It's long been a contention of mine that D&D has too many spells. One responsible factor is that there is a need for every school of magic to have a meaningful choice of spells at every level, of which there are probably too many.
Abandoning that pattern, I set myself some constraints. First, there would be five orders of magic. Second, each order would contain fewer spells than the one before it. Third, the first order should have a number of spells it is easy to roll on a random table for.
One 5th-level spell being a natural minimum, I settled on thirty-five spells in total, eleven of which (entries on a 2d6 table) would be first level. To achieve this compression, I also used up-casting for more powerful effects and the splitting out of certain effects into feats or properties of items only.
Terminology
The overloaded 'level' is now 'degree' when measuring magical potency. Similarly, the caster's level is their 'magic rank.' An 'art' is something that you learn, while a 'spell' is something that you prepare at a particular degree. An 'aura' is any magic with a duration.
Metamagic
Unless otherwise noted, first-degree auras last for a turn (= ten minutes), second-degree ones for a watch, third-degree for a day, fourth-degree for a month and fifth-degree for a year.
Arts may be prepared at higher degrees for three purposes:
- To increase the duration, keeping the subjects and effect the same.
Such a spell is 'lengthened.' - To double the number of subjects, keeping the duration and effect the same.
Such a spell is 'raised.' - To increase its effect in some way, keeping the duration and subjects the same.
Such a spell is 'widened.'
In any case, the total degree of a spell determines the DC to resist or lessen its effect: 10 + twice its degree.
The Arcane Arts
If a random 1st-degree art is needed, roll 2d6: (2) blink, (3) curse, (4) entanglement, (5) force bolt, (6) figment, (7) insight, (8) protection, (9) heroism, (10) adaptation, (11) animation, (12) darkness.
Adaptation. 1st: an aura strengthens the subject, giving them cold or fire resistance 2 per order. 2nd: the subject instead gains +3yds per order to their main speed or a climb, land or swim speed of half their main speed. 3rd: subject instead gains the ability to survive without air, a burrowing speed of half their main speed or a fly speed of double it.
Animation. 1st: an aura brings to life two whatnots if sufficient loose articles exist within three yards. While the aura lasts, the caster may command the animated beings mentally and may banish the magic with a Wisdom roll; they gain subdual for each failed roll. When the aura ends, each whatnot may make Wisdom rolls to remain independently animated.
Banishment. 2nd: ends all auras of lesser order on the subject. Manifest spirits take 3d6 per order damage unless they retreat to their home; a shadowy being (whether spirit or not) takes half damage.
Blink. 1st: the subject passes through shadow almost instantaneously to a place within ten yards the magician can see or clearly visualize. An unwilling subject may resist with a Dexterity roll. Each raise doubles the maximum range.
Conjuration, Lesser. 2nd: an aura creates manifestations of spirits or shadow creatures with up to a total of 2HD per degree. The manifestations must follow mental commands of their conjuror, but may not leave the material world. 3rd: as 2nd, but the manifestations may enter the penumbra. 4th: as 3rd, but the manifestations may enter deep shadow. 5th: as 4th, but the manifestations may even enter the spirit world.
Conjuration, True. 4th: a spirit or shadow creature named by the conjuror with up to 3HD per order is brought to a close-by place, forcibly manifested and prevented by aura from leaving the material world without the permission of the conjuror. It is under no other compulsion; conjurors often call subjects into circles of protection in order to force them to negotiate for their release.Curse. 1st (mental): unless they make a Wisdom roll, an aura deprives the subject of the use of one limb, sense or other ability.
Darkness. 1st: snuffs out all fires within ten yards, except those designated by the caster. 1st: an aura creates a haze ten yards across that provides concealment and prevents any flames from being kindled (existing flames are hard to see, but not snuffed). Each raise doubles the range.
Divination. 4th: while the caster concentrates, they may question and receive answers from any spirit of they name. The subject spirit may not intentionally lie or fail to divulge information that they are specifically asked about, although they may simply not know the answer sought. After each question the caster must roll for subdual.
Doom. 2nd (mental): unless they make a Wisdom roll, an aura prevents the subject from taking any actions other than seeing to their immediate needs or following the command given by the caster. The command may have no more than one clause or specification per degree.
Entanglement. 1st: loose articles, vegetation or even loose earth rises up to entangle up to two subjects unless they make a Dexterity roll. Once entangled, subjects may not move and take a -2 status penalty on attacks until they or someone else makes a Strength roll to free them. Each raise doubles the maximum number of subjects.
Fascination. 2nd (mental): while they continue to hear the caster's voice or watch their movements, up to three subjects are fascinated by the caster unless they make a Wisdom roll. They receive a -4 status malus on all Wisdom rolls while fascinated and will take no action other than seeing to their immediate safety.
Fear. 3rd (mental): the subject gains 1d3 ranks of fear unless they make a Wisdom roll. Creatures that survive the effect must flee from the caster unless they make another Wisdom roll. Each raise adds 1 rank of fear to the effect.
Figment. 1st: an aura deceives one sense per degree, creating the impression of something from nothing. By concentrating upon it, the creator may shape it as they wish or make it appear to move as they will. A figment cannot directly harm, but one that deceives touch may only be passed if the creature passes a Wisdom roll.
Force Bolt. 1st: rips through the air to deal 2d6 blunt damage or smash through an unbarred door or similar structure. 2nd: 3d6 blunt damage or smashes a barred door or wooden wall. 3rd: 4d6 blunt damage or smashes a brick wall or gate. 4th: deals 5d6 damage or smashes through a stone wall or portcullis.
Freedom. 2nd: for a number of turns equal to the caster's magic rank, an aura allows the subject to move their full speed regardless of ordinary or magical impediments of lower degree. No unintentional signs or tracks are left. 4th: as 2nd, but the aura allows the subject to pass through earth (though not metal or stone) at their best speed, leaving only slight disturbances in the earth behind them.
Gate. 5th: opens an area with only one natural entrance as a passage to the demesne of a spirit the caster names in the spirit world while the caster concentrates. Material creatures may pass through it to the spirit world and spirits may pass through it to bodily enter the material world. If the passage is opened in a place dedicated to the spirit named and the caster performs the appropriate rites, an aura keeps the gate open; otherwise, each turn the gate remains open forces the caster to roll against subdual.
Heroism. 1st: an aura grants up to two subjects a +1 on rolls against fear and 2 temporary HP per degree. If any temporary HP remain when the aura ends, consider the subject's wounds bound.
Insight. 1st: for one turn per degree, an aura allows the caster to clearly perceive into the penumbra. In addition to any shadow creatures, this allows them to detect any auras or the use of magical powers in their presence and to identify any of lower degree. By spending one turn studying an artifact or creature, the caster may discover a concealed property of it.
Imprisonment. 5th (mental): an aura imprisons a subject spirit within a
prepared vessel unless they may a Wisdom roll; a living creature is
allowed a Strength roll first, to resist their spirit being ripped from
their body. Even a creature who resists having their spirit drawn out
gains 1d3 ranks of fear. An emptied body is allowed a Strength roll
every day to survive; it may be inhabited without contest by any spirit
that can approach it.
Miasma. 4th: produces an unwholesome cloud, twenty yards across that disperses only slowly. Any living creature which breathes the cloud (a Strength roll is required to resist breathing) is exposed to a DC 15 disease of the blood and bowel.
Phantasm. 3rd (mental): in the minds of up to three subjects an aura falsifies the senses to create or disguise something unless they make a Wisdom roll. As in a dream, the phantasm does not appear out of place and behaves just as the subjects expect. If successfully attacked (use its magic DC as defense) the aura abruptly ends.
Projection. 2nd: the seer's living spirit wanders up to twenty yards from their insensate body. Each raise doubles the maximum range.
Protection. 1st: an aura prevents spirits or anything from shadow approaching the subject; a creature may roll its HD and pass if it scores at least two hits of 6+ damage per degree. The protected subject may not use or be subjected to any magic of lesser order while the aura remains. 1st: alternatively, an aura may seal a barrier or portal to spirits, anything from shadow or any magic as a protected subject would be.
Restoration. 2nd: at the choice of the restorer, the subject is either purged of all illnesses of lesser order or regains up to 1d6 lost HP and 1 lost BP (or level of subdual). Mockeries instead take 2d6 damage per order. If used on a dead body, the aura prevents its corruption or animation. 3rd: the restorer may instead heal a major, normally irreversible ailment like a lost limb or congenital blindness.
Scrying. 3rd: a smooth reflective surface shows, through deep shadow, what is near a subject in the material word while the scryer concentrates. Based on a Wisdom roll the surface shows a birds-eye view: 0-5 dozens of miles away, 6-8 a few miles away, 9-11 within a mile, 12-14 within a two hundred and twenty yards, 15+ clearly showing the subject and their surroundings. Naming the subject and holding a piece of the subject give +2 and +4 position bonuses on this roll, respectively. The scryer may move the view as fast as a hawk, but rolls against fatigue every turn of scrying. 4th: as 3rd but the scryer gets a +2 status bonus on their roll and may hear or (if they wish to be heard) speak through the scrying.
Shadow Step. 3rd: one subject enters or leaves the penumbra. A material creature in the penumbra is a shadow creature until they leave it (for the material or deep shadow) under their own power with a DC 12 Wisdom roll. Deep shadow may be left (for the penumbra or spirit world) only with a DC 15 roll and the spirit world only (for deep shadow) only with a DC 18 roll. Each roll takes a turn and originally material creatures gain fatigue with each turn in the penumbra or deep shadow. 4th: one subject enters (from deep shadow) or leaves the spirit world (to deep shadow).
Shape Change. 2nd: an aura changes the shape of an animal the caster has touched, provided their size modifier with this form is not more than 1, granting all of its natural abilities. This form has 1HP per magic rank, and the aura ends when damage exceeds them. While the aura lasts, the caster may restore 1HP and change the subject to a new form by concentrating. Each raise increases the maximum allowed size modifier between subject and animal form by 1.
Shortening the Way. 4th: while the caster concentrates, a portal in their presence becomes a passage, through deep shadow, to a subject in the material world. To determine how close the passage comes, make a roll as if scrying. The passage is instantly navigable from both sides and may be moved as swiftly as a hind, though the caster rolls for subdual with every creature that passes. If the caster passes through the passage it always closes.
Shroud. 2nd: an aura completely conceals the subject and anything they carry from all senses but touch. If the subject attacks or grabs anything outside the shroud, the aura ends.
Silent Body. 3rd: an aura completely suspends the subject's life, making them appear to be no more than stone, unless they make a Strength roll. No magic of lesser order has any effect on the subject. When the aura would end, the subject must make a Wisdom roll or the aura extends as though lengthened; if lengthened beyond one year the aura lasts indefinitely.
Silent Cache. 4th: an aura sends up to sixty pounds of lifeless stuff per magic rank into deep shadow where it rests changelessly and binds it to a token and secret word. Whoever holds the token and speaks the secret word may retrieve an article they visualize from the cache or place one they hold into it. When the aura ends, anything still in the cache appears wherever the token is.
Silent Presence. 5th: while the caster concentrates on the effect, no one in their presence may work magic or be subjected to it. No aura has any effect in the caster's presence, until the end of this effect.
Transmutation. 3rd: earth, vegetation and loose nonmagical once-living materials within five yards of the caster seem to melt and flow, reshaping themselves into a new configuration. The base materials mentioned above may be exchanged one for the other fashioned into any roughly worked shapes the caster wishes. 4th: as 3rd, but those materials may be transmuted into one-tenth the amount of rough stone. 5th: as 4th, but stone may be transmuted into one-tenth the amount of wrought iron.
Vivification. 3rd: brings life to a statue or silent body. Unless this art is raised above the degree of the silencing, a silent body must make a Strength roll or gain 1d3 ranks of fear upon returning to life. If the statue was not a silent body, it is animated as a grotesque. This art may also be used to animate twice that many prepared bodies as automata.
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