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Learning spells

You learn a spell from its grimoire, and deepen it by reading the grimoire again. Your class’s own spells come at their levels instead (see What your class gives).

Learning a spell

You learn a spell from its grimoire, a book written for teaching it. Every spell with a scroll has a grimoire too: the grimoire of fireball teaches Fireball, the grimoire of identify Identify, the grimoire of lightning Lightning bolt. A scroll teaches nothing: reading one casts its spell once.

Grimoires are rare. Wherever a scroll of a spell turns up by chance (in loot, a chest, a shop, a creature’s pack, or your starting kit), it is its grimoire instead one time in ten. A scroll placed by hand stays a scroll. A grimoire weighs 800 g and is worth five times its scroll.

A grimoire is written in plain words, so you know which spell it teaches as soon as you see it.

Reading a grimoire (r, then the grimoire) is how you learn from it. The read list shows your chance beside each grimoire you could learn from, and asks before you begin. You keep the grimoire whatever comes of it: read it again after a failure, or keep it to deepen the spell (see Spell ranks), or sell it. Reading the grimoire of a spell you know at rank 10 only tells you so, and takes no time.

To learn at all you need some mana, and training in Decipher script. Without the training, reading a grimoire is refused and takes no time (“You have no training in Decipher script; you cannot make sense of how to learn a spell from a grimoire.”).

Reading a grimoire takes time, by the spell’s level: 10 minutes plus 2 more per level, at a normal pace. For Fireball, level 11, that is 32 minutes:

Spell levelTurnsTakesWith Quick study
010010 minutes5 minutes
316016 minutes8 minutes
622022 minutes11 minutes
1132032 minutes16 minutes
1642042 minutes21 minutes
2254054 minutes27 minutes
296801 hour and 8 minutes34 minutes
378401 hour and 24 minutes42 minutes
4610201 hour and 42 minutes51 minutes
5612202 hours and 2 minutes1 hour and 1 minute

The world goes on around you while you read. A creature coming into view, a blow, or anything else that would stop a rest stops the reading. The time is lost. Once you begin, you cannot stop of your own accord.

A spell whose level is at most your learning is learned for certain. Above that, every level too high (the overreach) makes it harder:

  • You roll 2d12 plus your bonus, and must reach the difficulty.
  • The difficulty is 12, plus 1 per level of overreach (Overreach counts a third fewer levels, rounded down), plus a point for every 20 levels of the spells you already know, added together.
  • Your bonus is your Intelligence modifier, a tenth of your Decipher script (at most +20), your class’s affinity with the spell’s school, and Quick study’s +2.
  • A natural 24 always succeeds, and a natural 2 always fails.

A few spells are harder to learn than their level says. Their own difficulty is added to the check, and such a spell is never learned for certain, however high your learning (its overreach then counts as 0). The spell list says which, and by how much.

The game tells you the chance in words: certain, easy, a struggle, or far beyond you.

OverreachDifficultyBonus -2Bonus +0Bonus +2Bonus +4Bonus +6Bonus +8Bonus +10
0 or lessnonecertaincertaincertaincertaincertaincertaincertain
31525 % (a struggle)38 % (a struggle)54 % (a struggle)69 % (easy)81 % (easy)90 % (easy)96 % (easy)
61810 % (far beyond you)19 % (far beyond you)31 % (a struggle)46 % (a struggle)62 % (a struggle)75 % (easy)85 % (easy)
11231 % (far beyond you)2 % (far beyond you)7 % (far beyond you)15 % (far beyond you)25 % (a struggle)38 % (a struggle)54 % (a struggle)
16281 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)4 % (far beyond you)10 % (far beyond you)19 % (far beyond you)
22341 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)
29411 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)
37491 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)
46581 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)
56681 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)1 % (far beyond you)

Every 20 levels of the spells you know, added up, make it a point harder. A failure’s mishap is slight below 6 levels of overreach, bad from 6, and terrible from 15.

ClassAffinity
Bardenchantment +2, divination +1
Druidevocation +1, restoration +2, transmutation +2, enchantment +1
Paladinnecromancy -3, abjuration +1, restoration +2
Priestnecromancy -2, abjuration +2, restoration +3, divination +1
Witchnecromancy +3, restoration -1, transmutation +1, enchantment +2
Wizardevocation +2, necromancy +1, abjuration +1, restoration -2, transmutation +1, enchantment +1, divination +1

Every other class, and every school not named, is 0.

If you fail, a mishap befalls you. The farther the spell was beyond you, the worse it is: slight below 6 levels of overreach, bad from 6, and terrible from 15. A few lucky mishaps can come with any of them. A failure costs only the time and the mishap: you keep the grimoire, and may read it again.

BandMishapChanceWhat it does
slightThe words fade from the page before you can grasp them.35.7%nothing more
slightYour head swims with half-understood words.26.8%Sluggish ×2
slightThe backwash of the broken spell leaves you weak.13.4%Weakened ×1
slightThe half-woven spell drinks at your mana.13.4%25 % of your mana is lost
badThe spell tears loose from the page!29.4%the scroll’s own spell goes off on you (its burst around you, its bolt through you), never past the cap of the spell it teaches
badThe spell drains your mana as it unravels.19.6%75 % of your mana is lost
badThe broken words leave a curse on you.14.7%Hexed ×2
badThe spell twists space around you!14.7%you are moved to a random free place on the level
badThe words leave a gap in your memory.9.8%a stat training mark is lost
terribleThe spell erupts from the scroll in your hands!32.6%the scroll’s own spell goes off on you (its burst around you, its bolt through you), never past the cap of the spell it teaches
terribleThe spell burns through your mind and body!21.7%a random stat loses 2 for good unless you make a Willpower check against 18
terribleA black curse settles on you.16.3%Hexed ×3
terribleThe words tear open a rift, and something crawls through!16.3%a hostile dretch comes next to you
luckyThe failure teaches you something all the same.3.6% / 3.9% / 4.3%a training mark of Intelligence
luckyYet somehow the words stay with you.3.6% / 3.9% / 4.3%you learn the spell anyway
luckyA warm light spills from the dust: you feel blessed.3.6% / 3.9% / 4.3%Blessed ×3

A lucky mishap’s chance is given in a slight, a bad, and a terrible failure’s draw.

All reading trains Decipher script. Reading a grimoire to its end trains it and your Intelligence, whatever comes of it. Reading a scroll trains it one time in two, and making out a scroll always does.

Casting trains Spellcraft: spending mana on a spell trains it one time in four. Spellcraft does nothing else for now.

Your learning

Your learning is how far your study of magic reaches. A grimoire of a spell at or below your learning teaches you for certain. Above it, reading it is a check (see Learning a spell).

Learning never changes what a spell does or costs. Your stats make a spell grow (see How a spell grows), and your mana is what holds you back.

Learning comes from the Decipher script skill and nothing else. Take the skill’s value, add what magic items (of the Scholar) and talents add to it, and read it on this curve; it is at least 1. The first fifty points buy the cantrips and the first spells. The soft cap of 100 reaches level 30, and 150 reaches the last spell level:

Decipher scriptLearning
01
171
222
273
355
508
6010
7517
9025
10030
11038
12550
14062
15070
20070

A character not trained in Decipher script cannot learn a spell from a grimoire at all, not even a cantrip. Reading one is refused and takes no time. “Trained” means the skill is among your skills; an item’s or a talent’s bonus to a skill you do not have does not train you.

Without the skill you can still read a scroll to cast it, which needs a check (with learning, you read a scroll at or below it with no check). Your class’s own spells still come at their levels.

Every class that casts starts trained in Decipher script, with the dice given in the class table:

Other classes do not start with it. Some background stories add to it, and level-up rolls raise it like any other skill. So does reading: see Learning a spell.

Spell ranks

Every spell you know has a rank, from 1 to 10. You know a spell at rank 1 when you learn it, or when your class gives it to you. The Magic page shows each spell’s rank, and so does the grimoire’s description.

Reading a spell’s grimoire again raises its rank. Nothing else does: casting a spell a thousand times leaves it where it was. Reading for rank 2 takes twice the learning time, rank 3 three times, and so on to rank 10, and the check is always made, however high your learning: the same 2d12 check as learning the spell, 2 harder for every rank you already hold (the overreach counts as 0 when the spell is within your learning). The read list shows the rank a grimoire would bring you to and your chance (“rank 3 of 10: a struggle”), and asks before you begin.

Rank soughtTimeAdded to the difficulty
22 × the learning time+2
33 × the learning time+4
44 × the learning time+6
55 × the learning time+8
66 × the learning time+10
77 × the learning time+12
88 × the learning time+14
99 × the learning time+16
1010 × the learning time+18

If you fail, you lose only the time. There is no mishap, and you may read the book again at once, as often as you like. If you succeed, the spell is yours at the next rank: “The words settle deeper: you know Frost at rank 3 of 10.” A rank brings no experience. A miscast can cost you ranks, never below rank 1; you win them back the same way.

What a rank gives is the spell’s own. Each spell has a table of what each rank from 2 adds, and the additions stack: at rank 5 you have everything ranks 2 to 5 added. A rank may add to the roll (a bonus, a die more, bigger dice, dice rolled again), to the reach, to how long a blessing or hex lasts, take a share off the mana or the casting time, or, for a spell that must hit, sharpen the aim or widen the critical range. A spell with no table casts the same at every rank. Only your own casts gain: a scroll you read or a wand you use casts at rank 1, and so do creatures.

SpellLevelRankAddsAt rank 10, in all
Evil eye02a cell farther3 cells farther; 2 degrees longer; 25 % less mana; 40 % less casting time
3a degree longer
410 % less mana
5a cell farther
620 % less casting time
7a degree longer
8a cell farther
915 % less mana
1020 % less casting time
Light02a degree longer2 degrees longer; 75 % less mana; 80 % less casting time
320 % less casting time
425 % less mana
5a degree longer
620 % less casting time
725 % less mana
820 % less casting time
925 % less mana
1020 % less casting time
Burning hands12+1 on the rolldice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; 2 cells farther; 15 % less mana; 25 % less casting time
3dice showing 1 or less rolled again
4a cell farther
5every die 2 sides bigger
615 % less mana
7+1 on the roll
8a die more
925 % less casting time
10a cell farther
Grave breath12+1 on the rolldice showing 2 or less rolled again; a die more; +4 on the roll; 2 cells farther; 10 % less mana
3a cell farther
4dice showing 1 or less rolled again
510 % less mana
6+1 on the roll
7a die more
8a cell farther
9dice showing 1 or less rolled again
10+2 on the roll
Mend12dice showing 1 or less rolled againdice showing 1 or less rolled again; every die 2 sides bigger; a die more; +3 on the roll; 10 % less mana; 35 % less casting time
3+1 on the roll
410 % less mana
5every die 1 sides bigger
620 % less casting time
7+1 on the roll
8a die more
9every die 1 sides bigger
10+1 on the roll; 15 % less casting time
Ray of frost12+1 to hitdice showing 1 or less rolled again; every die 2 sides bigger; a die more; 2 cells farther; 25 % less mana; +2 to hit; criticals from a natural 20
3a cell farther
4dice showing 1 or less rolled again
5criticals from a natural 21
6+1 to hit
7every die 2 sides bigger
825 % less mana
9a cell farther; criticals from a natural 21
10a die more
Spark12+1 on the rolldice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; 2 cells farther; 25 % less mana; 20 % less casting time
3a cell farther
4every die 2 sides bigger
525 % less mana
6dice showing 1 or less rolled again
7a cell farther
8a die more
920 % less casting time
10+1 on the roll
Flare22a cell farther3 cells farther; 2 cells wider; 30 % less mana; 50 % less casting time
315 % less mana
425 % less casting time
5a cell wider
6a cell farther
715 % less mana
825 % less casting time
9a cell farther
10a cell wider
Acid splash32+1 on the rolldice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; a cell wider; 15 % less mana
3dice showing 1 or less rolled again
4a cell farther
5a die more
615 % less mana
7+1 on the roll
8a die more
9a cell farther
10a cell wider
Barkskin32a degree longer3 degrees longer; 50 % less mana; 50 % less casting time
315 % less casting time
410 % less mana
5a degree longer
615 % less casting time
7a degree longer
810 % less casting time
910 % less casting time
1040 % less mana
Blessing3210 % less casting time2 degrees longer; 30 % less mana; 40 % less casting time
3a degree longer
410 % less mana
510 % less casting time
610 % less mana
7a degree longer
810 % less casting time
910 % less mana
1010 % less casting time
Cure wounds32+1 on the rolldice showing 1 or less rolled again; every die 2 sides bigger; a die more; +3 on the roll; 15 % less mana; 35 % less casting time
3dice showing 1 or less rolled again
415 % less casting time
5every die 1 sides bigger
6+1 on the roll
7a die more
815 % less mana
920 % less casting time
10every die 1 sides bigger; +1 on the roll
Curse of sloth32a cell farther2 cells farther; 3 degrees longer; 50 % less mana; 30 % less casting time
3a degree longer
410 % less mana
515 % less casting time
6a degree longer
7a cell farther
815 % less casting time
9a degree longer
1040 % less mana
Hex of weakness32a cell farther4 cells farther; 2 degrees longer; 25 % less mana; 50 % less casting time
3a degree longer
410 % less mana
520 % less casting time
6a cell farther
7a degree longer
815 % less mana
930 % less casting time
102 cells farther
Magic missile32+1 on the roll2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 50 % less casting time
3a cell farther
4a die more
510 % less mana
6+1 on the roll
7a cell farther
8a die more
910 % less mana
1050 % less casting time
Cause wounds42+1 to hitdice showing 2 or less rolled again; a die more; +3 on the roll; 15 % less mana; +4 to hit; criticals from a natural 20
3+1 on the roll
4dice showing 1 or less rolled again
5criticals from a natural 21
6+2 to hit
7+2 on the roll
8a die more
915 % less mana; +1 to hit
10dice showing 1 or less rolled again; criticals from a natural 21
Fume42a cell farther3 cells farther; a cell wider; 50 % less mana; 40 % less casting time
315 % less casting time
410 % less mana
5a cell farther
615 % less casting time
7a cell wider
810 % less casting time
9a cell farther
1040 % less mana
Nightsight4215 % less casting time3 degrees longer; 50 % less mana; 60 % less casting time
3a degree longer
410 % less mana
515 % less casting time
6a degree longer
720 % less casting time
8a degree longer
910 % less casting time
1040 % less mana
Acid arrow52+1 to hitdice showing 1 or less rolled again; 2 dice more; a cell farther; 20 % less mana; +3 to hit; criticals from a natural 20
3dice showing 1 or less rolled again
4a cell farther
5criticals from a natural 21
6a die more
7+1 to hit
820 % less mana
9criticals from a natural 21
10a die more; +1 to hit
Call of the wild52a degree longer10 degrees longer; 30 % less mana; 50 % less casting time
310 % less mana
42 degrees longer
525 % less casting time
62 degrees longer
710 % less mana
82 degrees longer
925 % less casting time
103 degrees longer; 10 % less mana
Mesmerise52a cell farther3 cells farther; 2 degrees longer; 20 % less mana; 40 % less casting time
3a degree longer
410 % less mana
5a cell farther
6a degree longer
720 % less casting time
8a cell farther
910 % less mana
1020 % less casting time
Sense the quick52a degree longer2 degrees longer; 40 % less mana; 50 % less casting time
310 % less mana
420 % less casting time
5a degree longer
610 % less mana
715 % less casting time
810 % less mana
915 % less casting time
1010 % less mana
Water walking52a degree longer3 degrees longer; 30 % less mana; 50 % less casting time
310 % less mana
415 % less casting time
5a degree longer
610 % less mana
715 % less casting time
8a degree longer
910 % less mana
1020 % less casting time
Arcane bolt62a cell fartherdice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; 2 cells farther; 10 % less mana; 25 % less casting time
3+1 on the roll
4dice showing 1 or less rolled again
5a die more
610 % less mana
7+1 on the roll; a cell farther
8a die more
925 % less casting time
10every die 2 sides bigger
Blink6210 % less casting time40 % less mana; 60 % less casting time
310 % less mana
410 % less casting time
510 % less mana
610 % less casting time
710 % less mana
810 % less casting time
910 % less mana
1020 % less casting time
Frost62+1 on the rolldice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; 2 cells farther; 25 % less mana
3a cell farther
4dice showing 1 or less rolled again
5a die more
615 % less mana
7+1 on the roll
8a die more
9a cell farther; 10 % less mana
10every die 2 sides bigger
Grave feast62+1 on the rolldice showing 2 or less rolled again; a die more; +4 on the roll; 15 % less mana; 40 % less casting time
3dice showing 1 or less rolled again
420 % less casting time
5+1 on the roll
6a die more
715 % less mana
8dice showing 1 or less rolled again
920 % less casting time
10+2 on the roll
Identify625 % less mana40 % less mana; 50 % less casting time
310 % less casting time
45 % less mana
510 % less casting time
610 % less mana
710 % less casting time
810 % less mana
920 % less casting time
1010 % less mana
Sleep6210 % less mana3 cells farther; a cell wider; a degree longer; 30 % less mana; 25 % less casting time
3a cell farther
4a degree longer
5a cell wider
610 % less mana
7a cell farther
825 % less casting time
9a cell farther
1010 % less mana
Slick62a cell farther3 cells farther; a cell wider; 40 % less mana; 30 % less casting time
315 % less casting time
4a cell wider
510 % less mana
6a cell farther
715 % less casting time
810 % less mana
9a cell farther
1020 % less mana
Blight72+1 on the rolldice showing 1 or less rolled again; a die more; +3 on the roll; a cell farther; a cell wider; 2 degrees longer; 15 % less mana
3a degree longer
4dice showing 1 or less rolled again
5a cell farther
6+2 on the roll
7a degree longer
815 % less mana
9a die more
10a cell wider
Brand72a degree longer3 degrees longer; 35 % less mana; 50 % less casting time
315 % less casting time
410 % less mana
5a degree longer
615 % less casting time
710 % less mana
8a degree longer
920 % less casting time
1015 % less mana
Scorching ray72+1 to hitdice showing 1 or less rolled again; every die 1 sides bigger; a die more; +2 on the roll; a cell farther; 15 % less mana; +3 to hit; criticals from a natural 20
3+2 on the roll
4a cell farther
5criticals from a natural 21
6dice showing 1 or less rolled again
7+2 to hit
8a die more
915 % less mana
10every die 1 sides bigger; criticals from a natural 21
See invisible7210 % less casting time40 % less mana; 50 % less casting time
35 % less mana
410 % less casting time
510 % less mana
610 % less casting time
710 % less mana
820 % less casting time
95 % less mana
1010 % less mana
Thunderclap72+1 on the rolldice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +1 on the roll; a cell wider; 30 % less mana; 25 % less casting time
3a die more
415 % less mana
5a cell wider
6every die 2 sides bigger
7dice showing 1 or less rolled again
8a die more
925 % less casting time
1015 % less mana
Web72a cell farther2 cells farther; a cell wider; 2 degrees longer; 20 % less mana; 30 % less casting time
310 % less mana
4a degree longer
515 % less casting time
6a cell farther
7a degree longer
810 % less mana
915 % less casting time
10a cell wider
Bramble82a cell farther2 cells farther; a cell wider; 2 degrees longer; 20 % less mana; 30 % less casting time
3a degree longer
410 % less mana
5a cell wider
6a cell farther
715 % less casting time
8a degree longer
910 % less mana
1015 % less casting time
Flay82a degree longerdice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; a cell farther; a degree longer; 15 % less mana; 25 % less casting time
3+1 on the roll
4a cell farther
5dice showing 1 or less rolled again
6+1 on the roll
715 % less mana
8every die 2 sides bigger
925 % less casting time
10a die more
Glamour8210 % less mana2 degrees longer; 30 % less mana; 60 % less casting time
3a degree longer
420 % less casting time
510 % less mana
6a degree longer
715 % less casting time
810 % less mana
915 % less casting time
1010 % less casting time
Pitch fire82a cell fartherdice showing 1 or less rolled again; every die 2 sides bigger; a die more; +1 on the roll; 2 cells farther; a cell wider; 20 % less mana
3+1 on the roll
4a die more
510 % less mana
6dice showing 1 or less rolled again
7a cell farther
8a cell wider
910 % less mana
10every die 2 sides bigger
Shatter82+1 on the rolldice showing 1 or less rolled again; every die 1 sides bigger; 2 dice more; +1 on the roll; 2 cells farther; a cell wider; 20 % less mana
3a cell farther
4dice showing 1 or less rolled again
510 % less mana
6a die more
7a cell wider
8a cell farther
9every die 1 sides bigger; 10 % less mana
10a die more
Unbinding8215 % less casting time50 % less mana; 60 % less casting time
310 % less mana
415 % less casting time
510 % less mana
615 % less casting time
710 % less mana
815 % less casting time
910 % less mana
1010 % less mana
Bind92a cell farther3 cells farther; a degree longer; 35 % less mana; 40 % less casting time
310 % less mana
4a degree longer
5a cell farther
620 % less casting time
710 % less mana
8a cell farther
920 % less casting time
1015 % less mana
Charnel burst92+1 on the rolldice showing 2 or less rolled again; a die more; +4 on the roll; a cell farther; a cell wider; 10 % less mana
3dice showing 1 or less rolled again
4a cell farther
5+1 on the roll
610 % less mana
7a cell wider
8dice showing 1 or less rolled again
9+2 on the roll
10a die more
Rime92dice showing 1 or less rolled againdice showing 1 or less rolled again; every die 2 sides bigger; a die more; +2 on the roll; a cell farther; 20 % less mana; 20 % less casting time
3+2 on the roll
4a cell farther
510 % less mana
6every die 1 sides bigger
7a die more
820 % less casting time
910 % less mana
10every die 1 sides bigger
Fear102a cell farther3 cells farther; a cell wider; a degree longer; 30 % less mana; 40 % less casting time
310 % less mana
4a degree longer
5a cell wider
6a cell farther
710 % less mana
825 % less casting time
9a cell farther
1010 % less mana; 15 % less casting time
Leech102+1 to hitdice showing 1 or less rolled again; a die more; +3 on the roll; a cell farther; 15 % less mana; +3 to hit; criticals from a natural 20
3+1 on the roll
4a cell farther
5criticals from a natural 21
6dice showing 1 or less rolled again
7+2 to hit
815 % less mana
9+2 on the roll
10a die more; criticals from a natural 21
Renewal10210 % less mana2 degrees longer; 40 % less mana; 55 % less casting time
3a degree longer
420 % less casting time
510 % less mana
6a degree longer
720 % less casting time
810 % less mana
915 % less casting time
1010 % less mana
Call lightning112a cell fartherdice showing 2 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 10 % less mana; 33 % less casting time
3dice showing 1 or less rolled again
4+2 on the roll
510 % less mana
6a die more
7a cell farther
8dice showing 1 or less rolled again
933 % less casting time
10a die more
Fireball112a cell fartherdice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; a cell wider; 20 % less mana
3dice showing 1 or less rolled again
4+2 on the roll
5a die more
610 % less mana
7a cell farther
8a die more
910 % less mana
10a cell wider
Gale112a cell farther3 cells farther; 40 % less mana; 50 % less casting time
315 % less casting time
410 % less mana
5a cell farther
615 % less casting time
710 % less mana
8a cell farther
920 % less casting time
1020 % less mana
Haste112a degree longer3 degrees longer; 35 % less mana; 50 % less casting time
315 % less casting time
410 % less mana
5a degree longer
615 % less casting time
710 % less mana
8a degree longer
920 % less casting time
1015 % less mana
Lightning bolt112a cell fartherdice showing 1 or less rolled again; every die 1 sides bigger; a die more; +2 on the roll; 4 cells farther; 20 % less mana
3dice showing 1 or less rolled again
4+2 on the roll
5a cell farther
610 % less mana
7a die more
82 cells farther
910 % less mana
10every die 1 sides bigger
Remove disease11210 % less mana50 % less mana; 60 % less casting time
315 % less casting time
410 % less mana
515 % less casting time
610 % less mana
715 % less casting time
810 % less mana
915 % less casting time
1010 % less mana
Silence112a cell farther3 cells farther; a cell wider; 30 % less mana; 50 % less casting time
310 % less mana
420 % less casting time
5a cell wider
6a cell farther
710 % less mana
820 % less casting time
910 % less mana
10a cell farther; 10 % less casting time
Soulglass112+1 to hitdice showing 2 or less rolled again; a die more; +3 on the roll; a cell farther; 10 % less mana; +3 to hit; criticals from a natural 21
3+1 on the roll
4a cell farther
5dice showing 1 or less rolled again
6+2 to hit
710 % less mana
8+2 on the roll
9a die more
10dice showing 1 or less rolled again; criticals from a natural 21
Benison122+1 on the rolldice showing 1 or less rolled again; every die 1 sides bigger; a die more; +3 on the roll; a cell wider; 15 % less mana; 30 % less casting time
315 % less casting time
4dice showing 1 or less rolled again
5a cell wider
6+1 on the roll
715 % less mana
8every die 1 sides bigger
915 % less casting time
10a die more; +1 on the roll
Fire cloak122a degree longer2 degrees longer; 45 % less mana; 50 % less casting time
310 % less mana
420 % less casting time
5a degree longer
610 % less mana
715 % less casting time
810 % less mana
915 % less mana
1015 % less casting time
Flame122dice showing 1 or less rolled againdice showing 1 or less rolled again; every die 2 sides bigger; 2 dice more; +2 on the roll; a cell farther; 15 % less mana; 35 % less casting time
3a cell farther
415 % less casting time
5a die more
6+2 on the roll
715 % less mana
8a die more
920 % less casting time
10every die 2 sides bigger
Mirk122a cell farther3 cells farther; a cell wider; 40 % less mana; 50 % less casting time
310 % less mana
420 % less casting time
5a cell wider
6a cell farther
715 % less mana
830 % less casting time
9a cell farther
1015 % less mana
Reek132+1 on the rolldice showing 1 or less rolled again; a die more; +2 on the roll; a cell farther; a cell wider; 20 % less mana; 25 % less casting time
3a cell farther
410 % less mana
5dice showing 1 or less rolled again
6a cell wider
7+1 on the roll
810 % less mana
925 % less casting time
10a die more
Grave spear142dice showing 1 or less rolled againdice showing 2 or less rolled again; a die more; +4 on the roll; 2 cells farther; 10 % less mana; 25 % less casting time
3a cell farther
4+1 on the roll
510 % less mana
6a cell farther
7+1 on the roll
8dice showing 1 or less rolled again
925 % less casting time
10a die more; +2 on the roll
Rebuke142+1 on the rolldice showing 1 or less rolled again; a die more; +2 on the roll; 2 cells farther; a cell wider; 25 % less mana; 25 % less casting time
3a cell farther
4dice showing 1 or less rolled again
5a cell wider
6+1 on the roll
715 % less mana
8a die more
9a cell farther
1010 % less mana; 25 % less casting time
Slumber152a cell farther3 cells farther; 35 % less mana; 50 % less casting time
310 % less mana
415 % less casting time
5a cell farther
610 % less mana
715 % less casting time
8a cell farther
910 % less mana
105 % less mana; 20 % less casting time
Balefire162a cell fartherdice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 25 % less casting time
3dice showing 1 or less rolled again
4a die more
510 % less mana
6a cell farther
7+2 on the roll
8a die more
925 % less casting time
1010 % less mana
Beguile182a degree longer3 cells farther; 8 degrees longer; 20 % less mana; 20 % less casting time
3a cell farther
42 degrees longer
510 % less mana
6a cell farther
72 degrees longer
820 % less casting time
9a cell farther
103 degrees longer; 10 % less mana
Call of the forest20210 % less mana10 degrees longer; 30 % less mana; 40 % less casting time
32 degrees longer
420 % less casting time
52 degrees longer
610 % less mana
72 degrees longer
820 % less casting time
910 % less mana
104 degrees longer
Chain lightning202+2 on the rolldice showing 1 or less rolled again; 2 dice more; +2 on the roll; 2 cells farther; 20 % less mana; 33 % less casting time
3a cell farther
4dice showing 1 or less rolled again
510 % less mana
6a die more
7a cell farther
8a die more
910 % less mana
1033 % less casting time
Cloudburst20210 % less mana50 % less mana; 50 % less casting time
310 % less casting time
410 % less mana
510 % less casting time
610 % less mana
710 % less casting time
810 % less mana
920 % less casting time
1010 % less mana
Rouse the dead2422 degrees longer10 degrees longer; 30 % less mana; 50 % less casting time
315 % less casting time
410 % less mana
53 degrees longer
615 % less casting time
710 % less mana
85 degrees longer
920 % less casting time
1010 % less mana
Sunfire302+2 on the rolldice showing 1 or less rolled again; every die 1 sides bigger; 2 dice more; +2 on the roll; a cell farther; 30 % less mana
3a cell farther
410 % less mana
5dice showing 1 or less rolled again
6a die more
710 % less mana
8every die 1 sides bigger
9a die more
1010 % less mana
Call the elements3522 degrees longer10 degrees longer; 30 % less mana; 50 % less casting time
320 % less casting time
410 % less mana
52 degrees longer
620 % less casting time
710 % less mana
83 degrees longer
910 % less mana
103 degrees longer; 10 % less casting time

See also: Magic, Mana, and Skills.