Arcane Spells
Arcane spells are learned from books, scrolls, and teachers. The Thaumaturge keeps them in a spellbook; see Spells for who else may learn them and how casting works.
Cantrips
Bolt
Tier: Cantrip (Tier 0)
Tags: Arcane, Evocation
Roll: Attack: your Domain Aspect vs. Evasion
Range: 60 feet
Target: One creature
Duration: Instant
Action Cost: 1
You hurl raw elemental energy. Choose the damage type when you learn it: Fire, Cold, Lightning, or magical Bludgeoning. You can change it by spending one Quick Rest activity. On a hit, the target takes 1d8 damage (+1d8 per caster Tier above 1, max 4d8).
Unseen Hand
Tier: Cantrip (Tier 0)
Tags: Arcane, Utility
Roll: None
Range: 30 feet
Target: An object up to 10 lb
Duration: Scene
Action Cost: 1
A spectral hand lifts, carries, opens, or pours. It can’t attack or carry more than 10 lb, and it moves up to 30 feet each time you spend 1 Action Load on it.
Glowmote
Tier: Cantrip (Tier 0)
Tags: Arcane, Light
Roll: None
Range: Touch
Target: An object
Duration: 1 hour
Action Cost: 1
The object sheds bright light in a 20-foot radius. You can end it at any time (0 Action Load).
Minor Trick
Tier: Cantrip (Tier 0)
Tags: Arcane, Illusion, Utility
Roll: None
Range: 10 feet
Target: An object, surface, or space
Duration: 1 hour
Action Cost: 1
A small harmless wonder: clean or soil an object, warm or chill food, make a sound, smell, or puff of color, or leave a small mark. Up to three can last at once.
Whisper Thread
Tier: Cantrip (Tier 0)
Tags: Arcane, Communication
Roll: None
Range: 120 feet
Target: One creature you can see
Duration: Instant
Action Cost: 1
Whisper a short message; only the target hears it and may whisper back.
Parting Spark
Tier: Cantrip (Tier 0)
Tags: Arcane, Evocation, Reaction
Roll: Attack: your Domain Aspect vs. Evasion
Range: 10 feet
Target: One creature
Duration: Instant
Action Cost: 1 (Reaction)
⚡ Reaction: when a creature within 10 feet of you moves away from you. Hurl a spark of the same element as your Bolt (or Fire if you don’t know Bolt). On a hit, 1d6 damage of that type (+1d6 per caster Tier above 1, max 4d6).
Tier 1
Magic Missile
Tier: Tier 1
Tags: Arcane, Evocation
Roll: None (auto-hit)
Range: 60 feet
Target: Any creatures in range
Duration: Instant
Action Cost: 2
Fire 1 glowing dart that always hits. Each dart makes its target lose 1 HP, ignoring Evasion, armor, and Damage Thresholds. Divide darts freely among targets.
Enhancements:
- +1 dart each at caster Tier 2, Tier 3, and Tier 4
- +1 dart (once per casting) if you mark 1 Stress
- +1 dart (once per casting) if you add 1 Action Load
Dart math: Tier 1 is 1 dart for 2 AL, up to 3 darts (3 HP) for 3 AL + 1 Stress. Tier 4 is 4 darts for 2 AL, up to 6 darts (6 HP) for 3 AL + 1 Stress. Because it skips Evasion and thresholds, every dart is a guaranteed point of HP.
Pillow Catch
Tier: Tier 1
Tags: Arcane, Abjuration
Roll: None
Range: 60 feet (or self)
Target: A point, 10-foot radius
Duration: Until the end of your next turn
Action Cost: 1
A shimmering cushion of air fills a 10-foot radius. Any creature that falls into it lands gently and takes no falling damage. You can cast it while you are falling, as long as you cast it before you hit the ground (it is a 1-cost action you may take off-turn, like a Reaction).
Enhancements:
- 20-foot radius at caster Tier 3
D&D players: this is like Feather Fall.
Arcane Shell
Tier: Tier 1
Tags: Arcane, Abjuration, Reaction
Roll: None
Range: Self
Target: You
Duration: Until the start of your next turn
Action Cost: 1 (Reaction)
⚡ Reaction: when you are hit by an attack. You gain +3 Evasion against that attack (possibly turning it into a miss) and until the start of your next turn.
Enhancements:
- +4 Evasion (instead of +3) at caster Tier 3; +5 at Tier 4
D&D players: this is like Shield.
Drowse
Tier: Tier 1
Tags: Arcane, Enchantment
Roll: Willpower Resistance
Range: 60 feet
Target: Up to 3 creatures within 10 feet of a point
Duration: 1 minute
Action Cost: 2
Each target rolls Willpower Resistance against your casting roll. On a failure it falls asleep (Unconscious) until it takes damage or someone spends 1 Action Load to shake it awake. Creatures in a fight are harder to lull: they roll with Advantage.
Enhancements:
- +1 creature (same cluster) at caster Tier 2, Tier 3, and Tier 4
- +10 feet to the cluster radius for +1 Action Load
D&D players: this is like Sleep.
Sense Arcana
Tier: Tier 1
Tags: Arcane, Divination, Ritual
Roll: None
Range: Self, 30 feet
Target: Area
Duration: Scene
Action Cost: 1
You sense magic within 30 feet and its general type (Fire, Illusion, Charm…). Cast as a ritual (10 minutes), it costs no Action Load.
D&D players: this is like Detect Magic.
Borrowed Face
Tier: Tier 1
Tags: Arcane, Illusion
Roll: Insight Resistance (to see through)
Range: Self
Target: You
Duration: 1 hour
Action Cost: 1
Change your appearance, clothes, and voice. A creature that studies you closely rolls Insight Resistance against your casting roll to notice the illusion.
D&D players: this is like Disguise Self.
Tier 2
Fireball
Tier: Tier 2
Tags: Arcane, Evocation, Fire
Roll: Reflex Resistance
Range: 150 feet
Target: 20-foot radius around a point
Duration: Instant
Action Cost: 3
A bead of flame bursts into a roaring sphere. Each creature in the area rolls Reflex Resistance against your casting roll. On a failure it takes 3d8 Fire damage; on a success, half. Unattended flammable objects catch fire.
Enhancements:
- Upcast: +1d8 for each caster Tier above 2
- +1d8 for each extra 1 Action Load you add (max +2)
Unseen
Tier: Tier 2
Tags: Arcane, Illusion
Roll: None
Range: Touch
Target: One willing creature
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 2
The target becomes invisible and Hidden while it sustains the spell. Attacking or casting a spell at another creature ends it.
Enhancements:
- +1 willing creature you touch at caster Tier 3
D&D players: this is like Invisibility.
Sticky Strands
Tier: Tier 2
Tags: Arcane, Conjuration
Roll: Agility Resistance
Range: 60 feet
Target: 20-foot cube
Duration: 1 minute
Action Cost: 2
Thick sticky webbing fills the area; it is difficult terrain. A creature that starts its turn there or enters it rolls Agility Resistance or is Restrained (breaking free: 1 Action Load and the same roll). Fire burns it away in one round.
Enhancements:
- +10-foot cube for each extra 1 Action Load (max +20)
D&D players: this is like Web.
Blink Step
Tier: Tier 2
Tags: Arcane, Movement
Roll: None
Range: Self
Target: You
Duration: Instant
Action Cost: 1
You vanish and reappear at a spot you can see within 30 feet. This doesn’t provoke reaction attacks.
Enhancements:
- 60 feet at caster Tier 4
D&D players: this is like Misty Step.
Tier 3
Storm Lance
Tier: Tier 3
Tags: Arcane, Evocation, Lightning
Roll: Reflex Resistance
Range: 100-foot line, 5 feet wide
Target: Each creature in the line
Duration: Instant
Action Cost: 3
Each creature in the line rolls Reflex Resistance; on a failure it takes 5d8 Lightning damage, half on a success.
Enhancements:
- Upcast: +1d8 at caster Tier 4
D&D players: this is like Lightning Bolt.
Wings of Wind
Tier: Tier 3
Tags: Arcane, Movement
Roll: None
Range: Touch
Target: One willing creature
Duration: 10 minutes
Action Cost: 2
The target gains a flying speed of 60 feet. If the spell ends while it is aloft, it falls (a Pillow Catch helps).
Enhancements:
- +1 willing creature you touch at caster Tier 4
D&D players: this is like Fly.
Firewall
Tier: Tier 3
Tags: Arcane, Evocation, Fire
Roll: Reflex Resistance
Range: 120 feet
Target: A wall up to 60 feet long, 20 feet high
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 3
A wall of flame. A creature that enters it or starts its turn within 5 feet of its burning side rolls Reflex Resistance; it takes 4d8 Fire damage on a failure, half on a success.
Enhancements:
- Upcast: +1d8 Fire at caster Tier 4
- +30 feet of wall length for +1 Action Load
D&D players: this is like Wall of Fire.
Tier 4
Far Step
Tier: Tier 4
Tags: Arcane, Movement, Ritual
Roll: None
Range: Self + up to 6 willing creatures you touch
Target: Group
Duration: Instant
Action Cost: — (10-minute ritual, 2 Stress)
Transport the group to a place you know well, anywhere in the same world. Somewhere you have only seen or heard described: roll your Domain Aspect against DC 16 or arrive off-target (GM’s choice of how far).
D&D players: this is like Teleport.
Unmaking Ray
Tier: Tier 4
Tags: Arcane, Evocation
Roll: Fortitude Resistance
Range: 60 feet
Target: One creature or object
Duration: Instant
Action Cost: 4
A pale green ray. The target rolls Fortitude Resistance; on a failure it takes 8d8 magical Bludgeoning damage, or a nonmagical object or structure up to a 10-foot cube is reduced to dust. On a success, half damage and the object is cracked.
Enhancements:
- +1d8 for each extra 1 Action Load (max +2)
D&D players: this is like Disintegrate.