Universal Magic Spells in Shattered Lands | World Anvil

Universal Magic Spells

General Magic is that which is the ambient magic of the realm. These spells are usable and recreateable across any school of magic and thus are not decentralized or categorized to a specific school.    

Template

0 Rank
  • Casting Time: Standard Action
  • Range: 100ft
  • Components: V, S
  • Duration: 10 minutes
  • Classification: Utility
  • Prerequisites: -
  • Spell Body
     

    Spell Descriptions

    Conjure Flame

    0 Rank
  • Casting Time: Standard Action
  • Range: 100ft
  • Components: V, S
  • Duration: 10 minutes
  • Classification: Utility
  •   A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d6 fire damage.   This spell's damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

    Dancing Lights

    0 Rank
  • Casting Time: Standard Action
  • Range: 120ft
  • Components: V, S, M (a pinch of glowworm)
  • Duration: 1 minutes, Concentration
  • Classification: Utility
  •   You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.  

    Fae Fyre

    Rank 1
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V
  • Duration: 1 minute, Concentration
  • Classification: Utility
  •   Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.  

    Feather Fall

    Rank 1
  • Casting Time: Reaction (you take when you or a creature within 60ft of you falls)
  • Range: 60ft
  • Components: V, M (a small feather)
  • Duration: 1 minute
  • Classification: Utility
  •   Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.  

    Frostbite

    0 Rank
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Attack
  •   You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

    Grave Touch

    0 Rank
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: V
  • Duration: Instantaneous
  • Classification: Attack
  •   You bestow a curse from beyond the grave as a ghostly, skeletal hand appears to grasp the target until the spell ends. Make a ranged spell attack against a creature in range, and on hit it takes 1d8 necrotic damage and cannot regain hit points until the start of your next turn. If the target is of the undead-creature type, it has disadvantage on its next attack within the next minute.   At Higher Levels. This spells damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.  

    Light

    0 Rank
  • Casting Time: Standard Action
  • Range: Touch; 20ft radius sphere
  • Components: V
  • Duration: 1 hour
  • Classification: Utility
  •   You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.  

    Martial Shield

    Rank 2
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: 1 minute
  • Classification: Ward
  •   You conjure a magical barrier that shimmers with white strands of light around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Martial Shield spell on it ends and is replaced with yours.   While the spell is active, the target has Damage Reduction (5) for Bludgeoning, Piercing, and Slashing damage for the next minute.   At Higher Levels. When you cast this spell at 4th or higher level, the damage reduction increases to 10 at 4rd level, 15 at 6th level, 20 at 8th level, and 25 at 10th level.

    Mental Slip

    0 Rank
  • Casting Time: Standard Action
  • Range: 30ft
  • Components: S
  • Duration: Instantaneous
  • Classification: Attack
  •   You weave a strand psychic energy into the mind of one creature you can see within range to distract them. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

    Minor Blessing

    Rank 1
  • Casting Time: Standard Action
  • Range: 50ft
  • Components: V
  • Duration: Instantaneous
  • Classification: Heal
  •   You bestow a blessing of encouragement and relief to a single creature you can see within range. The target cannot be of the undead creature-type. The target recovers 1d4 + 2 hit points, however it cannot surpass its hit point maximum.  

    Minor Illusion

    0 Rank
  • Casting Time: Standard Action
  • Range: 30ft; 5ft cube
  • Components: S, M (a silver thread)
  • Duration: 1 minute
  • Classification: Utility
  •   You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.  

    Minor Ward

    0 Rank
  • Casting Time: Standard Action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classification: Utility
  •   You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.  

    Prestidigitation

    0 Rank
  • Casting Time: Standard Action
  • Range: 10ft
  • Components: V, S
  • Duration: 1 hour
  • Classification: Utility
  •   This spell is a minor magical trick that novice spellcasters use for practice. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. You can create one of the following magical effects within range:  
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  • Repair

    0 Rank
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Utility
  •   This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.  

    Shield

    Rank 1
  • Casting Time: Reaction (when you would be hit with an attack)
  • Range: Self
  • Components: V, S
  • Duration: 1 Round
  • Classification: Ward
  •   As a reaction you conjure an arcane barrier to ward of incoming attacks, granting you a +5 bonus to AC, including against the triggering attack, until the end of your next turn.  

    Shock

    0 Rank
  • Casting Time: Standard Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Utility
  •   Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

    Starburst

    0 Rank
  • Casting Time: Standard Action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous
  • Classification: Utility
  •   You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes shedding bright light in a 60ft radius and the creature in the light's space makes a Charisma saving throw against your spell save DC taking 1d6 radiant damage on a failure. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

    Whisper

    0 Rank
  • Casting Time: Swift Action
  • Range: 100ft
  • Components: V, S, M (a silver moth wing)
  • Duration: 1 round
  • Classification: Utility
  •   You target a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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