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ALTERATION

 

This School concerns itself with magicka's ability to change, often radically, the structure and composition of any object. Alteration magic can be used to change the fundamentals of physics and biology. It can harden the caster's skin until it is like armor, cause a lock to pop open without a key, or burden an enemy with invisible weight. Alteration magic's greatest strengths are outside of combat. Many thieves and assassins make use of this school to benefit their careers.

 

Alteration is different to Illusion in that it alters the rules of nature, creating a reality that is recognized by everyone, rather than in the mind of the caster and the target.

 

The first recorded use of Alteration was by the Ayleid community in the village that is known as Bravil. They used Levitation and Waterbreathing to escape the army of Teo Bravillius Tasus (whom the town was named after), a soldier of the Alessian Order.

 

ALTERATION SPELLS

Governing Attribute: Willpower

 

NOVICE

 

Cantrips (0 Magicka)

 

Control Flames

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Instant, or 1 hour

 

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

Create Bonfire

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

 

You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on an Agility saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there. The appropriate kindling must be available to create the bonfire, such as wood, brush or other flammable objects.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Force Bolt

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

A focused bolt of energy that causes physical damage to a target it strikes. Make a spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage.

    At Higher Levels. This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Gust

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

 

Mending

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: Touch

Duration: Instant

 

This spell repairs a single break or tear in a physical object that you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking waterskin. 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. The physical properties of a magical item or construct can be repaired with this spell, but it can't restore magic to the object.

 

Mold Earth

Cost: 0 magicka (Cantrip)

Cast Time: 1 action

Range: 30 feet

Duration: Instant

 

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain.

Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

Shape Water

Cost: 0 magicka (cantrip)

Cast Time: 1 action

Range: 30 feet

Duration: Instant, or 1 hour

 

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

Novice (1 Magicka)

 

Burden

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 1 minute

 

You attempt increase the weight of a creature or an object that you can see within range.

    Creature. The creature must make a Willpower saving throw. On a failed save, the targets body becomes heavy and its speed is reduced by 15 feet and has disadvantage on attack rolls and saving throws.

    Object. You select an object that is not being worn or carried by a creature. The objects weight is increased by 50%, up to a maximum of 100 lbs.

    At Higher Levels. When you cast this spell using 2 or more magicka, the targets speed is reduced by an additional 5 feet per magicka spent, to a maximum of 9 magicka.

 

Earth Tremor

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: Instant

 

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make an Agility saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain

until cleared.

    At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d6 for each magicka spent, to a maximum of 9 magicka.

 

Feather

Cost: 1 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 30 minutes

 

You decrease the weight of a creature or an object that you can see within range.

    Creature. The weight of the creature and the items it's carrying is reduced by a significant amount, allowing the creature to increase its speed by 10 feet.

    Object. You select an object that is not being worn or carried by a creature. The objects weight is decreased by 50%, up to a maximum of 100 lbs.

    At Higher Levels. When you cast this spell using 2 or more magicka, the targets speed is increased by an additional 5 feet per magicka spent, to a maximum of 9 magicka.

 

Fog Cloud

Cost: 1 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 hour

 

You create a 20-foot-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 (at least 10 miles per hour) disperses it.

    At Higher Levels. When you cast this spell using 2 or more magicka, the radius of the fog increases by 20 feet for each magicka spent, to a maximum of 9 magicka.

 

Kinetic Push

Cost: 1 magicka

Cast Time: 1 action

Range: Self (15-foot cube)

Duration: Instant

 

A wave of force sweeps out from you. Each creature in a 15-foot cube originating from you must make an Endurance saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half of much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d8 for each magicka spent, to a maximum of 9 magicka.

 

Minor Levitation

Cost: 1 magicka

Cast Time: 1 reaction, which you take when you or a creature within 60 feet of you falls.

Range: 60 feet

Duration: 1 minute

 

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

 

Minor Telekinesis 

Cost: 1 magicka

Cast Time: 1 reaction, which you take when you or a creature within 60 feet of you falls.

Range: 60 feet

Duration: 1 minute

 

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make an Agility saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

    At Higher Levels. When you cast this spell using 2 or more magicka, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each magicka spent, to a maximum of 9 magicka.

 

Oakflesh

Cost: 1 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 hour

 

When you cast this spell on yourself, you skin takes on a rough, bark-like appearance, and your AC can't be less than 15, regardless of what armor you are wearing.

    At Higher Levels. When you cast this spell using more 3 or more magicka, the effect changes form and increases in AC:

Apprentice (3 magicka)

Stoneflesh

Your AC can't be less than 16.

Adept (5 magicka)

Ironflesh

Your AC can't be less than17

Expert (7 magicka)

Ebonyflesh

Your AC can't be less than 18

Master (9 magicka)

Dragonflesh

Your AC can't be less than 20

 

Lock

Cost: 1 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

 

You seal a lockable item with a mundane lock. The locks difficulty is Novice.

    At Higher Levels. The difficulty of the lock increases to Apprentice when you use 3 magicka, Journeyman with 5 magicka, Expert with 7 magicka, and master with 9 Magicka.

 

Open

Cost: 1 magicka

Cast Time: 1 action

Range: 5 feet

Duration: Instant

 

You are able to unlock a mundane lock that is of Novice difficulty. If this spell is cast on a lock of greater difficulty, the spell fails and has no effect.

    At Higher Levels. The difficulty of the lock you are able to unlock increases to Apprentice when you use 3 magicka, Journeyman with 5 magicka, Expert with 7 magicka, and master with 9 Magicka.

 

Shield

Cost: 1 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 minute

 

A target that you touch gains a magic shield that has 5 hit points that protects the wearer against your choice of physical, fire, frost or shock damage. Only one type of magical shield can be on a target at a time.

    At higher levels. When you cast this spell using 2 or more magicka, the shield's hit points increases by 5 for each magicka spent, to a maximum of 9 magicka.

 

Novice (2 Magicka)

 

Alter Weapon

Cost: 2 magicka

Cast Time: 1 bonus action

Range: Touch

Duration: Concentration, up to 1 hour

 

You touch a weapon and change the composition of the material to be your choice of either Dwarven or Elven for the duration of the spell.

    At Higher Levels. When you cast this spell using 4 magicka, the material can be changed to your choice of either Mithril or Orcish. When you cast this spell using 6 magicka, the material can be changed to your choice of either Daedric or Dragonbone.

 

Dust Devil

Cost: 2 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

 

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

    As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

    At Higher Levels. When you cast this spell using 3 or more magicka, the damage increases by 1d8 for each additional magicka, to a maximum of 9 magicka.

 

Gust of Wind

Cost: 2 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

 

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

    As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

 

Heat Metal

Cost: 2 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 1 minute

 

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

    If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on an Endurance saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

    At Higher Levels. When you cast this spell using 3 or more magicka the damage increases by 1d8 for each magicka used, to a maximum of 9 magicka.

 

Pyrotechnics

Cost: 2 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Instant

 

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

    Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Endurance saving throw or become blinded until the end of your next turn.

    Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

 

Skywrite

Cost: 2 magicka

Cast Time: 1 action

Range: Sight

Duration: Concentration, up to 1 day

 

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

 

Spider Climb

Cost: 2 magicka

Cast Time: 1 action

Range: Touch

Duration: Concentration, 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.

 

Warding Bond

Cost: 2 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 hour

 

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

 

Warding Wind

Cost: 2 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

 

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:

  • It deafens you and other creatures in its area.

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.

  • The area is difficult terrain for creatures other than you.

  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

 

Restoration

APPRENTICE (3 Magicka)

 

Phase Shift

Cost: 3 magicka

Cast Time: 1 action

Range: Self

Duration: 1 minute

Blink PHB 219

 

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that rang, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

 

Levitation

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: Concentration, up to 10 minutes

Fly PHB 243

 

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the

spell ends, the target falls if it is still aloft, unless it can stop the fall.

    At Higher Levels. When you cast this spell using 4 or more magicka, you can target one additional creature for each additional magicka used.

 

Meld Into Stone

Cost: 3 magicka

Cast Time: 1 action

Range: Touch

Duration: 8 hours

PHB 259

 

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

    While merged with the stone, you can’t see what occurs outside it, and any Intelligence (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

    Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

 

Rusted Blade

Cost: 3 magicka

Cast Time: Bonus Action

Range: Self

Duration: Instant

 

You alter your weapon to become rusted for your next attack. On your next successful hit with this weapon, you deal an additional 1d4 disease damage and causing the creature to be diseased. The creature must make a DC 15 Endurance saving throw at the start of each of its turns or take an additional 1d4 disease damage.

    At Higher Levels. When you cast this spell using 4 or more magicka, the target takes an additional 1d4 damage on impact and each subsequent turn the creature is diseased for each magicka used, to a maximum of 9 magicka.

 

Sleet Storm

Cost: 3 magicka

Cast Time: 1 Action

Range: 150 feet

Duration: Concentration, up to 1 minute

PHB 276

 

Provided you are outdoors or have access to a small amount of water, until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

    The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make an Agility saving throw. On a failed save, it falls prone.

    If a creature is concentrating in the spell’s area, the creature must make a successful Endurance saving throw against your spell save DC or lose concentration.

 

Swift Swim

Cost: 3 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 hour.

 

This spell grants up to 10 willing creatures that you can see within range the ability to swim three times faster than normal.

 

Tidal Wave

Cost: 3 magicka

Cast Time: 1 Action

Range: 120 feet

Duration: Instant

EE 240

 

Provided you are outdoors or have access to a small amount of water, you conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make an Agility saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

 

Wall of Sand

Cost: 3 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Concentration, up to 10 minutes

EE 241

 

Provided you are outdoors or have access to a small amount of sand, you conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

 

Wall of Water

Cost: 3 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

EE 241

 

Provided you are outdoors or have access to a small amount of water, You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The water disperses when the spell ends. The wall’s space is difficult terrain.

    Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

 

Waterbreathing

Cost: 3 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 24 hours

 

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retains their normal mode of respiration.

 

Waterwalking

Cost: 3 magicka

Cast Time: 1 action

Range: 30 feet

Duration: 1 hour

 

This spell grants the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were a thick fluid, allowing the caster to walk on it if he moves fast. Up to ten willing creatures that you can see within range gain this ability for the duration.

    If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

    At Higher Levels. When you case this spell using 5 magicka, the water behaves as if it were land, allowing the caster to walk on it.

 

Wind Wall

Cost: 3 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

PBH 288

 

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.

 

 

APPRENTICE (4 Magicka)

 

Blight

Cost: 4 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

PHB 219

 

Magical energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make an Endurance saving throw. The target takes 8d8 magic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

   If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

    If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

    At Higher Levels. When you cast this spell using 5 or more magicka, the damage increases by 1d8 for each additional magicka spent.

 

Control Water

Cost: 4 magicka

Cast Time: 1 action

Range: 300 feet

Duration: Concentration, up to 10 minutes

PHB 227

 

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

    Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

    The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

    Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

    Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

    Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

    When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage

 

Fabricate

Cost: 4 magicka

Cast Time: 10 minutes

Range: 120 feet

Duration: Instant

PHB 239

 

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

    Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

    Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

 

Free Action

Cost: 4 magicka

Cast Time: 1 action

Range: Touch

Duration: 1 hour

PHB 244 (Freedom of Movement)

 

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

    The target can also spend 5 feet of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

 

Indestructible Ward

Cost: 4 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 1 minute

PHB 264 (Otiluke's Resilient Sphere)

 

A sphere of shimmering force encloses a creature or object o f Large size or smaller within range. An unwilling creature must make an Agility 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. A disintegrate spell targeting the globe destroys it without harming anything inside it.

 

Stone Shape

Cost: 4 magicka

Cast Time: 1 action

Range: Touch

Duration: Instant

PHB 278

 

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could

shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

 

Stoneskin

Cost: 4 magicka

Cast Time: 1 action

Range: Touch

Duration: Concentration, up to 1 hour

PHB 278

 

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

 

Watery Sphere

Cost: 4 magicka

Cast Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

EE 241

 

You conjure up a sphere of water with a 10-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

    Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

    The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

    As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

    When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

 

JOURNEYMAN (5 Magicka)

 

Control Winds

Cost: 5 magicka

Cast Time: 1 action

Range: 300 feet

Duration: Concentration, up to 1 hour

EE 234

 

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

    Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

    Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

    Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

 

Kinetic Blast

Cost: 5 magicka

Cast Time: 1 action

Range: Self

Duration: Instant

PBH 231 (Destructive Wave)

 

You strike the ground, creating a burst of energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on an Endurance saving throw or take 10d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

 

Maelstrom

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 1 minute

EE 238

 

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

 

Nature Shell

Cost: 5 magicka

Cast Time: 1 action

Range: 30 feet

Duration: Concentration, up to 10 minutes

 

You shape the ground around your target, enveloping them completely in hardened earth. The target must make a Strength saving throw to resist the spell. On a successful save, the creature isn't affected. On a failed saving throw they are immobilized and can't speak, hear, move, or make any actions. The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, the shell hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

    While the spell is active, the shell has an AC of 5 and 60 hit points. When the shell reaches 0 hit points the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects.

    The shell itself relates to the terrain that you are currently on. For example, it could made of soil, ash, or ice.

 

Telekinesis

Cost: 5 magicka

Cast Time: 1 action

Range: 60 feet

Duration: Concentration, up to 10 minutes

 

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

    At apprentice level, you are able to move small creatures or objects that are 50 pounds or lighter.

    Creature. Make a willpower ability check against the creatures strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward, but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upwards is suspended in mid-air.

    On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

    Object. You can try to move an object that weighs up to 50 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

    If the object is worn or carried by a creature, you must make a willpower check against the creatures Strength. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

    You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, or pouring the contents of a vial.

    At Higher Levels. When you cast this spell at Adept level, you can move medium size creatures or objects that are 200 pounds or lighter. At Expert, you can move large size creatures or objects that are 500 pounds or lighter, at Master you can move huge size creatures or objects that are 1,000 pounds or lighter.

 

Transmute Rock

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Instant

EE 240

 

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

    Transmute Rock to Mud. Non-magical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration.

    If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

    If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make an Agility saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

    Transmute Mud to Rock. Non-magical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make an Agility saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

 

Wall of Force

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

PHB 285

 

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

    Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

 

Wall of Stone

Cost: 5 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

PHB 287

 

A non-magical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

    If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Agility saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

    The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

    If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

    If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

 

JOURNEYMAN (6 Magicka)

 

Barrier

Cost: 6 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

PHB 245 (Globe of Invulnerability)

 

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

    At Higher Levels. When you cast this spell using a spell of 7th level or higher, the barrier blocks spells of one level higher for each level above 6th.

 

Bones of the Earth

Cost: 6 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Instant

EE 233

 

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

    If a pillar is created under a creature, that creature must succeed on an Agility saving throw or be lifted by the pillar. A creature can choose to fail the save.

    If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Agility check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

    At Higher Levels. When you cast this spell using 7 or more magicka you can create two additional pillars for each additional magicka spent.

 

Elemental Barrier

Cost: 6 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 1 minute

EE 239 (Primordial Ward)

 

You have resistance to fire, frost, poison, and shock damage for the spell’s duration.

    When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

 

Move Earth

Cost: 6 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 2 hours

PHB 263

 

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

    At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

    This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

    Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

 

Stone Cloak

Cost: 6 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

EE 237

 

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

• You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

• You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on an Agility saving throw or be knocked prone.

• You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

 

Wall of Ice

Cost: 6 magicka

Cast Time: 1 action

Range: 120 feet

Duration: Concentration, up to 10 minutes

PHB 285

 

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

    If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make an Agility saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

    The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Willpower saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

    At Higher Levels. When you cast this spell using a spell of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each level above 6th.

 

Wind Cloak

Cost: 6 magicka

Cast Time: 1 action

Range: Self

Duration: Concentration, up to 10 minutes

EE 237

 

Until the spell ends, wind whirls around you, and you gain the following benefits:

• Ranged weapon attacks made against you have disadvantage on the attack roll.

• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some- how prevent it.

• You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make an Endurance saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

 

 

EXPERT (7 Magicka)

 

Rune of Nature

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: 30 minutes

 

When you cast this spell, you place a rune, either on a nearby surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the rune. If you choose a surface, the rune can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in it's place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

    The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

    You decide what triggers the glyph when you cast the spell. For runes inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For runes inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

    You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect daedra or dunmer). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

    When triggered, the rune will explode, enveloping the creature completely in hardened earth. The target must make a Strength saving throw to resist the spell. On a successful save, the creature isn't affected. On a failed saving throw they are immobilized and can't speak, hear, move, or make any actions.     The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, the shell hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

    While the spell is active, the shell has an AC of 5 and 60 hit points. When the shell reaches 0 hit points the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects.

    The shell itself relates to the terrain that you are currently on. For example, it could made of soil, ash, or ice.

 

Paralyze

Cost: 7 magicka

Cast Time: 1 action

Range: Touch

Duration: 12 seconds

 

You attempt to paralyze a target that you touch. The target must make a Willpower saving throw. On a failed save, the creature is paralyzed for 2 turns. At the start of each of the targets turn, they can repeat the Willpower saving throw to attempt to break the spell.

    While paralyzed, the creature can't speak, move, or make any actions.

 

Reverse Gravity

Cost: 7 magicka

Cast Time: 1 action

Range: 100 feet

Duration: Concentration, up to 1 minute

 

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make an Agility saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

    If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

    At the end of the duration, affected objects and creatures fall back down.

 

 

EXPERT (8 Magicka)

 

Control Weather

Cost: 8 magicka

Cast Time: 1 action

Range: 150 feet

Duration: Instant

PBH 228

 

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

    When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

    When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

 

Precipitation

Stage         Condition

1                  Clear

2                  Light clouds

3                  Overcast or ground fog

4                  Rain, hail, or snow

5                  Torrential rain, driving hail or blizzard

 

Temperature

Stage          Conditions

1                   Unbearable heat

2                   Hot

3                   Warm

4                   Cool

5                   Cold

6                   Arctic cold

 

Wind

Stage          Conditions

1                   Calm

2                   Moderate wind

3                   Strong wind

4                   Gale

5                   Storm

 

Earthquake

Cost: 8 magicka

Cast Time: 1 action

Range: 500 feet

Duration: Concentration, up to 1 minute

 

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

    The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Endurance saving throw. On a failed save, the creature’s concentration is broken.

    When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Agility saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.

    Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Agility saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

    A fissure that opens beneath a structure causes it to automatically collapse (see below).

    Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Agility saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

 

Tsunami

Cost: 8 magicka

Cast Time: 1 minute

Range: Sight

Duration: Concentration, up to 6 rounds

 

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

    At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

    A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

 

Horrid Wilting

Cost: 8 magicka

Cast Time: 1 action

Range: 150 feet

Duration: Instant

 

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make an Endurance saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 magic damage on a failed save, or half as much damage on a successful one.

 

 

MASTER (9magicka)

 

Dragonhide

Cost: 9 magicka

Cast Time: 1 reaction

Range: Self

Duration: Instant

 

When you are the target of a melee or ranged physical attack, you can use a reaction to instantly thicken your skin to resemble the hide of a dragon. Your AC can't be less than 20 and you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

 

Kinetic Wave

Cost: 9 magicka

Cast Time: 1 action

Range: Self

Duration: Instant

 

You create a great force that pushes all targets of your choice within a 60 foot radius around you to 60 feet away from you. Each target takes 1d6 bludgeoning damage for every 10 feet they are pushed, and are left prone. If the target is pushed into a solid physical object, such as a wall, they are stopped, but the force makes them take as much damage as if they had moved the entire distance. Each target makes an Agility saving throw.     On a failed save they take full damage, and on a successful save, they take half damage.

 

Mass Paralysis

Cost: 9 magicka

Cast Time: 1 action

Range: 120 feet

Duration: 12 seconds

 

You attempt to paralyze all targets of your choice that are within a 60 foot radius of a point that you choose that you can see within the spells range. Each target must make a Willpower check against your Willpower roll. If the target fails, they are paralyzed for 2 turns. At the start of each of the targets turn, they can roll against your initial Willpower roll to attempt to break the spell.

    While paralyzed, the creature can't speak, move, or make any actions.

 

Time Stop

Cost: 9 magicka

Cast Time: 1 action

Range: Self

Duration: Instant

 

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

SPELL LIST

 

NOVICE (Cantrip)

Control Flames

Create Bonfire

Force Bolt

Gust

Mending

Mold Earth

Shape Water

 

NOVICE (1 Magicka)

Burden

Earth Tremor

Feather

Fog Cloud

Kinetic Push

Minor Levitation

Minor Telekinesis 

Oakflesh

Lock

Open

Shield

 

NOVICE (2 Magicka)

Alter Weapon

Dust Devil

Gust of Wind

Heat Metal

Pyrotechnics

Skywrite

Spider Climb

Warding Bond

Warding Wind

 

APPRENTICE (3 Magicka)

Phase Shift

Levitation

Meld Into Stone

Rusted Blade

Sleet Storm

Swift Swim

Tidal Wave

Wall of Sand

Wall of Water

Waterbreathing

Waterwalking

Wind Wall

 

APPRENTICE (4 Magicka)

Blight

Control Water

Fabricate

Free Action

Indestructible Ward

Stone Shape

Stoneskin

Watery Sphere

 

JOURNEYMAN (5 Magicka)

Control Winds

Kinetic Blast

Maelstrom

Nature Shell

Telekinesis (Mysticism)

Transmute Rock

Wall of Force

Wall of Stone

 

JOURNEYMAN (6 Magicka)

Barrier

Bones of the Earth

Elemental Barrier

Move Earth

Stone Cloak

Wall of Ice

Wind Cloak

 

EXPERT (7 Magicka)

Rune of Nature

Paralyze

Reverse Gravity

 

EXPERT (8 Magicka)

Control Weather

Earthquake

Horrid Wilting

Tsunami

 

MASTER (9 magicka)

Dragonhide

Kinetic Wave

Mass Paralysis

Time Stop

Novice 0
Novice 1
Novice 2
Apprentice 3
Apprentice 4
Journeyman 5
Journeyman 6
Expert 7
Expert 8
Master 9
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