Thursday, July 31, 2025

Three Grimoires

    I was going to make a wizard school for each traditional school of D&D magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation), but I couldn't think of that many Divination spells, or Evocation spells, or Illusion spells... or Transmutation spells... or Necromancy spells, for that matter...



    Anyway, here's three sets of spells for the three schools I could find cool spells for. Most of these are obviously classic D&D spells.



ABJURATION



Line in the Sand
R: touch T: a willing, armed creature D: indefinite
The caster draws a holy sign on the target and their melee weapon, then holds up their hands and begins praying aloud. The spell ends when they lower their hands or stop praying (it is usually impossible to cast other spells while waving your hands in the air and praying aloud). For the duration, the target of this spell projects a circular red shadow on the ground describing their weapon's reach. The target may immediately attack any creatures that step on the shadow, with bonus to-hit and damage equal to [dice].

Circle of Sanctuary
R: touch T: a valid sacred object D: [sum] hours
The caster draws a holy sign on the target. A line of light describes a circular perimeter around the target in a 100' radius. For the duration, creatures with hostile intent cannot cross the perimeter or attack a target within the perimeter without passing [dice] saves vs. fear. Creatures inside the perimeter who attack a creature outside the perimeter make [dice] saves; they take [sum] damage if they fail any of them, and are ejected from the Circle of Sanctuary at 120km/h. Demons, devils, elfs, fairies and Outsiders treat the perimeter like a wall of impermeable and opaque stone and can enter under no circumstances.
"Valid sacred objects" are most typically altars in temples, though they may be the bodies of fallen kings, small woodland shrines, or (in extremis) a patch of earth anointed with the prayers and a small amount of the blood of those it would protect.

Dispel
R: touch T: an enchanted person, place or thing D: instant
Lightning wreathes the caster's hand as they touch the target. Target's magic is undone if it was cast with [dice] MD or fewer. Attempting to dispel a magic stronger than the Dispel always fails, and the caster takes [dice] damage, no save.
If cast on a magical item, some will be destroyed, others rendered mundane, and some may regain their power as time passes or on certain events, depending on the strength of the artifact.

Counter Spell
R: sight T: a caster as he casts D: split-second
Caster raises their hand and speaks a word of power. The spell being cast by the target has its effective [dice] and [sum] reduced by [dice] and [sum], respectively. If both are reduced to below 0, the spell rebounds against the target.

Wizard Armor
R: self T: self D: [sum] hours
Caster dons an invisible suit of armor. For the duration, their AC is improved by two points per [die]. The armor is made of magical force, and so doesn't impede the caster or pull them down in water.

Hand of Peace
R: n/a T: a [dice]*60' cone, originating from the caster D: split-second
The caster holds up a hand and projects a circular, invisible, indestructible forcefield 12" in diameter. All magical projectiles in the target area violently fling themselves against the forcefield and are vaporized. All non-magical projectiles in the target area do the same, unless in the quiver of a creature who passes a save to protect them. Melee weapon attacks against the caster are made at [sum] penalty for one round; weapons that miss because of this penalty violently fling themselves against the forcefield and are vaporized.

Protection from Harm
R: touch T: a willing creature D: [dice] hours or until discharged
The caster draws a holy sign on the target's brow. Target gains a pool of [sum] temporary hitpoints, which absorb damage from up to [dice] sources of the caster's choice:
  • Impacts (blunt weapons, falls, falling rocks)
  • Perforations (bullets, arrows, punji pits)
  • Edges (swords, claws, spinning blades)
  • Blasts (dynamite, fireballs, cavedamp)
  • Energies (fire, lightning, magic)
  • Ghosts

Common Courtesy
R: sight T: a contiguous area up to [dice]*500' square D: variable
The caster must walk through the area as they cast this spell, reciting ancient words of warding and alarum. They may choose [dice] of the following effects:
  • Sound cannot pass from within the area to without. Creatures inside the warded area can still hear sounds from without.
  • The perimeter of the warded area is obscured by a 20' high wall of silver fog. Creatures inside the warded area can see through this fog.
  • Doors and windows are tightly sealed, and can only be opened with a DC20 MOVE check.
  • Corridors are filled with a dizzying, choking smoke. Creatures who pass through these corridors must save or become turned around and return out the way they came.
  • Up to [dice] magical lights appear in designated areas. These lights shine brightly, and turn blood-red in the presence of enchantments and illusion.
  • Up to [dice] magical mouths appear in designated areas. These mouths speak messages of up to 25 words upon perceiving a designated trigger.
  • If a creature larger than a mouse crosses the perimeter, a loud chime sounds throughout the area.
  • If a creature larger than a mouse crossed the perimeter, the caster receives a psychic premonition, which awakes them if they are sleeping.
  • Scrying the warded area or a target within the area reveals only dark, ominous shadows.
  • Fire does not burn within the warded area.
As they cast this spell, the caster may designate any number of creatures in their immediate presence to be immune to any or all of these effects, or choose a password which if spoken aloud renders a creature immune to any or all of these effects. The spell lasts for [sum] minutes at one MD, hours at two MD, days at three or weeks at four. If continually cast on the same area for a year, the spell becomes permanent.

Ritual Cleansing
R: touch T: various D: various
The caster scribes signs on or above the target(s) while reciting ancient words of blessing and dedication. If cast on up to [sum] small flasks of water, they become holy water, which will burn the undead and unholy like fire for [dice] rounds. If cast on up to [sum] creatures as the caster draws holy symbols on their brow, they are purified, gaining a [dice] bonus to checks, saves and morale until the next dawn. If cast on a corpse, the body is preserved for [sum] days during which time it does not decay and cannot become undead. If cast on two adults while touching one with each hand simultaneously, they are wedded, no save; effects vary.

Trackless and Traceless
R: touch T: up to [dice] creatures D [sum] hours.
The caster touches the brow of each target and recites ancient lines of safety, deception and strange belief. For the duration, the targets leave no footprints, make no sound on gravel or other noisy surfaces, pass over harsh terrain as if it were level highway, gain a +10 bonus to stealth checks, and cannot be grappled.

Banish
R: shouting distance T: a creature of up to [dice] HD D: instant
The caster levels an accusing finger and pronounces the sentence of banishment. Target saves. If they fail, they throw down their arms and flee until they are certain the caster and the caster's allies cannot reach them.
If the target is not native to this plane, they may be Banished whatever their HD, and must pass [dice] saves. Upon failing any of them they return to their home plane.

Bind
R: shouting distance T: a creature not of this world D: [worst] hours
For the duration, the caster dances around the target reciting ancient lines of domination and enslavement. The target, and anyone else, is free to try to interrupt the caster as they do so. At the end of each hour the caster must check constitution or become overwhelmed with supernatural weariness and fall asleep.
If the caster completes the spell without interruption, the target is bound to their will for a year and a day. The target will obey all commands, though if this is not in their nature they may follow the exact wording to the worst of their abilities.



CONJURATION




Unseen Servant
R: 15' T: a volume 10' high with a 5' square base D: indefinite while MD are invested
Caster summons an invisible, intangible force into the target space. This force has 1 HP and is immune to everything except magic and lightning bolts. It can lift and move objects inside itself very slowly and gingerly. It lacks the motive force to cause damage with impact alone, and it would lose a tug-of-war with a toddler, but it might be able to tip a bottle of poison into a cup or pull the trigger of a shotgun trap. The invisible force obeys the caster absolutely, and can perform simple and repetitive tasks about as well as a highly intelligent parrot could. If necessary, the force can move at a pace of about 1' per second, carrying a maximum of [dice] slots of inventory as it goes. The unseen servant dissipates when the caster dismisses it or when it moves more than 120' from the caster.
The unseen servant perceives everything inside its space. It can copy books extremely quickly, and can take dictation (though it's a bit shit at it). It would be an excellent housebreaker, but it doesn't know how to do that, so it's more like an excellent lockpick (and that only while the caster is directing it).

Mark/Recall
R: n/a T: see description D: permanent/one round
Caster gives it a moment of thought, and permanently marks their exact current position in their mind. They may later return to that point with one round of shouting, focusing and finger-waggling. If the Mark component was cast with 1 [die], the Recall must also be cast with 1 [die]; in this way, the caster may have several Marks, each coded to a separate quantity of MD. Marks can be re-cast at any time. The caster can bring exactly 1 sack of inventory with them — either their personal equipment, or a second person if both they and the caster are buck naked.

Polyscatter
R: sight T: [sum] slots of inventory and HPs worth of creature D: instant
Caster claps their hands then strikes an expansive pose. Targets appear at random positions within [dice] miles. Unwilling creatures get a save. If the [sum] didn't cover all of a creature's HP, they instead take damage equal to the portion of [sum] allotted to them as random particles of them get teleported off and lost in the Astral Plane. A set of clothing is 2 slots.

Flaming Sphere
R: 120' T: an unoccupied sphere 5' in diameter D: ten minutes of concentration
The caster snaps their fingers, and a great raging ball of fire, a sphere of 5' diameter, appears in the target space. On the caster's turn in combat they may verbally command the ball to move to another point up to 30' feet away. The ball rolls across obstacles shorter than itself, and may leap gaps up to ten feet wide. It navigates spaces about as well as a morbidly obese flaming dog. It has excellent hearing, but no sense of smell.
Creatures who are struck by the ball, or who end their turn within 5' of the ball, must [save] or take [sum] damage. The ball is physically weak and has a consistency like cotton soaked in kerosene, so can only really hurt creatures or damage the environment with its heat alone. It is doused promptly if dropped in water, and burns to nothing at the end of the duration.

Grasping Hand
R: 120' T: an unoccupied space 5' in radius D: [dice] minutes
Caster holds out their hand and focuses on the target space for the duration, causing a shimmering hand of moon-silver to materialize. The hand has 20 AC and [sum] HP. Each turn, in lieu of attacking or moving, the caster may move the hand up to sixty feet. As part of this movement, the hand may ball up and strike, open and shove, or claw and grasp. The hand strikes as an attack based on the caster's INT mod, dealing [dice]+[INT mod] damage, and shoves/grasps as an opposed grapple check, using the caster's INT instead of STR. The hand may also lift and carry [dice] inventory slots of items, open and close doors, pull levers, cut ropes, or anything else a big scary glowing metal hand could do. Experienced Conjurers can "swing" from the hand as if it were a grappling hook or "slide down" as if it were a fire-pole with a successful SKLL check.

Hound of the Far Stars
R: 30' T: unoccupied space large enough for a horse D: 8 hours
Caster waves their hand and summons forth a sidereal watchdog of [dice] HD and [sum] HP. These creatures have four backwards legs which end in six-figured hands, 18 AC pelts of silver hair, and three heads. One head is capable of "barking" like a sounding brass, one head is capable of twittering and whistling like a bird, and one head has a crocodile maw that bites like a heavy weapon +[dice]. They understand "sit", "heel", "keep watch", "sic 'em" and "help help help!" in all languages. Sidereal watchdogs are slavishly, suicidally loyal to their summoner and will ferociously attack any creature they perceive as a threat. They can carry up to 4 sacks while running like a greyhound and climbing like a monkey. When slain, sidereal watchdogs dissolve into silvery mist.

Sumptuous Meal
R: 20' T: tables or surfaces suitable to bear fine china D: up to [sum] minutes
Before this spell can be cast the caster must ensure that the area where food will be served is clean, comfortable and well lit. In a dungeon environment, this may involve sweeping floors, dusting furniture and setting up several lamps. Over the duration the caster sings, dances, jumps, claps, tells jokes, and generally attempts to amuse the spirits of good fortune and plenty. While they do this, the spirits prepare and produce [dice] rations of fairy food every minute. When the spell is over the feast may begin. The food (served on gem-studded dishes with aluminum cutlery) is filling, fresh, steaming hot (or freezing cold as appropriate) and delicious enough to heal every eater [dice] HP. Eating more than your share of the food may anger the spirits (roll reaction, trying to get 8 or better), and attempting to nick some for later always does. The spirits curse buffoons and greedy-guts with a hitpoint malus equal to [dice], healing at a rate of 1/day as with other such maluses. Particularly large and boisterous barbarians, orcs, growing boys &c may be able to avoid the penalty. Regardless, after an hour the food and all the dishes disappear.

Evil Star
R: n/a T: a sphere [dice]*10' in diameter, one pole touching caster's palm D: [sum] rounds
This is an old, old spell, taught to the College of Conjuremen many centuries ago by a friendly-but-hungry native of the outer darkness. When the caster raises their hand and speaks a word of power, impenetrable shadow fills the target volume. This is not a natural darkness, or even the oppressive "true dark" of the deep underworld, but a void flowing from the space between stars: light sources are snuffed, magical lights dispelled, powerful magical lights violently dispelled, and creatures without infravision completely blinded. Things in the darkness take [dice] cold damage every turn from exposure, and a further [dice] acid damage from being licked by long wet tongues in the blackness. Creatures who die in the darkness are consumed and are never seen again. Furniture is totally ruined. The caster may move while holding up the sphere.

Alien Terrain
R: sight T: up to [sum] 5' squares of terrain D: permanent
Target terrain grows into a thick and horrible jungle of toxic plants and sharp spines, which are 20' high and block vision and ranged attacks. Passing through the alien terrain on foot requires a STR check for each 5' square navigated; on a failure, the creature attempting to force passage is trapped and entangled and can move no further that round. Entangled creatures with exposed flesh take [dice] poison damage when they end their turn in the alien terrain. A human armed with a machete and a torch can clear one 5' square of alien terrain in one minute. The soil of our world cannot sustain the plants and they will wither and die on their own within a few weeks.

Air Bubble
R: 30' T: head or object not much bigger than a breadbox D: [sum] hours
Up to [dice] targets are surrounded by a sturdy bubble of fresh air at sea-level pressure. This bubble keeps out water and poison gas and keeps in air pressure during exposure to vacuum. The air remains magically fresh for the duration of the spell. Water-breathing creatures take must SAVE or take [sum] damage as they fight their way free of the bubble.

Wormhole
R: 30' T: unoccupied sphere of sufficient size D: one minute
Before this spell can be cast the conjuror must procure a flawless, fist-sized diamond, which is the focus of the magic. The caster claps their hands around the gem and spreads their arms wide, causing the diamond to fly to the center of the target volume and open into a spherical wormhole up to [dice]*5' in diameter. This wormhole can lead to any point on any plane which you have ever seen, or that you know of in extreme detail. Passage through the wormhole is instantaneous. If you wish, you may instead speak the true name of an individual as you cast this spell; the other end of the wormhole opens on top of them, and they fall through to your end if they're small enough to fit. This conjuring does not, in and of itself, engender strong feelings of fraternal love in them. Planar lords are immediately aware if you attempt to reach their domain with this spell, and may counter it without effort. The wormhole collapses at the end of the duration and the diamond falls to the ground; objects and body-parts halfway through the wormhole are neatly severed.

Wish
R: n/a T: n/a D: n/a
The greatest of all spells, single-handedly marking Conjuration as the queen of the arcana. When cast, you may Wish to mimic any other spell in existence, with effects of [dice]+1 and [sum]*2. You may Wish to produce an object which could have been made by [sum] master craftsmen working for a year and a day. You may Wish to fully heal, restore, purify, replace limbs of, cure, repair and remedy up to [sum] humanoids, or have a commensurate effect on other powerful creatures. You may Wish to undo up to [dice] rounds of time. You may Wish to undo a doom in a creature, including yourself. You may Wish to obtain [sum] more years of healthy life.
If you wish (heh), you may instead choose to Wish for a god to act in some way to achieve some effect more far-reaching and complex than those previously ennumerated. You may not choose exactly how the god accomplishes the task, so it may be wise to establish a good working relationship beforehand, or else risk seeing the Wish distorted in some way.
When you cast Wish you accrue a special wish-casting doom. Each wish-casting doom permanently reduces your HP by 6, and these missing hitpoints are never regained (except by another creature's Wish). If this reduction would leave your max hitpoints at some number below 0, you vanish from existence as soon as your wish has been fulfilled.



ENCHANTMENT


I couldn't find a guy that really said "enchanter", you know. Here's some generic wizard.

Vicious Mockery
R: hearing T: a creature who understands your words D: instant
Caster spouts a series of horrible insults and calumny against the target, the target's morals, the target's heritage, &c. This deals [best] psychic damage. If not in combat the target makes an immediate reaction roll with a penalty equal to [dice], possibly provoking a duel or brawl. If the player can think of a particularly funny, cutting and target-appropriate insult, the DM may rule that the target instead makes a morale check with a penalty equal to [dice], fleeing in tears if failed.

Lesser Power Word
R: hearing T: a creature who understands your words D: [dice] rounds
Caster speaks a word of power, and the target saves or obeys for the duration. The traditional words of power are translated as COME (target approaches by the quickest safe path, and waits by the caster), RELINQUISH (target drops their equipment, and does not attempt to retrieve it), FLY (target flees in terror), GROVEL (target falls to their knees, and bows to the caster), HALT (target stops moving, and takes no action), and SUFFER (target screams and writhes as if in extreme pain, and ends any magical concentration). The effect ends early if the target is attacked by the caster or takes damage from any source.

Champion
R: touch T: a creature D: one minute
Caster touches the brow of the target, which may be themselves. They gain [sum] temporary hitpoints for the duration, do not roll morale, and automatically succeed saves v. fear.

Stupefy
R: 10' T: a creature D: ten minutes
Caster surreptitiously gestures at the target, who becomes noticeably more stupider for the duration. For the duration, the target checks intelligence to disbelieve all but the most obvious lies, automatically fails checks to accomplish complex tasks, mishaps on all spell casts, fails all initiative rolls, and has a [dice]-in-6 chance to offend those they talk to.

Pedagoguery
R: self T: self D: up to [sum] minutes
Caster begins a longwinded, self-aggrandizing yet oddly hypnotic speech. Non-hostile creatures who hear and can understand this speech stop what they're doing to listen. Creatures who consider the caster to be a bastard, idiot, liar or petty criminal may save to avoid this effect. After the speech ends, creatures come away with [dice] simple concepts of the caster's choosing which they are now pretty sure are true, or at least valuable, insights about the world. Creatures who consider the caster to be a bastard, idiot &c do not fall under this effect.

Anointing
R: touch T: a weapon D: [best] successful attacks
Before this spell can be cast the enchanter must procure a slot of valuable oils and perfumes. As they anoint the target weapon in a ten-minute series of rituals, they intone prayers of victory and glory. The weapon then has bonus +[dice] damage and to-hit for the duration of the spell.

Confusing Gaze
R: self T: self D: [sum] rounds
Caster projects lunacy, chaos, and a sickly green glow from their eyes for the duration. Creatures may choose to look away, rendering the caster effectively invisible to them for the duration. Creatures who look at the caster at any point save. If they fail, they roll [dice]d8 on the following table and perform the result each round until the spell ends:
  1. Scream nonsense aloud in their native language
  2. Close their eyes firmly and squeal
  3. Dive to the ground and bury their face in the dirt
  4. Drop whatever they're holding, sharply
  5. Dart 20' in a random direction
  6. Make an attack against a random creature in reach
  7. Attempt to eat the most palatable object within reach
  8. Spin around until dizzy
Because of the frantic energy granted by the confusion, affected creatures can perform more actions on their turn than usual.

Fairy Silver
R: touch T: up to [sum] slots of items D: one week
Caster looks around, suspicious like, and rubs the target items on their sleeve or hem. Creatures of [dice] HD or fewer, other than the caster, incorrectly perceive the items to be masterworks, solid silver, particularly fine examples of their kind, collectible, or otherwise worth 10x their actual value. More powerful creatures may save v. charm to avoid this effect. Creatures who pass the save, and any affected creatures at the end of the duration, then correctly perceive that they have been duped by some fucking wizard.

Power Word: Kill
R: hearing T: a creature who understands your words D: instant
Caster speaks a word of power, traditionally translated as DIE. Targets with fewer than [dice]*6 HP die. Otherwise they take [sum] damage, save for half.

Geas
R: hearing, T: a creature who understands your words D: indefinite, or [sum] days
Caster speaks a word of power, traditionally translated as FULFILL. This places a magical command upon the target to carry out some service, or to refrain from some action or course of activity, as desired by the spellcaster. The geas may not compel a creature to kill itself or place itself on a path to certain death, but there are no other limitations. If after [sum] days the creature genuinely believes the task, as put to it exactly, cannot be completed by them, the geas ends. Strongwilled creatures or creatures with more HD than [dice] may resist this geas; each day they do so inflicts 1 point of damage to each of their stats, and this damage does not heal until they return to the task.

3 comments:

  1. big fan of these spells - Evil Star's my favourite, but they've all got that particular jay nay sequoia

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    Replies
    1. i think my favorite of them is the Flaming Sphere. i always like it when spells are physicalized. not "ball of wizard fire that floats" but "actual ball of burning cotton that rolls around on the ground"

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    2. I've always enjoyed Conjuration because I like the idea that the spells aren't creating things, or blasting generic magic lasers, but summoning (that is, conjuring) things from other planes. Healing spells are "conjuration" because they're really spells that tear the veil between our world and the Positive Energy Plane (which is why it destroys the undead, and vice versa) and that sort of thing. Thank you for your comment

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