Spelladex
Spells Terms
There are a number of terms and words used within spell casting that will help describe the use, category, and other details about the spell.
VTT Text boxes
Spells will have pure text boxes that are for use in the VTT character sheets for inputting either in the descriptions or the specified fields.
School
All spells are divided into schools, these are a broad view of how the spell functions. They can be broken into several types as seen here.
Abjuration: These are spells the provide protection from both the mundane and the arcane, as well as general anti-magic type spells. Those that primarily practice this school are called Interdictors.
Compulsion This school is composed of spells that forcefully coerce others into action or inaction, be it for or against their own goals. Those that primarily practice this school are called Coercers.
Conjuration: These are spells where a physical thing is created, be it a glob of acid, an elemental, or a floating sword. Often times these spells have to bypass the AC of the target rather than require a save. Those that practice this school are called Summoners.
Divination: These are spells that grant the caster, or others, some form of insight. This would including scrying, seeing invisibility, predictive thoughts, and other types of similar effects. Those that primarily practice this school are called Seers.
Evocation: These are spells that call flashes of energy to destroy things. This is typically limited to Acid, Fire, Ice, Force, and Sonic energies. These spells tend to require a save instead of a roll against a target's AC. Those that primarily practice this school are called War Mages.
Illusion: These are spells that convince the senses of others that the unreal, is real. Those that primarily practice this school are called Illusionists.
Thaumaturgy: These are spells that have control over positive and negative energy. As well as things themed around life and death. Those that primarily practice Thaumaturgy are called Vivimancers or Necromancers depending on preference.
Transmutation: These are spells that modify a subject's capabilities, or modify a physical object. Those that primarily practice transmutation are called Engineers.
Spell Proficiency
Spell proficiency is added to Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su) DC and any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.
Simplex Spells
Arcane Tricks
[Universal]
Level: [Arcane 0]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: See Text
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Will; Harmless
Spell Resistance: Yes
Want to make your hair purple? Sure! Make marbles seemingly fall naturally into a geometric pattern? You got it! Need a mop to clean the floor for you; here’s where it’s at!
This spell is a general purpose spell that does all sorts of trivial things. So long as it doesn’t take more than a pound of force, or do any direct harm to anything. It is possible to make it roll marbles under people's feet though; and things like it. It can be used with bluff checks, for example making a toy snake look and act like a real snake would garner a +2 circumstance bonus to bluff. If well used and explained +2 circumstance bonuses could apply to most skills. Be creative but understand this is a very limited spell. Anything that would directly affect another, like making their hair blue, would warrant a will save.
VTT Macro Description:
@{character_name} spins up a spell that does any number of mundane tasks. Cleaning their clothes, changing their hair color, moving small
objects around and other trivial things. If used wisely this spell can grant a +2 circumstance bonus to a skill. Creativity is the
limit.
Bless
[Compulsion]
Level: [Divine 0]
Components: [V], [S]
Casting Time: 1 Swift Action
Range: Close (25 ft + 5 ft per 2 levels) @{CloseRange} ft.
Effect: burst of which no two targets can be more than 20 ft. apart
Duration: 1 Round per CL @{cl} rounds
Saving Throw: Will; Harmless
Spell Resistance: Yes
Upon recitation of scripture and holding your holy symbol aloft. The party gains a +1 holy or unholy bonus to attack and damage. Good clerics give holy, evil give unholy. Neutral choose upon character creation.
VTT Macro Description:
@{character_name} says a prayer of their god and blesses their allies with a +1 ?{Holy or Unholy?} bonus to attack and damage.
Create Water
[Conjuration]
Level: [Nature 0]
Components: [S], [V], and [M]
Casting Time: 1 Minute
Range: Close (25 ft + 5 ft per 2 levels) @{CloseRange}
Effect: 10 foot radius around target, 1 gallon of water per 2 CL 10 ft radius around target, [[floor(@{cl}/2)]] gallons of water
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Material Component: Must have some kind of vessel to hold the water in, or it just falls harmlessly onto the ground
Upon praying to nature and making the correct motions, your character automatically fills any selected vessels with water, excess falls harmlessly onto the ground.
VTT Macro Description:
@{character_name} creates water that attempts to fill selected vessels first, excess will fall harmlessly to the ground.
Detect Magic
[Divination]
Level: [Arcane 0]
Components: [S] and [V]
Casting Time: 1 Full Round
Effect: 30 ft. cone in caster’s vision range.
Duration: 1 hour per CL @{cl} hours
Saving Throw: None
Spell Resistance: No
This spell allows a user to focus in an area and see if there is magic afoot. 1 round allows the detection of powerful aura e.g. a demon or a dragon. 2 rounds residual spells cast within the past minute. 3 rounds will detect weaker items and if other people are casters. 1 minute allows the sight of magic that has been cast within the last hour. With an hour of focus magic cast up to a day ago can be seen, or even further back if mixed with a bushcraft check to track.
VTT Macro Description:
@{character_name} Focuses hard on the magic around them. After 1 round of concentration they can detect power aura's of magic. After 2
rounds they can detect risidual magic cast within the past minute. 3 rounds will allow @{character_name} to detect weaker magic items and
if other people are casters. Spending a minute concentrating will allow @{character_name} to detect magic cast within the hour. An hour
allows the combination of a bushcraft check to track a caster who has used magic within the last day.
Detect Poison
[Divination]
Level: [Divine 0] [Nature 0]
Components: [S]
Casting Time: 1 Swift Action
Range: Varies
Effect: Everything in line of sight
Duration: Concentration
Saving Throw: No
Spell Resistance: No
Your character concentrates after making a and motion. They can now detect poison instantly within 10 ft. Every round of concentration expands your character's ability to see poison by 5 ft.
VTT Macro Description:
@{character_name} concentrats and detects poison around them. Every round concentrated the radius expands another 5 ft.
Disrupt Undead
[Thaumaturgy] [Life]
Level: [Divine 0]
Components: [V], [S]
Casting Time: 1 Standard Action
Effect: 15 ft. radius centered on the caster
Duration: Instantaneous
Saving Throw: Will for half
Spell Resistance: No
With a strong recitation a holy power emanates from your holy symbol. Any nearby undead must make a will save or take 1d6 damage per 2 CL. Will saves for half. This will not harm anything other than undead.
VTT Macro Description:
@{character_name}} creates a pulse of positive energy around them, damaging undead. The undead can make a will save for half damage.
VTT Number of Dice formula: [[floor(@{cl}/2)]]
Distract
[Illusion]
Level: [Arcane 0]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: Single Target
Duration: 1 + 1 round per 2 CL [[1+floor(@{cl}/2)]] rounds
Saving Throw: Will negates
Spell Resistance: Yes
Focus: A small shiny piece of metal
You speak your words of power and move your hands just right and the piece of metal glints. The target then has a hard time seeing for a short duration since they are distracted by the shiny object. Targets take a -1 circumstance penalty to attacks and AC for the duration; Will negates.
VTT Macro Description:
@{character_name} speaks the words of power and moves their hand just right and their focus glints. The target oft he spell then has a
hard time seeing for a short duration. The target will suffer a -1 circumstance penalty to attacks and AC for the duration.
Energy Bolt
[Evocation] [Multi-Element]
Level: [Arcane 0]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Ray
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Material Component: A marble of the corresponding color
You hurl a marble that becomes a bright bolt of energy at the target. Black for Corrosive, Red for Heat, Amber for Electri, Blue for Cold, and White for Sonic. If the ranged touch attack hits, it deals 1d4 + 1d4 per 2 CL (Max 5d4). These can be used in place of crossbow bolts, sling bullets, or as arrow tips.
VTT Macro Description:
@{character_name} slings a ray of energy at their target with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. This
ray does ?{Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic?} damnage.
VTT Number of Dice formula: [[{floor(@{cl}/2),5}kl1]]
Far Whisper
[Illusion]
Level: [Arcane 0]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Long (400 ft. + 40 ft. per CL) @{LongRange} ft.
Area: 5 ft. Radius spread
Duration: 1 hour per CL and 1 Round; see text @{cl} hours and 1 round; see text.
Saving Throw: None
Spell Resistance: No
You give a friend or subject a coin or personal possession, this will become the target for the spell. So long as the subject is within the range of the spell two-way communication is possible. Once conversation is initiated the initiator gets 6 seconds of speech, then the recipient gets 6 seconds of speech to respond. After this the coin breaks.
@{character_name} hands a friend a coin or small personal object. This object is now the target of the spell. So long as the target
is in range, a two-way conversation is possible. Once the conversation is initiated, both parties get 6 seconds of conversation.
after, the coin or object breaks.
Free Hand
[Conjuration]
Level: [Arcane 0]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Target: Any non-magical unattended object weighing up to 5 lbs.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You make motions with your hand but the motions affect objects up to the maximum range. This effect will break if the action requires more than 5 lbs of force or has to lift more than 5 lbs of object.
VTT Macro Description:
@{character_name} gets a weak telekineses that gives them an 'extra hand' that can lifted 5 lbs or less objects.
Harm
[Thaumaturgy] [Death]
Level: [Divine 0]
Components: [S]
Casting Time: 1 Standard
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Your character coats their hand in black energy and touches a creature. The creature then takes 1d4 + 1d4 per 2 CL (Max 5d4)negative energy damage. This heals undead.
VTT Macro Description:
@{character_name} touches their foe with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit. If the hit and the subject fails
a will save they take the above amount of negative energy damage.
VTT Number of Dice Formula:
[[{floor(@{cl}/2),5}kl1]]
Know Direction
[Divination]
Level: [General 0] [Nature 0]
Components: [S]
Casting Time: 1 Standard Action
Range: Personal
Effect: Self
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You perform a quick series of hand motions and the cardinal directions become clear to you, even if you had no bearing before.
Light
[Evocation]
Level: [Universal 0]
Components: [V]
Casting Time: 1 Swift action
Range: Touch
Target: Object Touched
Duration: 10 minutes per CL [[10*@{cl}]] minutes
Saving Throw: None
Spell Resistance: No
You utter the magical words then touch an object of your choosing. This makes the object glow any color of the caster's choosing. This will be a 20 ft. radius bright light, and another 40 ft. radius of shadowy light.
VTT Macro Description:
@{character_name} touches an object and makes it glow. This object glows in a
20 ft. bright and 40 ft. shadowy radius.
Purify Food and Drink
[Transmutation]
Level: [Divine 0] [Nature 0]
Components: [S] [V]
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 5 ft. cube
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Your character recites an incantation and makes the appropriate motions to rid the target of their spell of any disease or poison. This does not, however, make the food taste good; or cook it.
VTT Macro Description:
@{character_name} purified a 5 ft. cube area's of food. This does not, however,
cook the food or make it taste good.
Resistance
[Abjuration]
Level: [Universal 0]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your character enhances the subject with magic that prevents harm. Granting a 1 + 1 per 5 CL enhancement bonus to all saves.
VTT Macro Description:
@{character_name} touches a subject and grants them a +[[1+floor(@{cl}/5)]]
resistance bonus to all saves.
Rolling Stone
[Transmutation]
Level: [Nature 0] [Earth]
Components: [S], [M]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft
Effect: 1 Thrown Stone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Material Component: a small smooth pebble roughly the size of a pea.
Your character throws a pebble that becomes a larger stone. The stone is larger at higher caster levels. The caster must succeed on a ranged attack against their selected target. If it hits the stone will deal 1d6 + (1d6 per 5 CL). This spell can be thrown with a sling or modified crossbow to get any bonuses the wielder might have with a sling.
VTT Macro Description:
@{character_name} creates and throws a stone with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
against normal AC. If it his it deals bludgeoning damage.
VTT Number of Dice formula: [[1+floor(@{cl}/5)]]
Tend
[Thaumaturgy]
Level: [Nature 0] [Divine 0]
Components: [V], [S], [M]
Casting Time: 1 Standard action or 1 minute
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will (Harmless)
Spell Resistance: Yes (Harmless)
Material Component: Medicinal herbs worth 5 GP that cannot be forgone with an expensive enough focus.
In combat an herb is held aloft by your character and it vanishes. After the magic words are uttered your touched allied will heal for 4 HP. If used out of combat the herb is placed on the wound and a full recitation of the spell will heal your ally for 8 HP + (8 per 2 CL)
VTT Macro Description:
@{character_name} uses an herb o heal an ally for 4 HP. If used out of combat this
spell heals a fixed amount of [[8+(8*floor(@{cl}/2))]]
Throw Noise
[Illusion] [Figment]
Level: [Arcane 0]
Components: V
Casting Time: 1 Swift Action
Range: 30 ft
Effect: 1 Noise
Duration: Instantaneous
Saving Throw: Will Negates
Spell Resistance: No
You make a noise that instead comes from a short distance away. If the subject fails a will save they will think the noise came from that direction. This might not work even if they believe it, e.g. if the enemy has already seen your character. This can be mixed with a bluff roll to sound like another creature.
VTT Macro Description:
@{character_name} creates a noise using their body or a tool at a distance from their
current location. The subject believes it to be real if they fail the will save.
Touch of Fatigue
[Thaumaturgy] [Death]
Level: [Arcane 0]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: 1 round per CL
Saving Throw: Fortitude Negates
Spell Resistance: Yes
You reach your hand out and drain a bit of a creature's vitality. This will give them the affliction, "Fatigued." If the subject is already Fatigued it will instead apply, "Exhausted." Both instances will recover instantly after the duration is up.
VTT Macro Description:
@{character_name} reaches out with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit. If the subject is hit and fails their save
they become [*fatigued*](https://tabletopdefined.com/Glossary/conditions/#fatigued). If they are already fatigued they will become
[*exhausted*](https://tabletopdefined.com/Glossary/conditions/#exhausted).
Virtue
[Abjuration]
Level: [Divine 0] [Nature 0]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes; harmless
Touched creature gains 2 points of warding per CL. This warding will regenerate to its maximum every round throughout its duration.
VTT Macro Description:
@{character_name} grants their target a regenerating ward for the above amount. This
ward returns to this value every round on the target's turn.
VTT formula, put this in the die slot: [[@{cl}*2]]
Advance Simplex Spells
Energy Strike
[Evocation] [Multi-Element]
Level: [Advance Simplex]
Components: [S]
Casting Time: 1 Attack
Range: Touch
Effect: Target Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your hands glow with energy and you start to strike the opponent with your hands. A mere touch is all it takes for the burst of energy to injure your opponent. Make a melee touch attack, if it hits, it deals 1d4 + 1d4 per 2 HD (Max 6d4) damage of the energy type selected for the spell. This spell can deal Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic damage. This must be selected at the time of casting and will remain that type for the duration of the round.
VTT Macro Description:
@{character_name} makes a number of attacks allowed by their Base Attack Bonus against their foes with ?{Energy Type?}
1st Attack: [[1d20+@{BAB}+@{dexmod}+@{SpellProf}+@{FocusEnch}+(?{Misc bonuses to attack?|0})]] against touch AC for [[[[{floor(@{cl}/2),6}kl1]]d4+(@{SpellProf}*[[{floor(@{cl}/2),6}kl1]])]] ?{Energy Type?} damage.
Suggestion: Copy and Paste the first attack in again on a new line, ad a -5 just after the @{BAB} and increase it to -10 and -15 for the 2nd, 3rd, and 4th attacks respectively. Add them when the extra attacks are gained. Example for a character with three attacks:
1st Attack: [[1d20+@{BAB}+@{dexmod}+@{SpellProf}+@{FocusEnch}+(?{Misc bonuses to attack?|0})]] against touch AC for [[[[{floor(@{cl}/2),6}kl1]]d4+(@{SpellProf}*[[{floor(@{cl}/2),6}kl1]])]] ?{EnergyType?} damage.
2nd Attack: [[1d20+@{BAB}-5+@{dexmod}+@{SpellProf}+@{FocusEnch}+(?{Misc bonuses to attack?|0})]] against touch AC for [[[[{floor(@{cl}/2),6}kl1]]d4+(@{SpellProf}*[[{floor(@{cl}/2),6}kl1]])]] ?{EnergyType?} damage.
3rd Attack: [[1d20+@{BAB}-10+@{dexmod}+@{SpellProf}+@{FocusEnch}+(?{Misc bonuses to attack?|0})]] against touch AC for [[[[floor{(@{cl}/2),6}kl1]]d4+(@{SpellProf}*[[{floor(@{cl}/2),6}kl1]])]] ?{EnergyType?} damage.
Greater Magic Shield
[Abjuration] [Force]
Level: [Advanced Simplex]
Components: [S] and [V]
Casting Time: 1 swift action
Range: Self
Duration: 1 minute per CL @{CL} minutes.
Saving Throw: None
Spell Resistance: No
A shield of force forms around your character's body, slowing incoming attacks or even deflecting them. You gain a +6 shield enhancement bonus to AC. This spell makes your character immune to Lesser Magic Missile and also grants 2 force resistance per CL.
VTT Macro Description:
@{character_name} swiftly creates a strong magical shield that grants +6 shield enhancement to AC as well as [[(2*@{cl})]] force
resistnace
Greater Missile Strike
[Evocation] [Force]
Level: [Advanced Simplex]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 (or 2) Creatures
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
You extend your hand after citing the incantation and a large powerful missile leaves your palm and unerringly strikes your foe. This missile will deal 1d6 + 1d6 per 2 CL (Max 5d6) force damage. At 15 HD gain a second missile.
Level 1 Spells
Align Weapon
[Transmutation]
Level: [Divine 1]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Personal
Effect: Self
Duration: 1 hour per CL @{cl} hour(s)
Saving Throw: No
Spell Resistance: None
After the proper recitations your character's weapon takes on the holy or unholy properties. This allows them to bypass damage reduction.
VTT Macro Description:
@{character_name}'s weapon shimmers with the power drawn from their perspective god.
Animal Tongue
[Divination]
Level: [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Personal
Effect: Self
Duration: 1 Hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: None
You perform the motions and the voices of nature become clear. For the duration you can speak with animals. Most animals will not have much to say, but can tell you if a smell, person, or thing has passed recently. While this spell is active diplomacy can be used in place of Profession (Animal Handler), or gain a +2 circumstantial bonus to Profession (Animal Handler).
VTT Macro Description:
@{character_name} suddenly gains the ability to understand animals. They will be able to directly communicate with any animal, and use
diplomacy in place of Profession (Animal Handler), or gain a +2 circumstantial bonus to Profession (Animal Handler).
Arcane Armor
[Abjuration] [Force]
Level: [Arcane 1] [General 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Personal
Effect: Self
Duration: 1 Hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: No
Your character creates a shimmering force around themselves that hampers the effectiveness of incoming weapons, but does not hamper movement. Gain +1 armor enhancement bonus to AC, this bonus increases by +1 per 3 CL. This does not stack with any armor enhancement bonus the character already has.
VTT Macro Description:
@{character_name} begins to glow and shimmer with abjurant energy. They gain a +[[1+floor(@{cl}/3)]] enhancement bonus to AC.
Calm
[Compulsion]
Level: [Arcane 1] [Divine 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Duration: 1 minute per CL @{cl} minutes
Saving Throw: Will; harmless
Spell Resistance: No
The target will have any extreme emotions, fear, anger, sadness, etc... supressed for a brief time while this spell is active. If a fear affect or stifling affect is cast on a subject under the affects of fear they gain a +4 circumstance bonus on the save against it.
VTT Macro Description:
@{character_name} says a soothing incantation that supresses any extreme emotions. This will cancel out fear and stifle and grant the
subject a +4 circumstance bonus against any affect cast on them while calm is still active.
Charm
[Compulsion]
Level: [Arcane 1], [General 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{cl} ft.
Effect: 1 Creature
Duration: 1 minute per CL @{cl} minutes
Saving Throw: Will negates
Spell Resistance: Yes
The subject of your charm has their disposition changed from anything lower than friendly, to friendly. Friendly people are far more likely to assist with the use of diplomacy, or to believe bluffs.
VTT Macro Description:
@{character_name} weaves magic around their target to make them more amenable. This will change any [disposition](https://tabletopdefined.com/Glossary/misc/#disposition) lower than friendly, to friendly.
Close Wound
[Thaumaturgy] [Life]
Level: [Divine 1] [General 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: Instantaneous
Saving Throw: Will; harmless
Spell Resistance: No
Material Component: A small strip of cloth, a thread, and a needle.
After your character completes the appropriate recitations and motions, they place their hands on the wound and the wound is completely cured. This has a side effect of healing for 1d8 as well.
VTT Macro Description:
@{character_name} places their hand on their subject and the subject's wounds are cured. This will also heal them slightly.
Combat Foresight
[Divination]
Level: [Arcane 1], [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature Touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes
As you place your hand on yourself or a companion, you gain a +1 and +1 per 8 HD insight bonus to attack and reflex saves when a sixth sense helps guide your motions.
VTT Macro Description:
@{character_name} places their hand on their subject and grants them a +[[1+floor(@{hd}/8)]] insight bonus to attack and reflex saves.
Conceal Object
[Illusion] [Glamour]
Level: [Arcane 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 large object or smaller per 2 CL within range. [[floor(@{cl}/2)]] large or smaller objects.
Duration: 10 minutes per CL
Saving Throw: No
Spell Resistance: No
Objects that are changes blend into the environment, rather than turn invisible. A door will just look like the wall, while a candle stick on a table will resemble whatever is behind it. Spot DCs for these objects is caster level depending. It will become 10 + CL + PMA + Spell Proficiency.
VTT Macro Description:
@{character_name} changes the light to make selected objects blend into the environment. These objects can only be seen with a Spot Check
DC [[10+@{cl}+@{PMA}+@{SpellProf}]].
Conjure Tool
[Conjuration]
Level: [Arcane 1], [General 1]
Components: [S], [M]
Casting Time: 1 Standard Action
Range: Personal
Effect: Self
Duration: 1 Hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: No
You can summon a single simple tool. This could be a tension rod for picking a lock, a hammer, a crowbar, a spool of rope, a sun rod, a torch, etc.. Nothing worth more than 5 gp. The magically summoned one is always of the highest quality available. This tool can break, in which case the spell ends immediately and the tool vanishes.
VTT Macro Description:
@{character_name} summons a ?{What kind of tool did you summon?} for immediate use.
Control rope or chain
[Transmutation]
Level: [Arcane 1]
Components: [S],[V]
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft per CL) @{MediumRange}
Effect: Rope or chains that do not exceed weight limit.
Duration: 1 round per CL @{cl} rounds
Saving Throw: Reflex negates
Spell Resistance: No
Control 10 ft + 5 feet of rope or chain per CL with simple commands. These commands are Tie, Bind, Untie, Unbind, and Hang.
Tie: Ties a knot with the effectiveness of a 10 + 1/2 CL use rope check; untie undoes this.
Bind: Ties a creature up with a 10 + 1/2 CL + PMA DC to break or escape artist; unbind undoes this. Reflex save to avoid
Hang: Lets the chain or rope hang from a point as high as the range allow, to make climbing it easy.
VTT Macro Description:
@{character_name} Moves their hand and suddenly up to [[10+(@{cl}*5)]] ft. of rope or chain springs to life.
Tie: Tie a knot with [[10+floor(@{cl}/2)]] as the use rope result
Bind: Ties a creature with a [[10+floor(@{cl}/2)+@{pma}]] DC to escape or break. This is 10 higher is chain is used.
Hang: Lets the rope hang from a point as high as the range will allow. This makes climbing easier.
Darkness
[Evocation]
Level: [Arcane 1], [General 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Personal
Effect: 20 ft. radius
Duration: 1 round per CL @{cl} rounds
Saving Throw: No
Spell Resistance: No
Your character shrouds themself in unnatural darkness that only the Sunlight spell can penetrate. Your character is also affected by this and cannot see things within the radius, even if they have dark vision. Blind-sight and Tremor-sense can see through Darkness.
VTT Macro Description:
@{character_name} shrouds themself in an unnatural darkness that only the Sunlight spell can penetrate. Even dark vision cannnot see
through this veil. Blind-sight and Tremor-sense can see through the darkness.
Detect Traps
[Divination]
Level: [General 1], [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Personal
Effect: Self
Duration: 1 minute per CL @{cl} minutes
Saving Throw: No
Spell Resistance: No
Your character gains a +10 competency bonus to their investigate checks when looking for traps. This also allows them to find any arcane or magical traps that would otherwise not be possible to find with standard investigations.
VTT Macro Description:
@{character_name} focuses their mind with their magic and gains a +10 competency bonus to investigation checks when looking for traps.
This allows allows them to detect traps of a magical nature which are not normally possible to find with a standard investigation.
Discern Location
Level: [Arcane 1] [Nature 1]
Components: [V] and [F]
Casting Time: 1 Minute
Range: Touch
Effect: 1 Map
Duration: 1 Hour per CL @{cl} hours
Saving Throw: N/A
Spell Resistance: No
Focus: A pin with an arrow shaped head and a map.
The pin is laid on the map, and it will snap to the position and direction of the caster. The pin will magically move on the map as the caster moves. This spell cannot have its focus forgone with a more expensive focus. The map and pin are required. If the caster ends up going beyond the scope of the map, the spell will end.
VTT Macro Description:
@{character_name} lays a pin onto a map. The pin jumps to position showing the caster's exact position on the map. The pin
will follow the position and direction of the caster so long as the caster remains in the area of the map.
Double Time
[Transmutation]
Level: [Arcane 1], [Divine 1], [Generalist 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft per 2 CL) @{CloseRange} ft.
Effect: 1 Targeted creature in range
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes; harmless
As you touch your target they seem to end up with a limberness to them that they didn't have before. Subjects of this spell gain +30 to their ground speed for the duration. This does not increase the speed of any other movement type.
VTT Macro Description:
@{character_name} causes their target to feel envigorated and give them a bit of pep in their step. The subject of the spell gains +30 to
their ground speed for the duration.
Eagle Eyes
[Divination]
Level: [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 hour per CL @{cl} hours
Saving Throw: Will; harmless
Spell Resistance: Yes
Your character channels the sharp eyes of an eagle to gain a better understanding of your surroundings. Gain a +2 + 2 per 3 HD competency bonus to Spot and Investigate checks. Also, if using a range weapon increase the effective range by 50%. So if the range for a weapon is 30 ft. it will be 45 ft. while this spell is active.
VTT Macro Description:
@{character_name} channels the visual prowess of an eagle. The subject of the spell gains a +[[2+(floor(@{hd}/3)*2)]] competency
bonus on Spot and Investigate checks. Also ranged weapons have their effective range increased by 50%.
Energy Spray
[Evocation]
Level: [Arcane 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard Action
Range: Centered on caster
Effect: 15 ft. 90° cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
User waves their hand and sprays an area with Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic? This will deal 1d4 per 2 CL. Subjects in the cone can make a reflex save for half damage.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} sprays a small cone of ?{Energy Type?} directly in front of them. All creatures within the area must make a reflex save
for half damage.
VTT Number of Dice formula: [[floor(@{cl}/2)]]
Energy Warding, Minor
[Abjuration] [Multi-Element]
Level: [Arcane 1]
Components: [S], [V], and [M]
Casting Time: 1 Immediate action
Range: Personal
Effect: Self
Duration: 1 round + 1 round per 5 CL [[1+floor(@{cl}/5)]] rounds
Saving Throw: No
Spell Resistance: No
Gain 4 resistance to Acid, Cold, Electric, or Heat per CL. The resistance is determined by the incoming damage and will remain in place until the duration ends.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} very swiftly wards themself against ?{Energy Type?} damage. They then gain [[@{cl}*4]] ?{Energy Type?} resistance for
the duration.
Enhance Weapon
[Transmutation]
Level: [Arcane 1], [Divine 1], [Generalist 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Touch
Effect: Weapon Touched
Duration: 1 hour per CL @{cl} hours.
Saving Throw: Will; harmless
Spell Resistance: Yes
You reach out and touch a weapon and the weapon pulses with arcane power. The weapon gains +1 and +1 per 3 CL enhancement bonus to attack and damage. This does not stack with enhancement bonuses already present on the weapon.
VTT Macro Description:
@{character_name} enhances a touched weapon with magical energy granting it a temporary +[[1+floor(@{cl}/3)]] enhancement bonus to attack
and damage. This does not stack with enhancement bonuses presently on the weapons, the higher bonus will be used.
Ensnare
[Conjuration]
Level: [Generalist 1], [Nature 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard
Range: Close (25 ft. + 5 ft per 2 CL) @{CloseRange} ft.
Effect: 5 ft.2 + 5 ft.2 per 2 CL. [[5+(5*@{cl})]] sq. ft.
Duration: 3 rounds
Saving Throw: Reflex partial
Spell Resistance: No
Material Component: A small piece of twine, vine, or rope.
As your hand moves and makes the correct motions the vine in your fingers vanishes and many roots sprout from the ground to wrap around the ankles of those within the affected area. Anyone that fails to make a reflex save cannot move and are considered flat-footed. Those that pass their save must treat the area as difficult terrain.
VTT Macro Description:
@{character_name} creates an area of gnarled roots. Creatures that fail their reflex saves cannot move and are considered [flat-footed](https://tabletopdefined.com/Glossary/conditions/#flat-footed). Creatures that pass their saves consider the area
[difficult terrain](https://tabletopdefined.com/Glossary/misc/#difficult-terrain).
Fervor
[Compulsion]
Level: [Divine 1]
Components: [S], [V], and [F]
Casting Time: 1 Swift Action
Range: Personal
Effect: Self
Duration: 1 round per CL @{cl} rounds.
Saving Throw: No
Spell Resistance: No
Focus: A holy or ideological symbol
Your character performs a recitation of scripture and is imbued with new fervor. Caster gains a +1 and +1 per 3 CL (Max +3) holy or unholy bonus to AC and damage.
@{character_name} performs a recitation of scripture. They become imbued with religious ferver, gaining a +[[{(@{cl}/3),3}kl1]] ?{Holy
or Unholy?} bonus to AC and Damage.
Figment, Minor
[Illusion] [Figment]
Level: [Arcane 1], [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Long (400 ft. + 40 ft. per CL) @{LongRange} ft.
Effect: 1 small size figment
Duration: Up to 1 minute per CL; concentration Up to @{cl} minutes; concentration
Saving Throw: Will; disbelief
Spell Resistance: No
You craft an illusion of a small size creature or object and direct the motions, movements, and everything with your mind. The illusion can make noise, be smelled, felt, and seen. As a figment these spells are typically harmless. If a person passes their save against the figment, they can still see it, but know it as an illusion. If a subject fails their save they believe the figment to be real and all of their senses will think it as such. A subject who has failed their save can be flanked by a figment.
@{character_name} crafts an illusion of up to a small sized creature or object. They can directrion the motions, movements, or anything
about the fighment with their mind. The illusion can make noise, be smelled, felt, and seen. Figment spells are harmless. If a
person passes their save againsr the figment, they can still see it but know it's an illusion. If a subject fails they believe the
figment to be real in all aspects and their senses will think it as such. A subject who has failed their will save can be flanked by
a figment.
Flash Bang
[Evocation] [Sonic] [Light]
Level: [Arcane 1], [Generalist 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 15 ft. radius on target
Duration: Instantaneous; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your character lobs a magical sphere of light at their foe. On contact, it erupts into a bright light and very loud sound. Creatures that fail their fortitude saves are stunned and blinded for 1 round + 1 round per 8 HD.
VTT Macro Description:
@{character_name} lobs an orb of light and sound at their foe. Once it makes contact all subjects within a 15 ft. radius
of where it landed needs to make a fortitude save or be stunned and blinded for [[1+floor(@{hd}/8)]] rounds.
Fox Fire
[Evocation]
Level: [General 1], [Nature 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 10 ft. cube
Duration: 1 round per CL @{CL} rounds
Saving Throw: Reflex
Spell Resistance: Yes
Material Component: A piece of bark mushroom
The piece of mushroom in your fingers turns to dust as it is thrown. It fills an area with a thick glowing green dust. All of those inside must make a reflex save or get coated in the dust. Those coated in the dust take a -2 insight penalty to AC and become outlined in glowing material, canceling out invisibility and similar effects.
VTT Macro Description:
@{character_name} Throws glowing green dust into the area. Creatures that fail their reflex save have their invisibility canceled out
and suffer a -2 insight penalty to AC.
Harming Touch
[Thaumaturgy] [Death]
Level: [Arcane 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Target touched
Duration: Instantaneous and 1 round per 2 CL [[floor(@{cl}/2)]] rounds.
Saving Throw: Yes
Spell Resistance: Yes
Your character's palm becomes covered in black flame as your reach for your foe. If the foe is hit this will deal 1d8 negative damage per HD, to a maximum of 6d8. If the foe takes damage from the spell they must make a fortitude save or have their speed reduced by 10 ft for the duration of the spell.
VTT Macro Descriptions:
@{character_name} touches their target with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. If the subject
takes damage they must make a fortitude save or have their speed reduced by 10 ft.
VTT Number of Dice Formula:
[[{@{cl},6}kl1]]
Healing Touch
[Thaumaturgy] [Life]
Level: [Divine 1], [General 1], [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Target Touched
Duration: Instantaneous
Saving Throw: Will; Harmless
Spell Resistance: No
Your character says a prayer of mending and touches their friend. This touch heals for 1d8 per CL to a maximum of 6d8. This spell has no chance of inadvertently causing disease or scarring.
VTT Macro Description:
@{character_name} touches their ally and will heal them for the above amount.
VTT Number of Dice Formula:
[[{@{cl},6}kl1]]
Hustle
[Transmutation]
Level: [Divine 1], [General 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Personal
Effect: Self
Duration: 1 minute per CL
Saving Throw: no
Spell Resistance: no
Material Component: A caffeinated berry or bean
After imbuing a berry with arcane energy, you consume it and begin to move faster. Gain an extra 30 ft of movement on your move actions for the duration.
Identify
[Divination]
Level: [Arcane 1], [General 1]
Components: [S], [M]
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 5 ft cube centered on target.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Material Component: Any gemstone worth at least 30 GP
Your gem vanishes and all the magical items at your target location glow for a moment. Knowledge and understanding of all the item's magical properties flood your character's head.
Illusory Disguise
[Illusion] [Glamour]
Level: [Arcane 1] [General 1]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Touch
Effect: Creature touched
Duration: 10 minutes per CL [[@{cl}*10]] minutes
Saving Throw: Will; harmless
Spell Resistance: No
You create a simple visual disguise over your body. The disguise cannot change the way your species looks. It can, however, change your facial features, skin color, hair color, eye color, clothing... etc. Using this spell gives a +8 enhancement bonus to disguise checks. Creatures that touch you gain a +4 on their spot checks and a re-roll against the disguise.
VTT Macro Description:
@{character_name} creates a disguise that can change superficial features such as facial
shape, eye color, skin color, clothing etc.. This grants a +8 enhancement to disguise.
Creatures that touch it gain a re-roll with a +4 to their spot against the caster's disguise.
Magic Missile, Lesser
[Evocation] [Force]
Level: [Arcane 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 missile + 1 missile per 2 CL
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Your character fires magical arrows, darts, cylinders, or however they shape it; at their foe. These missiles ignore any kind of cover short of total cover, and any non-specific damage reduction. A missile will deal 1d4 damage.
Mend
[Transmutation]
Level: [Arcane 1], [General 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Touch
Effect: Object touched
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Material Component: A bit of cloth and glue
Your character holds up their components and touch an object. The Object will restore 1d6 HP for every 5 CL. If the weapon is completely broken this cannot restore any HP.
VTT Macro Description:
@{character_name} repairs the damaged object. This cannot repair completely broken objects.
VTT Number of Dice formula: [[{floor(@{cl}/5),1}k1]]
Orb of Energy, Lesser
[Conjuration]
Level: [Arcane 1]
Components: [S]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)@{CloseRange} Ft.
Effect: 1 orb
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Select an energy type upon memorizing the spell and that is the version learned or taken as a spell known. Conjurers, on the other hand, know all variants. Energy types applicable here are-- Acid, Cold, Electricity, Force, Heat, or Sonic. The orb is thrown at a target that is within range on the same turn it is cast. The orb will deal 1d8 per CL in damage to a maximum of 5d8 damage.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} forms and throws an orb of ?{Energy type?} at their foe. It has a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
to hit.
VTT Number of Dice formula: [[{@{cl},5}kl1]]
Palm Burst
[Evocation] [Multi-Element]
Level: [Arcane 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
You slam your palm into a target and a burst of energy is fired into your foe. A foe takes 1d10 damage per 2 HD (Max 5d10), minimum 1d10, of energy damage. Applicable energy damage Cold, Corrosive, Desiccation, Electric, or Heat damage.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name}'s palm glows with ?{Energy type?} as they strike their foe with a [[1d20+@{dexmod}+@{bab}+@{FocusEnch}+@{SpellProf}]]
to hit.
VTT Number of Dice formula: [[{floor(@{cl}/2),5}kl1]]
Reflexive Decoy
[Illusion] [Dellusion]
Level: [Arcane 1]
Components: [S], [M]
Casting Time: 1 Immediate action
Range: Personal
Effect: Self and 1 decoy
Duration: 1 Round
Saving Throw: Will; disbelief
Spell Resistance: No
Material Component: A small stick with your character's name attached to it in some manner.
At any point in the round, your character can cast this spell and create a temporary illusory double and makes the caster invisible. The caster will get 10 ft. of movement and remain invisible until the same point in the round when they cast the spell previously. The attacker must make a will against the illusory double, if they fail they will think they felled the character and act accordingly. If they succeed they know it was a decoy. If the decoy is not attacked during the round it's up, anyone in adjacent squares will know it was a decoy as well.
VTT Macro Description:
@{character_name} becomes invisible and moves 10 ft. An illusory double will take the
hit. If the subject fails the will save they will think they killed the caster. Invisibility
disappears at the start of @{character_name}'s next turn.
Renew
[Thaumaturgy] [Life]
Level: [Divine 1], [Nature 1]
Components: [S], [V], and [M]
Casting Time: 1 Swift action
Range: Personal
Effect: 15 ft. Radius
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
Material Component: 1 gp of medicinal mushrooms
Plants and life bustle around you as you sanctify a small area. Allies within the area have any fatigued cured and any exhaustion reduced to fatigue while in the spell effect. All allies will recover 1d4 HP at the beginning of the caster's turn.
VTT Macro Description:
@{character_name} creates an area around themselves that heals for 1d4 + Spell Proficiency
every round at the start of their turn.
VTT side macro:
&{template:custom}{{title=Renew Heal}}{{subtitle=@{character_name}'s healing pulse}}{{Healing=[[1d4+@{SpellProf}]]}}{{desc=Allies within the area have any fatigued cured and any exhaustion reduced to fatigue while in the spell effect.}}
Shadow Shape
[Illusion] [Shadow]
Level: [Arcane 1], [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Effect: 40 ft. radius
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
You move your hands and the shadows follow as directed. With the ability to warp the absence of light you gain partial concealment and a +5 circumstance bonus to conceal.
VTT Macro Description:
@{character_name} creates an area where shadows follow their whim. These warp light
and grant the user a +5 circumstance bonus to conceal checks, as well as
[*partial concealment*](https://tabletopdefined.com/Glossary/conditions/#concealment-partial).
Sharp Sense
[Divination]
Level: [Nature 1]
Components: [S]
Casting Time: 1 Swift action
Range: Personal
Duration: 1 minute per CL
Saving Throw: None
Spell Resistance: No
Your character picks up on and internalizes the demeanor and capacity of those around them. This allows them to sense their relative HD. They will know if any target within line of site is higher or lower HD than them, and how close they are to death.
Shield
[Abjuration] [Force]
Level: [Arcane 1] [Divine 1]
Components: [S] and [V]
Casting Time: 1 Swift action
Range: Self
Duration: 1 minute per CL @{cl} minutes
Saving Throw: None
Spell Resistance: No
A shield of force forms around your character's body, slowing incoming attacks or even deflecting them. You gain a +4 shield enhancement bonus to AC. This spell makes your character immune to Lesser Magic Missile and also grants 2 force resistance per CL.
VTT Macro Description:
@{character_name} creates a floating disk of force that attempts to intercept attacks it grants +4 shield enhancement bonus to AC. This
also makes them immune to lesser magic missile and grants [[2*@{cl}]] force resistance.
Sleep
[Compulsion]
Level: [Arcane 1], [General 1], [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL)
Effect: 20 ft radius centered on target
Duration: 1 minute per CL
Saving Throw: Will negates
Spell Resistance: Yes
With a wave of your hand and humming of a lullaby you put 4 HD + 2 HD per 5 CL of creatures to sleep. If they make their will save they are unaffected but the potential HD of creature affected is not lost.
Slow Fall
[Transmutation]
Level: [Arcane 1], [General 1]
Components: [V]
Casting Time: 1 Immediate action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: Up to 1 subject per 2 CL within range and line of site. [[floor(@{cl}/2)]] subjects
Duration: 1 Minute per CL @{cl} minutes.
Saving Throw: Will; harmless
Spell Resistance: Yes
You shout the spell's words, you and subjects start falling substantially slower. While under the effects of this spell, a subject cannot take falling damage. Subjects thrown with telekinesis or other similar abilities also take no damage. This spell does not work in a place with no air, even with silent spell.
VTT Macro Description:
@{character_name} quickly casts a spell to save themselves from falling. Subjects affected will take any crushing damage from any
variation of falling damage. e.g. Being thrown telekinetically. Does not function in a vacuum
Sonic Lance
[Evocation] [Sonic]
Level: [Arcane 1], [General 1]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: Creature Targeted
Duration: Instantaneous
Saving Throw: Fortitude
Spell Resistance: Yes
With a controlled scream you direct the energy of the sound in a concentrated form to a single target. The target takes 1d6 + 1d6 per 6 CL sonic damage. The target must then make a fortitude save. If they fail they are deafened for 1d4 rounds. Rigid or brittle material, such as stone and glass, take 1d12 damage instead.
VTT Macro Description:
@{character_name} creates a directed noise strong enough to vibrate and damage a
target. Creatures that fail the fortitude save are deafened for [[1d4]] rounds. The
damage is unavoidable.
VTT Number of Dice formula: [[1+floor(@{hd}/6)]]
Soul Bolster
[Thaumaturgy] [Life]
Level: [Arcane 1] [Divine 1]
Components: [S] and [V]
Casting Time: 1 Swift action
Range: Touch
Effect: Creature touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes
Your character channels their magical energy into their palm which glows white and emits soft blue flames. When your target is touched they become engulfed in the light flame. The target of the spell will gain PMA x 1/2 CL in Temporary health. The subject also gains immunity to fear for the duration of the spell.
VTT Macro Description:
@{character_name} will imbue their ally with positive energy. They will start to glow and emit soft white flames. The subject obtaines
[[@{pma}+floor(@{hd}/2)]] Temporary HP and immunity to fear for the duration.
Soul Burn
[Thaumaturgy] [Death]
Level: [Arcane 1] [Divine 1]
Components: [S] and [V]
Casting Time: 1 Swift action
Range: Touch
Effect: Creature touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will negates
Spell Resistance: Yes
Your character channels thaumic energy and reaches out to touch their foe. Their foe takes on a dim red glow and begins to weaken. If the subject makes their will save they suffer no ill effects. If they fail their will save they will take PMA + 1/2 HD negative energy damage per round, and be scared
VTT Macro Description:
@{character_name} touches their for with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit. The subject has negative thaumic
energy imbued into them. They will grow a dim red and weaken. If they fail their save they will take [[@{pma}+floor(@{hd}/2)]]
damage a round for the duration.
Stifle
[Compulsion]
Level: [Arcane 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange}
Effect: 1 Creature
Duration: 1 round per 2 CL [[floor(@{cl}/2)]] rounds.
Saving Throw: Will negates
Spell Resistance: Yes
Material Component: 1 gp worth of garnet sand
You blow the sand towards your opponent and they are hit by a cloud of sparkling light. They are then overwhelmed with an emotion of your choosing and becomes stifled for the duration.
VTT Macro Description:
@{character_name} blows garnet dust onto their target. The target becomes
[*stifled*](https://tabletopdefined.com/Glossary/conditions/#stifle) fot the
duration on a failed will save.
Tough Hide
[Transmutation]
Level: [Nature 1]
Components: [S], [V], and [M]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: 1 hour per CL @{cl} hours
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Increase the natural armor enhancement bonus of a character by +1 and +1 per 4 HD. This stacks with a base natural armor, but not other natural armor enhancement bonuses.
VTT Macro Description:
@{character_name} casts a spell that magically harden's the target's skin. The target
will gain +[[1+floor(@{hd}/4)]] natural armor enhancement bonus to AC.
Venom Dart
[Conjuration]
Level: [Nature 1]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Medium (100 ft. + 10 ft per CL) @{MediumRange} ft.
Effect: 1 Dart
Duration: Instantaneous; 1 minute per CL Instantaneous; @{cl} minutes
Saving Throw: Fortitude; secondary fortitude.
Spell Resistance: No
You close your fingers as a small needle or dart is formed. It is then launched at a foe. You must succeed on a ranged touch attack. If hit the target must make a fortitude save. If failed the target will take a -4 penalty to strength and dexterity. After 1 minute another save must be made or the user falls asleep.
VTT Macro Description:
@{character_name} fires a dart at an enemy with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
against touch AC. If it hits the subject must make a fortitude save. If they fail they take a -4 penalty to strength and dexterity.
After a minute the subject must save again or fall [*asleep*](https://tabletopdefined.com/Glossary/conditions/#sleep) for the soell duration.
Vivum Pulse
[Thaumaturgy] [Life]
Level: [Arcane 1] [Divine 1]
Components: [S] and [V]
Casting Time: 1 Immediate action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 + 1 creatures per 3 CL within line of sight
Duration: 1 round
Saving Throw: Will; Harmless
Spell Resistance: Yes
Your gaze falls onto creature of your choosing at a moment of great need, they glow with radiant energy for a few moments. Subjects will heal for 12 HP and gain +1 per 6 CL luck bonus to fortitude saves for the round.
Warped Light
[Illusion] [Light]
Level: [Arcane 1] [Generalist 1]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Close (25 ft. + 5 ft per 2 CL)
Effect: 1 creature per 5 CL, minimum 1
Duration: 1 round + 1 round per 2 CL
Saving Throw: Will
Spell Resistance: Yes
With a motion of your hands the lights in the room move in a way that can be quite distracting to your foes. Targets that fail their will save become dizzy for the duration.
Level 2 Spells
Alleviate, minor
[Thaumaturgy] [Life]
Level: [Divine 2] [Nature 2]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will Negates; harmless
Spell Resistance: Yes
Your character touches a creature afflicted with attribute damage and restores 4 to a specified attribute.
VTT Macro Description:
@{character_name} touches their subject and resotes 4 points to their ?{Attribute Targeted?}.
Blindness
[Thaumaturgy] [Death]
Level: [Arcane 2], [Divine 2]
Components: [S], [F]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL)@{MediumRange} ft.
Effect: 1 ranged touch
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
A thin black ray fires from your finger and strikes your target. Their eyes turn solid black for a moment before their sight is removed. This applies the injury affliction, "Blindness," on the target.
VTT Macro Description:
@{character_name} Fires a thin black ray at their for with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. If the
target is hit they must succeed on a fortitude save or be blinded permenantly. Heal Injury or Break Curse can heal this.
Bloom
[Thaumaturgy] [Life]
Level: [Arcane 2], [Nature 2]
Components: [S], [F]
Casting Time: 1 Swift action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 5 sq. ft. per CL all of which must be touching [[@{cl}*5]] Sq. Ft. all of which must be touching.
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; Harmless
Spell Resistance: Yes
Pastel blue, green, and lavender flames pass from your character to your area of effect. The ground seemingly burns for a moment then the flames resolve into flowers, mushrooms, ferns, and all sorts of shin-high plants. While in these plants you are immune to the sickened, nauseated, fatigued, and exhausted conditions. Also, you gain a +4 conditional modifier against poison and disease.
On the third round of this being active creatures within the squares will gain 10 healing per round.
VTT Macro Description:
@{character_name} creates an area of lavender flames that resolves into flowers, mushrooms, ferns and other pastel pink and purple plants.
Creatures in this area are immune to the sickened, nauseated, fatigued, and exhausted conditions. After 3 rounds inside the area
creatures will begin to heal 10 hp per round.
Bolster, Charisma
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes.
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Charisma. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Charisma score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Bolster, Constitution
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Constitution. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Constitution score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Bolster, Dexterity
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Dexterity. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Dexterity score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Bolster, Intelligence
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Intelligence. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Intelligence score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Bolster, Strength
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Strength. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Strength score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Bolster, Wisdom
[Transmutation]
Level: [Universal 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Fortitude; Harmless
Spell Resistance: Yes
Your character gains +2 and +2 for every 4 CL enhancement bonus to Wisdom. This does not stack with any other kind of enhancement bonus to the matching attribute.
VTT Macro Description:
@{character_name} flashes brightly for a moment and gains a +[[2+(floor(@{cl}/4)*2)]] enhancement bonus to their Wisdom score. This
does not stack with any other kind of enhancement bonus to the matching attribute.
Breathweave Veil
[Transmutation]
Level: [Universal 2]
Components: [S]
Casting Time: 1 Swift Action
Range: Personal
Effect: 30 ft. Sphere centered on caster; allies only
Duration: 1 + 1 round per 2 CL [[1+floor(@{cl}/2)]] rounds
Saving Throw: No
Spell Resistance: No
This spell requires a breath weapon.
The caster releases their breath weapon directly above them. The breath then forms into a dome centered on the caster. Everything within the dome receives energy resistance equal to the number of damage dice of the breath weapon multiplied by spell proficiency.
VTT Macro Description:
@{character_name} fires their breath weapon into the air and creates a done around themselves. All creatures in this dome gain resistance
to the energy type of the breath weapon. [[?{Number of Dice used by the breath weapon?}*@{SpellProf}]] ?{Energy Type?} resistance.
Bronze Skin
[Abjuration]
Level: [Arcane 2] [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature Touched
Duration: 1 Round per CL @{cl} rounds
Saving Throw: No
Spell Resistance: No
Your skin becomes bronze colored and harder than normal. For the duration of this spell the caster gains 6/- damage reduction.
VTT Macro Description:
@{character_name} places their hand on the subject and their skin glows a bronze color for a moment. For the duration the subject has 6/-
damage reduction.
Lesser Command
[Compulsion]
Level: [Arcane 2], [Generalist 2], [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)) @{CloseRange} ft.
Effect: 1 Intelligent creature
Duration: 1 Hour per CL or until complete. @{cl} hours or until complete.
Saving Throw: Will negates
Spell Resistance: Yes
Give a subject a command that is restricted to two sentences. The creature must understand the language your character uses. So long as the command does not harm the opponent or their loved ones, they will be compelled to complete the command. If the command is completed the spell will break. It is also possible to give the subject a command that makes them continually work at the task, if this is the cast it can last as long as the full duration. An exceptionally benign command will increase the DC by 1.
VTT Macro Description:
@{character_name} commands an intelligent creature. The command has to be two sentences long or less. The subject must speak the language.
On a failed will save the subject will attempt to complete the command to the best of their ability. The command cannot be used to
make the subject harm themselves, loved ones, or put themselves into danger. Benign commands raise the DC of the spell by 1.
Consecration
[Abjuration] [Holy]
Level: [Divine 2]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 30 ft. radius centered on target
Duration: 1 hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: No
After holding a holy symbol aloft. The area affected by the spell gets a soft soothing feeling to it, and seems to glow ever so slightly. Undead creature and demonic attendants in this area suffer a -1 holy penalty on all rolls. Mortal creatures and angelic attendants gain a +1 holy bonus on all rolls while in this area. If this spell is cast on a holy symbol of a good god that has been staked into a wall, the ground, or a ceiling; the range, penalties, and bonuses are doubled. If this spell is cast on a staked symbol of an evil god, it instead becomes Desecration.
This spell is canceled out by Desecration.
VTT Macro Description:
@{character_name} concecrates a specified. Undead and demonic attendants suffer a -1 holy penalty on all rolls. Mortals and angelic
creatures gain a +1 holy bonus on all rolls. If cast on a holy symbol staked into a surface, the radius, bonuses, and penlaties are
doubled. If cast on an unholy symbol the spell becomes Desecration instead.
Counterspell
[Abjuration] [Void]
Level: [Arcane 2], [Divine 2], and [Generalist 2]
Components: [S]
Casting Time: 1 Immediate action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Spell being cast
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Counter-spelling creates a challenge for an enemy caster. Both casters roll 1d20 + CL. If the offender wins the roll, the spell is canceled; if the defender wins the spell is not canceled. Whoever cast the higher-level spell gets a +1 miscellaneous bonus for every level gap between the two spells. For example, if Counterspell is heightened to level 6 and is cast against a level 4 spell, they will gain a +2 miscellaneous bonus.
VTT Macro Description:
@{character_name} quickly moves their staff out and attempts to suppress a spell being cast. This attempt has a result of
[[1d20+@{cl}+(0?{Number of levels heightened over 2nd?|0})]].
Desecration
[Abjuration] [Unholy]
Level: [Divine 2]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 30 ft. radius centered on target
Duration: 1 hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: No
After holding a holy symbol aloft. The area affected by the spell gets a foreboding feeling to it, and lights seem dimmer. Undead creature and demonic attendants in this area gain a +1 unholy bonus on all rolls. Mortal creatures and angelic attendants suffer a -1 unholy penalty on all rolls while in this area. If this spell is cast on a holy symbol of an evil god that has been staked into a wall, the ground, or a ceiling; the range, penalties, and bonuses are doubled. If this spell is cast on a staked symbol of a good god, it instead becomes Consecration.
This spell is canceled out by Consecration.
VTT Macro Description:
@{character_name} concecrates a specified. Mortals and angelic attendants suffer a -1 unholy penalty on all rolls. Undead and demonic
creatures gain a +1 unholy bonus on all rolls. If cast on an unholy symbol staked into a surface, the radius, bonuses, and penalties are
doubled. If cast on an holy symbol the spell becomes Concentration instead.
Energy Flux
[Abjuration]
Level: [Arcane 2] [Generalist 2]
Components: [S]
Casting Time: Immediate
Range: Personal, 10 ft.
Effect: Self, up to 1 creature within range
Duration: Instantaneous
Saving Throw: Reflex; half
Spell Resistance: No
Your character reacts instantly to turn their body into a conduit for incoming, Cold, Corrosive, Desiccation, Electric, Heat, or Sonic. This will mitigate 10 points of incoming damage per CL. Half of the absorbed damage must be directed to a square within a 10 ft. radius of your character. If this square has a creature in it, they get a reflex save for half damage.
VTT Macro Description:
@{character_name} absorbes the incoming ?{Incoming Energy Type?}, up to [[@{cl}*10]] points, and redirects half of the energy to a square
within 10 ft. If a creature is in that square, reflex save for half.
Energy Imbuement
[Evocation]
Level: [Arcane 2] [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Swift action
Range: Touch
Effect: Weapon Touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: No
Spell Resistance: No
Your character charges a weapon with either Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic upon touching a weapon. The imbued weapon will deal an extra 1d8 + 1d8 per 5 CL on a successful hit. This bonus damage is not affected by spell proficiency.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} swiftly imbues their weapon with ?{Energy Type?}. This will allow the weapon to deal an extra [[1+floor(@{cl}/5)]]d8
?{Energy Type} damage on a successful hit.
Suggestion: Add [[1+floor(@{cl}/5)]]d8
to the imbuement damage dice on a new weapon entry within the gear page.
Fairy Flame
[Illusion] [Figment]
Level: [Arcane 2] [Nature 2]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Creature
Duration: 1 round per 2 CL [[floor(@{cl}/2)]] rounds
Saving Throw: Reflex Negates
Spell Resistance: No
Material Component: A pinch of and kind of powder
You throw a pinch of powder through the air at your target. They seemingly burst into teal and purple colored flames. The flames do not deal any damage, but they reveal the shape and outline of any type of invisibility. Creatures affected by this suffer a -10 luck penalty to conceal and spot checks and a -2 luck penalty to attack as it is difficult for the subject to see. The creature will also suffer bad luck for the duration.
VTT Macro Description:
@{character_name} reveals the outline of a target in teal and purple flames. The flames do no damage, but outlines any type of invisibility.
Creatures affected by this suffer a -10 luck penalty on conceal and spot checks, a -2 luck penalty on attacks, and suffer
[*bad luck*](https://tabletopdefined.com/Glossary/conditions/#bad-luck) for the duration.
Floral Artillery
[Conjuration] [Life]
Level: [Nature 2]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: 30 ft. radius
Effect: Creates 1 floral artillery entity +1 per 8 HD [[1+floor(@{HD}/8)]] plants
Duration: 1 round per CL @{cl} rounds
Saving Throw: Fortitude
Spell Resistance: No
Material Component: A viable plant seed per plant weapon
You create a plant based weapon within 30 feet of your character. This plant based weapon cannot move, has a 15 AC and 10 HP. These weapons cannot make reflex saves, are immune to anything requiring a Will save, and get no bonuses to fortitude saves. Every round on your turn, it can fire a single barb at an enemy within 30 feet of it. This barb is a normal ranged attack using CL+PMA as its attack bonus. Each barb deals 3d6 Acid damage.
Spell Description:
@{character_name} Summons some stationary floral plants. These plants have 15 AC and 10 HP. They cannot make reflex saves, are immune to
anything that requires a will save, and get no bonuses to fortitude saves. Every round on your turn, every flower can make an attack
against a foe within 30 feet of it. This barb is a normal ranged attack and will deal 3d6 acid damage.
Custom Macro:
Floral Artillery Attacks for [[1d20+@{cl}+@{PMA}+@{SpellProf}+@{FocusEnch}]] to hit and deals [[3d6+(3*@{SpellProf})]] acid damage
Hallucination, lesser
[Illusion] [Dellusion]
Level: [Arcane 2], [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 creature
Duration: 1 round per CL
Saving Throw: Will; disbelief
Spell Resistance: Yes
Subject believes the terrain is more hostile than it actually is, and may behave erratically as a result. Refer to the table below for how their movement and behavior is affected by a lesser hallucination.
d% result | Action effect |
---|---|
1-50 | Subject moves at half speed. |
51-75 | Subject jumps, tumbles, or attempts other advanced movement actions. |
76-85 | Subject moves normally. |
86-95 | Readily moves through threatened squares, avoiding... something? |
96-100 | Subject deals 3d6 non-lethal damage to themselves. |
VTT Macro Description:
@{character_name} makes their target hallucinate, making them respond to an unseen,
to others, threat. [*See Text*](https://tabletopdefined.com/Spelladex/Hallucination--lesser/)
for effects rolled per round.
Hawk Claws
[Transmutation]
Level: [Nature 2]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Personal
Effect: Self
Duration: 1 Minute per CL
Saving Throw: No
Spell Resistance: No
Material Component: A razor or nail
Gain magical claws to attack with. While these claws are active your character can choose to use their PMA for attack and damage rolls in place of Dex or Strength. These claws resemble the claws of a hawk and deal 1d8 damage with 19-20 x3 critical range. While active, the caster also gains a +4 circumstance bonus to grapple.
Hold Humanoid
[Compulsion]
Level: [Arcane 2], [Divine 2], [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft per 2 CL) @{CloseRange} ft.
Effect: 1 Creature
Duration: To a max of 1 round per CL (Concentration) @{cl} rounds; concentration
Saving Throw: Will negates
Spell Resistance: Yes
Your caster grips their hand and the subject of their spell is held in place. The subject cannot make any actions other than attempting to free themselves of the compulsion and full defense A character that is held by this spell is not exposed. The subject is considered flat-footed against incoming attacks and threatens no squares. Every round the subject gets another will save against the effect.
VTT Macro Description:
@{character_name} convinced their target's mind they are captured and cannot move. The subject cannot make any actions other than
attempting to free themselves or Full Defense. The user is not considered exposed but is considered flat-footed against incoming
attacks. They do not threaten any squares.
Hold Animal
[Compulsion]
Level: [Generalist 2], [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Animal
Duration: 1 Round per CL; Concentration
Saving Throw: Will Negates
Spell Resistance: Yes
Your caster grips their hand and the subject of their spell is held in place. The animal cannot make any actions other than attempting to free themselves of the compulsion and full defense An animal that is held by this spell is not exposed. The animal is considered flat-footed against incoming attacks and threatens no squares. Every round the subject gets another will save against the effect.
VTT Macro Description:
@{character_name} controls their target's mind they are captured and cannot move. The subject cannot make any actions other than
attempting to free themselves or Full Defense. The user is not considered exposed but is considered flat-footed againstg incoming
attacks. They do not threaten any squares.
Interdiction
[Abjuration] [Force]
Level: [Arcane 2] [Generalist 2]
Components: S
Casting Time: 1 Immediate
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 ally other than the caster
Duration: 1 Round
Saving Throw: None
Spell Resistance: No
Quickly form a shield to intercept an attack aimed at an ally. The ally will gain DR 25/- and 1 + 1 per 3 CL deflection bonus to AC.
VTT Macro Description:
@{character_name} intercepts an attack for a nearby ally granting them DR 25/- and
+[[1+floor(@{cl}/3)]] deflection bonus to AC.
Invisibility
[Illusion] [Glamour]
Level: [Arcane 2] [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 Minute per CL
Saving Throw: Will; Harmless
Spell Resistance: Yes
Your character creates a magical area around themselves that makes them appear invisible. This spell is fragile and will fail the moment any direct offensive action is taken. e.g. casting a spell at an enemy, attacking an enemy, or anything that directly affects foes in an aggressive manner. Using spells on your allies that bolster their abilities or heal them will not cause the invisibility to drop. This spell does not, however, muffle sounds your make. While invisible any attack directed at your square has a 50% miss chance if the creature does not have someway to see you, creatures are also flat-footed to you.
VTT Macro Description:
@{character_name} touches their target and they become invisible. This grants [*full concealment*](https://tabletopdefined.com/Glossary/conditions/#concealment-full)
until any directly offensive action is taken.
Invisibility Retort
[Abjuration]
Level: [Arcane 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: 15 ft. radius around target.
Duration: 1 Round per CL @{cl} rounds
Saving Throw: No
Spell Resistance: Yes
Your character touches themselves or another and a light green haze hangs around them in within the radius. Any creatures affected by the spells Invisibility or Greater Invisibility become visible as a green image. Any creature or being that has a permanent or natural ability to be invisible becomes partially visible, rather than fully visible. These creatures are considered to have partial concealment.
VTT Macro Description:
@{character_name} touches a target and a light green haze hangs around it/them. Any creature affected by invisibility or greater
invisibility bcomes visible as a green image. Any creature that has permanent or natural invisibility becomes partially visible
and is affected by [*partial concealment*](https://tabletopdefined.com/Glossary/conditions/#concealment-partial).
Liquifaction
[Transmutation] [Water]
Level: [Arcane 2], [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Square per 2 CL [[floor(@{cl}/2)]] ft.
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
Create an area of softer ground either naturally, or unnaturally difficult to walk across. This turns the area in question into difficult terrain. Depending on the material this may or may not give a -2 circumstance penalty to all creatures within the area, at the DM's discretion.
VTT Macro Description:
@{character_name} completes their incantation for the spell and presses their fingers into the ground. The selected area becomes softer,
sticky, or slick depending on the material and makes the area [difficult terrtain](https://tabletopdefined.com/Spelladex/#desecration)
Mote
[Evocation] [Multi-Element]
Level: [Arcane 2] [Generalist 2]
Components: [S], [V], and [F]
Casting Time: 1 Standard Action
Range: Close (25 ft + 5 ft per 2 CL) @{CloseRange} ft.
Effect: 1 Floating ball of energy
Duration: 1 Round per 2 HD; Concentration [[floor(@{cl}/2)]] rounds; concentration.
Saving Throw: Reflex Half
Spell Resistance: Yes
Focus: A glass orb worth at least 50 gp
Your character evokes element into the glass orb and a mote of energy appears nearby of the corresponding energy type. As your character moves the orb in their hand, the mote moves with it. When the mote is moved into a creature's square the creature will take 1d6 + 1d6 per CL (Max 8d6) points of Cold, Corrosive, Electric, Heat, or Sonic damage. The mote will stop for the rest of the round once it enters a creature's square, and can be moved up to 20 ft per round.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} summons a semi-long lasting ball of energy that can be moved up to 20 ft. per round. Whenever the mote enters a
creature's square the creature must make a reflex save for half damage.
VTT Number of Dice Formula:
[[{1+@{Cl},8}kl1]]
Natural Weapon Enhancement
[Transmutation]
Level: [Nature 2]
Components: [S] and [V]
Casting Time:1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: 1 minute per CL
Saving Throw: Will negates; harmless
Spell Resistance: Yes
You touch a creature and their natural weapons begin to glow slightly. For some creatures this is fists, for others it is claws... etc. Creatures gain a +1 Enhancement bonus to attack and damage for all their natural weapons. This bonus increases by +1 for ever 4 HD of the caster.
Night Sight
[Divination]
Level: [Arcane 2] [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: 10 minutes per CL [[@{cl}*10]] minutes
Saving Throw: Will negates; harmless
Spell Resistance: No
After you touch a creature they can see in the dark, sans color, with no difficulty out to 60 ft.
VTT Macro Description:
@{character_name} grants the target of the spell 60 ft. of dark vision.
Panacea
[Thaumaturgy] [Positive]
Level: [Divine 2] [Nature 2]
Components: [S] and [V]
Casting Time: Standard action
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will; harmless
Spell Resistance: Yes
The target of this spell will have any condition cured.
VTT Macro Description:
@{character_name} touches their target and any [*condition*](https://tabletopdefined.com/Glossary/conditions/) is cured.
Polyglot
[Divination]
Level: [Arcane 2], [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Effect: Self
Duration: 1 hour per CL @{cl} hours
Saving Throw: None
Spell Resistance: No
After finishing the spell, knowledge and understanding of language becomes trivial, they are all kind of the same thing? All language becomes comprehensible to you in both written, spoken, or motioned forms. Any languages that might use pheromones, chemical, or scents will still be incomprehensible.
VTT Macro Description:
@{character_name} finishes the incantation and begins to understand most forms of language. All writen, spoken, and signed language is
known for the duration of the spell. Does not affect pheromonal, chemical, or scent based languages.
Reflections
[Illusion] [Figment]
Level: [Arcane 2], [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Centered on self
Effect: 4 illusory copies
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
After completing the spell 4 illusory body doubles expand out of your square, your character may choose which square they end up in. All the doubles must be in a square adjacent to another double or the caster. The illusory double will have the same AC as the caster. If a mirror image is hit with any damage they will disappear.
VTT Macro Description:
@{character_name} creatures 4 copies of themselves. Upon casting @{character_name} can instantly trade places with one of
the doubles. The illusory doubles have the same AC and saves as @{character_name} but only have 1 hp and will disappear
when taking any damage. All copies must be in adjacent squares to the caster or another copy.
Remove Blindness
[Thaumaturgy] [Life]
Level: [Divine 2] [Nature 2]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Touch
Effect: Creature Touched
Duration: Instantaneous
Saving Throw: Will; Harmless
Spell Resistance: No
Your hand glows white and green for a moment before you touch a blind individual. The positive energy flows through them and restores their vision, so long as they weren't born blind.
Scan
[Divination]
Level: [Arcane 2], [Divine 2]
Components: [S] and [V]
Casting Time: 1 Standard; see text.
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 creature per round
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: No
Spell Resistance: No
Your character prepares a spell that feeds them information about their target. This shows any active spells on the user, such as Mage Armor, Energy Resistance, etc. It reveals if a target has Spell Resistance. It reveals the lowest save type. It also tells you the target's current max HP, current HP, and total non-lethal damage. This can only be used on one creature at a time and to scan a creature it takes a move action so long as the spell is still active.
VTT Macro Description:
@{character_name} sees through a target's body and soul and learns valuable information. This will reveal any active spells, whether or
not the creature has spell resistance, the lowest safe type, as well as current HP, max HP, and total non-lethal damage. Only one
creature can be scanned at a time, as a move action the subject of the scan can be changed.
Secure
[Abjuration]
Level: [Arcane 2], [Generalist 2]
Components: [S], [V], and [M]
Casting Time: 1 Minute
Range: Touch
Effect: 1 portal or container
Duration: Permanent or until dismissed
Saving Throw: None
Spell Resistance: No
Material Component: Iron filings worth at least 5 gp
Your character touches a doorway, or any kind of portal, or a container. The container becomes magically sealed. Any number of friendly targets can be set to be allowed through it. Any non-allowed creature cannot open the portal or container without breaking it. Break DCs are the base object + 8. If attacks are used the Object will gain shatter resistance equal to the casters's PMA, and HP equal to CL x 2.
VTT Macro Description:
@{character_name} secures a container or door. Any number of allies can be selected
as allowed to access. Non-allies cannot open or container without breaking it.
The Break DC is base + 8. If attacks are used the object will have have
shatter resistance [[@{cl}*2]]
Sight of Sin
[Divination]
Level: [Divine 2] [Generalist 2]
Components: [S] and [V]
Casting Time: Standard action
Range: Touch
Effect: Creature Touched
Duration: 1 Hour per CL @{cl} hours
Saving Throw: Will; harmless
Spell Resistance: Yes
For a time the caster gains the ability to see the wight f a person's sin. This will be a colorful aura. This takes a round of focus per subject. This does not reveal what the sins are, just the severity of them.
VTT Macro Description:
@{character_name} gains the ability to focus on a person and see the sevirty of
their sin, but not what it was.
Signal Scramble, lesser
[Abjuration]
Level: [Arcane 2]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Touch
Effect: 1 non-living object
Duration: 1 Hour per CL
Saving Throw: None
Spell Resistance: No
After stating the incantations your character touches an object and it glows faintly for a moment before it goes back to its normal look. Now when that object is scryed, the scry DC is increased by 10.
VTT Macro Description:
@{cl} protects an object from scrying giving all scry DCs made against it a +10.
Splinter
[Transmutation]
Level: [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL)
Effect: 10 ft. radius around selected tile/object.
Duration: Instantaneous
Saving Throw: Reflex; half
Spell Resistance: No
This spell can target an object, or floor tile, made of stone or wood (bone). The object then sheds material out in a 10 ft. radius around it. This shedding is either in the shape of spherical stones, or splinters of wood (bone). Any creature in this area takes 1d10 + 1d10 per 2 CL, maximum 5d10 bludgeoning or piecing damage respectively.
Summon Inferenity Mk. I
[Conjuration] [Elemental]
Level: [Arcane 2], [Nature 2]
Components: [S] and [V]
Casting Time: 1 Full Round
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Summoned creature
Duration: 1 round per CL
Saving Throw: None
Spell Resistance: No
At the beginning of your next turn an inferenity of the prepared energy type, will appear. This spell can only summon a Mk I version of these elementals. You will control the creatures actions telepathically as a move action. If no directives are given the creature will mimic the summoner's behavior.
Special: When memorizing or selecting this spell as a known spell, the energy type of inferentity must be specified.
Tagging Hand
[Conjuration]
Level: [Arcane 2]
Components: [S]
Casting Time: 1 Swift action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 summoned hand
Duration: 3 rounds; concentration
Saving Throw: None
Spell Resistance: None
You quickly throw your hand out as a ghostly image of it extends from your hand. This hand will float up to 30 ft. in a round where ever it is directed. It has 5 hp and an AC of 18. It can deliver touch spells your character casts at a distance.
Thaumic Pulse
[Thaumaturgy] [Life] or [Death]
Level: [Arcane 2] [Divine 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Target: 1 creature
Duration: Instantaneous
Saving Throw: Will; half
Spell Resistance: Yes
A pulse of white or black flame leaves your palm and engulfs your target. This attack deals 1d10 per 2 CL (Max 8d10). This spell can deal either positive or negative energy. Subjects that make their saves, take no damage. If this spell is used to heal, there is a 5% chance of accidentally causing a disease affliction.
Special: When selecting this as a prepared spell or as a known spell, you must specify the energy type of the spell.
VTT Macro Description:
@{character_name} soaks the target in ?{Positive or Negative?} energy and applies the appropriate healing or damage.
VTT Number of Dice formula: [[{floor(@{cl}/2),8}kl1]]
Thought Probe
[Divination]
Level: [Arcane 2], [Generalist 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 20 ft. radius or specified creature
Duration: 1 Round per CL @{cl} rounds
Saving Throw: None; Will
Spell Resistance: Yes
A wave of thoughts flood your mind from the people around you. Only pressing and immediate surface thoughts can be heard. It is possible to focus in on a single person to get deeper thoughts. The subject gets a will save against a deeper thought probe, success negates and informs them someone tried to read their mind.
VTT Macro Description:
@{character_name} starts to listen in on the surface thoughts around those around them.
This is only going to be immediate thoughts and not deeper hidden thoughts. It is possible
to focus on a person's deeper thoughts but this gives the target a will save. If they pass,
they know someone tried to read their mind.
Torrent
[Evocation] [Water]
Level: [Nature 2]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft + 5 ft per 2 HD)
Effect: 10 ft wide line that is 40 ft long
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No
You create a torrent of water that flows in one direction, determined upon casting. This wave originates from the caster. Anything caught in this torrent, that fails a reflex save, is moved to a square at the flow's end. If this is used to flow creatures into a wall they take 6d6 bludgeoning damage. If this is used to throw creatures off of a cliff, they get a reflex save to catch themselves on the ledge. This save should be determined by the DM at the time.
Wind Buffet
[Evocation] [Air]
Level: [General 2], [Nature 2]
Components: [S]
Casting Time: 1 Swift action
Range: Personal
Effect: 20 ft. wide, 60 ft. long line originating from caster.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Your character waves their hand in a direction and blows a powerful gust of wind. All creatures in the area of the gust must make a strength check equal to 10 + PMA of the caster. If they succeed they stay in place, if not they slide back by 5 ft. and another 5 ft. for every 5 points they failed the DC by. Any caster concentrating on a spell, or in the middle of casting a spell, must make a concentration check equal to 10 + caster level.
VTT Macro Description:
@{character_name} blows a powerful gust of wind in a chose direction. All creatures
within the gust area must make a Strength Check DC [[10+@{PMA}+@{SpellProf}]].
Those who fail slide back by 5 ft. + 5 ft per 5 points they failed the DC by. Any caster
in the area must also make a concentration check if they are casting a spell against the
same DC.
Level 3 Spells
Animate Object
[Thaumaturgy] [Life]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Full round
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Object of small to large size
Duration: 1 round per CL; Concentration @{cl} rounds; concentration
Saving Throw: No
Spell Resistance: No
Your character imbues a nearby object with a large amount of raw positive energy. The object will then spring to life and act mostly of its own accord. It will keep the caster of the spell safe, and attack those aggressive to the caster. This object will have (1/2 CL x PMA) health and an AC of (10 + PMA). They will use the caster's reflex save, but are immune to almost all spells that require a fortitude save or will save. They can slam into opponents, they will do this with a 1d20 + (CL + Spell Proficiency + PMA + Focus Bonus) to hit. The damage will vary depending on size. 1d4 + PMA for small, 1d8 + PMA for medium, and 2d8 + PMA for large.
VTT Macro Description:
@{character_name} directs positive energy into a nearby object. The object will defend the caster and attack the nearest foes. It will have
[[floor(@{cl}/2)*@{PMA}]] Health and an AC of [[10+@{PMA}]]. This object will use the caster's reflex save but are immune to almost
all other spells that require a fortitude or will save. These objects can slam into opponents once a round:
Attack: [[1d20+@{cl}+@{SpellProf}+@{PMA}+@{FocusEnch}]] to hit
Damage: [[?{1d4, 1d8, or 2d8?}+@{PMA}]] Bludeoning damage.
Blind Rage
[Compulsion]
Level: [Arcane 3] [Nature 3]
Components: [V] and [S]
Casting Time: Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 creature
Duration: 1 round per CL; concentration @{cl} rounds; concentration
Saving Throw: Will; negates
Spell Resistance: Yes
Subject will be compelled to attack the closest perceived hostile creature. On top of this the subject will gain a +2 circumstance bonus to attack and damage. Subjects will get a new save every round on their turn against the spell.
VTT Macro Description:
@{character_name} forces a creature to melee attack the nearest perceived hostile
creature with a +2 bonus to attack and damage.
Break Curse
[Abjuration] [Void]
Level: [Arcane 3], [Divine 3]
Components: [S], [V], and [M]
Casting Time: 1 Minute
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will negates; Harmless
Spell Resistance: No
Material Component: A Silver Medallion worth at least 25 gp
Your character places a silver medallion on the subject's forehead. The medallion then vanishes and the subject glows for a moment and any non-magic item based curse is removed from the user. Please note a will save is required for anyone with Vampirism, Lycanthropy, or similar curses. Creatures like this have a +8 circumstance bonus on their will save, whether or not they actually want the curse gone.
VTT Macro Description:
@{character_name} places a silver medallion, or their focus, on the subject's forehead. The subject then glows for a moment and any
curses not caused by an item will be removed. A will save is required if the curse is Vampirism, Lycanthropy, or similar curses.
Subjects that want to keep the curse gain a +8 circumstance bonus on the save.
Breathweave Missile
[Transmutation]
Level: [Universal 3]
Components: [S]
Casting Time: Swift Action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 missile per breath weapon damage dice
Duration: 1 minute or until your next breath weapon is used.
Saving Throw: No
Spell Resistance: No
This spell requires a breath Weapon.
Your breath weapon instead of being a cone forms as 1 missile per damage die of your breath weapon. They then spread out strike all
opponents within range of you. Divide the number of missiles by the targets and choose where the remainder missiles go. The targets
will take damage equal to 1d10 of the breath weapon energy damage. Unlike an unmodified breath weapon, when using this spell,
spell proficiency applies to DC and damage.
VTT Macro Description:
@{character_name}'s breath weapon is modified to become unerring missiles that are divided among targets as equally as possible. The targets
will take 1d10 + Spell Proficiency per missile.
Cure Disease
[Thaumaturgy] [Death]
Level: [Divine 3], [Nature 3]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Touch
Effect: Creature touched
Duration: Instantaneous
Saving Throw: Will; harmless
Spell Resistance: No
You use your magic to kill the disease in the target. Shortly after the change the user will become well, typically completely recovered after a rest period. As a note it might take several days for attribute damage to recover. {.tab]
VTT Macro Description:
@{character_name} places their hand on their subject and the disease will vanish, and the healing of attribute damage can begin again. All
lingering effects of a disease will completely vanish after a rest period.
Discerning Eyes
[Divination]
Level: [Arcane 3], [Generalist 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Effect: Self
Duration: 10 Minutes per CL [[10*@{cl}]] minutes
Saving Throw: None
Spell Resistance: No
Your character's irises glow a selected color. While this spell is activated magical items, effects, and anything magical in nature will glow. The color of the glow will determine the spell's function (school). The brighter it glows, the stronger the magic is. If the caster focuses for a bit they can see spell 'residue,' of magic cast as far back as 24 hours prior. Identifying a spell is trivial with this spell active and does not require a roll.
VTT Macro Description:
@{character_name}'s eyes glow a perferred color. While active @{character_name} can see magical items, effects, and anything magical in nature
as glowing a specific color. These colors discern the school of magic it belongs to. The brighter the glow, the strong the magic. If
the caster focuses a bit they can see as far back as 24 hours of casting in the area. When active all spells being cast are automatically
identified.
Lesser Dispel Magic
[Abjuration] [Void]
Level: [Arcane 3], [Divine 3], [Generalist 3]
Components: [S] and [V]
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft per CL) @{MediumRange} ft.
Effect: 1 Creature/Object
Duration: Instantaneous
Saving Throw: Will negates; harmless
Spell Resistance: No
Subjects who fail their will save, or allow this spell to affect them will have (1d10 + Spell Proficiency) levels worth of spell effects on them are nullified. They get to pick which effects come off first if they are willing. If they are not willing it'll always take off the highest level of effects first.
VTT Macro Description:
@{character_name} dispels [[1d10+(@{SpellProf}*1)]] levels of spell effects on their target on a failed will save. If the subject is
willing, the subject gets to pick which effects come off first. If the target is unwilling; it takes the highest level effects off
first.
Energy Burst
[Evocation] [Multi-Element]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 20 ft. radius
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your character will direct a small ball of energy onto a target where it will expand filling a 20-ft. radius area with the energy chosen for the spell. This will deal 1d6 per CL (Maximum 10d6). The applicable energy types with this are Cold, Corrosive, Electric, Force, Heat, or Sonic.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} detonates an energy explosion of ?{Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic.} damage. Reflex save for half damage.
VTT Number of Dice formula: [[{@{cl},10}kl1]]
Energy line
[Evocation] [Multi-Element]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Effect: 60 ft. line in front of caster
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Your character will direct an intense wave of energy in a line directly in front of them, dissipating after 60 ft. This will deal 1d6 per CL (Maximum 10d6) to anything in the line. The applicable energy types with this are Cold, Corrosive, Electric, Force, Heat, or Sonic?
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} fires off a line of ?{Energy Type?} damage. All subjects in the line must make a reflex save for half damage.
VTT Number of Dice formula: [[{@{cl},10}kl1]]
Enlarge Monster
[Transmutation]
Level: [Arcane 3] [Nature 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature Touched
Duration: 1 minute per level @{cl} minutes.
Saving Throw: Fortitude negates
Spell Resistance: Yes
Touched creature doubles in size and their weight is multiplied by 8. The target grows a single size category and gain a +2 size bonus to strength and constitution, and a -2 size penalty to dexterity.
VTT Macro Description:
@{character_name} touches a creature and they become a full category size larger. The creature gains +2 bonuses to strength and
constitution. They also gain a -2 penalty to dexterity.
Figment
[Illusion] [Figment]
Level: [Arcane 3] [Nature 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Long (400 ft. + 20 ft. per CL) @{LongRange} ft.
Effect: 1 Medium or large sized figment
Duration: Concentration; up to 1 minute per CL Up to @{cl} minutes; concentration
Saving Throw: Will; disbelief
Spell Resistance: No
As minor figment but up to a large sized creature or object.
VTT Macro Description:
@{character_name} crafts an illusion of up to a large sized creature or object. They can directrion the motions, movements, or anything
about the fighment with their mind. The illusion can make noise, be smelled, felt, and seen. Figment spells are harmless. If a
person passes their save againsr the figment, they can still see it but know it's an illusion. If a subject fails they believe the
figment to be real in all aspects and their senses will think it as such. A subject who has failed their will save can be flanked by
a figment.
Flickering Form
[Illusion] [Glamour]
Level: [Arcane 3], [Generalist 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes
Your character begins to flicker in and out of sight at a relatively low rate, making it hard to know where they will end up. All attack rolls made against your character while like this have a 50% miss chance as a result. Anything that nullifies invisibility will nullify the benefit of this spell.
VTT Macro Description:
@{character_name} touches their target and they begin to flicker in and out of sight at a relatively slow rate, making it hard to know
where they will end up. All attack rolls made against the affected will have a 50% miss chance. Anything that nullifies invisibility
will nullify this effect.
Forced March
[Compulsion]
Level: [Arcane 3] [Generalist 3]
Components: [S] and [V]
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Target
Duration: 1 Round per CL; Concentration @{cl} rounds; concentration
Saving Throw: Will negates
Spell Resistance: Yes
Upon finishing the incantations for this spell, the subject of this spell is forced to walk in one direction at 15 ft. per round for the duration. The subject can still attack, cast spells, and do any standard action. They cannot move of their own accord though. Leaving threatened squares still provokes attacks of opportunity. If a cliff or drop is in the path of this spell, the subject can make a reflex save once they walk off to catch themselves (DC 15 typically). This will end the spell instantly. If there is a wall in the way. The subject will remain against that wall for the rest of the duration.
VTT Macro Description:
@{character_name} forces the target of their spell to walk at 15 ft per round for the duration. The subject can still attack, cast
spells, and do any standard action. They cannot move of their own accord though. If the subject walks off a cliff, they will get a
reflex save to catch themselves. This ends the spell. If the subject encounters a wall they will stand at the wall until the spell
ends.
Golden Rays
[Evocation] [Fire]
Level: [Nature 3], [Divine 3]
Components: [S], [F]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Ray + 1 Ray per 6 CL [[1+floor(@{cl}/6]] Rays
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Focus: A +1 Focus of any kind
Any time during the day your character can draw the energy of the sun in, even if underground, and burn away their foes. For each ray the caster can make a ranged touch attack. If this ranged touch attack his it will deal 1d8 per CL (Max 5d8) heat damage. If the targeted creature is undead the number of dice is doubled.
VTT Macro Description (Set as a utility):
@{character_name} fires off multiple rays dealing heat damage per ray:
1st Ray [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit and [[[[{@{cl},5}kl1]]d8+([[{@{cl},5}kl1]]*@{SpellProf})]] heat damage
VTT Damage per Ray Formula: [[[[{@{cl},5}kl1]]d8+([[{@{cl},5}kl1]]*@{SpellProf})]]
VTT Attack Formula [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
Hand's Off!!
[Abjuration][Sonic]
Level: [Arcane 3] [Generalist 3]
Components: [V]
Casting Time: 1 Immediate action
Range: Melee
Effect: 1 Creature
Duration: Instantaneous
Saving Throw: Reflex; negates
Spell Resistance: Yes
When a flanking opponent attempts to make an attack, you shout a spell and the attacker is thrown 20 feet straight back away from you. If the attacker is against a wall, they take 1d6 crushing damage for every 5 feet they would have moved. A reflex save negates this affect entirely.
Note: If the opponent is thrown in a way that moved them out of threatened squares, attacks of opportunity apply.
VTT Macro Description:
@{character_name} shouts at a flanking opponent. The opponent must make a reflex
save or be thrown straight back 20 ft.. If the attacker is against the wall they
will take 1d6 crushing damage for every 5 ft. they would have moved. The target
does provoke attacks of opportunity for leaving any threatened square.
Haste
[Transmutation]
Level: [Arcane 3], [General 3]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: Burst, up to 6 creatures, no two of which can be more than 20 ft. apart
Duration: 1 Round per CL @{cl} rounds.
Saving Throw: Will; harmless
Spell Resistance: Yes; harmless
Your character speeds up and gains 30 ft. of base movement, +1 haste bonus to attack, AC, and reflex saves; as well as one extra attack at their highest attack bonus per round. This spell is instantly dispelled when slow is cast on an affected creature.
VTT Macro Description:
@{character_name} accelerates themselves and their allies. Subjects of their spell gain 30 ft. of movement, a +1 haste bonus to attack,
AC, and reflex saves. Subjects also gain an extra melee or ranged attack at their highest attack bonus per round.
Heal Injury
[Thaumaturgy] [Life]
Level: [Divine 3] [General 4]
Components: [S], [V], and [M]
Casting Time: 1 Full round
Range: Touch
Effect: Creature Touched
Duration: Instantaneous
Saving Throw: Will; harmless
Spell Resistance: No
Material Component: 50 gp faceted quartz
After the recitations the crystal will glow and vanish, then your place your hands upon the affected area and the injury will be removed.
Note: There are some injuries this will not work on, or will require an accompanying heal check.
VTT Macro Description:
@{character_name} places their hand on the target and a faint glow of light
covers the target. Any injury the character has is healed.
Healing Ray
[Thaumaturgy] [Life]
Level: [Divine 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Ray
Duration: Instantaneous
Saving Throw: Will; half and harmless
Spell Resistance: Yes
Your character fires a thin teal beam at their target. The target will heal for 1d8 + 1d8 per CL to a max of 12d8. If the target is undead it takes damage instead. There is no chance of disease from this spell.
VTT Macro Description:
@{character_name} fires a healing ray with a
[[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit.
VTT Number of Dice formula: [[{12,@{cl}}kl1]]
Invisibility Purge
[Divination]
Level: [Divine 3], [General 3]
Components: [S], [V], and [F]
Casting Time: 1 Swift
Range: Self
Effect: 5 ft. + 5 ft per 10 CL radius around caster
Duration: 1 Minute per CL
Saving Throw: No
Spell Resistance: No
Any creature that has any part of their body in this square will be outlined in a strong light. If the room is very bright, the creature will instead be outlined in black. In either situation the creature becomes completely visible while in the area around the caster.
Ley Anchor
[Abjuration] [Void]
Level: [Nature 3]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Ley Anchor per 5 CL
Duration: 1 round per 2 CL
Saving Throw: No
Spell Resistance: No
Material Component: A small quartz crystal worth at least 15gp.
Note: Opposing casters get benefits from feats that work against counterspells when rolling against a Lay Anchor. If this spell is heightened. The DC is increased by the number of spell slots it has been heightened by.
Your character holds out their quartz crystal and it vanishes, a small geode will appear in the ground in any square that is in range. This Geode will attempt to pull in any ranged targeted spell, such as Energy Burst. When an enemy caster casts a spell they must succeed on a Spell Caster check DC = (13 + Your Caster Level). The enemy caster will get a +1 bonus on their roll for every spell level the spell cast is above 3rd level. Once a Ley Anchor has absorbed a spell it crumbles and becomes useless.
Magic Missile, Moderate
[Evocation] [Force]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 missile +1 missile per HD (Max 15)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Your character fires magical arrows, darts, cylinders, or however they shape it; at their foe. These missiles ignore any kind of cover short of total cover, and any non-specific damage reduction. A missile will deal 1d6 force damage. These missiles must be divided as evenly as possible among all hostile targets within range.
Mana Dew
[Thaumaturgy]
Level: [Nature 3]
Components: [S] and [V]
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Small Tree
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: None
Spell Resistance: No
Note: This disables any spell with level [Nature] in it, even if it also belongs to another spell list if a fruit is eaten.
After completing the spell a small three-foot tall tree, akin to a sapling, sprouts from the ground. This tree glows brightly with a radius of 30 ft, and dimly for another 60 ft. It will produce one fruit per 4 CL, minimum 1 fruit. Whoever eats this fruit will have disabled nature casting for 24 hours, but restore 1d4 spell slots. These slots can be used to restore spells per day in whatever way the caster wants them to. For example if they Roll a 4, and the nature caster has spell proficiency 3, this will be 7 slots of restored spells. The caster that ate the fruit can restore a 4th level spell slot and a 3rd level spell slot, a 7th level spell slot, seven 1st level spell slots, etc...
VTT Macro Description:
@{character_name} summons a tree with [[{floor(@{cl}/4),1}k1]] fruits on it.
When a fruit is eaten it will restore 1d4+@{spellprof} worth of spell slots, but
disable the ability to cast any [Nature] spells for 24 hours.
Greater Mending
[Transmutation]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Object Touched
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
On successful casting of this spell, the object touched will repair for 1d8 points per CL (Maximum 10d8). If the object is magical and is at 0 hp, this spell cannot repair the item at all. If the item has more than 0 hp it will function like normal.
VTT Macro Description:
@{character_name} repairs a touched object even if it is magical.
VTT Number of Dice Macro:
[[{10,@{cl}}kl1]]
Palm Toss
[Evocation] [Force]
Level: [Arcane 3], [General 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: 1 Creature touched
Duration: 1 Round
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your character presses their palm against their target and the target is thrown vertical 10 ft. per 2 CL. The subject loses their turn as they are flying up and falling for the duration. When they hit the ground they take 2d6 crushing damage per 10 ft. of distance they fall. When they land they fall prone.
VTT Macro Description:
@{character_name} Touches their foe with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. If hit, the subject
must make a fortitude save. On a fail the subject will be thrown [[10*floor(@{cl}/2)]] ft. into the air. They will lose their turn
as they fly up and down for the round. They will take [[[[2*(floor(@{cl}/2))]]d6]] crushing damage based on how much they should have or
did fall and fall prone.
Reduce Monster
[Transmutation]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Creature touched
Effect: Increases creature's size category by 1
Duration: 1 minute per level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
Touched creature halves in height and their weight is divided by 4. They shrink a full-size category and gain a +2 size bonus to dexterity, and take a -2 penalty to strength and constitution.
Remove Poison
[Conjuration]
Level: [Divine 3], [Nature 3]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Touch
Effect: Creature Touched
Duration: Instantaneous
Saving Throw: Fortitude negates; harmless
Spell Resistance: No
You touch a creature and all poison/venom with them are removed. This will not reverse and attribute damage done by a poison or venom, but it will prevent further damage. This can be used to remove the venom from a venomous creature, making them unable to apply venom until it naturally regenerates.
Revitalize
[Thaumaturgy] [Life]
Level: [Arcane 3], [Divine 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Creature per 4 CL within range [[floor(@{cl}/4)]] creatures within range
Duration: 1 round per CL @{cl} rounds.
Saving Throw: Will; harmless
Spell Resistance: Yes
Creatures that are effected by this will have any exhaustion or fatigue wipes away. They will feel as if they had gotten a full night of sleep as well, though they will not get any of their daily uses of abilities/spells back. For the duration those effected will be immune to any sleep magic as well as a +3 thaumic bonus to spot, listen, and initiative checks Subjects will also gain 1d10 + 1d10 per 5 CL temporary HP for the duration.
VTT Macro Description:
@{character_name} removes any exhaustion or fatigue. Subjects will feel as of they have gotten a full night of rest, but will not get any
of their daily abilities or spells back. For the duration of the affect they are immune to any sleep magic. They will also gain a
+3 thaumic bonus to spot, listen, and initiative. Subjects also gain [[[[floor(@{cl}/5)]]d10+(floor(@{cl}/5)*@{SpellProf})]]
temporary HP.
Shared Pain
[Abjuration]
Level: [Arcane 3] [Divine 3]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 2 targets
Duration: 1 hour per CL @{cl} hours.
Saving Throw: Will negates
Spell Resistance: No
Focus: +1 or two golden rings of 25gp value each or better.
One subject of the spell becomes the protector, and the other becomes the protectee. The protectee will take half damage, the other half of the damage will be transferred to the protector.
VTT Macro Description:
One subject of the spell becomes the protector, and the other becomes the
protectee. The protectee will take half damage, the other half of the damage will
be transferred to the protector.
Silver Shroud
[Illusion] [Glamour]
Level: [Arcane 3], [Nature 3]
Components: [S], [F]
Casting Time: 1 Standard action
Range: Personal
Effect: Allies within 30 ft. radius of caster.
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Will; harmless
Spell Resistance: Yes
Focus: At least a +1 Focus
During the night the light of the moon can be shaped to make all of your allies look like the same creature, so long as they are the same size. This makes it impossible to distinguish between them using natural vision. Pure vision, or other divination spells can see through this. Larger/smaller creatures will look like a large/small copy of the same creature, but the size will not change.
VTT Macro Description:
@{character_name} casts a silvery light on the party. They all suddenly look identical,
or like bigger or smaller versions if the size category is different. It is not possible
to distinguish creatures with this effect apart.
Siphon Shield
[Thaumaturgy] [Death]
Level: [Arcane 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature Touched and self
Duration: 1 round per 2 CL (Concentration)
Saving Throw: Fortitude half
Spell Resistance: No
As you reach out to touch your foe's chest, your hand glows dimly, enveloped in dusky grey flames. Upon breaking contact with your victim, a radiant barrier formed from its essence surrounds you. Subject must pass a fortitude save or take (CL x2) + PMA negative damage immediately (Half if saved). The barrier will form around the caster and grant equivalent warding to the HP lost. The barrier will collapse once that amount of damage is dealt but will regenerate at the beginning of the next round. When the barrier regenerates it deals the initial damage to the target once again.
VTT Macro Description:
@{character_name} makes a touch attack for [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
on hit, they create a ward out of their target's life-energy.
The subject will take [[(@{cl}*2)+@{PMA}]] negative damage, half on save. The
caster gains regenerating warding equal to the damage done. Every round the ward
will regenerate back up to the initial damage dealt, also dealing that same amount
back to the subject.
Siphon Tether
[Thaumaturgy]
Level: [Arcane 3]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL), the furthest target cannot be beyond this range.
Effect: Two creatures no more than 25 ft apart +5 ft per CL
Duration: 1 round per 2 CL (Concentration)
Saving Throw: Fortitude half; Fortitude harmless
Spell Resistance: No
You hold two needles aloft connected by a sinew cord in front of your intended targets. A black thread then appears between them. From one target life is drained, to the other lift is given. The target of the drain takes 2d8 negative damage, fortitude save every round for half. The other takes the equivalent in positive energy damage. The spell lasts for the duration, though can be ended early if the targets move beyond the maximum distance between them.
Slow
[Transmutation]
Level: [Arcane 3], [Generalist 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 fr. per 2 CL) @{CloseRange} ft.
Effect: Burst, up to 6 creatures, no two of which can be more than 20 ft. apart.
Duration: 1 Round per CL @{cl} rounds.
Saving Throw: Will
Spell Resistance: Yes
Subjects of this spell have their speed halved, or reduced to 15 ft., whichever is slower. These creatures also get a -1 haste penalty to attack, AC, and reflex saves. A creature affected by slow can only make 1 attack in a round. This spell is instantly dispelled if haste is cast on an affected creature.
VTT Macro Description:
@{character_name} slows a selected number of creatures and reduces their speed by half or to 15 ft., whichever is slower. These creatures
also suffer a -1 haste penalty on attack, AC, and Reflex saves. A slowed character can only make 1 attack in a round.
This effect is instantly dispelled if [*Haste*](https://tabletopdefined.com/Spelladex/Haste/) is cast on them..
Smooth Guile
[Compulsion]
Level: [Generalist 3], [Divine 3]
Components: [S] and [V]
Casting Time: 1 Standard actions
Range: Personal
Effect: Self
Duration: 1 Minute per CL
Saving Throw: No
Spell Resistance: None
When telling lies, or attempting to get someone to believe an untruth, your character gains a +15 circumstance bonus to their beguile checks. This will not work when attempting to feint in combat, or when a beguile check is used for anything that is not attempting to convince someone of an untruth.
Soothing Spores
[Conjuration] [Life]
Level: [Nautre 3]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Eight foot mushroom; see text.
Duration: 1 round per CL
Saving Throw: Reflex; harmless
Spell Resistance: No
A mushroom grows in the designated square. All allied creatures within 10 ft. will heal for 3d6 hit points. As a note this mushroom can be used as cover. This mushroom has Shatter Resistance of 20 and 100 HP.
Supplication
[Compulsion]
Level: [Divine 3]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: 40 ft. radius centered on caster
Effect: Area centered on caster
Duration: 1 Round per CL; concentration @{cl} rounds; concentration
Saving Throw: No
Spell Resistance: No
Focus: Any religious themed focus
Your character holds their holy symbol aloft and recites a prayer. Once the prayer is complete all perceived enemies in the area will suffer a -1 luck penalty to AC and all rolls, allies within the area will receive a +1 luck bonus to AC and all rolls.
VTT Macro Description:
@{Character_Name} says a simple prayer and grants enemies in the area will suffer
a -1 luck penalty to AC and all rolls, allies within the area will receive a +1 luck bonus
to AC and all rolls.
Tremor Spike
[Transmutation] [Earth]
Level: [Arcane 3] [Nature 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Effect: 30 ft. Line originating from cater.
Duration: Instantaneous
Saving Throw: Reflex; half
Spell Resistance: No
Your character sends out a 5 ft. wide 30 ft. long line of spikes that grow out of the ground, so long as it isn't made of metal. These spice will form and shoot upward into all creatures within the area. They deal 1d6 piercing damage per CL to a maximum of 10d6 damage.
VTT Macro Description:
@{character_name} creates a line of spikles 5 ft. wide and 30 ft. long. Creatures in the
range of this spell must make a reflex save for half damage. This deals
piercing damage.
VTT Number of Dice formula: [[{@{cl},10}kl1]]
Water Jet
[Evocation] [Water]
Level: [Nature 3]
Components: [S] and [V]
Casting Time: Standard Action
Range: Centered on caster
Effect: 30 ft. long 180° Arc
Duration: Instantaneously
Saving Throw: Reflex; half
A high pressure jet of water shoots from your fingertip, with a diameter no bigger than said fingertip. You sweep it in front of you potentially slicing anything in half. This attack deals 1d6 per CL up to 10d6 slashing damage.
VTT Macro Description:
@{character_name} sweeps their pointing finger across the battle field. As it does
a very higher pressure stream of water deals slashing damage to everything in its range.
VTT Number of Dice formula: [[{@{cl},10}kl1]]
Wounding Ray
[Thaumaturgy] [Death]
Level: [Arcane 3] [Divine 3]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Ray
Duration: Instantaneous
Saving Throw: Will; half
Spell Resistance: Yes
Your character says a prayer and fires a ray that deals for 1d8 per CL negative damage to a maximum of 12d8 at CL 12. This spell has no chance of inadvertently causing disease or scarring.
VTT Macro Description:
@{character_name} fires a ray at their for with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit. If this hits and the subject
fails their save, they take the full amount above. Half damage on save.
VTT Number of Dice formula: [[{@{cl},12}kl1]]
Level 4 Spells
Banishment
[Abjuration][Void]
Level: [Arcane 4] [Generalist 4]
Components: [S], [V], and [M]
Casting Time: Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 summoned creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Material Component: A small cage made of silver with at least 400 gp of value.
Target a summoned creature and make a caster level check (1d20 + CL). If the result is greater than 10 + the creature's HD, the creature is sent back to its home reflection.
VTT Macro Description:
@{character_name} attempts to send a creature back to their home plane with a [[1d20+@{cl}]] against, 10 + the creature's
HD. If the level check result is greater, the creature is sent back to their home reflection.
Blood Circle
[Thaumaturgy] [Death]
Level: [Arcane 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Target: 30 ft. radius centered on caster
Duration: 1 round per CL @{cl} rounds.
Saving Throw: None
Spell Resistance: Yes
Your character makes a cut on their body and the blood drains from your character onto the ground. It quickly creates a magical circle of runes around them. The caster takes 3d6 bleeding damage. Whenever enemies in the circle is injured with piercing or slashing damage, they take 3d6 bleed damage and allies heal an equal amount.
VTT Macro Description (Set to Utility):
@{character_name} deals [[3d6+(@{SpellProf}*3)]] bleeding damage to themselves. This creates a 30 ft. radius around @{character_name}
where in whenever an enemy takes slashing or piercing damage, they also take 3d8 bleeding damage. In turn
allies heal the same amount done.
VTT Side Macro:
&{template:custom}{{title=Blood Circle}}{{subtitle=Life Drain}}{{Bleed Damage=[[3d6+(@{SpellProf}*3)]]}}{{desc=An equal
amount is healed to allies in the circle}}
Bountiful Harvest
[Conjuration]
Level: [Nature 4], [General 4]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Banquet for up to 8 people
Duration: 1 Hour per CL @{cl} hours
Saving Throw: No
Spell Resistance: No
Your character creates a large banquet either on the ground, table, or any place a meal could be served. This meal is composed of many health and hearty foods that are well known to the caster. This will include meats, grains, vegetables, fruits, wines and other things of the sort that would be considered a feast. After eating this meal all subjects will gain a +2 morale bonus to all saving throws as well as +4 circumstance bonus to their constitution for the duration. As a note the HP gained from a constitution increase should be filled as they obtain the bonus.
VTT Macro Description:
@{character_name} creates a large banquet that nourishes the group entirely. After consuming hte meal all subjects will gain a +2 morale
bonus to all saving throws. The subjects also gain a +4 circumstance bonus to their Constitution score for the duration.
Breathweave Barrier
[Transmutation]
Level: [Universal 4]
Components: [S]
Casting Time: Swift Action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 5 square feet + 5 square feet per 2 CL [[5+(floor(@{cl}/2)*5)]] Sq. ft.
Duration: 1 minute or until next breath weapon also 2 + 1 round per 2 CL 1 Minute or until next breath weapon; [[2+floor(@{cl}/2)]] rounds.
Saving Throw: Reflex; Half
Spell Resistance: No
This spell requires a breath weapon
The caster releases their breath weapon at a chosen point on the ground and sweeps it in the shape they want the barrier to have. From the point of origin to the destination point, a barrier is formed composed of the breath weapon's energy type. Any creature in the line of the barrier upon its creation or attempts to pass through the barrier afterward will receive damage as though they were hit with the breath weapon unless they succeed on a Reflex saving throw, in which case they take half that damage rounded up. Unlike normal breath weapons when this is used spell proficiency will apply.
VTT Macro Description:
@{character_name}'s breath weapon becomes a barrier that deals it's damage if a square is entered. A reflex save is allowed if the barrier
is created on an occupied square, for half damage. When this spell is applied to a breath weapon, the breath weapon will apply
spell proficiency.
Infection
[Thaumaturgy] [Life]
Level: [Arcane 4], [Divine 4], [Druid 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: No
Bestow a disease that will slowly eat away at a foe. Upon infection the subject will take 1d4 specified attribute damage. While this disease active, they cannot recover attribute damage normally. Once a week the same specified attribute damage will occur until the attribute becomes zero, wherein the subject will die. No heal check will cure this disease but the spell Cure Disease will cure it, then the subjects can start recovering the attribute damage.
Note: Spell Proficiency does not apply to the attribute damage rolls for this spell.
VTT Macro Description:
@{character_name} touches their for with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. If hit and the subject
fails a fortitude save they take [[1d4]] ?{Attribute Name?} damage. While this disease is active they cannot recover attribute
damage normally. Once a week the same specified attribute will take another 1d4 damage until the attribute becomes 0. When this
happens the subject will die. Can be removed with [*Cure Disease*](https://tabletopdefined.com/Spelladex/Cure-Disease/)
Energy Cloak
[Evocation] [Multi-Element]
Level: Arcane 4
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Personal
Target: Self
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: Yes
Your character becomes shrouded in a glowing veil of the element type of their choosing, except for negative or positive. Any adjacent creature that strikes your character while the energy cloak is active will automatically take 2d6 damage in the chosen energy type. This will happen for each attack, so if an enemy uses four attacks on you, they take damage four times, whether they hit or not. Your character will also take half-damage from any effect of the same energy type.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} cloaks themselves in a cloak of ?{Energy Type?}. They gain resistance to that energy type. Any time a creature attacks
@{character_name} they take retaliation damage.
VTT Side Macro:
&{template:custom}{{title=Retaliation}}{{subtitle=@{character_name}}}{{desc=[[2d6+(@{SpellProf}*2)]] energy damage}}
Gravity Wave
[Transmutation]
Level: [Arcane 4] [Generalist 4]
Components: [S]
Casting Time: Standard
Range: Centered on caster
Effect: 30 ft. line
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No
Create a wave in the floor much like a wave in the ocean that pushes all creatures in the line 15 ft. along the direction of the wave. A reflex save or balance check must be made against the spell DC or fall prone.
VTT Macro Description:
@{character_name} stamps their foot into the ground and sends a gravity wave along
a 30 ft. line. Any creature on the line is pushed back 15 ft. and must make a reflex
save or fall prone at the end of the push.
Improved Hallucination
[Illusion] [Dellusion]
Level: [Arcane 4], [Nature 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per CL) @{CloseRange} ft.
Effect: 1 creature
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; disbelief
Spell Resistance: Yes
Subject belief the hostile is outright hostile to them. This will make them behave erratically as a result. Refer to the table below for how their movement and behavior will be affected throughout the duration.
d% Result | Action effect |
---|---|
1-30 | Subject moves at half speed |
31-50 | Subject, tumbles, or attempts other advanced movement options. |
51-75 | Subject readily moves through threatened squares, avoiding... something? |
76-85 | Subject panics and seemingly battles a non-existent creature |
86-100 | Subject deals 5d6 non-lethal damage to themselves. |
VTT Macro Description:
@{character_name} makes their target hallucinate, making them respond to an unseen,
to others, threat. [*See Text*](https://tabletopdefined.com/Spelladex/Hallucination--Improved/)
for effects rolled per round.
Healing Burst
[Thaumaturgy] [Life]
Level: [Divine 4] [Nature 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Centered on caster
Effect: 20 ft. radius around caster
Duration: Instantaneous
Saving Throw: Will negates; harmless
Spell Resistance: Yes
Your character recites some prayers and all allies in within the radius will heal for 1d8 + 1d8 per CL up to 10d8 healing.
VTT Macro Description:
@{character_name} creates a burst of positive energy, healing nearby allies.
VTT Number of Dice formula: [[{(1+@{cl}),10}kl1]]
Holy Fire
[Evocation]
Level: [Divine 4]
Components: [S], [V], and [F]
Casting Time: Standard action
Range: Personal
Effect: 20 ft. 90° arc 20 ft. 90° Arc
Duration: Instantaneous
Saving Throw: Reflex; half
Spell Resistance: Yes
Your character sweeps their arm as a lash of fire and divine energy sweep in the motion. All creatures in the range of the spell take 1d6 Holy or unholy damage, depending on their sanctity. They also take 1d6 fire damage. Both of these increase by 1d6 per 2 CL the character has.
VTT Macro Description (Select as a utility spell):
@{character_name} sweeps their arm and deals [[[[{(@{cl}/2),6}kl1]]d6+(@{SpellProf}*[[{(@{cl}/2),6}kl1]])]] (un)holy damage. As well as
[[[[{(@{cl}/2),6}kl1]]d6+(@{SpellProf}*[[{(@{cl}/2),6}kl1]])]] fire damage. Reflex save for half.
Lodestone
[Conjuration] [Earth]
Level: [Nature 4]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Lodestone
Duration: 1 round per CL; concentration up to @{cl} rounds; concentration
Saving Throw: None
Spell Resistance: Yes
Material Component: A natural magnet of any size
This spell will create a lode stone that takes up a 5 ft. square and is about 3 ft. tall. In a 40 ft. Radius around this stone all creatures who are wearing any metallic armor: chain or plate, move at half their base movement speed, no faster than 15 ft. Creatures with weapons that are more than 50% made of metal can only make one attack per round. Any ammunition that is 50% or more metal, will instead be diverted to and stick to the surface of the lodestone.
VTT Macro Description:
@{character_name} creates a lode stone that takes up 1 square. In a 40 ft. radius all creatures
wearing metallic armor move at half their base movement speed, no faster than 15 ft. Creatures
with weapons that are more than 50% made of metal can only make one attack per round. Any
ranged weapon that is 50% or more metal will instead fly, and stick to, the lodestone.
Mold Stone
[Transmutation] [Earth]
Level: [Generalist 4] [Nature 4]
Components: [S] and [V]
Casting Time: Standard
Range: Touch
Effect: 5 cu. ft. pr CL [[@{cl}*5]] cu. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Touch a stone surface and control its shape to be whatever is desired by the caster. The Stone will then permanently stay that way. The HP and shatter resistance of the stone remains normal.
VTT Macro Description:
@{character_name} touches a stone surface and it becomes whatever shape is desired
by the caster. The HP and shatter resistance of the stone remains normal.
Mystic Weave
[Abjuration] [Force]
Level: [Arcane 4] [Generalist 4]
Components: [S], [V], and [M]
Casting Time: Standard
Range: Touch
Effect: Creature touched
Duration: 1 minute per CL @{cl} minutes
Saving Throw: Will; harmless
Spell Resistance: No
Material Component: Crystal worth 250 gp
A shroud of force energy encases the target. This grants 10 entropic resistance per CL.
VTT Macro Description:
@{character_name} touches their target and they gain [[10*@{cl}]] entropic resistance
Nature's Melding
[Transmutation]
Level: [Nature 4]
Components: [S], [V], and [F]
Casting Time: 1 Full round action
Range: Personal
Effect: Self
Duration: 1 Hour per 2 CL [[floor(@{cl}/2)]] hours
Saving Throw: No
Spell Resistance: No
Focus: At least a +2 Focus
After completing the incantation and movements for the spell, your character can step into any un-worked natural stone, a tree, or any large natural object. Once in the object your character can occupy any square within the object at will, and exit the object from any square. While inside the object your character is immune to almost everything, and cannot be seen. Your character also cannot cast spells or attack while embedded in a natural object. Your character can see and hear things around the object and within seeing and hearing range. If the natural object your character has moved into is destroyed, your character will appear unharmed in the rubble. The caster can move in and out of natural objects for as long as they have time remaining on the spell.
VTT Macro Description:
@{character_name} completes the incantation and can step into any un-worked
natural stone, trees, or large natural object. Once in the object @{character_name} can
occupy any square within the object at will, and exit from any square. The character
is immune to almost everything while inside the object and cannot be seen. They cannot
cast spells or attack while inside the natural object. They can see and hear things around
the object while melded. If the natural object moves or is destroyed @{character_name}
will appear unharmed in the rubble.
Paranoia
[Compulsion]
Level: [Arcane 4], [General 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Creature
Duration: 1 Round per 2 CL [[floor(@{cl}/2)]] rounds
Saving Throw: Will; negates
Spell Resistance: Yes
The subject of this spell will actively behave as if they have someone attacking them at their flank. This will give anyone attacking the affected subject flanking bonuses. In some cases a character might have the Valour ability, this spell will also activate these abilities. The subject can make a will save as a free action at the beginning of their turn to attempt to break free of this compulsion.
VTT Macro Description:
@{character_name} creates a little fear in the back of the mind of their target that makes
them believe they have a foe behind them. The subject can attempt to save again every
round as a free action. This does trigger the ability valour.
Privacy Field
[Abjuration] [Sonic]
Level: [Arcane 4], [Generalist 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: An area up to 25 ft. x 25 ft. 25 ft.
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: None
Spell Resistance: No
After the spell is complete the walls of the room your in shimmer a bit before going back to normal. This spell will attempt to fill up the area in a single room, but cannot extend in any axis beyond 25 ft. In this area only selected participants can hear conversation or noises created by the other selected participants. This occurs even if a subject is being scryed. Any spell that requires a subject to hear them, and the caster is not a selected participant, fails in the area of this spell. Such as a command spell.
VTT Macro Description:
@{character_name} creates area where in only selected participants can hear conversation
or noises by the other selected participants. This occurs even if the subject is being
scryed.
Invisibility, Greater
[Illusion] [Glamour]
Level: [Arcane 4] [General 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 round per two CL [[floor(@{cl}/2)]] rounds
Saving Throw: Will; harmless
Spell Resistance: No
This works as invisibility, but lasts through offensive actions of any kind.
VTT Macro Description:
@{character_name} touches their target and they become invisible. This grants [*full concealment*](https://tabletopdefined.com/Glossary/conditions/#concealment-full)
even through offensive actions.
Orb of Energy
[Conjuration]
Level: [Arcane 4]
Components: [S]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 orb
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Select an energy type upon memorizing the spell and that is the version learned or taken as a spell known. Conjurers, on the other hand, know all variants. Energy types applicable here are-- Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic. The orb is thrown at a target that is within range on the same turn it is cast. The orb will deal 1d6 per caster level in damage to a maximum of 15d6 damage.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} throws an elemental orb at their for with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC.
VTT Number of Dice Formula:
[[{15,@{cl}}kl1]]
Scoria Spray
[Evocation] [Fire]
Level: [Arcane 4], [Nature 4]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Personal
Effect: 30 ft. cone orignated from caster.
Duration: Instantaneous; 5 rounds.
Saving Throw: Reflex; half
Spell Resistance: Yes
Focus: At least a +1 Focus
Your character holds out their focus and molten basalt explosively sprays from ir. Any creature within the cone will take 1d6 heat damage per 2 CL (Max 8d6) and 1d6 bludgeoning damage per 2 CL (Max 8d6). After the spell ends, in an area of 60 ft. radius around the caster, becomes foggy and difficult to see, giving a -4 penalty to all ranged attacks.
VTT Macro Description (Set to Utility):
@{character_name} creates a cone of molten scoria. This deals [[[[{floor(@{cl}/2),8}kl1]]d6+(@{SpellProf})*[[{floor(@{cl}/2),8}kl1]]]]
bludgeoning damage and [[[[{floor(@{cl}/2),8}kl1]]d6+(@{SpellProf})*[[{floor(@{cl}/2),8}kl1]]]] heat damage to all creatures
in the range of the spell. A successful reflex save halves the damage. After the spell is completed smoke and ash fill
the area giving all ranged attacks a -4 penalty to hit.
Scry
[Divination]
Level: [Universal 4]
Components: [S], [V], and [F]
Casting Time: 10 Minutes
Range: Infinite
Effect: 1 Target
Duration: 1 hour per CL (C)
Saving Throw: Will Negates
Spell Resistance: No
Focus: A crystal ball, the type of crystal is irrelevant, worth at least 1,000 GP
You can see your target through your crystal ball, after some time your view becomes immersive. You'll know what they are saying, what they are seeing, what they are hearing, what they are physically feeling, tasting, and all their primary senses. During this time your character is completely unaware of their current surroundings. The subject will make a will save against your spell, if the subject saves the scry fails and cannot be attempted for another 24 hours. If they succeed by more than 10, they know someone attempted to scry them.
Use the following charts below to modify your scrying DC based on familiarity and possessions.
Familiarity | DC Modifier |
---|---|
Unfamiliar | -10 |
Passing Knowledge | -5 |
Acquainted | +0 |
Familiar | +5 |
Lover/Very Close | +15 |
Possessions | DC Modifier |
Picture or a very good description | +2 |
Personal possession of Target | +4 |
Piece of subject's body. E.g. toenail, lock of hair, a tooth, etc... | +10 |
VTT Macro Description:
See [*Scry*](https://tabletopdefined.com/Spelladex/Scry/) for information, as it is a complex spell.
Shape Shelter
[Transmutation]
Level: [Arcane 4], [Generalist 4], [Nature 4]
Components: [S], [V], and [F]
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 structure that is 15 ft x 20 ft. in size
Duration: 1 hour per CL, Minimum 8 hours. [[{@{cl},8}k1]] hours
Saving Throw: No
Spell Resistance: No
Focus: A small figuring of a cottage worth 70 gp, or a +1 focus
Your character shapes the ground or floor up into a cottage of that size. If this is cast into a cliff face or hill it will instead create the structure into the hill or cliff. The structure will have twelve bunks, a kneeling table, and a small in-built stove for cooking. This structure has a door that also fashioned of local materials. This door can be secured with cooking. This structure has a door that also fashioned of local material. This door can be secured with a lock. From the outside, the structure is well camouflaged and can only be seen with a DC (CL + PMA + Spell Proficiency) spot check.
VTT Macro Description:
@{character_name} summons a small cottage made from local materials. The small structure
has 12 bunks, a kneeling table, and a small in-built stove for cooking. This shelter
has a spot DC of [[@{cl}+@{pma}+@{SpellProf}]].
Soma Spores
[Thaumaturgy] [Positive]
Level: [Nature 4]
Components: [S], [V], and [M]
Casting Time: Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 25 ft. radius around target square.
Duration: 1 Round per CL
Saving Throw: Fortitude; harmless
Spell Resistance: Yes
Create a cloud of mostly invisible spores that cures any conditions the subject has and renders them immune to new ones while in the cloud. Any invisible creature is revealed while in the spores as well.
VTT Macro Description:
@{character_name} creates a cloud of spores that cures any [*conditions*](https://tabletopdefined.com/Glossary/conditions/) subjects
have and renders them immune to new ones while in the cloud. Any invisible creatures are revealed while in the spores.
Spying Eye
[Divination]
Level: [Arcane 4] [General 4]
Components: [S] and [V]
Casting Time: 1 minute
Range: Close; Unlimited
Effect: A magical eye
Duration: 1 Minute per CL (Concentration)
Saving Throw: No
Spell Resistance: None
Your character creates an invisible floating eye that becomes extended vision for your character. This spell needs neither line of effect nor line of sight to function. It has normal vision only, and does not have the benefits of blind sight, low-light vision, or dark vision should the character themselves have it. This eye floats at 30 ft. with perfect maneuverability. Any solid barrier will block the eyes movement, but it can move through any space two inches by two inches wide. The connection is lost of the eye travels to another reflection. The initial spell must be cast at a square/location the caster can see.
The eye can be seen with a spot DC (CL + PMA) Mod if the viewer has see invisibility. If discovered, the eye has an AC of 20 and 6 HP.
Steel Skin
[Abjuration]
Level: [Arcane 4] [Generalist 4]
Components: [S], [V], and [M]
Casting Time: 1 Standard Action
Range: Touch
Effect: Creature Touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: No
Gain 15/- damage reduction for the duration of the spell. This will not stack with any damage reduction granted from other sources.
VTT Macro Description:
@{character_name} or a touched creature gains 15/-
[damage reduction](https://tabletopdefined.com/Glossary/misc/#damage-reduction)
for the duration of the spell.
Summon Inferenity Mk. II
[Conjuration] [Elemental]
Level: [Arcane 4], [Nature 4]
Components: [S] and [V]
Casting Time: 1 Full Round
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Summoned creature
Duration: 1 round per CL
Saving Throw: None
Spell Resistance: No
At the beginning of your next turn an inferenity of the prepared energy type, will appear. This spell can only summon a Mk II version of these elementals. You will control the creatures actions telepathically as a move action. If no directives are given the creature will mimic the summoner's behavior.
Special: When memorizing or selecting this spell as a known spell, the energy type of inferentity must be specified.
Trick Step
[Conjuration]
Level: [Arcane 4] [Generalist 4]
Components: [S] and [V]
Casting Time: Swift
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Quickly teleport into melee range with an uncanny swiftness. This will render all enemies in the threatened squares at the arrival location flat-footed for one round against the caster. Trick step only works if there is attacks against a creature immediately following; it cannot be used to disengage.
VTT Macro Description:
@{character_name} teleports with an uncanny speed into melee range with opponents. Opponents that end up in threatened
squars as @{character_name} reappears are treated as flat-footed by @{character_name}. This spell can only be used if an
attack against a creature follows the teleport; it cannot be used to disengage.
Unbound
[Abjuration]
Level: [Generalist 4], [Nature 4]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature Touched
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes
Once the creature of the spell is affected they are immune to grapples, pins, paralysis, holds, or any affect that hampers their movement. The exception is the spell slow, where the subject will still have their speed reduced.
VTT Macro Description:
@{character_name} places their hand on their target and they become immune to
grapples, pins, paralysis, holds or any affects that hamper movement. The exception
is the spell [*slow*](https://tabletopdefined.com/Spelladex/Slow/) where the subject will still
have their speed reduced.
Universal Energy Warding, minor
[Abjuration] [Multi-Element]
Level: [Arcane 4] [Divine 4]
Components: [S] and [V]
Casting Time: 1 Immediate action
Range: Personal
Effect: Self
Duration: 1 round + 1 round per 5 CL [[1+floor(@{cl}/5)]] rounds
Saving Throw: No
Spell Resistance: No
Gain 2 resistance to Acid, Cold, Electric, Heat and Sonic per CL for the duration of the spell.
VTT Macro Description:
@{character_name} imbues themselves with several energy wards, giving them [[2*@{cl}]] resistance to Acid, Cold, Electric, Heat and Sonic
Level 5 Spells
Adamant Barrier
[Abjuration]
Level: [Arcana 5], [Divine 5], [Generalist 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Touch
Effect: Creature touched
Duration: 1 minute per CL or until depleted @{cl} minutes or until depleted
Saving Throw: Will; harmless
Spell Resistance: No
You recite your incantations and a barrier forms over your body warding you from damage. This ward will have 2d6 per CL and absorbs all types of damage.
VTT Macro Description:
@{character_name} completes the spell and is surrounded by a shimmering ward that prevents incoming damage.
VTT Number of Dice formula:
[[2*@{cl}]]
Area Denial
[Evocation] [Multi-Elemental]
Level: [Arcane 5] [Generalist 5]
Components: [S] and [V]
Casting Time: Standard
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Square per 3 CL [[floor(@{cl}/3)]] squares
Duration: 1 round per CL @{cl} rounds
Saving Throw: Reflex; half
Spell Resistance: Yes
Select which squares are affected, they do not have to be touching. If any creature entered a targeted square they will take 1d8 energy damage, reflex save for half. These squares cannot be seen by non-allied creatures without making a DC 13 + CL + Spell Proficiency spot check.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} makes a number of squares into deadly traps. Any Creature that steps on one will take energy damage with
a reflex save for half. These squares cannot be seen by non-allied creatures without making a DC [[13+@{cl}+@{SpellProf}]]
Spot Check.
VTT Side Macro:
&{template:custom}{{title=Area Denial}}{{subtitle=@{character_name}}}{{Reflex Save=DC [[15+@{pma}+@{SpellProf}]]; half}}
{{desc=The creature takes [[@{cl}d8+(@{cl}*@{SpellProf})]] (Chosen energy damage)}}
Citrus Burst
[Conjuration] [Water]
Level: [Nature 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 exaggerated citric fruit of the casters choosing.
Duration: 1 round per CL and instantaneous; see text. @{cl} rounds; instantaneous
Saving Throw: Reflex; partial.
Spell Resistance: No
Your character summons a hyper concentrated fruit from a dangerous tree found only in the tropics. After giving it a quick touch of magic the fruit can be left to explode at any point in the designated duration, or thrown at an enemy for Instantaneous effect. This fruit will deal 5d10 acid damage on contact. On a failed reflex save the creature is also covered in painful acid that slowly eats at them dealing another 2d10 damage per round per CL, or until washed off.
VTT Macro Description:
@{character_name} uses their citric bomb to harm their target. A reflex save will prevent the acid burn that deals 1d10 + Spell Proficiency
a round.
VTT Side Macro:
&{template:custom}{{title=Citrus Burn}}{{subtitle=@{character_name}}}{{desc=[[2d10+(@{SpellProf}*2)]] acid damage}}
Complete Repair
[Transmutation]
Level: [Arcane 5]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Object within range
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Focus: At least a +3 focus
Your character aims their focus at their target as it glows hot orange for a moment. The object will pull itself back together and repair 1d10 points of damage per CL (Maximum 20d10). This will even work if it is a magical object that has reached 0 hp. As a note any object completely destroyed with entropic damage is gone forever.
VTT Macro Description:
@{character_name} aims their focus at their target and the target glows a hot orange for a moment. The object pulls itself back together.
Even magic items are repaired with this method, unless it was destroyed by desctruction damage.
VTT Number of Dice formula: [[{@{cl},20}kl1]]
Energy Chain
[Evocation] [Multi-Element]
Level: [Arcane 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Target: 1 + 1 creature per PMA with no two targets more than 25 ft. apart. [[1+@{PMA}]] targets, no two of which can be more than 25 ft. apart
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A bolt of energy leaves your fingertip, it strikes the first target and bounces to each intended target. This spell deals 1d10 per CL damage (Maximum 15d10). This spell does either Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} fires a chain of ?{Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic.} energy at selected targets. Targets can make reflex
save for half damage.
VTT Number of Dice formula: [[{@{cl},15}kl1]]
Frost Wall
[Conjuration] [Ice]
Level: [Arcane 4] [Nature 4]
Components: S and V
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 5 ft. of wall per CL [[@{cl}*5]] ft. of wall
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: None
Spell Resistance: No
Create a wall of ice that is 3 ft. thick and up to 10 ft. tall. The wall will expand upwards to the ceiling or 10 ft. whichever is shorter. The wall can be expanded out to the maximum length, or shorter. The wall must be continuous at the time of casting. Each 5 ft. segment of wall has 3 x CL HP. The wall has no shatter resistance, has cold absorption, and fire vulnerable.
VTT Macro Description:
@{character_name} creates a wall of ice up to [[@{cl}*5]] ft. long. The wall is 3 ft. thick and up to 10 ft. tall. Each 5 ft. segment of
wall has [[3*@{cl}]] hp.The wall has no shatter resistance, has cold absorption, and fire vulnerable.
Lockjoint
[Transmutation]
Level: [Arcane 5], [Nature 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium Range (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Creature
Duration: 1 round per 2 CL; concentration [[floor(@{cl}/2)]] rounds; concentration.
Saving Throw: Fortitude negates
Spell Resistance: Yes
After the incantations are finished the target suddenly locks into whatever position they were in. There is a 50% chance they fall over like a statue. The character cannot move in any capacity for the duration. Subjects of this spell are considered exposed. While affected by this spell breathing is difficult. As a result the subject will be fatigued at the end of the duration for 1 minute.
VTT Macro Description:
@{character_name} completes the incantation and the subject of the spell must make a fortitude save. If they fail there is a 50% chance
they fall over. The subject cannot move and is [exposed](https://tabletopdefined.com/Glossary/conditions/#exposed) for the
duration. After it ends they will be [fatigued](https://tabletopdefined.com/Glossary/conditions/#fatigued) for 1 minute.
Mantra
[Compulsion]
Level: [Divine 5] [General 5]
Components: V
Casting Time: Standard action
Range: Centered on caster
Effect: 40 ft. Radius
Duration: 1 round per CL; concentration up to @{cl} rounds; concentration
Saving Throw: None
Spell Resistance: No
While the Mantra is being recited all allies with in the radius gain a +1 per 4 CL morale bonus to all saves and attribute checks. Enemies within the radius must make concentration checks to cast spells, with a DC of 15 + CL.
VTT Macro Description:
@{character_name} begins to chant a mantra in a slow droning manner. Allies in the radius gain a +[[floor(@{hd}/4)]] morale
bonus to all of their saves and attribute checks. Enemies in the radius that cast spells must make a concentration check DC
[[15+@{cl}]] or lose the spell.
Missile Bulwark
[Abjuration] [Void]
Level: [Arcane 5] [Divine 5]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Center on self
Effect: 10 ft. radius sphere around the caster
Duration: 1 round per 2 CL
Saving Throw: None
Spell Resistance: No
Everything within the bubble becomes immune to all magic missile spells and gains DR 10/melee for the duration.
Petal Mirage
[Transmutation]
Level: [Nature 5]
Components: [S] and [V]
Casting Time: 1 Immediate action
Range: Personal
Effect: Self
Duration: 1 round per 5 CL [[floor(@{cl}/5)]] rounds
Saving Throw: None
Spell Resistance: No
Your character becomes a cloud of flower petals when used just before a series of attacks hit. At the end of the turn they reform in an adjacent square. The petals will continue to swirl around your character granting a +2 dodge bonus to AC.
VTT Macro Description:
@{character_name} turns into a cloud of petals and are not harmed by the series of attacks. At the end of the attacker's turn they reform
in an adjacent square and gain a +2 dodge bonus to AC for the duration of the spell.
Ray Reversal
[Abjuration] [Force]
Level: [Arcane 5] [Generalist 5]
Components: [S]
Casting Time: Immediate action
Range: Personal
Effect: Self
Duration: 1 round
Saving Throw: No
Spell Resistance: No
Any incoming ray or orb spells that are of 5th level or lower are automatically reflected back at the caster. Any higher level spell is subject to a caster level check 1d20 + CL from both parties. If the defender wins the spell is deflected back at the caster, if the attacker wins the orb or ray goes through. This effect lasts until the beginning of the caster's next turn.
VTT Macro Description:
@{character_name} deflects incoming rays or orbs back at the caster for one round. If
the spell cast is higher than level 5, the Caster Level Roll [[1d20+@{cl}]] result.
Thoughtless Figment
[Illusion] [Figment]
Level: [Arcane 5] [Nature 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Long (400 ft. + 20 ft. per CL) @{LongRange} ft.
Effect: 1 huge or smaller figment
Duration: 1 Minute per CL @{cl} minutes
Saving Throw: Will; disbelief
Spell Resistance: No
As Figment but up to huge size and requires no concentration.
VTT Macro Description:
@{character_name} crafts an illusion of up to a huge sized creature or object. They can directrion the motions, movements, or anything
about the fighment with their mind. The illusion can make noise, be smelled, felt, and seen. Figment spells are harmless. If a
person passes their save againsr the figment, they can still see it but know it's an illusion. If a subject fails they believe the
figment to be real in all aspects and their senses will think it as such. A subject who has failed their will save can be flanked by
a figment.
Thaumic Chain Bolt
[Thaumaturgy] [Life] or [Death]
Level: [Arcane 5] [Divine 5]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Target: 1 + 1 creature per PMA with no two targets more than 25 ft. apart. [[1+@{pma}]] creatures, no two of which can be more than 25 ft. apart.
Duration: Instantaneous
Saving Throw: Will; half
Spell Resistance: Yes
A black or white bolt leaves your fingertip, it strikes the first target and bounces to each intended target. This spell deals 1d10/CL damage (Maximum 15d10). This spell does either positive or negative energy. If this spell is used to heal, there is a 5% chance of accidentally causing a disease affliction.
When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} Fires a bolt of white or black energy from their fingertip. This bolt bounces between the targets dealing or healing
the above damage. If Healing there is a 5% [[1d100cs>5]] chance of getting a disease.
VTT Number of Dice formula: [[{@{cl},15}kl1]]
Sky Eyes
[Divination]
Level: [Arcane 5]
Components: [S] and [V]
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft. per 2 CL); 1 + 1 Mile per 2 CL
Effect: 1d4 + 1 per 5 CL
Duration: 1 Hour per CL
Saving Throw: None
Spell Resistance: No
A series of small eyes are created in an area nearby. These eyes all have a spot DC equal to 10 + CL + PMA Modifier. Each Eye has 22 AC and 8 HP. These eyes can float around and see things. They must return to the area around the caster in a radius equal to (25 ft. + 5 ft. per 2 CL), to report back the information. Each eye takes 1 round to report what it saw to the caster. These eyes fly at 40 ft. with perfect maneuverability.
Level 6 Spells
Greater Command
[Compulsion]
Level: [Arcane 6], [Generalist 6]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 intelligent creature
Duration: 1 Minute per CL or until complete @{cl} minutes
Saving Throw: Will negates
Spell Resistance: Yes
Your character will give an intelligent creature a command, and they must follow it to the best of their ability. This spell will not work if the subject does not speak the language of the spell. The command has to be two sentences or less. This spell cannot be used to make the subject commit direct harm, but it can be used to direct them to do dangerous activities, or harm others; even loved ones. These types of commands will lower the DC of the spell by 2.
VTT Macro Description:
@{character_name} commands an intelligent creature. The command has to be two sentences long or less. The subject must speak the language.
On a failed will save the subject will attempt to complete the command to the best of their ability. The command cannot be used to
make the subject harm themselves directly... but can be given a dangerous task, or to harm others; even loved ones. These commands
lower the DC of the spell by 2.
Disintegrate
[Transmutation] [Void]
Level: [Arcane 6]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Touch
Effect: Object/Creature touched
Duration: Instantaneous
Saving Throw: Fortitude; partial
Spell Resistance: Yes (Still affects golems)
Focus: Must have at least a +3 focus
Upon touching your target they will take 10d6 + 1d6 per CL (Maximum 30d6) entropic damage. If an object or creature hits 0 hp from this spell they are instantly turned to ash, leaving only their worldly possessions behind. On a succeeded fortitude save this spell only deals 1d6 per 2 CL entropic damage. Inanimate solid objects hit with this will have a 10 ft. x 10 ft. x 10 ft. cube of material destroyed. This spell instantly destroys a wall of force.
VTT Macro Description:
@{character_name} presses their palm to the chest of their target with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit
. Their target flashes black for a moment and begins to break apart. If the subject passes their fortitude save they instead take
[[[[floor(@{cl}/2)]]d6+(floor(@{cl}/2)*@{SpellProf})]] entropic damage.
VTT Number of Dice formula: [[{10+@{cl},30}kl1]]
Greater Dispel Magic
[Abjuration] [Void]
Level: [Arcane 6], [Divine 6], [Generalist 6]
Components: [S] and [V]
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft per CL) @{MediumRange} ft.
Effect: 1 Creature/Object
Duration: Instantaneous
Saving Throw: Will negates; harmless
Spell Resistance: No
Subjects who fail their will save, or allow this spell to affect them will have (2d10 + (Spell Proficiency x 2)) levels worth of spell effects on them are nullified. They get to pick which effects come off first if they are willing. If they are not willing it'll always take off the highest level of effects first.
VTT Macro Description:
@{character_name} dispels [[2d10+(@{SpellProf}*2)]] levels of spell effects on their target on a failed will save. If the subject is
willing, the subject gets to pick which effects come off first. If the target is unwilling; it takes the highest level effects off
first.
Divine Rush
[Compulsion]
Level: [Divine 6]
Components: [S] and [V]
Casting Time: Standard action
Range: Personal
Effect: Self
Duration: 1 + 1 round per 4 CL [[1+floor(@{cl}/4)]] rounds
Saving Throw: None
Spell Resistance: No
After a prayer the caster becomes notably better in combat gaining a short-lived +6 holy or unholy bonus to attack and damage for the duration.
VTT Macro Description:
@{character_name} gains a +6 holy or unholy bonus to attack and damage for the
duration.
Energy Flux, Grand
[Abjuration]
Level: [Arcane 6] [Generalist 6]
Components: [S]
Casting Time: Immediate
Range: Personal, 20 ft.
Effect: Self, up to 1 creature within range
Duration: Instantaneous
Saving Throw: Reflex; half
Spell Resistance: No
Your character reacts instantly to turn their body into a conduit for incoming, Cold, Corrosive, Desiccation, Electric, Heat, or Sonic. This will mitigate 20 points of incoming damage per CL. Half of the absorbed damage must be directed to a square within a 20 ft. radius of your character. If this square has a creature in it, they get a reflex save for half damage.
VTT Macro Description:
@{character_name} absorbs the incoming ?{Incoming Energy Type?}, up to [[@{cl}*20]] points, and redirects half of the energy to a square
within 20 ft. If a creature is in that square, reflex save for half.
Entropic Reversal
[Abjuration] [Force]
Level: [Arcane 6] [Generalist 6]
Components: [S] and [V]
Casting Time: Standard
Range: Personal
Effect: 30 ft. radius
Duration: 1 Round per CL @{cl} rounds
Saving Throw: Will; Harmless
Spell Resistance: Yes
Creatures within 30 ft. of the caster where in allies gain 5 x CL in entropic resistance for the duration.
VTT Macro Description:
@{character_name} creates a 30 ft. radius where allies gain [[5*@{cl}]] entropic
resistance.
Glamour, Mass
[Illusion] [Glamour]
Level: [Arcane 6], [General 6]
Components: [S] and [V]
Casting Time: 1 Minute
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: Max 8 creatures
Duration: 1 Hour per CL
Saving Throw: Will; Disbelief
Spell Resistance: No
After the short ritual all the targets adopt a disguise of a similar-sized creature. For the duration they all gain a +25 bonus to disguise.
Ice Lance
[Conjuration] [Ice]
Level: [General 6] [Nature 6]
Components: [S] and [V]
Casting Time: 1 Standard
Range: Medium (100 + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Lance of ice
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Summon a lance of ice that is thrown at a target within range. The caster must succeed in a ranged touch attack. If it hit it deals 1d10 piercing damage per 2 CL and 1d10 per 2 CL cold damage per CL. When struck, the opponent must make an opposed shove roll against 1d20 + PMA + any shove bonuses the caster might have. If the creature/target is shoved into a wall, they will be pinned to it. A strength check DC 16 is required to break free.
VTT Macro Description set to Utility:
@{character_name} attacks with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
to hit. The subject will take [[[[floor(@{cl}/2)]]d10+(floor(@{cl}/2)*@{SpellProf})]] piercing damage
and [[[[floor(@{cl}/2)]]d10+(floor(@{cl}/2)*@{SpellProf})]] cold damage. The target
must roll oppose shove against [[1d20+@{PMA}+(0?{Do you have any miscellaneous bonuses?|0})]].
If the target gets shoved into a wall, they become pinned. Strength DC 16.
Invisibility, Superior
[Illusion]
Level: [Arcane 6]
Components: [S] and [V]
Casting Time: 1 Round
Range: Personal
Effect: Self
Duration: 1 round per CL @{cl} rounds
Saving Throw: No
Spell Resistance: No
Your character is rendered invisible to all senses, therefore tremor sense, and blind sight cannot be used to find your character. This spell bypasses Pure Vision, but can be purged like normal.
VTT Macro Description:
@{character_name} touches their target and they become invisible. This grants [*full concealment*](https://tabletopdefined.com/Glossary/conditions/#concealment-full)
even through offensive actions. This spell bypasses Pure Vision, but is affected by
other anti-invisibility spells. Bypasses all normal senses, like tremor sense.
Lode Disc
[Evocation] [Earth]
Level: [Nature 6]
Components: [S] and [V]
Casting Time: Standard
Range: Medium (100 + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 creature + up to 3 more within 15 ft. of main target.
Duration: Instantaneous and 1 round
Saving Throw: Reflex; half
Spell Resistance: Yes
A large stone disc appears from the caster and flies out to strike the main target. The main target then takes 1d10 per CL (Max 15) bludgeoning damage, reflex for half. The Main target becomes the positive pole whether they save or not. Up to three creatures within 15 ft. of the target become the negative poles. When the negative poled creatures attack they must 12 + spell proficiency strength check or end up swinging, shooting, attacking towards the main target; even if they aren't close enough to hit.
VTT Macro Description:
@{character_name} hurls a stone disc at the main target and deals bludgeoning damage.
Even if the main target suceeds they become the positive pole. Up to 3 creatures within
15 ft. of the main target become the negative poles. When the negative poles attempt to
attack with any kind of metal weaponry they must make a DC [[12+@{SpellProf}]]
strength check, or attack in the direction of the positive pole, even if they are too far
to hit.
VTT Number of Dice formula: [[{@{cl},15}kl1]]
Martial Reversal, mass
[Transmutation]
Level: [Arcane 6], [Divine 6]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: All creatures within 15 ft. radius
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will negates
Spell Resistance: Yes
All non-natural weapons in the area will have a 50% swing back at the user when they attack. This will deal damage back to the wielder equivalent to having attacked themselves. All subjects can re-roll their will save at the beginning of their turn.
VTT Macro Description:
@{character_name} subtly shifts the weapons of those within the spell's area. Creatures
that fail their will saves will have a 50% chance to have non-natural melee weapons
swing back at them during an attack.
Predator's Prowess
[Compulsion]
Level: [Generalist 6], [Nature 6]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 creature per 5 CL within range [[floor(@{cl}/5)]] creatures within range.
Duration: 1 round per CL @{cl} rounds
Saving Throw: Will; harmless
Spell Resistance: Yes
Ghostly images of a predatory appear around the targets granting them a + 1 per 4 CL competency bonus to attack. While flanking an opponent gain +2d6 damage, as well as increase the critical threat range by 1. The flanking damage bonus does not stack with opportunist.
VTT Macro Description:
@{character_name}'s targets glow and have ghostly images of predators around them. These targets gain a +[[floor(@{cl}/4)]] competency
bonus to attack. Subjects also gain +2d6 damage and a +1 increase to critical threat range while flanking. Does not stack with
opportunist.
Pure Vision
[Divination]
Level: [Arcane 6], [Nature 6]
Components: [S], [V], and [M]
Casting Time: 1 Standard action
Range: Personal
Effect: Self
Duration: 1 round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
Material Component: Any crystal worth at least 300 gp
Your character can see through all illusions and all concealing affects, both mundane and arcane, while under the effects of this spell. If a spell specifically mentions that it bypasses pure vision, then pure vision cannot see through it.
VTT Macro Description:
@{character_name}'s eyes glow for a moment, and their vision is enhanced greatly.
This spell can see through all illusion and concealing effects, both mundane and
arcane. If a spell says Pure Vision cannot see through it, then Pure Vision cannot
see through it.
Greater Magic Missile
[Evocation] [Force]
Level: [Arcane 6], [Generalist 6]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Missile per 5 CL [[floor(@{cl}/5)]] missiles
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your character releases an unerring missile that deals 6d6 force damage on hit for every 5 CL. These missiles must be split up among as many targets as they can, if possible.
VTT Macro Description:
@{character_name} fires [[floor(@{cl}/5)]] missiles. These missiles deal force damage each one deals:
[[6d6+(6*@{SpellProf})]] Force Damage.
Set this spell as utility; be sure to copy and paste the damage calculation for every missile the character gets.
Spell Strike
[Transmutation]
Level: [Arcane 6] [Generalist 6]
Components: [S], [V], and [M]
Casting Time: 10 minutes per spell level used
Range: Touch
Effect: 1 Weapon or missile
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Implant a spell from a spell caster or a scroll into a weapon, arrow, bullet, bolt, etc. The spell that is implanted will trigger as an immediate action on a successful hit. The spell used will work as the spell is described and will use the DC and attributes of the caster or scroll that provided it.
VTT Macro Description:
@{character_name} places a spell into a weapon, arrow, bullet, bolt, etc. This spell will be cast as an immediate action
on a successful hit. The spell will work as described by its spelladex entry. The attributes used for the spell will be
as the original caster's or as described by the scroll used to provide it.
Vespers
[Thaumaturgy] [Positive]
Level: [Divine 6]
Components: [S] and [V]
Casting Time: Standard
Range: Centered on caster
Effect: 30 ft. radius
Duration: 1 round per CL; concentration @{cl} rounds; concentration
Saving Throw: Will; harmless
Spell Resistance: Yes
All allies within the spell's affected area will heal for 10d8 on cast or on first entry to the spell area. They will have all of their conditions cured, and remain immune to all conditions for the duration.
VTT Macro Description:
@{character_name} creates an area where all alies are healed immediately, or upon
entering it for the first time. All [*conditions*](https://tabletopdefined.com/Glossary/conditions/)
are cured and allies withing the area are immune to conditions for the duration.
Vivum Torrent
[Thaumaturgy] [Life]
Level: [Arcane 6] [Divine 6]
Components: [V], [F]
Casting Time: 1 Immediate Action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: up to 8 allies within line of sight
Duration: Instantaneous
Saving Throw: Will Negates; harmless
Spell Resistance: Yes
In a moment your character opens a floodgate of positive energy onto their allies. Allies heal for 1d6 hp per caster level (max 10d6), any leftover healing upon reaching max HP is applied as temporary HP. Subjects will also gain a +1 per 6 CL luck bonus to fortitude saves for the round.
VTT Macro Description:
@{character_name} swiftly unleases a torrent of positive energy on any ally within range that they can see. It will heal for the above
amount. Subjects also gain a +[[floor(@{cl}/6)]] luck bonus on fortitude saves until the beginning of their next turn.
VTT Number of Dice formula: [[{@{cl},10}kl1]]
Weakening Wisteria
[Conjuration]
Level: [Nature 6]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: Up to 80 sq. ft. (16 Squares)
Duration: 1 Round per CL @{cl} rounds.
Saving Throw: None
Spell Resistance: Yes; partial
Focus: At least a +2 Focus
Create an area of up to 16 squares where glowing wisteria blossoms will grow, all the squares must be touching. Any creature in an effected square will suffer a -1 plus -1 per 3 CL luck penalty on all saving throws. If a creature has spell resistance, and is in a square selected at the initial cast. Failing to get past this creature's spell penetration will prevent that square from growing wisteria blossoms.
VTT Macro Description:
@{character_name} creates an area of up to 16 squares wherein glowing wisteria
blossoms grow. In these squares creatures suffer a -[[1+floor(@{hd}/3)]] luck
penalty to all saves. Spell resistance creatures only prevent an initial square from
being created.
Level 7 Spells
Chaos Orb
[Conjuration] [Multi-Element]
Level: [Arcane 7]
Components: [S]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 orb
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Select five element types upon creation of the spell and that combination becomes the spell in your book or taken as an intuitive spell. Conjurers, on the other hand, know all combinations. Energy types applicable here are-- Cold, Corrosive, Dessication, Electric, Entropic, Force, Heat, Negative, Positive, and Sonic. The orb deals 4d6 of each selected type of damage, for a total of 20d6 damage.
VTT Macro Description:
@{character_name} combines several energies into an orb and tosses it at their foe with a
[[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] against touch AC. Applicable energy types are Cold, Corrosive, Dessication,
Electric, Entropic, Force, Heat, Negative, Positive, and Sonic.
The orb deals:
[[4d6+(4*@{spellprof})]] ?{Energy 1?} Damage,
[[4d6+(4*@{spellprof})]] ?{Energy 2?} Damage,
[[4d6+(4*@{spellprof})]] ?{Energy 3?} Damage,
[[4d6+(4*@{spellprof})]] ?{Energy 4?} Damage, and
[[4d6+(4*@{spellprof})]] ?{Energy 5?} Damage.
Set this spell as a utility spell.
Communion
[Divination]
Level: [Arcane 7], [Divine 7]
Components: [S], [V], and [F]
Casting Time: 1 Minute
Range: Personal
Effect: Self
Duration: 1 Minute per CL (Max 5 Minutes) [[{@{cl},5}kl1]] minutes
Saving Throw: No
Spell Resistance: No
Focus: At least a +3 focus
Your character does the appropriate ritual and opens a connection with a random attendant, or an attendant for a specific deity. This attendant will be a powerful demon, angel, fairy, or very rarely a clockwork. This attendant will be as helpful as they can be for the caster and will offer insights that show a longer reaching or grander scope than a normal individual might. This will often grant the best courses of action to achieve specific goals for the character.
VTT Macro Description:
@{character_name} does the appropriate ritual to commune with a greater attendant, or the attendant of a specific deity. This attendant
will be as helpful as they can be for the caster. They will offer insights, show a longer reaching or grander scope than a normal
individual might. They will also show the best course of action to achieve the caster's goals.
Deflagration
[Evocation] [Fire]
Level: [Arcane 7], [Nature 7]
Components: [S] and [V]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Creature and others within 10 ft. of affected creature
Duration: Instantaneous, and up to 5 rounds
Saving Throw: Reflex half; reflex negates
Spell Resistance: Yes
Focus: At least a +3 focus
You line your focus up with your target, and they erupt into a ball of fire. The direct subject of this spell will take 1d6 heat damage per caster level (Max 15d6). A reflex save will reduce this to half. Either way the subject will become engulfed in flames and take another 5d6 heat damage a round for 5 rounds. Any creature within 10 ft. of the target during the initial burst or every round the target is on fire must make a reflex save or also burst into flames for the remaining rounds. A burning creature can spend a full round action and fall to prone and put themselves out.
VTT Macro Description:
@{character_name} lines up their focus with their target, and they erupt into a ball of fire. They must make a reflex save for half. Either
way they combust and will burn for 5d6 damage for 5 rounds. And creature within 10 ft. of the main target will also combust on a
failed reflex save, and burn for 5d5 fire damage for the remaining rounds.
VTT Number of Dice formula: [[{@{cl},15}kl1]]
Suggestion: Make a macro on your character's sheet for [[5d6+(@{SpellProf}*5)]]
for the burn damage.
Disarcana Corpum
[Abjuration] [Void]
Level: [Arcane 7]
Components: [S], [V], and [M]
Casting Time: 1 Standard
Range: Medium (100 ft. +10 ft. per CL) @{MediumRange} ft.
Effect: A single creature
Duration: Instantaneous and 3 rounds
Saving Throw: Will negates; fortitude partial
Spell Resistance: No
Material component: A gyroscope made of brass or copper worth at least 250 gp.
You hold out your gyroscope, and it begins to spin and vanish. The whorls of the device superimpose over your target. The magic that is hindering or helping your target begins rip them apart from the inside dealing 1d10 force damage (Max 15d10) per spell level affecting them. Spell-like abilities and supernatural abilities always count as 3 spell levels for calculating the number of dice to use when casting the spell. If the subject makes a will save, they take no damage. On a failed save they must also make a fortitude save or become sickened and all magic effects, good or bad, are disabled for 3 rounds.
VTT Macro Description:
@{character_name} creats a whirlpool of energy using the magic affecting @{character_name}'s target against them. This deal damage based on how
many spell levels are affecting the target. They take this damage on a failed will save. On a failed save they must also make a
fortitude save or become [sickened](https://tabletopdefined.com/Glossary/conditions/#sickened) and all magic effects, good or bad,
are disabled for 3 rounds.
VTT Number of Dice formula: [[{?{Number of Spell levels affecting target},15}kl1]]
Dispelling Burst
[Abjruation][Void]
Level: [Arcane 7]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Medium (100 ft. + 10 ft per CL) @{MediumRange} ft.
Effect: 20 ft. radius around targeted square
Duration: Instantaneous
Saving Throw: Will; negates
Spell Resistance: No
Focus: At least a +3 focus
A glass-like sphere lands on the target square, or creature, and erupts with magic canceling void energy. Every creature in the area has 2d10 levels of spell effects removed.
VTT Macro Description:
@{character_name} creates a nearly invisible burst of void energy that removes [[2d10+(@{spellprof}*2)]] levels of spell
effect from every creature that fails their willsave.
Judgement
[Thaumaturgy] [Death]
Level: [Arcane 7], [Divine 7]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: Single Creature within range
Duration: Instantaneous and 1 round per 2 CL Instantaneous and [[floor(@{cl}/2)]] rounds.
Saving Throw: Will partial; see text.
Spell Resistance: Yes
Focus: At least a +3 Focus
The target of this spell is forced into an encounter either with a deity, or the souls of the dead. Here they are forced to face the ramifications of their own behavior, even the smallest of guilt will be expanded out and used to destroy the target's will. The subject must make a will save or take 1d6 negative energy damage per CL (Maximum 15d6) and become stifled for 1 round per 2 CL. On a successful save the subject instead takes 5d6 non-lethal damage and is stifled for 1 round per 2 CL.
VTT Macro Description:
@{character_name} forces their foe into an encounter with their deity. This they will be forced to face the ramifications of their own
behavior. Any small thing is expanded out to destroy the target's will. The subject must make a will save or take the above negative
energy damage and become [*stifled*](https://tabletopdefined.com/Glossary/conditions/#stifle). On a successful Save the subject
instead takes [[5d6+(5*@{SpellProf})]] non-lethal damage but still ends up stifled for the duration.
VTT Number of Dice formula: [[{@{cl},15}kl1]]
Let Go of Me!
[Abjuration] [Force]
Level: [Arcane 7] [Generalist 7]
Components: [V]
Casting Time: 1 Standard
Range: 5 ft. Radius
Effect: All grappling creatures
Duration: Instantaneous
Saving Throw: Reflex; Partial
Spell Resistance: Yes
When grappled, this spell can be cast without a grapple check. This spell immediately ends all grapples on the affected creatures. All creatures that are grappling the caster are thrown directly away, up to 40 ft. If there is an obstruction they will stop at the obstruction. The thrown creatures must make a reflex save or take 15d6 force damage.
VTT Macro Description:
@{character_name} throws all grappling targets, ends their grapple, and are thrown up to 40 ft away from
the caster; should the area allow. Any affected creature must make a reflex save or take 15d6 foce damage
VTT Number of Dice formula: 15
Mana Fruit
[Thaumaturgy]
Level: [Nature 7]
Components: [S], [V], and [F]
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Medium Tree
Duration: 1 hour per CL @{cl} hours
Saving Throw: None
Spell Resistance: No
Focus: Any focus of +3 or higher.
Note: This disables any spell with level [Nature] in it, even if it also belongs to another spell list if a fruit is eaten.
After completing the spell a 30 ft. foot tall tree. This tree glows brightly with a radius of 60 ft., and dimly for another 120 ft. It will produce one fruit per 5 CL, minimum 1 fruit. Whoever eats this fruit will have disabled nature casting for 24 hours, but restore 2d4 spell slots. These slots can be used to restore spells per day in whatever way the caster wants them to. For example if they Roll a 4, and the nature caster has spell proficiency 3, this will be 7 slots of restored spells. The caster that ate the fruit can restore a 4th level spell slot and a 3rd level spell slot, a 7th level spell slot, seven 1st level spell slots, etc...
VTT Macro Description:
@{character_name} summons a tree with [[{floor(@{cl}/5),1}k1]] fruits on it.
When a fruit is eaten it will restore 2d4+[[2*@{spellprof}]] worth of spell slots, but
disable the ability to cast any [Nature] spells for 24 hours.
Mycelial Mitosis
[Thaumaturgy] [Life]
Level: [Nature 7]
Components: [S], [V], and [F]
Casting Time: 1 Full round
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 20 ft. Radius around target square.
Duration: 1 Round per CL; Concentration @{cl}; concentration
Saving Throw: Will; Harmless
Spell Resistance: Yes
Focus: At least a +3 Focus
All selected creatures within the target will have magical mycelium attach to their bodies. When attached these creatures will heal for PMA x Spell Proficiency per round. Any lost limbs or destroyed body parts will also regenerate. After 5 rounds this spell will also heal 1 point of any attribute damage.
VTT Macro Description:
@{character_name} summons a glowing mushroom. The spore cloud around
this mushroom heals all selected creatures within its radius for [[@{pma}*@{SpellProf}]] hp
per round. After 5 rounds it heals 1 point of any attribute damage.
Rime Deposition
[Evocation] [Ice]
Level: [Arcane 7], [Nature 7]
Components: [S], [F]
Casting Time: 1 Full round action
Range: Long (400 ft. + 40 ft. per CL) @{LongRange} ft.
Effect: 1 Creature
Duration: 1 Full round
Saving Throw: Fortitude save; partial
Spell Resistance: Yes
Focus: At least a +3 focus
This spell forces the air around a subject to super chill. Any moisture on or around their bodies instantly becomes ice. The subject will take 2d6 damage per CL (Maximum 40d6) cold damage. If the subject passes their fortitude save they instead take 10d6 cold damage. Either way the subject will be frozen in their square until the caster's turn comes around again. The held subject is not considered exposed.
VTT Macro Description:
@{character_name} super chills the air around a target. Any moisture on or around them
and deals a lot of cold damage. On a successful save they instead take [[10d6+(@{SpellProf}*10)]]
cold damage. Either way the subject is frozen in place until the beginning of the caster's nextturn.
Rods From the Gods
[Conjuration] [Earth]
Level: [Divine 7]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Long (400 ft. + 40 ft per CL) @{LongRange} ft.
Effect: 10 sq. ft.
Duration: 1 round per 2 CL up to 10 round; concentration [[{floor(@{cl}/2),10}kl1]] rounds; concentration
Saving Throw: Reflex; half
Spell Resistance: No
After making a forceful downward motion, metal rods start to fall from either through the ceiling, or from the sky, into targeted squares. Once per round the caster can move these squares, any creature in these targeted squares take 1d8 + 1d8 per 3 CL piercing damage. A reflex save can be made for half damage. The rods will bury themselves entirely into the ground. If the floor material is fragile, they will break the floor.
VTT Macro Description:
@{character_name} makes a forceful downward motion and metal rods fall from the ceiling or sky into selected squares.
Any creature in an affected square must make a reflex save for half damage. The rods will bury themselves entirely into
the ground. If the floor material is fragile, they will break the floor.
VTT Number of Dice formula: [[1+floor(@{cl}/3)]]
Summon Inferenity Mk. III
[Conjuration] [Elemental]
Level: [Arcane 7], [Nature 7]
Components: [S], [V], and [F]
Casting Time: 1 Full Round
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Summoned creature
Duration: 1 round per CL
Saving Throw: None
Spell Resistance: No
Focus: Requires at least a +3 focus
At the beginning of your next turn an inferenity of the prepared energy type, will appear. This spell can only summon a Mk III version of these elementals. You will control the creatures actions telepathically as a move action. If no directives are given the creature will mimic the summoner's behavior.
Special: When memorizing or selecting this spell as a known spell, the energy type of inferentity must be specified.
Terraphage
[Transmutation] [Earth]
Level: [Arcane 7], [Nature 7]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 15 ft. radius centered on target square
Duration: Instantaneous; variable read text.
Saving Throw: Reflex; partial
Spell Resistance: No
Your character slams their focus into the ground. In the target area the ground, no matter the material, will quickly form and engulf all creatures. These creatures must make a reflex save to get out before they are engulfed and take 10d6 crushing damage, reflex to completely negate the damage. Either way all creatures within this area must start making either escape artists checks or strength checks against the spell's DC every round until they are broken free. Until they are broken free they cannot leave their square. Another, not trapped, creature can spend a full round action to free a trapped creature.
VTT Macro Description:
@{character_name} slams thier focus into the ground. The target area, the ground will
quickly rehape itself to engulf all the creature. On a successful reflex save they
avoid the damage, but they will remain as stuck in the ground. A strength check
or escape artist check against the spell DC will let them break free.
Vitrification Field
[Evocation] [Electric]
Level: [Nature 7]
Components: [S], [V], and [F]
Casting Time: Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft
Effect: 1 Square per CL @{cl} squares
Duration: 1 Round per CL @{cl} rounds
Saving Throw: None
Spell Resistance: No
Many little lightning strikes create a small field of jagged glass spikes. Any creature that enters a square will take 10d6 slashing damage. Slow 5 ft. steps will not cause damage after entering the affected area.
VTT Macro Description:
@{character_name] creates an area of sharp glass shards on the ground. Any creature
entering the area will take 10d6 slashing damage. It is possible while in the affected
area to take 5 ft. steps safely.
Side Macro:
&{template:custom}{{title=Vitrification Field Damage}}{{subtitle=@{character_name}}}{{desc=[[10d6+(@{spellprof}*10)]] slashing damage}}
Vivify
[Thaumaturgy] [Life]
Level: [Arcane 7] [Divine 7]
Components: [V], [S], [F*]
Casting Time: 1 Standard action
Range: Touch
Effect: 1 recently deceased target
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Focus: Must be at least a +3 focus
Your character holds a staff aloft towards their fallen companion. It has not been long and the soul is still present. A rush of positive energy makes their body burst into pastel green and blue flames. They are returned to life and regain up to half their HP, round down. The target must not have been dead for more than a minute.
Whorling Dervish
[Transmutation] [Air]
Level: [Nature 7] [Generalist 7]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Personal
Effect: 10 ft. radius around caster
Duration: 1 round per 4 CL; concentration [[floor(@{cl}/4)]] rounds
Saving Throw: Reflex; half
Spell Resistance: No
The caster transforms into a rapidly spinning dust devil. While a dust devil the caster is immune to all physical damage types. Any creature within the dervish will take 1d12 + 1d12 per 3 CL slashing damage, for half.
VTT Macro Description:
@{character_name} transforms into a rapidly spinning dust devil. While they are a dust
devil they are immune to physical damage. Any creature within 10 ft. of the caster will
take slashing damage.
VTT Number of Dice formula: [[1+floor(@{cl}/3)]]
Level 8 Spells
Anti-Magic Ray
[Abjuration]
Level: [Arcane 8]
Components: [V], [S], [F]
Casting Time: Standard
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Ray
Duration: 1 Round per 2 CL [[floor(@{cl}/2)]] rounds
Saving Throw: Will; partial
Spell Resistance: No
The caster must make a ranged touch attack against their opponent. If the opponent is hit they must make a will save. On fail the opponent cannot use ant spells, spell-like abilities, or supernatural abilities for the duration. On success the effect only lasts for 1 round.
VTT Macro Description:
@{character_name} fires a ray with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
against touch AC. If the opponent is hit they must make a will save. On fail the
opponent cannot use any spells, spell-like abilities, or supernatural abilities for
the duration. On success the effect only lasts for 1 round.
Black Flames
[Thaumaturgy] [Death]
Level: [Arcane 8]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Target within range
Duration: Instantaneous and 5 rounds
Saving Throw: Will
Spell Resistance: Yes
Focus: At least a +4 Focus
Your character's hand moves out and a thin line of negative energy from your focus flies out to strike your target. The subject of the spell then must make a will save or be reduced to 1 HP. Even if the subject makes the save the target will not be able to receive healing or temporary HP of any kind for 5 rounds.
Special: If this spell is cast on an undead it will completely heal the undead and prevent any damage for 5 rounds.
VTT Macro Description:
@{character_name} fires a thin black ray at their for. The burst into black flames. If they fail their will save they will be reduced to
1 HP. Even if they succeed they cannot receive healing or temporary HP for 5 rounds. Note -- If cast on an undead this spell
prevents them from taking damage of any kind for 5 rounds.
Bolt from the Blue
[Evocation][Air]
Level: [Nature 8]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Long (400 ft. + 40 ft. per CL)
Effect: A Single creature + 10 ft. radius around it
Duration: Instantaneous
Saving Throw: Reflex; partial
Spell Resistance: Yes
Focus: At least a +5 focus is required to cast this spell
The smell ofd ozone surrounds the target of the spell, and a split second later the lightning strikes. The target, and any creature within 10 ft. of it, will take 2d6 electric damage per CL, reflex for half. If a creature in the affected area take any damage, they are stunned for 1 round.
VTT Macro Description:
@{character_name} summons a bolt of lightning that teals a large amount of electric damage to a specified creature, and
all creatures within 10 ft. of it. If a creature takes any damage from this spell it is stunned for 1 round.
VTT Number of Dice formula: [[@{cl}*2]]
Contingency
[Divination]
Level: [Arcane 8], [Divine 8]
Components: [S], [V], [M], [F]
Casting Time: 10 Minutes
Range: Personal
Effect: Self
Duration: 2 Hours per CL [[@{cl}*2]] hours; until triggered
Saving Throw: None
Spell Resistance: No
Focus: At least a +4 Focus.
Material Component: A gem worth 2,400 gp
Your focus flashes and the gem vanishes. You then set the trigger of your Contingency. This can be something such as "When I fall below 20 hp," "When I fall unconscious," "I am grappled," etc... The trigger has to be focused on your character rather than others you might have. Once the trigger condition is met, the spell you have selected will be castable as an immediate action, even if your character has already used their immediate action for the round. This can be any spell your character can cast as a known spell. Only a single contingency spell can be held at a time.
VTT Macro Description:
@{character_name} prepares a contingency with ?{The known spell you're preparing as a contingency.}. To be used when the conditions are met as
an immediate action, even if their immediate action has already been used. This has to be a known spell, and only one contingent
spell can be prepared at a time.
Crystal Halo
[Evocation] [Earth]
Level: [Arcane 8] [Nature 8]
Components: S, V, F
Casting Time: 1 Standard
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 8 Crystal Spears
Duration: 1 Round per CL; Concentration @{cl} rounds; concentration
Saving Throw: None
Spell Resistance: Yes
A series of crystal spears form in a circle over the caster's head. Each spear, while present, grants a +1 deflection bonus to AC for the duration. Once per round a spear can be thrown as a range touch attack to deal 5d8 piercing damage. These spears can also be thrown to create a ring-wall of crystal with a 5 ft. radius around the target. These walls are 10 ft. tall, or to the ceiling, whichever is shorter. To break the crystal wall a character must deal 60 damage to them, they also vanish after 2 rounds.
VTT Macro Description (Set to Utility):
@{character_name} creates a halo of 8 crystal spears. Each spear grants +1 deflection
bonus to AC. These spears can be used to deal damage or temporarily trap opponents
for a couple of rounds.
VTT Crystal Spear Attack Macro:
@{character_name} Attacks with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]]
to touch AC. It deals [[5d8+(5*@{SpellProf})]] piercing damage. The deflection bonus is reduced by 1.
VTT Crystal Spear Trap Macro:
@{character_name} fires a spear to create a 5 ft. radius wall around their target. This
wall has 60 hp, is 10 ft. tall or to the ceiling, and lasts for 2 rounds.
Disintigration Ray
[Transmutation] [Void]
Level: [Arcane 8]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Ray
Duration: Instantaneous
Saving Throw: Fortitude; Partial
Spell Resistance: Yes (Still affects golems)
Focus: Must have at least a +4 focus
Upon hitting your target they will take 10d6 + 1d6 per CL (Maximum 30d6) entropic damage. If an object or creature hits 0 hp from this spell they are instantly turned to ash, leaving only their worldly possessions behind. On a succeeded fortitude save this spell only deals 1d6 per 2 CL entropic damage. Inanimate solid objects hit with this will have a 10 ft. x 10 ft. x 10 ft. cube of material destroyed. This spell instantly destroys a wall of force.
VTT Macro Description:
@{character_name} fires a thin black ray at their target with a [[1d20+@{MagicTouchAttack}+(0?{Do you have any miscellaneous bonuses?|0})]] to hit . Their target
flashes black for a moment and begins to break apart. If the subject passes their fortitude save they instead take
[[[[floor(@{cl}/2)]]d6+(floor(@{cl}/2)*@{SpellProf})]] entropic damage.
VTT Number of Dice formula: [[{10+@{cl},30}kl1]]
Fang of the Earth
[Transmutation] [Earth]
Level: [Nature 8]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 Stone column ( 5 ft. x 5 ft. x 15 ft.)
Duration: 3 rounds; concentration
Saving Throw: Reflex; half
Spell Resistance: No
Focus: At least a +4 focus
A stone pillar shoots up out of the ground. Any creature on the origin square will take 20d6 bludgeoning damage. Once per round the pillar can be moved in a straight line up to 60 ft. The pillar will stop as soon as it hits a square occupied by a creature. This creature will need to make a reflex save of take 20d6 bludgeoning damage.
VTT Macro Description:
@{character_name} summons a pillar of earth out of hte ground. Any creature on the
origin square takes damage. Once per round the pillar can be moved up to 90 ft. in a
straight line. It will stop when it hits a square with a creature in it. This creature must
save or take the bludgeoning damage.
Flesh to Bomb
[Transmutation]
Level: [Arcane 8] [Generalist 8]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Creature + 30 ft. radius
Duration: 3 rounds
Saving Throw: Fortitude; negates and Reflex; half
Spell Resistance: Yes
A fleshy target is selected and needs to make a fortitude save when targeted with the spell If they fail the save, one of their limbs will start to slowly glow and pulsate. After three rounds it will explode dealing 1d10 force damage to the target. Any creatures within 30 ft. of the target will take the same damage as bludgeoning damage; reflex for half. The target afterward is left with a missing limb and a deep gash.
VTT Macro Description:
@{character_name} designates a fleshy target. This target must make a fortitude save
or have a limb started to glow and pulsate. After 3 rounds the limb will explode
dealing force damage to the target. Creatures within 30 ft. take an equivalent amount
of damage; reflex for half. Original target loses a limb and gains [*deep gash*](https://tabletopdefined.com/Afflictions/#deep-gash-severe)
VTT Number of Dice formula: [[@{cl}]]
Milk of Xanadu
[Thaumaturgy] [Life]
Level: [Nature 8]
Components: [S], [V], and [F]
Casting Time: 10 Minutes
Range: Close (25 ft. + 5 ft. per 2 CL) @{CloseRange} ft.
Effect: 1 gourd of milk
Duration: 1 minute and permanent
Saving Throw: Will negates; harmless
Spell Resistance: No
Focus: At least a +4 focus
After waving your focus around a small gangly tree grows, no more than three feet tall. A disproportionately large canteen gourd grows off the top of it, causing it to fall over and gently place the container on the ground. Inside the gourd is a sweet milk flavored like honeydew and milk. A single creature can drink this liquid at any time during the duration of the spell. This will instill 25 regeneration per round, for 1 minute (10 rounds). During this time any and all normal afflictions will be cured and the character will grow a year younger in body, but not mind or spirit.
VTT Macro Description:
@{character_name} summons a small gangly tree no more than a few feet tall.
A large canteen gourd grows off of it. Drinking the contents will cause 25 regeneration
per round, for 10 rounds. During this time any and all normal afflictions will be cured and
the subject will grow a year younger in body, but not mind or spirit.
Sacred Scarab
[Compulsion]
Level: [Divine 8]
Components: [S], [V], and [F]
Casting Time: Standard action
Range: Long (400 ft. + 40 ft. per CL) @{LongRange} ft.
Effect: 1 Creature
Duration: 1 Round per CL; concentration @{cl} rounds; concentration
Saving Throw: Will; harmless
Spell Resistance: Yes
Focus: At least a +4 focus.
Attach a scarab, or any other religious iconography, to an ally's back. The target will gain a +2 Holy or Unholy bonus to: AC, Attack, Damage, Spell DCs, and spell penetration. The target will also gain 14 + CL Spell resistance for the duration.
VTT Macro Description:
@{character_name} attatches a scarab to an ally's back. The target will gain a +2 Holy or Unholy bonus to: AC, Attack, Damage, Spell DCs, and spell penetration.
The target will also gain [[@{cl}+14]] Spell resistance for the duration.
Voiding Sphere
[Conjuration] [Void]
Level: [Arcane 8] [Divine 8]
Components: [S], [V], and [F]
Casting Time: Full Round
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: 1 Sphere of void
Duration: Up to 5 rounds; concentration
Saving Throw: None
Spell Resistance: No
Focus: At least a +4 focus.
Create a 1 ft. diameter sphere of void energy into a selected square. All creatures, objects, and anything else, within 10 ft. of the sphere will have to make an opposed shove check against 12 + Spell Proficiency + PMA Mod. Failures will move the creatures or objects into the sphere. Once contact is made the object or creature takes 1d12 per CL entropic damage. After taking the damage they reappear outside the effect's radius. Re-entering any of these squares will force this to happen again. Just entering any of these squares will force the effect.
VTT Macro Description:
@{character_name} creates a 1 ft. diameter sphere of void. This void will attempted
to pull all creatures within 10 ft. of it in, whenver they end up within 10 ft. of it. Affected
creatures must make an opposed shove check against DC [[12+@{SpellProf}+@{PMA}]].
Creatures that fail this are pulled into the sphere and take the damage. After passing
into the sphere they will return to a square outside of the area.
VTT Number of Dice formula: [[@{cl}]]
White Flame
[Thaumaturgy] [Life]
Level: [Arcane 8]
Components: [S], [V], and [F]
Casting Time: 1 Standard action
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 target with range
Duration: 5 rounds initial, then 1 minute per CL
Saving Throw: Will Negates; Harmless
Spell Resistance: Yes
Focus: At least a +4 focus
You move your hand towards a friend as pastel green, blue, and purple flames leap from you to them. Subject will gain +2 Thaumic bonus to their Constitution score every round for five rounds. Once the bonus becomes +10 it will not grow further. The temporary constitution then lasts for 1 minute per CL. While affected with this flame the target's attacks and spells deal double damage to undead creatures.
Special: If this spell is cast on an undead they must make a will save or be instantly destroyed.
Level 9 Spells
Cerebrum Crepitus
[Thaumaturgy] [Positive]
Level: [Arcane 9]
Components: [S], [V], and [F]
Casting Time: 1 Full round
Range: Long (400 ft. + 40 ft. per CL) @{LongRange} ft.
Effect: 1 Creature within line of sight
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Focus: At least a +5 Focus
Your character waves their focus towards their target and focuses a powerful but precise amount of positive energy into their head. This then forces a series of tumors to grow in their skull, which quickly rupture causing swelling in the skull. If the target saves they are reduced to 0 health and rendered unconscious. If the target fails they instantly die. Resurrecting a target with revivify or other means specific to the story, will result in a character with an altered personality due to the immense damage to the brain.
VTT Macro Description:
@{character_name} aims their focus at theor foe. A very tiny flash of positive energy strikes them in the head. The target then bleeds out
of their ears, nose, and eyes. If the target saves they are reduced to 0 health and rendered unconscious. If they fale the save they
die instantly.
Divine Injunction
[Compulsion]
Level: [Divine 9]
Components: [S], [V], and [F]
Casting Time: Full Round
Range: Medium (100 ft. + 10 ft. per CL) @{MediumRange} ft.
Effect: Up to 3 creatures
Duration: Up to 5 rounds; concentration
Saving Throw: Will; partial
Spell Resistance: Yes
Focus: At least a +5 focus.
A ghost scale image floats out in front of the caster. The caster will select three targets and give a command to them. e.g. "You shall not act hostile to me or my allies," or an equally complex command. If the targets fail to meet the demand a will save needs to be made. Subjects that pass their will save will take half of their maximum health in non-lethal damage. Those that fail this will save will take entropic damage equal to 2d10 per CL.
VTT Macro Description:
@{character_name} summons a balance and gives a command of similar complexity
to, "You shall not act hostile to me or my allies." This command is forced onto three
targets. If they violate the command, they will then have to make a will save. Creatures
that save take half their maximum health in non-lethal damage. Creatures that fail
take the full amount of entropic damage.
VTT Number of Dice formula: [[@{cl}*2]]
Energy Emulsion
[Transmutation] [Multi-element]
Level: [Arcane 9]
Components: [S]. [V]. and [F]
Casting Time: 1 Full round
Range: Personal
Effect: Self
Duration: 5 rounds
Saving Throw: None
Spell Resistance: No
Focus: At least a +5 focus.
The caster becomes part elemental and incorporeal for the duration of the spell. The applicable energy types are Cold, Corrosive, Desiccation, Electric, Force, Heat, or Sonic. While in this form the caster gains fly speed 90 ft. (Perfect). During this effect the caster can move through occupied enemy squares. These creatures will take 1d8 per CL of the selected energy damage, reflex for half. Attacks made against the caster will take 3d6 retaliation damage of the same energy type. The caster will absorb the selected energy and be vulnerable to the opposite to the opposite energy.
Note: When taking this as a known spell, or adding it to your spell book, the energy must be specified, and cannot be changed after it is known or in your spell book.
VTT Macro Description:
@{character_name} becomes part elemental and is incorporeal for the duration.
They gain 90 ft. (Perfect) flying. @{character_name} can now move through enemy
squares. When doing so the targets must make a reflex save for half damage. Attacks
made against the attacker are subject to retaliation damage. Caster is immune to the
selected energy type, and vulnerable to the opposing energy type.
VTT Number of Dice formula: [[@{cl}]]
VTT Side Macro:
&{template:custom}{{title=Retaliation}}{{subtitle=@{character_name}}}{{desc=[[3d6+(@{SpellProf}*3)]] energy damage}}
Illusory Spell
[Illusion] [Figment]
Level: [Arcane 9]
Components: [S], [V], and [F]
Casting Time: As the spell mimicked
Range: As the spell mimicked
Effect: As the spell mimicked
Duration: As the spell mimicked
Saving Throw: Will; Disbelief
Spell Resistance: Yes
Mimic the casting and effect of any spell 8th level and lower. It will function mostly as the other spell with two changes. One change is that it will only be a will save against the illusion. The other is that any damage dealt is instead non-lethal. All secondary effects of the mimicked spell are treated as not real, though the subject will think so.
VTT Macro Description:
Use the stats and information from the spell this spell mimmics with an (Illusory) in
the name.
Kimberlite Pipe
[Transmutation] [Fire] [Earth]
Level: [Druid 9]
Components: [S], [V], [M], and [F]
Casting Time: 1 Full round
Range: Long (400 ft. + 40 ft. per CL)
Effect: 60 ft. radius centered on selected target.
Duration: Instantaneous and 1 round per CL; concentration see text.
Saving Throw: Reflex Partial; see text
Spell Resistance: No and Yes, see text.
Material Component: A diamond worth 3,500 gp.
Focus: At least a +5 focus.
The Kimberlite Pipe has two effects:
Eruption: The ground within the spell's area erupts in a violent explosion, dealing 1d8 points of bludgeoning damage per caster level (maximum 20d8) to all creatures and structures within the area. A successful reflex save halves this damage. The eruption also creates difficult terrain within the area, as the ground becomes covered in rocks, debris, and diamond shards.
Diamond Vortex: The diamond shards expelled during the eruption coalesce into a swirling vortex that remains in the area for 1 round per caster level. Creatures that start their turn within the vortex or enter it for the first time on their turn take 10d6 points of slashing damage. A successful reflex save halves this damage. Spell resistance does apply to this effect of the sell.
The vortex is also a powerful barrier against magical effects. Any spell or spell-like ability with a point of origin or an effect that passes through the vortex has a 50% chance of being nullified. This effect applies to all spells and spell-like abilities, regardless of their caster level or school.
When the spell's duration ends, the diamond vortex collapses, leaving behind the difficult terrain created by the eruption.
Malteo's Vicarious Vagrants
[Divination]
Level: [Arcane 9]
Components: [S], [V], and [F]
Casting Time: 10 minutes
Range: 2 Miles per CL
Effect: 3 eyes
Duration: 2 minutes per CL; Concentration
Saving Throw: None
Spell Resistance: No
Focus: Requires +5 focus
Upon completion of the ritual three eyes with Superior Invisibility are formed. These eyes have Pure Vision, Fly at 200 ft. (perfect), can fit into any opening smaller than three inches in diameter, and report back all non-touch senses. So long as the caster of this spell uses the feats, Signless Spell and Soundless Spell, they can cast spells through the eyes as if they had line of sight and line of effect from the eyes. If spotted these eyes have an AC of (CL + 15) and 25 HP.
Mystic Mire
[Abjuration][Void]
Level: Arcane 9
Components: [S], [V], and [F]
Casting Time: 1 Full Round
Range: Close
Effect: 80 ft. radius around caster
Duration: 1 round per CL; Concentration
Saving Throw: Will; partial
Spell Resistance: No
Focus: At least a +5 focus is required to cast this spell
Create an area that makes spell casters ill and have great difficulty using magic. On a failed save, any enemy creature that has spell slots is nauseated and stifled while in the radius. Even on a successful save, enemy creatures will use two spell slots instead of one when casting a spell.
VTT Macro Description:
@{character_name} creates and area around themselves that makes it difficult to use magic. On a failed save, enemy creatures
are stifled and sickened for the duration. Even on a successful save, all enemy creatures will use two spell slots instead
of one when casting a spell.
Perfect Miirror
[Illusion][Figment]
Level:[Arcane 9]
Components: [S], [V], and [F]
Casting Time: Full Round
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 flawless mirror image of the caster
Duration: 1 round per CL; concentration
Saving Throw: Will; partial
Spell Resistance: No
Focus: At least a +5 focus is required to cast this spell
A flawless figment is created of the caster. This figments will be added to the initiative just below the creator. During its turn, the flawless figment gets a move, swift, and standard action. It can attack and any attacks that hit will only deal non-lethal damage. It can also cast spells, but only up to 4th level spells. These spells are taken from the caster's spell slots, and are 100% real. If a creature is attacked or physically interacts with the figment they get a will save to identify the mirror as a copy. However, this does not prevent any spells from hurting them.
VTT Macro Description:
@{character_name} creates a figment that is an exact copy of themself. This figment can cast up to 4th level spells on its
turn, but uses the caster's spell slots to do so. It can attack physically, any hits deal non-lethal damage. A successful
will save made by a creature that has physically interacted with the figment will be immune to any physical aspects of the
figment, but not the spells.
Radia's Reconstitution
[Thaumaturgy] [Life]
Level: [Arcane 9], [Divine 9]
Components: [S], [V], and [F]
Casting Time: 10 Minutes
Range: Touch
Effect: Creature Touched
Duration: 10 minutes per CL; concentration
Saving Throw: Will; harmless
Spell Resistance: Yes
Focus: At least a +5 Focus.
Your focus burns with white and purple flames, small sparkles of life energy form around you and pass into your target. The subject of the spell, upon any kind of 'death' will suddenly and rapidly heal and/or regenerate back into the full body and move, as if the injuries don't matter. The subject will regenerate 40d6 points of health and gain the ability to move up to their movement speed when the spell triggers while their body reforms/heals.
Reaving Maelstrom
[Thaumaturgy] [Balance]
Level: [Arcane 9] [Divine 9]
Components: [S], [V], and [F]
Casting Time: Standard
Range: Personal
Effect: 40 ft. Radius
Duration: Up to 5 rounds; concentration
Saving Throw: Will; half
Spell Resistance: Yes
Focus: At least a +5 focus.
Around the caster a deep red glow slowly fades in to fill out the area of the spell. All enemy creatures within the radius take 50 negative energy damage per round; half on save. The save can only be attempted once. A number of allied creature equal to the number of affected enemy creatures will heal for 50 or 25 health depending on the linked target. Multiple enemies can be linked to a single ally, and a link is not required to damage.
VTT Macro Description:
@{character_name} creates a vortest of thaumic energy. This will deal 50 negative all
enemies in the area, half as much for those who save. A number of allied creatures equal
to the number of enemy creatures will heal 50 or 25 health depending on which is done
to the linked target. Multiple enemies can be linked to a single ally, and a link is not required
to damage.
Siddel's Disarming Disjunction
[Abjuration] [Void]
Level: [Arcane 9]
Components: [S], [V], and [F]
Casting Time: 1 Full round
Range: Medium (100 ft. + 10 ft per CL)
Effect: 1 creature and its equipment
Duration: Instantaneous; permanent
Saving Throw: Will negates
Spell Resistance: No
Focus: Must have at least a +5 focus.
Upon completion of the spell all positive and negative affects from spells are ended on your target. Two random magical items are also completely disabled permanently. If this spell is cast on a creature that has bonded equipment, it disables the benefit from two random items, permanently. If this is cast on a creature with no magical equipment of any kind, it will disable 2 abilities permanently.
Summon Inferenity Mk. IV
[Conjuration] [Elemental]
Level: [Arcane 9], [Nature 9]
Components: [S], [V], and [F]
Casting Time: 1 Full Round
Range: Close (25 ft. + 5 ft. per 2 CL)
Effect: 1 Summoned creature
Duration: 1 round per CL
Saving Throw: None
Spell Resistance: No
Focus: Requires at least a +5 focus
At the beginning of your next turn an inferenity of the prepared energy type, will appear. This spell can only summon a Mk IV version of these elementals. You will control the creatures actions telepathically as a move action. If no directives are given the creature will mimic the summoner's behavior.
Special: When memorizing or selecting this spell as a known spell, the energy type of inferentity must be specified.
Universal Energy Ward, Mass
[Abjuration] [Multi-element]
Level: [Arcane 9] [ Generalist 9]
Components: [S], [V], and [F]
Casting Time: Immediate
Range: Personal
Effect: 30 ft. Radius
Duration: 2 + 1 per 5 CL rounds [[2+floor(@{cl}/5)]]
Saving Throw: Will; harmless
Spell Resistance: Yes
All creatures within the area gain 5 x CL resistance against Cold, Corrosive, Desiccation, Electric, Heat, or Sonic for the duration.
VTT Macro Description:
@{character_name} grants all allies within the radius [[5*@{cl}]] resistance to
Cold, Corrosive, Desiccation, Electric, Heat, or Sonic for the duration.
Verdant Avalanche
[Conjuration] [Positive]
Level: [Nature 9]
Components: [S], [V], and [F]
Casting Time: Full Round
Range: Long Range (400 ft. + 40 ft. per CL) @{LongRange} ft.
Effect: 2 Squares per CL [[2*@{cl}]] squares
Duration: 1 round per 4 CL [[floor(@{cl}/4)]] rounds
Saving Throw: Fortitude; negates
Spell Resistance: Yes
Focus: At least a +5 focus.
Plants rapidly grow out over all the affected squares. Allies gain regeneration 80 and DR 15/- when on these squares. Enemies on these squares must make a fortitude save or have their constitution damage 1 point per round. These squares also make it possible to effectively use conceal during combat.
VTT Macro Description:
@{character_name} grows out magical plants across many squares. When allies are
on these squares they gain 80 regeneration and DR 15/-. Enemies have their constitution
drained 1 point per round, fortitude negates.