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SORCERER/ WIZARD

tashas-cauldron-of-everything-wizard-678x381.jpg

Proficient in unarmed & blunt weapons

(See [Combat Rules] for weapon info)

Combat abilities:

Spells: All Wizards/Sorcerers have access to the Wizard/Sorcerer spellbook (Arcane Magic). Sorcerers do not require an implement for casting, wizards will require a wand/staff,necklace,runestone etc to cast. The spellbook is the spells your class can use. You decide the flavor of casting and whether to learn each spell over time or know them all as an expert spellcaster from the start.

See the Combat Rules page for how casting works!

 

Familiars: All Wizards and Sorcerers can acquire a familiar. Once the animal becomes a familiar, they become magical creatures. Their lifespan extends(or shortens) to match their master. If their master dies, they will too. Familiars can be summoned upon command and follow the NPC combat rules.

Spellbook:

Utility

Prestidigitation: Perform harmless tricks such as small sounds, smells, snuffing a candle, etc. Clean or soil a small object, conjure a small temporary nonmagical trinket or illusory image for a round.

 

Contingency: Sets trigger conditions for another spell.

Mage Hand: 5-pound telekinesis.

Instant Summons: Prepared object appears in your hand.

Unseen Servant: Invisible force obeys your commands. (Non-combat)

Floating Disk: Creates 1M-diameter horizontal disk that holds 200 lb.

Antimagic Field: (2 Post) Negates magic effects within 10M.* Lasts 1 scene.

Grease: Makes 10m square or one object slippery.

Animate Rope: Makes a rope move at your command.​

 

Offense (Close-range)

Vampiric Touch: Touch deals 1 damage to subject, the caster recovers 1HP. 

Forceful Hand: Hand pushes creature away. (1DMG)

Chill Touch: Touch deals cold damage. (1DMG)

Burning Hands: Touch deals fire damage. (1DMG)

Shocking Grasp: Touch delivers electricity damage. (1DMG)

Offense (Mid-long range)

Telekinesis: Moves object, attacks creature, or hurls object or creature. (2DMG)

Mage’s Sword: Floating magic blade strikes opponent. (2DMG)

Magic Missile: Arcane missile deals damage. (2DMG)

Lightning Bolt: Electricity deals damage. (2DMG)

​Scorching Ray: Deals fire damage. (2DMG)

Ray of Frost: Ray deals cold damage. (1DMG)

Polar Ray: (2 post) Deals cold damage. (3DMG)*

Freezing Sphere: Freezes water or deals cold damage. (2DMG)

Acid Splash: Acid Orb deals acid damage. (2DMG)​

Insect Plague: Locust swarms attack creatures. (2DMG)

Blight: Withers one plant or deals damage to a plant creature. (2DMG)

Nightmare: Sends vision dealing damage and fatigue. (2DMG)

Shatter: Sonic vibration damages objects or crystalline creatures. (2DMG)

Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. (2DMG)

Flaming Sphere: Creates a rolling ball of fire, deal fire damage to a target. (2DMG)

Offense AOE

Cone of Cold: (2 post) Deals cold damage in a 20M across cone. (1DMG)

Ice Storm: (2 post) Hail deals damage in cylinder 20M across.* (1DMG)

Chain Lightning: (2 post) will effect all in a 20M area with electricity damage. (1DMG)

Shout: (2 Post) Deafens all within cone and deals sonic damage. (1DMG)

Acid Fog: (2 Post) Fog deals acid damage, 10M radius. (2DMG)

Wall of Fire: (2 post) Deals 2DMG fire damage out to everyone in 10m. Passing through wall deals 3DMG.* (2-3DMG)

Powerful AOE (3-post minimum)

Meteor Swarm: (3 post) Exploding spheres each deal fire damage in 10M area.* (3DMG)

Fireball: (3 post) Fire damage to all in a 10m radius. (3DMG)

Delayed Blast Fireball: (3 post) fire damage; you can postpone blast for up to 3 rounds. (3DMG)​

Shout, Greater: (3 Post) Devastating yell deals sonic damage; stuns creatures, damages objects in 10M radius.* (3 DMG)

Incendiary Cloud: (3 post) Cloud deals damage to all in 10M radius. (3DMG)*

Distraction/Stun

Daze: Humanoid creature loses next action.​

Flare: Creates a flash of light, Dazzles one creature for one round.​

Hypnotism: (2 Post) Fascinates up to four creatures.* (20M)

Color Spray: (2 post) Knocks unconscious, blinds, and/or stuns weak creatures.* (20M)

Rainbow Pattern: (2 Post) Lights fascinate a group of creatures * (10M)

Hideous Laughter: Subject loses actions for 1 round.

Scintillating Pattern: (2 post) Twisting colors confuse, stun, or render a creature unconscious.*

Gust of Wind: Blows away or knocks down smaller creatures in 20M radius.​ Dissipates smoke/fog.

Combat Traps

Fire Trap: Opened object deals damage. (2DMG)

Wall of Ice: (2 post) Ice plane creates a wall that can trap creatures inside or offer an escape route.*

Traps/Binding (Bindings are 24hr Max)

Phantom Trap: Makes item seem trapped.

Black Tentacles: (2 post) Tentacles entangle all within 20M.* 

Web: (2 post) Fills 10M.radius spread with sticky spider webs.* 

 

Resilient sphere: (2 post) Globe of shimmering force encases creature in damage-proof protective bubble until dispelled. May be moved telekinetically as additional action. Subject inside may breathe normally.* 

Binding: (2 post) Utilizes an array of techniques to imprison a creature.*

Forcecage: (2 post) Cube or cage of force imprisons all inside.*

Alarm: Wards an area against intruders. If set conditions are violated, a high pitched alarm will sound.

Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber. (NonCombat, 24hr Max)

Symbol of Pain: Triggered rune wracks nearby creatures with pain. (NonCombat, 2hr Max)

Symbol of Fear: Triggered rune panics nearby creatures. (NonCombat, 2hr Max)

Symbol of Stunning: Triggered rune stuns nearby creatures. (NonCombat, 24hr Max) 

Symbol of Insanity: Triggered rune renders nearby creatures insane. ​​​​​​​​​(NonCombat, 24hr Max)

Disable & Sleep

Stinking Cloud: Nauseating vapors, 1 round.​

Pyrotechnics: Turns fire into blinding light or choking smoke.​​

Sleet Storm: (2 post) Hampers vision and movement.*​​​​​​​

Solid Fog: (2 post) Blocks vision and slows movement.*

 

Blindness/Deafness: (2 post) Makes subject blinded or deafened.​*

Power Word Blind: (2 post) Blinds creature for 2 rounds*

Glitterdust: Blinds & outlines invisible creatures for 1 round.

Darkness: (2 post) 20M. radius of supernatural shadow.

Waves of Fatigue: Several targets become fatigued.

Ray of Exhaustion: Ray makes the subject exhausted.​​​​

Waves of Exhaustion: (2 posts) Several targets become exhausted.*

Sleep: (2 Post) Puts creatures within 10M to sleep for 2 rounds.

​Hold Person: (2 Post) Paralyzes a humanoid for 1 round.*

Ghoul Touch: (2 post) Paralyzes one subject, which exudes stench that makes those nearby sickened.*

Temporal Stasis: (2 post) Puts subject into suspended animation.*

Eyebite: (2 post) Target becomes panicked, sickened, and comatose.*

Manipulation

Charm Person: (2 post) Makes one person your friend.*​​​​

 

​Charm Monster: (2 post) Makes a monster believe it's your ally.*

Dominate Monster: (2 post) As dominate person, but any creature.*

Halt Undead: (2 post) Immobilizes Risen and Tainted for 1 round.*

Confusion: Subjects are confused for 1 round.

Feeblemind: Subject acts stupid for 1 round.

Irresistible Dance: (2 Post) Forces subject(s) to dance.*​

Cause Fear: One creature flees for 1 round.

Fear: (2 Post) Subjects within 20m flee for 1 round.*

Repulsion: (2 post) Creatures can’t approach you.*

Summon (Follow NPC Combat Rules)

Summon Monster: Calls creature to fight for you. (NPC)

Create Risen: Creates non-sentient skeletons, zombies, ghouls, ghasts, mummies, mohrgs, shadows, wraiths, specters, or devourers. (NPC)

Command Risen: (2 post) Risen creature obeys your commands. (Follow NPC Combat Rules)*

Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. (NPC)

Crushing Hand: Large hand pushes, or crushes your foes. (NPC)

Mage’s Faithful Hound: Phantom dog can guard, attack.  (NPC)

Project Image: Illusory double can talk and cast spells. (NPC)

Simulacrum: Creates partially real double of a creature. (NPC)

 

Story Based Spells (OOC Consent Check-in)

Dominate Person: (3 post) Controls humanoid telepathically. Lasts 1 scene.*

​Contagion: Infects subject with chosen disease. (NonCombative)

Bestow Curse: Bestows a curse of the caster’s choosing on subject. (NonCombative)

Magic Jar: Put your soul in an item, and temporarily gain the ability to posess another creature. Lasts 1 scene, then the caster must return to their body. (Non-combat, but may fight while possessing.)

Clone: Cast prior to death, exact clone awakens when the original person dies with the original person’s consciousness. Clones should be stored somewhere safe; only one consciousness may be awake at a time.

Soul Bind: Traps newly dead soul to prevent resurrection. (Consent check)

Trap the Soul: Imprisons subject within gem. (NonCombat, up to 24hrs)

Communication

Comprehend Languages: You understand all spoken and written languages for 1 scene.

Magic Mouth: Speaks once when triggered.

Whispering Wind: Sends a short message 20M distance

Message: Whispered conversation at distance. 20M, very hard for others to hear.

Sending: Delivers short message anywhere, instantly.

Dream: Sends message to anyone sleeping.

 

Writing

Erase: Mundane or magical writing vanishes.

Illusory Script: Only intended reader can decipher.

Secret Page: Changes one page to hide its real content.

Explosive Runes: Deals damage when read. (2DMG)

Sepia Snake Sigil : (2 post) Creates text symbol that immobilizes reader.*

 

Identification

Detect Magic: Detects spells and magic items within 20M. 

Detect Risen: Reveals Risen and Tainted creatures within 20m.

Analyze Dweomer: Reveals magical aspects of a subject. What spells are active, their strength (how many casters/roll total to dispel), and how much time it has left (if applicable).

​Identify: Reveals magical properties of an item. Effects of all spells and contingency triggers the item holds, and how to activate them.

Detect Poison: Detects poison and poison type in one creature or small object.

Finding/Seeing

Scrying: Hear or see at a distance, works through walls within 10m.

Clairaudience/Clairvoyance: (2 Post) Hear or see at a distance, works through walls within 20m.*

Arcane Eye: Invisible floating eye moves 20m round. Caster can see through the eye.  

Detect Scrying: Alerts you to magical eavesdropping. Roll against the spy for detection!

Detect Secret Doors: Reveals hidden doors within 20m.

Locate Object: Senses direction toward object (specific or type).

Locate Creature: Indicates direction to familiar creature. (OOC Consent Check-in)

See Invisibility: Reveals invisible creatures or objects. (2-post when used against another player)

​True Seeing: Lets you see all things as they really are. (2-post when used against another player)

Darkvision: See 20M in total darkness for a scene.​

Light: Object shines like a torch.

Dancing Lights: Creates torches or other lights.

Daylight: 20M radius of bright light.​​

Hide

Rope Trick: (2 post) As many as eight creatures hide in extradimensional space.*​

Sequester: (NonCombat) Subject is invisible to sight and scrying; renders creature comatose. Lasts up to 24 hours.

Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

False Vision: Fools scrying with an illusion.​

Obscure Object: Masks object against scrying.

Screen: Illusion hides area from vision, scrying.

​Nondetection: Hides subject from divination, scrying.​

​Obscuring Mist: Fog surrounds you. Dissipates after 2 rounds.

Fog Cloud: Fog obscures vision.​​​​ Dissipates after 2 rounds.

 

Disguise

Disguise Self: Changes your appearance (minor, such as hair color). (Illusion)

Seeming: Changes appearance of one person. (Illusion)

Veil: Changes appearance of group of creatures for a scene. (Illusion)

Polymorph: Gives one willing subject a new form. Does not grant any abilities, just appearance.

Alter Self: Assume form of a similar creature to yourself.

Illusion

Silent Image: Creates minor illusion of your design.

Minor Image: As silent image, plus some sound.

Major Image: As silent image, plus sound, smell and thermal effects.​

​Permanent Image: Includes sight, sound, and smell.

Shadow Conjuration: Creates Shadowy images like Silent Image.

Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).

Mirage Arcana: As hallucinatory terrain, plus structures.

Illusion (Misdirection)

Ghost Sound: Illusionary sounds, create sounds when there’s nothing there.

​Ventriloquism: Voice sounds as if it is coming from another place for 1 round.

Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.​

Mislead: Turns you invisible and creates an illusory double. Invisibility lasts 2 posts or until you move. 

Invisibility

Invisibility: Subject is invisible (unless it attacks).​

Invisibility, Mass: (2 post) As invisibility, but affects all in range.*

Invisibility, Greater: (2 post) As invisibility, but the subject can attack and stay invisible.*

Invisibility Sphere: (2 post) Makes everyone within 10m bubble invisible.*

Blink: You randomly vanish and reappear for 1 round.​

Transformation

Baleful Polymorph: (2 post) Transforms subject into harmless animal.*

Resize: Shrink or enlarge an animal, person or item. (No smaller than a quarter, No bigger than an elephant. Non-combat)

Flesh to Stone: (2 post) Turns subject creature into statue.*

Statue: (2 post) Subject can become a statue at will.*

​Stone to Flesh: Restores petrified creatures.

Transmute Mud to Rock: Transforms two 10M cubes.

Transmute Rock to Mud: Transforms two 10M cubes.

Elemental Utility

Control Water: Raises or lowers bodies of water.

Continual Flame: Makes a permanent, heatless torch.

 

Stone Shape: Sculpts stone into any shape.

 

Wall of Stone: (2 Post) Creates a stone wall that can be shaped.*

Move Earth: Dig trenches and build hills.

Control Weather: (2 Post) Changes weather in local area.​ Lasts 1 scene.*

Create, Reinforce & Fix

Fabricate: Transforms raw materials into finished items.​

Creation: Creates one cloth, wood, stone or metal object.

Bag of Holding: The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. People held inside can only survive for up to 20 minutes. If the bag is damaged, the contents spill on the ground around you.

Tiny Hut: Creates shelter for ten creatures.​​​

​Secure Shelter: Creates a sturdy cottage.

Wall of Force: Creates invisible wall, immune to damage. (10m, lasts 1 round)

Mending: Makes minor repairs on an object.​

Movement

Mount: Summons mount for 2 hours.

Phantom Steed: Magic mount appears for 1 hour.

Shadow Walk: (2 post) Step into shadow to travel rapidly. Cannot be used to post into scenes.*

Jump: Subject can jump higher than normal for species. Lasts 1 scene.

Spider Climb: Grants ability to walk on walls and ceilings. Lasts 1 scene.

Gaseous Form (2 Post): Subject becomes insubstantial and can fly slowly. May move through tiny cracks.*

Ethereal Jaunt: (2 post) You become ethereal (invisible, insubstantial, move any direction) for 2 rounds. What you're wearing goes with you, but you cannot touch anything while it's active.*

Gravity

Feather Fall: Objects or creatures fall slowly. Lasts 1 scene.

Reverse Gravity: (2 post) Objects and creatures fall upward.*

Levitate: Subject moves up and down at your direction.

Fly: Subject flies at a speed of 20mph.

Overland Flight: You fly at a speed of 20mph and can hustle over long distances. (Non-Combat)

Teleport

Teleport: (2 post) Instantly transports you as far as 100M*. Cannot be used to post in to scenes.

Teleport Object: As teleport, but affects a touched object.​

Teleportation Circle: (2 post) Circle teleports any creature inside to designated spot.*

Doors & Portals

Dimension Door: (2 Post) Teleports you anywhere within 20m. May go farther when not in combat. Cannot be used to post in to scenes.*

Phase Door: Creates an invisible passage through wood or stone.

Passwall: Create temporary passage through wood or stone wall.

Mage’s Magnificent Mansion: Door leads to extradimensional mansion. (Cannot be used in combat)

Locks & Opening

Open/Close: Opens or closes small or light things, doors. May fail if the target is heavy or magically locked (Dispel locks first).

Knock: Opens locked or magically sealed door.

Hold Portal: Holds door shut.

Arcane Lock: Magically locks a portal or chest.

Soothe

Endure Elements: Exist comfortably in hot or cold environments between -50 and 140F.

Water Breathing: Subjects can breathe underwater.​ Lasts 1 scene.

Gentle Repose: Preserves one corpse.​

Charms - May only hold passive spells (spell cannot be cast in rp) (i.e. use Endure Elements like undead magic sunscreen, or Locate Creature like a compass), but these have a much longer battery life and may last up to 3 months (We won’t keep track of these, but use this to promote your own rp!). Charms need to be recharged by any magic user capable of the charm’s function.

Potions - May come in liquid, cream, gel or powder form and may be applied topically or ingested. Potions are single-use spells and may be made in batches up to 3. Spell must be something within the creator’s spellbook that can be cast on a person, single target. First post use it, next post they take effect.

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