Universal Magic
NEED TO FINISH & CLEAN UP!!
07/18/2023
Known Universal Spells:
A
- Arcane Lock (Now considered to be Abjuration)
- Arcane mark (Lost spell, also considered to be Alteration (later considered Transmutation)
Arcane Mark
Arcane mark, also known as wizard mark in times and places unfamiliar with sorcerers, was originally from the alteration school of magic, but became a universal spell that anyone practicing the Art could cast. It was simple enough to learn that it became a cantrip.
Effects
This spell allowed the caster to put a personal rune or mark of up to six characters on any object he or she could touch. The symbols had to fit within a 1 foot (30 centimeters) square to maintain cohesiveness. The writing could be visible or Invisible, and was magical, so a Detect Magic made it glow, and a read magic revealed the meaning, if any. Other means, such as a see invisibility spell, a robe of eyes, a gem of seeing, or true sight also revealed an Invisible mark. The mark did not physically alter or damage the object in any way, even though it seemed to be etched into the surface. The object was permanently marked until the caster dispelled his or her own mark, or an erase spell was used on it. If the mark was placed on a Living creature, then it normally faded away in about a month. Some versions of Drawmij's Instant Summons required an arcane mark be placed on an object before it could be summoned. Objects with an arcane mark could be used to trigger an arcane mark ward.
Astral Projection/Astral spell (Now considered Necromancy)
B
- Bestow Curse (Considered Necromancy, used to also be considered Abjuration.)
C
- Cantrip (spell) (Lost spell) Cantrip Spell
- Comet (Lost spell, but there is a current spell known as Meteor Swarm which is considered an Evocation spell.)
Comet
Comet was a powerful spell used by sorcerers and wizards.
Effects
The caster was able to use this spell to reign destruction on a target. When cast, a large comet or meteor impacts the targeted area, causing massive destruction and shock waves. The caster could choose a target within 90 yd (82 m). The caster and their allies were not harmed by this spell.
- Comprehend Languages (Now considered to be Divination
- Confuse languages (a reverse of comprehend language that is currently a lost spell.)
Cantrip was a universal spell that all wizards learned to cast during their apprenticeship. By means of this spell, all manner of very limited magical effects could be manifested at the will of the caster.
Effects
The effects that could be created were very minor, very brief, and mostly harmless, intended to entertain children or impress commoners. Effects included causing a puff of air to make candles flicker; briefly freshening Plants and flowers; producing an ambient musical tune; enhancing odors and aromas; creating tiny dust devils to clean a small area, and so on.D
- Detect Magic (Now considered Divination)
- Dispel Magic (Now considered Abjuration)
- Dragon's Breath (Now considered Transmutation
E
- Energy blades (lost spell)
Energy Blades
Energy blades was a powerful spell that created a disk of magical energy.
Effects
When cast, this spell created disks of pure magical energy. Additionally, it also increased the strength of the caster as long as they one of the disks. The amount of disks created was determined by the caster's skill level.
H
- Hold portal (Lost spell)
Hold Portal
Hold portal was a low-level arcane spell that magically locked a door.[2] It was formerly known as Undine's hold portal.
Effects
As the name said, hold portal magical held closed any door, gate, shutter, or window, whether it was fashioned of Metal, stone, or Wood. It could target only one such opening, but it could be up to 20 square feet (1.85 square meters) in area and up to 100 feet (30 meters) away at minimum casting, while more experienced casters could extend this. For all intents and purposes, the door was securely closed and locked as it would be under normal circumstances. It could still be forced open, but was rather harder to do so. The spell could also be used on existing portals that went through crystal spheres, as long as they were sufficiently small to fit within its area of effect. The effect lasted for a number of minutes, or until the caster wished to dismiss it. However, a Knock spell or Dispel Magic would end it.
I
- Identify (Now considered Divination)
- Improved alacrity (Lost spell.)
Improved Alacrity
Improved alacrity was a powerful spell used by sorcerers and wizards.
Effects
When cast, this spell temporarily reduced the duration required between casting further spells. By means of this spell, the caster was able to immediately cast another spell after casting a spell.
K
- Knock (Now considered Transmutation)
L
- Limited Wish (Lost spell)
Limited Wish
Limited wish was a universal spell that altered reality, within limits.
Effect
With the restriction that the effects listed had to be of decreasing power than the one listed before it, the possible effects the caster could create with a limited wish spell were to: duplicate a moderately-powerful sorcerer or Wizard spell, provided they have experience casting spells from that school of magic; duplicate any non-sorcerer or -wizard spell, with the same restriction; duplicate any sorcerer or Wizard spell from any school of magic; or duplicate the effects of any type of spell. If the spell duplicated requires a material component, the caster must provide that component. Limited wish can also be used to undo the harmful effects of many other spells, such as Geas/quest or insanity.
- Lock (Now called Knock and considered Transmutation)
P
- Permanency (Lost spell)
Permanency
Permanency was a universal spell that made certain spells permanent.
Effect
The caster could make the following spells permanent when cast on him- or herself: arcane sight, Comprehend Languages, Darkvision, Detect Magic, protection from arrows, read magic, see invisibility, and Tongues. The caster cast the desired spell and then followed it with the permanency spell. This application of permanency could be dispelled only by a more powerful spellcaster. In addition to personal use, permanency could be used to make the following spells permanent on the caster, another creature, or an object (as appropriate): enhance Familiar, enlarge, fortify familiar, magic fang, and Resistance. Finally, the following spells could be cast upon objects or areas only and rendered permanent: Alarm, Dancing Lights, dimensional lock, familiar pocket, ghost sound, gust of wind, Invisibility, Magic Mouth, Mordenkainen's Private Sanctum, Otiluke's dispelling screen, otiluke's greater dispelling screen, phase door, prismatic sphere, shrink item, solid fog, spiritwall, Stinking Cloud, Symbol, Teleportation Circle, Wall of Fire, Wall of Force, and Web.
- Prestidigitation (Now considered Transmutation)
R
- Read magic (Lost Spell)
Read Magic
Read magic was a widespread universal spell that let one read scrolls and spellbooks.
Effect
Magical writing or inscriptions were often ciphered, appearing as gibberish. A caster used this spell to read magical writing found in Books, scroll or other objects. Afterwards, the caster was able to read the magical writing on the targeted object without re-casting the spell. A caster was able to use this spell to read glyphs of warding The reverse of this spell, unreadable magic, was used to cipher magical writing or inscriptions. This prevented anyone from reading the writing, even if read magic was cast on the object. The cipher lasted until the spell expired.
- Remove Curse (Now considered Abjuration
S
- Stretch spell (Lost spell)
Stretch Spell
Stretch spell was a spell used by many sorcerers early in their training. Stretch spell allowed sorcerers to bend the fabric of space to extend the reach of their spells, for a moment, by a number of feet dependent upon their natural agility and reflexes. Stretch spell was somewhat easy to cast, taking only an instant to use, and could be cast again after a rest of a few minutes.
- Summon dark planetar (Lost spell)
Summon Dark Planetar
Summon dark planetar was a powerful spell used by sorcerers and wizards.
Effects
When cast, this spell opened a gateway to the Abyss and summoned a planetar who had fallen from grace. The summoned evil planetar fought for the caster against any enemies until it was killed or the spell expired.
- Summon planetar (Lost spell)
Summon Planetar
Summon planetar was a powerful spell used by sorcerers and wizards.
Effects
When cast, this spell opened a gateway to the Celestial planes and summoned a planetar. The summoned planetar fought for the caster against their enemies until they were killed or the spell expired.
T
- Teleport (Now considered a Conjuration spell)
- Teleport without error (Lost spell)
Teleport Without Error
Teleport without error, or greater teleport, was a Transmutation spell that allowed the caster to instantly transit from one location to another.
Effects
This spell allowed a caster to Teleport directly to the visualized location with perfect accuracy. The caster was not required to have visited the target destination beforehand, but they did require an accurate description of the location before casting the spell. If the caster was unsuccessful in visualizing the target destination, they vanished briefly and then re-appeared. A caster was unable to use this spell to Teleport between planes or crystal spheres.
U
- Unseen Aid (lost Spell)
Unseen Aid
Unseen aid was a spell used by many sorcerers during their initial training. Using unseen aid granted arcane assistance to the caster, allowing them to perform a number of tasks with greater proficiency than they would otherwise be able to. Unseen aid was not particularly difficult to cast, taking only an instance to use and a rest of a few minutes or more to recharge.
Type
Metaphysical, Arcane