Raw
"Raw magic is the source of all magic, remember this always, no matter what you study here you will learn at least the basics of this. Dispel is one of the key spells you will learn here. In combat versus other mages it is the key to victory, and for the advanced mage, Reflect allows us not only to stop the attack on ourselves, but turn the magic back upon the caster. Telekenisis and Levitate are also some of the most useful magics you can learn, allowing you to reach high places and move obgects with the power of your magic."- Chronos, Principal of magery at The Learned Brotherhood
First Level: Mana Cost: 5
Dispel – This spell negates the effects of another spell. The chance of success decreases as the opposing spell's level increases.
Telekinesis – Allows the caster to lift 2d10 kilograms of weight with his mind and then move it as he/she desires. If the roll is significantly below the weight of the object, the caster may receive damage from the mental strain.
Mana shield - For the next turn only, any physical attack against the wizard is absorbed by a shield of pure magical energy.
Illuminate – Creates a source of light on one object of the caster’s choosing, lasts for d6 turns.
Dazzle - A burst of intense light from the caster blinds one target within 10 feet.
Dim Light - The light inside any room can be dimmed by the caster, to allow for easier hiding. The effect created is roughly half of the illumination prior to incanting.
Second Level: Mana Cost: 10
Bolt of Force – This spell creates a bolt of pure magic that fires from the caster’s fingertips, dealing 2d8 damage.
Ward - Allows the user to ward the room or inscribed circle, making the room soundproof, immune to the Wind Whispers spell and makes all windows opaque. This spell also protects the room or inscribed circle against magical scrying. This spell ends when someone within the circle or room leaves the designated area.
Will-O'-Wisp - A friendly orb of light, created by the caster, is able to illuminate the way to a destination of which the caster has prior knowledge. The Will-O'-Wisp remains until the location is reached.
Photosynthesis - The caster can create a small orb of light which provides energy to aid any 3 plants in growth. This provides +3 to any plant's produce when harvested.
Globe of Shadows – Creates a 4 foot globe of shadows either where the caster wishes or on an item, this globe cannot be penetrated by ordinary light. This orb lasts for 2d6 turns
Third Level: Mana Cost: 20
Refraction Field - This spell creates a multi-hued force field around the caster, repelling physical projectiles, such as arrows and rocks, away from the caster for the duration of the spell. The field lasts for d4 turns, or is dispelled when it has absorbed more than 15 points of damage.
Mana mirror-shield - As with the mana shield, any physical damage next turn is absorbed, but the caster can then make an attack roll at the end of the next turn with attack strength equal to the damage which would have been incurred. The field lasts for d4 turns, or is dispelled when it has absorbed more than 12 points of damage which are not used in an attack.
Translocation - The caster can instantly move themselves or one object to any point on Bilymasian soil. The object cannot move across water, and the mana cost is relative to the distance travelled.
Dark Touch - A pure, pitch-black orb seven feet in diameter extends from the caster. Infinitely cold, the orb drains health at a rate of 2HP per turn.
Fourth Level Mana Cost: 35
Reflect - This spell causes all third level and below magical spells to be turned back upon the one who cast them at the defending mage. The spell lasts for d10 turns.
Mage Beam - A scintilating beam of magical energy shoots forth from the caster's palm, passing through d6 targets before it dissapates, causing 3d12 damage to whatever it hits. This spell ignores the effect of Mana Shield and Mana mirror-shield.
Permanency – Makes a previously cast spell last indefinitely.
Fifth Level: Mana Cost: 50
Wall of Force - This spell creaes an interposing barrier of pure magical force between the caster and his or her opponents. The wall is d20 feet wide, 2d10 feet high and is impenetrable to all but the most powerful magics and enchantments. This spell lasts d12+3 turns
Portal - The wizard has the ability to create a magical portal to any place on Bilymas, but this portal cannot cross water. Passing through the portal also has a draining effect of 2d6 HP.
Back to
Blood of Creation: Wizard Spells