--- -- - The Rules Of Magic This section provides the rules for casting spells. Regardless of its source, a spell follows the rules here.
--- Spells This chapter describes the most common spells in the world of Grimgar.
> Abjuration Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Arcane Lock [Action] [1 Power]: Touch a closed door, window, gate, chest, or other entryway, and it becomes permanently locked. You and your allies can open the object normally.
Counterspell [Reaction] [2 Power]: Cast this spell when a creature within 30 feet casts a spell. The spell fails and has no effect.
Dispel Magic [Action] [2 Power]: Choose one creature, object, or magical effect within 60 feet. Any on the target ends.
Mage Armor [Action] [1 Power]: Touch a willing creature. The target gains 1 Armor.
Shield [Reaction] [1 Power]: Cast this spell when you're targeted by an attack. Until your next turn, you gain 3 Armor.
> Conjuration Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Dimension Door [Action] [2 Power]: Teleport yourself to a location within a mile. You can bring with you a willing creature you touch.
Far Step [Action] [1 Power]: Teleport yourself to a location within 60 feet. You can bring with you a willing creature you touch.
Summon Beast [Action] [1 Power]: Call forth a bestial spirit under your command.
Summon Celestial [Action] [2 Power]: Call forth a celestial spirit under your command.
Warp [Action] [1 Power] [Saving Throw: Might]: Teleport a creature within 60 feet to a stable location within 60 feet.
> Divination Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Identify [Action] [1 Power]: Touch an object. You learn all the relevant properties of the object.
Detect Thoughts [Action] [1 Power] [Saving Throw: Wisdom]: Read the thoughts of an intelligent creature within 30 feet.
Locate [Action] [1 Power]:Describe or name a creature or object that is familiar to you. You sense the direction to the target's location.
Scrying [Action] [2 Power] [Saving Throw: Wisdom]: See and hear a particular creature or location you choose.
Telepathic Bond [Action] [2 Power]: Forge a telepathic link among up to six willing creatures within 30 feet.
> Enchantment Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Dominate [Action] [2 Power] [Saving Throw: Wisdom]: Take control of a humanoid or beast within 30 feet. Each time the target takes damage, it can attempt to end the spell.
Hold [Action] [1 Power] [Saving Throw: Wisdom]: Paralyze a humanoid or beast within 30 feet. At the end of its turns, it can attempt to end the spell.
> Evocation Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
> Illusion Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
> Necromancy Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
> Transmutation Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
This section provides the rules for casting spells. Regardless of its source, a spell follows the rules here.
--- Spells
This chapter describes the most common spells in the world of Grimgar.
> Abjuration
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Arcane Lock [Action] [1 Power]: Touch a closed door, window, gate, chest, or other entryway, and it becomes permanently locked. You and your allies can open the object normally.
Counterspell [Reaction] [2 Power]: Cast this spell when a creature within 30 feet casts a spell. The spell fails and has no effect.
Dispel Magic [Action] [2 Power]: Choose one creature, object, or magical effect within 60 feet. Any on the target ends.
Mage Armor [Action] [1 Power]: Touch a willing creature. The target gains 1 Armor.
Shield [Reaction] [1 Power]: Cast this spell when you're targeted by an attack. Until your next turn, you gain 3 Armor.
> Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
Dimension Door [Action] [2 Power]: Teleport yourself to a location within a mile. You can bring with you a willing creature you touch.
Far Step [Action] [1 Power]: Teleport yourself to a location within 60 feet. You can bring with you a willing creature you touch.
Summon Beast [Action] [1 Power]: Call forth a bestial spirit under your command.
Summon Celestial [Action] [2 Power]: Call forth a celestial spirit under your command.
Warp [Action] [1 Power] [Saving Throw: Might]: Teleport a creature within 60 feet to a stable location within 60 feet.
> Divination
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Identify [Action] [1 Power]: Touch an object. You learn all the relevant properties of the object.
Detect Thoughts [Action] [1 Power] [Saving Throw: Wisdom]: Read the thoughts of an intelligent creature within 30 feet.
Locate [Action] [1 Power]:Describe or name a creature or object that is familiar to you. You sense the direction to the target's location.
Scrying [Action] [2 Power] [Saving Throw: Wisdom]: See and hear a particular creature or location you choose.
Telepathic Bond [Action] [2 Power]: Forge a telepathic link among up to six willing creatures within 30 feet.
> Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
Dominate [Action] [2 Power] [Saving Throw: Wisdom]: Take control of a humanoid or beast within 30 feet. Each time the target takes damage, it can attempt to end the spell.
Hold [Action] [1 Power] [Saving Throw: Wisdom]: Paralyze a humanoid or beast within 30 feet. At the end of its turns, it can attempt to end the spell.
> Evocation
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
> Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
> Necromancy
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
> Transmutation
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.