Levi's Spell List in Dawn of Others | World Anvil

Levi's Spell List

Path: Attraction

Attraction spells are about alluring subjects using magic, thus making it necessary to make his spells not look like magic. He conceals the spells in his words and graceful nonchalant hand movements. As the effects are often subtle, it can sometimes be difficult to notice he is casting a spell at all.

Attraction Root Spells

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom or Vigor saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. A target that succeeds at the save is immune to it for 8 hours. For every additional 1 dark spent before casting, you can increase the range by 10 feet.

Tier 1 Attraction Spells

Charm

The target must make a Wisdom or Vigor saving throw, with advantage if you or your companions are fighting it. If it fails, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. Once a creature succeeds at this save, it is immune to the spell for 8 hours. For every additional 2 dark spent before casting, you can include one additional target (max +3 targets) in range.

Sleep

You can target a number of creatures in range with 30 total hit points. Each creature affected falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper. Subtract each creature’s hit points from the total before moving on to the creature. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. For every additional 1 dark spent before casting, you can increase the amount of hit points by 5.
Boost (DC 20): If a creature cannot be included entirely with your remaining hit point allotment, you can attempt this check to include it. Unlike regular targets, this one gets a Wisdom or Vigor saving throw.

Tier 2 Attraction Spells

Captivation

All creatures in range that can see and hear you must make a Wisdom or Vigor saving throw. Any creature that can’t be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. Creatures with fewer hit points than your maximum automatically fail at this save. On a failed save, the target has disadvantage on ability checks, attack rolls, and saving throws. Its speed is halved and must always use its movement to move closer to you. This lasts until the spell ends, the target can no longer hear you, or the target suffers damage. The spell ends if you are incapacitated or can no longer speak. For every additional 1 dark spent before casting, you can increase the range by 10 feet (max +60 feet).

Suggestion

You suggest a course of activity and influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune.The suggestion can be anything that does not cause obvious physical harm to itself or others. The target must make a Wisdom or Vigor saving throw. On a failed save, it pursues the course of action you described to the best of its ability. You can only make one suggestion per spell, and if the spell expires before the target can complete the task, the spell expires. For every additional 2 dark spent before casting, you can include one additional target (max +3 targets).
Boost (DC 15): Double the range of this spell.

Fear

Each creature in a 20-foot radius must succeed on a Wisdom or Vigor saving throw or drop whatever it is holding and become frightened for the duration. While frightened, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. For every additional 1 dark spent before casting, you can increase the range by 5 feet (max +30 feet).

Tier 3 Attraction Spells

Compulsion

This functions identically to suggestion, except you can now give it a violent action, like inflicting harm on itself or others. It still must be a single command. For every additional 2 dark spent before casting, you can include one additional target (max +3 targets).

Dominate

You attempt to beguile a creature with hit points equal or less than you (your maximum) that you can see within range. It must succeed on a Wisdom or Vigorsaving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. You two possess a telepathic link while the target is charmed that you can use to issue commands to while you are conscious (no action required), which it does its best to obey. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. For every additional 1 dark spent before casting, increase the hit points of the creature you want to dominate by 10 (+50 max).
Boost (DC 25): Double the number of hit points of the creature you want to dominate.

Tier 4 Attraction Spells

Memory Writer

One creature that you can see within range must make a Wisdom or Vigor saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage, this spell ends prematurely. While this charm lasts, you can alter the target’s memory of an event within the last 24 hours that lasted no more than 10 minutes. This includes permanently eliminating that memory. The creature must be able to understand you. If a modified memory is too nonsensical to affect a creature in a meaningful manner (GM’s decision), it is disregarded as a dream. For every additional 2 dark spent before casting, you can go back further and modify more (2—7 days, 1 hour; 4—30 days, 1 day; 6—1 year, 1 week; 8—lifetime, 1 year).

Mob Rule

This operates the same as suggestion, except that it affects all creatures you wish within range. It still must be a single action. For every additional 2 dark spent before casting, you can extend the range by 10 feet (max +60 ft).
Boost (DC 25): When you give the command, you can provide a violent action, per dominate.

Path: Knowledge

Knowledge spells resemble traditional spells as many know it as they all involve chanting in various languages (sometimes more than one), hand movements reminiscent of prayers, and magic circles drawn upon the ground.

Knowledge Root Spells

Comprehension

You understand the literal meaning of any spoken or written language that you hear or see. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Tier 1 Knowledge Spells

Communication

You gain the ability to comprehend and verbally communicate with a creature that cannot communicate via language; this includes plants and creatures dead in the past 24 hours. The knowledge and awareness of creatures are limited by their intelligence. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

Locate

You concentrate on an object or person. After casting, you sense the direction to the target’s location, as long as that target’s location if within 1,000 feet of you. If in motion, you know the direction of movement. This can locate a generic target or a specific target if you had encountered it personally.
Sacrifice: You gain 1 level of exhaustion. For every 1 hit die spent during the spell, increase the range by 1,000 feet (max +5,000 ft.).

Tier 2 Knowledge Spells

Clairvoyance

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you. The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you can see and hear through the sensor as ifyou were in its space. A creature that can see the sensor sees a Tiny luminous, intangible orb. Sacrifice: You gain 1 level of exhaustion after the spell expires. For every 1 hit die spent during the spell, increase the range by 1 mile (max +6 miles).
Boost (DC 20): Gain darkvision.

Premonition

You contact spirits from the outworld to ask to ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
Boost (DC 20): Ask a second question after the first has been answered.
Sacrifice: You gain 1 level of exhaustion after the spell expires.

Tier 3 Knowledge Spells

Dreamwalker

You shape the dreams of a creature known to you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enter a trance state, acting as a messenger. While in a trance, the messenger is blind, deaf, and can’t take actions in the real world. The messenger appears in the target’s dreams and can converse with the target as long as it remains asleep. The messenger can shape the environment of the dream in any way. The dreamer can become aware it is dreaming with an Intelligence (Investigation) check against your spell save DC (you can also willingly reveal the fact). A dreamer aware it is dreaming can shape the dream as well, overriding your manifestations. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream entirely upon waking. You can make the messenger appear monstrous and terrifying to the target, and the target must make a Wisdom saving throw. On a failed save, when the target wakes up, it takes 3d6 + Vigor modifier psychic damage.
Boost (DC 20): Increase damage dice to d8 OR can wrest control of the dream from the dreamer.
Sacrifice: You gain 1 level of exhaustion after the spell expires. For every 1 hit die spent during the spell, increase Intelligence (Investigation) DC by 1 and the damage dice by 1 (max both +5).

Predestination

An expansion of premonition, you can ask the outworld how you can reach a specific future. The answer will be specific regarding choices, directions, as long as they need to be made in the next month. The answers may be held by the GM until an opportunity presents itself, where the GM will then reveal the best course for you to accomplish what you asked.

Tier 4 Knowledge Spells

Anticipation

You gain the ability to look into the immediate future. For the duration, you can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Path: Protection

Protection spells encompass a wide variety of effects requiring little to no expression.

Protection Root Spells

Reprisal

If a creature hits you with a melee attack, it takes your Vigor modifier force damage, and you have advantage on your next attack roll against that creature. For every 2 additional dark spent, increase the damage inflicted by 1 (max +5 damage).

Magic Armor

Your base AC becomes 13 + your Vigor modifier. The spell ends if you don armor or if you dismiss the spell as an action. You can spend 6 total dark to increase the base AC to 16, but your maximum Vigor modifier is reduced to 2.

Tier 1 Protection Spells

Shield

You have a +2 bonus to AC. If placed it your river, you can use this spell as a reaction against an incoming hit. For every 3 additional dark spent, increase the bonus by 1 (to a maximum of +4).
Boost (DC 20): Make this check as a reaction while the spell is in effect to increase the bonus by 2 against one attack. 

Hush

No sound can be created within or pass through a 20-foot-radius sphere centered on you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Tier 2 Protection Spells

Blur

For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. You also gain a +5-foot bonus to speed.

Alienation (Ritual)

You create a magic circle on the ground (up to 20 feet in radius) and specify a type or specific creature. The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma or Vigor saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. You can temporarily deactivate or activate the circle’s effects as a bonus action on your turn or as a reaction to a creature entering it. A creature can attack the protective field; it has an AC of 10 and 200 hit points.
Boost (DC 20): On your turn, while the spell is in effect, you can attempt this check to increase the HP of the field by 50.
Sacrifice: At the beginning each of your turns while the spell is in effect, you suffer 1 point of damage.

Tier 3 Protection Spells

Colossus

Until the spell ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Blender Barrier (Ritual)

A variation of alienation, the magic circle now creates a storm of sharp objects from anything nearby. You create a magic circle on the ground (up to 20 feet in radius). You can temporarily deactivate or activate the circle’s effects as a bonus action on your turn or as a reaction to a creature entering it. A creature cannot pass through the barrier, and if it touches the barrier, it immediately suffers 3d10 + Vigor modifier slashing damage. A creature can attack the protective field; it has an AC of 10 and 200 hit points, but if the attack is melee, the creature takes damage.
Boost (DC 20): On your turn, while the spell is in effect, you can attempt this check to increase the HP of the field by 50. Sacrifice: At the beginning each of your turns while the spell is in effect, you suffer 3 points of damage.

Tier 4 Protection Spells

Invulnerability

You are immune to all damage until the end of your next turn. If placed it your river, you can use this spell as a reaction against an incoming hit. Weapons that reduce immunity to resistance still apply. Boost (DC 20): You can extend this spell for one additional turn. You can repeat this check up to 5 times or until you fail a check.

Impenetrable

An upgrade for alienation, but this creates a sphere that can include the ground underneath you. Creatures inside the sphere either stand upon the encased ground or float of caught in the air. As an action, you can move the sphere up to 60 ft. in any direction, moving creatures inside along with it. A creature can attack the protective field; it has an AC of 10 and 200 hit points.
Boost (DC 20): On your turn, while the spell is in effect, you can attempt this check to increase the HP of the field by 50.
Sacrifice: At the beginning each of your turns while the spell is in effect, you suffer 2 points of damage.

Path: Might

Spells from this path are often subtle and often come as a result of combat. To outsiders, strange things appear to happen around you. Your somatic movements are often patterns you make with weapons.

Might Root Spells

Pinpoint

You gain advantage on your first attack roll as long as you make that attack before the end of this turn. Boost (DC 15). You can use pinpoint again time this same turn. This DC increases by 2 each additional time you use pinpoint (max DC 21)

Tier 1 Might Spells

Paranormal Aim

Your next attack roll before the end of this turn automatically hits.
Boost (DC 15). You can use paranormal aim again time this same turn. This DC increases by 2 each additional time you use paranormal aim (max DC 21).

Compression

You can make a single ranged or melee attack as part of this spell.
Boost (DC 25). You can use compression one additional time this same turn (only once per turn).

Tier 2 Might Spells

Wrath

Your next hit with a melee or ranged weapon during this spell’s duration deals an extra 1d4 + Vigor modifier psychic damage. If the target is a creature, it must make a Wisdom or Vigor saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom or Vigor check against your spell save DCto steel its resolve and end this spell. For every 2 additional dark spent, increase dice by 1 (max +3 dice).
Boost (DC 20). Increase damage to d8. 

Magic Weapon (Ritual)

Touch a non-magical weapon. While you wield the weapon, it becomes magical with a +1 to attack and damage rolls until the spell ends. 
Sacrifice: You suffer disadvantage with Wisdom-based ability checks until you finish a long rest.

Tier 3 Might Spells

Crack

Your next attack during the spell’s duration triggers the spell’s effect. If you hit a door, a box, a chest, a set of manacles, a padlock, or another object that contains amundane or magical means that prevents access, the lock breaks off or is opened (while also letting out a loud thundercrack audible from as far away as 300 feet). If the object has multiple locks, only one of them is unlocked. An arcane lock is suppressed for 10 minutes. If you strike a creature, you inflict an additional 3d6 + Vigor modifier thunder damage, and the target is pushed 10 feet. If Medium-sized or smaller, the creature is knocked prone.

Magic Weapon (Ritual)

The same as the tier 1 spell, tier 2 increases the bonus to a +2 to attack and damage rolls until the spell ends (it does not stack with tier 1).
Sacrifice: You suffer disadvantage with Wisdom-based ability checks until you finish a long rest.

Tier 4 Might Spells

Disintegrate

Your next attack during the spell’s duration triggers the spell’s effect. A creature hit must make a Constitution or Vigor saving throw. The target takes 12d6+ Vigor modifier force damage with a failed save or half as much for a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only utilizing a resurrection. This attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. For every 3 additional dark spent, increase dice by 1 (max +6 dice).
Boost (DC 25). Increase damage dice to d8. Magic Weapon (Ritual). The same as the tier 2 spell, tier 3 increases the bonus to a +3 to attack and damage rolls until the spell ends (it does not stack with tiers 1 or 2).
Sacrifice: You suffer disadvantage with Wisdom-based ability checks until you finish a long rest.

Path: Self

These are all personal effects with very little outward expression other than minor hand movements.

Self Root Spells

Darkvision (Ritual)

For the duration, you have darkvision out to a range of 60 feet.

Channel Bear

You gain advantage with Constitution checks and 2d6 + Vigor modifier temporary hit points, both of which are lost when the spell ends.

Channel Tiger

You gain advantage on Charisma and Intelligence checks, both of which are lost when the spell ends.

Tier 1 Self Spells

Invisibility

You become invisible until the spell ends. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack or cast a spell.

Tier 2 Self Spells

Ultravision (Ritual)

You gain the following benefits within 90 feet of you: you have darkvision; you have advantage with Wisdom (Perception) checks when involving sight; you can also see invisible creatures and objects as if they were visible; you can see into the Ethereal Plane (ethereal creatures and objects appear ghostly and translucent).
Sacrifice: Spend 2 hit dice.

Tier 3 Self Spells

Truesight (Ritual)

You gain the benefit of ultravision, plus you can see things as they actually are. You gain truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Path: Flame

Like the path of air, flame spells involve mostly hand movements and more mouth movements rather than actual words. Material components are usually flammable materials, sometimes even lighters or kerosene.
Gain resistance to fire damage and immunity to any magical fire you create.

Flame Root Spells

Fire Bolt

You make a ranged spell attack; on a hit, the target takes 1d6 + Vigor modifier damage. You can also keep the flame in hand, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. For every 2 additional dark spent before casting, increase dice by 1 (max +3 dice),

Enchant Flame

You add a flame effect to your weapon; it counts as inflicting fire as well as normal damage. Increase flame damage by +2. If cast on a gun, it lasts one clip. This spell cannot be cast on energy weapons.

Tier 1 Flame Spells

Flamethrower. 

You produce a 15-foot cone of fire; targets make a Dexterity saving throw, suffering 3d6 + Vigor modifier fire damage on a failed save, or half as much on a successful one. This ignites anything flammable in the area that isn’t being worn or carried.
Boost (DC 15): Increase damage dice to d8.

Tier 2 Flame Spells

Blazing Barrier

You create a blazing wall of fire up to 60 feet long, 20 feet high, and 5 feet thick with its furthest point not further than 120 ft. You can bend this wall in any configuration, even enclosed shapes like squares or circles. Each creature within its area upon creation or within 5 feet while it is in effect must make a Dexterity saving throw. On a failed save, a creature takes 4d8 + Vigor modifier fire damage, or half as much damage on a successful save. Any creature passing into the wall after it is cast fails automatically. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. For every additional 1 dark spent before casting, increase the length of the wall by 10 feet.
Boost (DC 10): When the duration expires, make a Vigor (Induce) check to extend the effect for another minute. The DC increases by 1 each time it is attempted

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