To really understand why I made those changes, I encourage reading both linked document.

SPELLS

All spell name are changed because VANCE. Some spells have been merged also. Some spells have small mechanical changes that will probably offend some people. But that's how I roll. Also, note that this was translated using Google Traduction because I don't have the time to translate everything myself. It's translated from french. Therefore you will have to excuse the fact that it's not in alphabetical order. I only re-read it to make sure it was readable.

Also, I use the Grit/Flesh distinction, where Grit = Vitality. I use encumbrance rule of OD&D where Strength determine the maximum. I use Advantage/Disadvantage and Resistance/Weakness/Immunity of 5th Ed. because they are clear and simple. I say this in advance to understand some of the spell description.

I use for the Magic Schools the MTG system, because it's simple and actually cool.

Name of the spell (magic school) [circle of fate] / Concentration (optional)

D: Distance of the spell (in feet if there is a number) C: Target of the spell (or number of target) T: Maximum duration time

Description : Description of the mechanical effects of the spell.

Passive : This effect is always present passively as long as the character has the memorized spell. When he casts the spell, he no longer has the passive effect. i.e. cantrips

Residual : 1/10 per level of spell that a residual effect around the magician occurs





Note that for zone spells with a radius of the foot, such as Fireball , if no models are used, consider that 1d6 creatures half the HD of the wizard are reached and that the wizard must say on whom the spell is centered. If allies are hit, alternate between enemies and allies to determine the targets. For cone spells, such as Cone of Cold , roll 1d4 instead. If the creatures are compact , horde (like goblins), or other reasons, double the result.





The spells have been categorized in alphabetical order. Here is the list of all spells with their circle belonging, except Arcane Decipher (blue) spell [level 1] which is known to all enchanters:





d 12 First Circle Second Circle Third Circle Fourth Circle Fifth Circle Sixth Circle 1 Appeasing Frumos (white) The Atropic Circle of Arta (white) Imperturbable alteration of Okam (green) Phandaal Volcano Shield (Red) Total exclusion of Tizan (white) Eguin Controlled Heterogeneity (green) 2 The ultimate Anti-Friction field of Evar (blue) Permutation Fortunée d'Isain (green) The temporal expedition of Reudorb (red) Tober's Absurd Questioning (blue) Command Unrepentant (white) Total disintegration of Vida (black) 3 Pandelume protective coat (white) Phandaal's Dissonant Thrilling Tone (Red) Elusive Elusive Will of Sirian (blue) Incorrigible Charm of Mercurial (Black) Xult Abyssal Wind Cold Bite (Red) Excellent Prismatic Ray of Vida (black) 4 Alchemical Steam of Quaal (blue) Structural Reversal of Eguin (green) The Seven Hundred Seventy Seven Sleep Steps (White) Erectic Dissipation of Yecind (blue) Olbiad's Blood Star (black) Melf Waterproof Membrane (White) 5 Stormworm of Xult (green) Multiple Effigies of Unreality (blue) Eye of Vida (blue) Enchantment of Alamer (white) The Satire of the renewal of life (black) The unfathomable Labyrinth of Mercurial (blue) 6 Tenser Floating Disc (Blue) Merlin's Orb (red) Prohibitf Pact of Mercurial (black) Power Word of Xyphas: Blindness (White) Power Word of Xyphas: Paralysis (White) Arcane Decryption (blue) 7 Magic Mouth of Taron (blue) Ethereal Discussion of Xult (Black) Tasha Sleep Paralysis (white) Sirian Elemental Obstacle (Red) Mercurial's Nightmare Cloud Call (Black) Power Word of Xyphas: Death (White) 8 Mercurial's Dream Cloud Call (black) Gravitational Aura of Vida (blue) Xult Bright Screen (white) Mercurial Translucent Multiporte (blue) Magical passage of Fenelus (blue) Prismatic sphere of Vida (white) 9 Last Powerful Melf Closing (White) Mazirian Marasmic Disease (Black) The wonderful Xult Trap Canvas (Green) Marvelous Impromptu Transformation of Otto (blue) Conjuration of the eight worlds of Xult (blue) Contingency of Merlin Presciences (blue) 10 Matako Expeditive Retreat (Green) Extraordinary Lock of Vida (white) Mandatory area of ​​Mercurial / Xult (white) Reversing Charm of Vida (Blue) Tasha Instant Relocation (Blue) The Vida Final Repulsion Circle (white) 11 The Call of Tasha's Invisible Servant (blue) Alamer's Dazzling Coruscation (red) The Breath of the Terrible Dragoness Enaxor (Red) Material transformation of Vida (green) The inexorable Whirling Sword of Mercurial (green) The Seven Symbols of Solomon (white) 12 Dancing Flames of Yecind (red) Xult's spooky ghost images (blue) Incorrigible Charm of Xult (Black) Otto's Collective Hallucination (blue) Spooky Canine Invitation from Enaxor (blue) Penetrating Geas of Vida (white)







Imperturbable alteration of Okam (green) [level 3]

D: Touched C: Self T: 10 minutes

Description: The user modifies his body composition to acquire a capacity from the following list: breathe under water, breathe in the gas, walk on the water, hear better, see better, swim faster, be stronger, be faster.

Passive: The magician can make simple cosmetic changes to his body, such as the color of his hair, his eyes, the length of his hair, etc. Anything that changes its physical structure (bone and muscle) is not possible.

Residual: For the rest of the adventure, the magician has a mutation.





Appeasing Frumos (white) [level 1]

D: 30 ' C: Creature T: 10 minutes

Description: The target is appeased by negative emotions towards the magician and his allies. If they make requests, redo a reaction roll with a benefit to the wizard.

Passive: +1 Morale for the following NPCs at 15 '

Residual: For the rest of the adventure, the animals will be attracted by the character. Those of a giant size or who are smarter are not affected. Affects animals, insects, birds and vermin.





Mercurial's Nightmare Cloud Call (Black) [Level 5]

D: 75 ' C: 15' T radius : 10 minutes

Description: All creatures in the area that have less than 4 HD die. Creatures that have more than this number suffer 1d6 poison damage each turn.

Passive: The magician can conjure up a small cloud of gas through his mouth that can kill small creatures (insects and vermin).

Residual: For the rest of the adventure, a foul and acid smell accompanies the magician. Creatures with a good sense of smell can feel it further and have a worse reaction in most cases.





Mercurial's Dream Cloud Call (Black) [Level 1]

D: 60 C: 15 'radius : 10 minutes

Description: Affected creatures must make a saving throw against the poison or fall asleep every turn in the area. Creatures that have more HD than the wizard are not affected.

Passive: The magician can conjure up a small cloud of gas through his mouth that can put small creatures (insects and vermin) to sleep.

Residual: For the rest of the adventure, the magician has trouble waking up. If he leaves to himself he can sleep until 16 hours. If he wakes up, he can not act for 1d4 turns. If he is on a guard count, he is more likely to fall asleep for the first 20 minutes.





Tasha's Invisible Servant's Call (blue) [level 1]

D: 30 C: Fixed and visible point T: One hour per level of the magician

Description : An invisible and weak air servant (1HP, 1HD, AC 8) appears and can perform simple tasks.

Passive : The magician can conjure an invisible servant's hand within 15 'of him to move very light objects a distance of 15'. Can trigger a residual.

Residual : The magician has drawn the (negative) attention of a creature from the planar plane of the wind by stealing his servant.





Gravitational Aura of Vida (blue) [level 2] / Concentration

D: 15 ' C: A target T: 1 minute

Description: A target and its equipment become light like bird feathers. The magician can decide to force the spell out of his head to do it instantly by losing 1 Vitality .

Passive: The magician is lighter and can carry more, as if he had +1 Strength .

Residual: The magician is heavier can carry as if he had -1 Strength . In addition, it activates the traps more easily and suffers more damage by falling.





Elusive Elusive Will of Sirian (blue) [level 3]

D: 15 ' C: Object or creature T: 1 hour stationary, 10 minutes moving

Description: The target becomes temporarily invisible.

Passive: The wizard can choose to scramble an object at 5 '. The object will still be visible, but not its details.

Residual: For the rest of the adventure, the magician is confused and half as far away.





Magic Mouth of Taron (blue) [level 1] / Concentration

D: 120 C: Nil T: 10 minutes

Description : Can create sounds to the force of a scream that mimic his own voice from a target object: a statue, a door, a chest, etc. Smart creatures have a 10% chance of realizing cunning.

Passive : The magician can whisper to someone within 15 'of him without anyone hearing or seeing him speak.

Residual : For the rest of the adventure, the voice of the magician is twisted and distorted. In general, people understand him anyway, but he has -1 to his Reaction .





Phandaal Volcano Shield (red) [level 4]

D: By itself C: By yourself T: 10 minutes

Description: The magician gets a magic armor that deals 2d6 damage when hit. The projectiles have a disadvantage against the magician. The shield changes the armor class as a normal shield. The shield gives fire resistance .

Passive: The magician may put his hand or limbs into small fire sources for a short time without much harm.

Residual: For the rest of the adventure, the magician is always warm, his skin is hot and has a weakness to cold damage.





Stormworm of Xult (Green) [Level 1]

D: 120 ' C: Direction T: 1 turn

Description: Strong gust that extinguishes small fires and animate the big fires. Creatures with a number of resilience dice below the magician must make a saving throw against magic or be thrown to the ground some feet behind.

Passive: The magician can change the direction of the wind around him.

Residual: For the rest of the adventure, the wind that blows 30 'around the magician is always one level worse, which can cause even mini hurricanes.





Atropic Circle of Arta (white) [level 2] / Concentration

D: Touch C: 1 'radius per level T: 10 minutes

Description : The magician draws a ground sign with chalk that prevents possession, conjuration and appearance of entities with less HD than the wizard.

Passive : Allows you to feel an extraplanar portal or possession at 30 '.

Residual : For the rest of the adventure, the magician draws extraplanar creatures and possessions.





The Vida Final Repulsion Circle (white) [level 6] / Concentration

D: Self C: Self T: 10 minutes

Description : A 10 'energy shield appears around the magician and repels all creatures outside. This energy shield is mobile.

Passive : The magician can concentrate to create a small magic shield in front of him to decrease the effectiveness of the projectiles.

Residual : When the shield stops, it explodes in a burst that inflicts 1d6 to everyone at 30 'and blinds the magician for the rest of the adventure.





Vida Reversing Charm (Blue) [Level 4]

D: 60 C: A creature T: 10 minutes

Description: The next spell of the target affects it itself.

Passive: The magician can feel when magic is used at 30 '.

Residual: For the rest of the adventure, the magician has a disadvantage on his save throw against magic.





Incorrigible Charm of Xult (Black) [Level 3] / Concentration

D: 30 C: Creature T: 10 minutes

Description: The target becomes completely berserk and attacks all those around them, allied as enemies.

Passive: The magician can read negative and violent emotions in others, even monsters.

Residual: For the rest of the adventure, the magician attracts hatred and anger.





Incorrigible Charm of Mercurial (Black) [Level 4]

D: 30 C: Creature with intelligence T: Until dissipation, death or success of the jet.

Description: The target becomes completely under the influence of the magician. The target can make a backup save every 15 days minus its HD.

Passive: The wizard has an advantage in his reaction.

Residual: For the rest of the adventure, the magician horrifies the other creatures and they are hostile when they see him.





Command Unrepentant (White) [Level 5]

D: 15 C: A creature in sight T: 10 minutes

Description: The creature obeys a non-violent command that contains one word per level of the wizard.

Passive: The wizard can carry his voice 100 'farther, as if speaking through a microphone.

Residual: The magician always speaks loudly, and his voice commands authority.





Conjuration of the eight worlds of Xult (blue) [level 5] / Concentration

D: 15 C: Fixed and visible point T: 10 minutes

Description: A portal invokes a creature of a random astral plane to be under the control of the magician until the end of the spell or the gate is closed. The creature will own 2d6 + 2 HD. Summon according to the following list with 1d10 by adding 1 if the person invoking is from the Order or in a sacred place, and subtracting 1 if the person is Chaos or in a corrupt place:

1: Demon

2: Fire Elemental

3: Efreet

4: Earth Elemental

5: Dao

6: Elemental water

7: Air elemental

8: Djinn

9: Fairy

10: Celestial Creature

Passive: The magician can feel extraplanar creatures at 30 '.

Residual: The creature hates the magician and will try to harm him after his conspiracy.





Merlin Prescience Contingency (Blue) [Level 6]

D : Self C : Self T : Instant

Description : After doing this spell, the wizard must do another spell. It takes effect only on a specific condition specified by the magician (eg if I did attack).

Passive: The magician can briefly sense the future and has more difficulty being surprised. In addition, he has advantage over his defense as he remains focused.

Residual: For the rest of the adventure, the magician can not focus because too many possibilities of the future are at the same time in his mind.





Alamer's Blazing Coruscation (red) [level 2]

D : 30 ' C : All sources of fire T : Instant

Description : All sources of fire in distance have a brief, intense and powerful glow to achieve an effect of choice:

The flames shine as ever and blind those to 10 'sources for 1d4 + 1 turn

The flames produce smoke as if there were 100 torches

Passive: The magician may flicker or extinguish small fire sources at 10 '.

Residual: For the rest of the adventure, the torches around the magician turn off and turn on by themselves.





*** Arcane Decryption (blue) [level 1]

D : Touched C : Self T : 24 hours

Description : The magician can read and write magical writings.

Passive: The magician can detect magic if he approaches a hand of an object and focuses for 10 minutes.

Residual: For the rest of the adventure, the magic spells and effects of the magician (passive or active) are accompanied by light and color that twirls around him.





Last Powerful Melf Closing (White) [Level 1] / Concentration

D: 30 ' C: Door or gate T: 10 minutes

Description: The magician can close or keep closing a magic door or gate.

Passive: The magician can close a door without resistance at 15 '.

Residual: For the rest of the adventure, the doors and hatches around the magician are harder to open.





Total Disintegration of Vida (black) [level 6]

D: 30 C: Object, Wall Piece, Door or Creature T: Instant

Description: The target is disintegrated if it is not magical in nature. Creatures are disintegrated if they miss their saving throw.

Passive: If he focuses for 10 minutes, the wizard can disintegrate dust, grease, small non-magical floating items, etc.

Residual: For the rest of the adventure, every time he casts a spell, he is lucky that a magician's item is disintegrating.





Ethereal Discussion of Xult (Black) [Level 2]

D: Touch C: Body T: 10 minutes

Description: Can ask questions for the duration.

Passive: The magician can feel corpses (not undead) at 15 '.

Residual: For the rest of the adventure, the magician is tormented by spirits in his sleep and can not sleep ⅙.





Erectic Dissipation of Yecind (blue) [level 4]

D : 30 ' C : Object or creature T : Instant

Description: The target target stops being affected by a specified type of magic. If the magician who made the base enchantment has more levels than the one who uses this spell, the Referee determines with a d100 roll (in ratio of the heatsink vs the enchanter, for example a level 5 magician who tries to counter the spell of a level 10 magician will have 50%).

Passive: All spell durations that affect magician are cut in half.

Residual: For the rest of the adventure, all magician spell durations are cut in half.





Tenser Floating Disc (Blue) [Level 1]

D: Touched C: Nil T: 1 hour

Description: A 3 'disc that levitates 3' from the ground appears at the designated point and can carry a human or 1500 GP.

Passive: The magician sleeps about a foot off the ground without realizing it, floating and comfortable.

Residual: For the rest of the adventure, the magician struggles to use his legs and must make jets to climb the stairs or jump.





Xult Bright Screen (White) [Level 3]

D : Self C : Self T : 1 hour

Description: Any ranged attacks that come from a regular weapon or ammo (un-enchanted) do not affect the magician.

Passive: Once per round of combat, the magician may attempt to slow down projectiles launched against him with a Dexterity roll . If he succeeds, they inflict half damage.

Residual: For the rest of the adventure, objects are attracted to the magician when cast. There is ⅙ that all ranged attacks towards the wizard (his group) have on him instead.





Enchantment of Alamer (white) [level 4]

D : Hit C : One weapon / object per hand T : 1 hour

Description: Assigned weapons become enchanted (like +1 weapons) without modification to their damage or effect.

Passive: The weapons the magician uses are considered enchanted (as +1 weapons) without modification to their damage or effect.

Residual: For the rest of the adventure, the wizard's weapons are mundane and his touch is considered unpleasant, a little painful.





Mercurial's Uncommon Fate Sword (Green) [Level 5] / Concentration

D: 15 C: Free space in sight T: 10 minutes

Description: A black magic sword jet appears and fights by the wizard's thought. It is equivalent to an Adventurer who has half the magician's levels for HP and THAC0. She has an AC of 0. She causes 2d6 damage and on a 20 of an attack roll, she slices a member (⅙ that it is the head).

Passive: The magician gets +1 THAC0 with swords.

Residual: After the fight, or when the sword is destroyed, she returns for the magician.





Olbiad's Blood Star (Black) [Level 5]

D: 60 C: Creature T: Instane

Description: The target suffers its own HD damage. The user suffers 1d4 of damage directly in his Vitality .

Passive: The magician can feel the blood at 60 '.

Residual: For the rest of his life, the magician loses 1 Vitality maximum (can not kill him).





Excellent Prismatic Ray of Vida (black) [level 6]

D : 30 ' C Cone : T Cone : Instant

Description: 2d8 creatures in the area of ​​less than 7 HD die.

Passive: The magician can conjure rays of light with his hands as long as he remains focused for each magic school color.

Residual: For the rest of the adventure, the magician is blind.





Total exclusion of Tizan (white) [level 5]

D: 30 ' C: Extra-Planar Creature T: Instant

Description: An extraplanar creature is banned on its original plane. If the creature resists, it is slowed down for a turn.

Passive: The magician can detect extraplanar creatures at 15 '

Residual: The magician is temporarily banished in the same plane as the creature for 1d6 rounds. Unless the plan is tiny, the wizard is not necessarily next to the creature (1%).





The temporal expedition of Reudorb (red) [level 3]

D: 30 C: One creature per level T: 10 minutes

Description : The target is affected by an increased speed of its members or an increased slowness of its members. In the first case, it can move twice as fast, can perform missile and melee fire, always strike the first in melee and receives melee advantage . In the second case, it is the opposite. In the case of acceleration, at the end of the spell, the character ages from 3d6 months. If he is older than a year, he must make a metabolic roll.

Passive : The metabolism is slowed down and the magician ages half less quickly from external magical effects

Residual : For the rest of the adventure, the wizard increases his metabolism and must consume twice the rations / foods / water.





Dancing Flames of Yecind (red) [level 1]

D: 10 ' C: Fixed and visible point T: 1 hour

Description: Two small flames as big as a fist appear and levitate following the magician illuminating like a torch. Small flames tend to go to flammable objects when you do not take care of them, including the magician's clothes.

Passive: The magician can make a small halo of light appear around him as long as he remains focused.

Residual: The magician's eyes shine in the dark, enough to be seen in the distance but not enough to allow to see.





Otto's Spooky Strength (blue) [level 2]

D: 15 C: Magician level in feet T: 10 minutes

Description: A visual illusion appears in the target area and can represent anything else.

Passive: The magician may display a shape, symbol, or writing in his hand.

Residual: For the rest of the adventure, the magician sees images, illusions and is sometimes surrounded by them. Some creatures will react hostilely to these disturbances.





Penetrating Geas of Vida (white) [level 6]

D: 30 C: Allied or similar creature group T: Undetermined

Description: Inflicts a gea at the target.

Passive: The wizard commands creatures with low intelligence to do simple tasks as long as he is not hostile towards them.

Residual: The wizard receives a bonus of (1d4):

1: Demonic creature

2: Fey creature

3: Extraplanar Creature

4: Celestial Creature





Otto's Collective Hallucination (blue) [level 4]

D: 75 C: See description T: 1 hour

Description: A complete zone of the same style (eg a pond, a room, a door, a wall) becomes something else of the same style (ex: the pond becomes a clearing).

Passive: As long as he is focused, the magician can make an object (no bigger than his hand) disappear at 15 'until he interacts with it.

Residual: For the rest of the adventure, the magician sees images, illusions and is sometimes surrounded by them. Some creatures will react hostilely to these disturbances.





Eguin Controlled Heterogeneity (green) [level 6]

D : 60 C : Water, Earth, Fire T : As long as the wizard is concentrated for up to 10 minutes

Description: The magician can open the waters, extinguish a fire, transform the rock into sand or mud, and so on.

Passive: The magician can move or change the shape of one of the primary elements (water, fire, earth, wind) of a size of one hand while concentrating a minute.

Residual: For the rest of the adventure, liquids escape the magician (preventing him from drinking, washing, etc.), the wind cuts, the earth creaks and the fire dances around him.





The unfathomable Labyrinth of Mercurial (blue) [level 6]

D: 30 C: A conscious creature T: According to the creature

Description: The creature is sent in a half-plane where it must leave a labyrinth. According to the intelligence of the creature:

Beastial Intelligence (3 and under): 1d8 rounds

Low intelligence (4 to 9): 3d6

Normal Intelligence (10 to 14): 2d6

High intelligence (15 and over): 1d6

Minotaurs are immune to this spell.

Passive: The magician always recognizes the north.

Residual: For the rest of the adventure, the magician can not orient himself. If he is alone, he will be easily lost in the dungeon or in the woods.





Enaxor Spooky Canine Invitation (Blue) [Level 5]

D: 30 ' C: Free space T: 1 hour per level

Description: A dog appears and keeps a passage, a door, an object etc. It can detect invisible creatures, extraplanar, etc. If a creature approaches, it barks loudly to warn its master and can not itself be fought. He hits with THAC0 10 and 3d6 damage.

Passive: The magician can calm canine creatures, speak their language and get a better reaction with all creatures or humans who keep something.

Residual: For the rest of the adventure, the magician is forced to shout loudly every time he sees something new (he can not surprise anyone).





Mazirian Marasmic Disease (Black) [Level 2]

D: 30 ' C: Creature T: 10 minutes

Description: The target weakens and has the equivalent of 5 of Strength and makes 50% damage.

Passive: The magician's touch can hurt (1 necrotic damage) by necrotizing the pulpit.

Residual: The magician becomes sick.





Pandelume's Protection Coat (White) [Level 1]

D: Touch C: Self yourself : 10 minutes

Description: A magic shield appears and changes the armor class for CA 5 (medium armor).

Passive: Rain, snow, dust and small debris are diverted from the magician.

Residual: For the rest of the adventure, the sense of touch of the magician is slowed, as if he had very big gloves. He lacks dexterity.





Melf Waterproof Membrane (White) [Level 6]

D: By itself C: By yourself T: 10 minutes

Description: The magician protects against enemy spells at level 3 and below.

Passive: The magician can recognize level 3 and lower spells while they are intuitively cast.

Residual: For the rest of the adventure, the magician makes residuals as if his spells were of a higher level.





Xult's Wonderful Trapped Canvas (Green) [Level 3]

D: 45 C: 15 'of radius T: 10 minutes

Description: A magical and intense spider web appears in the area. Affected creatures who miss a save roll are taken to the spot. Others see the area as difficult terrain.

Passive: The magician can create a small canvas in his hands that allows him to hold things better, including helping him climb.

Residual: For the rest of the adventure, all objects remain glued to the magician uncontrollably.





Marvelous Impromptu Transformation of Otto (blue) [level 4]

D: 30 ' C: Creature or self T: 1 minute on others, 10 minutes on oneself

Description: If the target is a creature and misses its save roll , it is transformed into a creature of the user's choice that has 2d4 resilience dice less than it (for example, you can not transform a dragon in mouse). If the target is oneself, the user can turn into a creature that has 2d4 + 2 resilience dice . This spell can be used to turn a petrified creature into a normal creature.

Passive: The magician can make simple cosmetic changes on his body or that of another volunteer creature (if not a saving throw), such as the color of his hair, his eyes, the length of his hair, etc. Anything that changes its physical structure (bone and muscle) is not possible.

Residual: The magician makes a save roll or receives a transfer. If he misses, he can redo the jet at the end of the adventure otherwise the mutation is permanent.





Xult Abyssal Wind Cold Bite (Red) [Level 5]

D: 30 C: T Cone : Instant

Description: All targets are dealt ( magician level ) with cold damage. In addition, the ground becomes slippery and difficult to maneuver.

Passive: The magician can cool an object by focusing 10 minutes. It can quickly freeze water (about 1 cubic foot) in just a minute.

Residual: For the rest of the adventure, the magician's skin becomes cold and ice crystals form on him. He has weakness to fire damage.





Power Word of Xyphas: Blindness (White) [Level 4]

D: Voice C: A creature T: 10 minutes

Description: The target creature that hears the word power is blinded. If it has 7HD or less, it does not have a save throw. The living dead are not affected.

Passive: The magician can cast a blinding light to the front of his hand. To affect a creature in combat, you must make a melee attack roll.

Residual: For 10 minutes, the magician sees very badly and only at 30 '.





Power Word of Xyphas: Death (Black) [Level 5]

D: Voice C: A creature T: Instant

Description: Target creature that hears power word is killed. If it has 7HD or less, it does not have a save throw. The living dead are not affected.

Passive: If he concentrates, his voice can slowly drain the lives of those who hear him. Small creatures like insects and vermin die in seconds. Normal creatures suffer 1 damage per minute exposed. The undead are immune.

Residual: The magician falls unconscious and 0 HP for 1 minute.





Power Word of Xyphas: Paralysis (Black) [Level 6]

D: Voice C: A creature T: 10 minutes

Description: The target creature that hears the word power is paralyzed. If it has 7HD or less, it does not have a save throw. The living dead are not affected.

Passive: As long as the magician touches a target and focuses, he can paralyze his own body and the one he touches. Creatures larger than 4HD or giant are immune.

Residual: For the rest of the adventure, the movements of the magician are slow and hard.





Multiple Effigies of Unreality (blue) [level 2]

D: Touch C: Self yourself : 10 minutes

Description: 1d4 images appear around the magician. Each of them can be minimally controlled to act independently without moving more than 1 foot away from the wizard. Each attack against the magician has a 25% chance per image of hitting an image instead of the wizard. An affected image disappears.

Passive: The magician can focus to bring up an illusory image of himself at 30 'that moves and does simple actions.

Residual: For the rest of the adventure, the wizard has shadows that follow him and are sometimes slower than him.





Mercurial Translucent Multiporte (blue) [level 4]

D : 120 ' C : A free space in sight T : Instant

Description: A small dimensional door opens and the wizard or a target can cross to reach a specific area determined by the magician. The portal arrives precisely where the magician does not want it, without risk of misplacement.

Passive: The magician can cause everything to disappear and appear in the other hand.

Residual: For the rest of the adventure, whenever the wizard casts a spell, ⅙ a non-living, non-magical object that enters his wizard's hand teleports elsewhere in (1d4):

1: His equipment

2: The equipment of an ally

3: The room / the surroundings

4: The dungeon / region





Sirian Elemental Obstacle (Red) [Level 4]

D: 30 C: 5 'by T Wizard HD : 10 minutes

Description : A wall of an element of your choice (fire, earth, water, rock, ice, wind) appears with corresponding effects.

Passive: The wizard may decide to assign an item to his lower hand size as follows:

The dry

Heat it (until boiling)

Cool it (until freezing)

The fan

Residual: For the rest of the adventure, one of the members of his body becomes stiff. 1d6:

Right arm

Left arm

Right leg

Left leg

Neck

Mouth (difficulty speaking, incanter râte ⅙)





Eye of Vida (blue) [level 3] / Concentration

D: 300 C: Fixed and visible point T: 10 minutes

Description: Create an invisible magic eye as long as the magician is focused. He can see through this eye with the precision of an eagle and report the information in real time.

Passive: The magician can see further and can perceive shapes at 10 'in the dark.

Residual: For the rest of the adventure, the magician is dazzled by the light when it is too direct (including the sun) and has the disadvantage of saving throws in connection with looks (gauze, blindness, etc.).





Merlin's Orb (red) [level 2]

D: 60 C: A Target T: Instant

Description : The target suffers 2d6 magic damage. A magician can use a normal gem (at least one fist in size) to pass the light beam of magic through it before directing it to the targets. In this case, the Orb deals 1d6 additional damage and changes the damage type according to the following list:

Ruby: fire

Topaz: electric

Sapphire: cold

Emerald: acid

Diamond: radiant

Passive : The magician can detect the presence of gems at 30 '.

Residual : For 10 minutes, the magician and the target are affected by an additional effect depending on the gem:

Ruby: Blindness

Topaz: Magnetism

Sapphire: Weakening

Emerald: Petrification

Diamond: Light (themselves become sources of light)





Mercurial Prohibitf Pact (black) [level 3]

D: By itself C: By yourself T: According to the fate

Description: The magician can make a pact with a magical entity to get an answer to a question. He can ask a question. The creature will respond to the best of his knowledge (and is not omniscient) according to the level of the magician:

1-2: a word

3-5: a short answer

6+: a detailed answer

For each question, the magician must let go of his life force and lose 1 Vitality per question. The type of entity is determined with 1d6 by adding 1 if the person invoking is from the Order or in a sacred place, and subtracting 1 if the person is Chaos or in a corrupt place:

1: Demon

2: Corrupt fairy

3: Undead spirit / ghost

4: Fairy

5: Elemental / natural spirit

6: Celestial Spirit (the creature is good, there is a chance that the spirit gives back the pledge of the pact to the magician, ie Vitality )

Passive: Every night the magician sleeps with this spell memorized, ⅙ that his mind is vague in other plans. If this is the case, roll 1d20 and consult the following list:

20: The magician learns a new spell (1d6 for the level)

19: The magician meets a beneficial spirit that can answer a question (unlike the spell, he is not obliged)

18: the magician learns something

3-17: nothing special

2: the magician can not sleep because he is beset by nightmares

1: The magician meets an evil spirit who wants his soul. There is a risk that the creature wants to follow him into the primary world and chases him for the rest of the adventure.

Residual: For the rest of the adventure, no wizard can sleep because of the nightmares he lives. He can develop a permanent mental condition.





Tasha Sleep Paralysis (white) [level 3]

D: 30 C: 1d4 T: 10 minutes

Description: The targets (monsters, humans or animals, to be chosen during the incantation) are paralyzed. Sleeping creatures do not have a save throw.

Passive: The magician is able, as long as he remains focused, to remain perfectly motionless like a statue, even if he is disturbed by an external stimulus .

Residual: The magician moves 25% slower.





Magical Passage of Fenelus (blue) [level 5]

D : Touch C : Hard surface T : 10 minutes

Description: The magician can force a magical passage through a hard surface (rock, stone, wood, etc.) so that he or other volunteers can pass through.

Passive: The magician has to discover secret doors and more easily find cracks, traps and other hidden items when looking for them.

Residual: For the rest of the adventure, ⅙ chance that the doors will close in a crash on the face of the magician.





Permutation Fortunée d'Isain (green) [level 2]

D: 30 ' C: Creature T: 10 minutes

Description: The target increases or decreases its size of a category (very small minimum, maximum gigantic). The creature that becomes very small or gigantic must make a metabolic roll.

Passive: The magician can stretch or shrink his ends a bit.

Residual: The target and the wizard have a mutation for 24h.





Effervescent Projectile of Vida (red) [level 1]

D: 100 C: See description T: Instant

Description: A number of small magic balls of electricity equivalent to the wizard's HD / 2 (minimum 1) come out of the magician's fingers and will hit an equal number of target divided as he wants (it can be all the same targets) inflicting 1d4 + 1 electrical damage each.

Passive: The magician can magnetize minimally small objects to the touch.

Residual: For the rest of the adventure, the magician's touch gives small unpleasant electric shocks to the person he touches and to himself.





Tober's Absurd Questioning (blue) [level 4]

D : 30 ' C : T cone : 10 minutes

Description: Creatures of 2 HD and less are automatically assigned. Others can make a backup roll. If they succeed with a margin of less than 2, they are affected the next turn. The effect of the spell is determined at each turn on 2d6: 2-5 will disorganically attack the wizard's group, 6-8 will remain to set the void, 9-12 will attack each other.

Passive: A target in range of the spell has a hard time concentrating and loses the thread of his thoughts.

Residual: For the rest of the adventure, the magician himself is a little confused and receives disadvantage to all his saving throws concerning charms, illusions, confusions, etc. or psionic attacks.





Tasha Instant Relocation (blue) [level 5]

D: Touch C: Self T: Instant

Description: Teleports the user to a specific place in the primary world. There is a 1% chance to miss and die in all situations, 10% if he knows more or less where he goes, 75% if he has a vague idea geographically.

Passive: The magician can concentrate for a minute to teleport a non-magical, non-living visible object that can enter completely into his hand.

Residual: Nile, already included in the spell.





Structural Reversal of Eguin (green) [level 2]

D: 30 C: All objects in the room up to 30 ' T: Instant

Description: Inanimate targets open abruptly. Closed doors and barred formwork with weak locks will break and open.

Passive: If the wizard focuses on an object (door, chest, hatch, etc.), the object is easier to open ( advantage ).

Residual: For the rest of the adventure, all objects that can open (doors, hatches, chests, etc.) will creak at the approach of the magician and make noise.





Matako Expeditive Retreat (Green) [Level 1]

D: Touched C: Volunteer T: 10 minutes

Description: The target can double its height and jump length.

Passive: The magician is able to jump a little further than usual.

Residual: For the rest of the adventure, the magician is unable to jump and falls faster.





The Satire of the Renewal of Life (Black) [Level 5]

D : 60 ' C : Dead bodies around (regardless of their condition) T : Until dissipation or death

Description: The magician summons 1d6 skeletons or HD zombies that he owns up to the number of corpses available in the area. The condition of the corpse determines whether they are skeletons or zombies.

Passive: The magician can determine the exact species of a corpse and in part its death mechanism.

Residual: For the rest of the adventure, the magician's body putrefies a little. He is considered sick, can not eat, he has a weakness for radiant damage, he can not be healed or inspired.





The Seven Hundred Seventy-five Sleep Steps (White) [Level 3]

D : Nil C : Soi D : 10 minutes

Description : The magician falls asleep and enters the world of dreams and can move to give a message to a creature he knows. Time passes faster in this area and so it can in a few minutes actually accomplish its message. On the other hand, there is always a risk that he encounters other creatures that can affect him psychically, including curses.

Passive : The magician can wake someone who sleeps 30 'from him without gesture or sound.

Residual : The character is caught in the world of dreams and falls into a coma of 24 hours. The Referee can decide the consequences of this extended trip according to these possibilities (1d6):

1: He receives a curse

2: He meets a powerful creature who is now interested in him in his dreams (either to harm him or to spy on him)

3: He meets a powerful creature who is now chasing the magician

4: He gets lost and stays 48h in coma

5: He finds a benevolent creature who gives him information

6: For the rest of the adventure, he can not sleep anymore - the world of dreams rejects him.





The Seven Symbols of Solomon (white) [level 6]

D: Touch C: Description T: Until dissipation

Description: Allows you to write a powerful magic symbol in the air or on an object that affects everyone who sees it, touches it or passes over it:

Death: causes death up to 9HD

Discord: Target Attacks All Allies for 2d6 rounds

Fear: the target flies as far as possible for 2d6 turns

Insanity: the creature loses its reason

Depression: the creature becomes depressed, stops all activity and acquiesces to all requests in a nihilistic way

Pain: the creature is reached powerful convulsion that 1d6 it gives advantage against her and gives her disadvantage in combat

Sleep: full coma for 2d6 rounds

Passive: The magician detect runes and magic protection at 60 '.

Residual: The symbol affects the magician himself, but he has advantage over his saving throw.





Extraordinary Lock of Vida (white) [level 2]

D: Touch C: An object (door, chest, tile, etc.) T: 12h or until dissipation

Description: This spell allows you to do two things: either the object becomes a mental alarm that wakes or warns the magician of a movement around, or the object is barred magically. If the wizard can combine the effects.

Passive: The wizard can block a normal lock even if he does not have the key.

Residual: For the rest of the adventure, the locks around the magician can close by themselves (⅙).





The sinister spooky images of Xult (blue) [level 2]

D: 120 ' C: Zone T: Concentration

Description: A bright illusion appears as a mental projection of the magician in the chosen area. As long as the magician remains perfectly focused on it and in view, the image continues. The image can be perceived as illusory if it interacts with it.

Passive: The magician can conjure a small illusion in his hands.

Residual: For the rest of the adventure, the magician perceives illusions as real things and can be hurt by it. He is afraid of them.





The Fate of the Veil of Understanding (blue) [level 2]

D: Touch C: Voluntary Creature T: 1 hour

Description: The affected creature is able to understand (orally or in writing) all languages.

Passive: The wizard can know what languages ​​he is reading or listening to a language he does not understand.

Residual: All books, papers, tablets, etc. with writing are insulted by his presence and make noise and move, as if there was a strong wind.





The Breath of the Terrible Dragonborn Enaxor (Red) [Level 3]

D: 150 C: 15 ' T Radius : Instant

Description: Targets are dealt damage wizard HDs . A saving throw against the breath halves the damage.

Passive: The magician is able to create a small flame 5 'from him that equates to a match.

Residual: For the rest of the adventure, all items that the magician touches will take on fire 1/10.





Vida Prismatic Sphere (white) [level 6]

D : Touched C : Self T : 1 hour

Description: The magician conjures a globe of glittering and multicolored magic energy around him to warn of external attack. The sphere is still and only the magician (or his spells) can come out or enter. All creatures with less than 8 HD that are within 15 'of the sphere must make a saving throw or be dazzled for 2d4 rounds. Each color prevents a specific type of effect and can be destroyed in a specific way:





Color Effects Destroyed by Red Prevents all spells An extremely bright light stuck on the globe Green Prevents all gases and blast attacks Magic passage or a magic bullet on the top of the globe White Prevents all projectiles from entering Strong gust of wind or a big cold / wind storm Blue Prevents divinations, psionics, charms or other mental effects Dissipation of magic Black Prevents entry creatures Disintegration

Passive: The wizard can choose to focus to summon one of the shields above. This skill can also cause a residual.

Residual: For the rest of the adventure, spells are attracted to the magician. ⅙ that spells that will also go on the player. Plus, he has -2 at his magic save.





Phandaal's Thrilling Dissonant Tone (red) [level 2]

D: On himself C: All objects at 60 ' T: Instant

Description: All affected objects that are fragile burst. Creatures within 10 'take 1d6 damage.

Passive: The magician can punch in the air to send a small force towards an object.

Residual: For the rest of the adventure, all the fragile and small objects (like vials) that the magician manipulates is smashed.

Vida Material Transformation (green) [level 4]

D: 15 ' C: Inanimate and non-magic matter T: Instant

Description: Transforms the target material into another similar subject. Allows you to make things like ropes, doors, simple tools like a crowbar, etc.

Passive: The magician can repair a small broken object after focusing for 10 minutes.

Residual: For the rest of the adventure, all the items that the magician holds in his non-magical hands are slowly changing and losing their shape. The tools become unusable in 10 minutes.





The ultimate Evar Anti-Friction field (blue) [level 1] / Concentration

D: 30 ' C: 1' radius per level T: Concentration

Description : A circle of energy encompasses an area and all creatures inside must make a saving throw each turn so they do not escape the items they hold in their hand.

Passive : Allows the magician to glide on his feet as if on ice.

Residual : For the rest of the adventure, the magician must make a saving throw or escape the items he owns.





Alchemical Steam of Quaal (blue) [level 1]

D: 75 C: radius of 30 ' T: 10 minutes

Description: A thick fog obscures anything beyond 5 'in the fog. A strong wind or strong heat dissipates the fog in 1d4 turns.

Passive: The magician can blow fog with his mouth.

Residual: For the rest of the adventure, all items that the magician touches will take on fire 1/10.





Mercurial / Xult binding area (white) [level 3]

D: 60 C: radius of 30 ' T: 10 minutes

The zone is in silence (Mercurial) / blackness (Xult), to the choice, and can not have sound / light that comes from outside or that goes towards outside.

Description:

Passive: The magician can decrease the sound around him.