This page details Feodris-specific information about the spells available in the published D&D 5th edition sourcebooks. Please consult this page before choosing a spell to ensure it is available and pay attention to any considerations and rules adjustments.

Basic Guidelines

The rules for spellcasting described in the PHB (pages 202-203) are the same in Feodris. It’s worth noting that players should determine how they manage their spell components ahead of time so if the DM asks if the current circumstances are compatible with how they typically retrieve them they can explain how the spell can be cast. The verbal components also must be spoken at a standard speaking volume (at least) in order to work, and the magical energy tends to amplify this volume by about double. The typical range for a speaking voice is roughly 4 feet (rounded to 5 for the purposes of the game), which means the typical verbal component is identifiable (with an arcana or religion check if the listener wishes to attempt to comprehend the spell) to 10 feet away. It is also detectable without a perception check up to twice that (20 feet). Special characteristics (such as Subtle Spell metamagic) may modify this default, and the spell lists below will indicate if a spell requires (or creates) a louder or softer verbal component.

Here’s the underlying rule for spells in 5e Official: all the spells are possible but those unavailable have either been lost to history, or not yet invented. In the spell clarifications below, it will be noted whether “missing” spells are simply unknown (no one has ever cast them before) or lost. If lost, each spell will have a few locations cited where they might be found. If missing, spell locations will cite various places or individuals to may be able to help develop the spell.

The clarifications are broken into X components:

Rules Adjustments

Any modifications to the spell description rules are listed here. This could be anything from a spell level change to a targeting restriction or damage modification to a school alteration to an addition or removal of the ritual tag. Most spells in the list should have minimal rules adjustments; we’re not trying to overhaul the game, just make things work a little smoother and fit the campaign world. Most “adjustments” are more clarifications, pre-set DM rulings for various effects, and the occasional change to make the spell fit.

Status

Spell statuses are broken into sets of four tags which include “presence”, “frequency”, “familiarity”, and “legality”. In the spell descriptions below, legality is given its own section as this tends to be the aspect that affects gameplay the most. The status tags are more indicative of what would be required to learn the spell at level-up or during character creation. 

Presence

Presence tags indicate whether the spell is currently in circulation in Feodris, as of the start of the campaign (c2392). These include:

  • Known. The spell is in active circulation among Feodrian magic-users.
  • Lost. The spell was once used in Feodris, but its secrets were lost during The Collapse (or earlier). Records of its usage may still exist or could have also been lost in a similar manner (see “Frequency tags,” below) but it would require some effort to locate the formulae.
  • Unknown. There are no recorded instances of the spell having ever been cast before. Magic users hoping to learn this spell will have to either invent it themselves or work with someone who might be able to do so on their behalf (probably in exchange for a hefty sum or a favor).
Frequency

Frequency tags give a broad indication of how often the spell might be encountered. This includes both how often it appears in other magic-users’ spellbooks or repertoires as well as how often it will be found in various spell shops, magical libraries, and history books. These include:

  • Common. The spell is known by most magic-users (even if they don’t or rarely actually cast it) and is commonly found in magic shops across the continent.
  • Uncommon. A fair number of magic-users know (or know of) this spell, but those wishing to learn it may not find it readily at their local spellshop. Many offensive-only low-level spells fall into this category as magic colleges and spell merchants don’t want to be held responsible for teaching a dangerous, life-threatening spell to an inexperienced or unstable mage.
  • Rare. Most higher-level non-combat spells fall into this category as these spells tend to have significant effects which the magic-using community trusts only with those who have proven themselves steadfast and trustoworthy enough to wield. Your typical spellshop is unlikely to traffic in these types of spells or if they do, they charge exorbitant prices for them.
  • Never. Reserved for spells whose presence is Unknown. If a spell never existed, no other mages encountered can know the spell.
  • Restricted. Most mid- and high-level combat spells are tightly controlled by the Tower Council and the Mages’ Guild. These spells or their formulae are tightly guarded and not allowed outside high-ranking Guild members.
  • Guarded. Those who know these spells do not advertise it and likely would be willing to take their formulae to the grave.
Familiarity

Familiarity tags indicate a broad societal attitude towards a particular spell. These will often correspond pretty closely to the frequency and in some cases presence tags (it’s hard not to be intrigued by something novel) but these tags are mostly meant to indicate how big a spectacle it might be for the average Tower citizen to witness a spell in a vacuum. Note that to heroic characters these are often considered one level below (e.g. a worldly adventurer would likely be utterly nonplussed by a mundane spell and think of an impressive spell as mundane) and to those within the magic community, these tags can be treated as two levels below (i.e. they would think of awesome-tagged spells as essentially mundane). These include:

  • Mundane. These spells are limited in scope or minor enough in effect to be relatively unremarkable by the average non-magic-using person.
  • Impressive. Spells tagged as impressive will likely wow a normal person, similar to a great engineering feat such as the hoover dam, empire state building, or the great pyramids.
  • Awesome. Any spell tagged as awesome is likely to be talked about for months if not more, a true spectacle that can make a normal person change their attitude about the caster (for better or worse).
  • Wondrous. Witnessing a spell tagged as wondrous would be a once-in-a-lifetime event for your average Feodrian, likely a story they cherish or fret over for years.
  • Terrifying. These spells are so extreme in their impact, effect, and spectacle that they cause regular folk to cower, flee, or immediately assume the caster is so powerful that they must be feared.
Legality

Under the Song of Harmony, most lethal or potentially lethal spells are considered illegal and their use is grounds for arrest and/or punishment. Legality for spells is a contentious topic among scholars, ruling nobility, and peacekeeping forces, often leading to varying application of the law or inconsistent punishment depending on locale, circumstances, witness accounts, etc. Magic use is uncommon enough that there aren’t sufficient magically-trained Pillarhand Magistrates or Pillarguard Sage Knights to universally identify specific spells from eye witness testimony, either, a deficiency that the unscrupulous take full advantage of. In the underworld, common wisdom suggests that in all but the most strict Song-following keeps and townships, illegal spell usage is more of a rider to increase bounties or sentences rather than a crime in and of itself. For example, a breaking-and-entering burglary might have a base sentence of one year in prison. If an illegal spell was used during that B&E, however, the magistrates may be likely to triple or quadruple the sentence.

Note that the Song of Harmony does specify legal status of many individual spells, but it also includes an interpretive rider outlawing any spell that “poses a clear and unambiguous threat to the life and/or agency of any citizen,” which can—and has been—applied to unfamiliar spellcraft, disguised spells, and experimental magics.

The legality descriptors used here are generalities, but it’s worth noting that any legality keyword that starts with “illegal-” carries with it inherent risk if cast in populated areas or in the presence of peacekeeping forces.

  • Unruled. These spells are either unknown in Feodris, or so uncommon, niche, or closely guarded that the general populace is unaware of them and therefore they have never been specifically ruled on by the Tower Council. Note that this designation is distinct from illegal-implied (below) in that unruled spells are not inherently deadly or dangerous enough to fall under the “clear and unambiguous threat” clause of the Song of Harmony.
  • Legal. Spells either explicitly or implicitly not restricted, regulated or prohibited by the Song of Harmony.
  • Legal-Gray. Some spells that are legal under the Song of Harmony could be used in such a way as to cause harm if used improperly. These uses fall under “spellcasting with an intent to harm,” which is a legal concept that carries a relatively minor punishment but can be applied to more serious charges to amplify the final sentencing. Spells which are tagged as legal-gray are legitimate spells that should be cast with caution and certain locales may have stricter views of their use, depending on circumstances.
  • Illegal. Spells specifically outlawed by the Song of Harmony (by name, type, or description).
  • Illegal-Gray. These are spells that are either explicitly or implicitly outlawed by the Song of Harmony, but for various reasons are not treated as particularly egregious. Often these spells are ignored during sentencing and some law enforcement might not even realize they are technically against the Song, though clever or vindictive magistrates may use their gray status as a trap or tool to achieve their desired ends.
  • Illegal-Precedent. This status is for spells which have legal precedent as falling under the “clear and unambiguous threat” clause and are therefore widely considered illegal even if not explicitly outlawed by the current version of the Song.
  • Illegal-Implied. No (or very few) rulings on this spell exist, for a variety of reasons, but the nature of the spell would likely fall under the “clear and unambiguous threat” clause and therefore should be considered risky to cast.
  • Illegal-Prejudicial. Spells that are so notorious, dangerous, or wide-scale that even knowledge of or trafficking in the spell components and formulae could be considered grounds for severe punitive action. Evidence of having acquired or cast one of these spells might predispose magistrates to very harsh sentences, regardless of other circumstances. Many necromantic spells fall under this umbrella.

Considerations

These descriptions include information players wishing to acquire this spell should keep in mind. It may include further clarifications about the status tag interactions, or describe particular ways players can customize the appearance or effect of the spell.

All casters may wish to give thought to the specific verbal and somatic components of their spell looks like (particularly with those who have a casting time of 1 Action or shorter).

Locations

For spells tagged as known, this should indicate which types of spellshops, wizard schools, thalmology colleges, etc will be able to teach a character the spell. For spells tagged as unknown, this attribute will hint at where a character could begin looking to find advice for how to create such a spell, though some players may prefer to engage in a level quest where they perform their experimentation alone. And spells tagged lost, this attribute will list some possible locations a character could go to try and find more information about a spell that once was in greater circulation but is no longer (missing spellbooks, scrolls, historical records, oral tradition legends, etc).

Cantrips

Acid Splash
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: As with most offensive (damage-dealing) cantrips, acid splash is fairly unimpressive and well-known among magic users. However, due to its potential lethality, reputable spellshops and wizarding schools are unlikely to teach or provide the spell.
  • Locations: Black market magic dealers across Feodris

Blade Ward
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Casters of this spell may wish to determine what the specific appearance of the ward looks like. Some casters prefer their wards to be invisible while others have them appear as a soft glow or even as translucent armor or a shield. This basic protection spell is often the first spell taught to magically-inclined initiates or children.
  • Locations: Thalmology universities; wizarding schools; spellshops across Feodris

Booming Blade
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal-precedent
  • Considerations: Players who choose this spell should try to describe what the “sheath of booming energy” looks and/or sounds like. It should also be noted that thunder damage is not localized so casters who are trying to keep a low profile will draw attention to themselves pretty quickly if they start imprisoning foes in thunder condoms.
  • Locations: Noise-loving gnomes are the most likely to traffic in outlawed thunder spells. While a few spellbooks and scrolls for the cantrip can be found from disreputable dealers around Feodris, they are plentiful in Sentry

Chill Touch
  • Rules Adjustments: The spell is more commonly referred to in Feodris as “Grave Touch”, “Grave Grasp”, or “Void Touch”.
  • Status: known, uncommon, impressive
  • Legality: illegal-prejudicial
  • Considerations: A few things players may wish to think about are what exactly the ghostly hand looks like, how it manifests, and how it interacts with the target to deliver its damage.
  • Locations: Necromancy magic is widely associated with The Profane, so even black markets are often hesitant to traffic in this spell, though it can be found somewhat more readily in elven provinces

Control Flames
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A staple of fire brigades across major and minor keeps, this spell is also commonly used as a teaching tool in wizarding schools.
  • Locations: Spellshops across Feodris; druid circles

Create Bonfire
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal-gray
  • Considerations: A fairly well-trafficked spell whose usage is somewhat controversial due to its potential (if not its typical effect), it is not cast often enough in populated centers for the average townfolk to have witnessed it. Rural dabblers often seek it out to aid with waste disposal, and dwarven societies have long passed it around as a means to light forges.
  • Locations: Most spellshops in major and minor keeps will have copies, and nearly all dwarven communities host several mages who know and can teach the spell; druid circles; wizarding schools

Dancing Lights
  • Rules Adjustments: If a glowworm is used as the material component, it is consumed on casting.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Phosphorus is most plentiful in Tolosau where it is commonly mined from the northern mountains and the Tolosau Peaks. Spellshops and traders operating in Geralur, Bol Badir and Dighdural have the most plentiful supplies though Mag Geldun provides most of what can be found in other regions as they trade it in specialty markets in Osoroy where merchants distribute it among the eastern regions. Wychwood is most common in the Hampvern Woods in central Dosleron and is plentiful in shops throughout Vinnhold, Lolorthma, and Kayra’s Vale. Glowworms are found throughout Feodris and are sold in most magic shops. It should be noted that the components dictate the subtle coloration of the lights produced by the spell. White phosphorus (found mostly in the western mountains and therefore most common in Tolosau) creates whitish-yellow light while red phosphorus (found predominantly in Mag Geldun and therefore most readily available in the eastern regions) produces a pale pink light. Wychwood causes the lights to have a subtle greenish hue while glowworms cause the lights to have a bluish tint. The spell is quite common among all spellcasters in Feodris and is an early spell taught in evocation classes at wizarding schools.
  • Locations: Spellshops across Feodris; thalmology universities

Druidcraft
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: Because druids are typically less common in populated centers and, as spellcasters, less common overall than even the already fairly rare wizards and sorcerers, this druid-specific spell is infrequently seen among Feodrians. Elves, dwarves, humans, and tortles who tend to have the highest concentration of druids since their connection to their respective nature gods is more pronounced than other kingdoms may be somewhat more familiar with it, especially in rural communities or in keeps and towns on the outskirts of settled provinces or those found within the various wilderness areas of Feodris. Casters of this spell should consider exactly how their spell effects manifest.
  • Locations: Druid circles

Eldritch Blast
  • Rules Adjustments: None
  • Status: known, restricted, awesome
  • Legality: illegal
  • Considerations: Casters should consider the appearance of their eldritch blast beams. Most commonly these take on an element related to the caster’s patron or source entity. For example, an Archfey warlock may have an eldritch blast that looks like a rainbow or a beam of dark violet sprinkled with golden pixie dust; a Great Old Ones (Ancients) warlock’s eldritch blast might appear in the guise of a ichor-slick black tentacle; while a Genie warlock could have blast beams that look like pinkish-purple smoke or blue sand. This spell has been outlawed by the Tower Council and its usage is strictly prohibited, carrying a hefty prison sentence for those caught casting it. Not learned from formulae.
  • Locations: Occasionally an eldritch blast scroll will be sold for a high price in illicit marketplaces, but since only warlocks can comprehend/use them, they are nearly always scams even if the scroll itself is genuine

Encode Thoughts
  • Rules Adjustments: Existing thought strands can be appended, modified, or combined if the existing strands were created by the same caster. Doing so resets the duration timer to eight hours. Casters using the spell (or other thought manipulation spells) to read the strands can only perceive the last version of the thought strand, not previous versions or even whether it was modified previously.
  • Status: known, guarded, awesome
  • Legality: unruled
  • Considerations: This spell is whispered about among high-level casters, but only a specific subset of enchantment school casters know it and those who do tend to rigorously protect its formulae.
  • Locations: Unknown

Fire Bolt
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: A common offensive spell in pre-Song of Harmony eras, the spell is somewhat hotly debated in wizard circles as having potential utility outside of violence, though the general consensus is that create bonfire is the preferred fire-starting spell for non-violent usage.
  • Locations: Black market magic dealers across Feodris, and in particular among dwarven dealers

Friends
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: A popular spell in wizarding schools for demonstration purposes and quite common among adolescent magic students for pranks and social manipulation, its use is generally considered among spellcasters as rude, childish, or dangerous depending on the application. The makeup used in the material component is typically/classically lipstick, which has given the spell a reputation among the common folk for being a tool for seduction and prostitution, although most actual sex workers understand it tends to hamper business. Casters should carefully consider what type of makeup they prefer and how its application can be integrated into the somatic components (the classic somatic motion is to move the lipstick center-to-left across the upper lip, then center-to-right on the upper lip, followed by a sweep along the bottom lip and re-capping the tube to complete the motion).
  • Locations: Most spellshops will sell the formulae, though usually it is kept in secure containers to avoid use on the shop owners; thalmology universities

Frostbite
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: Not officially outlawed, this spell is mostly thought of as a deterrent spell, even though its ability to wound or harm is not inconsiderable.
  • Locations: A few spellshops, particularly in Unaf kingdoms and territories, will sell the formulae, and it is sometimes taught in wizarding schools as a defensive spell. Most reputable magic stores in Tower keeps and towns won’t bother carrying the spell as part of their standard stock, but are happy to order it and pass the shipping costs on to the customer; druid circles

Green-Flame Blade
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: unruled
  • Considerations: Casters should decide whether the green flame sheaths the blade or originates from somewhere else as part of their weapon strike. This spell is not currently known in Feodris and those who wish to use it must seek out powerful evocation wizards, creatures powerful in evocation magic, or invent the spell themselves.
  • Locations: The strongest evocation wizard in Feodris lives in Karrukh, an orc named Naguk Rugbu; the premier evocation school in the kingdom is Sauferth Academy in Theleluma

Guidance
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This cantrip is not defined by specific formulae and is not frequently known by wizards. Its use is typically as a teaching aid to grant confidence, though it is sometimes used surreptitiously by clerics trying to convince potential converts of the power of their god, suggesting the magic of their prayers (actually the spell) is proof.
  • Locations: Druid circles

Gust
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A very common utility spell, taught in nearly every magic school and sold everywhere.
  • Locations: Druid circles; spellshops across Feodris; wizarding schools

Infestation
  • Rules Adjustments: Roll a 1d8 (instead of 1d4) for movement (or directional die) direction: 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; 8, northwest.
  • Status: known, uncommon, mundane
  • Legality: illegal-gray
  • Considerations: The spell is technically illegal, though it is rarely treated as such and is often passed around wizarding schools as a prank spell. Can be readily obtained from quasi-reputable spell merchants and in basically any black market.
  • Locations: Black market magic dealers across Feodris; druid circles

Light
  • Rules Adjustments: The firefly material component does not need to be living, but dead fireflies can only be used up to a week.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A supremely common spell, it is typically cast with living or recently-deceased fireflies as they are quite common throughout temperate areas in all four regions of Feodris during Crinezha and Amitolla seasons. Phosphorescent moss is an export of the Homdor region, though it also occurs in some caverns around the Tolosau Peaks mountain range and can also be found in Bol Badir and Dighdural, though they rarely bother exporting much of it.
  • Locations: Spellshops across Feodris; thalmology universities; wizarding schools

Lightning Lure
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is strictly prohibited, carrying a hefty prison sentence for those caught casting it. That doesn’t stop it from being a favorite among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris

Mage Hand
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is frequently used as a catch-all utility helper spell. Players should consider the appearance of the hand. What color is it? Does it appear as a spectral form of the character’s own hand or does it seem to belong to another individual?
  • Locations: Spellshops across Feodris; thalmology universities; wizarding schools

Magic Stone
  • Rules Adjustments: None
  • Status: known, rare, mundane
  • Legality: legal
  • Considerations: The magic stone spell is granted by nature spirits and warlock patrons most typically, but even among those uncommon individuals, only a few receive this specific spell. With artificers being among the rarest classes in Feodris as well, it just doesn’t show up much. The spell is not lost or unknown, but in some respects it might as well be since even the most well-read wizards may not have heard of it. Ironically, the more well-versed in magic usage across Feodris one is, the more extreme the reaction to the familiarity tag will be. For example, for an archmage emetrius at a wizarding university, they might find the use of the spell awesome or even wondrous.
  • Locations: Druid circles

Mending
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Players should think about how the lodestones and somatic gestures work in tandem in the “off-hand” while the primary hand rests on the target pieces. This spell is taught basically everywhere and even children who show a small aptitude for magic are often bought this spell to help keep things in working order and tidy.
  • Locations: Spellshops across Feodris; thalmology universities; wizarding schools; druid circles

Message
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Spellshops across Feodris; thalmology universities; wizarding schools

Mind Sliver
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It isn’t a common illicit spell among outlaws and magical bandits as the prevailing attitude toward mind-affecting magic is generally disdainful, but a few smaller groups or individuals gravitate toward the more subtle effects it can have compared to something flashier like fire bolt or similar.
  • Locations: Select black market dealers, slightly more likely in Unaf kingdoms

Minor Illusion
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Thalmology universities; spellshops across Feodris; wizarding schools

Mold Earth
  • Rules Adjustments: Changing colors on dirt or stone does not change the texture or fundamental nature of the underlying material. For example, a shape and color of a wooden door would not stand up to any kind of scrutiny. Additionally, casters level 1-5 cannot use more than two or three colors, cannot layer colors or apply transluscent effects, gradients, and cannot specify textural details like wood grains, geometric patterns, or realistic looking light and shadow effects. Casters levels 6-11 can make somewhat more complex images, using between 6-7 colors that can be overlapped and some simple patterns and simple shading. Casters level 12-16 can apply more complex patterns, texutres, 16 colors that can be blended and overlapped, and more convincing shadow effects. At level 17 or higher, casters can create artwork that is photorealistic on first glance but as always it will not hold up to close scrutiny. The dig effect of the spell can only be used until clay or bedrock is hit. Use the Mold Earth dig limit table to determine how far down a caster can dig.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Spellshops across Feodris; druid circles; wizarding schools
Mold Earth Dig Limit Table
Region Die (Modifier) Distance Minimum
Tolosau 4d6 (-2) Feet 2
Spire 5d10 Feet 5
Dosleron 1d10 (x10) Feet 15
Odari 1d100 Feet 5

Poison Spray
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It is relatively popular among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris; druid circles

Prestidigitation
  • Rules Adjustments: You cannot apply the flavor effect on goodberries.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A very popular spell among entertainers and wizarding schoolchildren, the creative uses for this spell make it a best-seller in spellshops.
  • Locations: Spellshops everywhere; Thalmology universities; wizarding schools

Primal Savagery
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal-implied
  • Considerations: This mostly druid spell is not based on a formulae and is therefore not strictly illegal.
  • Locations: Druid circles

Produce Flame
  • Rules Adjustments: Range is 60 feet, rather than 30. The spell does not end if you attack.
  • Status: known, rare, mundane
  • Legality: illegal-precedent
  • Considerations: This druid and cleric spell is not based on discernible formulae and therefore is not available in spellshops. It is also not explicitly outlawed, but it falls under a broad categorization of illegal spells and its use in public as an offensive spell is frequently confused for the fireball spell by common folk. Not teachable by formulae.
  • Locations: Druid circles

Ray of Frost
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It is popular among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris

Resistance
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: While not a formulae that can be taught, players with this spell should think about how the miniature cloak plays into the casting of the spell. How big is “miniature”? Doll’s clothing size? Smaller? Child size? Most spellshops will not have miniature cloaks on hand so a tailor or seamstress would need to be employed to acquire one.
  • Locations: Druid circles

Sacred Flame
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal-implied
  • Considerations: This spell is primarily granted through divine intervention and cannot be bought or sold as formulae. The use of this spell is controversial as many who acquire it from their deities claim it should never be used against sentient humanoids and therefore should not be lumped in with spells like fire bolt, acid spray, or ray of frost. Nevertheless, most law enforcement will treat public use of the spell as if it were outlawed despite there being no official ruling against the spell other than the blanket illegality of spells that cause harm. Players with this spell should consider the divine source of the magic and think about the manifestation of the divine radiance. Does it appear like a yellowish spotlight from the sky? Or is it more of a putrid greenish gravelight boilding up from beneath when bestowed by a grave domain deity? Not teachable by formulae.
  • Locations: N/A

Sapping Sting
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: illegal-implied
  • Considerations: This spell has not been discovered or invented in Feodris yet. Players who wish to invent the spell should think about how the spell manifests: does it appear as a bolt of sickly greenish energy? Is it invisible until its effect strikes the target? What makes the target who failed the saving throw fall over, is it agony or the impact of the spell?
  • Locations: The premier necromantic researcher in Feodris is the meccalid wizard Theg Kegborn, found near Grasmere

Shape Water
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A common utility spell often used in civic engineering, mages capable of casting shape water are often employed by merchant ship captains to help maneuver ships into ports.
  • Locations: Druid circles; wizarding schools; spellshops everywhere

Shillelagh
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: As a non-formulae druid spell (predominantly), this is a fairly infrequently encountered spell although Feodrian druids tend to make enough use of it that spellshops will frequently carry shamrock leaves as part of their components stock. Shamrocks are most frequently harvested in Spirelake and The Haim, while mistletoe is widely available across Dosleron (particularly in Amryn Sheras), plus in Farandorei, and Theleluna/Nelaserin. Not teachable by formulae.
  • Locations: Druid circles

Shocking Grasp
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It is popular among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris

Spare the Dying
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: A fairly common spell among cleric-healers to stabilize severely wounded patients. The spell cannot be taught by formulae and therefore is not found in spellshops. Not teachable by formulae.
  • Locations: N/A

Sword Burst
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: This controversial spell is defended by its proponents as a strictly defensive spell, although skeptics and Song of Harmony purists insist its potential for lethality is covered under the blanket provisions of the anti-offensive magic provisions. Despite the push to have it outlawed, it is still taught in many wizarding schools, particularly those who specialize in conjuration magic. Typically spellshops close to Nightsand, the kingdom Towers, and major keeps make a point of either not carrying the spell or keeping it under lock and key. The further from major Tower Kingdom strongholds, the more likely the spell will appear on magic merchants’ shelves.
  • Locations: Spottily available across Feodris, mostly in remote keeps, Unaf kingdoms, or via special order. Some more closely scrutinized shops will have copies on hand but shopkeepers tend to only sell to trusted customers.

Thaumaturgy
  • Rules Adjustments: The vocal component of this spell requires the caster to speak loudly and in a clear voice, which doubles the vocal perception range (20 feet for identification, 40 feet for perception).
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: Not teachable by formulae.
  • Locations: N/A

Thorn Whip
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal-precedent
  • Considerations: Though not explicitly outlawed, its use is usually considered illegal.
  • Locations: Druid circles

Thunderclap
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It is popular among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris; some Thalmology universities; druid circles

Toll the Dead
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal-prejudicial
  • Considerations: This spell has been outlawed by the Tower Council. Necromancy in general is also considered illegal.
  • Locations: Necromancy magic is widely associated with The Profane, so even black markets are often hesitant to traffic in this spell. It may be more readily found in Amberhaim or Freywich.

True Strike
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: The spell is technically legal, though controversial. Many argue the spell is only useful in combat situations. The spell is widely in use by the Pillarguard’s Sage Knights, justified as a way to quickly disable and/or disarm threats and criminals. However, it’s also occasionally used by outlaw mages to speed up escapes from those same Pillarguards.
  • Locations: Many spellshops carry the spell, though some particularly principled shopkeepers don’t stock it; Thalmology universities; certain wizarding schools

Vicious Mockery
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: Thalmologists, particularly those from the College of Eloquence, tend to love this spell. It is taught early in Thalmology courses though Thalms often prefer to maintain a low profile with it, casting it and discussing it in an obfuscated fashion so it seems as if the agony suffered by the target were incidental or non-magical in nature. Because of this, the spell has largely flown under the radar among Song of Creationists and the Tower Council’s Illicit Magic Committee. Players wishing to cast this spell should think about how to portray the spell and its effect on the target from their particular style of casting.
  • Locations: Most Thalmology universities

Word of Radiance
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: illegal-implied
  • Considerations: As with many divine spells, the specific effect is not teachable by formulae so it is not outlawed, but its use offensively against humanoids is illegal.
  • Locations: N/A

First Level

Absorb Elements
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: Another controversial spell due to its redirection application. Technically legal and in pretty heavy rotation among the Pillarguard’s Sage Knights, use of this spell in an offensive capacity is likely to be viewed as a violation of the law.
  • Locations: Druid circles, Thalmology universities; wizarding schools.

Alarm
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: The silver wire required for the spell is often priced extravagantly at spell shops.
  • Locations: Everywhere

Animal Friendship
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Thalmology universities; druid circles; spell shops, particularly in elven, tabaxi, halfling, and harengon settlements.

Armor of Agathys
  • Rules Adjustments: None
  • Status: unknown, never, mundane
  • Legality: unruled
  • Considerations: Not teachable by formulae. Note that a mechanically identical version of this spell, called Armor of Fey Shadow, is granted by certain fey warlock patrons but the spell is has not been studied by arcane or thalmological spellcasters and therefore cannot be replicated.
  • Locations: Unknown

Arms of Hadar
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: illegal-implied
  • Considerations: Not teachable by formulae. Though unknown, if this spell were cast it would be considered highly illegal.
  • Locations: Unknown

Bane
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: Casters should think about how their version of Bane manifests. Some thalmologists’ spells use deep bass notes to vibrate a splitting headache or a strong urge to vomit in their targets. Clerics casting the spell will sometimes use blinding holy light or distracting visions of swarming imps or devils. The effect is to bother, discomfort, confuse, or distract the target so their actions are impaired.
  • Locations: Thalmology universities

Beast Bond
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Druid circles

Bless
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: Casters should think about how their version of Bless manifests. Often this is accomplished through an aura reflecting the symbol or aspect of the caster’s deity, which flashes briefly around the target before they take their next action. This spell is not teachable by formulae.
  • Locations: N/A

Burning Hands
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: illegal
  • Considerations: Similarly to the Fire Bolt cantrip, this common pre-Collapse era offensive spell has been argued at times to be a utility spell which should not be considered illegal. Despite several attempts to exempt it from the Song of Harmony, it remains specifically outlawed. While not as commonly mistaken for the much-feared Fireball, it does tend to attract a lot of negative attention when cast even from non-law enforcement folks.
  • Locations: Found in black market spellshops across Feodris, but the many semi-shady but technically legit operations will quietly carry a copy or two of the spell. Some wizarding schools, particularly those in Unaf kingdoms, have also controversially taught the spell—though those rebellious professors likely wouldn’t entertain the notion of teaching a non-student

Catapult
  • Rules Adjustments: The speed of the target object cannot be controlled with this spell, it is always roughly 60 miles per hour, the range of the spell covered in about one second (the final second of the six-second casting time). The object cannot be manipulated in any way beyond the unidirectional push of force against it (e.g. a blade could not be set spinning by the spell before being propelled toward a target).
  • Status: known, guarded, impressive
  • Legality: unruled
  • Considerations: This rarely-used spell is nearly unheard of outside a few top-tier transmutation scholars with one specific exception: Griff etherrail technology relies on the spell or variants of it.
  • Locations: Tsura-Tsura spellshops or alchemists

Cause Fear
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal-gray
  • Considerations: Cause Fear was generally considered harmless for years following the initial establishment of the Song of Harmony, but opinions on it have soured as it has been attributed to a series of lasting side effects leading to the conclusion that it carries with it a type of trauma which for some victims does not end when the spell effect ends. Several high profile cases have hinged on the long-term impact of having magically-induced mortal fears stirred in the mind and the spell has fallen very far out of favor. Of late it is mostly used as part of cruel hazing rituals in wizarding schools and by unscrupulous outlaws who maintain some level of respect for the tenets of the Song.
  • Locations: Underworld spellshops, wizarding universities, rarely in legitimate magic shops if the client has a strong relationship with the proprietor

Charm Person
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: Use of this spell is generally considered among spellcasters as rude or dangerous depending on the application. Law enforcement has petitioned for the outlaw of the spell as it interferes with the legal definition of free will and is historically difficult to prove if someone has acted under the influence of a charm spell after the fact. In most cases it has been proven that a charmed individual will consider breaking the law to be harmful and therefore requesting that the charmed individual do something illegal should end the spell immediately (unless the target is chaotic evil).
  • Locations: Most spellshops will sell the formulae, though usually it is kept in secure containers to avoid use on the shop owners; thalmology universities; druid circles

Color Spray
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Very popular among law enforcement for ending pursuits and is a popular teaching spell in magic schools
  • Locations: Spellshops, thalomology universities, wizarding schools

Comprehend Languages
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Very popular among academics, archaeologists, songtheorists, and prophecticists. Some casters complain the spell leaves behind annoying side effects, such as headaches, watering eyes, or extreme sleepiness when used for longer than 5-10 minutes.
  • Locations: Spellshops, thalomology universities, wizarding schools

Create or Destroy Water
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A common spell used by fire brigades and travelers, particularly those in arid regions
  • Locations: Druid circles

Cure Wounds
  • Rules Adjustments: Whenever cast, roll 1d6. On a 1-2, the caster feels a shivery, grotesque feeling and the target only recovers half the hit points (round up) that it normally would.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is a mainstay of hospitals and most anyone with an aptitude for a little magic is encouraged to learn this spell as part of the teachings of the Pillarsworn.
  • Locations: Thalmology universities, Pillarsworn Chapels, Druid Circles

Detect Magic
  • Rules Adjustments: Must be cast with a level 2 spell slot or higher to detect the school of magic.
  • Status: known, rare, mundane
  • Legality: legal
  • Considerations: When cast with a 1st level spell slot, the glowing aura around the magic bearing item is a whitish, prismatic glow. At higher level spell slots, the glow solidifies into a particular color depending on the school of magic for most casters. In general: Abjuration—icy whitish-blue; Conjuration—deep, rich sapphire blue; Divination—warm yellow-gold; Enchantment—bright, cheerful grass-green; Evocation—vibrant red; Illusion—bright pink; Necromancy—dark, blackish purple; Transmutation—fiery orange. Occasionally some spellcasters who are more attuned to Divination magic will see these indicators as a bit more literal: Abjuration magic may appear as a kind of protective shield or barrier around the item; Necromantic magic may make the object appear to be decaying or dripping with sickly greenish slime; Illusion magic may show the object’s original nature in a hazy outline, etc.
  • Locations: Everywhere

Detect Poison and Disease
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Often taught in Pillarsworn seminaries and medical schools.
  • Locations: Druid circles

Disguise Self
  • Rules Adjustments: Can be cast at higher levels to double the duration with each additional level (e.g. lasts for 2 hours when cast at level 2, or 4 hours when cast at level 3, etc).
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: A spell frequently debated among arcane scholars and thalmologists, it is considered a particularly difficult spell to master, not just because it is quite easy to make the illusion impractical or prone to incongruity (passing through furniture or walls, interacting poorly with objects), but because the verbal and somatic aspects of the spell are very intricate and must be executed precisely in a short period of time.
  • Locations: Exclusive spellshops, wizarding schools specializing in illusion magic, thalmology universities

Ensnaring Strike
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. It is popular among criminals and outlaws.
  • Locations: Black market magic dealers across Feodris

Entangle
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Druid circles

Faerie Fire
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Thalmology universities; druid circles

False Life
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: illegal-prejudicial
  • Considerations: Players casting this spell should consider how it manifests given that it is from the necromantic school. Does it alter the appearance of the caster/target to look ghastly? Does it draw on nearby rot or decay to bring vitality from the cycle of death? Does it have a grave stench or come with screaming spirit forms being absorbed into the body it bolsters? Additionally, all necromantic magic is strictly outlawed under the Song of Harmony and therefore though the spell is unknown, it would be considered highly illegal despite having no detrimental effects.
  • Locations: The premier necromantic researcher in Feodris is the meccalid wizard Theg Kegborn, found near Grasmere

Fog Cloud
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Goodberry
  • Rules Adjustments: Consumes the mistletoe when cast. Provides 24 hours of nutrition, but does not address hunger. The first time a character tries a goodberry, they roll 1d100 where a roll of 100 means the character finds the berry absolutely delicious and a roll of 1 means the character finds it utterly revolting. Players may roleplay their character’s reaction to that roll however they like.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Druid circles

Grease
  • Rules Adjustments: When cast at 1st level, the grease is not flammable. If cast at 2nd level, it still burns away but it doesn’t last. Then if cast at 3rd level, it remains burning.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Hail of Thorns
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited.
  • Locations: Black market magic dealers across Feodris

Healing Word
  • Rules Adjustments: Whenever cast, roll 1d6. On a 1-2, the caster feels a shivery, grotesque feeling and the target only recovers half the hit points (round up) that it normally would.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is a mainstay of hospitals and most anyone with an aptitude for a little magic is encouraged to learn this spell as part of the teachings of the Pillarsworn.
  • Locations: Thalmology universities, Pillarsworn Chapels, Druid Circles

Heroism
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Thalmology universities

Hex
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal-prejudicial
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. Curses carry a special penalty under Pillar law and hex is considered one of the most egregious curses, carrying heavy social stigma and penalties. This spell cannot be taught by formulae.
  • Locations: N/A

Hunter’s Mark
  • Rules Adjustments: None
  • Status: known, rare, mundane
  • Legality: legal-gray
  • Considerations: The manner this spell manifests to the caster is highly dependent on the individual. Technically the spell is legal, though it has been hotly debated at times, and generally the Pillarhand judges have determined the spell to be acceptable whenever cast on non-sentient creatures. Pillarguard patrols have been known to use detect magic at times to frame or drum up charges against hunters or trained rangers they suspect of using it illicitly.
  • Locations: Largely traded on the grey market and among hunters’ lodges. Can usually be acquired by contacting local Gloomhallow chapters.

Identify
  • Rules Adjustments: When cast at first level, the spell only identifies what a magic item is (a general sense of what the item is and roughly what it does) and whether any magic spells are affecting the object or creature. When cast at second level, it reveals what the object is, what properties it has, and whether or not it requires attunement. When cast at any higher level, the spell behaves as described, revealing how to use all properties of the item, how many charges it has remaining, whether it was created by a spell and which spell created it, etc.
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Jump
  • Rules Adjustments: Consumes the grasshopper leg when cast.
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Technically everywhere, though the spell is quite expensive and is generally only sold at higher-end spellshops.

Longstrider
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Mage Armor
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Magic Missile
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. The appearance of the missiles is very specific to the caster. Players should consider what their magic missiles look like.
  • Locations: Black market magic dealers across Feodris

Ray of Sickness
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal-predjudicial
  • Considerations: Casters should consider how the sickness manifests, whether it’s intense nausea, boils, crippling chills and fever, or something else. This spell, like all necromantic magic, is strictly forbidden by the Song of Harmony and is therefore highly illegal.
  • Locations: Black market magic dealers across Feodris

Sanctuary
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A popular spell among clerics who serve as vanguards or Keep Guards. This spell cannot be taught by formulae.
  • Locations: None

Searing Smite
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal-gray
  • Considerations: This spell is primarily granted through divine intervention and cannot be bought or sold as formulae. The use of this spell is controversial as many who acquire it from their deities claim it should never be used against sentient humanoids and therefore should not be outlawed. Nevertheless, most law enforcement will treat public use of the spell as if it were illegal despite there being no official ruling against the spell other than the blanket illegality of spells that cause harm. Not teachable by formulae.
  • Locations: N/A

Shield
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Players should consider what the shield looks like when cast.
  • Locations: Everywhere

Sleep
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A very common spell, used frequently by Pillarguard Sage Knights to disable/detain suspects
  • Locations: Everywhere

Snare
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: Commonly employed by woodsmen/rangers, Pillarguard Sage Knights, and bounty hunters.
  • Locations: Everywhere

Speak with Animals
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Thunderwave
  • Rules Adjustments: Can be cast with caster at the center of the wave, or as written with it radiating out from the character’s location.
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited.
  • Locations: Black market magic dealers across Feodris

Unseen Servant
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: unruled
  • Considerations: This spell is foreign to the mortal plane though fairly common in the Whimsey.
  • Locations: Unknown

Zephyr Strike
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: unruled
  • Considerations: None
  • Locations: Transfiguration scholars are found in large numbers at the Eglegora Institute in Bezokh.

Second Level

Aganazzar’s Scorcher
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: illegal-implied
  • Considerations: In Feodris, this spell is referred to as “Inferno Bolt” or, occasionally, “Akius’s Inferno Bolt” or just “Akius Inferno.” Aganazzar is not a name Feodrians would be familiar with. Not teachable by formulae.
  • Locations: None

Aid
  • Rules Adjustments: Whenever cast, roll 1d6. On a 1-2, the caster feels a shivery, grotesque feeling and the target only gains half the hit points and maximum (round up) that it normally would. The maximum hit points still increase by the full amount in the spell description, depending on level cast.
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: Not teachable by formulae
  • Locations: Pillarsworn chapels

Air Bubble
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: A popular spell among seafarers and frequently taught in coastal Unaf communities who use variants of the spell for fishing, scavenging, and pearl-hunting
  • Locations: Druid circles, wizarding schools, spellshops and village elders in coastal communities

Alter Self
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal-gray
  • Considerations: A fairly common spell, despite it being occasionally controversial particularly when used to create natural weapons. Casters should determine what the transformation looks and sounds like: is it instantaneous or does it involve a short transformation period?
  • Locations: Spellshops and wizarding schools

Animal Messenger
  • Rules Adjustments: This spell does not grant the target animal the gift of speech. Animals compelled in this way to deliver messages must either be met by the intended recipient using a Speak with Animals spell, or, alternatively, animals can be conscripted to carry written messages. Upon delivery of the message, the caster will receive a magical confirmation of delivery. If the messenger animal perishes for any reason before delivering their message, the caster will recognize the spell has ended prematurely, although they will not know of the specific circumstances. When upcast, in addition to the longer duration, each extra level of casting will reveal more information about either the fate of the messenger animal or the circumstances surrounding the message delivery. At level 6, the caster will receive a vision (through the messenger animal’s eyes) of either their final moments or of the message delivery. Casting the spell at levels 7, 8, or 9 only further increases the duration, it incurs no additional delivery benefits.
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: A number of messenger animals are in use across Feodris: carrier pigeons, ravens, and owls being the most common. Significant effort is put into training these beasts, but in the last twenty years or so the use of the Animal Messenger spell has frequently replaced the use of mundane trained animals as message couriers. Spellcasters with a high degree of training or skill can command a hefty salary from messenger services to cast the spell on a menagerie of messenger animals, often with the costs for insurance or delivery confirmation being passed onto the customers. Not teachable by formulae.
  • Locations: Druid circles

Arcane Lock
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Wizarding schools, high-end spellshops

Augury
  • Rules Adjustments: The clause regarding multiple castings is not applicable. Instead, each casting of this spell must be accompanied by a target deity. The same deity may not be targeted by this spell more than once until a long rest resets the target limit. Use the table below, Deity Alignment and Augury Results to gain context for the Weal/Woe results.
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: Not teachable by formulae
  • Locations: Pillarsworn chapels

Deity Alignment and Augury Results

The example column assumes the subject for the spell is the caster planning to enter a cave that is rumored to contain a cult of Profane-worshipping humans protecting a magical artifact capable of boundless evil, which the caster wishes to destroy. The cult is easily dealt with but the artifact is very tempting and requires a Wisdom saving throw to avoid succumbing to the temptation to use it for selfish ends. The caster’s Wisdom score is high enough that in all likelihood they will be able to overcome the temptation and carry out the intended mission.

Deity Alignment Result Context Example
Good All living creatures Weal
Neutral Friends, family, associates, those nearest and dearest Weal
Evil Self, individual, pursuit of power Weal and Woe
Lawful Kingdom, society, organizing institution(s) Weal
Chaotic External forces, whim or fancy, disruption of establishments Woe

Barkskin
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Not teachable by formuale.
  • Locations: Druid circles

Beast Sense
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Not teachable by formuale.
  • Locations: Druid circles

Blindness/Deafness
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: While technically legal, there has been precedent for the spell’s use to be considered contrary to the Song (blinding someone as they walk toward a cliff, for example). Generally law enforcement won’t pursue someone for simply casting it, but circumstances are likely to alter their attitude toward the caster. That said, the Pillarguard and other peacekeeping forces do make regular use of the spell to incapacitate targets.
  • Locations: Everywhere

Blur
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Casters should consider what specific effect this spell has on their appearance. Some may appear blurry as the spell description provides, though others may be slightly offset from their physical location (less than 5′), or be flickering in and out of visibility.
  • Locations: Everywhere

Borrowed Knowledge
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is commonly mistaken as exclusive to researchers and has a reputation of being generally useless. It has fallen out of favor in Feodris and while frequently taught in institutions, is not typically stocked in spellshops
  • Locations: Pillarsworn chapels, Thalmological universities, wizarding schools, certain esoteric magic stores

Branding Smite
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal
  • Considerations: This spell is outlawed. Not teachable by formulae
  • Locations: Unknown

Calm Emotions
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: legal-gray
  • Considerations: As with many mind-controlling spells, this is generally considered ill advised if cast in public, particularly if those affected are unwilling. Though often used as a case study by Thalmologists for lessons in crowd control and frequently taught in Thalmological universities, its use in public spaces is assumed to be illegal, even if that has never been tested in court
  • Locations: Thalmological universities, Pillarsworn chapels

Cloud of Daggers
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: Though clearly contrary to principles of the Song of Harmony, some arcane scholars and Songtheorists have argued that the spell’s deterrent effects (cast in a doorway to momentarily prevent intrusion, for example) should categorize the spell as more utilitarian than harmful. Legally speaking, this argument has never stopped spellcasters from being convicted for casting this spell, so it remains explicitly forbidden by the Song.
  • Locations: Thalmological universities, wizarding schools, black market magic dealers

Continual Flame
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: The high material cost for this spell has caused it to fall out of favor except for among a handful of specialists who use it in sensitive industries such as underwater salvage teams and those who mine the gas-filled caverns beneath Rahorlim’s Rise. Even then, wizards and clerics who leverage the spell often find casting it without an arcane focus to be prohibitively expensive.
  • Locations: Wizarding schools, Pillarsworn chapels, and infrequently in particular spellshops mostly in northern Dwarven communities and coastal settlements along the Sky-Mirror Sea

Cordon of Arrows
  • Rules Adjustments: None
  • Status: unknown, rare, mundane
  • Legality: illegal-implied
  • Considerations: Versions of this spell may exist in the wild, though in practice it would be easily misconstrued as being a mechanical trap or originating from a different source of magic. If it is in use, it is rare enough as to be undocumented.
  • Locations: Unknown

Crown of Madness
  • Rules Adjustments: If cast at higher levels, the requirement to maintain control over the target is reduced: at level 4, the maintenance requirement becomes either a bonus or a full action, caster’s choice; at level 6 the requirement is a bonus action, a full action, or a reaction, caster’s choice; and at level 8 and above the maintenance requirement is no longer necessary
  • Status: known, rare, impressive
  • Legality: illegal
  • Considerations: This spell is notorious among Feodrians, and has become something of a boogeyman in terms of its ability to compel innocent civilians into acts contrary to the Song of Harmony, much of it due to a famous murder trial and subsequent book publication questioning the verdict in that trial. The spell is colloquially known as “Hillspine’s Madness” in part because of that book.
  • Locations: Under heavy protection at Thalmological universities and wizarding schools; it can also very rarely be found in select black market spellshops, though the spell is notorious enough that even underworld spellcasters are reluctant to seek it out

Darkness
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: The spell is a bit contentious as its use can be considered hazardous in certain circumstances (cast over the top of a pit trap for instance) and many Songtheorists have argued that its only genuine use is either for nefarious mischief or to obscure illegitimate activities. Despite this, however, the spell is popularly taught in wizarding schools and is popular as a means of distraction for those looking to escape tight spots.
  • Locations: Wizarding schools, spellshops

Darkvision
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Spellcasters may want to consider whether the magical effect is noticeable on the target (i.e. with a slight glow around the eyes or a change in eye color)
  • Locations: Druid circles, wizarding schools, spellshops

Detect Thoughts
  • Rules Adjustments: The deeper probing effect can only be used if this spell is upcast with a level three or greater spell slot.
  • Status: known, restricted, impressive
  • Legality: legal-gray
  • Considerations: This spell is whispered about among common folk and often featured in myths and legends about the Profane, who is often depicted as a devil-like being who can read people’s minds. Actual use of the spell is heavily restricted and there is a quiet but ongoing struggle between the top Thalmological researchers and the upper ranks of the Mages’ Guild given that the latter has the only known copy of the spell’s formulae and they steadfastly refuse to share with Thalmologist factions. From a legal perspective there is little precedent for the use of this spell for nefarious ends, though an orcish sorcerer was once charged with mind-reading as a means to determine where people’s valuables were kept so he could steal them. Generally speaking, if this spell is in use in the wild, it is done so with a keen eye toward avoiding detection so as to not be assumed an agent of the Profane.
  • Locations: Tower Council, Mages’ Guild

Dragon’s Breath
  • Rules Adjustments: The material component changes depending on the damage type desired, see the Material Component and Damage Type table, below
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: Breath effects are known to be often more reflective of the caster’s personality than literal representations of the elements. Pink flames, acidic fogs, orange ice crystals, and other bizarre phenomena have all been reported from this spell. It is explicitly outlawed by the Song of Harmony but it remains semi-popular in underground circles, particularly dragon cults.
  • Locations: Select black market locales

Material Component and Damage Type
Damage Type Component Required
Acid Orange slice, or lemon wedge
Cold Chilled grape, or ice cube
Fire Hot pepper, or pinch of horseradish
Lightning Spun sugar, or pork rind
Poison Mushroom, or clove of garlic

Dust Devil
  • Rules Adjustments: None
  • Status: unknown, never, impressive
  • Legality: legal
  • Considerations: This spell is unheard of in Feodris
  • Locations: Elemental researchers

Earthbind
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is occasionally used by the Pillarguard and a number of wilderness guide mercenaries as a hedge against flying beasts that roam especially highland areas
  • Locations: Druid circles, spell shops, wizarding schools

Enhance Ability
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Commonly employed among mercenary groups and hunting parties as a means of tipping the scales against particularly dangerous targets
  • Locations: Druid circles, Pillarsworn chapels, thalmological universities

Enlarge/Reduce
  • Rules Adjustments: Targets cannot be Enlarged to a size category greater than Huge
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: If upcast with a level 4 spell slot or above and the target is an object (not a creature), the enlarging or reducing effect can be re-applied, increasing or decreasing the object’s size by one additional level. Note that items can never be reduced smaller than Tiny nor enlarged above Huge, even with a second, upcast casting
  • Locations: Spell shops, wizarding schools

Enthrall
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: As with most charm-style effects, the use of this spell is often considered rude or dangerous. Though not explicitly outlawed and frequently defended by thalmologists as being among the more mundane mind-altering effects, it has a poor reputation among the populace at large and most would assume if it were cast on them that they had been charmed or mind-controlled by a more potent spell, which might run the caster afoul of the law.
  • Locations: Thalmological universities

Find Steed
  • Rules Adjustments: The form is always fey typed and must be chosen upon acquisition of this spell. Casters may not modify the steed this spell calls upon without re-learning the spell
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Not teachable by formulae

Find Traps
  • Rules Adjustments: Find Traps works by giving the caster a brief flash of insight into the scheming, construction, and intention of a means or mechanism to cause unexpected harm or consequence to another creature. The spell does locate the trap as well as revealing the presence of a trap and the general nature of the intended effect.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: The spell is commonly found among the Veiled Guild members
  • Locations: Veiled Guild, druid circles, Pillarsworn chapels

Flame Blade
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: The legality of Flame Blade is particularly noteworthy among Songtheorists. Because the Song of Harmony recognizes the need for self-defense, which is why weapons aren’t banned, the fact that Flame Blade summons an entity that functions like a weapon is an indication that the Song does not make a specific distinction about magic’s inherent lethality. Theorists have argued that because Flame Blade burns with magical fire, its potency alone should set it apart from other weaponry, but though tested on multiple occasions in high-profile court cases, the concept that potential alone does not imply intent or “unambiguity” of threat has held firm.
  • Locations: Druid circles

Flaming Sphere
  • Rules Adjustments: The material components for the spell are consumed on casting.
  • Status: known, common, impressive
  • Legality: legal-gray
  • Considerations: This spell is legal on a technicality, though its use as an offensive or destructive tool is still considered unlawfully reckless. The appearance of the sphere is somewhat variable and at higher level castings, some wizards (in particular) are able to manipulate it to have colored flames (blues, violets, greens, etc) or for basic shapes to appear (such as face-like features).
  • Locations: Druid circles, wizarding schools, spellshops

Gentle Repose
  • Rules Adjustments: As long as the spell has been active for 1 minute, removing the copper pieces from the corpse’s eyes does not interrupt or end the spell.
  • Status: known, rare, mundane
  • Legality: illegal-gray
  • Considerations: Like all necromantic spells, this one is illegal under the Song of Harmony. However, because of its utility in preventing a corpse from being risen as an undead, it is generally considered to be unenforceable as a punishable violation if cast. As such, it is still available in some wizarding school university libraries for the curious, and the occasional semi- or unscrupulous spellshop owner will keep a copy squirreled away somewhere. A certain segment of the population believes that threat of the undead is no longer a concern, so this spell was somewhat more popular earlier in the century when the Collapse and the Shadow War were still fresher in people’s minds.
  • Locations: Certain wizarding schools, very rarely in certain black or gray market spellshops, a handful of shadow chapels

Gift of Gab
  • Rules Adjustments: There are no royalty components in Feodris
  • Status: unknown, never, mundane
  • Legality: illegal-implied
  • Considerations: Though this spell has never existed in Feodris, its principles are such that it could be developed by a clever wizard or thalomologist. However, it would almost certainly be considered illegal as its memory manipulation effect is similar enough to other mind-altering spells that are clearly outlawed by the Song of Harmony.
  • Locations: Enchantment specialist in Noudaag

Gust of Wind
  • Rules Adjustments: Unless otherwise specified by an effect’s description, large uncontrolled fires (those which fill a 10′ square or larger) cannot be extinguished by this spell, and in fact have a chance to spread to nearby squares in the direction of the gust
  • Status: known, uncommon, impressive
  • Legality: legal-gray
  • Considerations: A niche use spell that is sometimes used by fire brigades for small indoor fires and occasionally employed in gnomish communities working with windmill-style mechanisms. The spell is most commonly used in wizarding schools as part of pranks, often in conjunction with Prestidigitation to create super fart effects, knock classmates harmlessly into ponds, etc.
  • Locations: Everywhere

Healing Spirit
  • Rules Adjustments: Whenever cast, roll 1d6. On a 1, the caster must immediately make a concentration check against a DC 10 or the spell fizzles.
  • Status: unknown, uncommon, impressive
  • Legality: legal
  • Considerations: This spell is not currently known in Feodris
  • Locations: Wizarding schools specializing in conjuration magic

Heat Metal
  • Rules Adjustments: New rules text: “Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object at the start of their turn takes 2d8 fire damage.”
  • Status: known, uncommon, impressive
  • Legality: legal-gray
  • Considerations: The spell is very common in dwarven magic-using circles, and is considered more or less mandatory for those in the Shapers’ Guild operating a Stoneforge. It is occasionally questioned as to its legality due to its high-profile use in several grisly murder cases
  • Locations: Thalomological universities, druid circles, technically-inclined or dwarven wizarding schools

Hold Person
  • Rules Adjustments: None
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: Frequently employed by Pillarguard Sage Knights for detaining suspects, its use has been staunchly defended by Pillarguard legal representatives. However, rumors persist of its utility in “disappearing” people. The spell does not freeze targets as if in a time stop field, rather it wraps them in visible arcane energies. This energy often looks distinct from caster to caster, some say representing the caster’s attitude toward the target (i.e. it may appear spiky and in angry reds or blacks when used against someone the caster feels hostile toward).
  • Locations: Everywhere

Invisibility
  • Rules Adjustments: None
  • Status: known, restricted, impressive
  • Legality: legal-gray
  • Considerations: Often bemoaned by law enforcement as a menace, this spell remains legal in large part thanks to its defensive applications. Despite its technical legality, though, recent decades have seen a crackdown on making the spell available to the general public. Spellshops are not allowed to traffic in the spell’s formulae and crimes committed while using the spell are often given harsher sentences. Despite the crackdown, the spell remains wildly popular in underground circles and with criminals.
  • Locations: Black market spellshops, under lock and key at thalmological universities and wizarding schools

Jim’s Glowing Coin
  • Rules Adjustments: There are no royalty components in Feodris
  • Status: unknown, never, mundane
  • Legality: legal
  • Considerations: This spell has never existed in Feodris, though a talented enchantment wizard could discover it. Would probably just be called “Glowing Coin” in Feodris.
  • Locations: Enchantment specialist in Noudaag

Kinetic Jaunt
  • Rules Adjustments: None
  • Status: lost, rare, impressive
  • Legality: legal
  • Considerations: This spell was lost during the Collapse, probably owing to its relative scarcity even prior to that dark time. Mostly used by practitioners of a now-lost fighting style developed by thalmologically-trained monks from the southeastern coastal region who were said to have discovered a way apply the spell’s effect to themselves permanently, it has become one of the many magical mysteries left over from the Shadow War.
  • Locations: Unknown monastery in the Odari region

Knock
  • Rules Adjustments: This spell—at 2nd level—can only be used to open a mundane mechanical lock that requires a key. Combination locks, barred doors, stuck lids, or magically locked or sealed mechanisms are unaffected at this level. This spell can be upcast. At level 3, combination locks can also be opened. At level 4, any mundane target held shut, barred, or stuck becomes unlocked, unstuck, or unbarred. At level 5 or higher, magical locks including targets held with the arcane lock spell can be opened.
  • Status: known, uncommon, impressive
  • Legality: illegal-gray
  • Considerations: This spell is illegal under the Song of Harmony, though that designation is a relatively recent change. It is possible to gain a special permit to use this spell (e.g. locksmiths, law enforcement), however. The spell remains popular among criminals, for obvious reasons, though its noisy property makes it something of a liability for anything other than smash-and-grab jobs.
  • Locations: Certain licensed spellshops, most black market spellshops, under careful guard at thalmological universities and wizarding schools

Lesser Restoration
  • Rules Adjustments: None
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Levitate
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: None
  • Locations: Everywhere

Locate Animals or Plants
  • Rules Adjustments: None
  • Status: known, uncommon, mundane
  • Legality: legal
  • Considerations: None
  • Locations: Thalmological universities, druid circles

Locate Object
  • Rules Adjustments: The “familiar to you” clause means you have been within 30 feet of it for at least 30 seconds at some point in the past 5 years and it was not hidden or heavily obscured at the time. The object cannot be alive.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: A very popular spell, particularly among the forgetful or scatterbrained
  • Locations: Everywhere

Magic Mouth
  • Rules Adjustments: None
  • Status: known, rare, awesome
  • Legality: legal
  • Considerations: A known but nearly forgotten spell, tracking down the formulae for this may be challenging
  • Locations: Very specific spellshops, thalmological universities, and wizarding schools

Magic Weapon
  • Rules Adjustments: None
  • Status: lost, rare, impressive
  • Legality: legal
  • Considerations: This spell was lost during the Collapse and/or the Shadow War. The re-discovery of this spell is actively sought as the formulaic principles of the infusion of nonmagical material with magic essence, even temporarily, is thought to be key to recovering the techniques for creating and crafting new magical items.
  • Locations: Certain arcane researchers, thalmological researchers, or magical artisans

Maximillian’s Earthen Grasp
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: legal-gray
  • Considerations: In Feodris, this spell is more commonly referred to as “Earth Grasp” or “Earth Squeeze” and is mostly only used in dwarven communities.
  • Locations: Wizarding schools or spellshops in dwarven communities

Melf’s Acid Arrow
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell—known simply as “Acid Arrow” in Feodris—is outlawed by the Song of Harmony.
  • Locations: Black market spellshops

Mind Spike
  • Rules Adjustments: None
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell is outlawed, though it remains fairly popular in the underground due to its relatively easy casting and the ability to pinpoint someone’s location.
  • Locations: Black market spellshops

Mirror Image
  • Rules Adjustments: The illusory duplicates can be dismissed with a bonus action
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: Fairly common as a defensive technique for Pillarguard Sage Knights and adventurers going into the wild where they are liable to encounter various beasts and monsters
  • Locations: Spellshops and wizarding schools

Misty Step
  • Rules Adjustments: None, though keep in mind the Bonus Action Spells house rule.
  • Status: known, uncommon, impressive
  • Legality: legal
  • Considerations: The mists that appear seem to be specific to the caster. Coloration is often silvery but has been known to appear thicker and more smoke-like, brighter of color like reds and yellows, or sparkly as if filled with glittery dust. Players should describe what their mists look like.
  • Locations: High-end spellshops, mostly in major Keeps and Towers.

Moonbeam
  • Rules Adjustments: We’ll be adjudicating save-on-turn-start AoE effects in a RAW manner. The damage type for the spell is adjusted depending on which of Feodris’s three moons is dominant in the sky. See the Moonbeam Damage Type table, below.
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: This spell has been outlawed by the Tower Council and its usage is prohibited. This spell cannot be taught by formulae and is not for sale in spell shops.
  • Locations: Druid circles

Moonbeam Damage Type Table
  Ulaan Ulaan & Tsenkher Tsenkher Tsenkher & Nogoon Nogoon Nogoon & Ulaan Ounghui (All moons)
Damage Type (caster’s choice) Fire or Radiant Radiant Cold or Radiant Radiant Acid or Radiant Radiant Fire, Cold, Acid, or Radiant

Nathair’s Mischief
  • Rules Adjustments: None
  • Status: known, guarded, awesome
  • Legality: legal-gray
  • Considerations: In Feodris, this spell is known as “Nuala’s Mischief” after the elven goddess. This spell can be customized by each caster, creating their own Mischievous Surge table and modifying the spell component (from crust of an apple pie to something else of approximate value and rarity) to suit the effects. Because the effects cause mischief but not direct harm (e.g. can inflict conditions but cannot do damage), the effects could be used in a harmful manner. However, the spell, while known, is carefully guarded by a secretive sect of Whimsey scholars from the Thalmological tradition.
  • Locations: Unknown

Nystul’s Magic Aura
  • Rules Adjustments: The square of silk component is consumed upon casting, otherwise the spell lasts only 1 hour. When cast, roll 1d100 and add to it the number of days in a row the spell has been cast on the same object (to a maximum of +29). If the result of the roll is 100 or higher, the spell fails, either destroying the target object, dealing 2d10 force damage to the caster, or consuming the spell slot (DM’s discretion or roll 1d3).
  • Status: known, rare, mundane
  • Legality: legal
  • Considerations: In Feodris, this spell is known as “Mum’jou’gleep’s Magic Aura” after the gnomish goddess of deceit. It is frequently shortened to “Mum’s Aura”. This is a subtle spell, and considered to be extremely delicate and finicky for a spell of its difficulty.
  • Locations: Select few spellshops, mostly in Gnomish towns or operated by gnomish proprietors; upon careful vetting by a small number of wizarding school senior faculty members

Pass Without Trace
  • Rules Adjustments: Clarification: the bonus applies to characters who are within 30 feet of the caster at the time they make their Dexterity (Stealth) check, they do not have to have been within range at the time of casting
  • Status: lost, rare, mundane
  • Legality: legal
  • Considerations: This spell is whispered about among many crime syndicates, thieves’ and treasure-hunting guilds, mercenary bands, and magical learning institutes for centuries, though formulae or proven instances of the spell have never withstood the test of scrutiny
  • Locations: The Veiled Guild historian; Abjuration specialist in Freywich

Prayer of Healing
  • Rules Adjustments: Whenever cast, roll 1d6. On a 1-2, the caster feels a shivery, grotesque feeling and the target only gains half the hit points and maximum (round up) that it normally would.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is not teachable by formulae
  • Locations: Pillarsworn chapels

Protection from Poison
  • Rules Adjustments: For each level upcast, the spell can remove one additional instance of poison (known or randomly, as described).
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: This spell is generally not teachable by formulae
  • Locations: Pillarsworn chapels, druid circles

Pyrotechnics
  • Rules Adjustments: Can be upcast; each level upcast increases the range of Fireworks by ten feet, the radius of Smoke by ten feet, and the duration of Smoke by one minute.
  • Status: known, common, mundane
  • Legality: legal-gray
  • Considerations: The Fireworks option can create increasingly elaborate displays with each level upcast: at third level the fireworks can include a second stage (a burst of color followed by a ring of white, for example); at fourth level the fireworks can feature an additional flourish; at fifth level they can create a finale-style display; at sixth level a simple five-letter or less word can be displayed; at seventh level a simple picture can be created; at eighth level an impressive creature can be shown; at ninth level the creature can be animated. Casters can only ever create one effect per level so they should think about what their upcast effect is like prior to casting. The spell is fairly common and generally considered legal for use by entertainers though improper use would be considered a crime
  • Locations: Most large city spellshops, though often kept under lock and key and requiring a permit to purchase

Ray of Enfeeblement
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal
  • Considerations: All necromantic spells are outlawed by the Song of Harmony. Targets affected by this spell often have a physical alteration applied, based on the caster: some have been known to take on a gaunt, skeletal appearance, others have found their limbs surrounded by chitinous scales, etc. Casters should consider how their version of the spell affects the target
  • Locations: Black market dealers

Rime’s Blinding Ice
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: illegal
  • Considerations: The ice formations are unique to each caster; those casting the spell should consider what form the ice takes. In Feodris, this spell is referred to as “Xorag’s Blinding Ice” after the orcish god of wind and winter
  • Locations: Black market dealers

Rope Trick
  • Rules Adjustments: None
  • Status: unknown, never, awesome
  • Legality: unruled
  • Considerations: None
  • Locations: Transmutation experts, possibly found in Tsura-Tsura

Scorching Ray

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

See Invisibility

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Shadow Blade

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Shatter

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Silence

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Skywrite

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Snilloc’s Snowball Swarm

INCOMPLETE

  • Rules Adjustments: N/A
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: N/A
  • Locations: N/A

Spider Climb
  • Rules Adjustments: If bitumen is used as the material component, it is consumed on casting.
  • Status: known, common, mundane
  • Legality: legal
  • Considerations: Bitumen is most commonly found in the Blisterstep Flats region and is much more uncommon (and expensive) in other areas’ spell shops.
  • Locations: Everywhere, though less common in Dwarven spellshops as their anatomy makes the spell somewhat redundant.

Spike Growth
  • Rules Adjustments: An affected creature cannot take more than 8d4 damage from the spell in a single turn
  • Status: known, uncommon, mundane
  • Legality: legal-gray
  • Considerations: Though not technically outlawed, the spell has been known to be at the center of some legal disputes under the “careless regard for life” clauses of Songtheory law. It is frequently used despite the legal gray area for trapping or protection.
  • Locations: Druid circles, spellshops particularly in elven provinces.

Web
  • Rules Adjustments: Creatures restrained by the spell may make a Dexterity saving throw at the start of their turn and escape the web (lose the restrained condition) on success. A creature that starts its turn in the web area while it is burning takes the fire damage (as opposed to 2d4 per 5-foot square)
  • Status: known, common, impressive
  • Legality: legal
  • Considerations: A very common spell among Chapelguard and bounty hunters for its Song-friendly efficacy at subdual
  • Locations: Everywhere

Wither and Bloom
  • Rules Adjustments: None
  • Status: lost, rare, impressive
  • Legality: illegal-predjudicial
  • Considerations: As with all Necromantic magic, this spell is outlawed and has not been seen in years.
  • Locations: Unknown

Third Level

Conjure Animals
  • Rules Adjustments: Summoned creatures take their turn immediately after the caster. When selecting the creature or creatures, use the Beast Options table, below. You may select any option in the quantity described, however if you wish to select from a Category other than Mundane, you must make an ability check using your primary spellcasting ability, adding your proficiency bonus, to determine if you are able to conjure the desired creature. The DC for this check is listed next to the Category title. If you fail the ability check, you instead conjure a random Mundane animal, using the roll formula in the same column declared when casting the spell.
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: This spell is rarely seen as it cannot be taught by formulae. While technically legal, magically producing a wild animal in a populated area would likely be grounds for arrest under public endangerment ordinances
  • Locations: High-end spellshops, Thalmalogical universities, Pillarsworn chapels in Keeps with strong magical communities, advanced Wizarding schools
Beast Options
Category One Beast (CR 2) Two Beasts (CR 1) Four Beasts (CR 1/2) Eight Beasts (CR 1/4)
Mundane (No DC) [1d4] Rhinoceros (4), Cave Bear (3), Aurochs (2), Giant White Moray Eel (1) [1d6] Young Winter Wolf (6), Tiger (5), Snow Leopard (4), Lion (3), Brown Bear (2), Dire Wolf (1) [1d4] Warhorse (4), Crocodile (3), Black Bear (2), Reef Shark (1) [1d20] Poisonous Snake (1), Blood Hawk (2), Wild Dog (3), Weasel (4), Spider (5), Sheep (6), Scorpion (7), Rooster (8), Raven (9), Rat (10), Owl (11), Lizard (12), Jackal (13), Hawk (14_, Hare (15), Frog (16), Fox (17), Crow (18), Cat (19), Badger (20)
Exotic (DC 10) Polar Bear, Hunter Shark, Giant Elk, Giant Constrictor Snake, Giant Boar Giant Vulture, Giant Toad, Giant Swan, Giant Spider, Giant Raven, Giant Octopus, Giant Hyena, Giant Eagle Koi Prawn, Jaculi, Awakened Giant Wasp Giant Centipede, Giant Rat, Flying Snake, Piccolo, Flying Monkey
Alien (DC 15) Plainscow, Giant Crayfish Spider King, Ice Spider, Giant Rocktopus, Giant Flying Spider Space Eel, Fiendish Giant Spider Hellwasp Grub, Stirge, Space Mollymawk, Space Guppy, Chimeric Weasel, Chimeric Rat, Chimeric Hare, Chimeric Fox, Chimeric Cat, Chimeric Baboon
Mythic (DC 20) Saber-Toothed Tiger, Quetzalcoatlus, Ice Spider Queen, Enormous Tentacle, Allosaurus Deinonychus Ape Velociraptor, Space Hamster, Giant Fire Beetle, Almiraj

Dispel Magic
  • Rules Adjustments: None
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: None
  • Locations: High-end spellshops, Thalmalogical universities, Pillarsworn chapels in Keeps with strong magical communities, advanced Wizarding schools

Fear
  • Rules Adjustments: Creatures affected by the Fear spell may make the Wisdom saving throw at the end of its turns whether it can see the caster or not
  • Status: known, rare, impressive
  • Legality: illegal-gray
  • Considerations: Technically Fear is outlawed in the Tower Kingdom due to its reputation as heavily used during the Collapse by The Profane. Even as time has dulled the sting of the Fear spell, it remains illegal mostly for its use as a way to control others. Mind control and other mentally probing magics are generally disfavored by the Song
  • Locations: A few black market dealers may have a copy of the spell, and some Thalmological universities have copies stored under heavy security for teaching or research purposes, but most outlaws don’t bother with it as its effect is less reliable than other illegal spells

Spirit Guardians
  • Rules Adjustments: Instead of the speed halving effect, treat the area affected by the spell as difficult terrain
  • Status: known, uncommon, impressive
  • Legality: illegal
  • Considerations: The spell often manifests in forms that reflect the granting deity
  • Locations: Pillarsworn chapels, specific locations or churches for the devout

Fourth Level

Conjure Minor Elementals
  • Rules Adjustments: Summoned elementals take their turn immediately after the caster
  • Status: unknown, rare, impressive
  • Legality: unruled
  • Considerations: This spell is unknown and the notion of sentient elementals is alien to Feodrians
  • Locations: Unknown

Conjure Woodland Beings
  • Rules Adjustments: Summoned creatures take their turn immediately after the caster and they cannot cast spells
  • Status: unknown, rare, impressive
  • Legality: legal
  • Considerations: The creatures summoned here originate from The Whimsey, a plane about which most knowledge was lost during The Collapse. Someone with a clear understanding of The Whimsey would have to aid in the creation of this spell
  • Locations: Unknown

Polymorph
  • Rules Adjustments: If the target is unwilling, the creature gets to repeat the Wisdom saving throw at the start of each of its turns. If an unwilling creature takes damage while polymorphed, the spell ends. Polymorphed creatures’ hit points do not change when the spell is cast, but it does return to the number of hit points it had prior to being polymorphed with extra damage carrying over if it reverted due to losing all hit points. Creatures affected by polymorph do not get the saving throws of their new form
  • Status: known, rare, impressive
  • Legality: legal
  • Considerations: This spell is quite popular among magic academy and thalmology students as a prank spell, and though legal it has been challenged many times by Pillarhand courts due to its ability to inflict undue control over others
  • Locations: Everywhere

Fifth Level

 

Sixth Level

 

Seventh Level

 

Eighth Level

Control Weather
  • Rules Adjustments: Ignore the 1d4 X 10 minute for first effects. Upon completion of the casting, the first movement on the table takes 10 minutes, with an additional table move possible each subsequent 10 minute increment.
  • Status: unknown, rare, terrifying
  • Legality: unruled
  • Considerations: This spell is hinted at in certain ancient folktales, but no serious attempt to achieve it has been undertaken in recorded history
  • Locations: Unknown

Ninth Level

RC02, Active, v4.2.1

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes:

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>