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Spells

Every spell on the bot's lists. Rotes and cantrips are always available and don't count against a caster's spell levels.

Show spells for Zephyr

Cleric spells

Rotes

  • Guidance Your deity's symbol appears before you, gestures toward the direction or course of action your deity would have you take, then disappears. It communicates through gesture only.
    Your deity's symbol appears before you, gestures toward the direction or course of action your deity would have you take, then disappears. It communicates through gesture only.
  • Light An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and needs no fuel, but is otherwise like a mundane torch. You control the color of the flame. It lasts as long as it's in your presence.
    An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and needs no fuel, but is otherwise like a mundane torch. You control the color of the flame. It lasts as long as it's in your presence.
  • Sanctify Food or water you hold while casting is consecrated by your deity. As well as becoming holy or unholy, it's purified of any mundane spoilage.
    Food or water you hold while casting is consecrated by your deity. As well as becoming holy or unholy, it's purified of any mundane spoilage.

Level 1

  • BlessOngoing Your deity smiles on a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.
    Your deity smiles on a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.
  • Cause FearOngoing Choose a target you can see and a nearby object. The target is afraid of the object while you maintain the spell; how they react (flee, panic, beg, fight) is up to them. It can't target things with less than animal intelligence (constructs, undead, automatons and the like). While this spell is ongoing you take -1 to cast a spell.
    Choose a target you can see and a nearby object. The target is afraid of the object while you maintain the spell; how they react (flee, panic, beg, fight) is up to them. It can't target things with less than animal intelligence (constructs, undead, automatons and the like). While this spell is ongoing you take -1 to cast a spell.
  • Cure Light Wounds At your touch wounds scab and bones stop aching. Heal an ally you touch of 1d8 damage.
    At your touch wounds scab and bones stop aching. Heal an ally you touch of 1d8 damage.
  • Detect Alignment Choose an alignment: Good, Evil, Lawful or Chaotic. One of your senses briefly detects it, and the GM tells you what here is of that alignment.
    Choose an alignment: Good, Evil, Lawful or Chaotic. One of your senses briefly detects it, and the GM tells you what here is of that alignment.
  • Magic WeaponOngoing The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
    The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
  • Sanctuary Walk the perimeter of an area as you cast, consecrating it to your deity. While you stay inside, you're alerted whenever someone acts with malice within it (including entering with harmful intent). Anyone healed within the sanctuary heals +1d4 HP.
    Walk the perimeter of an area as you cast, consecrating it to your deity. While you stay inside, you're alerted whenever someone acts with malice within it (including entering with harmful intent). Anyone healed within the sanctuary heals +1d4 HP.
  • Speak With Dead A corpse converses with you briefly, answering any three questions you pose as best it can, with what it knew in life and learned in death.
    A corpse converses with you briefly, answering any three questions you pose as best it can, with what it knew in life and learned in death.

Level 3

  • Animate DeadOngoing A hungry spirit possesses a recently dead body to serve you as a zombie that follows your orders as best it can. It's a character with only the basic moves, +1 to all stats and 1 HP, plus 1d4 traits of your choice:
    • Talented: one stat is +2
    • Durable: +2 HP per level you have
    • It has a working brain and can do complex tasks
    • It doesn't look obviously dead, for a day or two
    It lasts until destroyed or you end the spell. While this spell is ongoing you take -1 to cast a spell.
    A hungry spirit possesses a recently dead body to serve you as a zombie that follows your orders as best it can. It's a character with only the basic moves, +1 to all stats and 1 HP, plus 1d4 traits of your choice:
    • Talented: one stat is +2
    • Durable: +2 HP per level you have
    • It has a working brain and can do complex tasks
    • It doesn't look obviously dead, for a day or two
    It lasts until destroyed or you end the spell. While this spell is ongoing you take -1 to cast a spell.
  • Cure Moderate Wounds You staunch bleeding and set bones through magic. Heal an ally you touch of 2d8 damage.
    You staunch bleeding and set bones through magic. Heal an ally you touch of 2d8 damage.
  • DarknessOngoing Choose an area you can see: it's filled with supernatural darkness and shadow. While this spell is ongoing you take -1 to cast a spell.
    Choose an area you can see: it's filled with supernatural darkness and shadow. While this spell is ongoing you take -1 to cast a spell.
  • Hold Person Choose a person you can see. Until you cast a spell or leave their presence, they can't act except to speak. It ends immediately if they take damage from any source.
    Choose a person you can see. Until you cast a spell or leave their presence, they can't act except to speak. It ends immediately if they take damage from any source.
  • Resurrection Tell the GM you'd like to resurrect a corpse whose soul hasn't fully left this world. It's always possible, but the GM gives you one or more conditions: it takes days, weeks or months; you need help from someone; it costs a lot of money; you must sacrifice something. The GM may let it happen now on the understanding the conditions must be met for it to last, or require them first.
    Tell the GM you'd like to resurrect a corpse whose soul hasn't fully left this world. It's always possible, but the GM gives you one or more conditions: it takes days, weeks or months; you need help from someone; it costs a lot of money; you must sacrifice something. The GM may let it happen now on the understanding the conditions must be met for it to last, or require them first.

Level 5

  • ContagionOngoing Choose a creature you can see. Until you end the spell, it suffers a disease of your choice. While this spell is ongoing you take -1 to cast a spell.
    Choose a creature you can see. Until you end the spell, it suffers a disease of your choice. While this spell is ongoing you take -1 to cast a spell.
  • Cure Critical Wounds Heal an ally you touch of 3d8 damage.
    Heal an ally you touch of 3d8 damage.
  • Divination Name a person, place or thing you want to learn about. Your deity grants you visions of it, as clear as if you were there.
    Name a person, place or thing you want to learn about. Your deity grants you visions of it, as clear as if you were there.
  • Revelation Your deity answers with a moment of perfect understanding: the GM sheds light on the current situation. Take +1 forward when acting on it.
    Your deity answers with a moment of perfect understanding: the GM sheds light on the current situation. Take +1 forward when acting on it.
  • Trap Soul You trap the soul of a dying creature in a gem. It's aware of its imprisonment but can still be affected by spells, parley and other effects; all moves against it are at +1. You can free it any time, but it can never be recaptured.
    You trap the soul of a dying creature in a gem. It's aware of its imprisonment but can still be affected by spells, parley and other effects; all moves against it are at +1. You can free it any time, but it can never be recaptured.
  • True SeeingOngoing Your vision opens to the true nature of everything you look at, piercing illusions and seeing hidden things. The GM describes the area ignoring any illusions and falsehoods, magical or otherwise. While this spell is ongoing you take -1 to cast a spell.
    Your vision opens to the true nature of everything you look at, piercing illusions and seeing hidden things. The GM describes the area ignoring any illusions and falsehoods, magical or otherwise. While this spell is ongoing you take -1 to cast a spell.
  • Words of the Unspeaking With a touch you speak to the spirits within things. The non-living object you touch answers three questions as best it can.
    With a touch you speak to the spirits within things. The non-living object you touch answers three questions as best it can.

Level 7

  • Control Weather Pray for rain, sun, wind or snow. Within a day or so your god answers: the weather changes as you wish and lasts a handful of days.
    Pray for rain, sun, wind or snow. Within a day or so your god answers: the weather changes as you wish and lasts a handful of days.
  • Harm Touch an enemy and strike them with divine wrath: 2d8 damage to them and 1d6 to you. This damage ignores armor.
    Touch an enemy and strike them with divine wrath: 2d8 damage to them and 1d6 to you. This damage ignores armor.
  • Heal Touch an ally and heal their damage by up to your maximum HP.
    Touch an ally and heal their damage by up to your maximum HP.
  • Mark of Death Choose a creature whose true name you know. You create permanent runes on a surface that will kill that creature if it reads them.
    Choose a creature whose true name you know. You create permanent runes on a surface that will kill that creature if it reads them.
  • SeverOngoing Choose an appendage on the target (an arm, tentacle, wing). It's magically severed, causing no damage but considerable pain, which may stop a winged creature flying or a bull goring you. While this spell is ongoing you take -1 to cast a spell.
    Choose an appendage on the target (an arm, tentacle, wing). It's magically severed, causing no damage but considerable pain, which may stop a winged creature flying or a bull goring you. While this spell is ongoing you take -1 to cast a spell.
  • Word of Recall Choose a word. The first time you speak it after casting, you and any allies who touched you during the casting return to the exact spot where you cast it. Only one location at a time; casting again replaces it.
    Choose a word. The first time you speak it after casting, you and any allies who touched you during the casting return to the exact spot where you cast it. Only one location at a time; casting again replaces it.

Level 9

  • Consume Unlife The mindless undead you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch, by the HP it had left.
    The mindless undead you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch, by the HP it had left.
  • Divine PresenceOngoing Every creature must ask your leave to enter your presence, and you must grant it aloud. Any creature without your leave takes an extra 1d10 damage whenever it takes damage in your presence. While this spell is ongoing you take -1 to cast a spell.
    Every creature must ask your leave to enter your presence, and you must grant it aloud. Any creature without your leave takes an extra 1d10 damage whenever it takes damage in your presence. While this spell is ongoing you take -1 to cast a spell.
  • PlagueOngoing Name a city, town, encampment or other place people live. While the spell lasts it's beset by a plague fitting your deity's domain (locusts, death of the firstborn...). While this spell is ongoing you take -1 to cast a spell.
    Name a city, town, encampment or other place people live. While the spell lasts it's beset by a plague fitting your deity's domain (locusts, death of the firstborn...). While this spell is ongoing you take -1 to cast a spell.
  • Repair Choose one event in the target's past. All its effects (damage, poison, disease, magic) are ended and repaired: HP and diseases healed, poisons neutralized, magical effects ended.
    Choose one event in the target's past. All its effects (damage, poison, disease, magic) are ended and repaired: HP and diseases healed, poisons neutralized, magical effects ended.
  • Storm of Vengeance Your deity brings unnatural weather of your choice: rain of blood or acid, clouds of souls, wind that carries away buildings, anything you can imagine.
    Your deity brings unnatural weather of your choice: rain of blood or acid, clouds of souls, wind that carries away buildings, anything you can imagine.

Wizard spells

Cantrips

  • Light An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and needs no fuel, but is otherwise like a mundane torch. You control the color of the flame. It lasts as long as it's in your presence.
    An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and needs no fuel, but is otherwise like a mundane torch. You control the color of the flame. It lasts as long as it's in your presence.
  • Prestidigitation Minor tricks of true magic. Touching an item, you can make cosmetic changes: clean, soil, cool, warm, flavor or recolor it. Without touching one, you can make crude illusions no bigger than yourself that won't fool anyone, but might entertain them.
    Minor tricks of true magic. Touching an item, you can make cosmetic changes: clean, soil, cool, warm, flavor or recolor it. Without touching one, you can make crude illusions no bigger than yourself that won't fool anyone, but might entertain them.
  • Unseen ServantOngoing You conjure an invisible construct that can only carry items. It has Load 3 and carries whatever you hand it (it can't pick things up itself); they float a few paces behind you. It's dispelled if it takes damage or leaves your presence, dropping everything; otherwise it lasts until you end the spell.
    You conjure an invisible construct that can only carry items. It has Load 3 and carries whatever you hand it (it can't pick things up itself); they float a few paces behind you. It's dispelled if it takes damage or leaves your presence, dropping everything; otherwise it lasts until you end the spell.

Level 1

  • Alarm Walk a wide circle as you cast. Until you next prepare spells, your magic alerts you if a creature crosses it, waking you if you're asleep.
    Walk a wide circle as you cast. Until you next prepare spells, your magic alerts you if a creature crosses it, waking you if you're asleep.
  • Charm PersonEnchantmentOngoing The person (not beast or monster) you touch while casting counts you as a friend until they take damage or you prove otherwise.
    The person (not beast or monster) you touch while casting counts you as a friend until they take damage or you prove otherwise.
  • Contact SpiritsSummoning Name the spirit you wish to contact (or leave it to the GM). You pull it through the planes just close enough to speak. It must answer any one question as best it can.
    Name the spirit you wish to contact (or leave it to the GM). You pull it through the planes just close enough to speak. It must answer any one question as best it can.
  • Detect MagicDivination One of your senses is briefly attuned to magic. The GM tells you what here is magical.
    One of your senses is briefly attuned to magic. The GM tells you what here is magical.
  • InvisibilityIllusionOngoing Touch an ally: nobody can see them until they attack or you dismiss it. While it's ongoing you can't cast a spell.
    Touch an ally: nobody can see them until they attack or you dismiss it. While it's ongoing you can't cast a spell.
  • Magic MissileEvocation Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
    Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
  • TelepathyDivinationOngoing You form a telepathic bond with one person you touch, letting you converse through thoughts. Only one bond at a time.
    You form a telepathic bond with one person you touch, letting you converse through thoughts. Only one bond at a time.

Level 3

  • Dispel Magic Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells end; powerful magic is reduced or dampened while you're nearby.
    Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells end; powerful magic is reduced or dampened while you're nearby.
  • FireballEvocation A mighty ball of flame envelops your target and everyone nearby: 2d6 damage that ignores armor.
    A mighty ball of flame envelops your target and everyone nearby: 2d6 damage that ignores armor.
  • MimicOngoing You take the form of someone you touch while casting. You match them physically, though not in behavior, until you take damage or choose to change back. While it's ongoing you lose access to all your wizard moves.
    You take the form of someone you touch while casting. You match them physically, though not in behavior, until you take damage or choose to change back. While it's ongoing you lose access to all your wizard moves.
  • Mirror ImageIllusion You create an illusory image of yourself. When attacked, roll a d6: on 4-6 the attack hits the illusion, which dissipates, ending the spell.
    You create an illusory image of yourself. When attacked, roll a d6: on 4-6 the attack hits the illusion, which dissipates, ending the spell.
  • SleepEnchantment 1d4 enemies you can see, of the GM's choice, fall asleep. Only creatures that sleep are affected. They wake as normal: loud noises, jolts, pain.
    1d4 enemies you can see, of the GM's choice, fall asleep. Only creatures that sleep are affected. They wake as normal: loud noises, jolts, pain.
  • Visions Through TimeDivination Gaze into a reflective surface to see into the depths of time. The GM reveals a grim portent, a bleak event that will happen without your intervention, and something useful about how to interfere with it.
    Gaze into a reflective surface to see into the depths of time. The GM reveals a grim portent, a bleak event that will happen without your intervention, and something useful about how to interfere with it.

Level 5

  • CageEvocationOngoing The target is held in a cage of magical force that nothing can get into or out of, until you cast another spell or dismiss it. While it lasts, the caged creature can hear your thoughts and you can't leave sight of the cage.
    The target is held in a cage of magical force that nothing can get into or out of, until you cast another spell or dismiss it. While it lasts, the caged creature can hear your thoughts and you can't leave sight of the cage.
  • Contact Other PlaneDivination Send a request to another plane, naming who or what to contact by location, type, name or title. You open two-way communication that either of you can cut off at any time.
    Send a request to another plane, naming who or what to contact by location, type, name or title. You open two-way communication that either of you can cut off at any time.
  • PolymorphEnchantment Your touch reshapes a creature entirely until you cast a spell. Describe the new form, including stat changes, adaptations and weaknesses. The GM tells you one or more: the form is unstable and temporary; their mind is altered too; the form has an unintended benefit or weakness.
    Your touch reshapes a creature entirely until you cast a spell. Describe the new form, including stat changes, adaptations and weaknesses. The GM tells you one or more: the form is unstable and temporary; their mind is altered too; the form has an unintended benefit or weakness.
  • Summon MonsterSummoningOngoing A monster appears and aids you as best it can. It's a character with only the basic moves, +1 to all stats, 1 HP and your damage dice, plus 1d6 traits of your choice:
    • +2 instead of +1 to one stat
    • It's not reckless
    • It does 1d8 damage
    • Strong bond to this plane: +2 HP per level you have
    • A useful adaptation
    The GM says what monster it is from the traits. It stays until it dies or you dismiss it. While this spell is ongoing you take -1 to cast a spell.
    A monster appears and aids you as best it can. It's a character with only the basic moves, +1 to all stats, 1 HP and your damage dice, plus 1d6 traits of your choice:
    • +2 instead of +1 to one stat
    • It's not reckless
    • It does 1d8 damage
    • Strong bond to this plane: +2 HP per level you have
    • A useful adaptation
    The GM says what monster it is from the traits. It stays until it dies or you dismiss it. While this spell is ongoing you take -1 to cast a spell.

Level 7

  • CloudkillSummoningOngoing A fog from beyond the Black Gates of Death fills the area. Whenever a creature in it takes damage, it takes a separate 1d6 damage that ignores armor. It lasts while you can see the area, or until you dismiss it.
    A fog from beyond the Black Gates of Death fills the area. Whenever a creature in it takes damage, it takes a separate 1d6 damage that ignores armor. It lasts while you can see the area, or until you dismiss it.
  • ContingencyEvocation Choose a 5th level or lower spell you know and describe a trigger in a number of words equal to your level. The spell is held until you unleash it or the trigger happens, taking effect without a roll. Only one held spell at a time; casting again replaces it.
    Choose a 5th level or lower spell you know and describe a trigger in a number of words equal to your level. The spell is held until you unleash it or the trigger happens, taking effect without a roll. Only one held spell at a time; casting again replaces it.
  • DominateEnchantmentOngoing Your touch pushes your mind into someone else's. Gain 1d4 hold; spend 1 to make them:
    • Speak a few words of your choice
    • Give you something they hold
    • Make a concerted attack on a target of your choice
    • Truthfully answer one question
    The spell ends when hold runs out; you lose 1 hold if they take damage. While it's ongoing you can't cast a spell.
    Your touch pushes your mind into someone else's. Gain 1d4 hold; spend 1 to make them:
    • Speak a few words of your choice
    • Give you something they hold
    • Make a concerted attack on a target of your choice
    • Truthfully answer one question
    The spell ends when hold runs out; you lose 1 hold if they take damage. While it's ongoing you can't cast a spell.
  • Shadow WalkIllusion Shadows you target become a portal for you and your allies. Describe a location in a number of words up to your level; stepping through takes you and allies present at the casting there. Each ally can use it once.
    Shadows you target become a portal for you and your allies. Describe a location in a number of words up to your level; stepping through takes you and allies present at the casting there. Each ally can use it once.
  • True SeeingDivinationOngoing You see all things as they truly are, until you tell a lie or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.
    You see all things as they truly are, until you tell a lie or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.

Level 9

  • AlertDivination Describe an event. The GM tells you when it happens, however far away, and you can view it as if you were there. Only one Alert at a time.
    Describe an event. The GM tells you when it happens, however far away, and you can view it as if you were there. Only one Alert at a time.
  • AntipathyEnchantmentOngoing Choose a target and describe a type of creature or an alignment. Such creatures can't come within sight of the target, and flee if they do, until you leave its presence or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.
    Choose a target and describe a type of creature or an alignment. Such creatures can't come within sight of the target, and flee if they do, until you leave its presence or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.
  • Perfect SummonsSummoning Teleport a creature to you. Name a specific creature and it appears, or describe a type and one of that type appears.
    Teleport a creature to you. Name a specific creature and it appears, or describe a type and one of that type appears.
  • ShelterEvocationOngoing You create a structure of pure magic, as large as a castle or as small as a hut, impervious to all non-magical damage. It lasts until you leave it or end the spell.
    You create a structure of pure magic, as large as a castle or as small as a hut, impervious to all non-magical damage. It lasts until you leave it or end the spell.
  • Soul Gem You trap the soul of a dying creature in a gem. It's aware of its imprisonment but can still be affected by spells, parley and other effects; all moves against it are at +1. You can free it any time, but it can never be recaptured.
    You trap the soul of a dying creature in a gem. It's aware of its imprisonment but can still be affected by spells, parley and other effects; all moves against it are at +1. You can free it any time, but it can never be recaptured.