to change one material into another; most alteration spells only momentarily alter an object's properties, without effecting its essence. Apportation spells move things from one place to another instantly by linking distant locations. Such magic is difficult and dangerous, and some argue it should hardly qualify as a major school. Divination spells can be used to see or hear at a distance or even glimpse the future. The threads of magic entangle all things, so that knowledge of one part can grant knowledge of another. Conjuration spells create something from nothing. Students of this school speak often of the Order of Purity, a hierarchy of all materials. Such students, along with alchemists, hold that lead is unripe iron, and iron unripe silver, and so on. This order is most important in alchemy, which often sets as its goal the ripening of gold into still more perfect material, from which it can be used to ripen other metals to purer states. Even the most complex conjurations are produced from some combination of the four elements; because conjuration cannot create souls, even a wizard of immense talent could only ever make empty bodies with this school. Enchantment spells manipulate the mind, causing terror as easily as they lull others into friendship. Evocation spells siphon raw energy from the elemental chaos, and release it as a deadly weapon. Such magic can create blasts of fire and ice, or, with great care, draw on raw force to manipulate objects from afar. These evocations of force are more difficult to sift out from the other elements, such that many a novice or distracted mage has set fire to an object they are trying to levitate. Illusion spells alter how things are perceived, fooling the senses. An illusion spell could make a pebble into a gold nugget or a wizard into a patch of empty air. Some have always argued that this school falls under the purview of Enchantment; others claim it is a sort of Alteration. Necromancy spells deal with the soul. The cynic-mages used the art to speak with the spirits of the dead, hence the name. This much-feared school also contains the power to heal wounds, snuff out life, and animate the dead with a hideous mockery of life. Summoning spells conjure spirits from the chaos. Having brought forth an elemental, or worse, a Daemon, a wise caster binds the subject with abjuration.Traditions Hedge Wizards Though they make up a majority of who wield magic, hedge wizards are not members of any great tradition. They typically learn a handful of practical spells, passed down from a mentor or discarded grimoire. They serve many communities as sages and healers, though occasionally a mage will rise to true greatness from this humble origin. Though their familiar spells are limited, hedge wizards have a knack for practical spells and skills. The most experienced hedge wizards are very versatile, able to learn almost any spell. The Untiring The school of Hurax the White was abandoned not long after after his death five centuries ago. Today, his potent blend of martial and arcane arts is kept alive by a scant few. They hunt for their founder's legendary lost sword, honing their skills in an endless quest. This tradition is passed from seeker to apprentice; their is little contact between those few who still seek to claim for themselves the title of Icereaver. The untiring seek to test their skills at every turn. In battle, they wield blades of conjured ice. The Blue Wizards The Blue Wizards are famous throughout the north as sages; their dark blue robes mark them as men of dignity. The greatest of them act as viziers and seneschals to the kings of Serulai, Arsek, and Norim. Their library is the greatest in the north, and their arcane skills are versatile and potent. With this great magical power comes responsibility---the Oath of Arnis binds all blue wizards to the code of their order. Blooded Mages On rare occasions, a child is born with innate magical power. Such children are often thought to possess some trace of royal blood, since their powers are remarkably similar to those of the imperial bloodline (if somewhat less powerful). But the gift of these “bastards of the blood” carries with it a curse: there is madness in the blood.  Surpassingly powerful, bastards are feared and hated wherever they are recognized, and actively hunted by the church. Even as they draw on their power to wield more magic, their magic gains more power over them. Runescribes The dwarves possess their own magic, subtle and powerful. When the clan is at peace, runescribes have an honored place as masters of a rare and difficult craft; at war, they are deadly warriors, wielding rune-marked weapons and hurling devastating blast-runes. The Windsingers of Alhalus Long before the rise of empire, the temple of the windsingers held the mage-wives of the god Hura. They mastered the winds, so that the ships of Alhalus sailed quickly and safely wherever they went (so long as they made the proper offerings). Of still greater value was their mastery of whispers, which the wind bore all across the world, faster than the passage of the sun. Too powerful and useful to destroy, the servants of the Authority rebuilt their city around them. Today, they are an anomaly: valuable servants of the emperor, hated by the church and a total mystery to the common people. Their tradition is ancient and insular; yet they consider their secrets more powerful than any techniques devised in the last millennium. (limited spell list with lots of custom spells (long range communication, weather control). More powerful in groups, and have greater range (the temple is super powerful together). Must sing to cast, which takes time and makes noise. Those without training from infancy (outsiders who somehow stole secrets) must roll perform checks or suffer mishaps.Ranger Spell List Tier 1 Animal Messenger - Animal bears a message for you.Calm Animals - Calms (2d4+level) HD of animals.Charm animal - Makes one animal your friend.Drown - Creature is dragged under water’s surface.Easy Path - Difficult terrain becomes temporarily passable.Entangle - Plants entangle enemies in a 30 ft radius.Longstrider - Subject can march hard all day without exhaustion.Neutralize poison - Poisoned wound or object is cleansed.Pass without trace - Your party leaves no tracks.Purify - Touched food or drink is made safe to eat.Speak with Animals - You can communicate with animals.Sudden Awakening - Nearby sleeping creatures are instantly awakened and fully alert.Veil of Shadows - Shadows conceal subjects.Venom - Touched weapon delivers a dose of poison.Wind Guided Arrows - Ranged attack gains +4 bonus, ignores wind penalties. Tier 2 Cloudburst - Clouds produce sudden, heavy rain.Enhance Ability - Subject receives a +4 enhancement bonus to one ability score.Forest Step - You ignore natural difficult terrain and concealment granted by foliage.Lay of the Land - You connect with the land, gaining an understanding of the geography around you.Morning Mist - A ground-fog covers a large area, providing concealment.Share Senses - See and hear through the senses of a touched animal.Speak with Plants - You can communicate with plants.Stonebreak - Touched stone cracks in two.Summon Nature’s Ally - Animals answer your call, fight for you.Thorn Growth - Creatures in area take damage, may be entangled.Tremorsense - You can sense nearby movement through vibrations in the ground.