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

Divine Cantrips

1st Level Spells

Combat Spells

Utility Spells

Desert Survival Spells

2nd Level Spells

Combat Spells

Utility Spells

Mercurial Spells

These dangerous spells from the buried empire require corruption checks. See Magic Corruption for details.

1st Level Mercurial

2nd Level Mercurial

Spell Components

Material Components

Many spells require specific materials that can be scarce in the desert:

Focus Items

Spellcasters can use focus items instead of material components:

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.