Spell List
Magic in The Skeld comes in several forms: traditional arcane spells, divine magic from the gods, and dangerous mercurial magic from the buried empire. Each type has its own risks and requirements.
Spell Schools
Arcane Magic
Traditional wizard magic learned through study and practice. Relatively safe but requires extensive training and spell components.
Divine Magic
Power granted by the gods or drawn from natural forces. Clerics and druids access this magic through faith and devotion.
Mercurial Magic
Chaotic magic from the buried empire. Powerful but unpredictable, with a risk of corruption. See Magic Systems for corruption rules.
Cantrips (Level 0)
Arcane Cantrips
- Mage Hand: Telekinetic manipulation of small objects
- Prestidigitation: Minor magical effects and illusions
- Light: Create magical illumination
- Minor Illusion: Create sound or simple visual illusion
- Mending: Repair small breaks in objects
Divine Cantrips
- Guidance: Grant bonus to ability check
- Resistance: Grant bonus to saving throw
- Sacred Flame: Radiant damage that ignores cover
- Spare the Dying: Stabilize dying creature
- Thaumaturgy: Minor divine manifestations
1st Level Spells
Combat Spells
- Magic Missile: Unerring force projectiles
- Burning Hands: Cone of fire damage
- Cure Wounds: Heal living creatures
- Shield: +5 AC reaction spell
- Guiding Bolt: Radiant damage with advantage for next attack
Utility Spells
- Detect Magic: Sense magical auras
- Identify: Learn properties of magic items
- Comprehend Languages: Understand any spoken language
- Feather Fall: Slow falling speed
- Purify Food and Drink: Remove poison and disease
Desert Survival Spells
- Create Water: Conjure fresh water (vital in desert)
- Endure Elements: Resist environmental damage
- Find Water: Locate nearest water source
- Sand Shield: Deflect attacks with swirling sand
- Mirage: Create false images in desert heat
2nd Level Spells
Combat Spells
- Scorching Ray: Multiple fire attacks
- Spiritual Weapon: Floating weapon attacks independently
- Hold Person: Paralyze humanoid target
- Web: Restrain creatures in sticky strands
- Dust Devil: Whirling sand damages and blinds
Utility Spells
- Invisibility: Turn creature invisible
- Locate Object: Find specific item
- Augury: Divine guidance about future actions
- Lesser Restoration: Remove disease or condition
- Sandstorm: Create obscuring sand cloud
Mercurial Spells
These dangerous spells from the buried empire require corruption checks. See Magic Corruption for details.
1st Level Mercurial
- Chaos Bolt: Random damage type with chain potential
- Entropic Shield: Deflect ranged attacks randomly
- Warp Wood: Bend and twist wooden objects
- Color Spray: Blind creatures with chaotic colors
2nd Level Mercurial
- Shatter: Sonic damage destroys objects
- Blur: Attacks against you have disadvantage
- Alter Self: Change your physical form
- Detect Thoughts: Read surface thoughts
Spell Components
Material Components
Many spells require specific materials that can be scarce in the desert:
- Common: Sand, bone, dried plants (readily available)
- Uncommon: Metal shavings, gems, rare herbs (trade goods)
- Rare: Godsfall metal, ancient artifacts (quest rewards)
Focus Items
Spellcasters can use focus items instead of material components:
- Arcane Focus: Crystal, wand, or staff
- Divine Focus: Holy symbol or natural item
- Mercurial Focus: Empire artifact (dangerous to use)
Spell Failure in Desert
Extreme heat, sandstorms, and dehydration can interfere with spellcasting. GMs may impose disadvantage on spell attack rolls or increase spell failure chances during harsh conditions.
Learning New Spells
Spells can be learned from trainers, found in ancient ruins, or discovered through research. Mercurial spells are particularly dangerous to learn and may require special precautions or rituals.