Mythic Europe Campaign Guide

Mythic Europe Campaign Guide#

A Guide to Playing D&D 5th Edition in the Setting of Ars Magica

ICOSAHEDRON

Revision Date: July 15, 2026

Contents#

Overview

Races

Fantasy Races

Aging

Classes

Character Classes

Spellcasting Characters

Non-Player Character Magi

Using Published Characters

Backgrounds

Equipment

Currency

Economy

Lifestyles by Social Status

Mythic Europe Armor and Weapons

Customization Options

Multiclassing

Feats

Ability Scores

Ability Conversions

Saving Throws

Difficulty Class Conversions

Concentration

Confidence

Reputation and Personality Traits

Skills and Abilities

Reaction Checks

Adventuring

Covenants

Auras and Realms

Twilight

Warping

Vis

Downtime Activities

Sancta

Combat

Certamen

Wounds

Fatigue

Spellcasting

Converting Hermetic Spells

Acquiring Hermetic Spells

Casting Hermetic Spells

Hermetic Spells

The Art of Animal

The Art of Aquam

The Art of Auram

The Art of Corpus

The Art of Herbam

The Art of Ignem

The Art of Imaginem

The Art of Mentem

The Art of Terram

The Art of Vim

Storytelling

Races

Classes

Backgrounds

Economy

Customization Options

Adventuring

Combat

Spellcasting

Hermetic Spells

Charts and Tables

Spellcaster Levels

Spellcaster Progression

Hermetic Feat Spellcaster Level Progression

Hermetic Spell List

Hermetic Spells by School

Hermetic Spells by D&D Level

Dungeons & Dragons Spell List

Dungeons & Dragons Spells by School

Dungeons & Dragons Spells by Level

Dungeons & Dragons Spells by Art

Dungeons & Dragons Ritual Spells

Mythic Europe Spells by Art

Magic Item List

Licenses

Overview#

This document provides the barest sketch of what a Dungeon Master would need in order to run a Dungeons & Dragons campaign in Mythic Europe, the default setting of the Ars Magica fantasy role-playing game.

This guide assumes an intimate knowledge of Ars Magica as many of the concepts that form the basis of the game and setting are not detailed in this document. All amplifying information about the particulars of mechanics and the world are contained in the forty-two volumes that comprise the Ars Magica system.

It is best to think of this guide as notes on how to use the D&D system to run a campaign in Mythic Europe. Dungeon Masters will need to refer to the various Ars Magica sources, particularly its core rulebook, in order to fully detail and develop the campaign.

This document roughly follows the organization in the D&D Player’s Handbook. How to use fantasy races in in an all-human setting is detailed followed by new class options to capture the spirit of the setting. Mythic Europe backgrounds are included, making every Social Status in the Ars Magica Core Rulebook into a suitable D&D background. A short section on currency and equipment follows. Customization options for characters with rules for multiclassing and several new feats are offered. Sections on ability scores, adventuring, and combat add new options and aid in conversion. The spell section is large with a listing of all spells from the Ars Magica Core Rulebook. The game details for spells have been converted for use with D&D game mechanics.

D&D Sources

Dungeons & Dragons 5th Edition

Player’s Handbook (2014)

Dungeon Master’s Guide (2014)

Monster Manual (2014)

Elemental Evil Player’s Companion (2015)

Volo’s Guide to Monsters (2016)

Xanathar’s Guide to Everything (2017)

Tasha’s Cauldron of Everything (2020)

Ars Magica Sources

Ars Magica 5th Edition

Ars Magica Core Rulebook (2004)

The Fallen Fane (2004)

Calebais (2004)

Guardians of the Forest (2005)

True Lineages (2005)

The Divine (2005)

The Mysteries (2006)

Covenants (2006)

Mystery Cults (2006)

The Infernal (2006)

City & Guild (2006)

Ancient Magic (2007)

Societates (2007)

The Lion and The Lily (2011)

Art & Academe (2011)

Magic (2011)

Hedge Magic (2011)

Faerie (2011)

Tales of Mythic Europe (2011)

Magi of Hermes (2011)

Lords of Men (2011)

Rival Magic (2011)

The Sundered Eagle (2011)

The Church (2012)

Legends of Hermes (2012)

The Cradle & The Crescent (2011-2013)

Hermetic Projects (2011-2013)

Apprentices (2012)

Grogs (2012-2013)

Against the Dark (2012-2013)

Antagonists (2013-2014)

Tales of Power (2013-2014)

The Contested Isle (2013-2015)

Transforming Mythic Europe (2013-2015)

Hooks (2014-2015)

Faith & Flame (2014-2015)

Mythic Locations (2014-2015)

Between Sand & Sea (2014-2015)

Through the Aegis (2015-2016)

Thrice-Told Tales (2015-2016)

Lands of the Nile (2015-2016)

Dies Irae (2016)

Adventures in Middle-earth

Player’s Guide (2016)

Loremaster’s Guide (2017)

Races#

Fantasy Races#

These can be used in a D&D Mythic Europe campaign, however there must be a change to the nature of these races. A player using a non-human race from the Player's Handbook or other source should consider their character to have either the Faerie Blood, Giant Blood, Strong Faerie Blood Virtue, or a similar Virtue. Strong Faerie Blood is suitable for characters that use the rules for dwarf, elf, gnome, and halfling (and perhaps even goblin, hobgoblin, and bugbear). Faerie Blood is suitable for half-elf or half-orc. Giant Blood would be suitable for some of the optional races such as goliath and half-ogre. Genasi would definitely be Jinn-Blooded while aasimar and tieflings would have the Strong Angelic Heritage and Demonic Blood Virtues, respectively. Characters based on the orc template would be Demon Blooded. Tritons could be considered Atlanteans. Dragonborn have Mythic Blood. These designations serve as descriptions of the Virtue the character would likely have in the Ars Magica system, given the player's non-human lineage. In this way, the D&D races can still be used in a "human-only" milieu. All of these characters can have The Gift.

D&D Race Aging Modifier Mean Lifespan
Aasimar +3 100
Bugbear +1 80
Dragonborn +1 80
Dwarf +4 110
Elf +8 150
Firbolg +6 130
Genasi +2 90
Gnome +6 130
Goblin +0 70
Goliath +0 70
Half-elf +3 100
Halfling +2 90
Half-orc +0 70
Hobgoblin +0 70
Human +0 70
Orc +0 70
Tiefling +1 80
Triton +3 100

The details for most races are found in the Player’s Handbook or Dungeon Master’s Guide. The rest are found in Volo’s Guide to Monsters and the Elemental Evil Player’s Companion. Other sources contain information on other races as well.

The characters look more or less human, without scales, horns, tails, etc. Features and coloration can vary outside of human norms but the characters appear human. Any race of Small size should have an average height of one foot more but the race still retains its Small size category. These characters age as humans do but their maximum average lifespan may be longer. Normal maximum age is shown in the table above, based on an average human lifespan of 70 years. Apparent age will progress linearly, given their normal lifespan (e.g., elves age about one year for every two years after adulthood is reached). These characters do not know any racial languages (as these do not exist in Mythic Europe).

Aging#

There are no rules in D&D 5e for aging, but there are rules in Ars Magica. Aging is represented by penalties to ability scores in Ars Magica (but not in D&D). Humans under the age of 14 have all ability scores lowered by an amount equal to 14 minus the character's age (with a minimum ability score of 3). Thus, a 10-year-old starting apprentice would have all ability scores lowered by four. For human and near-human characters, aging rolls begin after reaching age 35 in Mythic Europe. Use the following simplified system.

Aging Roll:

1d10 + Age ÷ 10 (rounded up)

– Living Conditions (LC) modifier

– Longevity Ritual (LR) modifier

– Racial Aging Modifier (RM)

Aging Threshold (AT):

3 + (LC + LR + RM) modifiers ÷ 5 (rounded up)

Aging Roll Effect
AT or less No apparent aging
> AT Apparent age increases by one year
13 or more Chance of Decrepitude

If the result is 13 or more, subtract twelve from this result and multiply by 10%. This is the chance that the character gains one Decrepitude Point. When the character has accumulated five Decrepitude Points, he or she will die sometime that year. Current age is the real age of the character while apparent age is the age they appear to be.

Classes#

Character Classes#

Three sets of classes are used to simulate the characters in Mythic Europe. Grogs can take levels in the sidekick classes (expert, spellcaster, and warrior). Companions can take levels in the companion classes detailed in this document and the sidekick classes. The Gifted and Mythic Companions can take levels in the D&D character classes (artificer through wizard), the companion classes, and the sidekick classes.

Keep in mind that there are no Hermetic Magus archetypes for the grog and companion classes. Only Hermetic magi can take Hermetic spells, conduct Hermetic downtime activities, engage in certamen, etc. The arcane companion and spellcaster classes receive only D&D spells.

All characters can multiclass and the DM will have to adjudicate situations where a duplication of class features might occur, such as a companion taking levels in the martial companion class and also the sidekick warrior class.

Grogs#

Grogs are made as sidekicks in Dungeons & Dragons. Humans with suitable stat blocks are listed below. Refer to Tasha’s Cauldron of Everything for all information concerning sidekicks. Consult the Adventures in Middle-earth Loremaster’s Guide for creatures that have the LG source.

Grogs cannot have The Gift and can take any Background except Hermetic Magus but the troupe should keep in mind that these are meant to be minor characters.

Creature Challenge Source Page
Acolyte 1/4 MM 342
Apprentice Wizard 1/4 Volo's 209
Bandit 1/8 MM 343
Commoner 0 MM 345
Cultist 1/8 MM 345
Farmer 1/8 LG 71
Guard 1/8 MM 347
Merchant 1/8 LG 69
Messenger 1/4 LG 70
Noble 1/8 MM 348
Sage 1/8 LG 72
Scout 1/2 MM 349
Singer 1/8 LG 73
Thug 1/2 MM 350
Thug 1/4 LG 73
Town Guard 1/4 LG 68
Tribal Warrior 1/8 MM 350
Warrior 1/2 LG 71

Companions#

Companions are made as normal D&D characters and can take levels in the four companion classes and the three sidekick classes.

Companions can take levels in any of the companion classes detailed below. They may not take levels in the player character classes (artificer through wizard) unless they have The Gift. However, Mythic Companions can take levels in the normal player character classes even though they do not have The Gift. Companions of all types may have any Background except for Hermetic Magus.

The Academic Companion#

Level Proficiency Bonus Class Features
1 +2 Common Knowledge, Cunning Linguist, Scholarly Inspiration (d6)
2 +2 Rousing Speech (d6)
3 +2 Academic Archetype, Expertise
4 +2 Ability Score Improvement
5 +3 Scholarly Inspiration (d8), Font of Inspiration
6 +3 Academic Archetype feature, Countercharm
7 +3 Astute Historian
8 +3 Ability Score Improvement
9 +4 Rousing Speech (d8)
10 +4 Expertise, Scholarly Inspiration (d10)
11 +4 Magical Secrets
12 +4 Ability Score Improvement
13 +5 Rousing Speech (d10)
14 +5 Academic Archetype feature
15 +5 Highly Educated, Scholarly Inspiration (d12)
16 +5 Ability Score Improvement
17 +6 Rousing Speech (d12)
18 +6 Commanding Knowledge
19 +6 Ability Score Improvement
20 +6 Savant-Sage, Superior Inspiration
Academic Companion Class Features#

All academic companion class features follow the rules for the bard class in the Player’s Handbook unless otherwise noted below. Academic companions may take the archetypes detailed below.

Hit Points#

Hit Dice: 1d8 per companion level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per academic companion level after 1st

Proficiencies#

Armor: Light armor

Weapons: Simple weapons

Tools: Calligrapher’s supplies

Languages: Latin

Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom as well as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength

Skills: Choose any four skills

Equipment#
Common Knowledge#

You know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others – it is enough that what you know is true.

At the start of each adventure or after spending time at a Hermetic covenant, the Dungeon Master should inform you of one or two events of importance occurring somewhere in the Tribunal.

Academics always know a little bit about everything and the Dungeon Master should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per adventure you can add +5 to one of these active ability checks.

Cunning Linguist#

You know a little of many languages. You can hold a simple conversation in any of the Latin-based languages, and know a few common phrases in the languages of other peoples – enough to offer a greeting, shout a warning, or insult someone.

Scholarly Inspiration#

Use the rules for Bardic Inspiration.

Rousing Speech#

Use the rules for Song of Rest.

Astute Historian#

At 6th level, you find deeper meaning in the long history of the world. If you remind another character of a relevant tale from the history of their people, then that character gains Inspiration. You may inspire a number of characters equal to your proficiency bonus. Once you have used this feature, you cannot use it again until you have taken a long rest.

Magical Secrets#

At 11th level, you gain either the Magic Initiate or Ritual Caster feat.

Highly Educated#

At 15th level, your learning is such that you know there are few who can understand your concerns and worries, and so you must look to yourself for wise counsel. You may spend Inspiration to gain another use of a feature that typically requires a long rest before you can use it again, or is usable only once per adventure. Highly Educated is itself only usable once per adventure.

Commanding Knowledge#

At 18th level you are among the greatest academics in the world. You may replace any Intelligence or Wisdom ability check you make with a 15 (before adding modifiers). You may do this a number of times equal to your Intelligence modifier. You regain any expended uses when you finish a long rest.

Savant-Sage#

At 20th level, your knowledge on one subject approaches absolute and the educated widely recognize you as the preeminent authority on matters pertaining to your chosen lore. Choose one Intelligence or Wisdom skill – you automatically succeed at all ability checks using that skill. Additionally, you may spend Inspiration to learn something completely hidden about your chosen lore. Whether by shrewd guess or seemingly chance insight, you learn a useful secret that most could have no way of knowing. You must take a long rest in a covenant before you use this feature again.

Scholar Archetype#
Bonus Skills#

When you take this archetype at 3rd level, you gain one skill. If you apply a choice to a skill you already have, you gain expertise (as the rogue class feature).

Cutting Words#

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Scholarly Inspiration, rolling a Scholarly Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Magical Secrets#

At 6th level, you gain either the Magic Initiate or Ritual Caster feat.

Peerless Skill#

Starting at 14th level, when you make an ability check, you can expend one use of Scholarly Inspiration. Roll a Scholarly Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Orator Archetype#
Silver Tongue#

At 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma-based ability check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words#

Also at 3rd level, you can spin words laced with notions that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Scholarly Inspiration and choose one creature you can see within 60 feet of you. Roll the Scholarly Inspiration die. The creature must subtract the number rolled from the next attack roll, ability check, or saving throw it makes before the start of your next turn.

Unfailing Inspiration#

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Scholarly Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Scholarly Inspiration die.

Universal Speech#

At 6th level, you gain the ability to make your speech intelligible to any other person. As an action, choose one or more people within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one person). For the next hour, the chosen people can understand what you are trying to convey, regardless of the language you speak. Once you use this feature, you can't use it again until you finish a long rest.

Infectious Inspiration#

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Scholarly Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Scholarly Inspiration die without expending any of your Scholarly Inspiration uses. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Medicus Archetype#
Educated Chirurgeon#

At 3rd level you gain proficiency in the Medicine skill. If you already have the Medicine skill, you gain expertise (as the rogue class feature).

Skilled Healer#

Also at 3rd level, the healing time for patients under your care become three days for a Light Wound, two weeks for a Medium Wound, and six weeks for a Heavy Wound. You may also automatically stabilize a creature that has zero hit points without having to make an ability check. You may attend to a number of patients equal to your proficiency bonus.

Superior Practitioner#

At 6th level, patients under your care heal a Light Wound after a long rest. The healing time for a Medium Wound becomes one week and the healing time for a Heavy Wound becomes three weeks. You may attend to a number of patients equal to your proficiency bonus.

Magister in Medicina#

At 14th level, your skill at healing others seems almost magical. Patients under your care heal a Light Wound after a short rest and heal a Medium Wound after a long rest. The healing time for a Heavy Wound becomes one week. You may attend to a number of patients equal to your proficiency bonus.

The Arcane Companion#

Level Proficiency Bonus Class Features

Cantrips

Known

Spells

Known

1st 2nd 3rd 4th 5th
1 +2 Spellcasting, Ritual Casting 2 1 2
2 +2 Arcane Archetype 2 2 2
3 +2 Magical Defense 2 3 3
4 +2 Ability Score Improvement 3 3 3
5 +3 Magical Defense 3 4 4 2
6 +3 Arcane Archetype feature 3 4 4 2
7 +3 Magical Defense 3 5 4 3
8 +3 Ability Score Improvement 3 5 4 3
9 +4 Magical Defense 3 6 4 3 2
10 +4 Arcane Archetype feature 4 6 4 3 2
11 +4 Magical Defense 4 7 4 3 3
12 +4 Ability Score Improvement 4 7 4 3 3
13 +5 Magical Defense 4 8 4 3 3 1
14 +5 Arcane Archetype feature 4 8 4 3 3 1
15 +5 Magical Defense 4 9 4 3 3 2
16 +5 Ability Score Improvement 4 9 4 3 3 2
17 +6 Magical Defense 4 10 4 3 3 3 1
18 +6 Wonderworker 4 10 4 3 3 3 1
19 +6 Ability Score Improvement 4 11 4 3 3 3 2
20 +6 Arcane Master 4 11 4 3 3 3 2
Arcane Companion Class Features#
Hit Points#

Hit Dice: 1d6 per companion level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcane companion level after 1st

Proficiencies#

Armor: None

Weapons: Simple weapons

Tools: Choose either alchemist’s supplies, calligrapher’s supplies, or herbalism kit

Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom as well as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength

Skills: Choose any three skills and Arcana

Equipment#
Spellcasting#

Arcane companions have the ability to cast D&D spells. They do not get the ability to cast Hermetic spells and a Hermetic magus who takes levels in this class must take D&D spells when entitled to gain spells when advancing as an arcane companion.

Cantrips#

The arcane companion knows the number of cantrips indicated on the chart above. Cantrips can be selected from any D&D spell list.

Spell Slots#

The table above shows show many spell slots the arcane companion has to cast spells of 1st level and higher. To cast one of these spells, the arcane companion must expend a slot of the spell’s level or higher. The arcane companion regains all expended spell slots after a long rest.

Spells Known#

The Spells Known column on the table above shows how many spells of 1st level or higher the arcane companion knows. Each of the spells in the Spells Known column must be of a level for which the arcane companion has spell slots, as shown on the table and the arcane companion can choose spells from any D&D spell list.

Spellcasting Ability#

The arcane companion’s spellcasting ability is the highest from among Intelligence, Wisdom, and Charisma

Spell Save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Spellcasting Focus#

You can use a focus of any type as a spellcasting focus for your arcane companion spells.

Ritual Casting#

You can cast a spell you know as a ritual if that spell has the ritual tag.

Magical Defense#

Choose a school of magic. You have advantage on saving throws when you are a target of a power or spell of the chosen school.

Wonderworker#

At 18th level, choose one: (a) gain the wish spell (usable once per long rest) or (b) gain the Divine Intervention cleric class feature or (c) gain the Timeless Body druid class feature.

Arcane Master#

At 20th level, the arcane companion can draw on an inner reserve of mystical power to regain expended spell slots. The arcane companion spends one minute drawing upon the power of his Realm to regain all expended spell slots from the arcane companion Spellcasting feature. Once spell slots have been regained with this feature, the arcane companion must finish a long rest before being able to do so again.

Abjurer Archetype#
2nd Level – Abjurer#

You gain one D&D 1st level abjuration spell. You also gain one D&D abjuration spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Arcane Ward#
6th Level – Projected Ward#
10th Level – Improved Abjuration#
14th Level – Spell Resistance#
Bard Archetype#
2nd Level – Bard#

You gain one 1st level spell from the bard spell list. You also gain one spell from the bard spell list of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following bard class features at the indicated levels:

2nd Level – Song of Rest#
6th Level – Countercharm#
10th Level – Magical Secrets#
14th Level – Magical Secrets#
Bladesinger Archetype#
2nd Level – Bladesinger#

When you choose this archetype you gain one 1st level spell from the bard spell list. You also gain one spell from the bard spell list of a level you can cast each time you gain a level in arcane companion. You are aligned to the Faerie Realm.

You gain the following wizard class features at the indicated levels (found in Tasha’s Cauldron of Everything):

2nd Level – Training in War and Song#
2nd Level – Bladesong#
6th Level – Extra Attack#
10th Level – Song of Defense#
14th Level – Song of Victory#
Cleric Archetype#
2nd Level – Cleric#

You gain one 1st level spell from the cleric spell list. You also gain one spell from the cleric spell list of a level you can cast each time you gain a level in arcane companion. You are aligned to the Divine Realm.

You gain the following cleric class features at the indicated levels:

2nd Level – Channel Divinity (1/rest)#
6th Level – Channel Divinity (2/rest)#
10th Level – Divine Intervention#
14th Level – Destroy Undead (CR 3)#
Conjurer Archetype#
2nd Level – Conjurer#

You gain one D&D 1st level conjuration spell. You also gain one D&D conjuration spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Minor Conjuration#
6th Level – Benign Transposition#
10th Level – Focused Conjuration#
14th Level – Durable Summons#
Diviner Archetype#
2nd Level – Diviner#

You gain one D&D 1st level divination spell. You also gain one D&D divination spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Portent#
6th Level – Expert Divination#
10th Level – The Third Eye#
14th Level – Greater Portent#
Druid Archetype#
2nd Level – Druid#

You gain one 1st level spell from the druid spell list. You also gain one spell from the druid spell list of a level you can cast each time you gain a level in arcane companion. You are aligned to the Faerie Realm.

You gain the following druid class features at the indicated levels:

2nd Level – Wild Shape#
6th Level – Wild Shape Improvement (4th)#
10th Level – Wild Shape Improvement (8th)#
14th Level – Beast Spells#
Enchanter Archetype#
2nd Level – Enchanter#

You gain one D&D 1st level enchantment spell. You also gain one D&D enchantment spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Hypnotic Gaze#
6th Level – Instinctive Charm#
10th Level – Split Enchantment#
14th Level – Alter Memories#
Illusionist Archetype#
2nd Level – Illusionist#

You gain one D&D 1st level illusion spell. You also gain one D&D illusion spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Improved Minor Illusion#
6th Level – Malleable Illusion#
10th Level – Illusory Self#
14th Level – Illusory Reality#
Invoker Archetype#
2nd Level – Invoker#

You gain one D&D 1st level evocation spell. You also gain one D&D evocation spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Sculpt Spells#
6th Level – Potent Cantrip#
10th Level – Empowered Evocation#
14th Level – Overchannel#
Necromancer Archetype#
2nd Level – Necromancer#

You gain one D&D 1st level necromancy spell. You also gain D&D one necromancy spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Grim Harvest#
6th Level – Undead Thralls#
10th Level – Inured to Undeath#
14th Level – Command Undead#
Sorcerer Archetype#
2nd – Sorcerer#

You gain one 1st level spell from the sorcerer spell list. You also gain one spell from the sorcerer spell list of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following sorcerer class features at the indicated levels:

2nd Level – Font of Magic#
6th Level – Metamagic (3rd)#
10th Level – Metamagic (10th)#
14th Level – Metamagic (17th)#
Transmuter Archetype#
2nd Level – Transmuter#

You gain one D&D 1st level transmutation spell. You also gain one D&D transmutation spell of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels:

2nd Level – Minor Alchemy#
6th Level – Transmuter’s Stone#
10th Level – Shapechanger#
14th Level – Master Transmuter#
War Wizard Archetype#
2nd Level – War Wizard#

When you choose this archetype you gain one 1st level spell that does hit points of damage. You also gain one spell that does hit points of damage of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following wizard class features at the indicated levels (found in Xanathar’s Guide to Everything):

2nd Level – Arcane Deflection#
2nd Level – Tactical Wit#
6th Level – Power Surge#
10th Level – Durable Magic#
14th Level – Deflecting Shroud#
Warlock Archetype#
2nd Level – Warlock#

You gain one 1st level spell from the warlock spell list. You also gain one spell from the warlock spell list of a level you can cast each time you gain a level in arcane companion. Choose one Realm, either Divine, Faerie, Infernal, or Magic. You are aligned to the chosen Realm.

You gain the following warlock class features at the indicated levels:

2nd Level – Eldritch Invocations (2)#
6th Level – Eldritch Invocations (3)#
10th Level – Eldritch Invocations (4)#
14th Level – Eldritch Invocations (5)#

You must qualify for any invocations you choose and all prerequisite levels for you are equal to double the normal level minus one. If a spell slot is required, you must use a spell slot of a level equal to your prerequisite level of the invocation divided by four, rounded up.

The Martial Companion#

Level Proficiency Bonus Class Features
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (one use)
3 +2 Martial Archetype
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Ability Score Improvement
7 +3 Martial Archetype feature
8 +3 Ability Score Improvement
9 +4 Indomitable (one use)
10 +4 Martial Archetype feature
11 +4 Extra Attack (2)
12 +4 Ability Score Improvement
13 +5 Indomitable (two uses)
14 +5 Ability Score Improvement
15 +5 Martial Archetype feature
16 +5 Ability Score Improvement
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Martial Archetype feature
19 +6 Ability Score Improvement
20 +6 Extra Attack (3)
Martial Companion Class Features#

All martial companion class features follow the rules for the fighter class in the Player’s Handbook. Martial companions may take the Battle Master, Cavalier, Champion, and Knight (i.e., Samurai) archetypes and those below.

Hit Points#

Hit Dice: 1d10 per companion level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per martial companion level after 1st

Proficiencies#

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom as well as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength

Skills: Choose any two skills

Equipment#
Captain Archetype#

You gain the following Captain Archetype features at 3rd, 7th, 10th, 15th, and 18th level.

Turb Leader#

At 3rd level, when initiative is rolled, the captain may take a reaction to form a fighting group that consists of himself and a number of additional characters equal to his proficiency bonus. The characters must use a reaction to join the group.

Once the fighting group is formed, the captain gains a Leadership Die, which starts as a d6 at 3rd level. Each round the captain decides how to apply the Leadership Die. The Leadership Die can be applied to an attack roll, a damage roll, an ability check, or a saving throw of one of the other members of the fighting group. When used, the die is rolled and the result is added to the roll it was applied to. The Leadership Die must be applied before the other roll is made. The Leadership Die becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.

All for One#

At 7th level, the captain may redirect the damage suffered by a member of the fighting group. The captain may use a Leadership Die to transfer damage suffered by one other member of the fighting group that round to another. The captain can transfer damage to herself but cannot transfer her damage to another. Roll the Leadership Die and transfer this much damage, up to the full amount that was suffered.

One for All#

At 10th level, the captain may use a Leadership Die to affect a type of roll made by all members of the fighting group. Choose either attack roll, damage roll, ability check, or saving throw. All members of the fighting group get the bonus to the type of roll chosen during that round. Once you use this effect, you must finish a long rest before you can use it again.

Inspiring Leader#

At 15th level, when the captain forms a fighting group, all other members of the fighting group, besides the captain, gain Inspiration.

Superior Tactics#

At 18th level, the attack rolls of all members of the captain’s fighting group, besides the captain, are made with advantage.

Vanguard Archetype#

You gain the following Vanguard Archetype features at 3rd, 7th, 10th, 15th, and 18th level.

Tough#

At 3rd level, all of your hit dice from the martial companion class become twelve-sided rather than ten-sided and you also permanently add two hit points to your hit point maximum. When you gain this feature at 3rd level, your hit die is a d12. You may roll your hit die and add the result to your total hit points or take seven hit points to add to your hit point total.

Martial Instinct#

At 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Armored Defense#

At 10th level, you add your Constitution modifier to your Armor Class if you are wearing armor.

Retaliation#

Starting at 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Martial Paragon#

At 18th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

The Skilled Companion#

Level Proficiency Bonus

Sneak

Attack

Class Features
1 +2 1d6 Expertise, Sneak Attack
2 +2 1d6 Cunning Action, Jack of All Trades
3 +2 2d6 Skilled Archetype
4 +2 2d6 Ability Score Improvement
5 +3 3d6 Uncanny Dodge
6 +3 3d6 Expertise
7 +3 4d6 Evasion
8 +3 4d6 Ability Score Improvement
9 +4 5d6 Skilled Archetype feature
10 +4 5d6 Ability Score Improvement
11 +4 6d6 Reliable Talent
12 +4 6d6 Ability Score Improvement
13 +5 7d6 Skilled Archetype feature
14 +5 7d6 Blindsense
15 +5 8d6 Slippery Mind
16 +5 8d6 Ability Score Improvement
17 +6 9d6 Skilled Archetype feature
18 +6 9d6 Elusive
19 +6 10d6 Ability Score Improvement
20 +6 10d6 Stroke of Luck
Skilled Companion Class Features#

Skilled companion class features follow the rules for the bard and rogue classes. Skilled companions may take the Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, and Thief archetypes and those below.

Hit Points#

Hit Dice: 1d8 per companion level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per skilled companion level after 1st

Proficiencies#

Armor: Light armor, medium armor, and shields

Weapons: Simple weapons

Tools: Choose any two from the table on page 154 of the Player’s Handbook

Saving Throws: Choose one of the following from this list – (a) Constitution, (b) Dexterity, or (c) Wisdom as well as one of the following from this list – (d) Charisma, (e) Intelligence, or (f) Strength

Skills: Choose any four skills

Equipment#
Courtier Archetype#

At 3rd, 9th, 13th, and 17th level, you gain the Courtier Archetype features below.

Skilled Communicator#

At 3rd level, choose a skill from the following list: Deception, Insight, Intimidation, Performance, or Persuasion. You have advantage on ability checks with the chosen skill.

Master Manipulator#

At 9th level, the courtier gains an almost supernatural ability to influence the actions of others. Choose from among the following spells each time you wish to invoke this feature: calm emotions, enthrall, or suggestion. The courtier may produce a non-magical effect that mimics the chosen spell. Saving throws still apply, if applicable. Once you use this feature, you must finish a long rest before you can use it again.

Smooth-Tongued Eloquence#

At 13th level, you may invoke a non-magical effect that mimics the glibness or mass suggestion spell. You can choose either spell each time you use this feature. Saving throws still apply, if applicable. Once you use this feature, you must finish a long rest before you can use it again.

Prime Minister#

At 17th level, whenever you make an ability check for the skill you chose at 3rd level for the Skilled Communicator feature, you may treat a d20 roll of 19 or lower as a 20 (but this is not considered a “natural” 20). Also at 17th level, you may invoke a non-magical effect that mimics the mind blank spell. Once you use this effect, you must finish a long rest before you can use it again.

Expert Archetype#

At 3rd, 9th, 13th, and 17th level, you gain one of the Expert Archetype features below. You may not choose a feature more than once.

Expert Advantage#

Choose one skill or tool that you have expertise in. If you do not have expertise in a skill, then choose a skill; you gain expertise in this skill. In either case, you have advantage on all d20 ability checks involving the chosen skill.

Expert Talent#

Choose one ability score. Increase that ability score by 2, to a maximum of 20.

Expert Knowledge#

Choose two skills. You gain expertise with these skills (as the rogue class feature).

Expert Skill#

You may add half your skilled companion level, rounded up, to one ability check involving a skill you are proficient with. You may wait to see if the roll succeeds or fails before adding this bonus. You may not use the Expert Skill feature again until after a short or long rest.

Herald Archetype#

At 3rd, 9th, 13th, and 17th level, you gain the Herald Archetype features below.

Martial Training#

At 3rd level, you gain proficiency in martial weapons and heavy armor.

Battlefield Advice#

Also at 3rd level, you gain a number of dice equal to your proficiency bonus and this number of dice increases as your proficiency bonus increases. These dice start as d6 but become d8 at 5th level, d10 at 10th level, and d12 at 15th level. You may expend one die to give all of your allies within 30 feet a bonus equal to the roll of the die to their next attack roll. Alternatively, you may spend one die to increase the weapon damage roll of one ally within 30 feet by a roll of the die.

Extra Attack#

At 9th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Break Resolve#

At 13th level, your steely gaze causes lesser foes to falter before you. As an action, you may attempt to instill fear in one creature within 30 feet of you that can see you by making a DC 15 Charisma (Intimidation) check. The affected creature must make a Wisdom saving throw (DC equals the result of your Charisma check) or gain the Frightened condition. You may use this ability only once, regaining it after a short or long rest.

An End Worthy of Song#

At 17th level, your stirring words help your allies stand against any challenge, even if it is to be their last stand. As an action, you can speak words of hope and valor that move you and all of your allies within 30 feet, granting each of you a +2 bonus on all attack rolls, a pool of temporary hit points equal to your character level and immunity to being Frightened. This effect lasts a number of rounds equal to your Charisma modifier +1 (minimum of 1). You must take a long rest in a Hermetic covenant (or your home) before you can use this ability again.

Sentinel Archetype#

At 3rd, 9th, 13th, and 17th level, you gain the Sentinel Archetype features below.

Martial Training#

At 3rd level, you gain proficiency in martial weapons and heavy armor.

Guardian#

Starting at 3rd level when you choose this archetype, when a creature you can see attacks a target within 5 feet of you (other than yourself), you can use your reaction to impose a disadvantage on the attack roll.

Ceaseless Guard#

At 9th level, you can use your reaction in order to interpose yourself in front of an attack meant for another within five feet of you. You make a Dexterity saving throw with a DC equal to the enemy’s attack roll. If you succeed, the attack is automatically directed at you. You may increase your AC by your proficiency bonus against this attack.

A Creature of Stone and Steel#

At 13th level, you gain a permanent pool of temporary hit points equal to 12 + your Constitution modifier. This pool replenishes after finishing a long rest.

Unyielding Guard#

Starting at 17th level, your skill at protecting yourself and others reaches its zenith. You can use your action to utterly thwart your enemies. Choose any number of opponents within 10 feet of you whose total Challenge and/or Hit Dice are equal to or less than your own number of Hit Dice. For the following round, these opponents do not roll their attack dice – all of their attacks automatically miss. You cannot use this ability again until you’ve taken a short or long rest.

Performer Archetype#

Requirement: Expertise in a musical instrument.

At 3rd, 9th, 13th, and 17th level, you gain the Performer Archetype features below.

Bardic Inspiration#

At 3rd level, you gain the Bardic Inspiration class feature from the bard class.

Song of Rest#

Also at 3rd level, you gain the Song of Rest class feature from the bard class.

Font of Inspiration#

At 9th level, you regain all of your expended uses of Bardic Inspiration when you finish a long or short rest.

Countercharm#

Also at 9th level, you gain the Countercharm class feature from the bard class.

Enchanting Music#

At 13th level, you may invoke a non-magical effect that mimics one of the following spells of your choice each time you use it: animal friendship, charm person, calm emotions, enthrall, compulsion, confusion, mass suggestion, modify memory, sleep, or suggestion. Saving throws still apply, if applicable. Once you use this feature, you must finish a long rest before you can use it again

Superior Inspiration#

At 17th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Hermetic Magi#

Hermetic Class Archetypes#

The following class archetypes can be used to simulate Hermetic magi in the Dungeons & Dragons 5th Edition system. A character must have the Hermetic Magus background to take these class archetypes.

There is one class archetype for each of the thirteen character classes. When the decision point is reached, typically at 1st, 2nd, or 3rd level, a character may choose the Magus archetype for their class (but need not). For the spellcasting classes, this adds the entire Hermetic spell list to the spell list of their class. For the non-spellcasting classes (barbarian, monk, fighter, and rogue), the character gains the Hermetic Dabbler feat.

Artificer: Magus#
Artificer - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Artificer - 5th Level - Magic Shield#

You gain the Magic Shield feat.

Artificer - 9th Level - Spellmaster#

You gain the Spellmaster feat.

Artificer - 15th Level - Spell Penetration#

You gain the Spell Penetration feat.

Barbarian: Path of the Magus#

Barbarians wishing to take this Path are encouraged to take Hermetic feats (Hermetic Initiate through Hermetic Magus) at 4th, 8th, 12th, 16th, and 19th level, if possible.

Barbarian - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic and Hermetic Dabbler feats.

Barbarian - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Barbarian - 10th Level - Spellmaster#

You gain the Spellmaster feat.

Barbarian - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Bard: College of the Magus#
Bard - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Bard - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Bard - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Bard - 14th Level - Spellmaster#

You gain the Spellmaster feat.

Cleric: Magus Domain#
Cleric - 1st Level - Blessings of Knowledge#

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Cleric - 2nd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Cleric - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Cleric - 8th Level - Spellmaster#

You gain the Spellmaster feat.

Cleric - 17th Level - Spell Penetration#

You gain the Spell Penetration feat.

Druid: Circle of the Magus#
Druid - 2nd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Druid - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Druid - 10th Level - Spellmaster#

You gain the Spellmaster feat.

Druid - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Fighter: Magus#

Fighters wishing to take this Archetype are encouraged to take Hermetic feats (Hermetic Initiate through Hermetic Magus) at 4th, 6th, 8th, 12th, and 14th level, if possible

Fighter - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic and Hermetic Dabbler feats.

Fighter - 7th Level - Magic Shield#

You gain the Magic Shield feat.

Fighter - 10th Level - Spellmaster#

You gain the Spellmaster feat.

Fighter - 15th Level - Spell Penetration#

You gain the Spell Penetration feat.

Fighter - 18th Level - War Magic#

When you use your action to cast a D&D or Hermetic cantrip, you can make one weapon attack as a bonus action.

Monk: Way of the Magus#

Monks wishing to take this Archetype are encouraged to take Hermetic feats (Hermetic Initiate through Hermetic Magus) at 4th, 8th, 12th, 16th, and 19th level, if possible

Monk - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic and Hermetic Dabbler feats.

Monk - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Monk - 11th Level - Spellmaster#

You gain the Spellmaster feat.

Monk - 17th Level - Spell Penetration#

You gain the Spell Penetration feat.

Paladin: Oath of the Magus#
Paladin - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Paladin - 7th Level - Magic Shield#

You gain the Magic Shield feat.

Paladin - 15th Level - Spell Penetration#

You gain the Spell Penetration feat.

Paladin - 15th Level - Spellmaster#

You gain the Spellmaster feat.

Paladin - 20th Level - Paladin Aspect#

Choose one 20th level paladin Oath feature (such as Holy Nimbus, Elder Champion, or Avenging Angel). You gain this feature.

Ranger: Magus#
Ranger - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Ranger - 7th Level - Magic Shield#

You gain the Magic Shield feat.

Ranger - 11th Level - Spellmaster#

You gain the Spellmaster feat.

Ranger - 15th Level - Spell Penetration#

You gain the Spell Penetration feat.

Rogue: Magus#

Rogues wishing to take this Archetype are encouraged to take Hermetic feats (Hermetic Initiate through Hermetic Magus) at 4th, 8th, 10th, 12th, and 16th, if possible

Rogue - 3rd Level - Hermetic Magic#

You gain the Hermetic Magic and Hermetic Dabbler feats.

Rogue - 9th Level - Magic Shield#

You gain the Magic Shield feat.

Rogue - 13th Level - Spellmaster#

You gain the Spellmaster feat.

Rogue - 17th Level - Spell Penetration#

You gain the Spell Penetration feat.

Sorcerer: Hermetic Training#
Sorcerer - 1st Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Sorcerer - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Sorcerer - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Sorcerer - 14th Level - Spellmaster#

You gain the Spellmaster feat.

Sorcerer - 18th Level - Apex Power#

Choose one 18th level sorcerer Origin feature (such as Draconic Presence or Spell Bombardment). You gain this feature.

Warlock: The Magus#
Warlock - 1st Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Warlock - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Warlock - 10th Level - Spellmaster#

You gain the Spellmaster feat.

Warlock - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Wizard: Hermetic Tradition#
Wizard - 2nd Level - Hermetic Magic#

You gain the Hermetic Magic feat.

Wizard - 6th Level - Magic Shield#

You gain the Magic Shield feat.

Wizard - 10th Level - Spellmaster#

You gain the Spellmaster feat.

Wizard - 14th Level - Spell Penetration#

You gain the Spell Penetration feat.

Magus Archetype Table#

For reference, the levels at which various magus archetype features are gained for each class are shown below.

See the Customization Options section for more information on multiclass Hermetic magi and the Feats section for a table showing the earliest levels that Hermetic barbarians, fighter, monks, and rogues can attain spellcasting levels 1st through 6th.

Magus Archetype Features

Class HM MS SM SP
Artificer 3rd 5th 9th 15th
Barbarian 3rd 6th 10th 14th
Bard 3rd 6th 14th 14th
Cleric 2nd 6th 8th 17th
Druid 2nd 6th 10th 14th
Fighter 3rd 7th 10th 15th
Monk 3rd 6th 11th 17th
Paladin 3rd 7th 15th 15th
Ranger 3rd 7th 11th 15th
Rogue 3rd 9th 13th 17th
Sorcerer 1st 6th 14th 14th
Warlock 1st 6th 10th 14th
Wizard 2nd 6th 10th 14th
HM: Hermetic Magic SM: Spellmaster
MS: Magic Shield SP: Spell Penetration

Making Your Hermetic Magus#

To make a Hermetic magus character use these steps:

- If you will choose the Hermetic archetype, you will gain the proper Hermetic feats as you advance, leaving your Ability Score Improvement class features free for ability score increases or feats.

- If you will choose another archetype, plan on taking the following Hermetic feats as early as possible as you advance: Hermetic Magic, Magic Shield, Spellmaster, and Spell Penetration.

Familiars#

Even though there is a find familiar spell in D&D, this magical spirit merely takes the form of a small animal and is not a familiar in the Hermetic sense (even Bjornaer wizards can cast this spell, since it does not summon a true familiar, merely a magical companion spirit).

A familiar is created as a sidekick. Choose a naturally occurring tiny or small beast with a Challenge of 1/2 or less. From there, use the sidekick rules to make the familiar. The familiar does not gain armor or weapon proficiencies. The familiar may take class levels in the expert, spellcaster, and warrior classes. Familiars do not need to speak or gesture to cast spells (i.e., ignore the verbal and somatic components). They may also forego the material component of a spell as long as it does not have a gold piece value. For this reason, familiars rarely learn spells requiring material components with a cost. The familiar can become a multiclass character as well.

Familiars grant their magi a number of benefits. The magus and familiar are bound by three Cords – the Golden, the Silver, and the Bronze. Each Cord has a Cord score, equal to the character’s proficiency bonus minus one. The Golden Cord reduces the maga’s botch chance (normally 1%, but can be higher). The Silver Cord grants the maga a bonus on saving throws against mental effects and verbal trickery. This bonus stacks with any saving throw proficiency the maga may have. The Bronze Cord increases the maga’s AC and also acts as a bonus to aging rolls.

Apprentices#

Technically speaking, Hermetic apprentices would be Hermetic magi of character levels one through five. The Apprentice would spend a number of years at each character level equal to that level (i.e., one year at 1st level, two years at 2nd level, etc.). They would become a full Hermetic magus upon attainment of 6th level. It is assumed that apprentices have much more freedom under D&D rules when compared to their normal lot in Ars Magica. Masters would most certainly send apprentices out to seek magical material components, investigate situations troubling the covenant, travel to other covenants to conduct business, etc. The D&D group may wish to roleplay each character's Gauntlet at the end of 5th level to make it more memorable. It is interesting to note that these apprentices would be quite young at start (10 years old at 1st level). A child's ability scores are equal to the adult (normally rolled) scores penalized by an amount equal to 14 minus their current age. At 14 years of age, the characters are assumed to have their "adult" ability scores. Of course, characters could also start as adults; it doesn't take fifteen years to reach 6th level in most D&D campaigns.

Spellcasting Characters#

Hermetic magi are not the only spellcasters in the setting. The Ars Magica rulebooks detail a host of other traditions. As a simple rule-of-thumb, non-Gifted magic-using characters should take levels in the spellcaster sidekick class or the arcane companion class and Gifted characters and Mythic Companions should take levels in the normal D&D character classes (artificer through wizard).

For a non-Gifted character, the spells known should be in keeping with the magical powers of the source tradition. For example, a spellcaster that is based on the elementalist hedge magic tradition should choose elemental spells. Spellcasters without The Gift cannot select Hermetic spells.

For a Gifted character, choose a D&D spellcasting class that most adheres to the spirit of the source tradition. To extend the example, a Gifted elementalist may be a druid, sorcerer, or wizard.

Magic-users of the other Realms (Divine, Faerie, and Infernal) will convert to D&D in the same manner. Gifted practitioners of Divine traditions will most likely be clerics but need not be if another class simulates the tradition better (such as bard for the cantores in Realms of Power: Divine, page 93). Many Gifted infernalists would be warlocks but other spellcasting classes are good fits as well (sorcerer and wizard). Gifted Faerie spellcasters could take levels in just about any spellcasting class.

Non-Player Character Magi#

The rate of advancement for apprentices can be used to estimate the D&D level of older magi. For example, Darius, who is 62 years past Gauntlet, would have a total of 77 years as a Hermetic apprentice and magus. He would be 12th level. In one more year, he would attain 13th level. By contrast, Bartholomew (of Devil's Lane) has a listed age of 193. Assuming he began Hermetic training at age 10, he would be a 19th level Hermetic magus. To quickly find a maga's level, use the Advancement Table substituting the maga's years as a Hermetic character and consulting the row in the Art "To Buy" column that is equal to their "Hermetic age." The Score to the left on that same row, plus one, will tell you the D&D Hermetic level (see D&D Level below). The default character class is sorcerer, unless another class fits better.

Using Published Characters#

The following rules are guidelines for figuring out how to translate the quickly-sketched Ars Magica characters from the rule books into D&D characters.

D&D Level#

The only clue given to establish the D&D level of a character from Ars Magica source material is the character’s age. Use the following table to derive a D&D level from the age. Magi are assumed to start advancing at age ten (the beginning of a standard apprenticeship). All other characters begin at age fifteen. This table is for normal human characters.

D&D Level Age: Magus Age: All Others
0 < 10 < 15
1 10 15
2 11 – 12 16 – 17
3 13 – 15 18 – 20
4 16 – 19 21 – 24
5 20 – 24 25 – 29
6 25 – 30 30 – 35
7 31 – 37 36 – 42
8 38 – 45 43 – 50
9 46 – 54 51 – 59
10 55 – 64 60 – 69
11 65 – 75 70 – 80
12 76 – 87 81 – 92
13 88 – 100 93 – 105
14 101 – 114 106 – 119
15 115 – 129 120 – 134
16 130 – 145 135 – 150
17 146 – 162 151 – 167
18 163 – 180 168 – 185
19 181 – 199 186 – 204
20 200 + 205 +


D&D Class#

The default class and archetype for Hermetic magi is sorcerer with the Hermetic Training origin. Of course, the DM is free to designate any class and archetype for the Hermetic magus characters found in the Ars Magica sourcebooks. If the description of a Hermetic magus includes spells, then the magus knows all of those spells.

Mundane characters default to the sidekick classes of expert and warrior unless a companion class is a better fit (such as skilled companion for a Redcap).

Un-Gifted magic-users would default to the spellcaster sidekick class or the arcane companion class (as previously mentioned in this document).

Grogs would take sidekick classes. Companions would take companion classes and/or sidekick classes.

Mythic Companions can have levels in any of the D&D classes (their special origin being a substitution for The Gift). Gifted characters who are not Hermetic magi can also take levels in any of the D&D classes (but have no access to Hermetic spells). Of course, both Mythic Companions and Gifted characters can take sidekick and companion classes if desired.

And finally, the DM can always use a monster block to describe any character from a sourcebook for quick translation.

Ability Scores#

Use the standard Characteristics to ability scores conversion if the Characteristics are listed from the Ability Scores section. Otherwise, use the standard array for simplicity keeping in mind the character’s D&D class and the description of the character in the Ars Magica sourcebook.

Other Character Traits#

The DM may choose backgrounds, equipment, feats, and other traits as appropriate for the Mythic Europe NPC.

Backgrounds#

In addition to what is listed below, each character should take two personality traits, one ideal, one bond, and one flaw found in the Player’s Handbook, Chapter 4, Personality and Background.

Branded Criminal#

Lifestyle: Poor but you may choose Squalid.

Gender: Male and Female.

Skill Proficiencies: Deception, Stealth.

Tool Proficiencies: One type of gaming set (perhaps dice or chess, playing cards don’t exist yet) and one other tool proficiency.

Equipment: A set of thieves’ tools, a set of dark common clothes including a hood, a belt pouch containing 15 silver thalers.

Feature: Criminal Contact (see Criminal in the Player’s Handbook, page 129).

Clerk#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: History, Religion.

Tool Proficiencies: Calligrapher’s supplies and one additional tool proficiency.

Languages: Latin.

Equipment: A bottle of black ink, a quill, a small knife, a set of common clothes, and a belt pouch containing 10 silver thalers.

Feature: Academic Hospitality (like Rustic Hospitality, but for academic folk; see Folk Hero in the Player’s Handbook, page 131).

Covenfolk#

Lifestyle: Modest.

Gender: Male and Female.

Skill Proficiencies: Choose any two.

Tool Proficiencies: Choose any two.

Equipment: A set of common clothes and a belt pouch containing 10 silver thalers.

Feature: Covenant Membership (like Guild Membership but pertains to a Hermetic Covenant; see Guild Artisan’s feature in the Player’s Handbook, page 133).

The Dungeons & Dragons alignment system can be used in the campaign if the Dungeon Master desires. If a player does not wish to choose an alignment for their character, consider the character to be neutral.

Craftsman#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Insight, Persuasion.

Tool Proficiencies: Choose one artisan’s tool proficiency.

Language Proficiency: One of your choice.

Equipment: A set of artisan’s tools, a set of traveler’s clothes, and a belt pouch containing 15 silver thalers.

Feature: Guild Membership (Player’s Handbook, page 133).

Custos#

Lifestyle: Modest.

Gender: Male and Female.

Skill Proficiencies: Choose any three.

Tool Proficiencies: May take tool proficiencies in lieu of skills on a one-to-one basis.

Languages: Latin.

Equipment: A gaming set, a set of common clothes, and a belt pouch containing 10 silver thalers.

Feature: Covenant Membership (like Guild Membership but pertains to a Hermetic Covenant; see Guild Artisan’s feature in the Player’s Handbook, page 133).

Failed Apprentice#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Arcana, Investigation.

Tool Proficiencies: Alchemist’s supplies, calligrapher’s supplies.

Languages: Latin.

Equipment: A set of common clothes and a belt pouch containing 15 silver thalers.

Feature: Magical Contact (like Criminal Contact but is a contact that is in some way related to the magical world, perhaps your former master; see Player’s Handbook, page 129).


Gentleman/woman#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: History, Persuasion.

Tool Proficiencies: One type of gaming set.

Languages: One of your choice.

Equipment: A set of fine clothes, a signet ring, and a purse containing 25 silver thalers.

Feature: Position of Privilege (as the Noble, see Player’s Handbook, page 135).

Hermetic Magus#

Lifestyle: Comfortable.

Gender: Male and Female.

Skill Proficiencies: Arcana, Investigation.

Tool Proficiency: Alchemist’s and calligrapher’s supplies.

Languages: Latin.

Equipment: A set of clothes (your choice on exact details), alchemist’s supplies, and a belt pouch containing 15 silver thalers.

Feature: The Gift. Your character has The Gift feat.

Hermetic House Feature: Every Hermetic Magus must be a member of a House. Choose or randomly determine your House and gain the feature associated with it.

d12 House Benefit (Feat)
1 Bjornaer Heartbeast
2 Bonisagus Skill Expert* (Arcana) or Skill Expert* (Persuasion)
3 Criamon Enigmatic Wisdom
4 Ex Miscellanea Magic Initiate, Artificer Initiate*, or Eldritch Adept*
5 Flambeau Elemental Adept, Mage Slayer, or War Caster
6 Guernicus Position of Privilege (as noble background) or Skill Expert* (Insight)
7 Jerbiton Gentle Gift, Skilled, or Skill Expert*
8 Mercere Healer or Keen Mind
9 Merinita Faerie Magic
10 Tremere Certamen Expert, Spell Sniper, or War Caster
11 Tytalus Actor or Lucky
12 Verditius Verditius Magic

*Found in Tasha’s Cauldron of Everything. Skill Expert: Increases one ability score by one point, gain proficiency in one skill, and gain expertise (double proficiency bonus) for the skill shown.

Knight#

Lifestyle: Comfortable but you may choose Modest or Wealthy.

Gender: Male only.

Skill Proficiencies: Intimidation, Persuasion.

Tool Proficiencies: One type of gaming set.

Languages: One of your choice.

Equipment: A tabard in the heraldic colors of your livery, a set of fine clothes and a purse containing 25 silver thalers.

Feature: Choose either Position of Privilege or Retainers (see the Noble background, Player’s Handbook, page 133).

Landed Noble#

Lifestyle: Wealthy but you may choose Comfortable or Aristocratic.

Gender: Male and Female.

Skill Proficiencies: History, Persuasion.

Tool Proficiencies: One type of gaming set.

Languages: One of your choice.

Equipment: A set of fine clothes, a signet ring, and a purse containing 25 silver thalers.

Feature: Position of Privilege (as the Noble, see Player’s Handbook, page 135).

Special: You have sworn an oath of loyalty and support to someone and sometimes they call on you to uphold your vow.

Magister in Artibus#

Lifestyle: Comfortable but you may choose Modest or Wealthy.

Gender: Male only.

Skill Proficiencies: Any two Intelligence skills.

Tool Proficiencies: None.

Languages: One of your choice and Latin.

Equipment: A bottle of black ink, a quill, a small knife, a letter from a colleague (living or dead) posing a question you have not yet been able to answer, a set of common clothes, a set of clerical robes, and a belt pouch containing 10 silver thalers.

Feature: Researcher (see the Sage background in the Player’s Handbook, page 137).

Mendicant Friar#

Lifestyle: Poor.

Gender: Male only.

Skill Proficiencies: Medicine, Religion.

Tool Proficiencies: One of your choice.

Languages: One of your choice and Latin.

Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of friar’s clothes, a Bible, and 5 silver thalers.

Feature: Discovery (see the Hermit background, Player’s Handbook, page 134).

Special: You have taken vows of poverty, chastity, and obedience to a religious superior. This covers the vows taken by mendicant friars, as well as those taken by monks and nuns strictly speaking.

Mercenary#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Athletics, Intimidation.

Tool Proficiencies: One type of gaming set.

Languages: One of your choice.

Equipment: A uniform, a trophy taken from a fallen enemy, a set of common clothes, and a belt pouch containing 10 silver thalers.

Feature: Military Rank (see the Soldier background, Player’s Handbook, page 140).

Merchant#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Insight, Persuasion.

Tool Proficiencies: None.

Languages: Two of your choice.

Equipment: A mule and a cart, a set of traveler’s clothes, and a belt pouch containing 15 silver thalers.

Feature: Guild Membership (see Player’s Handbook, page 133).

Outcast#

Lifestyle: Poor but you may choose Squalid.

Gender: Male and Female.

Skill Proficiencies: Athletics, Survival.

Tool Proficiencies: One of your choice.

Languages: One of your choice.

Equipment: A small knife, a token to remember your previous life in normal society, a set of common clothes, and a belt pouch containing 5 silver thalers.

Feature: Outcast Contact (as Criminal Contact in the Player Handbook, page 129, but for another outcast or group of outcasts).

Outlaw#

Lifestyle: Poor but you may choose Squalid or Modest.

Gender: Male and Female.

Skill Proficiencies: Intimidation, Survival.

Tool Proficiencies: Any two of your choice.

Equipment: A set of traveler’s clothes, and a belt pouch containing 10 silver thalers.

Feature: Criminal Contact (as described in Player’s Handbook, page 129).

Outsider#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Choose any two.

Tool Proficiencies: None.

Languages: Any two of your choice.

Equipment: An article that ties you to your culture, a set of common clothes, and a belt pouch containing 10 silver thalers.

Feature: Cultural Hospitality (as Rustic Hospitality in the Player’s Handbook, page 131, but for other members of your culture).

Peasant#

Lifestyle: Poor but you may choose Squalid or Modest.

Gender: Male and Female.

Skill Proficiencies: Animal Handling, Athletics, Survival.

Tool Proficiencies: One of your choice.

Equipment: A set of common clothes and a belt pouch containing 5 silver thalers.

Feature: Rustic Hospitality (as described in the Player’s Handbook, page 131).

Priest#

Lifestyle: Comfortable but you may choose Modest or Wealthy.

Gender: Male only.

Skill Proficiencies: History, Religion.

Tool Proficiencies: None.

Languages: One other of your choice and Latin.

Equipment: A crucifix, a Bible, clerical vestments, a set of common clothes, and a belt pouch containing 15 silver thalers.

Feature: Shelter of the Faithful (as described in the Player’s Handbook, page 127).

Special: You have sworn a vow of celibacy and breaking your vow is a serious matter. If you fail to uphold your vow, you must perform some kind of atonement, whether it be religious penance or coming to terms with your failure in some other way. Furthermore, you may not gain Inspiration until you atone. Most people respect your dedication, giving you a good reputation among those people (+1 to Charisma-based ability checks).

Redcap#

Lifestyle: Modest.

Gender: Male and Female.

Skill Proficiencies: Persuasion, Survival.

Tool Proficiencies: One of your choice.

Languages: One of your choice and Latin.

Equipment: A set of traveler’s clothes, a set of Redcap clothes, an enchanted device that aids you in your duties, and a belt pouch containing 15 silver thalers. Your enchanted device can be chosen from Magic Item Table A, Table B, or Table C in the Dungeon Master’s Guide, pages 144 and 145 or from the list of minor common magic items on pages 140 and 141 in Xanathar’s Guide to Everything.

Feature: Wanderer (as described in the Outlander background in the Player’s Handbook, page 136).

Special: Redcaps cannot have The Gift. If they did, they would’ve been trained as a Hermetic magus.

Wanderer#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Insight, Survival.

Tool Proficiencies: None.

Languages: Two of your choice.

Equipment: A staff, a set of traveler’s clothes, and a belt pouch containing 10 silver thalers.

Feature: Wanderer (as described in the Player’s Handbook, page 136).

Wise One#

Lifestyle: Modest but you may choose Poor or Comfortable.

Gender: Male and Female.

Skill Proficiencies: Arcana, Medicine.

Tool Proficiencies: One of your choice.

Languages: One of your choice.

Equipment: An article or token that pertains to your “magic”, a set of common clothes, and a belt pouch containing 10 silver thalers.

Feature: Discovery (as described in the Player’s Handbook, page 134).

Equipment#

Currency#

The Mythic Europe campaign setting uses the Mythic Penny as the default currency, 240 of which equal a Mythic Pound. The conversion rate is five D&D gold pieces (thalers) equals 24 Mythic Pence. To convert the currency while keeping the D&D abbreviations, use the following coin descriptions. The standard name for the currency is given along with a mnemonic name to aid in remembering what the equivalent coin is in D&D. Most coins are a little larger than a U.S. dollar coin. Half-thalers are a little smaller than a U.S. nickel.

Gold Crown#

Pretty Penny (pp)

This is a gold coin weighing 1/50th of a pound. These are rare, worth four Mythic Shillings. Five of these make a Mythic Pound.

Silver Thaler#

Great Penny (gp)

This is a silver coin weighing 1/50th of a pound. Each thaler almost equals five Mythic Pence, two-fifths of a shilling, and 50 thalers make a Mythic Pound.

Silver Half-Thaler#

Elf Penny (ep)

This is a small silver coin weighing 1/100th of a pound. These are rare, worth a little less than two-and-a-half Mythic Pence each. One hundred half-thalers make a Mythic Pound.

Bronze Dime#

Small Penny, Simple Penny, or Sheaf Penny (sp)

This is a bronze coin weighing 1/50th of a pound. This is essentially a thaler made of bronze and it is traditionally stamped with the image of crossed wheat sheaves. It is worth a little less than one-half a Mythic Penny (0.48) and five hundred of these equals a Mythic Pound. You can buy a five-pound bag of wheat flour with this coin.

Copper Cent#

Copper or Chicken Penny (cp)

This is a copper coin weighing 1/50th of a pound. Coins vary by location and may be locally minted. Roughly 20 copper cents equal one Mythic Penny, 250 cents equal a Mythic Shilling, and 5,000 equal a Mythic Pound. A copper cent can buy you a chicken in most places.

Conversions#

One Mythic Librum (Pound)

= 20 Mythic Solidi (Shillings)

= 240 Mythic Denarii (Pence)

= 5 Gold Crowns (pp)

= 50 Silver Thalers (gp)

= 100 Silver Half-Thalers (ep)

= 500 Bronze Dimes (sp)

= 5,000 Copper Cents (cp)

It is important to note that these coins have no basis in history. The DM can use these coins to have equivalents to D&D currency and not have to re-work the prices in the equipment tables while keeping silver as the base metal for currency for Mythic Europe.

Economy#

The Dungeon Master must decide on whether to use the normal D&D economy or that of Mythic Europe. If the standard D&D economy is used, then equipment, treasure, and the costs to create magic items (see Crafting Magic Items) follow D&D norms. Note that this will result in exorbitant prices from a Mythic Europe standpoint but it will be easier to use all D&D source material (i.e., the DM won’t have to change the rules for treasure hoards, cost of living, etc.).

If the Mythic Europe economy is used, then the Dungeon Master should consult Ars Magica material to determine the costs of various things in the setting.

Lifestyles by Social Status#

Social Status

Ars Magica (Poor)

Ars Magica (Normal)

Ars Magica (Wealthy)

Branded Criminal

Squalid

Poor

-

Clerk

Poor

Modest

Comfortable

Covenfolk

-

Modest

-

Craftsman

Poor

Modest

Comfortable

Custos

-

Modest

-

Failed Apprentice

Poor

Modest

Comfortable

Gentleman/woman

Poor

Modest

Comfortable

Hermetic Magus

-

Comfortable

-

Knight

Modest

Comfortable

Wealthy

Landed Noble

Comfortable

Wealthy

Aristocratic

Magister in Artibus

Modest

Comfortable

Wealthy

Mendicant Friar

-

Poor

-

Mercenary Captain

Poor

Modest

Comfortable

Merchant

Poor

Modest

Comfortable

Outcast

Squalid

Poor

-

Outlaw

Squalid

Poor

Modest

Outsider

Poor

Modest

Comfortable

Peasant

Squalid

Poor

Modest

Priest

Modest

Comfortable

Wealthy

Redcap

-

Modest

-

Wanderer

Poor

Modest

Comfortable

Wise One

Poor

Modest

Comfortable

Lifestyle Expenses#

Lifestyle D&D Annual Cost Mythic Europe Annual Cost
Squalid 18 gp ₤ ¼
Poor 36 gp ₤ ½
Modest 180 gp ₤ 1

Covenfolk

180 gp ₤ 1

Specialists & Craftsmen

360 gp ₤ 2

Companions

432 gp ₤ 3
Comfortable 720 gp ₤ 5
Wealthy 1,440 gp ₤ 10
Aristocratic 3,600 gp ₤ 25

Mythic Europe Armor and Weapons#

See the tables below for allowable armor and the weapons for Mythic Europe. Prices are in silver thalers or Mythic Pence.

Armor#

Armor Cost D&D Europe Armor Class (AC) Strength Stealth Weight
Light Armor

Quilted

Inexp. 5 gp 30 d. 11 + Dex modifier − Disadvantage 8 lb.

Leather

Inexp. 10 gp 30 d. 11 + Dex modifier − − 10 lb.

Studded leather

Std. 45 gp 120 d. 12 + Dex modifier − − 13 lb.
Medium Armor

Heavy leather

Inexp. 10 gp 30 d. 12 + Dex modifier (max 2) − − 12 lb.

Leather scale

Std. 50 gp 120 d. 13 + Dex modifier (max 2) − − 20 lb.

Scale mail

Std. 50 gp 120 d. 14 + Dex modifier (max 2) − Disadvantage 45 lb.
Heavy Armor

Ring mail

Std. 30 gp 120 d. 14 − Disadvantage 40 lb.

Chain mail

Exp. 75 gp 480 d. 16 Str 13 Disadvantage 55 lb.
Shield

Buckler Shield

Std. 5 gp 30 d. +1 − − 3 lb.

Round Shield

Inexp. 10 gp 8 d. +2 − − 6 lb.

Heater Shield

Std. 15 gp 30 d. +3 − − 9 lb.

Weapons#

Ars Magica Weapon Cost D&D Europe Dungeons & Dragons Weapon
Brawl Ability

Dodge

-- -- -- Unarmed

Fist

-- -- -- Unarmed

Kick

-- -- -- Unarmed

Gauntlet

Inexp. 5 gp 8 d. Unarmed

Bludgeon

Inexp. 1 sp 8 d. Improvised Weapon

Dagger

Inexp. 2 gp 8 d. Dagger

Knife

Inexp. 2 gp 8 d. Dagger
Single Weapon Ability

Axe

Std. 10 gp 30 d. Battleaxe

Club

Inexp. 1 sp 8 d. Club

Hatchet

Inexp. 5 gp 8 d. Handaxe

Lance

Std. 10 gp 30 d. Lance

Mace

Std. 5 gp 30 d. Light Hammer, Mace, Morning Star, Warhammer

Mace and Chain

Std. 10 gp 30 d. Flail

Spear, Short

Inexp. 1 gp 8 d. Spear

Sword, Short

Std. 10 gp 30 d. Shortsword

Sword, Long

Exp. 15 gp 120 d. Longsword
Great Weapon Ability

Cudgel

Inexp. 2 sp 8 d. Greatclub

Farm Implement

Inexp. 1 sp 8 d. Improvised Weapon

Flail

Inexp. 8 gp 8 d. As Warhammer but 1d10 Damage, 4 lb., Heavy, and Two-Handed

Pole Arm

Std. 20 gp 30 d. Halberd

Pole Axe

Std. 30 gp 30 d. Greataxe

Spear, Long

Inexp. 5 gp 8 d. Pike

Sword, Great

Exp. 50 gp 120 d. Greatsword

Staff

Inexp. 2 sp 8 d. Quarterstaff

Warhammer

Std. 15 gp 30 d. Maul
Bows and Thrown Weapon Abilities

Axe, Throwing

Std. 5 gp 30 d. Handaxe

Javelin

Std. 5 sp 30 d. Javelin

Knife

Inexp. 2 gp 8 d. Dagger

Sling

Inexp. 1 sp 8 d. Sling

Stone

Inexp. 1 cp 1 d. Improvised Weapon

Bow, Long

Exp. 50 gp 120 d. Longbow

Bow, Short

Std. 25 gp 30 d. Shortbow

Customization Options#

Multiclassing#

The Multiclass Magus#

If multiclass rules are in use, a magus will gain magus archetype features after reaching a total number of magus levels, regardless of their individual class levels with the magus archetype. The character must take the magus class archetype for each class for these levels to stack. For example, a character that has taken six levels of druid, six levels of warlock, and six levels of wizard and also chose the magus class archetype for each one would be considered an 18th level magus. If they decided to take another class archetype in one class, such as a druid circle that is not magus, then they would be a 12th level magus.

At 6th level magus, the character gains the Magic Shield magus archetype feature (if they have not already gained it).

At 10th level magus, the character gains the Spellmaster magus archetype feature (if they have not already gained it).

At 14th level magus, the character gains the Spell Penetration magus archetype feature (if they have not already gained it).

The Multiclass Companion and Grog#

Use the table below for multiclass companions and grogs. Spellcasting levels stack as usual.

Class Ability Minimum Proficiencies Gained
Academic Int 13 or Cha 13 Any four skills
Arcane Int 13 or Wis 13 Arcana, any three skills
Expert Dex, Int, or Cha 11 Bonus Proficiencies
Martial Str 13 or Dex 13 Light armor, medium armor, shields, simple and martial weapons
Skilled Dex 13 or Cha 13 Any four skills
Spellcaster Int, Wis, or Cha 11 Bonus Proficiencies
Warrior Str, Dex, or Con 11 Bonus Proficiencies

The expert, spellcaster, and warrior get the 1st level Bonus Proficiencies class feature for their class.

Feats#

Certamen Expert#

Prerequisite: The ability to conduct certamen

In certamen, you may add your proficiency bonus to the lower of your Attack Bonus or Defense Bonus each round. You first assign your Attack Bonus and Defense Bonus, subject to the normal limit. You increase your lower bonus after this assignment.

Enigmatic Wisdom#

Prerequisite: Be a member of the Hermetic House of Criamon

You may apply your proficiency bonus to any ability check to understand any strange or baffling phenomena, to make sense of the strange or ludicrous, to interpret dreams and riddles, and to understand phantasms and arcane or mysterious situations. This application of your proficiency bonus can stack with a proficiency

bonus granted by a skill. Furthermore, you gain one magic tattoo of common rarity found in Tasha’s Cauldron of Everything.

Faerie Magic#

Prerequisite: Be a member of the Hermetic House of Merinita

You may use the Faerie Magic Ranges, Durations, and Targets when crafting Hermetic spells. Faerie Auras are native for you, not foreign.

Gentle Gift#

Prerequisite: The Gift

You have The Gift but you do not suffer disadvantage on Charisma-based skill and ability checks because of it. You may have disadvantage on Charisma-based checks if another effect calls for it, but never from The Gift.


Heartbeast#

Prerequisite: Be a member of the Hermetic House of Bjornaer

Choose one naturally occurring beast that has a Challenge of 1 or less. By taking an action, you can assume the form of this animal. Your equipment does not transform with you. It also takes one action to revert to human form. You cannot speak or make appropriate gestures to cast spells having a verbal and/or somatic component in the animal form. Also, as a result of your initiation into House Bjornaer, you may never take a familiar (but you may cast find familiar).

Hermetic Adept#

Prerequisite: Hermetic Journeymage feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. In addition, you gain one Hermetic spell of Level 30 or lower.

Hermetic Apprentice#

Prerequisite: Hermetic Initiate feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. In addition, you gain one Hermetic spell of Level 20 or lower.

Hermetic Dabbler#

Prerequisite: Hermetic Magic feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. You gain two cantrips and may choose these from any D&D class list or from the Hermetic spell list. A Hermetic cantrip is defined as a Hermetic spell of Level 5 or lower. In addition, you gain two Level 10 or lower Hermetic spells. You know these spells in the manner of a sorcerer (i.e., you choose a spell that you know to cast and then use an appropriate spell slot). Your spellcasting ability is the highest of your Intelligence, Wisdom, or Charisma. You regain all spent spell slots after a long rest.


Hermetic Initiate#

Prerequisite: Hermetic Dabbler feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. In addition, you gain one Hermetic spell of Level 15 or lower.

Hermetic Journeymage#

Prerequisite: Hermetic Apprentice feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. In addition, you gain one Hermetic spell of Level 25 or lower.

Hermetic Magic#

Prerequisite: Hermetic Magus background

All Hermetic spells become class spells for all of the normal D&D player character classes you have taken levels in. The normal player character classes are the twelve found in the Player’s Handbook plus artificer (found in Tasha’s Cauldron of Everything). Sidekick classes and the companion classes found in this document are not defined as normal player character classes. Use the specific rules for your class or classes found below.

Characters with this feat may engage in Hermetic downtime activities, such as extracting vis, fixing arcane connections, and creating longevity rituals.

Furthermore, when this feat is taken, character gains two cantrips and may choose these from any D&D class list or from the Hermetic spell list. A Hermetic cantrip is defined as a Hermetic spell of Level 5 or lower.

Hermetic Magus#

Prerequisite: Hermetic Adept feat

You gain one spellcasting level. This spellcasting level stacks with all other spellcasting levels you have but cannot cause your spellcasting level to exceed your character level. Consult the table on page 165 of the Player’s Handbook to find your spell slots per spell level. In addition, you gain one Hermetic spell of Level 35 or lower.

Magic Shield#

Prerequisite: Character level 6+, Hermetic Magus background

You have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. You are also not affected by the social penalties of The Gift in others. Others are still affected by your Gift, unless they also have Magic Shield.


Spell Penetration#

Prerequisite: Character level 14+, Hermetic Magus background

Targets have disadvantage on their saving throws against your spells and you have advantage on your spell attack rolls.

Spellmaster#

Prerequisite: Character level 10+, Hermetic Magus background

You gain all cantrips from every D&D class spell list and from the Hermetic spell list.

The Gift#

Prerequisite: None

Special: This feat is free, but unless the character is a Hermetic Magus, this feat is almost certainly nothing but a nuisance for the character.

You have the ability to work magic. In D&D terms, this means that your character can take levels in player character classes (artificer through wizard) that grant spell slots. The Gift has a drawback, however. A character with The Gift has disadvantage on all Charisma-based skill and ability checks (but not Charisma-based attack rolls, saving throws, or any other rolls). To eliminate this penalty, take the Gentle Gift feat.

Verditius Magic#

Prerequisite: Be a member of the Hermetic House of Verditius

When engaged in the Brewing a Potion, Crafting Magic Items, or Scribing a Spell Scroll downtime activities, lower the gold piece cost of creation by a number of magic item levels equal to your proficiency bonus. If you use raw vis to craft a magic item, lower the number of pawns of vis you need by your proficiency bonus (with a minimum of one pawn). Times remain the same in all cases.

However, due to your initiation into the Verditius tradition, you must use a focus to cast all of your spells, even if the spell does not have a material component. If you do not have your focus, you cannot cast spells (unless they are Hermetic spontaneous spells or Hermetic ritual spells).

Magus Characters and Hermetic Feats#

The table below shows the caster level for various classes that do not receive spell slots assuming the magus character takes only Hermetic feats as early as they are available to take. Characters can also multiclass to gain additional spellcasting levels over the progressions shown below. The full spellcasting classes cannot benefit from Hermetic feats unless a character loses the opportunity to gain a spell level due to multiclassing. Warlock Pact Magic interacts with Hermetic feats in the same way that this class feature interacts with multiclass spellcasting.

If a character with a magus archetype gains a Hermetic feat that they already have (due to level advancement), the Dungeon Master may allow the player to choose another appropriate Hermetic feat in its place (if the character meets the prerequisites).

Character Level Barbarian Fighter Monk Rogue
1 – – – –
2 – – – –
3 1 1 1 1
4 2 2 2 2
5 2 2 2 2
6 2 3 2 2
7 2 3 2 2
8 3 4 3 3
9 3 4 3 3
10 3 4 3 4
11 3 4 3 4
12 4 5 4 5
13 4 5 4 5
14 4 6 4 5
15 4 6 4 5
16 5 6 5 6
17 5 6 5 6
18 5 6 5 6
19 6 6 6 6
20 6 6 6 6

Hermetic Feat Spellcaster Level Progression#

Characters that take the Hermetic Dabbler through Hermetic Magus feats will have a number of cantrips and spell slots of the levels shown below (assuming no other spellcasting levels are involved).

Hermetic Feat Caster Level Spells Gained Cantrips 1st Level 2nd Level 3rd Level
Dabbler 1 two Level 10 4 2
Initiate 2 one Level 15 4 3
Apprentice 3 one Level 20 4 4 2
Journeymage 4 one Level 25 4 4 3
Adept 5 one Level 30 4 4 3 2
Magus 6 one Level 35 4 4 3 3

Remember that Hermetic magus characters can research spells to add to their spell list. Also, they get two cantrips with the Hermetic Magic prerequisite and another two when they take the Hermetic Dabbler feat.

Ability Scores#

Ability Conversions#

If an Ars Magica Characteristic is called for, use the following D&D abilities. Ability conversions for spells in the Ars Magica Core Rulebook have already been included in this document.

Ars Magica Characteristic Dungeons & Dragons Ability
Intelligence Intelligence
Perception Wisdom
Strength Strength
Stamina Constitution
Presence Charisma
Communication

Charisma for verbal,

Intelligence for written

Dexterity Dexterity
Quickness Dexterity

Saving Throws#

Use these guidelines from the Dungeon Master’s Guide to determine the appropriate saving throw for resisting Hermetic spells. The spell descriptions in this document do not detail the exact saving throw for each spell. The DM should use good judgment. Any spell that causes damage, that does not require a spell attack roll, should allow a saving throw for half damage.

Ability Used For …
Strength Opposing a force that would physically move or bind you
Dexterity Dodging out of harm's way
Constitution Enduring a disease, poison, or other hazard that saps vitality
Intelligence Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both
Wisdom Resisting effects that charm, frighten, or otherwise assault your willpower
Charisma Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence

Difficulty Class Conversions#

The table below shows the Ars Magica to Dungeons & Dragons conversion for Ease Factors to Difficulty Classes.

Ars Magica Description Ease Factor DC

Dungeons & Dragons 5e

Description

Trivial

0 0

--

1 2
2 4

Simple

3 5

Very easy

4 7
5 9

Easy

6 10

Easy

7 12
8 14

Average

9 15

Average

10 17
11 19

Hard

12 20

Hard

13 22
14 24

Very Hard

15 25

Very hard

16 27
17 29

Impressive

18 30

Impossible

19 32
20 34

Remarkable

21 35

--

22 37
23 39

Impossible

24 40

--

Concentration#

The Difficulty Classes for the various conditions under which a magus must concentrate are shown below. A Concentration roll is a Constitution ability check with the character’s proficiency bonus applied. It is assumed that magi are “proficient” with Concentration, having learned it during their fifteen-year apprenticeships.

Situation DC
Single Situation

Still

0

Walking

5

Running

15

Dodging

20

Jostled

15

Sudden noise of flash of light

15

Knocked down

20

Damaged this round

25
Continuing Situation

Answering a single easy yes/no question

20

Conversation

25

Casting another spell

25

Maintaining another spell

20 + 3 for each spell beyond 2nd

Injured

Apply wound penalty

Confidence#

If the Dungeon Master wishes to have an equivalent to Confidence (from Ars Magica), use the rules for Hero Points (Dungeon Master’s Guide, page 264). This, used in conjunction with the Inspiration rules, should simulate Confidence very well.

Reputation and Personality Traits#

To represent Ars Magica Reputation and Personality Traits in D&D, use a character’s personality traits, ideal, bond, and flaw. Also, the rules for Renown could be used to supplement these traits to give official status within organizations (see Dungeon Master’s Guide, page 22).


Skills and Abilities#

If needed, the D&D skill and Ars Magica ability equivalencies are listed below. This list is useful if a Characteristic roll is called for in Ars Magica and the DM needs to know the appropriate Dungeons & Dragons skill. See Difficulty Class Conversions above to convert Ease Factors to D&D DC.

D&D Skills Ars Magica Abilities
Acrobatics Athletics
Animal Handling Animal Handling, Animal Ken*, Ride
Arcana Dominion Lore*, Faerie Lore*, Infernal Lore*, Magic Lore*, Magic Theory*
Athletics Athletics, Swim
Deception Guile
History (Area) Lore*, (Organization) Lore, Civil and Canon Law*, Common Law*, Code of Hermes*
Insight Intrigue
Intimidation Leadership
Investigation Artes Liberales*, Awareness
Medicine Chirurgy*
Nature Animal Ken*, Dowsing*, Wilderness Sense*
Perception Awareness, Dowsing*, Magic Sensitivity*, Premonitions*, Second Sight*, Sense Holiness and Unholiness*
Performance Carouse, Enchanting Music*, Music, Teaching
Persuasion Bargain, Charm, Etiquette, Folk Ken
Religion Philosophiae*, Theology*
Sleight of Hand Legerdemain*
Stealth Stealth
Survival Dowsing*, Hunt, Survival, Wilderness Sense*

Skills shown in italics are Supernatural Abilities in Ars Magica. Skills with asterisks cannot be used if the character has no score.

Reaction Checks#

Whenever a group containing one or more magi attempts to interact with creatures that would be affected by The Gift, the Dungeon Master should have the party make a “reaction check” (like in the old days). The group should choose a spokesman for the party. This is a Charisma ability check using the appropriate skill (such as Persuasion). Assuming the spokesman does not have The Gift, this Charisma ability check is without disadvantage; the tables below account for the effects of The Gift. For first impressions, choose the worst variation of The Gift from among the magi in the party and consult the tables below. These tables could be used a number of times until the party establishes a positive relationship with the NPCs.

First Impressions – Gentle Gift#

DC Reaction
0 The NPC offers no help, but does no harm.
10 The NPC grudgingly offers shelter for a few nights, and does as asked as long as no risk or sacrifice is required.
20 The NPC provides whatever minor aid or service is asked, but balks at any larger requests.

First Impressions – The Gift#

DC Reaction
0 The NPC offers no help, and bids the company leave immediately.
10 The NPC grudgingly offers shelter for one night, but nothing more.
20 The NPC grudgingly offers shelter for a few nights, and does as asked as long as no risk or sacrifice is required.

First Impressions – Blatant Gift#

DC Reaction
0 The NPC opposes the company’s actions and thwarts them if possible. Shelter is refused.
10 The NPC offers no help, and bids the company leave immediately.
20 The NPC grudgingly offers shelter for one night, but nothing more.

Established Relationship – Gentle Gift#

DC Reaction
0 The NPC greets the party warmly, and will make minor sacrifices and honor small requests.
10 The NPC accepts a significant risk to aid the party, if needed. The party is treated as honored guests.
20 The NPC does whatever the party asks, as long as the request are not outrageous or suspicious. The party is welcomed as the NPC’s closest kinfolk and given every comfort and honor that can be mustered.

Established Relationship – The Gift#

DC Reaction
0 The NPC does as asked, as long as there is no prospect of sacrifice or peril. Shelter is freely offered.
10 The NPC greets the party warmly, and will make minor sacrifices and honor small requests.
20 The NPC accepts a significant risk to aid the party, if needed. The party is treated as honored guests.

Established Relationship – Blatant Gift#

DC Reaction
0 The NPC offers no help, but does no harm.
10 The NPC grudgingly offers shelter for a few nights, and does as asked as long as no risk or sacrifice is required.
20 The NPC provides whatever minor aid or service is asked, but balks at any larger requests.

There are no rules for characters having The Blatant Gift in this document. The tables for Blatant Gift are included in case they are needed (perhaps for a Twilight flaw).

Adventuring#

Covenants#

Treat the covenant as a property that is run like a business (see Dungeon Master's Guide, Recurring Expenses and Downtime Activities). The covenant is assumed to have everything the characters need to continue their advancement as Hermetic magi (unless the campaign demands otherwise). The starting Hermetic spell level of the covenant's Aegis of the Hearth will be equal to the maximum Hermetic spell level of the most powerful resident magus. After play begins, higher level Aegis of the Hearth spells must be researched. The Autocrat (or equivalent) of the covenant will spend the full thirty days managing the covenant's affairs under normal circumstances. This grants a +30 bonus to the roll on the Running a Business table (page 129). Instead of multiplying by 5 gp, the profit die roll is multiplied by the daily maintenance cost of the property (Maintenance Costs, page 127). All other details of the covenant are strictly narrative, requiring no hard rules.

Auras and Realms#

If the Dungeon Master wishes to simulate the effects of Auras, then use the following rules.

The table below shows which auras are aligned and hostile for each Realm. Each Realm also has three foreign Realms (i.e., any other Realm). A Realm can be both aligned and foreign, such as the Magic and Faerie Realms. Divine powers and spells are not affected by the other Realms, so these Realms are neither aligned nor hostile but they are foreign.

Realm Alignment Table

Aura

Magic

Power

Divine

Power

Faerie

Power

Infernal

Power

Magic Aligned Neither Aligned Hostile
Divine Hostile Aligned Hostile Hostile
Faerie Aligned Neither Aligned Hostile
Infernal Hostile Neither Hostile Aligned

Also, an aligned Realm shows a positive modifier on the Realm Interaction table while a hostile Realm shows a negative modifier. (Table below is for reference only.)

Realm Interaction Table

Aura

Magic

Power

Divine

Power

Faerie

Power

Infernal

Power

Magic +1 0 +½ –1
Divine –3 +1 –4 –5
Faerie +½ 0 +1 –1
Infernal -1 0 –2 +1

Remember to use the Aura Rating (1 to 10) to find the increased chance of botch for a foreign aura.

Standard Realms for Non-Hermetic Classes

Class Default Realm
Artificer Magic
Barbarian Faerie
Bard Faerie
Cleric Divine
Druid Faerie
Fighter (Eldritch Knight) Magic
Monk Divine
Paladin Divine
Ranger Faerie
Rogue (Arcane Trickster) Magic
Sorcerer Magic

Divine Soul

Divine
Warlock Magic

The Archfey

Faerie

The Celestial

Divine

The Fathomless

Magic

The Fiend

Infernal

The Genie

Faerie

The Great Old One

Magic

The Hexblade

Magic
Wizard Magic

The table above shows the default Realms for spellcasters of each class and also for each warlock patron. Sorcerers are almost always aligned to the Magic Realm, except for those with the divine soul origin.

Some examples of this system may be in order.

Consider a magus and a devil fighting within a Magic Aura. The magus is within an aligned aura and the devil is within a hostile aura. The spell attack rolls, spell save DCs, AC against spell attack rolls, and saves against powers and spells targeting the magus are all at +2. The devil suffers a –2 penalty to all of these.

Next, consider an angel and a devil fighting within a Faerie Aura. The Faerie Aura is neither aligned nor hostile for the angel but is hostile for the devil. The angel gets no bonuses and the devil suffers a –2 penalty on spell attack rolls, spell save DCs, AC against spell attack rolls, and saves against powers and spells.

Lastly, consider two magi fighting within a Divine Aura. The Divine Aura is hostile for both. Each suffers a –2 penalty on spell attack rolls, spell save DCs, AC against spell attack rolls, and saves against powers and spells. If they only cast spells at each other, these modifiers effectively cancel out.

Realms for Creatures#

The suggested Realm of Power for each creature type is listed below.

Divine Realm#

In Dungeons & Dragons, these creatures will most often be Divine:

Infernal Realm#

These creatures will most often be Infernal:

Faerie Realm#

These creatures will most often be of the Faerie Realm:

Magic Realm#

In Dungeons & Dragons, these creatures will most often be of the Magic Realm:

Twilight#

Use these simple rules if you wish to include Twilight in the campaign.

Each time a Hermetic maga casts a spell (of any level) while in combat or other stressful situation, the DM rolls percentile dice. If the result is ‘01’ then a spellcasting botch has occurred. The intended spell fizzles and the maga gains two Warping Points. The maga must make a saving throw (her spellcasting ability) to avoid entering Twilight.

Saving Throw to Avoid Twilight:

Intelligence, Wisdom, or Charisma Saving Throw

DC = 10 + Warping Score + Enigmatic Wisdom

If the saving throw is successful, the maga avoids entering Twilight and takes a moment to get her magic under control (but still loses the spell). If the saving throw fails, the maga must make an Intelligence ability check to comprehend the Twilight.

Ability Check to Comprehend Twilight:

Intelligence (Enigmatic Wisdom)

DC = 10 + Caster’s Warping Score

If the ability check to comprehend Twilight fails, the maga spends the base time in Twilight (see table below) and suffers a bad effect from the experience.

If the ability check to comprehend Twilight succeeds, the maga spends time in Twilight on the row corresponding to her Warping Score, moving up by a number of rows equal to how much the saving throw succeeded by (with a minimum time of Momentary).

For example, a maga with Warping Score of 5 succeeds on the comprehension ability check by three points. This maga would spend two hours in Twilight during the episode.

Warping Score Base Time in Twilight
0 Momentary
1 Diameter (20 combat rounds)
2 Two Hours
3 Sun
4 Day (24 hours)
5 Moon
6 Season
7 Year
8 Seven Years
9 Seven + 1d10 Years
10 Eternal: Final Twilight

If the maga comprehends the Twilight, roll percentile dice and consult the Minor Beneficial Properties table in the Dungeon Master’s Guide (page 219). The character gains the property that is rolled for the Base Time shown for the character’s Warping Score.

If the maga did not comprehend the Twilight (i.e., failed the Twilight comprehension ability check), roll percentile dice and consult the Minor Detrimental Properties table in the DMG (page 220). The character gains the property that is rolled for a period of time equal to the Base Time above for the character’s Warping Points.

In both cases, ignore the “while attuned to the artifact” portion of the property. Minor detrimental properties can be removed with the spells greater restoration, wish, or equivalent magic.

Warping#

A character’s Warping Score is determined by his or her Warping Point total. See the table below.

Warping Points Warping Score
0 – 4 0
5 – 14 1
15 – 29 2
30 – 49 3
50 – 74 4
75 – 104 5
105 – 139 6
140 – 179 7
180 – 224 8
225 – 274 9
275+ 10

Hermetic magi can gain Warping Points by botching spellcasting rolls. All characters gain one Warping Point when the subject of a Hermetic spell of Level 30 or higher or a D&D spell using a 3rd level or higher spell slot (unless they cast the spell or the effect was made specifically for them). Also, characters under a constant mystical effect (like a longevity ritual) gain one Warping Point per year. Characters living in a strong Aura also accumulate Warping Points (see Ars Magica Core Rulebook, page 167).

Note, if you use Warping Points in your campaign, spells like The Enigma’s Gift do not do force damage, they just inflict Warping Points.

Vis#

The rules state that there is a gold piece expenditure that must be met to create a magical item and it is generally left to the Dungeon Master to determine what a character is actually spending money on when enchanting an item. Another possibility for characters creating magical items is to use raw vis in lieu of a gold piece expenditure. This is in keeping with the Ars Magica source material and rules regarding the use of raw vis are easily implemented. Raw vis can take many forms: glowing crystals, magical mushrooms, enchanted pool water, feathers of a magical creature, etc. For the purposes of the game, raw vis can be used to create magical items (and act as a substitute for a simple gold piece expenditure).

Units of vis are measured in "pawns" and each pawn, for convenience, can be used to enchant one level of a magical item. In other words, enchanting a magical item requires a number of pawns of vis equal to the level of the magical item (see Crafting Magic Items). For potions and scrolls, only one pawn of vis is required, regardless of the potion or scroll magic item level (as these are single-use items). Under this set of rules, raw vis can also be used as a substitute for the research cost of inventing a new spell (see Conducting Spell Research). The number of pawns of raw vis required is equal to the magnitude of the Hermetic spell (i.e., the Hermetic spell level divided by five) or twice the D&D level of the spell being researched.

In this guide, the actual Arts to which pawns of vis are attuned are not important. In the Mythic Europe setting every pawn of vis is attuned to one of the fifteen Hermetic Arts and the attuned Art of each pawn of vis must match the magical act that the vis is being used for (e.g., a magus would need Ignem vis to enchant a wand of fireballs). The Dungeon Master may differentiate between the fifteen different types of vis in his or her campaign if desired, but these rules assume that all vis is "colorless" and can be used for any magical purpose.

The table below may be used to determine how many pawns of vis appear in a treasure hoard, either in addition to or in lieu of magic items. Simply find the table that you’re instructed to roll on for magic items and the number of times. The result gives you the number of pawns of vis found in the treasure hoard. Values in parenthesis indicate that these table and roll combinations are not present in the Dungeon Master’s Guide.

Table Once 1d4 1d6 1d8
A (1) 2 3 (4)
B (2) 3 4 (5)
C (3) 4 5 6
D 4 5 6 (7)
E 5 (6) 7 (8)
F 6 7 (8) (9)
G 7 8 (9) (10)
H 8 9 (10) (11)
I 9 10 (11) (12)

If it is not obvious (e.g., a vial of glowing water), pawns of vis can be identified with the detect magic spell. Note that warlocks can gain use of this spell, at will, by taking the Eldritch Sight invocation.

Some creatures also possess a number of pawns of vis equal to one-half their Challenge, rounded up, if they have magic resistance; if they have resistance to nonmagical weapons; are of the celestial, dragon, elemental, fey, fiend, or undead type; or if the Dungeon Master otherwise determines that pawns of vis can be harvested from the creature. Gathering a dead creature's vis and storing it in a vessel can be accomplished with the Gather the Essence of the Beast spell. If the DM needs help in determining the actual physical form that pawns of vis take, the following table may be useful.

Roll Result (d20) Material Form of Vis
1 Bark or Leaf
2 Herb or Spice
3 Cobweb or Nest
4 Fruit or Vegetable
5 Lichen, Moss, or Mushroom
6 Blood, Sweat, or Tears
7 Feather or Scale
8 Ice or Water
9 Crystal, Rock, or Stone
10 Honey or Milk
11 Cone or Flower
12 Cocoon or Egg
13 Coal, Peat, or Soil
14 Skin or Bones
15 Acorn or Seed
16 Fur, Hair, or Wool
17 Horn, Nail, or Tooth
18 Glass or Ceramic
19 Coin or Metal
20 Parchment or Paper

Downtime Activities#

Some notes on the downtime activities follow.

Brewing a Potion#

Spellcasters can brew elixirs, oils, philters, and potions as long as they have the correct formula (see Researching Magical Item Formulas). Use the potion level as the magic item level when researching a formula. Spellcasters do not need to be able to cast any spells that the potions they create may mimic.

Potion Level#

A potion’s magic item level is equal to that of a typical magic item as detailed in the Crafting Magic Items section. However, potions with a variable rarity such as potions of giant strength and potions of healing have a base magic item level equal to that of the lowest powered potion of that type, plus two additional levels for each step in potency. For example, a potion of cloud giant strength would be an 8th level magic item and a potion of supreme healing would be a 7th level magic item.

Time to Brew a Potion#

It takes a number of weeks to brew a potion equal to half of its magic item level, rounded up.

Cost to Brew a Potion#

The cost to brew a potion is one pawn of vis or:

Potion Level × (Potion Level + 2) × 62.5 gp

This cost is half of that for other magical items.

Buying a Magic Item#

Source: Xanathar’s Guide to Everything, 126

Magical items are typically sold at a price equal to at least double the cost to make the item. Use the costs in this document. Research costs are typically not included in the sale price.

Crafting an Item#

Source: Xanathar’s Guide to Everything, 128

Use the system in this document for the creation of magic items.

Crafting Magic Items#

All spellcasters can create magical items. Any spellcaster wishing to create magical items must have a sanctum (see Research Libraries and Laboratories).

Spellcasters can create magical items suitable to their class, traits, and features. The DM should determine if a given type of magical item can be constructed by a given type of spellcaster. Constructing a magical item can be as simple as outlining the required gold piece expenditure and the amount of time for creation. The DM can always add additional rules, such as the need to have a laboratory text or formula for the magical item, requiring special ingredients for the construction process, percentage chances of success, sacrifices that must be made, etc.

This section is used for the construction of armor, rings, shields, weapons, wondrous items, rods, staves, and wands. For potions, see the section Brewing Potions. For scrolls and spellwrought tattoos, consult Scribing Scrolls. Scrolls of protection, however, use these rules.

Magic Item Level#

The table below allows the Dungeon Master to calculate the “level” for each magic item based on the item’s qualities (rarity, power, and attunement). A magic item level is equal to:

Item Level = Power × Rarity + Attunement

Quality Level Factors
Minor Item 1
Major Item 2
Common Item × 1
Uncommon Item × 2
Rare Item × 4
Very Rare Item × 6
Legendary Item × 8
Attunement Not Required +0
Attunement Required +2

The lowest-level magic items currently in D&D are 1st-level magic items which are minor, common, non-attuned items (such as those found in Xanathar’s Guide to Everything). The highest-level magic items are 18th-level which are major, legendary, with attunement required, an example of which is the staff of the magi.

Researching Magical Item Formulas#

Researching a magical item formula could be handled under the rules for researching a spell, treating the “spell level” as one-half the magic item level plus ½ for constructing the magical item in question (retain the fraction). Upon successful completion of the research, the character has the knowledge needed to make the magic item. The character need not have any appropriate spells for the enchantment of the item; the formula allows for fully enchanting the item. The resulting formula for making a magic item is treated like a spell with a spell level equal to one-half the magic item level, rounded up (maximum of 9th level).

For example, a wizard of 10th level wishes to make a wand of fireballs. This wizard does not need to have fireball in his spellbook to create the wand. The wand of fireballs is a major, rare magic item that requires attunement, so its magic item level is 10th. This wizard can make the item, being a 10th level spellcaster. The wizard would need a magical research library and associated facilities to be able to research the formula and successfully craft the wand. Once the formula is successfully researched, the wizard would have a 5th level evocation spell enchant wand of fire in his spellbook.

A spell that is developed for enchanting a specific magical item can be used for the purposes of initially creating the type of item, recharging that specific type of item (time being prorated as a fraction of full construction), and possibly repairing that the type of item. These enchantment spells can be used for no other purpose and each magical item listed in any D&D source requires its own enchantment spell.

Creating the Magic Item#

Each magic item has a minimum spellcaster level required to make the item and this is simply the magic item’s level. In addition to meeting this minimum caster level, magical item creation requires time and money.

Time to Create A Magic Item#

A magic item takes a number of weeks to create equal to the magic item level. Each day, the enchantment spell is cast. This ritual takes a full eight-hour day.


Cost to Create a Magic Item#

A magic item requires an expenditure of:

Item Level × (Item Level + 2) × 125 gp

If vis is used in the campaign, it takes a number of pawns of vis equal to the magic item level to create the item (instead of the monetary expenditure).

Creating a Longevity Ritual#

If a Hermetic magus character performs a longevity ritual, the cost in materials is 10,000 gp (silver thalers) or one pawn of vis for every five years of age, rounded up. Since there are no aging rolls in D&D5e, simply assume that the character’s lifespan increases by three times the difference between a normal lifespan and their current age. Aging slows to one-third normal at that point. For example, a purely human character has a mean lifespan of 70 years. If a character undergoes a longevity ritual at age 35, his lifespan would increase by 105 years (three times the difference of 70 minus 35). This is added to the normal lifespan to give a rough lifespan of 140 years. The character would appear to age only one year for every three years thereafter.

However, if the aging system is used, then the bonus for Longevity Ritual should actually be calculated. Use the spellcaster’s level when they made the Longevity Ritual and calculate as:

LR Modifier = Spellcaster Level + 1

With more powerful Longevity Rituals, the magus is almost guaranteed to enter Final Twilight before dying.

Conducting Spell Research#

Spellcasters can use downtime to research new spells. Any spellcaster wishing to research new spells must have a sanctum. A spellcaster’s sanctum takes a form suitable to their own magical tradition. A sanctum could be a laboratory, a library, a shrine, a series of interconnected rooms with hidden passageways, a hidden grove, the possibilities are nearly endless. Hermetic magi have Hermetic laboratories for this type of research. For game purposes, the sanctum is a place where spellcasters can research spells and create magical items.

Arcane tricksters, bards, eldritch knights, rangers, sorcerers, and warlocks can conduct magical research to learn new spells. Artificers, clerics, druids, and paladins can research new spells to add to their personal spell list. Wizards can engage in spell research to add spells to their spellbooks. It is assumed that the character has an appropriately-equipped sanctum available when conducting spell research (see Research Libraries and Laboratories).

Time to Conduct Spell Research#

Spell research takes a number of weeks equal to double the D&D spell level. Hermetic spell research takes a number of weeks equal to the magnitude of the spell (i.e., the Hermetic spell level divided by five).

It may be useful to note that one season in Ars Magica is equal to 13 weeks.

Cost to Conduct Spell Research#

The total cost of spell research equals:

500 gp × Spell Level X (Spell Level + 1)

Hermetic spells are considered to have a D&D spell level equal to the Hermetic spell divided by ten, with the fraction retained.

If vis is used in the campaign, instead of monetary expenditure, research consumes a number of pawns of vis equal to the magnitude of a Hermetic spell or twice the spell level of a D&D spell.

Extracting Vis#

For each season that a Hermetic magus character spends extracting vis, they gain a number of pawns of vis equal to the highest level spell slot they have available (1st through 9th).

Fixing Arcane Connections#

A Hermetic magus who has an active Arcane Connection may make it permanent by spending a season of laboratory work and one pawn of vis. The connection must be active at the beginning of the season, but need not be such as to naturally last for the whole season.


Running a Business#

Source: Dungeon Master’s Guide, 129

Multiply the die roll results by the Total Cost per Day of the establishment (or closest) from the Maintenance Costs table in the Recurring Expenses section (instead of by 5 gp).

Scribing a Spell Scroll#

Spellcasters can scribe a spell scroll or create a spellwrought tattoo needle (Tasha’s Cauldron of Everything, page 135) if the spell is on their spell list, they know spell, or the spell is in their spellbook.

Scroll or Needle Level#

Spell scrolls and spellwrought tattoo needles have a magic item level equal to the minimum caster level to cast the spells they contain.

Time to Scribe a Spell Scroll or Create a Needle#

It takes a number of weeks to scribe a spell scroll or create a spellwrought tattoo needle equal to the spell level of the required spell slot to cast the spell plus one.

Cost to Scribe a Spell Scroll or Create a Needle#

The cost to scribe a spell scroll or create a spellwrought tattoo needle is equal to one-tenth the cost to research a spell of that level. See Conducting Spell Research to find these costs. Alternatively, one pawn of vis can be used instead of the monetary expenditure, regardless of the spell level.

Selling Magic Items#

Source: Xanathar’s Guide to Everything, 133

Magical items are typically sold at a price equal to at least double the cost to make the item. Use the costs in this document. Research costs are typically not included in the sale price.

List of Downtime Activities from D&D #

Activity Source Page
Brewing Potions of Healing Xanathar’s Guide to Everything 130
Building a Stronghold Dungeon Master’s Guide 128
Buying a Magic Item Xanathar’s Guide to Everything 126
Carousing Xanathar’s Guide to Everything 127
Carousing Dungeon Master’s Guide 128
Crafting Player’s Handbook 187
Crafting a Magic Item Dungeon Master’s Guide 128
Crafting an Item Xanathar’s Guide to Everything 127
Crime Xanathar’s Guide to Everything 130
Gaining Renown Dungeon Master’s Guide 129
Gambling Xanathar’s Guide to Everything 130
Performing Sacred Rites Dungeon Master’s Guide 129
Pit Fighting Xanathar’s Guide to Everything 131
Practicing a Profession Player’s Handbook 187
Recuperating Player’s Handbook 187
Relaxation Xanathar’s Guide to Everything 131
Religious Service Xanathar’s Guide to Everything 131
Research Xanathar’s Guide to Everything 132
Researching Player’s Handbook 187
Rivals Xanathar’s Guide to Everything 123
Running a Business Dungeon Master’s Guide 129
Scribing a Spell Scroll Xanathar’s Guide to Everything 133
Selling a Magic Item Xanathar’s Guide to Everything 133
Selling Magic Items Dungeon Master’s Guide 129
Sowing Rumors Dungeon Master’s Guide 131
Training Xanathar’s Guide to Everything 134
Training Player’s Handbook 187
Training (Special) Dungeon Master’s Guide 231
Training to Gain Levels Dungeon Master’s Guide 131
Work Xanathar’s Guide to Everything 134

Spell Research Costs and Times#

D&D

Level

Hermetic Level Research Cost Research Time

D&D

Level

Hermetic Level Research Cost Research Time
Cantrip 1 to 5 375 gp One week 6th 60 21,000 gp Twelve weeks
1st 10 1,000 gp Two weeks 65 24,375 gp Thirteen weeks
15 1,875 gp Three weeks 7th 70 28,000 gp Fourteen weeks
2nd 20 3,000 gp Four weeks 75 31,875 gp Fifteen weeks
25 4,375 gp Five weeks 8th 80 36,000 gp Sixteen weeks
3rd 30 6,000 gp Six weeks 85 40,375 gp Seventeen weeks
35 7,875 gp Seven weeks 9th 90 45,000 gp Eighteen weeks
4th 40 10,000 gp Eight weeks 95 49,875 gp Nineteen weeks
45 12,375 gp Nine weeks 100 55,000 gp Twenty weeks
5th 50 15,000 gp Ten weeks 105 60,375 gp Twenty-one wks
55 17,875 gp Eleven weeks 110 66,000 gp Twenty-two wks

Sancta#

As stated in sections above, characters can use the rules in here to research new spells and to develop formulae for making magical items. The character conducting such research requires a sanctum, which typically includes both a library and a laboratory.

Although the terms “library” and “laboratory” are used in various sections of this document, any sort of body of knowledge coupled with an area for construction can be used by a spellcaster as appropriate for their particular field of magic and the norms of the campaign world. Temples, shrines, groves, workshops, factories, etc. are a few possible types of magical research facilities. These are collectively known as “sancta.”

The table below shows the D&D economy cost for a sanctum of a given level (there is no upkeep in this case). The next two columns show the initial construction costs (in Mythic Pounds or Mythic Pennies) along with the annual upkeep costs. The acquisition time is scaled for D&D pacing; for Ars Magica, assume one season per 600 Mythic Pence initial cost or 2½ Mythic Pounds. The next three columns show the maximum D&D spell level, Hermetic spell level, and magical item level that can be researched and constructed at the given sanctum level.

Also, if the acquisition time for D&D seems too short a period of time for the campaign setting, months or even years can be substituted in the table below.

The Magical Research Sanctum#

Sanctum Level† Total D&D Cost Mythic Europe Initial Cost Mythic Europe Annual Upkeep Acquisition Time

Maximum D&D

Spell Level

Maximum

Hermetic Spell Level

Maximum Magical Item Level
1 2,000 gp 120 d. 24 d. 1 week 1st 10 1
2 4,500 gp 240 d. 48 d. 1½ weeks 1st 15 2
3 8,000 gp 360 d. 72 d. 2 weeks 2nd 20 3
4 12,500 gp 600 d. 120 d. 2½ weeks 2nd 25 4
5 18,000 gp 840 d. 168 d. 3 weeks 3rd 30 5
6 24,500 gp 1,200 d. 240 d. 3½ weeks 3rd 35 6
7 32,000 gp 1,800 d. 360 d. 4 weeks 4th 40 7
8 40,500 gp ₤ 15 ₤ 3 4½ weeks 4th 45 8
9 50,000 gp ₤ 30 ₤ 6 5 weeks 5th 50 9
10 60,500 gp ₤ 50 ₤ 10 5½ weeks 5th 55 10
11 72,000 gp ₤ 75 ₤ 15 6 weeks 6th 60 11
12 84,500 gp ₤ 105 ₤ 21 6½ weeks 6th 65 12
13 98,000 gp ₤ 140 ₤ 28 7 weeks 7th 70 13
14 112,500 gp ₤ 180 ₤ 36 7½ weeks 7th 75 14
15 128,000 gp ₤ 225 ₤ 45 8 weeks 8th 80 15
16 144,500 gp ₤ 275 ₤ 55 8½ weeks 8th 85 16
17 162,000 gp ₤ 330 ₤ 66 9 weeks 9th 90 17
18 180,500 gp ₤ 390 ₤ 78 9½ weeks 9th 95 18
19 200,000 gp ₤ 455 ₤ 91 10 weeks 9th 100 19
20 220,500 gp ₤ 525 ₤ 105 10½ weeks 9th 105 20

† The sanctum’s Laboratory Upkeep Score (see Covenants) is equal to the sanctum level minus six.

Combat#

Certamen#

If you wish for Hermetic magi to conduct certamen, use the following substitutions and run the combat exactly as presented in the Ars Magica Core Rulebook.

In any given round, the sum of a combatant’s Attack Bonus and Defense Bonus must not exceed twice the combatant’s Hermetic spellcasting level. A combatant’s Attack or Defense Bonus can be as low as +0 or as high as their spellcasting level plus their proficiency bonus.

Each Round:

Sum of Attack Bonus and Defense Bonus:

2 × Hermetic spellcaster level

Attack or Defense Bonus minimum:

+0

Attack or Defense Bonus maximum:

Hermetic spellcaster level + proficiency bonus

Initiative Total

Dexterity Modifier + Proficiency Bonus + Stress Die

Attack Total

Charisma Modifier + Attack Bonus + Stress Die

Defense Total

Wisdom Modifier + Defense Bonus + Stress Die

Attack Advantage

Attack Total – Defense Total

(if Attack Total is higher)

Weakening Total

Intelligence Modifier + Attacker’s Proficiency Bonus + Attack Advantage

Resistance Total

Constitution Modifier + Defender’s Proficiency Bonus

Each combatant has six Fatigue Levels, as in Ars Magica.

Only characters with the Hermetic Magic feat may engage in certamen. Sidekick spellcasters and arcane companions do not have the necessary magical knowledge for this type of combat.

The table below shows the maximum certamen bonus (either Attack or Defense) and the corresponding lower bonus at each Hermetic spellcasting level. The lower bonus for a character with the Certamen Expert feat is also shown.

Caster Level Maximum Bonus Lower Bonus Certamen Expert
1 +2 +0 +2
2 +4 +0 +2
3 +5 +1 +3
4 +6 +2 +4
5 +8 +2 +5
6 +9 +3 +6
7 +10 +4 +7
8 +11 +5 +8
9 +13 +5 +9
10 +14 +6 +10
11 +15 +7 +11
12 +16 +8 +12
13 +18 +8 +13
14 +19 +9 +14
15 +20 +10 +15
16 +21 +11 +16
17 +23 +11 +17
18 +24 +12 +18
19 +25 +13 +19
20 +26 +14 +20

Fatigue Levels

Combatants lose fatigue levels (instead of suffering real damage) during certamen. See the Fatigue section for details.

Wounds#

When a character is reduced to zero hit points, longer lasting damage in the form of a wound is inflicted.

Parameters Light Medium Heavy
Occurs at 0 hp 1st Failed Death Save 2nd Failed Death Save
Wound Damage 10 hp 15 hp 20 hp
d20 Roll Penalty -1 -3 -5
Healing Time One Week One Month One Season

The wound severity levels are shown above (Light, Medium, and Heavy). When a character's hit point total falls to zero, a light wound is gained. If one death saving throw is failed, this wound becomes a medium wound. If a second death saving throw is failed, the wound becomes a heavy wound. Of course, if the third death saving throw is failed, the character dies.

Once the final wound level is determined (after the character becomes stable), note the wound damage. This hit point total is separate from the character's normal hit point total and represents how badly the character's persistent injury is. If untreated by magic, the wound takes the healing time shown in the table to reach the next lesser severity.

For example, a character's medium wound would become a light wound after a month. After a further week, this light wound would be healed.

If the wound is treated by magic, the effect reduces the wound damage by an amount equal to the healing. If the wound damage falls at or below the threshold of a lesser severity wound, the wound becomes that severity.

For example, a character with a heavy wound receives a 1st level cure wounds spell. The cure wounds spell cures six points of damage, taking the wound damage from 20 to 14. The wound is now a medium wound.

The penalty column in the chart shows the lasting effect of the wound in the form of a modifier that is applied to all attack rolls and ability checks (but not saving throws) while the character suffers the wound. For simplicity, wounds do not get worse from continued adventuring activities.

Note that the wound damage has no effect on the character’s hit point total. Wound damage represents the numerical severity of the wound and how much magical healing must take place to cure the wound.

Fatigue#

In this ruleset, fatigue acts as a lighter form of exhaustion. In Ars Magica terms, D&D exhaustion would be like long-term fatigue levels. Short-term fatigue is detailed here. The main effect of fatigue is to penalize all attack rolls and ability checks. Saving throws are unaffected.

Level Fatigue Effect
1 Fresh No effect, normal state
2 Winded No effect
3 Weary -1 to attack and ability rolls
4 Tired -3 to attack and ability rolls
5 Dazed -5 to attack and ability rolls
6 Unconscious Unconscious condition

The Unconscious condition is removed after a short rest (and the character becomes Dazed). The Dazed condition is removed after another short rest (and the character becomes Tired). All remaining conditions are removed after an additional short rest. One long rest eliminates all fatigue levels.

Spellcasting#

Converting Hermetic Spells#

Each Hermetic spell can be converted for use with the Dungeons & Dragons game system. Use the guidelines here.

Name#

The name of the Hermetic spell will remain unchanged.

Spell Level#

Use the following table to determine the required caster level for the spell and the spell slot that must be used to memorize, prepare, cast, learn, or know the spell. In D&D5e, a level in bard, cleric, druid, sorcerer, warlock, and wizard counts as one full level. Artificer is a half-level spellcasting class. Paladin or ranger caster level is equal to zero at 1st level but one-half the character’s class level, rounded up, starting at 2nd level. For eldritch knights and arcane tricksters, caster level is zero at 1st and 2nd levels and then one-third the character’s class level, rounded up starting at 3rd level.

The character must have the minimum caster level to be able to cast the Hermetic spell, even if a spell slot of that level is available. For example, a 1st level Hermetic wizard would not be able to learn a Level 15 Hermetic spell even though he has 1st-level spell slots available. He could learn and cast the Level 15 Hermetic spell when he reaches 2nd level wizard, however.

Caster Level

Maximum

Hermetic Spell Level

D&D Spell Slot Level Required
0 5 Cantrip
1 10 1st
2 15 1st
3 20 2nd
4 25 2nd
5 30 3rd
6 35 3rd
7 40 4th
8 45 4th
9 50 5th
10 55 5th
11 60 6th
12 65 6th
13 70 7th
14 75 7th
15 80 8th
16 85 8th
17 90 9th
18 95 9th
19 100 9th
20 105 9th

School of Magic#

The schools of magic for Hermetic spells must be determined on a case-by-case basis by the Dungeon Master. To determine the school of magic the Hermetic spell falls under, use the following guidelines.

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers (Creo and Rego), negate harmful effects (Creo), harm trespassers (Creo and Perdo), or banish creatures to other planes of existence (Perdo).

Conjuration spells involve the transportation of objects and creatures from one location to another (Rego). Some spells summon creatures or objects to the caster's side (Creo), whereas others allow the caster to teleport to another location (Rego). Some conjurations create objects or effects out of nothing (Creo).

Divination spells reveal information (Intellego), whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment spells affect the minds of others (Mentem), influencing or controlling their behavior (Mentem). Such spells can make enemies see the caster as a friend (Mentem), force creatures to take a course of action (Rego), or even control another creature like a puppet (Rego).

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning (Creo) Others channel positive energy to heal wounds (Creo).

Illusion spells deceive the senses (Imaginem) or minds (Mentem) of others. They cause people to see things that are not there (Creo Imaginem), to miss things that are there (Perdo Imaginem), to hear phantom noises (Creo Imaginem), or to remember things that never happened (Muto Mentem). Some illusions create phantom images that any creature can see (Imaginem), but the most insidious illusions plant an image directly in the mind of a creature (Mentem).

Necromancy spells manipulate the energies of life (Creo) and death (Perdo). Such spells can grant an extra reserve of life force (Creo), drain the life energy from another creature (Perdo), create the undead (Rego Corpus), or even bring the dead back to life (Creo Corpus).

Transmutation spells change the properties of a creature, object, or environment (Muto). They might turn an enemy into a harmless creature (Muto), bolster the strength of an ally (Creo), make an object move at the caster's command (Rego), or enhance a creature's innate healing abilities to rapidly recover from injury (Creo).

Art Likely Schools
Creo Abjuration, Conjuration, Evocation, Illusion, Necromancy, Transmutation
Intellego Divination
Muto Illusion, Transmutation
Perdo Abjuration, Illusion, Necromancy
Rego Abjuration, Conjuration, Enchantment, Necromancy, Transmutation
Animal Any
Aquam Any
Auram Any
Corpus Evocation, Necromancy
Herbam Any
Ignem Any
Imaginem Illusion
Mentem Enchantment, Illusion
Terram Any
Vim Any

Ritual Spells#

Ritual spells in Ars Magica become spells with the ritual tag in D&D5e. Raw vis is required for Hermetic ritual spells. Magi gain one level of exhaustion after casting a Hermetic ritual spell (Player’s Handbook, 291).

Casting Time#

When a spell is derived from a formulaic spell or is a spontaneous spell, the casting time is one action. If the spell is a ritual spell, no spell slot is used, but the ritual spell casting time is three minutes per level of the spell (or fifteen minutes per magnitude of the spell). Adding one magnitude to a formulaic spell reduces the casting time to one bonus action. Adding two magnitudes to a formulaic spell reduces the casting time to a reaction.

Range#

The range of the spell remains as it is in Ars Magica (Personal, Touch/Eye, Voice, Sight, and Arcane Connection).

Components#

Spells that come from formulaic spells have verbal and somatic components. Spells that come from ritual spells have all three components. To eliminate the verbal component, add two magnitudes to the spell. To eliminate the somatic component, add one magnitude to the spell. If raw vis is required, this cannot be eliminated.

Duration#

The duration of the spell remains as it is in Ars Magica (Momentary, Concentration/Diameter, Sun/Ring, Moon, Year). The diameter duration lasts for 20 six-second combat rounds in D&D. These spells also last for twenty combat rounds in Ars Magica, for reference.

Target#

This functions as the area of effect. The target of the spell remains as it is in Ars Magica (Individual/Circle, Part, Group/Room, Structure, Boundary or Taste, Touch, Smell, Hearing, and Sight for Intellego spells). If desired, the DM can translate the Group, Room, and Structure targets to more conventional areas of effect found in D&D5e (such as cones, spheres, cylinders, etc.).

Saving Throws#

All spells that could be resisted by magic resistance allow a saving throw in D&D5e. Determine the ability score of the saving throw by the guidelines given in the Dungeon Master’s Guide (below). The spell descriptions in this document do not detail the exact saving throw for each spell. The DM should use good judgment. Any spell that causes damage, that does not require a spell attack roll, should allow a saving throw for half damage (spell attack roll spells do full damage).

Ability Used For …
Strength Opposing a force that would physically move or bind you
Dexterity Dodging out of harm's way
Constitution Enduring a disease, poison, or other hazard that saps vitality
Intelligence Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both
Wisdom Resisting effects that charm, frighten, or otherwise assault your willpower
Charisma Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence

If a spell can be resisted with magic resistance, the spell has a saving throw. If the spell requires an Aiming or Finesse roll, then in D&D it requires a spell attack roll. Use the spell save DC and spell attack bonus calculations below:

Spell Save DC = 8 + caster’s proficiency bonus + caster’s spellcasting ability score modifier

Spell Attack Bonus = the caster’s proficiency bonus + caster’s spellcasting ability score modifier

To increase the spell save DC or spell attack bonus add one magnitude to the spell for each –1 saving throw penalty or +1 to spell save DC or spell attack bonus.

Hermetic Level of a D&D Spell#

The Hermetic level of a D&D spell is always considered to be ten times the D&D spell level or spell level slot used. D&D cantrips are always Hermetic Level 5.

Warping#

Hermetic spells of Level 30 and greater as well as D&D spells of 3rd-level or greater are Powerful Mystical Effects and cause Warping (see Ars Magica Core Rulebook, page 168 for details).

Effects#

Effects are varied and the DM will have to use good judgment when converting the spell’s details. The tables below should help.

The Characteristic to Ability Score conversion is given here.

Ars Magica Characteristic Dungeons & Dragons Ability
Intelligence Intelligence
Perception Wisdom
Strength Strength
Stamina Constitution
Presence Charisma
Communication

Charisma for verbal,

Intelligence for written

Dexterity Dexterity
Quickness Dexterity

Difficulty Classes are found by taking the Ars Magica Ease Factor, dividing this by three, and then multiplying by five. Round up the resulting DC to the nearest whole number.

Ars Magica Description Ease Factor DC

Dungeons & Dragons 5e

Description

Trivial

0 0

--

1 2
2 4

Simple

3 5

Very easy

4 7
5 9

Easy

6 10

Easy

7 12
8 14

Average

9 15

Average

10 17
11 19

Hard

12 20

Hard

13 22
14 24

Very Hard

15 25

Very hard

16 27
17 29

Impressive

18 30

Impossible

19 32
20 34

Remarkable

21 35

--

22 37
23 39

Impossible

24 40

--

Spell Conversion Guidelines#

Ars Magica Trait D&D5e Trait
+ X Recovery Bonus Regain X÷3 hit points after a short rest. Regain +X÷3 Hit Dice (up to your maximum) after a long rest.
± X Characteristic ± 2X to Ability Score
Increase a Characteristic to no higher than X Increase Ability Score to no higher than 10 + 2X
A roll of X+ An attack roll, saving throw, or ability check with DC = (X÷3) × 5
± X Attack ± X to Attack Roll
± X Defense ± X to Armor Class
± X Soak ± X to Armor Class
± X to rolls ± X to attack roll, saving throw, or ability check as appropriate
Light Wound 2d8 damage
Medium Wound 3d8 damage
Heavy Wound 4d8 damage
Incapacitating Wound 5d8 damage
Fatal Wound / “Kill” 6d8 damage
+ X Damage for Spell X+5 points of damage or (X÷5+1)d8 points of damage (save for half)
+ X Damage added to a weapon + X damage of the appropriate type
Arcane Connection Use Ars Magica rules as guidelines.
Size Tiny: -4 or smaller, Small: -2 or -3, Medium: -1 to +1, Large: +2 or +3, Huge: +4 to +7, Gargantuan: +8 or larger
+ X Size

+2X to Strength Ability Score

+5X to Hit Points

–X to Dexterity Ability Score

– X Size

–2X to Strength Ability Score

–5X to Hit Points

+X to Dexterity Ability Score

Might 1 to 10 Challenge 0 to 4
Might 11 to 20 Challenge 5 to 8
Might 21 to 30 Challenge 9 to 12
Might 31 to 40 Challenge 13 to 16
Might 41 to 50 Challenge 17 to 20
Ward Spell Hedges out appropriate creatures having a Challenge of up to twice the magnitude of the ward.
Spell produces effect “against which armor is no defense” Disregard defense from mundane armor (if any) and do not use Soak.
Concentration See Concentration section under Ability Scores.
“Heals as a (Type) Wound” Take base amount of time to heal (magic can heal sooner).
Reduce Might Damage is equal to Might reduction.
“Penetrating Magic Resistance” “Subject fails its saving throw.”
Gain X Warping Points Take 5X force damage (or take the Warping Points if Warping is used).
Parma Magica D&D5e magic resistance and Parma Magica Hermetic spell.
Magic Resistance D&D5e magic resistance and Parma Magica Hermetic spell.
Finesse Ability Spell attack bonus is used for all rolls to control spells.
Fatigue Damage Lose Fatigue Levels. See Fatigue section under Combat.

Acquiring Hermetic Spells#

In D&D5e, each class has its own spell list. Hermetic spells are in their own spell list and become accessible to player characters through the Hermetic Magic feat. Thus, each class has its own “tricks of the trade” but Hermetic spells are available to all magi.

The spell slot required to cast a Hermetic spell is equal to the tens digit of the Hermetic spell level (i.e., Level 10 and Level 15 use 1st level spell slots, Level 20 and Level 25 use 2nd level spell slots, etc.). Hermetic spells of Level 1 to Level 5 are cantrips. Spellcasters can cast learn, memorize, or prepare Hermetic spells having a Hermetic spell magnitude equal to their caster level plus one.

All characters with Hermetic spellcasting ability can undertake Hermetic downtime activities. As such, all Hermetic spellcasting characters can conduct spell research to add Hermetic spells to their usable spell list (for clerics and the like), add Hermetic spells to their spellbook (for wizards), or learn the spell outright (in the manner of sorcerers).

Casting Hermetic Spells#

Spells derived from formulaic and ritual spells are cast as previously detailed in this document. The casting of spontaneous spells is described below.

Spontaneous Spells#

To cast a spontaneous spell, that is, a formulaic Hermetic spell that the character does not know, first the caster must expend a spell slot that has a level that is at least double the Hermetic level of the spell, divided by 10. For example, a 9th level caster wishes to cast Opening the Tome of the Animal’s Mind as a spontaneous spell. This caster’s maximum Hermetic spell level is 50 and the spell is an Intellego Animal spell of Level 25. The caster can attempt to cast this spell by using a 5th-level spell slot. Secondly, the player must spend Inspiration or gain a number of Fatigue Levels equal to the D&D spell level of the original spell. In the example above, the caster would gain two Fatigue Levels (as a Level 25 Hermetic spell is considered to be a 2nd-level D&D spell).

Note that the Spellmaster feat represents the ability for Hermetic magi to cast non-fatiguing spontaneous spells when they achieve high enough casting totals in Ars Magica.

Arcane Connections and Penetration#

Arcane Connections can be used by Hermetic magi (only) to raise the spell save DC of the caster’s spell. The “Bonus to Multiplier” numbers are used directly for the saving throw penalty or the bonus to spell save DC. For example, Mari Amwithig’s use of Agony of the Beast (page 84) would enjoy a +4 bonus for the fixed Arcane Connection and another +1 bonus for the daily horoscope for a total of +5 to her spell save DC. Arcane Connections can be used by Hermetic magi with all spells, both D&D and Hermetic.

Using Raw Vis#

It is possible to use raw vis to boost the spell save DC or spell attack bonus of the maga’s spells. A maga is limited to using her spellcaster level in pawns of vis. For every pawn of vis used to cast a spell, the maga may increase her spell save DC or spell attack bonus by the number of pawns used. Alternatively, for every two pawns of vis used to cast a D&D spell, increase the effective spell slot used by one (to a maximum of a 9th-level spell slot). For example, if a 10th level Flambeau maga casts fireball using a 3rd-level spell slot, she could use two pawns of vis to make the effective D&D spell level 4th (doing 9d6 points of fire damage) or use ten pawns of vis to make the effective spell level 8th (doing 13d6 points of fire damage).

Ritual spells, requiring raw vis, limit the amount of additional vis that a maga can use to boost a spell.

For every pawn of vis used in casting a ritual spell or boosting a spell, increase the maga’s botch percentiles by 1% per pawn. Rituals should not be attempted in combat or under stressful conditions.

Hermetic Spells#

All of the spells from the Ars Magica Core Rulebook are in this section.

The Art of Animal#

Creo Animal Spells#

Level 20#

Soothe Pains of the Beast#
2nd-level evocation
CrAn 20
R: Touch, D: Mom, T: Ind, Ritual
This spell looks much like a ritualistic “laying on of hands” seen in many churches. You kneel and press your hands to the wound while reciting a quiet incantation. The spell cures one Light Wound (or 2d8 hit points of damage) suffered by the animal.
Asaron of Flambeau believes his mission in life is to repopulate the world so there will be more to kill, and thus spends seasons healing animals and people throughout Europe. In his version of this spell, a black patch in the shape of a tongue of fire is left where the wound was. A symbolic flame is seen in almost all of Asaron’s spells, making it his wizard’s sigil.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 117
True Rest of the Injured Brute#
2nd-level evocation
CrAn 20
R: Touch, D: Moon, T: Ind
The target gets +3 hit points after every short rest and recovers +3 hit dice after a long rest while the spell is in effect.
(Base 4, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 117

Level 35#

Weaver’s Trap of Webs#
3rd-level conjuration
CrAn 35
R: Voice, D: Sun, T: Group
In casting this spell, you point and from this initial location, a huge net of spider webs grows, filling an area 5 paces by 5 paces by 6 feet high. With supports, the webs can hang vertically, forming a wall; otherwise they act like a net. When the webs are through growing after a few seconds, they are as thick as string and as strong as iron. Everyone caught in the area of the webs is immobilized. Getting free requires a Strength saving throw against DC 20, or someone who is not trapped may use an edged weapon to free a victim, which takes three rounds. Contrary to widespread rumor, fire is ineffective against these webs. Webs may continue to trap victims in the future, as long as the spell lasts and they aren’t completely hacked apart.
(Base level 5, +2 Voice, +2 Sun, +2 Group (total mass of the spiderwebs is still less than ten basic Individuals, so no size adjustment))
Source: Ars Magica Fifth Edition, 117
The Wizard’s Mount#
3rd-level conjuration
CrAn 35
R: Touch, D: Sun, T: Ind
Creates a horse, which is normal in every way except that it is not disturbed by The Gift.
(Base 15, +1 Touch, +2 Sun, +1 size)
Source: Ars Magica Fifth Edition, 117

Level 50#

Curse of the Ravenous Swarm#
5th-level conjuration
Cr(Re)An 50
R: Touch, D: Moon, T: Group, Ritual
Req: Rego
Calls a swarm of locusts or other destructive insects upon an area, which destroys wild plant life and fields. When the spell’s duration ends, all the insects disappear, leaving nothing but the damage. The Rego requisite ensures that the insects only devastate the area desired by the caster.
(Base 5, +1 Touch, +3 Moon, +2 Group, +2 size, for a swarm weighing as much as one thousand pigs, +1 extra effect from requisite, ritual because it has a really major effect)
Source: Ars Magica Fifth Edition, 117

Intellego Animal Spells#

Level 5#

Image of the Beast#
Divination cantrip
InAn 5
R: Arc D: Mom, T: Ind
Gives you a hazy mental image of an animal you have an Arcane Connection to.
Wounds caused by an animal are an Arcane Connection to that animal with a lifetime of a few hours. This spell can thus be used to find out what was responsible for an attack.
All spells cast by Chavin of Tytalus can be recognized because they promote or advocate war or violence. In his version of this spell, the claws and teeth of the beast appear more dangerous.
(Base 1, +4 Arcane Connection)
Source: Ars Magica Fifth Edition, 117

Level 10#

Shiver of the Lycanthrope#
1st-level divination
InAn 10
R: Per, D: Conc, T: Touch
You feel a sudden shiver if you are touching a person or beast that is actually a lycanthrope. Variants of this spell detect other types of shapechanger, but not Bjornaer with Heartbeasts.
(Base 4, +1 Concentration, +1 Touch)
Source: Ars Magica Fifth Edition, 118

Level 25#

Opening the Tome of the Animal’s Mind#
2nd-level divination
InAn 25
R: Touch, D: Conc, T: Ind
You touch the head of the animal in question and read its memories of the past day. The further the animal is from human, the harder it is to read its memories accurately. If you simply scan the beast’s memories, not looking for anything special, you get the memories the beast thinks are most important. If you are trying to get a specific fact, make a spell attack roll against DC 10, or DC 20 if the fact is obscure. Since normal animals are sensitive to magic, they resist your touch and try to shy away from you both when the spell is cast and while the spell continues to function. This can be quite a problem with larger animals.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 118

Level 30#

Hunter’s Sense#
3rd-level divination
InAn 30
R: Per, D: Sun, T: Hearing
You sense the shapes and primary motivations of all animals above a certain size that you can hear, or could hear if they were making a noise. You decide the size threshold when you cast the spell, such as “all animals larger than a fox.” The “noise” of an animal’s shape is louder the larger it is, while the “noise” of its motivations increases depending on how intense the motivation is. A rabbit fleeing from a fox would sound fearful, very loudly. The fox’s motivation might be fairly quiet, especially if recent hunting had been good.
(Base 4, +2 Sun, +3 Hearing, +1 for shape and primary motivation)
Source: Ars Magica Fifth Edition, 118

Muto Animal Spells#

Level 15#

Beast of Outlandish Size#
1st-level transmutation
MuAn 15
R: Touch, D: Sun, T: Ind
Changes the Size of an animal by +1. This change modifies the Strength ability score by +2, its hit points increase by five, and Dexterity falls by one. The new beast is of huge size, and looks much more impressive than its previous self. Townspeople may run in fear of it, and there is little doubt among them that it is a creature of magic.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118
Doublet of Impenetrable Silk#
1st-level abjuration
MuAn 15
R: Touch, D: Sun, T: Ind.
Change an item made of animal material — silk, wool, or leather — so it cannot be cut or penetrated by weapons. A simple cloth doublet becomes the equivalent of armor with no encumbrance and a +3 bonus to Armor Class. Armor made of quilted material or any kind of leather improves its Armor Class by an additional +3. The magic does not make the armor better at absorbing shock, so this +3 bonus is the limit that can be bestowed without changing the material into something completely different. At the Dungeon Master’s option, the bonus given by this spell may not apply against strictly blunt weapons like clubs and staves.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118
Growth of the Creeping Things#
1st-level transmutation
MuAn 15
R: Touch, D: Sun, T: Ind
Causes an insect, mouse, toad, or other small (Size –9) creature to grow to four times its normal size. If it was poisonous before, it is even more poisonous now. Semi-poisonous creatures, like most spiders, have poison with a DC of 10 requiring a Constitution saving throw to avoid 2d8 hit points of damage.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 118

Level 20#

Beast of Miniscule Proportions#
2nd-level transmutation
MuAn 20
R: Voice, D: Sun, T: Ind
Reduces the size of an animal by 2. This modifies the Strength ability score by –4, reduces its maximum hit points by ten, and increases Dexterity by +2. The beast appears to be the runt of its litter, unfit to live.
(Base: 4, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 119

Level 25#

The Beast Remade#
2nd-level transmutation
MuAn(Co) 25
R: Touch, D: Sun, T: Ind
Req: Corpus
Gives one land beast a human form, though its intellect remains the same. Some feature of the animal is retained in the human form. A former dog might have an exceptionally hairy human body, and a former cat might let loose an occasional “meow.” Once transformed, the beast is disoriented for a while before it becomes used to its new body.
(Base 10, +1 Touch, +2 Sun, no addition for requisite)
Source: Ars Magica Fifth Edition, 119
Transformation of the Ravenous Beast to the Torpid Toad#
2nd-level transmutation
MuAn 25
R: Voice, D: Sun, T: Ind
Turns any animal into a toad. A newly created toad will hold a certain terror for peasants and serfs, because many believe toads exude a poisonous substance from their skin.
(Base 5, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 119

Level 35#

Steed of Vengeance#
3rd-level transmutation
MuAn 35
R: Touch, D: Sun, T: Ind
Turns a horse into a ferocious magical mount. Its coat becomes a deep black and its eyes a fiery red, its teeth transform into fangs, its hooves become razor sharp, and it occasionally breathes steam from its mouth — the horse seems a creature from Hell itself. All Attack and Damage rolls get a +5 bonus. The horse tolerates a magus rider. When the spell wears off, the horse must make a DC 15 Constitution saving throw or die from shock.
(Base 15, +1 Touch, +2 Sun, +1 size)
Source: Ars Magica Fifth Edition, 119

Perdo Animal Spells#

Level 10#

Decay Fur and Hide#
1st-level transmutation
PeAn 10
R: Voice, D: Mom, T: Ind
Destroys an object made of animal fur or hide, including wool and leather.
Marius of Tremere’s version of this spell has the target disappear in an impressive puff of smoke.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 119

Level 15#

Agony of the Beast#
1st-level necromancy
PeAn 15
R: Voice, D: Conc, T: Ind
After you point at the beast and cast this spell, it begins lashing wildly about, upsetting any nearby objects, and howling in great pain. In order to do anything else, the beast must make a DC 15 Constitution saving throw each round. The creature gets its Size as a modifier to this saving throw (-4 for Tiny, -2 for Small, +0 for Medium, +2 for Large, +4 for Huge, and +8 for Gargantuan).
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 119

Level 20#

Blunt the Viper’s Fangs#
2nd-level necromancy
PeAn 20
R: Voice, D: Mom, T: Ind
Blunt the claws, teeth, talons, or other natural weapons of a beast. Only sharp weapons may be affected: this spell does not affect a weapon such as a horse’s hoof or a giant snake’s coils. The blunted weapon has its total damage reduced to half (round up). The beast may recover from the effect as if it were a Light Wound. The spell may affect animals of size up to +4 (Huge).
(Base 5, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 119

Level 25#

The Falcon’s Hood#
2nd-level necromancy
PeAn 25
R: Touch, D: Mom, T: Ind
Destroys an animal’s vision. The blindness heals as if it is a Medium Wound. The title refers to the hood used to cover a falcon’s eyes when it is not hunting.
When cast by Asaron of Flambeau, this spell causes the animals it targets to bear a faint silhouette of a flame in their eyes.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 119
Cripple the Howling Wolf#
2nd-level necromancy
PeAn 25
R: Voice, D: Mom, T: Ind
When casting this spell, you commonly make an abrupt snapping motion with your hands. One of the target’s legs breaks cleanly. The animal cannot walk on that leg, but the damage heals as a Medium Wound. Note that the target need not be a wolf, and that you cannot choose which leg.
(Base 15, +2 Voice)
Source: Ars Magica Fifth Edition, 120

Rego Animal Spells#

General#

Ward Against the Beasts of Legend#
Variable level abjuration
ReAn Gen
R: Touch, D: Ring, T: Circle
No Magically-aligned beast whose Challenge is equal to or less than twice the magnitude of this spell can affect anyone within the Circle or, if it is within the Circle, affect those outside. When a magus is making this and most other wards, a common gesture employed is the Fig Sign. The magus balls his or her right hand into a fist, placing the thumb between the index and middle fingers. A magus traveling to Italy should be warned that this sign is a deadly insult in that country.
(As ward guideline)
Source: Ars Magica Fifth Edition, 120

Level 5#

Disguise of the Putrid Aroma#
Abjuration cantrip
ReAn 5
R: Voice, D: Conc, T: Ind
The target takes no interest in you as long as you continue to concentrate, and do not threaten it. A carnivore treats you as if you were simply something it does not eat. It retains normal interest, however, in anyone else nearby.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 120
Circle of Beast Warding#
Abjuration cantrip
ReAn 5
R: Touch, D: Ring, T: Circle
The caster inscribes a circle that no normal beast will cross.
(Base 2, +1 Touch, +2 Ring)
Source: Ars Magica Fifth Edition, 120

Level 10#

Soothe the Ferocious Bear#
1st-level enchantment
ReAn 10
R: Voice, D: Mom, T: Ind
Calms an animal until it is threatened or aroused again. You must speak soothingly or musically to it, and something as simple as approaching it may arouse it again.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 120

Level 15#

Panic of the Elephant’s Mouse#
1st-level enchantment
ReAn 15
R: Eye, D: Conc, T: Ind
Makes an animal afraid of the target by preying upon its instinctive fears, causing it to attempt escape by the quickest, most feasible means possible. The animal may make a Strength saving throw of DC 15 to resist. The title refers to the elephant’s legendary fear of mice, but note that this spell cannot actually affect elephants, as they are too large.
(Base 5, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 120
Viper’s Gaze#
1st-level enchantment
ReAn 15
R: Eye, D: Conc, T: Ind
Holds an animal rigid as long as you maintain eye contact with it and concentrate on it.
(Base 5, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

Level 25#

The Gentle Beast#
2nd-level enchantment
ReAn 25
R: Eye, D: Conc, T: Ind
Calms an animal, making it nearly fearless. It does not resist being ridden, shaved, or whatever else you can think of. If the animal enters combat, is extremely frightened, or incurs any kind of wound, the spell ends. The animal must be Size +4 (Huge) or less.
(Base 10, +1 Eye, +1 Concentration, +1 size)
Source: Ars Magica Fifth Edition, 120
Mastering the Unruly Beast#
2nd-level enchantment
ReAn 25
R: Touch, D: Conc, T: Ind
You can make an animal perform any act it is capable of. You can only issue new commands while touching the animal, but the animal will carry them out without requiring constant contact. Further, the animal will allow you to touch it throughout the duration of the spell. It is difficult to maintain control of particularly stubborn or fierce animals, such as mules or boars — these creatures may attempt a DC 20 Charisma saving throw each round.
When Chavin of Tytalus casts this spell, the creature acts surly and unfriendly while going about its tasks, even when Chavin doesn’t specifically tell it to act that way.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 120

Level 30#

Commanding the Harnessed Beast#
3rd-level enchantment
ReAn 30
R: Touch, D: Sun, T: Ind
You implant a complicated command into an animal, which it carries out to the best of its abilities. The command must involve completing a certain task, such as finding a certain person. Vague orders, like “protect me,” do not work. If the animal does not complete the task before the end of the spell approaches, it becomes desperately ferocious, especially at night.
(Base 15, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 120

The Art of Aquam#

Creo Aquam Spells#

Level 5#

Footsteps of Slippery Oil#
Conjuration cantrip
CrAq 5
R: Touch, D: Diam, T: Ind
From each of the next ten footsteps the caster of this spell takes, nonflammable grease spreads out, leaving a slick area 10 paces wide. Dexterity saving throws are required to remain upright whenever a character on the oil does something more challenging than walking. A DC of 10 is needed for the average maneuver, with DCs up to 25 needed to (for example) make a right turn at full speed on a smooth, greased surface. The duration is the length of time that the oil lasts.
This spell was invented by a rather goodnatured magus, and the gestures associated with the most common variations of the spell are as comical as the effects themselves. You can stand first on one leg, and then the other, vigorously rubbing the bottom of each upturned foot, as if spreading on a salve.
(Base 3, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 121

Level 15#

Creeping Oil#
1st-level conjuration
CrAq 15
R: Voice, D: Sun, T: Ind
Saturates a porous material with flammable oil. When casting this spell, you make a flicking motion with your index finger and thumb, as if propelling something at the target. A dot of oil appears on the target after the spell is finished, and slowly spreads over the target, saturating enough cloth to cover a person. If used on a person’s clothes and ignited, the oil does 3d8+2 damage the first round, 2d8+1 the second, and 1d8 the third.
(Base 3, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 121

Level 20#

Mighty Torrent of Water#
2nd-level conjuration
CrAq 20
R: Voice, D: Mom, T: Ind
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes 3d8 damage and must make a DC 15 Strength saving throw or be sent flying back. The creature must apply its Size score to this saving throw.
Marbaid of Flambeau’s wizard’s sigil is connected to his obsession with blood. In his version of the spell the target is hit by a gush of blood, and the stains do not go away until sunrise/ sunset. This does not require a requisite, as it is a purely cosmetic effect.
(Base 10, +2 Voice)
Source: Ars Magica Fifth Edition, 121

Level 40#

Deluge of Rushing and Dashing#
4th-level conjuration
CrAq 40
R: Voice, D: Conc, T: Ind
Causes a stream to flood, starting at the stream’s nearest point to you and continuing downstream. The results of this spell are generally quite impressive. As the stream overflows its original bed, it becomes a raging torrent, sucking in everything near it. Damage from the spell can last for many years.
As long as you concentrate, the stream remains at flood levels. Anyone caught near the stream when it floods is struck by the rush of water (3d8 damage), caught up in the flood, and dragged along. Every round, a victim makes a Strength (Swim) ability check against DC 15 to escape the flood. Otherwise, the character loses one Fatigue level and takes 2d8 damage. Any who fall unconscious drown. This roll is repeated until the character either escapes the flood or dies.
(Base 10, +2 Voice, +1 Concentration, +3 size, so that the whole stream floods)
Source: Ars Magica Fifth Edition, 121

Intellego Aquam Spells#

Level 5#

Clear Sight of the Naiad#
Divination cantrip
InAq 5
R: Per, D: Mom, T: Vision
You can see as clearly through water as through air, for a single moment.
(Base 1, +4 Vision)
Source: Ars Magica Fifth Edition, 122
Subtle Taste of Poison and Purity#
Divination cantrip
InAq 5
R: Per, D: Conc, T: Taste
You can taste all of the properties of any liquid or mixture of liquids. Unlike Touch of the Pearls, you can use this sense on any number of liquids during the duration of the spell, but you must taste the liquids in question.
(Base 4, +1 Concentration)
Source: Ars Magica Fifth Edition, 122
Touch of the Pearls#
Divination cantrip
InAq 5
R: Touch, D: Conc, T: Ind
Tells you whether a liquid you hold or touch is poisonous, just as a pearl sometimes does. Safer than Subtle Taste of Poison and Purity, as you don’t have to taste the possibly poisonous liquid.
In Verdan of Ex Miscellanea’s version of the spell, poisonous liquids turn a faint green. According to his sigil, all his spells involve the color green.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

Level 15#

Call of the Rushing Waters#
1st-level divination
InAq 15
R: Arc, D: Conc, T: Ind
Allows you to find any natural body of water for which you have an Arcane Connection (for example, a vial of water from it). Once you cast the spell, you can hear the water while you concentrate. Following the sound eventually brings you to the water, but you must make a spell attack roll of DC 10 to follow the sound accurately (roll once per day for long journeys). If you break concentration, you must cast the spell again. A body of water that does not move or that makes little noise has a DC of 15 to be traced.
(Base 2, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

Level 25#

Voice of the Lake#
2nd-level divination
InAq 25
R: Touch, D: Conc, T: Ind
You can hold a conversation with a body of water. A body of water usually knows about things directly in contact with it, such as boats and fish. Genuine lakes are generally too large for this spell to affect.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 122

Level 30#

Enchantment of the Scrying Pool#
3rd-level divination
InAq(Im) 30
R: Touch, D: Year, T: Ind, Ritual
Req: Imaginem
Turns a body of water into a scrying pool. Innately magical people (including most companions with mystical powers) who look into the pool can see any spot they know of that is within sight of some natural body of water. The view you get is the same view that someone would have from a low boat on the water — either close to shore or far from shore, as desired. Maximum range for scrying is 500 miles; the range of the spell is the range to the pool when the spell is cast. This ritual is not entirely of Hermetic magic, and does not conform to the normal InAq guidelines. It is an old Mercurian ritual that has become known throughout the Order, and which appears to use one body of water as an Arcane Connection to any other body of water. A number of theoreticians would like to make that work more generally, but so far this has not proved possible.
(Special spell)
Source: Ars Magica Fifth Edition, 122

Muto Aquam Spells#

Level 15#

Incantation of Putrid Wine#
1st-level transmutation
MuAq 15
R: Touch, D: Sun, T: Room
Makes all liquids within the target room vile, and malodorous. The room where this spell is cast may not lose the stench for weeks or months. Note that this spell only affects liquids that are in the room when it is cast, and they remain malodorous even if removed from the room.
(Base 2, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 122

Level 20#

Lungs of the Fish#
2nd-level transmutation
MuAq(Au) 20
R: Touch, D: Sun, T: Part
Req: Auram
Turns water into air as it enters your lungs, allowing you to breathe water as you do air.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 122

Level 45#

Vile Water of Sterility#
4th-level transmutation
MuAq 45
R: Touch, D: Year, T: Group, Ritual
Ruins a body of water up to the size of a small lake, making it unfit for natural habitation and consumption. The water becomes dark and murky, and noxious fumes emanate from it. Vegetation on the banks either dies or becomes corrupt. Nearby trees become gnarled and blackened, and land animals flee the area.
(Base 4 (a very unnatural liquid), +1 Touch, +4 Year, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 122

Perdo Aquam Spells#

Level 5#

Comfort of the Drenched Traveler#
Transmutation cantrip
PeAq 5
R: Touch, D: Mom, T: Ind
Dries a person and his or her clothes.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 123

Level 20#

Parching Wind#
2nd-level necromancy
PeAq 20
R: Voice, D: Mom, T: Part
Removes most of the water from any object, including plants (with a Herbam requisite), possibly making the object brittle and fragile. With a Corpus or Animal requisite, the spell can affect humans or animals. This causes 3d8 damage, against which armor is no defense, and makes the target extremely thirsty.
(Base 5, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 123

Level 25#

Closing the Earth’s Gate#
2nd-level transmutation
PeAq 25
R: Touch, D: Mom, T: Ind
Dries a single spring, so that it never flows again. This spell targets the spring, not the water in it at a particular time, so the spring does not start to flow again later.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 123
Curse of the Desert#
2nd-level necromancy
PeAq 25
R: Voice, D: Mom, T: Part
Removes virtually all the fluid from the target’s body, doing 4d8 damage, which armor does not protect against. The target must drink within a few minutes of being struck with this spell, or it is reduced to zero hit points and begins making death saving throws. Casting requisites are Animal for beasts, and Corpus for humans.
(Base 10, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 123

Level 50#

Calling the Odious Drought#
5th-level transmutation
PeAq(Au) 50
R: Touch, D: Year, T: Bound, Ritual
Req: Auram
Causes a drought over the surrounding area. Only one-tenth the normal rain falls, streams dry up, and rivers dwindle.
(Base 5, +1 Touch, +4 Year, +4 Boundary, no increase for requisite)
Source: Ars Magica Fifth Edition, 123

Rego Aquam Spells#

General#

Ward Against Faeries of the Waters#
Variable level abjuration
ReAq Gen
R: Touch, D: Ring, T: Circle
No water faerie whose Challenge is equal to or less than twice the magnitude of the spell can affect those targeted by the spell. Faeries cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it.
Seen from certain angles at night, the ring appears as a light blue dome.
(Base spell)
Source: Ars Magica Fifth Edition, 124

Level 5#

Cloak of the Duck’s Feathers#
Abjuration cantrip
ReAq 5
R: Touch, D: Sun, T: Ind
Makes water run off one object or creature, protecting the target and the target’s apparel from dampness. The spell is broken if the target is submerged in water.
(Base 1, +1 Touch, +2 Sun, +1 for slightly unnatural control)
Source: Ars Magica Fifth Edition, 124

Level 10#

Break the Oncoming Wave#
1st-level abjuration
ReAq 10
R: Per, D: Conc, T: Ind
Breaks all waves and torrents of water (including magical ones) as they come within 10 paces of you. The water either crashes to the ground or flows around you in a truly impressive display.
In Ferramentum of Verditius’s version of this spell, the water breaks at precisely 10 paces, leaving a very clean line showing where the waves stopped. All of his spells may be recognized by their orderliness.
(Base 5, +1 Concentration, ward, so the target is the warded Individual, not the water)
Source: Ars Magica Fifth Edition, 124

Level 15#

Breath of Winter#
1st-level transmutation
ReAq 15
R: Touch, D: Sun, T: Part
Turns a circle of water up to five paces across into snow.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 124
Push of the Gentle Wave#
1st-level evocation
ReAq 15
R: Voice, D: Conc T: Ind
A low wave is formed to propel a small boat slowly through the water. When casting this spell, you commonly make a pushing gesture.
In Silva of Merinita’s version of this spell, the wave occasionally drifts or bobs about, as if it is happy and playful.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 124

Level 30#

Bridge of Frost#
3rd-level transmutation
ReAq 30
R: Voice, D: Sun, T: Part
Causes a thick layer of frost (firm enough to walk on) to form on the surface of a body of water. The frost can take any shape up to fifteen paces in any direction.
In Cralian of Tremere’s version of this spell, the frost is so crystal clear that it can hardly be seen. All of his spells are very subtle.
(Base 3, +2 Voice, +2 Sun, +1 Part, +1 size, +1 to allow various shapes)
Source: Ars Magica Fifth Edition, 124
Chaos of the Angry Waves#
3rd-level evocation
ReAq 30
R: Voice, D: Conc, T: Part
Causes water to churn wildly, overturning small water craft and forcing Swim ability checks at –6, in a circular area 20 paces across.
(Base 5, +2 Voice, +1 Concentration, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 124
Parting of the Waves#
3rd-level evocation
ReAq 30
R: Touch, D: Conc, T: Group
Parts a body of water, revealing a dry path 5 paces wide along the bottom. Very large bodies of water are too large for the Group target, and are thus unaffected.
(Base 10, +1 Touch, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 124
Waves of Drowning and Smashing#
3rd-level evocation
ReAq 30
R: Sight, D: Mom, T: Ind
Raises a wave 5 feet high and 30 paces wide, which can submerge swimmers, overturn rowboats, and damage sailing ships. It starts as a small, curved wave and grows for the first 10 paces, at which point it reaches maximum size. If it travels 100 paces without striking an object large enough to break it up, it dissipates.
(Base 10, +3 Sight, +1 size)
Source: Ars Magica Fifth Edition, 124

Level 35#

Ice of Drowning#
3rd-level conjuration
ReAq 35
R: Voice, D: Conc, T: Part
Fills water in a circle 10 paces across with large, jagged chunks of ice that pound against anything on the water’s surface. The ice can punch holes in small boats but does not damage ships. Any swimmers in the area take 4d8 damage, and suffer –6 Swim ability checks.
(Base 5 (for the violent pounding), +2 Voice, +1 Concentration, +1 Part, +1 size, +1 additional effect, changing the water to ice)
Source: Ars Magica Fifth Edition, 124
Pull of the Watery Grave#
3rd-level evocation
ReAq 35
R: Sight, D: Conc, T: Ind
Creates a strong undertow that pulls any object smaller than a rowboat 25 fathoms (150 feet) into the depths. Each of those caught in the undercurrent must make DC 15 Strength (Swim) ability checks to avoid being dragged down. A roll is made each round that the spell is maintained.
(Base 10, +3 Sight, +1 Concentration, +1 size)
Source: Ars Magica Fifth Edition, 124
Tower of Whirling Water#
3rd-level evocation
ReAq 35
R: Voice, D: Conc, T: Group
From a large body of water you form a waterspout that moves under your mental direction. It causes 4d8 damage to anyone it hits (no attack roll necessary). In addition, those struck must make a DC 10 Dexterity saving throw to avoid being sucked up by the waterspout. Those who fail are helplessly pulled into the spout and begin to drown immediately. When the waterspout fails, they fall up to 20 feet to the water’s surface. If you direct the waterspout to move across land, you must make a DC 15 spell attack roll each round to maintain it.
(Base 10, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 124

Level 40#

Neptune’s Wrath#
4th-level conjuration
ReAq 40
R: Sight, D: Mom, T: Ind, Ritual
A gigantic wave is created in a very large body of water. The wave, which is only 20 feet high but up to a mile wide, is capable of capsizing ships at sea, smashing and drowning people near shore, and seriously damaging coastline communities. The tidal wave needs 5 miles of water surface to build itself up to proper proportions. The magus cannot control the wave without casting another spell.
(Base 10, +3 Sight, +3 size, ritual for large effect)
Source: Ars Magica Fifth Edition, 125

The Art of Auram#

Creo Auram Spells#

Level 5#

Air’s Ghostly Form#
Conjuration cantrip
CrAu 5
R: Touch, D: Diam, T: Ind
A thick fog forms around the magus, extending outwards for several paces. A breeze can push the fog around. The fog dissipates at its natural rate, and may be too thin to restrict sight within a minute.
(Base 2, +1 Touch, +1 Diameter, +1 unnatural (the spell can be cast indoors))
Source: Ars Magica Fifth Edition, 125
Chamber of Spring Breezes#
Conjuration cantrip
CrAu 5
R: Touch, D: Sun, T: Ind
Creates a breeze of fresh air that continually moves throughout a room, keeping the air continuously breathable even if the room is airtight.
Rose of Jerbiton’s version of this spell always causes the air to smell of roses. The breeze can be created outdoors, but there it has little effect.
(Base 1, +1 Touch, +2 Sun, +1 unnatural)
Source: Ars Magica Fifth Edition, 125

Level 10#

Jupiter’s Resounding Blow#
1st-level evocation
CrAu 10
R: Voice, D: Mom, T: Ind
Creates a thunderclap; anyone directly underneath must make a DC 15 Constitution saving throw or be deafened. If deafened, the target gets another DC 15 Constitution saving throw each minute to recover. If the first roll is a natural ‘1’, the victim is rendered deaf for a month.
(Base 3, +2 Voice, +1 unnatural (the spell functions indoors))
Source: Ars Magica Fifth Edition, 125
Stench of the Twenty Corpses#
1st-level conjuration
CrAu 10
R: Voice, D: Diam, T: Ind
Makes the surrounding air stink horribly of rotting corpses. All those within fifty paces of the target point must make DC 10 Constitution saving throws or act with a –3 penalty on all d20 rolls. Anyone who botches the roll vomits and is incapacitated for (10 – Constitution modifier) rounds.
(Base 3, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 125
Wreaths of Foul Smoke#
1st-level conjuration
CrAu 10
R: Voice, D: Diam, T: Ind
Thick, yellow, sulfurous smoke rises up from the spot you designate, spreading and thinning naturally, but thick enough to block sight in a radius of about five paces around the point of origin. For each round anyone breathes the smoke, a DC 5 Constitution saving throw must be made or a Fatigue level is lost. Once a character is Unconscious, further failed rolls result in the character taking 2d8 points of damage each time. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.
(Base 3, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 125

Level 15#

Broom of the Winds#
1st-level evocation
CrAu 15
R: Voice, D: Mom, T: Ind
Whips up violent, swirling winds around the target. The target must make a DC 15 Strength saving throw to remain standing. If the target is braced or holding onto some support, he may also make another DC 15 Strength saving throw. If both rolls fail, the target is knocked in a random direction. The target may be damaged, depending on whether he strikes anything.
(Base 3, +2 Voice, +2 unnatural)
Source: Ars Magica Fifth Edition, 125
Charge of the Angry Winds#
1st-level evocation
CrAu 15
R: Voice, D: Conc, T: Ind
A wall of wind roars away from you, starting up to 10 paces away and continuing until it dissipates naturally. The wind is confined by any existing barriers, but if unconfined it can be up to a hundred paces wide. All within the area must make a DC 15 Dexterity saving throw with Size applied as a modifier or fall down and be blown along by the winds. The rolls must be made at the start of the gale and each subsequent round that the wind is maintained. You must concentrate on the gale. Missile fire into or out of the gale is futile, and marching against the gale requires a DC 25 Strength saving throw with Size as a modifier. Failure in this attempt mandates another DC 20 Dexterity saving throw with Size applied as a modifier to keep from falling. The Size modifier is -4 for Tiny, -2 for Small, +0 for Medium, +2 for Large, +4 for Huge, and +8 for Gargantuan.
(Base 3, +2 Voice, +1 Concentration, +1 unnatural)
Source: Ars Magica Fifth Edition, 125

Level 20#

Circling Winds of Protection#
2nd-level abjuration
Cr(Re)Au 20
R: Touch, D: Conc, T: Ind
Req: Rego
Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a DC 15 Strength saving throw at the beginning of each round or be blown back. Melee attack rolls against you are at –3, and missile or thrown attacks are at –9.
(Base 3, +1 Touch, +1 Concentration, +2 unnatural, +1 Rego effect)
Source: Ars Magica Fifth Edition, 125

Level 25#

Clouds of Rain and Thunder#
2nd-level conjuration
CrAu 25
R: Sight, D: Conc, T: Group
Creates a small but severe rainstorm, including lightning and winds. The storm gathers and breaks in a few seconds as the caster concentrates, and dissipates with similar speed when he stops doing so.
Note that reducing the Range for this spell makes the storm increasingly unnatural, so versions of this spell with lower Range still have the same level.
(Base 3, +3 Sight, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 126
Clouds of Summer Snow#
2nd-level conjuration
CrAu 25
R: Sight, D: Conc, T: Group
Creates clouds that drop snow over an area about a mile across. The clouds gather over a few seconds at the beginning of the spell, and dissipate over the same sort of time when the caster stops concentrating. The spell does not affect temperature.
(Base 2, +3 Sight, +1 Concentration, +2 Group, +1 Size)
Source: Ars Magica Fifth Edition, 126

Level 30#

Pull of the Skybound Winds#
3rd-level evocation
CrAu 30
R: Voice, D: Conc, T: Ind
Makes winds rise upward, pulling one object, creature, or person up to 50 feet into the sky before letting that target drop. Even a small building can be torn from its foundation, though such a building can be no larger than 20 feet to a side, and cannot be built out of a material heavier than stout wood. Uprooted objects fall randomly, unless you make a DC 20 spell attack roll to choose where the objects will fall.
(Base 5, +2 Voice, +1 Concentration, +2 unnatural)
Source: Ars Magica Fifth Edition, 126
Wings of the Soaring Wind#
3rd-level evocation
Cr(Re)Au 30
R: Touch, D: Conc, T: Ind
Req: Rego
Generates a massive gust of air around you that supports and pushes you along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, and requires a successful DC 15 spell attack roll per round. It is dangerous for extended travel, because if you lose concentration, you are likely to sustain serious injuries (4d8 damage, on average, although it may be more if the magus was very high up).
(Base 5, +1 Touch, +1 Concentration, +2 highly unnatural, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 126

Level 35#

The Incantation of Lightning#
3rd-level evocation
CrAu 35
R: Voice, D: Mom, T: Ind
A lightning bolt shoots forth from your outstretched hand in the direction you are pointing, doing 7d8 damage to a single target it hits. There must be nothing between you and the target. Those near the target must make DC 10 Strength saving throw to remain standing.
(Base 5, +2 Voice, +4 unnatural)
Source: Ars Magica Fifth Edition, 126

Level 40#

Breath of the Open Sky#
4th-level evocation
CrAu 40
R: Touch, D: Conc, T: Ind, Ritual
You can call up a wind capable of devastating the countryside. You must stand under the open sky to cast this spell. While you cast the spell, a breeze picks up, blowing from you in the direction you are facing. When the ritual is completed, the wind strengthens to a gale roaring over the visible countryside and beyond, strong enough to topple wooden structures and knock down trees. The wind does not weaken while it is within your sight, but loses its force naturally where you cannot see it. If you turn away from your original facing for more than a few seconds, you have to make a DC 20 spell attack roll to maintain the spell. If you turn away for a minute or more, the spell ends. The air behind you is still.
(Base 5, +1 Touch, +1 Concentration, +4 size, +1 unnatural, ritual because of spectacular effect)
Source: Ars Magica Fifth Edition, 126

Level 65#

Wrath of Whirling Winds and Water#
6th-level conjuration
CrAu 65
R: Sight, D: Sun, T: Group, Ritual
This spell creates an immense storm, 40 or more miles wide, of hurricane intensity. The storm builds up while you cast the ritual, and dissipates in a few seconds when the spell’s duration ends. The gale-force winds and lashing waves cause immense damage along shorelines, and the winds, rain, and lightning cause extensive damage inland as well. Visibility is reduced to a few paces, missile fire is futile, and travel is nearly suicidal. Weak structures are blown over, and all but the most seaworthy ships are certain to flounder unless they can be beached before the storm reaches full intensity. The storm is not under the caster’s control, and moves normally.
(Base 5, +3 Sight, +2 Sun, +2 Group, +5 size)
Source: Ars Magica Fifth Edition, 126

Intellego Auram Spells#

Level 15#

True Sight of the Air#
1st-level divination
InAu 15
R: Per, D: Sun, T: Vision
Lets you see clearly through all manner of obfuscation in the air nearby, including smoke, fog, and dust, even if the obfuscation is magical.
(Base 1, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 127
Whispering Winds#
1st-level divination
InAu 15
R: Sight, D: Conc, T: Ind
The winds bear their tidings to your ears, allowing you to hear words spoken by any group of people within your line of sight, provided no solid barrier (including glass) intervenes. This spell is an adaptation of an effect known to Bjornaer the Founder, and fits poorly into the normal framework of Hermetic magic.
(Unique spell)
Source: Ars Magica Fifth Edition, 127

Level 20#

Sailor’s Foretaste of the Morrow#
2nd-level divination
InAu 20
R: Touch, D: Mom, T: Group
You know precisely what tomorrow’s weather will be, and you gain a general impression about the weather for the week ahead. This intuition only applies to the place where you cast the spell, and is based on extrapolating current conditions, so it is occasionally wrong (precise, but inaccurate). Still, it would take something like an interfering magical being, or a volcanic eruption, to throw the prediction off.
(Base 4, +1 Touch, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 127

Level 25#

Eyes of the Bat#
2nd-level divination
InAu 25
R: Per, D: Sun, T: Hearing
You can move about confidently in complete darkness by sensing air and its boundaries (for example, where solid objects are). You “hear” the boundaries of the air, so it does not permit fine discriminations. On the other hand, you can “hear” boundaries behind you.
(Base 4, +2 Sun, +3 Hearing)
Source: Ars Magica Fifth Edition, 127

Muto Auram Spells#

Level 20#

Rain of Stones#
2nd-level transmutation
MuAu(Te) 20
R: Voice, D: Sun, T: Ind
Req: Terram
Turns rain into stones as it falls, causing 1d8 damage every two rounds (they’re small stones), and maybe less if the rain is very light. People under cover are not affected. The stones revert to water when the spell expires. If it stops raining before the spell ends, no more rain is transformed, even if a different rain storm starts.
(Base 4, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 127
Talons of the Winds#
2nd-level transmutation
Mu(Re)Au 20
R: Voice, D: Diam, T: Ind
Req: Rego
Transforms a wind into an abrasive medium that tears and claws at everything in its path. Soft materials like leaves and cloth are shredded, and people take 2d8 damage from innumerable bloody cuts and abrasions. This spell cannot be cast if there is not a breeze of some sort blowing, thus making it difficult to use effectively indoors. The caster is not affected by the spell, even if the wind is blowing directly at him.
In Ossium of Bjornaer’s version of this spell a strange keening can be heard in the air as it cuts through targets. Ossium’s wizard’s sigil manifests by making many of his spells eerie or frightening.
(Base 4, +2 Voice, +1 Diameter, +1 Rego requisite (additional effect: protect the caster))
Source: Ars Magica Fifth Edition, 127

Level 40#

Infernal Smoke of Death#
4th-level transmutation
MuAu 40
R: Voice, D: Conc, T: Ind
Turns normal smoke from a fire into a thick, corrosive cloud. Anyone immersed in the cloud of smoke takes 6d8 corrosion damage (once only). Soft materials like cloth, fur, paper, and leather are charred and ruined by exposure to the noxious vapor. While you concentrate, any new smoke becomes corrosive, but even after you stop concentrating, the corrosive smoke remains deadly. It dissipates after several hours. The smoke is heavier than air, so rolls along the ground, pooling in low spots.
(Base 25, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 127

Level 45#

Fog of Confusion#
4th-level transmutation
Mu(Re)Au(Im) 45
R: Touch, D: Year, T: Bound, Ritual
Req: Rego, Imaginem
Turns a bank of fog up to six miles across into a silvery mist too thick to see through. Random screams, thumps, hisses, and other noises harass and confuse anyone within the fog, perhaps even leading them into danger. People have extreme difficulty navigating through the fog, especially through unknown territory. No more than seven people, who must be present at the ritual, can see normally through the fog. The fog does not dissipate until the spell expires.
(Base 2, +1 Touch, +4 Year, +4 Size, +1 Imaginem requisite, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 128

Level 50#

Rain of Oil#
5th-level transmutation
MuAu(Aq) 50
R: Sight, D: Sun, T: Ind, Ritual
Req: Aquam
Turns rain into droplets of oil. The rain of oil continues as long as the storm does, drenching the landscape with flammable liquid. The oil will evaporate at a natural rate after the rain ceases. A Creo Ignem spell can ignite the storm so that the oil burns as it falls, but this requires a Group target large enough to catch all the raindrops. Lighting the oil after it has landed is much easier.
(Base 4, +3 Sight, +2 Sun, +5 size)
Source: Ars Magica Fifth Edition, 128

Perdo Auram Spells#

Level 15#

Room of Stale Air#
1st-level necromancy
PeAu 15
R: Voice, D: Mom, T: Room
Makes the air in a room stuffy and uncomfortable. Any creatures that breathe air suffer a –3 penalty on all rolls involving physical exertion. In addition, for each round of exertion a character must make a DC 10 Constitution saving throw or lose a Fatigue level. This may cause panic in some creatures or people. The speed at which the air refreshes itself depends on how well ventilated the room is.
(Base 3, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 128

Level 20#

Quiet the Raging Winds#
2nd-level transmutation
PeAu 20
R: Touch, D: Mom, T: Group
Stops all wind from blowing, leaving only calm air. This spell is not powerful enough to affect winds caused by Ritual magic, and only affects winds blowing on the caster when it is cast. Under normal circumstances, the winds will not pick up again for at least an hour or so.
(Base 5, +1 Touch, +2 Group)
Source: Ars Magica Fifth Edition, 128

Level 45#

The Cloudless Sky Returned#
4th-level transmutation
PeAu 45
R: Sight, D: Mom, T: Group
This spell clears the sky within your vision of any clouds or other meteorological activity short of a hurricane or tornado, either naturally occurring or caused by magic. The clouds take a few seconds to clear, during which time you must concentrate on them. This spell only affects meteorological activity in progress at the moment of casting, and is not powerful enough to dispel a weather condition caused by Ritual magic.
In Ferramentum’s version of this spell, the clouds clear from the sky in an orderly manner, as if they were soldiers marching on parade.
(Base 10, +3 Sight, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 128

Rego Auram Spells#

General#

Ward Against Faeries of the Air#
Variable level abjuration
ReAu Gen
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Water (ReAq Gen), but for faeries of the air. The faerie cannot directly or indirectly break the magic circle, nor can they use ranged attacks or magic to affect those within it. From some angles at night, the ring may be seen as a violet-hued dome.
(Base spell)
Source: Ars Magica Fifth Edition, 128

Level 5#

Wind at the Back#
Evocation cantrip
ReAu 5
R: Touch, D: Special, T: Ind
An existing breeze follows you until you stop traveling for more than ten minutes. It causes phenomena you pass through (fog, haze) to follow you.
(Base 2, +1 Touch, +2 Sun (closest duration to special effect))
Source: Ars Magica Fifth Edition, 128

Level 10#

Ward Against Rain#
1st-level abjuration
ReAu 10
R: Per, D: Sun, T: Ind
No rain falls on the caster, no matter how bad the weather.
(Base 4, +2 Sun)
Source: Ars Magica Fifth Edition, 128

Level 30#

Clouds of Thunderous Might#
3rd-level evocation
ReAu 30
R: Sight, D: Conc, T: Group
Gathers pre-existing clouds and winds into a small storm. The storm gathers at a normal speed, but is under the caster’s control as long as he can see it. The caster may use the control granted by this spell to dissipate small storms as well. If the caster does not dissipate the storm before stopping concentrating, the storm continues as normal.
(Base 4, +3 Sight, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 128

Level 40#

Gathering of the Stormy Might#
4th-level evocation
ReAu 40
R: Sight, D: Conc, T: Group
As for Clouds of Thunderous Might, but the storm is larger, possibly covering the entire visible sky. Again, it is under the caster’s control.
(Base 4, +3 Sight, +1 Concentration, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 129

The Art of Corpus#

Creo Corpus Spells#

Level 10#

Bind Wound#
1st-level evocation
CrCo 10
R: Touch, D: Sun, T: Ind
This spell binds the target’s wounds, so that he can undertake any activity without the risk of worsening the wounds. A creature affected by this spell is stabilized as well (i.e., doesn’t have to make death saving throws). He still suffers from the wound penalties, however, and cannot heal naturally while under the influence of this spell.
Typically, you place your hands on the target and pass them over his wounds, which magically seal themselves and stop bleeding.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 129
Charm Against Putrefaction#
1st-level necromancy
CrCo 10
R: Touch, D: Moon, T: Ind
Prevents decay of a human corpse, or of a severed body part. Necromancers use it to preserve their revived corpses.
(Base 2, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 129

Level 20#

Gentle Touch of the Purified Body#
2nd-level evocation
CrCo 20
R: Touch, D: Mom, T: Ind, Ritual
The target is cured of 2d8 hit points of damage cause by poison or disease. This spell does not heal damage caused by an injury.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 129
Purification of the Festering Wounds#
2nd-level evocation
CrCo 20
R: Touch, D: Moon, T: Ind
The target gets +3 hit points after every short rest and recovers +3 hit dice after a long rest while the spell is in effect.
(Base 4, +1 Touch, +3 Moon)
Source: Ars Magica Fifth Edition, 129
The Chirurgeon’s Healing Touch#
2nd-level evocation
CrCo 20
R: Touch, D: Mom, T: Ind, Ritual
This spell heals a single Light Wound (or 2d8 hit points of damage) suffered by the person touched. This spell does not heal damage from poison or disease.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 129

Level 25#

Restoration of the Defiled Body#
2nd-level evocation
CrCo 25
R: Touch, D: Mom, T: Ind, Ritual
Removes the crippling or malignant aftereffects of any injury, poison, or disease, or of premature aging. The effects of natural aging cannot be undone by this or any spell. This spell does not heal wounds, only extra effects.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 129
The Severed Limb Made Whole#
2nd-level evocation
CrCo 25
R: Touch, D: Mom, T: Ind, Ritual
A limb that has been detached from the body can be reattached, but any decay that has occurred on the severed limb remains after the limb is reattached. After a day of decomposition, a limb is weak. After seven days, it is nearly useless and infects the character on whom it is replaced (DC 10 Constitution saving throw or take a Medium Wound). If it’s been severed for more than two weeks, the limb is completely useless.
(Base 25, +1 Touch, –1 since old limb needed)
Source: Ars Magica Fifth Edition, 129

Level 30#

Cheating the Reaper#
3rd-level evocation
CrCo 30
R: Touch, D: Mom, T: Ind, Ritual
If cast before a character receives a Decrepitude Point for aging, prevents the character from gaining Decrepitude. The target requires rest for the remainder of the season to recover fully. Each application of this spell causes Warping.
(Base 25, +1 Touch)
Source: Ars Magica Fifth Edition, 129

Level 40#

Incantation of the Body Made Whole#
4th-level evocation
CrCo 40
R: Touch, D: Mom, T: Ind, Ritual
Heals all damage to a human body at the conclusion of the ritual. The spell can only heal wounds, not such damage as missing limbs, or diseases and damage from poisons.
(Base 35, +1 Touch)
Source: Ars Magica Fifth Edition, 129

Level 75#

The Shadow of Life Renewed#
7th-level necromancy
CrCo(Me) 75
R: Touch, D: Mom, T: Ind, Ritual
Req: Mentem
Brings a semblance of life to a corpse. During the ritual, healing spells work on the corpse, since the body must be physically whole or it dies again once brought to life. For each day the person has been dead, roll for aging. When the ritual is complete, roll to determine the success of the attempt:
Roll Result
1 body dissolves
2 body possessed by a demon, faerie,
or other supernatural entity
3 mindless, useless living corpse
4–5 automaton with no proficiency bonus over 3
6–7 automaton, proficiency bonus as normal person’s
8 person with self-direction but no personality,
and dangerously demented
9–10 person with will, but no personality
In any case, the revived person is not truly alive and is unable to gain experience points. Also, the person must make an aging roll at the beginning of each year of its existence, regardless of age. This is the closest that the Order has gotten to raising a person from the dead.
(Base 70, +1 Touch, no addition for requisite)
Source: Ars Magica Fifth Edition, 129

Intellego Corpus Spells#

General#

Sight of the True Form#
Variable level divination
InCo Gen
R: Per, D: Mom, T: Vision
You see the true, original form of any person whose form has been changed or masked. This spell can see through mundane masks and disguises at level 10, and can see through the effects of other spells that are equal to or lower than the level of this spell.
(Variable base)
Source: Ars Magica Fifth Edition, 130

Level 5#

Physician’s Eye#
Divination cantrip
InCo 5
R: Touch, D: Mom, T: Ind
Determines the general health of a single person. Specific afflictions appear to you as areas of yellow coloration on the person’s body. A Wisdom (Medicine) ability check is required to identify unusual diseases. The DC is determined by the rarity of the disease.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 130

Level 10#

Revealed Flaws of Mortal Flesh#
1st-level divination
InCo 10
R: Touch, D: Mom, T: Ind
You are able to find any medical defects in a person or being that you are touching. This provides more, and more specific, information than Physician’s Eye.
(Base 5, +1 Touch)
Source: Ars Magica Fifth Edition, 130

Level 15#

Whispers Through the Black Gate#
1st-level necromancy
InCo(Me) 15
R: Touch, D: Conc, T: Ind
Req: Mentem
You can speak through the barrier — the figurative “gate” — that stands between the dead and the living, to one corpse that has not yet decayed into a skeleton. The corpse cannot have been buried in Church burial, nor have belonged to a spirit that went straight to Heaven (for example, a saint or a crusader). The spirit that you speak with is not compelled to tell the truth; you can, of course, find ways to coerce or trick it into doing so. All those around you can hear the voice of the corpse.
(Base 5, +1 Touch, +1 Concentration, no cost for requisite)
Source: Ars Magica Fifth Edition, 130

Level 20#

2nd-level divination
InCo 20
R: Arc, D: Conc, T: Ind
Determines the location of a specific person. To cast the spell you need a map and an Arcane Connection. After casting the spell, you can move your finger over the map at the rate of one hour per square foot of map. When your finger passes over the person’s location as represented on the map, you sense the person’s presence. (If the person is not in the area covered by the map, no sensations result.) You can locate the person to within a thumb’s width on the map. A similar spell allows you to search for a dead body (Tracing the Trail of Death’s Stench).
(Base 3, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 131

Level 30#

The Eye of the Sage#
3rd-level divination
InCo(Im) 30
R: Arc, D: Conc, T: Ind
Req: Imaginem
Lets you see a specific person and what is within one pace of that person. The image is clear enough to allow reading.
(Base 4, +4 Arcane Connection, +1 Concentration, +1 requisite)
Source: Ars Magica Fifth Edition, 131

Muto Corpus Spells#

Level 5#

Eyes of the Cat#
Transmutation cantrip
MuCo(An) 5
R: Touch, D: Sun, T: Ind
Req: Animal
The target gains the eyes of a cat, which allow him or her to see in near darkness (but not in absolute darkness, such as a lightless subterranean cavern).
(Base 2, +1 Touch, +2 Sun, requisite free)
Source: Ars Magica Fifth Edition, 131

Level 15#

Disguise of the New Visage#
1st-level transmutation
MuCo 15
R: Touch, D: Sun, T: Part
The target’s facial features are transformed to any approximately human configuration you choose.
In Cralian of Tremere’s version of this spell, the new visage is always as unassuming as possible.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 131
Eyes from the Wizard Torn#
1st-level necromancy
Mu(In, Re)Co(Im) 15
R: Per, D: Conc, T: Part
Req: Intellego, Rego, Imaginem
This macabre variation on Image from the Wizard Torn and Prying Eyes actually removes the caster’s eyes and has them fly to the location of interest where they transmit the information that they see. At the end of the spell, the caster’s eyes are restored to their proper place. This spell did not result in a breakthrough, although Marcus has found it useful. The Rego requisite is required to allow the eyes to fly, but does not incur additional magnitudes.
(Base 3, +1 Concentration, +1 Part, +1 Intellego requisite, +1 Imaginem requisite)
Source: Magi of Hermes, 84
Preternatural Growth and Shrinking#
1st-level transmutation
MuCo 15
R: Touch, D: Sun, T: Ind
Adds +1 to the target’s normal Size or decreases it by up to 2 points.
(Base 3, +1 Touch, +2 Sun, +1 because the spell allows growth or two kinds of shrinking)
Source: Ars Magica Fifth Edition, 131

Level 20#

Arm of the Infant#
2nd-level transmutation
MuCo 20
R: Voice, D: Sun, T: Part
Shrinks a person’s arm to half its original length and makes it pudgy, like an infant’s.
(Base 3, +2 Voice, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 131

Level 25#

Gift of the Bear’s Fortitude#
2nd-level transmutation
MuCo 25
R: Per, D: Sun, T: Ind
Your flesh becomes resistant to physical damage. You get +3 to your Armor Class. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –1.
(Base 15, +2 Sun)
Source: Ars Magica Fifth Edition, 131
Shape of the Woodland Prowler#
2nd-level transmutation
MuCo(An) 25
R: Touch, D: Sun, T: Ind
Req: Animal
You place a wolf skin over yourself or another, and the target changes into a wolf. The target may change back at will, ending the spell. Before casting this spell, you must first, of course, acquire the skin of a wolf.
(Base 10, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 131

Level 30#

Cloak of Black Feathers#
3rd-level transmutation
MuCo(An) 30
R: Per, D: Sun, T: Ind
Req: Animal
You hang a small cape of raven feathers on your back and transform into a raven. You can resume human form at will, but doing so ends the spell.
(Base 20, +2 Sun)
Source: Ars Magica Fifth Edition, 131
Curse of Circe#
3rd-level transmutation
MuCo(An) 30
R: Voice, D: Sun, T: Ind
Req: Animal
Turns a person into a pig.
(Base 10, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 131

Level 35#

Stance of the Patient Tree#
3rd-level transmutation
MuCo(He) 35
R: Per, D: Sun, T: Ind
Req: Herbam
You turn yourself into a tree about 12 feet high, with a trunk about a foot thick. You can sense only the most basic things, such as night and day, strong winds, and things that can affect a tree. You can resume human form at will, but doing so ends the spell. While in tree form, you do not heal any wounds, recover hit points, or restore any Fatigue levels. The tree branch you use to let yourself change back determines the kind of tree the target becomes, and you cannot cast the spell without the branch.
(Base 25, +2 Sun)
Source: Ars Magica Fifth Edition, 131

Level 40#

Cloak of Mist#
4th-level transmutation
MuCo(Au) 40
R: Per, D: Sun, T: Ind
Req: Auram
You turn yourself into a thick, cohesive mist of approximately human size. You can float through the air at walking speed and can see and hear what is going on around you. You can also seep through cracks, but cannot move through solid objects. You may return to human form at any time, but doing so ends the spell. As mist, you are subject to the forces of the wind. In order to cast this spell, you must inhale some mist, and you keep the mist in your “mouth” until you want to end the spell.
(Base 30, +2 Sun)
Source: Ars Magica Fifth Edition, 131
Transform to Water#
4th-level transmutation
MuCo(Aq) 40
R: Per, D: Sun, T: Ind
Req: Aquam
You turn yourself into water, one pint for every pound of your weight. As water, you can hold yourself together unless someone makes an effort to separate part of you from the rest. You can roll slowly across the ground, but cannot move uphill. You can hear sounds, feel things that touch you, and can sense temperature. You can resume human form at will, but doing so ends the spell. You cannot resume human form if a significant part of your body/water is separated from the rest. You pour a small amount of water into your hands when you cast the spell.
(Base 30, +2 Sun)
Source: Ars Magica Fifth Edition, 131

Level 45#

The Silent Vigil#
4th-level transmutation
MuCo(Te) 45
R: Per, D: Moon, T: Ind
Req: Terram
You can move into and become part of a rock formation that’s at least twice your size. While in the stone, you can hear what’s going on around you, but you can’t use other senses. The spell lasts until you come out, and you must come out where you went in. You have no need for food or drink, though you do age. Recovering from Fatigue, regaining hit points, and healing wounds take twice as long to make while you are in the stone. Casting requisites are required for items you take with you into the stone.
(Base 25, +3 Moon, +1 for special effect)
Source: Ars Magica Fifth Edition, 132

Level 60#

Mists of Change#
6th-level transmutation
MuCo(An) 60
R: Voice, D: Sun & Year, T: Bound, Ritual
Req: Animal
As this spell is cast, a whipping wind arises and patches of mist begin to roll across the landscape. Sometimes, a patch of mist suddenly envelops a person for a few seconds, during which time the victim cannot move. When the mist blows away, continuing its course, the person is left transformed into a random creature. Roll a simple die to determine the result:
Roll Result Roll Result
1 Wolf 6 Viper
2 Horse 7 Boar/Sow
3 Brown Bear 8 Dog
4 Large Toad 9 Cat
5 Ferret 10 Other
On a roll of 10, the Dungeon Master picks a creature; be cruel. People transformed retain their human minds, but inherit all the passions and instincts of their new forms. The mist covers the target area, which must be in sight when you cast the spell. The mists affect the area until sunrise or sunset, and transform anyone who remains in the area during that time. For important characters, roll a d10 when the spell is cast and every half hour afterwards, and on a roll lower than the number of rolls made so far the mists envelope and transform them at some point in the next half hour. The transformations last a Year.
(Base 10, +2 Voice, +4 Year, +4 Bound, slightly nonstandard effect, mist/wind cosmetic only)
Source: Ars Magica Fifth Edition, 132

Perdo Corpus Spells#

Level 5#

Touch of the Goose Feather#
Enchantment cantrip
PeCo 5
R: Voice, D: Mom, T: Ind
The target lets out a loud sneeze. Spellcasters who sneeze must make DC 20 Intelligence saving throws to maintain concentration, and others get –1 on most activities at the moment of the sneeze.
(Base 3, +2 Voice)
Source: Ars Magica Fifth Edition, 132

Level 15#

Dust to Dust#
1st-level necromancy
PeCo 15
R: Voice, D: Mom, T: Ind
Turns a dead body or mindless undead body to dust in two rounds. The spell doesn’t affect those undead possessed by spirits. To do this to an animal corpse requires a Perdo Animal spell.
(Base 5, +2 Voice)
Source: Ars Magica Fifth Edition, 132
The Wound that Weeps#
1st-level necromancy
PeCo 15
R: Voice, D: Mom, T: Ind
When casting this spell, you point at the victim and a large wound opens on his or her body. The wound is not a deep one, but it bleeds profusely. This does 2d8 points of damage and it looks bad.
(Base 5, +2 Voice)
Source: Ars Magica Fifth Edition, 133

Level 20#

Invocation of Weariness#
2nd-level necromancy
PeCo 20
R: Voice, D: Mom, T: Ind
The target loses a Fatigue level. The phrases used with this spell are usually singsong melodies, which lull the victim into drowsiness.
(Base 10, +2 Voice)
Source: Ars Magica Fifth Edition, 133

Level 25#

Bane of the Decrepit Body#
2nd-level necromancy
PeCo 25
R: Voice, D: Mom, T: Ind
The target ages five years. Determine effects normally. This spell does not work on children younger than age 16.
(Base 15, +2 Voice)
Source: Ars Magica Fifth Edition, 133
Curse of the Leprous Flesh#
2nd-level necromancy
PeCo 25
R: Touch, D: Mom, T: Ind
This spell inflicts leprosy on the target, which causes a person’s flesh to rot off in a matter of weeks — a truly hideous sight. Much of the target’s flesh literally hangs from his or her frame, and there is a pungent rotting smell about him at all times. The target takes an Incapacitating Wound from the disease, and must roll as normal to recover. The target also loses two points of Constitution by the time the disease ends. If the victim somehow survives this curse, he is shunned by mundane communities. If the victim succeeds in a DC 10 Constitution saving throw when the spell is cast, he shakes off the disease, although he still feels unwell for a few days, and may have problems if an astute doctor realizes he is leprous.
(Base 20, +1 Touch)
Source: Ars Magica Fifth Edition, 133
Grip of the Choking Hand#
2nd-level necromancy
PeCo 25
R: Voice, D: Conc, T: Ind
The target feels an invisible, strangling hand on the throat. Each round, the target loses a Fatigue level. Once the target falls unconscious, the spell has no further effect. The spell works by seriously constricting the target’s windpipe, hence the feeling. This constriction is not quite enough to kill, however.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 133

Level 30#

Incantation of the Milky Eyes#
3rd-level necromancy
PeCo 30
R: Voice, D: Mom, T: Ind
Blinds a target, leaving the eyes milky with cataracts. This heals as a Heavy Wound.
(Base 20, +2 Voice)
Source: Ars Magica Fifth Edition, 133
Twist of the Tongue#
3rd-level necromancy
PeCo 30
R: Voice, D: Mom, T: Part
Twists the target’s tongue into a spiral, completely destroying the ability to speak. A grave offense to a magus. The damage heals as a Medium Wound.
(Base 15, +2 Voice, +1 Part)
Source: Ars Magica Fifth Edition, 133

Level 40#

Clenching Grasp of the Crushed Heart#
4th-level necromancy
PeCo 40
R: Voice, D: Mom, T: Ind
When casting this spell, you make a clenching motion with your hand. The victim is reduced to zero hit points, doubles over, and begins making death saving throws.
(Base 30, +2 Voice)
Source: Ars Magica Fifth Edition, 133

Level 45#

The Kiss of Death#
4th-level necromancy
PeCo 45
R: Touch, D: Mom, T: Ind
The person you kiss is reduced to zero hit points and begins making death saving throws. The only mark on the target is the black imprint of your lips. You do not need to speak when casting this spell, and thus gain no penalty from silence. (This is why the spell is higher level than the guidelines would indicate.)
(Base 30, +1 Touch, +2 for no words)
Source: Ars Magica Fifth Edition, 133

Level 55#

Curse of the Unportended Plague#
5th-level necromancy
PeCo 55
R: Sight, D: Mom, T: Bound, Ritual
Starts a plague in a city or other Boundary. Everyone within the boundary is afflicted with the disease when the ritual is complete, and suffers as described under Curse of the Leprous Flesh, above. The conditions causing the disease last but a moment, so people entering the area after the spell is cast are safe. Using, or even transcribing, this spell is rigorously discouraged by most of the Order of Hermes. (Note: the disease caused by this spell is not the later Bubonic Plague, which is unknown in Europe in 1220.)
(Base 20, +3 Sight, +4 Bound)
Source: Ars Magica Fifth Edition, 133

Rego Corpus Spells#

Level 5#

Curse of the Unruly Tongue#
Enchantment cantrip
ReCo 5
R: Voice, D: Conc, T: Ind
Causes the target to stutter and slur words. Charisma ability checks are at –3. Spoken spells suffer a –6 to spell save DC or spell attack roll.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134
Spasms of the Uncontrolled Hand#
Necromancy cantrip
ReCo 5
R: Voice, D: Conc, T: Ind
One of the target’s hands spasms, causing him to drop anything he is holding in it. It keeps spasming for as long as you concentrate.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

Level 10#

Rise of the Feathery Body#
1st-level transmutation
ReCo 10
R: Touch, D: Conc, T: Ind
Allows the target to float vertically to any height, carrying up to 50 pounds, and rising as fast as smoke rises, slower if carrying a heavy load. The target cannot move horizontally through this spell.
(Base 4, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

Level 15#

Despair of the Quivering Manacles#
1st-level necromancy
ReCo 15
R: Voice, D: Conc, T: Ind
Your target shakes vigorously from side to side without falling. Those affected get –3 on rolls requiring physical movement, and –1 to most other rolls.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134
Endurance of the Berserkers#
1st-level necromancy
ReCo 15
R: Per, D: Conc, T: Ind
Your body acts as though it were unwounded and unfatigued for as long as you concentrate. Keep track of the actual Fatigue levels that the body loses while “berserk,” because as soon as the spell wears off, you lose those levels. If you run out of Fatigue levels, the spell terminates immediately and you fall unconscious.
A character under the influence of this spell does risk worsening wounds, but he may not notice.
(Base 10, +1 Concentration)
Source: Ars Magica Fifth Edition, 134
Gift of the Frog’s Legs#
1st-level transmutation
ReCo 15
R: Touch, D: Mom, T: Ind
Allows the target to leap up to 15 feet vertically or 25 feet horizontally. The person must make a DC 0 Dexterity saving throw to land without injury (since the DC is zero, only a roll of natural ‘1’ would indicate a failure in most cases). A failure indicates that he takes 2d8 points of damage. The target can only leap once for each casting of the spell, and that leap must be made within ten seconds. As with a frog’s leap, a running start does not improve the leap.
(Base 10, +1 Touch)
Source: Ars Magica Fifth Edition, 134
Lifting the Dangling Puppet#
1st-level transmutation
ReCo 15
R: Voice, D: Conc, T: Ind
Lifts a person of Size +1 (Medium) or less vertically into the air. Generally, you can make the target rise or descend as fast as smoke rises, but a heavier person rises more slowly and falls more quickly.
(Base 4, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134

Level 20#

The Gift of Vigor#
2nd-level necromancy
ReCo 20
R: Touch, D: Mom, T: Ind
Transfers bodily energy from you to any target who is at a lower Fatigue level than you. You are thus at the target’s current Fatigue level, and he or she assumes your previous level. If you lose a Fatigue level from casting this spell, the loss comes after the transfer. Magi have long looked for a way to restore their energy in order to cast more spells. This is the closest they’ve come.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 134

Level 25#

Awaken the Slumbering Corpse#
2nd-level necromancy
ReCo 25
R: Voice, D: Conc, T: Ind
Causes a corpse to function at your verbal command. Commands have to be very simple, like “attack anyone who comes through here.” The corpse used cannot have been buried by Church ceremony.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 134
Strings of the Unwilling Marionette#
2nd-level enchantment
ReCo 25
R: Voice, D: Conc, T: Ind
You can control the physical movements of a person, such as walking, standing, and turning. If the target resists the control, the movements are jerky. The target can yell, but you can prevent intelligible speech by controlling the target’s mouth. The target must be conscious to be moved about.
(Base 10, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 135

Level 30#

Seven-League Stride#
3rd-level conjuration
ReCo 30
R: Per, D: Mom, T: Ind
Transports you to any place within seven leagues either that you can see or that you have an Arcane Connection with. If you fail an DC 15 spell attack roll, your arrival goes slightly awry. For instance, you might fall when you appear, or just be facing the wrong way. A botch means you appear in the wrong place, perhaps even in a wall.
Praefactus of Bonisagus’s version of this spell always allows him to appear in a safe, unembarrassing place (assuming he doesn’t fail his Finesse roll). All Praefactus’s spells make him seem as dignified as possible — manifesting his wizard’s sigil.
(Base 30)
Source: Ars Magica Fifth Edition, 135

Level 35#

The Leap of Homecoming#
3rd-level conjuration
ReCo 35
R: Per, D: Mom, T: Ind
Transports you to any place to which you have an Arcane Connection. Most magi use this to return to their laboratories.
(Base 35)
Source: Ars Magica Fifth Edition, 135
The Walking Corpse#
3rd-level necromancy
ReCo(Me) 35
R: Touch, D: Year, T: Ind, Ritual
Req: Mentem
Turns a corpse into a nearly mindless servant that can follow your simple verbal commands faithfully but unimaginatively. Unless the corpse is preserved with Charm Against Putrefaction or the equivalent, the body decays normally, but even a skeleton can be animated.
(Base 10, +1 Touch, +4 Year)
Source: Ars Magica Fifth Edition, 135

The Art of Herbam#

Creo Herbam Spells#

Level 5#

Conjure the Sturdy Vine#
Conjuration cantrip
CrHe 5
R: Voice, D: Sun, T: Ind
Grows 10 paces of vine from a moderate quantity of wood, or from fertile soil. The vine is extremely strong and pliable, suitable for use as rope.
(Base 1, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 135

Level 15#

Trap of the Entwining Vines#
1st-level conjuration
CrHe 15
R: Voice, D: Sun, T: Group
Causes strong, woody vines to grow rapidly from fertile earth. The vines cover a circle 2 paces across and reach 6 feet high. Anything caught within them is immobilized. To avoid the vines, the target must make a DC 15 Dexterity saving throw. To break out requires a DC 20 Strength saving throw (allowed once a round). Someone not trapped can cut a trapped person free in two rounds, assuming proper tools. The vines weaken and wither to dust at sunrise or sunset.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 135

Level 20#

Bridge of Wood#
2nd-level conjuration
CrHe 20
R: Touch, D: Sun, T: Ind
Creates an ornate and exquisitely carved bridge made from living leaves, vines, and wood. The bridge can reach up to 20 paces, and is five paces wide. It is sturdy enough to support creatures of up to Size +4 (Huge).
(Base 3, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 135
Wall of Thorns#
2nd-level conjuration
CrHe 20
R: Voice, D: Sun, T: Group
Within seconds, this spell creates a straight wall of woody, thorny bushes up to 20 paces long, 1 pace thick, and 4 paces high. The thorns, which are unnaturally resilient, have an Armor Class of 25 are cut by edged weapons only, and cutting through requires inflicting 15 points of damage. Bodily forcing one’s way through the wall requires a DC 15 Strength ability check and does 4d8 points of damage whether the attempt succeeds or fails. The wall grows out of existing bushes or fertile soil. A DC 15 Dexterity (Athletics) ability check allows a character to scale the wall, but the character takes 3d8 points of damage in the process.
(Base 1, +2 Voice, +2 Sun, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 135

Level 25#

Wall of Living Wood#
2nd-level conjuration
CrHe 25
R: Voice, D: Sun, T: Ind
A straight wall of living oak is created, growing quickly from nearby trees, other plant growth, or fertile earth. The wall is 20 paces long, 1 pace thick, and 5 paces high. It can be scaled with a DC 15 Dexterity (Athletics) ability check.
(Base 3, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 135

Level 35#

The Bountiful Feast#
3rd-level evocation
CrHe 35
R: Touch, D: Year, T: Special, Ritual
This ritual, which must be cast at noon on the day after the winter solstice, attempts to ensure that all crops that grow within its target will be healthy and fruitful. The spell protects against non-magical blight and other diseases. It can’t control the weather or prevent others from harming crops, but it does cause crops to be healthier, larger, and tastier than they otherwise would be. The target of this spell is the fields owned by those present at the ritual. The spell must be cast within the region affected by the spell, although that region need not be contiguous. Although food plants are affected most by this ritual, all plants are made healthier to some degree.
(Base 1, +1 Touch, +4 Year, +4 Special (equivalent to Boundary), +1 Size (for a total of +4 Size, including the +3 from the guideline, so that the area affected is up to about 6 miles across))
Source: Ars Magica Fifth Edition, 135

Intellego Herbam Spells#

Level 4#

Probe Nature’s Hidden Lore#
Divination cantrip
InHe 4
R: Touch, D: Mom, T: Ind
Tells you what kind of plant you are touching. You also get an image of it in its natural habitat. Works with plant products as well as with plants themselves.
(Base 3, +1 Touch)
Source: Ars Magica Fifth Edition, 136

Level 5#

Hunt for the Wild Herb#
Divination cantrip
InHe 5
R: Per, D: Conc, T: Smell
When you cast this spell, you can smell one sort of plant, and follow the scent, as long as you continue to concentrate. You must have a sample of the type of plant you are looking for. A DC 10 spell attack roll is needed to follow the scent. If there is no plant of the relevant type fairly close by (close enough to smell), you smell nothing, although the spell still works.
(Base 2, +1 Concentration, +2 Smell)
Source: Ars Magica Fifth Edition, 136

Level 10#

Intuition of the Forest#
1st-level divination
InHe 10
R: Touch, D: Sun, T: Group
You engage in a type of communion with the woods that you are in, giving you an intuitive sense of how to get along in the forest, and how to get the most out of the forest without causing it harm. You get a +3 to all nature oriented rolls (not including spells) when in a forest or similar area. Causing significant harm to the forest cancels this spell.
(Base 1, +1 Touch, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 136

Level 15#

Shriek of the Impending Shafts#
1st-level abjuration
InHe 15
R: Per, D: Sun, T: Hearing
Lets you know where anything wooden will be in the immediate future by a shriek that sounds in the air in advance of the wood’s coming. A piece of wood that is controlled may change course, so the spell is sometimes wrong. You get a +9 bonus on Armor Class against wooden weapons (provided that you have the freedom to dodge), and you can automatically dodge wooden missiles fired from more than ten paces (30’) away. The shriek is only audible to you, and it cannot be simulated by people making noises.
(Base 2, +2 Sun, +3 Hearing)
Source: Ars Magica Fifth Edition, 136

Level 25#

Converse with Plant and Tree#
2nd-level divination
InHe 25
R: Touch, D: Conc, T: Ind
You can speak with a plant for one conversation. The level of conversation depends on the type of plants; longer-lived and more noble plants have more to say. A single question and response takes ten to thirty minutes, with slower-growing plants speaking more slowly. Typically, plants can talk about the soil and about other plants around them, but have limited awareness of more momentary events, such as the passing of animals or people, unless that passing has a direct bearing on the plant (for example, a person cut its trunk). News can spread quickly through a forest when it has to, called from tree to tree on the wind. Bystanders cannot understand your conversation.
(Base 15, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 136

Muto Herbam Spells#

Level 5#

Pass the Unyielding Portal#
Transmutation cantrip
MuHe 5
R: Touch, D: Diam, T: Ind
Makes the wood of a door pliable, allowing the magus to bend it open regardless of most locks or bars.
(Base 3, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 137

Level 10#

Transformation of the Thorny Staff#
1st-level transmutation
MuHe 10
R: Touch, D: Sun, T: Ind
Causes a length of wood (up to 6 feet in length) to grow thick, sharp thorns at whatever spots you touch. If the spell is cast on a staff, the thorns add +4 to the damage done by the staff.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 137
Piercing Shaft of Wood#
1st-level transmutation
Mu(Re)He 10
R: Voice, D: Mom, T: Ind
Req: Rego
Turns a piece of wood into a sleek, barbed, strong shaft that flies through the air at a target. Damage depends on the size of the item from which the shaft is formed: staff (upper size limit) 3d8, 2-foot branch 2d8+3, wand 2d8. This spell cannot miss, but a Dexterity saving throw is allowed.
(Base 3, +2 Voice, +1 Rego effect)
Source: Ars Magica Fifth Edition, 137

Level 15#

Rope of Bronze#
1st-level transmutation
MuHe(Te) 15
R: Touch, D: Sun, T: Ind
Req: Terram
Turns a piece of rope (made from plant material) into refined, superior bronze, which does not break under normal circumstances.
(Base 4, +1 Touch, +2 Sun, no cost for requisite)
Source: Ars Magica Fifth Edition, 137

Level 20#

Thaumaturgical Transformation of Plants to Iron#
2nd-level transmutation
MuHe(Te) 20
R: Touch, D: Sun, T: Ind
Req: Terram
Makes any plant, dead or alive, as hard as iron. Affects any amount of continuous plant material up to the size of a small tree. Sharpedged plants can become deadly when they are made this hard.
(Base 4, +1 Touch, +2 Sun, +1 size, no cost for requisite)
Source: Ars Magica Fifth Edition, 137

Level 25#

Stir the Slumbering Tree#
2nd-level transmutation
MuHe(Me) 25
R: Touch, D: Sun, T: Ind
Req: Mentem
Raises any tree into a state of consciousness resembling that of a human. Such a tree can see and hear what is going on around it, and at a normal human level of perception. Such a tree may share some mental attributes or personality traits with the caster. The tree can rearrange its branches over the course of several hours, though too slowly for people to observe the movement from second to second. Most trees in magical areas are already awake.
(Base 4, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 137

Level 60#

Curse of the Haunted Forest#
6th-level transmutation
Mu(Pe)He 60
R: Touch, D: Year, T: Group, Ritual
Req: Perdo
Turns a previously normal forest into a haunted and dangerous place. The trees become gnarled and hideous, and the imaginative can see menacing faces in them. The trees also become conscious and cruel; capable of sight, hearing, and limited movement. While they cannot uproot themselves, they can move their branches about, and can reach the ground in an hour or two. Only ill-tempered animals, such as boars and crows, live in these woods, and nothing in them is edible. The only knowledge of what might happen should this ritual be attempted in a faerie forest comes from ancient and disputed legends of the Order of Hermes.
(Base 4, +1 Touch, +4 Year, +2 Group, +5 size)
Source: Ars Magica Fifth Edition, 137

Perdo Herbam Spells#

Level 5#

Curse of the Rotted Wood#
Transmutation cantrip
PeHe 5
R: Touch, D: Mom, T: Ind
Causes a non-living wooden object to rot and fall apart. Objects up to the size of a single door can be affected, but things that size take up to two rounds to decay. Usually, large chunks of wood start falling off the target, and slowly crumble to smaller and smaller pieces, until only dust is left.
Ferramentum of Verditius’s version of this spell is very orderly as per his wizard’s sigil. The decay of the object starts from the top and continues to the bottom, leaving only dust as it goes.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 137

Level 15#

Wizard’s Autumn#
1st-level necromancy
PeHe 15
R: Touch, D: Mom, T: Group
All the deciduous leaves (that is, those that normally fall in autumn) on the target plants turn brown and then fall to the ground. The full process takes a minute. This spell can affect a small grove of trees. The trees do not bud again until the next spring.
(Base 2, +1 Touch, +2 Group, +2 size)
Source: Ars Magica Fifth Edition, 137

Level 20#

Plant’s Withering Bane#
2nd-level necromancy
PeHe 20
R: Voice, D: Mom, T: Ind
Withers and destroys one living plant, up to and including a plant the size of a small tree.
(Base 5, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 137

Level 25#

The Great Rot#
2nd-level transmutation
PeHe 25
R: Voice, D: Mom, T: Group
Rots and destroys a large amount of dead wood, up to the amount found in a wooden house or small inn. Wooden structures creak and groan mightily for about a minute before collapsing.
(Base 4, +2 Voice, +2 Group, +1 size)
Source: Ars Magica Fifth Edition, 138

Level 30#

Treading the Ashen Path#
3rd-level necromancy
PeHe 30
R: Touch, D: Mom, T: Group
As you walk through a forest after casting this spell, all the plant material 10 paces in front of you and 5 paces to either side withers and dies. Trees are reduced to bare trunks, while their leaves and all smaller plants turn to ash. You can walk for 7 miles with each casting of this spell. Use of this spell in faerie woods is not recommended. This spell was originally invented by a magus of House Flambeau, and he was awarded a prize for it by his primus.
(Base 3, +1 Touch, +2 Group, +3 size, +1 fancy effect (the spell effectively keeps being cast while the caster walks seven miles))
Source: Ars Magica Fifth Edition, 138

Rego Herbam Spells#

General#

Ward Against Faeries of the Wood#
Variable level abjuration
ReHe Gen
R: Touch, D: Ring, T: Circle
Like Ward Against Faeries of the Waters (ReAq Gen), but for faeries of the wood. At some angles, at night, the ring appears to be a green-hued dome.
(Base effect)
Source: Ars Magica Fifth Edition, 138

Level 5#

Dance of the Staves#
Transmutation cantrip
ReHe 5
R: Voice, D: Mom, T: Ind
Causes a pole, staff, haft, or any other long, thin, non-living wooden object to bend and lash about wildly for a few seconds and then stop suddenly. A whirling staff strikes its holder and does 2d8-1 damage, with a possible bonus if the weapon at the head of the pole hits the person.
(Base 3, +2 Voice)
Source: Ars Magica Fifth Edition, 138

Level 10#

Repel the Wooden Shafts#
1st-level abjuration
ReHe 10
R: Voice, D: Mom, T: Ind
Deflects a single blow of any weapon made of wood, up to the size of a two-handed club. The attack automatically misses. If you ordinarily carry a staff, it must be tossed aside for the casting. Unlike other spells, the casting time for this spell is a reaction.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 138

Level 15#

Strike of the Angered Branch#
1st-level evocation
ReHe 15
R: Voice, D: Conc, T: Part
Causes a large tree branch to swing at a target. The branch’s attack bonus is equal to your spell attack bonus. Damage is 3d8. You may strike repeatedly with the branch, striking once per round for as long as the spell lasts.
(Base 3, +2 Voice, +1 Concentration, +1 Part)
Source: Ars Magica Fifth Edition, 138
Tangle of Wood and Thorns#
1st-level evocation
ReHe 15
R: Voice, D: Conc, T: Ind
Takes a length of wood that you designate and hurls it at a target (a Targeting roll is required). The wood wraps around and immobilizes the target (assuming that there is enough wood), who must make a DC 15 Strength saving throw to break free (one attempt per round). If the victim ever botches, he cannot escape without outside help. If the length of wood has thorns, it does 2d8+1 damage when it hits, and again each time the target tries to break free, whether successful or not. When the caster stops concentrating, the target can escape on a DC 10 Strength saving throw.
(Base 3, +2 Voice, +1 Concentration, +1 Muto requisite)
Source: Ars Magica Fifth Edition, 138

Level 20#

Coils of the Entangling Plants#
2nd-level evocation
ReHe 20
R: Voice, D: Conc, T: Group
Animates all the grass and small plants within a field delineated from side to side by your outstretched arms and in front by no more than 15 paces of distance. The plants grab and wrap themselves around the people nearest to them (DC 15 Strength saving throw to break free, rolled once per minute). If a roll to break free ever botches, the victim cannot escape on his or her own. With a DC 10 spell attack roll, you can release one individual a round.
(Base 3, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 138

Level 25#

Lord of the Trees#
2nd-level evocation
ReHe 25
R: Voice, D: Conc, T: Ind
Causes a tree to move its branches and bend its trunk in any way you mentally direct. A large tree striking with branches has an initiative bonus of +5, an attack bonus of +7, and damage 3d8. Normal weapons are practically useless against large trees.
(Base 4, +2 Voice, +1 Concentration, +2 size)
Source: Ars Magica Fifth Edition, 139
The Treacherous Spear#
2nd-level evocation
ReHe 25
R: Voice, D: Diam, T: Ind
This spell animates a wooden or woodenhafted melee weapon in someone else’s hand, and makes that weapon attack its holder until the wielder is dead or the weapon is destroyed. When the spell is cast, the weapon tries to break its wielder’s hold (DC 15 Dexterity saving throw to hang on). On subsequent rounds, the wielder hangs on by making DC 10 Strength saving throws once per round. If a roll to hold on ever botches, the wielder loses control of the weapon and is hit by it automatically (see below). While still in its wielder’s grip, the weapon does not strike him or her, but does not strike on the wielder’s behalf either. Once the weapon breaks free or is released, it attacks its wielder, using his attack bonus and damage. The former wielder may fight the rebellious weapon. The weapon has an Armor Class equal to 10 + the caster’s proficiency bonus. It has no hit points, and is “killed” after it taking damage depending on its size. One-handed weapons must take 10 points of damage while two-handed weapons must take 15 points of damage. The damage of thrusting and missile weapons is halved when attacking the renegade weapon.
(Base 10, +2 Voice, +1 Diam)
Source: Ars Magica Fifth Edition, 139
Twist the Living Tree#
2nd-level transmutation
ReHe 25
R: Touch, D: Sun, T: Ind
You make a living tree bend into unusual positions. Depending on your needs, you can make a cage, a shelter, or a wall. Even the leaves can be commanded, maybe to form a solid roof that sheds rain. Takes one to ten minutes to complete (depending on the complexity of the new shape), during which time you must maintain concentration.
(Base 4, +1 Touch, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 139
Ward Against Wood#
2nd-level abjuration
ReHe 25
R: Per, D: Sun, T: Ind
The caster is protected from nonenchanted wood, so that none of it can actually contact his body. If he is walking on a wooden surface, he is actually suspended very slightly above it.
(Base 15, +2 Sun)
Source: Ars Magica Fifth Edition, 139

Level 30#

Freeing the Striding Tree#
3rd-level evocation
ReHe 30
R: Voice, D: Conc, T: Ind
Like Lord of the Trees, above, but the tree can walk half as fast as a human can. If you botch a Concentration roll to maintain control, the tree attacks you, having been awakened and disturbed by this spell.
(Base 5, +2 Voice, +1 Concentration, +2 size)
Source: Ars Magica Fifth Edition, 139

Level 45#

Calling the Council of the Trees#
4th-level conjuration
Re(In)He 45
R: Touch, D: Moon, T: Bound, Ritual
Req: Intellego
You call all magical and potentially mobile trees within the forest where you cast the ritual to the site of the ritual. The trees are compelled to come, and will likely be interested in whoever has called them. The attitude of the trees depends on the forest and the nature of the one who called. Once gathered, the trees hold meetings, summon ancient powers, and discuss the problems facing their kind. You may speak, and understand what the trees are discussing. The results of the conference may not be entirely in your favor. The trees remain animated for a month and may seek to return home before the end of that period.
(Base 5, +1 Touch, +3 Moon, +4 Bound, no cost for Intellego effect)
Source: Ars Magica Fifth Edition, 139

The Art of Ignem#

Creo Ignem Spells#

Level 3#

Moonbeam#
Evocation cantrip
CrIg 3
R: Touch, D: Conc, T: Ind
Causes a gentle light, bright enough to read by, to shine down from above and illuminate the area described by your encircled arms. Lasts as long as you hold your arms in a circle.
(Base 1, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 139

Level 5#

Palm of Flame#
Evocation cantrip
CrIg 5
R: Touch, D: Conc, T: Ind
A flame leaps up in your palm, which must be upturned for the spell’s duration. The flame casts light like a torch, and can ignite very flammable items. It does no damage, and does not burn the caster.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 139

Level 10#

Heat of the Searing Forge#
1st-level evocation
CrIg 10
R: Voice, D: Mom, T: Ind
Heats a piece of metal so that it is too hot to touch. Something the size of a breastplate or helmet does 2d8 damage if in direct contact with the skin for one round. For each additional round, more damage is done, the amount dropping each round (1d8+3 damage on round two, then 1d8+1). Smaller objects do less damage. Most metal armor has leather or cloth underneath that reduces the damage from the heat by three each round.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 140
Lamp without Flame#
1st-level evocation
CrIg 10
R: Touch, D: Conc, T: Ind
This spell creates a steady light as bright as daylight on a cloudy day. The light has no apparent source, but illuminates an area about ten paces across, centered on a point indicated by the caster. This point may be a mobile item.
(Base 4, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 140

Level 15#

Blade of the Virulent Flame#
1st-level evocation
CrIg 15
R: Touch, D: Diam, T: Ind
Forms a fire along the length of a metal blade. This flame doubles the weapon damage score for the blade (or adds +5, whichever is greater), and can start fires as well. If the spell is cast repeatedly on the same blade, the blade gets hot enough to melt after half an hour, which ends the spell. Letting the blade cool for half an hour between castings avoids this.
(Base 5, +1 Touch, +1 Diameter)
Source: Ars Magica Fifth Edition, 140
Flash of the Scarlet Flames#
1st-level evocation
CrIg 15
R: Voice, D: Mom, T: Ind
A brilliant red flash explodes in the air where you designate. If you target a person’s face the target needs to make a DC 15 Constitution saving throw to avoid temporary blindness. If the target botches the roll, he is permanently blinded. If temporarily blinded, he can try to make a DC 15 Constitution saving throw each minute to recover. The flash is equivalent to looking straight at the sun.
In Rose of Jerbiton’s version of this spell, there is a faint odor of roses in the area where the flash explodes.
(Base 5, +2 Voice)
Source: Ars Magica Fifth Edition, 140

Level 20#

Pilum of Fire#
2nd-level evocation
CrIg 20
R: Voice, D: Mom, T: Ind
A 2-foot, thick, spear-shaped jet of fire flies from your palms, doing 4d8 damage to the individual it hits.
(Base 10, +2 Voice)
Source: Ars Magica Fifth Edition, 140

Level 25#

Arc of Fiery Ribbons#
2nd-level evocation
CrIg 25
R: Voice, D: Mom, T: Group
A dozen multi-hued ribbons of flame leap from your hands and fly out as far as your voice carries, covering a 60-degree arc. All those in the arc take 3d8 damage.
(Base 5, +2 Voice, +2 Group)
Source: Ars Magica Fifth Edition, 140
Coat of Flame#
2nd-level evocation
Cr(Re)Ig 25
R: Voice, D: Diam, T: Ind
Req: Rego
The target is swathed in fire, and takes 2d8 damage every round while the spell is in effect. That is, the damage occurs twenty times during the spell. The Rego requisite ensures that the fire does not spread.
(Base 5, +2 Voice, +1 Diameter, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 140

Level 35#

Ball of Abysmal Flame#
3rd-level evocation
CrIg 35
R: Voice, D: Mom, T: Ind
A ball of flame shoots from your hand to strike a single target, doing 7d8 damage.
Marius of Tremere’s version of the spell causes the ball to make a loud bang when it hits the target. His sigil is a gaudiness in his spells.
(Base 25, +2 Voice; the ball appearing to shoot from your hand is a cosmetic effect)
Source: Ars Magica Fifth Edition, 140
Circle of Encompassing Flame#
3rd-level evocation
CrIg 35
R: Voice, D: Conc, T: Ind
Creates a circle of flames 6 feet high. The circle begins at a 1-pace radius, but you can make it shrink to a pillar or grow to a 3-pace radius as you concentrate if you cast with a Rego requisite. Anyone moving through the flames takes 5d8 damage. You cannot move the center of the circle.
(Base 20, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 140

Intellego Ignem Spells#

Level 5#

Tales of the Ashes#
Divination cantrip
InIg 5
R: Touch, D: Conc T: Ind
Lets you see what the ashes you touch originally were, and how and when the object was burned. The latter two are divined from markings and signs in the ashes.
(Base 3, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 141

Level 15#

Shadows of the Fires Past#
1st-level divination
InIg 15
R: Per, D: Mom, T: Vision
Allows you to see where fires have been in the past lunar month. A light red flickering haze appears where the fire was, and you gain an intuitive sense of when the fire was there. This spell does not look into the past, but detects the traces of fire.
(Base 3, +4 Vision)
Source: Ars Magica Fifth Edition, 141

Level 20#

Vision of Heat’s Light#
2nd-level divination
InIg 20
R: Per, D: Sun, T: Vision
Allows you to see the heat of objects that are of human body temperature or hotter. Excellent for use in the dark, but it doesn’t give true vision. You can see well enough to use a weapon, even a missile weapon, without penalty, but recognizing people is very difficult.
(Base 2, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 141

Level 35#

Eyes of the Flame#
3rd-level divination
InIg 35
R: Arc, D: Conc, T: Ind
Lets you see a fire up to the size of a large campfire to which you have an Arcane Connection. You can also see all those things which the fire illuminates.
(Base 10, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 141
Words of the Flickering Flame#
3rd-level divination
InIg 35
R: Voice, D: Conc, T: Ind
Allows you to converse with a fire, commonly very chaotic and distractible. Promising a fire more fuel might keep its interest. Fires are mostly aware of what they’ve burned, but they have a limited awareness of what goes on around them as well.
(Base 20, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 141

Muto Ignem Spells#

Level 5#

The Many-Hued Conflagration#
Transmutation cantrip
MuIg 5
R: Voice, D: Mom, T: Ind
Makes a fire burn brightly in shifting colors for an instant. Each being looking at the fire must make a DC 10 Constitution saving throw or be blinded for one round by the multicolored lights.
(Base 3, +2 Voice)
Source: Ars Magica Fifth Edition, 141

Level 10#

Show of the Flames and Smoke#
1st-level transmutation
MuIg 10
R: Voice, D: Conc, T: Ind
Causes smoke of different colors, streams of flame, and strange popping and sizzling noises to come from a fire. The effect is so spectacular that onlookers are either entranced or horrified, depending on the circumstances. The pyrotechnics might ignite nearby flammable objects and cause minor burns to those within 2 paces of the fire.
(Base 3, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 141
Hornet Fire#
1st-level evocation
Mu(Re)Ig 10
R: Voice, D: Conc, T: Ind
Req: Rego
Turns a fire into a swarm of fireballs, each the size of a large insect, that fly and harass at your command. Their burning touch gives all those you indicate within 7 paces (20’) of the fire both a –3 penalty on all attack rolls and ability checks, but they do not cause actual damage.
(Base 2, +2 Voice, +1 Concentration, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 141

Level 20#

Prison of Flames#
2nd-level evocation
MuIg 20
R: Voice, D: Sun, T: Ind
Turns a bonfire into a prison shaped like a miniature castle. A person thrown into the middle is not burned, but takes 4d8 damage if he or she tries to escape.
(Base 3, +2 Voice, +2 Sun, +1 Size)
Source: Ars Magica Fifth Edition, 142

Level 25#

Trapping the Fire#
2nd-level transmutation
MuIg(Te) 25
R: Voice, D: Sun, T: Ind
Req: Terram
This spell turns the heat and flames of a large campfire into a small, very hard object, such as a gem or a piece of metal. If the object is broken, the flame returns, but dies if there is nothing to burn.
(Base 5, +2 Voice, +2 Sun, requisite is free)
Source: Ars Magica Fifth Edition, 142

Level 35#

Flames of Sculpted Ice#
3rd-level transmutation
MuIg(Aq) 35
R: Voice, D: Sun, T: Ind
Req: Aquam
Turns a fire up to the size of a small house into ice. The ice forms beautiful sculptures of leaping flame, until it begins to melt. When the ice has melted halfway, the flames start again, but probably won’t spread, because of wet surroundings.
(Base 5, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 142

Perdo Ignem Spells#

Level 10#

Gloom of Evening#
1st-level illusion
PeIg 10
R: Touch, D: Diam, T: Room
The level of light in the target room drops substantially, making the room gloomy, with deep shadows everywhere.
(Base 2, +1 Touch, +1 Diameter, +2 Room)
Source: Ars Magica Fifth Edition, 142
Winter’s Icy Touch#
1st-level necromancy
PeIg 10
R: Voice, D: Mom, T: Ind
Causes the target to feel a chill and lose body heat. The target loses a Fatigue level.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 142

Level 20#

Soothe the Raging Flames#
2nd-level abjuration
PeIg 20
R: Voice, D: Mom, T: Ind
Eradicates the heat of a bonfire, which, however, continues to burn until the fuel already covered in flame is consumed. The flames do not spread, or harm anything beyond what they were already burning. If the fire is extinguished and relit, it will burn hot again, as it is now a different fire.
(Base 10, +2 Voice)
Source: Ars Magica Fifth Edition, 142

Level 25#

Conjuration of the Indubitable Cold#
2nd-level evocation
PeIg 25
R: Voice, D: Mom, T: Part
Cools the air within ten paces of the target, leaving it slightly below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you, if you cast with a Rego requisite) lose one Fatigue level. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out.
(Base 4, +2 Voice, +1 Part, +2 size)
Source: Ars Magica Fifth Edition, 142
Well Without Light#
2nd-level illusion
PeIg 25
R: Touch, D: Sun, T: Str
Removes light from the target structure. Only spells greater than level 25 can create light within this area. When casting this spell, magi typically clench a hand into a fist, and the light flows into the fist like a living entity, until the entire area is dark.
(Base 3, +1 Touch, +2 Sun, +3 Str)
Source: Ars Magica Fifth Edition, 142

Level 30#

Wizard’s Icy Grip#
3rd-level evocation
PeIg 30
R: Voice, D: Mom, T: Ind
Chills a single target so that it takes 5d8 damage. The target also loses one Fatigue level. If this is enough to kill, the target is frozen solid.
(Base 20, +2 Voice)
Source: Ars Magica Fifth Edition, 142

Level 35#

Wizard’s Eclipse#
3rd-level illusion
PeIg 35
R: Touch, D: Diam, T: Bound, Ritual
The sun is eclipsed within the target area, making it as dark as night. The darkness begins very suddenly — the superstitious are likely to panic, especially if they see that there is normal daylight just beyond the boundary of the spell.
(Base 2, +1 Touch, +1 Diameter, +4 Bound, +3 size)
Source: Ars Magica Fifth Edition, 142

Rego Ignem Spells#

Level 5#

Tremulous Vault of the Torch’s Flame#
Evocation cantrip
ReIg 5
R: Voice, D: Mom T: Ind
Causes a fire to quiver a few seconds and then make a leap of up to 10 feet in any direction. A spell attack roll is required to hit a specific target. The flame stays at the spot it hits if it can burn there (see rules for fire damage on page 181). Otherwise, it simply scorches the spot and goes out (doing 2d8 damage).
(Base 3, +2 Voice)
Source: Ars Magica Fifth Edition, 142

Level 10#

Leap of the Fire#
1st-level evocation
ReIg 10
R: Voice, D: Mom, T: Ind
Causes a bonfire to leap of up to 10 paces in any direction, where it catches if there is fuel, or burns out if there is none. Make a spell attack roll to hit a target; the flames do 3d8 damage.
(Base 3, +2 Voice, +1 size)
Source: Ars Magica Fifth Edition, 143

Level 20#

Light Shaft of the Night#
2nd-level evocation
ReIg 20
R: Voice, D: Conc, T: Group
Collects moonbeams and starlight into a single vertical shaft of soft, silvery light that moves under your control. It illuminates an area 15 paces across with light nearly equal to sunlight (if the moon is out) or moonlight (if the moon is not out). If the sky is overcast, the spell does not work. Can only be cast under the night sky.
(Base 3, +2 Voice, +1 Concentration, +2 Group)
Source: Ars Magica Fifth Edition, 143

Level 25#

Burst of the Sweeping Flames#
2nd-level evocation
ReIg 25
R: Sight, D: Mom, T: Ind
This spell causes a fire to explode outwards from its source along the ground, as if a giant wind were blowing on it from above. The fire travels for no more than 10 paces, but it ferociously ignites anything in its path. The original fire is left dead, but in all probability a number of new fires will be started. The flames cause 2d8 to 4d8 damage, depending on the intensity of the original fire.
(Base 10 (4 + 2 magnitudes for the intensity of the fire), +3 Sight)
Source: Ars Magica Fifth Edition, 143
Ward Against Heat and Flames#
2nd-level abjuration
ReIg 25
R: Touch, D: Sun, T: Ind
Keeps heat and fire at bay, unable to approach within 1 pace of the target. This renders the target immune to damage from flames or heat of intensity less than that of molten iron. The target reduces all fire-related damage by 20 hit points of damage per instance. Any fire doing less than 4d8+1 damage per round doesn’t penetrate the ward. Such fires simply dim at the protected person’s passing and flare back up after he or she is gone.
(Base 4, +2 for up to +15 damage, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 143

The Art of Imaginem#

Creo Imaginem Spells#

Level 10#

Phantasm of the Talking Head#
1st-level illusion
CrIm 10
R: Voice, D: Diam, T: Ind
Creates an illusory face on a wall or other flat object. The visage can speak during the spell’s duration. Individual wizards’ sigils can produce very interesting differences in how the voice sounds, how the face looks, and so on.
(Base 2, +2 Voice, +1 Diameter, +1 intelligible speech)
Source: Ars Magica Fifth Edition, 144

Level 20#

Phantasmal Animal#
2nd-level illusion
CrIm 20
R: Voice, D: Diam, T: Ind
Creates an image of any animal or beast up to the size of a pony (Medium). Under your direct mental command, it moves about (within range) and makes appropriate noises. You need to be able to concentrate, and be within range, whenever you wish to direct the illusion to move in some manner. If you move out of range or stop concentrating, the illusion just freezes in place. The image does smell like an animal, but it has absolutely no effect on the sense of touch. Of course, a magus may not use this spell to create the image of an animal he or she does not know exists.
(Base 3, +2 Voice, +1 Diameter, +2 move under your command)
Source: Ars Magica Fifth Edition, 144
Phantasmal Fire#
2nd-level illusion
CrIm(Ig) 20
R: Voice, D: Sun, T: Ind
Req: Ignem
Makes an image of a fire (up to the size of a large campfire) that dances, illuminates, crackles, and (apparently) warms. It does not spread, burn, or protect against cold. Makes a great joke at gatherings of House Flambeau, although creating a real fire is even more popular.
(Base 3, +2 Voice, +2 Sun, +1 for light from Ignem requisite)
Source: Ars Magica Fifth Edition, 144

Level 25#

Phantasm of the Human Form#
2nd-level illusion
CrIm 25
R: Voice, D: Sun, T: Ind
Makes an image of a clothed and equipped person that can make noise. Under your direct, unspoken command, the person can move about, speak, and behave as a human does.
(Base 2, +2 Voice, +2 Sun, +2 move at your command, +1 intricacy)
Source: Ars Magica Fifth Edition, 144

Level 35#

Haunt of the Living Ghost#
3rd-level illusion
Cr(In)Im 35
R: Arc, D: Conc, T: Ind
Req: Intellego
With this spell, you can instantly project your own image and voice to any designated spot that you have an Arcane Connection to (though Dungeon Masters may wish to limit this range to some absolute distance like 300 miles). You can see and hear through the image. The image must appear in some medium, such as a fire, mirror, or pool. Some magi use this spell to attend intercovenant councils without traveling the intervening distance. Because other magi can see you, this spell is not held to constitute scrying by magic. Using it through another covenant’s Aegis counts as showing off, however.
(Base 2, +4 Arcane Connection, +1 Concentration, +2 move at your command, +1 intricacy, +1 Intellego requisite)
Source: Ars Magica Fifth Edition, 144

Level 40#

The Shadow of Human Life#
4th-level illusion
CrIm(Me) 40
R: Touch, D: Sun, T: Ind
Req: Mentem
The human image created (as in Phantasm of the Human Form) has limited freedom and simulated intellect. It functions as an independent human, albeit a stupid one, capable of interpreting general orders in new situations.
(Base 2, +1 Touch, +2 Sun, +1 intricacy, +6 Mentem requisite, for a very elaborate effect)
Source: Ars Magica Fifth Edition, 144

Intellego Imaginem Spells#

General#

Discern Images of Truth and Falsehood#
Variable level divination
InIm Gen
R: Per, D: Conc, T: Vision
You can tell whether an image has been created or altered through a spell, seeing both the original and false images in the case of alterations. Illusions caused by a spell with a level higher than five lower than the level of this spell are not discerned. If you botch the roll, you mistake illusions for the real thing and reality for illusion. Your discernment is not limited to visual illusions, although you can only tell that a sound is illusory if you are looking at the apparent source.
(Base effect, +1 Concentration)
Source: Ars Magica Fifth Edition, 144

Level 5#

Prying Eyes#
Divination cantrip
InIm 5
R: Touch, D: Conc, T: Room
You can see inside a room, as long as you can touch one of its walls. If the room is unlit or poorly lit, you can only see as much as you could if you were inside, but magical enhancements of your senses do apply. You may change your viewpoint within the room throughout the duration of the spell.
(Base 1, +1 Touch, +1 Concentration, +2 Room)
Source: Ars Magica Fifth Edition, 144

Level 15#

Discern Own Illusions#
1st-level divination
InIm 15
R: Per, D: Sun, T: Vision
This spell makes your own illusions largely transparent, but still discernible.
(Base 1, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 145

Level 20#

The Ear for Distant Voices#
2nd-level divination
InIm 20
R: Arc, D: Conc, T: Room
You can hear what is happening in the place you designate. You must have an Arcane Connection with the place or with a person there.
(Base 1, +4 Arcane Connection, +1 Concentration, +2 Room)
Source: Ars Magica Fifth Edition, 145

Level 25#

Eyes of the Eagle#
2nd-level divination
InIm 25
R: Per, D: Sun, T: Vision
You see distant things clearly. No matter how far away something is, you can make out details as if it were only a foot or so from you. Things do not all appear to be a foot away; you can simply make out details as well as if they were. You can still judge distance accurately; in fact, more accurately than normal, to within an inch or so at a distance of several miles, since you can see as clearly as if you were judging distance a foot away.
(Base 3, +2 Sun, +4 Vision)
Source: Ars Magica Fifth Edition, 145
Summoning the Distant Image#
2nd-level divination
InIm 25
R: Arc, D: Conc, T: Room
You can see and hear what is happening in a distant place if you have some sort of Arcane Connection to either the location or a person there.
(Base 2, +4 Arcane Connection, +1 Concentration, +2 Room)
Source: Ars Magica Fifth Edition, 145

Muto Imaginem Spells#

Level 5#

Taste of the Spices and Herbs#
Illusion cantrip
MuIm 5
R: Touch, D: Sun, T: Ind
A setting’s worth of food or drink tastes and smells exactly as you designate.
(Base 2, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 145

Level 10#

Aura of the Ennobled Presence#
1st-level illusion
MuIm 10
R: Touch, D: Sun, T: Ind
The target appears more forceful, authoritative, and believable. Numerous subtle changes in appearance bring about this change, including a slight supernatural illumination of the face, a more erect posture, and a louder and smoother voice. The character gets a +3 on rolls to influence, lead, or convince others.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 145
Notes of a Delightful Sound#
1st-level illusion
MuIm 10
R: Touch, D: Sun, T: Room
Causes all sounds in a room, particularly music, to be especially clear and sonorous. The notes are clearer, sharper, and more distinct.
(Base 1, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 145

Level 15#

Disguise of the Transformed Image#
1st-level illusion
MuIm 15
R: Touch, D: Sun, T: Ind
Makes someone look, sound, feel, and smell different, though at least passably human.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Level 20#

Image Phantom#
2nd-level illusion
MuIm 20
R: Touch, D: Sun, T: Ind
Any one thing, including a living thing, can be made to appear as if it were something else of approximately the same shape and size. The illusion cannot be cast on things that have a shape or size improper to the final appearance. If the target moves or is moved in such a way that the illusion is inappropriate, it looks very strange indeed.
(Base 5, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Perdo Imaginem Spells#

General#

Dispel the Phantom Image#
Variable level abjuration
PeIm Gen
R: Voice, D: Mom, T: Ind
Destroys the image from any one CrIm spell whose level you match or exceed on a roll of 1d10 + the level of your spell.
(Base effect)
Source: Ars Magica Fifth Edition, 146

Level 5#

Taste of the Dulled Tongue#
Illusion cantrip
PeIm 5
R: Touch, D: Sun, T: Ind
Hides the taste of any substance, liquid or solid.
(Base 2, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Level 10#

Illusion of Cool Flames#
1st-level illusion
PeIm 10
R: Voice, D: Sun, T: Ind
A source of heat, such as a fire, seems to lose its heat and drop to the surrounding temperature. It still, however, has its normal beneficial and harmful effects (that is, glowing coals still cook meat or burn a person’s hand, though they do not feel hot).
(Base 2, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Level 15#

Invisibility of the Standing Wizard#
1st-level illusion
PeIm 15
R: Touch, D: Sun, T: Ind
The target becomes invisible, but the spell is broken if he moves (aside from breathing and shifting slightly in place). He still casts a shadow.
(Base 4, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 146

Level 20#

Veil of Invisibility#
2nd-level illusion
PeIm 20
R: Touch, D: Sun, T: Ind
The target becomes completely undetectable to normal sight, regardless of what he does, but still casts a shadow.
(Base 4, +1 Touch, +2 Sun, +1 changing image)
Source: Ars Magica Fifth Edition, 146
Removal of the Conspicuous Sigil#
2nd-level illusion
PeIm 20
R: Touch, D: Sun, T: Part
Grooves, runes, writings, and similar markings are obscured so that they are not visible, but the overall shape of the medium remains constant. For example, runes carved into a sword blade can be made invisible, making the sword appear normal.
(Base 4, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 146
Silence of the Smothered Sound#
2nd-level illusion
PeIm 20
R: Voice, D: Sun, T: Ind
Makes one being or object incapable of producing sound. Magi who cannot utter their magic words cannot cast spells with a vocal component.
(Base 3, +2 Voice, +2 Sun, +1 changing image)
Source: Ars Magica Fifth Edition, 146

Level 25#

Chamber of Invisibility#
2nd-level illusion
PeIm 25
R: Touch, D: Sun, T: Group
Causes a Group of creatures to become invisible. Any affected character who moves or is touched makes everyone visible. All members of the Group still cast shadows.
(Base 4, +1 Touch, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 146

Rego Imaginem Spells#

General#

Restore the Moved Image#
Variable level abjuration
ReIm Gen
R: Voice, D: Mom, T: Ind
Cancels a ReIm spell that moves an image, putting the image back where it belongs, as long as you can match the spell’s level on a roll of 1d10 + the level of your spell. This spell targets the image.
(Base effect)
Source: Ars Magica Fifth Edition, 146

Level 10#

Illusion of the Shifted Image#
1st-level illusion
ReIm 10
R: Voice, D: Sun, T: Ind
Makes any person or object appear to be a pace away from its actual position. The image cannot be placed in a solid object. As soon as the original or image moves, the spell ends.
(Base 2, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 146
Wizard’s Sidestep#
1st-level illusion
ReIm 10
R: Per, D: Sun, T: Ind
Your image appears up to 1 pace from where you actually are, so attacks aimed there are likely to miss you. Whenever the image is successfully struck, it disappears and reappears in another spot. In combat, early attacks are aimed at the image, and so automatically miss you. Once the image has been hit once, you have a +9 bonus to Armor Class, as attackers must try to find you in a fairly large area.
(Base 2, +2 Sun, +1 changing image, +1 moved image matches changes)
Source: Ars Magica Fifth Edition, 147

Level 25#

The Captive Voice#
2nd-level illusion
ReIm 25
R: Voice, D: Sun, T: Part
Captures a person’s voice and places it in a bag. The person may not speak unless the bag is open, in which case the voice comes from the bag, not the victim’s mouth. If the victim screams while the bag is shut, the bag vibrates visibly.
(Base 4, +2 Voice, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 147

Level 30#

Confusion of the Insane Vibrations#
3rd-level illusion
ReIm 30
R: Touch, D: Conc, T: Vision
The target of the spell sees everything vibrate back and forth at varying high speeds. In addition, sounds and scents are displaced and seem to come from the wrong areas. Anyone trying to fight in these circumstances suffers –3 on attack rolls and to Armor Class. The target is likely to become desperate and terribly confused. Navigation is exceedingly difficult. The visual effects of this spell are negated if the target is in complete darkness or if they close their eyes.
(Base 3, +1 Touch, +1 Concentration, +4 Vision, +1 additional senses)
Source: Ars Magica Fifth Edition, 147
Image from the Wizard Torn#
3rd-level illusion
Re(In)Im 30
R: Per, D: Conc, T: Ind
Req: Intellego
Your image separates from your body and moves as you do. It can speak whatever you say and do so in your voice, and you can see through its eyes. You must make a DC 10 spell attack roll for each solid object the image passes through and for each mile it travels or the spell ends. If you wish the image to be able to leave your sight, you must use an Arcane Connection to yourself (for example, a fingernail or a lock of hair) when you cast the spell. That connection becomes an integral part of the image, and when the spell ends, it falls to the ground wherever the image was located. As your image is away from your body, you are invisible and silent at your actual location. The image is your image, so while you may move it in space you may not have it sit down if you are standing. Further, it appears as if illuminated by whatever light is falling on you, no matter what the level of illumination is at the image.
(Base 15, +1 Concentration, +1 additional sense, +1 Intellego requisite)
Source: Ars Magica Fifth Edition, 147

Level 50#

Illusion of the Misplaced Castle#
5th-level illusion
ReIm 50
R: Voice, D: Sun, T: Bound, Ritual
Moves the image of any bounded structure or set of structures the size of a castle or less up to one mile from its actual position.
(Base 10, +2 Voice, +2 Sun, +4 Bound)
Source: Ars Magica Fifth Edition, 147

The Art of Mentem#

Creo Mentem Spells#

Level 10#

Words of the Unbroken Silence#
1st-level enchantment
CrMe 10
R: Sight, D: Mom, T: Ind
Lets you say two words directly to the mind of a target. The target can recognize your voice and knows that the message is of supernatural origin.
(Base 3, +3 Sight)
Source: Ars Magica Fifth Edition, 148

Level 15#

Panic of the Trembling Heart#
1st-level enchantment
CrMe 15
R: Eye, D: Sun, T: Ind
Creates an overpowering fear in one person of a specific object, person, or place.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148
Rising Ire#
1st-level enchantment
CrMe 15
R: Eye; D: Sun, T: Ind
Makes the target furious at someone or something of your choice. A DC 15 Charisma saving throw can hold the anger in check, but it is felt strongly regardless of the roll.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148

Level 20#

Memory of the Distant Dream#
2nd-level enchantment
CrMe 20
R: Eye; D: Sun, T: Ind
Inserts a full and complete memory into a person’s mind. If the target gives the memory some thought and concentration, and makes a DC 15 Intelligence saving throw, the memory is revealed as false. When the duration expires, the memory vanishes, although the subject may remember remembering it.
(Base 5, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 148
Pains of the Perpetual Worry#
2nd-level enchantment
CrMe 20
R: Eye; D: Moon, T: Ind
Gives someone a nagging, taunting, painful emotion — a recurrent sense of anxiety, a fear of something he or she does not know, a fear of everything, and a fear of nothing. To have this spell cast on you is truly a curse.
(Base 4, +1 Eye, +3 Moon)
Source: Ars Magica Fifth Edition, 148

Level 25#

Weight of a Thousand Hells#
2nd-level enchantment
CrMe 25
R: Eye; D: Moon, T: Ind
Causes the victim to feel the despair, anguish, pain, and sorrow of a thousand sinners in Hell. This is a horrible spell, for the victim loses almost all motivation and earthly cares. All he can feel is his own pain — endless, inexorable, and searing. Appropriate Charisma ability checks suffer a harmful adjustment of –5, and the target suffers –2 on any rolls that require thought or concentration. The target has a strong tendency to do nothing but brood.
(Base 4, +1 Eye, +3 Moon, +1 complex effect)
Source: Ars Magica Fifth Edition, 148

Level 35#

Gift of Reason#
3rd-level enchantment
CrMe 35
R: Touch, D: Mom, T: Ind, Ritual
Permanently increases the target’s Intelligence ability score by two points, to no higher than 10.
(Base 30, +1 Touch)
Source: Ars Magica Fifth Edition, 148

Intellego Mentem Spells#

Level 10#

Sight of the Transparent Motive#
1st-level divination
InMe 10
R: Eye; D: Mom, T: Ind
Detects the general motive most powerfully influencing the target at the moment. General motives are such things as fear, anger, and greed, not specific things like the desire to look good before one’s superiors.
(Base 5, +1 Eye)
Source: Ars Magica Fifth Edition, 148

Level 15#

Perception of the Conflicting Motives#
1st-level divination
InMe 15
R: Eye, D: Mom, T: Ind
You can detect the conflicting motives behind one target’s actions. Thus you might learn that a guard feels conflict between fear and duty. This spell is often used before application of a Muto or Rego spell, since it is usually easier to change a target’s emotions after you’ve sensed them than it is to create emotions.
(Base 10, +1 Eye)
Source: Ars Magica Fifth Edition, 149

Level 20#

Frosty Breath of the Spoken Lie#
2nd-level enchantment
InMe 20
R: Eye, D: Conc, T: Ind
For as long as you maintain this spell, the target exhales a misty breath with each spoken lie. Small bits of ice form on the person’s lips if the lie is particularly severe. In winter, when breath is visible anyway, lies produce a greater than normal amount of mist (the mist actually billows out). A target who makes a DC 25 Intelligence (Guile) ability check can determine whether any given statement will be taken by the spell as a lie. The spell can be defeated through extensive and judicious application of Creo Auram and Perdo Auram spells, and a demon is able to manipulate it in any way it wishes, as demons are the embodiment of deception and are never caught in a lie if they do not wish to be. House Guernicus brought the Order this spell, and it is a very poor Quaesitor who is without it.
(Base 10, +1 Eye, +1 Concentration, mist is a purely cosmetic effect and thus is free)
Source: Ars Magica Fifth Edition, 149
Posing the Silent Question#
2nd-level divination
InMe 20
R: Eye, D: Mom, T: Ind
You can ask one silent mental question of the target, then detect the answer. The truth of the answer is limited by the knowledge of the target. Questions to the effect of “What would you do if . . . ?” often receive inaccurate replies. You are likely to get what the target thinks he would do, not necessarily what he would really do. The target of this spell does not notice the questioning unless he or she makes a Wisdom saving throw against your spell save DC.
(Base 15, +1 Eye)
Source: Ars Magica Fifth Edition, 149

Level 25#

Thoughts Within Babble#
2nd-level divination
InMe 25
R: Per, D: Conc, T: Hearing
You can understand the speech of those within the target area. Intelligence or Wisdom ability checks are needed for difficult exchanges. You also understand people who misuse a language that you do speak; you know what they meant to say, as well as hearing what they actually said.
(Base 5, +1 Concentration, +3 Hearing)
Source: Ars Magica Fifth Edition, 149

Level 30#

Peering into the Mortal Mind#
3rd-level divination
InMe 30
R: Eye, D: Mom, T: Ind
You can thoroughly probe and understand the contents of the mind of the target, including his or her immediate and long-term motives, personal strengths and weaknesses, and other pertinent information.
(Base 25, +1 Eye)
Source: Ars Magica Fifth Edition, 149

Muto Mentem Spells#

Level 4#

Recollection of Memories Never Quite Lived#
Enchantment cantrip
MuMe 4
R: Eye, D: Sun, T: Ind
Changes the target’s memory of a detail into a similar, though different, memory. The target is no more sure of this manufactured memory than of the authentic one, so he may discover strange fabrications to be false.
(Base 1, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149

Level 30#

Mind of the Beast#
3rd-level enchantment
MuMe(An) 30
R: Eye, D: Sun, T: Ind
Req: Animal
You turn the mind of the target into that of an animal of your choice. The victim acts and thinks like that animal as much as possible; a person who thinks he is a bird will try to fly, but will not be able to. This can be dangerous for the target.
(Base 15, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149

Level 35#

Past of Another#
3rd-level enchantment
MuMe 35
R: Eye, D: Year, T: Ind, Ritual
The target’s memories are completely rewritten, and he is unable to remember his actual life until the effect is dispelled or expires.
(Base 10, +1 Eye, +4 Year)
Source: Ars Magica Fifth Edition, 149

Level 40#

Inmost Companion#
4th-level enchantment
MuMe(An) 40
R: Eye, D: Sun, T: Ind
Req: Animal
The target’s mind is made physical as a bird. This bird normally stays close to the target’s body, but need not. If the target has magic resistance or the Magic Shield feat, it protects both his body and mind, as normal. No matter how far it travels, the target’s mind controls his body, as well as the bird’s, as normal. In particular, it can see through both target also dies, as his mind has been killed.
(Base 25, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 149
Vision of the Haunting Spirits#
4th-level transmutation
MuMe(Im) 40
R: Touch, D: Sun, T: Room
Req: Imaginem
All spirits within the target area become visible, although they might remain unseen if hiding behind something. This includes the spirits of living people, which appear as the person normally does. If the person is invisible or otherwise changed from his normal shape, his normal appearance is superimposed on his current appearance.
(Base 15, +1 Touch, +2 Sun, +2 Room)
Source: Ars Magica Fifth Edition, 150

Perdo Mentem Spells#

General#

Lay to Rest the Haunting Spirit#
Variable level necromancy
PeMe Gen
R: Voice, D: Mom, T: Ind
If a ghost or similar spirit fails a Charisma saving throw against your spell save DC, it loses a number of hit points equal to the level of this spell. If this reduces the spirit’s hit points to zero, it vanishes, apparently destroyed. Philosophers concur that the spirit goes to the afterlife, or is perhaps weakened to helplessness, but is not actually destroyed. Souls, after all, are immortal.
(Base effect)
Source: Ars Magica Fifth Edition, 150

Level 5#

Tip of the Tongue#
Enchantment cantrip
PeMe 5
R: Eye, D: Diam, T: Ind
Causes the target to forget one word of your choosing. The target cannot remember that word for the spell’s duration, but afterwards he can come up with the word without assistance by making an Intelligence saving throw at a DC of 15. If the target fails he may try again, but each additional roll adds +1 to the DC.
(Base 3, +1 Eye, +1 Diam)
Source: Ars Magica Fifth Edition, 150

Level 10#

Trust of Childlike Faith#
1st-level enchantment
PeMe 10
R: Eye, D: Diam, T: Ind
The target loses judgment and believes almost any passable lie for the duration of the spell. A DC 10 Intelligence saving throw is allowed to resist. Truly incredible lies allow easier saving throws.
(Base 4, +1 Eye, +1 Diam)
Source: Ars Magica Fifth Edition, 150

Level 15#

Calm the Motion of the Heart#
1st-level enchantment
PeMe 15
R: Voice, D: Mom, T: Ind
Removes one emotion from the target until it appears again naturally. An angry person stops being angry, and a curious one stops being inquisitive. Many a magus finds this spell useful for keeping his apprentice’s nose out of his immediate business.
(Base 5, +2 Voice)
Source: Ars Magica Fifth Edition, 150
Enchantment of Detachment#
1st-level enchantment
PeMe 15
R: Eye, D: Sun, T: Ind
Calms and greatly lowers the intensity of the target’s current emotions.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 150
Loss of But a Moment’s Memory#
1st-level enchantment
PeMe 15
R: Eye, D: Mom, T: Ind
Removes up to five continuous minutes from a target’s memory, leaving a blank. You target the loss of memory to a specific event or time. With a DC 15 Intelligence saving throw, the target realizes that memories of a certain period are missing. This DC can change, depending on how important the missing memory is and what sort of circumstances surrounded the event. Careful introspection over a period of time can allow reconstruction of much of memory, but some details are lost forever.
(Base 10, +1 Eye)
Source: Ars Magica Fifth Edition, 151

Level 25#

Blessing of Childlike Bliss#
2nd-level enchantment
PeMe 25
R: Eye, D: Sun, T: Ind
Reduces an adult mind to a child’s level. The target solves problems, reasons, and expresses emotions as would a three-year-old. Magi affected cannot cast spells. At first, anyway, the target is likely to be happy at having lost a world of cares and troubles that are no longer imaginable.
(Base 10, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151
Passion’s Lost Feeling#
2nd-level enchantment
PeMe 25
R: Eye, D: Conc, T: Ind
The target is unable to feel any sort of emotion and acts listlessly, without motivation or cares.
(Base 15, +1 Eye, +1 Concentration)
Source: Ars Magica Fifth Edition, 151

Level 40#

Black Whisper#
4th-level enchantment
PeMe 40
R: Touch, D: Moon, T: Ind
You whisper a magic sentence in the target’s ear. It takes several seconds to speak the sentence, so an unwilling, able-bodied target can stop you. If you speak the whole sentence, the target must make a DC 25 Constitution saving throw or go completely insane. You need not use your hands for this spell, but you must be able to speak.
(Base 15, +1 Touch, +3 Moon, +1 for not needing to gesture)
Source: Ars Magica Fifth Edition, 151

Level 65#

Poisoning the Will#
6th-level enchantment
PeMe 65
R: Touch, D: Moon, T: Bound, Ritual
You curse a place, be it a valley, town, city, or covenant. The curse gradually saps the will and vitality from the people there. They become less energetic, and slowly stop caring about the place, what happens there, other people, and finally themselves. Colors seem more drab and the days longer, and there is an all-pervading sense of boredom and lassitude. Strong-willed individuals and those with strong personalities are less affected, but still suffer to an extent. All Charisma ability rolls while in the area suffer a –3 modifier. This spell affects only those who are within the cursed area, including visitors to it. Those who leave the area are overwhelmed by the return of their vigor and sense of purpose.
(Base 4, +1 Touch, +3 Moon, +4 Bound, +5 size)
Source: Ars Magica Fifth Edition, 151

Rego Mentem Spells#

General#

Ring of Warding Against Spirits#
Variable level abjuration
ReMe Gen
R: Touch, D: Ring, T: Circle
Only ghosts with Challenge higher than twice the spell’s magnitude can enter the ring you create. At certain angles, the ring may be seen as an orange-hued dome. This spell does not affect ghosts or spirits associated with the other realms.
(Base effect)
Source: Ars Magica Fifth Edition, 151

Level 10#

The Call to Slumber#
1st-level enchantment
ReMe 10
R: Voice D: Mom, T: Ind
The target becomes sleepy and falls asleep within a few seconds.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 151
Snap of Awakening#
1st-level enchantment
ReMe 10
R: Voice, D: Mom, T: Ind
When you snap your fingers you instantly awaken the target from sleep to alert consciousness. Does not work on someone unconscious from Fatigue-level loss, wounds, or magic.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 151

Level 15#

Confusion of the Numb Will#
1st-level enchantment
ReMe 15
R: Eye, D: Sun, T: Ind
Confuses a person, who must make an Intelligence saving throw to take any direct action. Succeeding at DC 20 ends the spell, while succeeding at DC 15 lets the character take the intended action, but the spell remains in effect. Any lower roll means the character is confused and takes some other type of action. When it is imperative for the victim to take an action, the Dungeon Master should allow an appropriate modifier to the roll. While under this spell, a character always strikes last in combat and gets at least a –1 on all attack rolls and their Armor Class.
(Base 4, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151

Level 20#

Aura of Rightful Authority#
2nd-level enchantment
ReMe 20
R: Eye, D: Sun, T: Ind
The target of the spell is strongly inclined to obey you, as if you were his natural superior.
(Base 5, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 151
Coerce the Spirits of the Night#
2nd-level necromancy
ReMe 20
R: Voice, D: Conc, T: Ind
Makes a ghost obey you as long as you can coerce it with threats, such as a threat to defile its grave or to banish it to Hell. The more lurid and dramatic the threat, the more cooperative the ghost is. If the ghost fails a Charisma saving throw against your spell save DC, your threats are effective. The Dungeon Master should always give a bonus or penalty to the ghost’s save that depends on the potency of the threat.
(Base 5, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 152
Scent of Peaceful Slumber#
2nd-level enchantment
ReMe 20
R: Voice, D: Mom, T: Room
Everyone in the room falls asleep over a few seconds, with the smell of lilacs in their nostrils.
(Base 4, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 152

Level 30#

Visions of the Infernal Terrors#
3rd-level illusion
ReMe 30
R: Voice, D: Sun, T: Ind
Causes everything the target sees to look and sound terrifying. The world looks basically the same, save that everything is hideously transformed somehow. The target makes a Constitution saving throw. Consult the table below for results.
Roll Result
0 or less Scared to death (literally)
1–5 Incapacitated with fear, permanent
–2 to Constitution
6–9 Incapacitated with fear
10–15 Flee, fight at –6 if cornered or obstructed
16+ Carry on, –3 on all rolls
(Base 10, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 152

Level 40#

Enslave the Mortal Mind#
4th-level enchantment
ReMe 40
R: Eye; D: Sun, T: Ind
Enables you to completely control the loyalty, emotions, desires, interests, and activities of any person. People revert to normal when the spell ends, and may be extremely angry with the magus.
(Base 25, +1 Eye, +2 Sun)
Source: Ars Magica Fifth Edition, 152
Incantation of Summoning the Dead#
4th-level necromancy
ReMe 40
R: Arc, D: Conc, T: Ind, Ritual
Calls up a person’s ghost. You must be on the spot where the person died, or must have the corpse (either of these constitutes an Arcane Connection). Alternatively, you can summon any ghost that haunts the area you are in, if you know the ghost’s full name, according to the Law of Names. Those buried by Church ceremony and those have who gone straight to heaven (that is, saints and crusaders, as opposed to the normal folk who must wait for a time before going on) are not available for summoning. If the ghost makes a Charisma saving throw against your spell save DC, ghost resists your order to summon it.
(Base 15, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 152
The Shrouded Glen#
4th-level enchantment
ReMe 40
R: Touch, D: Year, T: Bound, Ritual
Enchants the Boundary in which the ritual is cast so that anyone moving through it is subtly diverted, effectively keeping some place within it from being discovered accidentally. Anyone not actively searching for the hidden place never finds it. Those actively searching can find the place by making a DC 20 Wisdom ability check (allowed once per day). If the surrounding terrain is more difficult to search than the average forest, the DC increases. Likewise, the DC drops if the terrain is more open than a forest, and completely open terrain is unsuitable for this spell. Once a searcher spots the hidden place, the spell does not prevent approach. Those who are present for the ritual are unaffected by the spell. This spell mimics the properties of many faerie forests.
(Base 3, +1 Touch, +4 Year, +4 Bound)
Source: Ars Magica Fifth Edition, 152

Level 55#

Exchange of the Two Minds#
5th-level necromancy
ReMe 55
R: Touch, D: Year, T: Group, Ritual
This spell switches the minds (but not the souls) of two creatures. A new body greatly confuses those who are unprepared for the shock, and even those who are ready take a day to adjust completely. Magi who transport their own minds into younger, healthier bodies usually find that having a strong body entails having powerful passions that interfere with the clear thinking needed to pursue the magical Arts. Both people involved must make a DC 5 Constitution saving throw, rolled before the switch is made, to survive the transfer. If only one person fails the roll, that person dies and the spell fails. The other target is unaffected.
(Base 20, +1 Touch, +4 Year, +2 Group)
Source: Ars Magica Fifth Edition, 152

The Art of Terram#

Creo Terram Spells#

Level 15#

Seal the Earth#
1st-level conjuration
CrTe 15
R: Voice, D: Sun, T: Group
Creates enough dirt to fill in a pit of up to 6 paces across and 3 paces deep.
(Base 1, +2 Voice, +2 Sun, +2 Group)
Source: Ars Magica Fifth Edition, 152

Level 20#

Touch of Midas#
2nd-level conjuration
CrTe 20
R: Touch, D: Mom, T: Ind, Ritual
This spell creates a roughly spherical lump of gold about six inches across. This weighs about 80 pounds (worth 4,000 gold crowns or 800 Mythic Pounds), and is enough money to keep a peasant family in comfort for about 300 years.
(Base 15, +1 Touch)
Source: Ars Magica Fifth Edition, 153

Level 25#

Wall of Protecting Stone#
2nd-level conjuration
CrTe 25
R: Voice, D: Sun, T: Ind
Makes a wall of granite up to 25 paces wide, 4 paces high, and 1 pace thick. One needs miner’s tools to break through it, though it can be toppled if it is not connected to a support on its side or top.
(Base 3, +2 Voice, +2 Sun, +2 size)
Source: Ars Magica Fifth Edition, 153

Level 35#

Conjuring the Mystic Tower#
3rd-level conjuration
CrTe 35
R: Touch, D: Mom, T: Ind, Ritual
An elaborately carved tower, formed from a single block of stone, rises out of the ground. The tower stands 80 feet high and is 30 feet wide, with a foundation set 20 feet into the ground. You determine the design of the chambers within.
(Base 3, +1 Touch, +4 size, +3 elaborate design)
Source: Ars Magica Fifth Edition, 153

Intellego Terram Spells#

Level 4#

Probe for Pure Silver#
Divination cantrip
InTe 4
R: Per, D: Mom, T: Smell
You can smell silver, and follow the scent.
(Base 2, +2 Smell)
Source: Ars Magica Fifth Edition, 153

Level 10#

Eyes of the Eons#
1st-level divination
InTe 10
R: Voice, D: Mom, T: Ind
Determines the age of any nonliving target to within 10% of its actual age.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 153

Level 15#

Eyes of the Treacherous Terrain#
1st-level divination
InTe 15
R: Per, D: Conc, T: Vision
You can tell intuitively if any natural terrain you see is treacherous, such as if a rock field is prone to sliding.
(Base 2, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 153

Level 20#

The Miner’s Keen Eye#
2nd-level divination
InTe 20
R: Per, D: Conc, T: Vision
You can see any one type of mineral (gold, diamond, sand), specified at the time of casting, through up to 3 paces of intervening material. You have a good idea of how much is there and how pure it is, if appropriate.
(Base 2, +1 Concentration, +4 Vision, +1 see through intervening material)
Source: Ars Magica Fifth Edition, 153

Level 25#

Tracks of the Faerie Glow#
2nd-level divination
InTe 25
R: Per, D: Conc, T: Vision
Causes even faintly perceptible tracks of a specific being to glow with a faint magic light, making them stand out when you are within 30 paces of them. The glow provides a bonus to Survival rolls for tracking, which depends on the relationship between the target being tracked and the terrain. If the target is magically related to the terrain, +2; native to the terrain, +4; neutral to the terrain, +6; inimical to the terrain, +8. Tracking at night without a light source doubles the bonus. The more faint the tracks are, the more dimly they glow, so the Dungeon Master may also modify the bonus based on the length of time since the target passed.
(Base 4, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 153

Level 30#

Stone Tell of the Mind that Sits#
3rd-level divination
InTe 30
R: Touch, D: Conc, T: Ind
Allows you to talk with natural stone. A stone’s answers feel slow and ponderous, but do not actually take any longer than a normal conversation. Though a stone is usually willing to talk, its direction sense and awareness of quickly moving things (such as people) are limited.
(Base 20, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 153
Sense the Feet that Tread the Earth#
3rd-level divination
InTe 30
R: Touch, D: Conc, T: Part
You touch the earth and feel what is moving along the ground within a mile of where you stand. You can tell the direction, distance, weight, number, and manner of movement of moving things. For instance, you might sense “a single 50-stone creature slithering toward us, a hundred rods in that direction.”
(Base 4, +1 Touch, +1 Concentration, +1 Part, +3 size)
Source: Ars Magica Fifth Edition, 154

Muto Terram Spells#

Level 10#

The Crystal Dart#
1st-level conjuration
Mu(Re)Te 10
R: Voice, D: Mom, T: Ind
Req: Rego
A 10-inch crystal dart rises from the ground at your feet, floats into the air, and speeds off like an arrow at a target that is within Voice range. It does 3d8 damage, and always hits its target, although the subject gets a Dexterity saving throw against your spell save DC to dodge it.
(Base 3, +2 Voice, +1 Rego requisite)
Source: Ars Magica Fifth Edition, 154
Supple Iron and Rigid Rope#
1st-level transmutation
MuTe 10
R: Touch, D: Sun, T: Ind
Makes a flexible object stiff or a stiff object flexible. Casting requisites of Forms appropriate to the materials affected are required.
(Base 3, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 154

Level 15#

Rock of Viscid Clay#
1st-level transmutation
MuTe 15
R: Touch, D: Sun, T: Part
Softens rock enough that it may be dug out, molded, and otherwise manipulated in the same way that hard river clay can be. The rock is slightly sticky. The spell affects rock in a roughly spherical shape with a three-foot diameter.
(Base 3, +1 Touch, +2 Sun, +1 Part)
Source: Ars Magica Fifth Edition, 154

Level 20#

Edge of the Razor#
2nd-level transmutation
MuTe 20
R: Touch, D: Sun, T: Ind
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to damage. Good-natured magi reward grogs by enchanting their weapons in this way.
(Base 3, +1 Touch, +2 Sun, +2 metal)
Source: Ars Magica Fifth Edition, 154
Earth that Breaks No More#
2nd-level transmutation
MuTe 20
R: Touch, D: Sun, T: Part
Turns a volume of packed dirt of up to ten cubic paces into stone.
(Base 3, +1 Touch, +2 Sun, +1 Part, +1 size)
Note: The original source said, “Turns a volume of packed dirt up to one hundred cubic paces into stone.”
Source: Ars Magica Fifth Edition, 154
Object of Increased Size#
2nd-level transmutation
MuTe 20
R: Touch, D: Sun, T: Ind
This spell enlarges an inanimate object originally no bigger than a large chest. The object doubles in each dimension and increases its weight eight times. The size increase is based on the object’s original, natural size, so casting the spell more than once on an object has no effect. Noble elements like gold, silver, and gems, are not affected by this spell. If any part of the item resists growth, the item as a whole does not grow. Casting requisites are required for the appropriate Form for the target.
(Base 4, +1 Touch, +2 Sun, +1 stone)
Source: Ars Magica Fifth Edition, 154

Level 35#

Teeth of the Earth Mother#
3rd-level transmutation
MuTe 35
R: Voice, D: Sun, T: Group
You cause twenty pointed pillars of white marble to spring up from the ground to a height of 12 feet, forming a circle 3 paces in diameter. At their tops, the pillars are thin and as sharp as spears. At the base, where they touch, they are 18 inches thick. When the pillars spring up, they can be used to cage people, to form a wall, or simply to skewer enemies. Climbing to the top of the pillars requires three Strength (Athletics) ability checks against a DC of 20, and the tops break away when the target reaches them, causing the victim to fall. Skewering a target does 6d8 damage, possibly more on following rounds if the victim struggles or is exceptionally heavy. When the spell ends, the pillars crumble to dust.
(Base 3, +2 Voice, +2 Sun, +2 Group, +2 fancy effect)
Source: Ars Magica Fifth Edition, 154

Perdo Terram Spells#

Level 10#

Fist of Shattering#
1st-level evocation
PeTe 10
R: Voice, D: Mom, T: Ind
An object of stone or weaker material up to a pace across breaks apart. The appropriate Form for the target is a casting requisite.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 155
Rusted Decay of Ten-Score Years#
1st-level transmutation
PeTe 10
R: Voice, D: Mom, T: Ind
After the spell is cast, the metal of the target becomes so thoroughly rusted that it breaks if used in any demanding way (for example, used to strike a blow with in combat or to pry open a door). It also loses any sharpness it might once have had.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 155

Level 15#

Pit of the Gaping Earth#
1st-level transmutation
PeTe 15
R: Voice, D: Mom, T: Part
The dirt in a circle 6 paces across recedes into the ground, leaving a pit 9 feet deep. If the target area contains material other than dirt, that material is not affected.
(Base 3, +2 Voice, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 155

Level 20#

Obliteration of the Metallic Barrier#
2nd-level evocation
Pe(Re)Te 20
R: Touch, D: Mom, T: Ind
Req: Rego
Shatters a barrier of metal or stone up to one foot thick. Those within one pace of the barrier, on the opposite side from you, take 3d8 damage. Alchemically refined and magical metals may be able to withstand this spell.
(Base 5, +1 Touch, +1 size, +1 Rego to fling the fragments away)
Source: Ars Magica Fifth Edition, 155
Stone to Falling Dust#
2nd-level transmutation
PeTe 20
R: Sight, D: Mom, T: Ind
One solid non-living object turns to a pile of dust. The object must be a base Individual or smaller, so a stone item can be a pace across while a metal item can only be one tenth that size in total. A casting requisite may be required, of the Form appropriate to the target.
(Base 5, +3 Sight)
Source: Ars Magica Fifth Edition, 155

Level 25#

End of the Mighty Castle#
2nd-level transmutation
PeTe 25
R: Voice, D: Mom, T: Str
A single stone structure, such as a castle keep or manor house, crumbles to dust and small pebbles. Anyone inside at the time takes 3d8 damage from falling and having stones land on them, possibly more if the structure is particularly large.
(Base 4, +2 Voice, +3 Str)
Source: Ars Magica Fifth Edition, 155

Level 40#

Cascade of Rocks#
4th-level evocation
PeTe 40
R: Sight, D: Mom, T: Part
Makes a cliff collapse, causing an avalanche. The effects depend on the size of the cliff and what lies below it.
(Base 4, +3 Sight, +1 Part, +4 size)
Source: Ars Magica Fifth Edition, 155

Rego Terram Spells#

General#

Ward Against Faeries of the Mountain#
Variable level abjuration
ReTe Gen
R: Touch, D: Ring, T: Circle
As Ward Against Faeries of the Waters (ReAq Gen), but for faeries of earth and stone. At some angles at night, the ring may be seen as a dark brown dome.
(Base effect)
Source: Ars Magica Fifth Edition, 155

Level 5#

Unseen Arm#
Evocation cantrip
ReTe 5
R: Voice, D: Conc, T: Ind
Slowly moves a nonliving thing, like a mug, instrument, or small pouch of coins; it cannot oppose intentional resistance. Magi use this spell to manipulate things at a distance, but the spell cannot be used to pull something from a person’s hand or to move something that is held. Casting requisites of an appropriate Form for the target are required.
(Base 2, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 155

Level 10#

Trackless Step#
1st-level transmutation
ReTe 10
R: Touch, D: Special, T: Part
You leave no tracks in the earth until you come to a stop, such as to rest or fight. This spell draws on pre-Hermetic traditions, and does not perfectly fit the categories of Hermetic magic.
(Base 2, +1 Touch, +2 Special (equivalent to Sun), +1 Part)
Source: Ars Magica Fifth Edition, 155
Wielding the Invisible Sling#
1st-level evocation
ReTe 10
R: Voice, D: Mom, T: Ind
Hurls any nearby object that could normally be thrown by a person at any target within range. The object must not be held down or otherwise restrained. Damage depends on the object thrown, up to 2d8 for a fist-sized stone. Casting requisites of an appropriate Form for the target are required.
(Base 4, +2 Voice)
Source: Ars Magica Fifth Edition, 155
The Unseen Porter#
1st-level evocation
ReTe 10
R: Voice, D: Conc, T: Ind
Like Unseen Arm (ReTe 5), but it can carry large objects such as crates. Roughly speaking, it has the capabilities of a very strong person (Strength 20). The heavier the object is, the slower the unseen porter moves. If delicacy is required, DC 20 spell attack rolls are needed. The spell can only carry inanimate objects, and cannot carry you. It also cannot lift things more than 6 feet above the ground. Casting requisites of an appropriate Form for the target are required.
(Base 3, +2 Voice, +1 Concentration)
Source: Ars Magica Fifth Edition, 156

Level 15#

Hands of the Grasping Earth#
1st-level transmutation
Re(Mu)Te 15
R: Voice, D: Diam, T: Part
Req: Muto
Earthen hands from beneath the target rise out of the ground, and grasp the target’s ankles. To break free requires a DC 25 Strength saving throw. (One attempt is allowed per round, and each requires a DC 10 Constitution saving throw to avoid taking on a level of Fatigue.) Each hand can be destroyed by inflicting five hit points of damage against AC 35 (for hacking weapons, it’s AC 22).
(Base 3, +2 Voice, +1 Diameter, +1 Part, requisite free)
Source: Ars Magica Fifth Edition, 156
The Earth’s Carbuncle#
1st-level transmutation
Re(Mu)Te 15
R: Voice, D: Mom, T: Part
Req: Muto
Causes a 1-pace circle of ground to become jagged stone, just under the surface, and those fragments burst into the air. Anyone standing on the circle is thrown into the air and hit with flying debris. Damage is 3d8.
(Base 3, +2 Voice, +1 Part, +1 Muto requisite)
Source: Ars Magica Fifth Edition, 156
Crest of the Earth Wave#
2nd-level evocation
ReTe 20
R: Voice, D: Mom, T: Part
Creates a wave in the earth that starts at your feet and travels out to the range of your Voice in a designated direction. It starts as a narrow ripple and within 5 paces reaches its full size of 5 feet high and 30 paces wide. It moves about 50 paces per round. Those caught in its path must make DC 20 Dexterity saving throws to leap over the wave, or they are tossed aside and take 3d8 damage. The wave overturns trees and damages buildings in its path.
(Base 3, +2 Voice, +1 Part, +2 size)
Source: Ars Magica Fifth Edition, 156
The Forgiving Earth#
2nd-level transmutation
ReTe 20
R: Voice, D: Sun, T: Part
Weakens earth in a 15-pace-by-15-pace area, making packed dirt as loose as plowed ground.
(Base 2, +2 Voice, +2 Sun, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 156
Unyielding Earth#
2nd-level transmutation
ReTe 20
R: Voice, D: Sun, T: Part
Makes the surface of the ground in a 15- pace-by-15-pace area become more solid. Mud becomes as soft earth, and soft earth becomes as packed dirt.
(Base 2, +2 Voice, +2 Sun, +1 Part, +1 size)
Source: Ars Magica Fifth Edition, 156

Level 30#

Earth Shock#
3rd-level evocation
ReTe 30
R: Voice, D: Mom, T: Part
Shakes the ground in a 100 pace radius. All affected by this spell must make a DC 17 Dexterity saving throw or fall. Apply these modifiers: standing still, +2; on solid stone, +2; moving slowly, +0; on earth, +0; running, –2; standing on a narrow bridge, –6.
(Base 3, +2 Voice, +1 Part, +4 size)
Source: Ars Magica Fifth Edition, 156
The Earth Split Asunder#
3rd-level evocation
ReTe 30
R: Voice, D: Spec, T: Part
Creates a 5-foot-wide, 60-foot-long, 10- foot-deep crack in the ground. It opens on one round, stays open for another round, and closes at the start of a third round, crushing all within it for 6d8 damage. You must maintain concentration for all three rounds, or the pit slowly closes, over an hour’s time, rather than shutting quickly and violently. To avoid the pit, those in its vicinity other than the caster must make a DC 15 Dexterity saving throw. Falling in incurs 3d8 damage. To escape, another such roll is made. Unless outside help is provided, people in the pit only get one chance to escape.
(Base 3, +2 Voice, +1 Mom, +1 Part, +2 size, +1 fancy effect)
Source: Ars Magica Fifth Edition, 156

Level 35#

Creeping Chasm#
3rd-level evocation
ReTe 35
R: Voice, D: Mom, T: Part
Creates a chasm that runs from the ground in front of your feet towards some target within range that you designate. The chasm travels about 4 paces per round, growing slowly wider as it travels, reaching a maximum width of 20 feet at a distance of 30 paces. The chasm is 20 to 30 feet deep, and the sides are likely to collapse, so any caught in it are in a bit of a bind. To avoid the growing chasm, a target must make a DC 15 Dexterity saving throw. The chasm closes naturally in a week.
(Base 3, +2 Voice, +1 Part, +4 size, +1 fancy effect)
Source: Ars Magica Fifth Edition, 156

Level 75#

Hermes’ Portal#
7th-level conjuration
ReTe 75
R: Arc, D: Year, T: Ind, Ritual
Creates a magical portal through which people, animals, and objects can travel almost instantaneously. The ritual must be cast twice, simultaneously at two different locations, and after the rituals are performed, there is a magical connection between them. The magi conducting each ritual must have an Arcane Connection (such as a clod of dirt) to the other location when they are conducting the ritual. The portal is activated by some command word or ritual determined when the portal is enchanted. Inanimate things and unwilling creatures may be transmitted if someone else says the command word, and pushes the subject through.
(Mercurian Ritual)
Source: Ars Magica Fifth Edition, 156

The Art of Vim#

Creo Vim Spells#

General#

Shell of False Determinations#
Variable level illusion
CrVi Gen
R: Touch, D: Mom, T: Ind, Ritual
Creates a “shell” of magic on an item, helping to shield it from identify and similar spells. All attempts to investigate the magic item give false information about its powers unless the investigator succeeds at an Intelligence saving throw against a DC equal to 10 + the magnitude of this spell.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 157
Shell of Opaque Mysteries#
Variable level abjuration
CrVi Gen
R: Touch, D: Mom, T: Ind, Ritual
This spell is similar to Shell of False Determinations (above), but it causes all attempts to investigate the magic item to utterly fail, unless the investigator succeeds at an Intelligence saving throw against a DC equal to 10 + the magnitude of this spell. Once a magus determines the presence of a particular shell (that is, by making the saving throw), it has no more power against him or her.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 157

Level 15#

The Phantom Gift#
1st-level evocation
CrVi 15
R: Voice, D: Sun, T: Ind
The target of the spell becomes tainted with magic as most magi are. Beasts and people react to the target as though he were a magus. Those who normally associate with the victim do not become hostile, but do give him or her a wider berth. The spell has no effect on those who already have The Gift, including those blessed with the Gentle Gift.
(Base 3, +2 Voice, +2 Sun)
Source: Ars Magica Fifth Edition, 157

Level 30#

The Enigma’s Gift#
3rd-level evocation
CrVi 30
R: Voice, D: Mom, T: Ind
The target of the spell gains four Warping Points (or takes 4d8 points of force damage if the Warping rules are not used) and, if a Hermetic magus, must check to see whether he enters Twilight in the normal way. Although the burst of magic that causes the Warping lasts but a moment, the resulting Warping is permanent.
(Base 20, +2 Voice)
Source: Ars Magica Fifth Edition, 157

Intellego Vim Spells#

General#

The Invisible Eye Revealed#
Variable level divination
InVi Gen
R: Per, D: Conc, T: Touch
The caster can feel any magical means currently being used to spy on him. The representation varies in a way that depends on the spell, but it often feels like something touching the magus’s back. For example, a magus being spied upon with Enchantment of the Scrying Pool might feel wet fingers, while a magus who is being tracked by The Inexorable Search might feel a finger running over his skin. This spell detects the use of Intellego spells of up to double the level of this spell and D&D divination spells of up to one-fifth the level of this spell. For example, a Level 20 The Invisible Eye Revealed spell would detect Level 40 Intellego spells and 4th-level D&D divination spells. A special spell is required because most Intellego spells are designed to be subtle, and they are more subtle at higher levels.
(Base effect)
Source: Ars Magica Fifth Edition, 157

Level 2#

Sense of Magical Power#
Divination cantrip
InVi 2
R: Touch, D: Mom, T: Ind
This spell tells the caster whether he is currently in a magic aura. It does not give any further information. Other spells do the same for other kinds of aura.
(Base 1, +1 Touch)
Source: Ars Magica Fifth Edition, 157

Level 5#

Scales of the Magical Weight#
Divination cantrip
InVi 5
R: Touch, D: Mom, T: Ind
When casting this spell, you typically hold your hands straight out from your body, place a known amount of vis in your left hand (usually one pawn), and then place an unknown amount of vis in your right hand. After casting the spell, you may sense how heavy the unknown vis is in relation to the known, determining the number of pawns present. If you cast the spell without anything to measure the unknown vis against, you only have a very general idea of how valuable it is. The spell cannot be used to determine the amount of raw vis invested in an enchanted item.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 158
Sense the Nature of Vis#
Divination cantrip
InVi 5
R: Touch, D: Mom, T: Ind
You can tell what Art a supply of raw vis is connected to. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the item is held steadily and studied for a few seconds.
(Base 4, +1 Touch)
Source: Ars Magica Fifth Edition, 158

Level 10#

Sight of the Hungry Dragon#
1st-level divination
InVi 10
R: Per, D: Conc, T: Vision
All sources of raw vis within sight appear to glow to the caster only. This spell detects the presence of raw vis but does not reveal the Art to which it is attuned.
(Base 1, +1 Concentration, +4 Vision)
Source: Mythic Europe Campaign Guide, 104

Level 20#

Piercing the Faerie Veil#
2nd-level divination
InVi 20
R: Per, D: Conc, T: Vision.
This spell allows the caster to see through the boundaries of regiones, and therefore divine the path to the next level (more details about regiones are given on page 189 of Ars Magica Fifth Edition). There are separate but related spells for Divine, Magical and Infernal regiones.
(Base 3, +1 Concentration, +4 Vision)
Source: Ars Magica Fifth Edition, 158

Level 25#

Vision of the Rainbow World#
2nd-level divination
InVi 25
R: Per, D: Conc, T: Vision
All sources of raw vis within sight appear to glow to the caster only. To you, the vis appears to glow with an aura that is appropriate to the Technique or Form that the vis is associated with. Creo is white, Intellego gold, Muto constantly fluctuating, Perdo black, Rego purple, Animal brown, Aquam blue, Auram violet, Corpus dark red, Herbam green, Imaginem pearly blue, Ignem bright red, Mentem orange, Terram dark brown, and Vim silver. Some of the colors are very similar, but are easy to distinguish if the source is scrutinized for a few seconds.
(Base 4, +1 Concentration, +4 Vision)
Source: Mythic Europe Campaign Guide, 105

Level 30#

Sense of the Lingering Magic#
3rd-level divination
InVi 30
R: Per, D: Conc, T: Hearing
This spell can detect the presence of many magical residues, even from weak spells, as well as giving the presence and power of active spells. It does not grant any information apart from the power, however.
(Base 10, +1 Concentration, +3 Hearing)
Source: Ars Magica Fifth Edition, 158

Level 40#

Sight of the Active Magics#
4th-level divination
InVi 40
R: Per, D: Conc, T: Vision
You can see spells as “auras” around things and people. The color of the aura indicates the Form of the spell working on a subject, the color matching the appropriate one described in Sense the Nature of Vis. The Technique of a spell working on the subject is recognized by the aura’s shape, not color. Creo and Rego are both very orderly auras. Muto is constantly shifting, and Intellego usually is as well, but more slowly. A Perdo aura is usually in fragments. Thus, a magus with both Endurance of the Berserkers and The Invisible Eye Revealed upon him has a very controlled, orderly aura of deep red around his or her entire body, and the magus’s eyes are surrounded with slowly shifting auras of a silvery hue. You should be warned: Imaginem or Vim spells may be used to disguise auras. Also note that this spell will detect the residues of some spells.
(Base 5, +1 Concentration, +4 Vision, +2 Techniques and Forms)
Source: Ars Magica Fifth Edition, 159

Muto Vim Spells#

General#

Mirror of Opposition (Form)#
Variable level transmutation
MuVi Gen
R: Voice, D: Mom, T: Ind
Cast on another spell while the other spell is being cast, this causes the targeted spell to have the exact opposite of its normal effects. This effect works on Hermetic spells up to half the (level–5) of the Mirror of Opposition spell. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. The effects of the inversion are up to the Dungeon Master to determine, but the target of the inverted spell usually remains the same as that of the original spell. The inverted spell cannot overcome any limitations of Hermetic magic. For example, if a Momentary Perdo Corpus spell is cast, the inversion is probably a Creo Corpus spell of Sun duration. There are ten versions of this spell, each affecting spells of one of the Hermetic forms.
(Base effect, +2 Voice)
Source: Ars Magica Fifth Edition, 159
Shroud Magic#
Variable level transmutation
MuVi Gen
R: Touch, D: Mom, T: Ind
This spell allows a magus to suppress or alter the sigil in a spell that is currently being cast. The spell to be shrouded can be up to double the Shroud’s Hermetic level. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 159
The Sorcerer’s Fork#
Variable level evocation
MuVi Gen
R: Touch, D: Mom, T: Ind
This spell splits another spell (whose Hermetic level must not exceed the level of this spell) into two or more identical spells of reduced power, which may be cast against two or more separate targets. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. Each resulting spell has the same Range and Target (target category, that is, the actual target may be different) as the original spell, but the power of the effect is divided by the number of resulting split spells. The precise effect is at Dungeon Master discretion. The spell save DC of each spell is equal to 8 + half the caster’s proficiency bonus + half the caster’s spellcasting ability score modifier (resulting fraction dropped). The Sorcerer’s Fork must be equal to or greater than the Hermetic level of the spell that is to be split. If the casting magus is not cooperating, all split spells will strike the original target.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 159
Wizard’s Boost (Form)#
Variable level evocation
MuVi Gen
R: Touch, D: Mom, T: Ind
You cast this spell as another Hermetic spell of a level less than this one is cast. The effect of the other spell increases 5 levels in power, but not past the level of the Wizard’s Boost. The effects of the extra 5 levels of power are for the Dungeon Master to determine. A Wizard’s Boost may never affect a single spell more than once. This does not allow spontaneous or formulaic spells to reach Year duration or Boundary Target, unless the Wizard’s Boost is a ritual. This spell is not useful with D&D spells, as it only raises the power of a D&D spell by a “half-level.”
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 160
Wizard’s Communion#
Variable level evocation
MuVi Gen
R: Voice, D: Mom, T: Group
This spell lets magi combine their power to cast spells. The group of magi work together to cast a specified spell through the unified power of the Communion. Only one extra magus may join the Communion for every 5 Hermetic levels of the specified spell being cast. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. One of the magi in the group must also know the specified spell. Only one magus in the group needs to cast the specified spell. The magus who casts the Wizard’s Communion need not be the one who casts the main, specified spell, and normally it is better for them to be different. More than one magus in the group may cast the Wizard’s Communion spell. In this case, add the total Hermetic levels of successfully cast Wizard’s Communion spells to get the effective level of the Wizard’s Communion for this casting. This combined total must be at least twice the Hermetic level of the specified spell being cast. The specified spell’s save DC receives a bonus equal to +10 times the number of extra magi divided by the spell magnitude, rounded down. For example, a group of ten magi use Wizard’s Communion to cast imprisonment (a 9th-level D&D spell). One caster casts the imprisonment spell (using a 9th-level spell slot). The others each cast Wizard’s Communion, using spell slots appropriate to the Hermetic levels of their individual Wizard’s Communion spells. If the total Hermetic levels of all Wizard’s Communion spells is equal to or greater than 180, then the spell save DC of the imprisonment spell increases by +10 times 9 divided by 18, or +5. This method of casting increases the botch percentage by 1% per magus participating. If the spell botches, all participants gain Warping Points and thus must check for Twilight. Communion is a remnant of Mercurian rituals, so spontaneous spells may not be cast by this means, and it does not perfectly fit into the guidelines of Hermetic theory.
(Base effect)
Source: Ars Magica Fifth Edition, 160
Wizard’s Reach (Form)#
Variable level transmutation
MuVi Gen
R: Voice, D: Mom, T: Ind
The range of the targeted spell increases by one category. You may not affect a single spell more than once with this spell, and the targeted spell must be at least one magnitude lower in level than this spell. There are ten versions of Wizard’s Reach, one for each Form.
(Base effect, +2 Voice)
Source: Ars Magica Fifth Edition, 160
Wizard’s Vigil#
Variable level evocation
MuVi Gen
R: Voice, D: Sun, T: Group
This spell functions as Wizard’s Communion, except that the longer duration allows it to be used with Ritual spells. For the purposes of its effect, treat it as a Wizard’s Communion of two magnitudes lower.
(Base Effect, +2 Sun)
Source: atlas-games.com/arsmagica/arm5errata

Perdo Vim Spells#

General#

Demon’s Eternal Oblivion#
Variable level evocation
PeVi Gen
R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a demon. If a fiend (or other Infernally-aligned creature) fails a Charisma saving throw against your spell save DC, the fiend loses hit points equal to level of this spell.
(Base effect, +2 Voice)
Source: Ars Magica Fifth Edition, 160
Disenchant#
Variable level abjuration
PeVi Gen
R: Touch, D: Mom, T: Ind, Ritual
You make a Hermetic magic item lose all its powers permanently if the level of this spell + 1d10 equals or exceeds the highest level of the enchantments in the item. If a D&D magic item is targeted, the magic item’s level must be equal to or less than 1d2 + the magnitude of Disenchant. The enchantment is utterly destroyed, as is all of the vis that was used in the magic item. The object left is in all ways a mundane item, but could be invested with enchantments again at a later time.
(Base effect, +1 Touch)
Source: Ars Magica Fifth Edition, 160
Masking the Odor of Magic#
Variable level transmutation
PeVi Gen
R: Touch, D: Sun, T: Ind
Prevents the detection of a magic spell, or of a magic power in an item or being, by InVi magic, unless the level of the InVi spell exceeds twice the Hermetic level of this spell – 5 (for example, exceeds 20 for a level 15 version). For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten.
(Base effect, +1 Touch, +2 Sun)
Source: Ars Magica Fifth Edition, 160
Unravelling the Fabric of (Form)#
Variable level abjuration
PeVi Gen
R: Voice, D: Mom, T: Ind
This spell will cancel the effects of any one spell of a specified Form whose Hermetic level is less than or equal to (1d10 + Hermetic spell level + 10 ). For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. There are 10 variants that cover each Hermetic Form, and a number of much rarer variants for different kinds of non- Hermetic magic.
(Base effect, +2 Voice)
Source: Ars Magica Fifth Edition, 161
Wind of Mundane Silence#
Variable level abjuration
PeVi Gen
R: Voice, D: Mom, T: Room
You raise a metaphorical “breeze” that blows the magic away from an area, canceling the effects of any spell there. You can cancel the effects of any spell if, with this spell, you can double the Hermetic level of the spell on a roll of 1d10 + the Hermetic level of your spell. Creatures get a saving throw using the save of their spell ability modifier against a DC or 10 + the Hermetic magnitude of this spell. Wind of Mundane Silence does not affect spells of Momentary duration. Magical things near the area of the Wind wave slightly from the “breeze.”
(Base effect, +2 Voice, +2 Room)
Source: Ars Magica Fifth Edition, 161

Rego Vim Spells#

General#

Aegis of the Hearth#
Variable level abjuration
ReVi Gen
R: Touch, D: Year, T: Bound, Ritual
This ritual protects a covenant in the way a parma magica protects a magus. Magical creatures and persons may be brought within the Aegis, if they are formally invited by one who participated in its casting and given a token to represent the invitation. (The tokens are used during the casting of the ritual, and thus conform to the Law of Sympathy.) Such a person is also not affected by the Aegis penalties while within the Aegis. The invitation may be withdrawn at any time. This does not require retrieving the token or even notifying the individual who is no longer welcome. Withdrawing an invitation will not expel the person beyond the Aegis, but will prevent them from re-entering after they leave (unless their Challenge is high enough), and subject them to the Aegis penalties while they are within the Aegis. The invitation and expulsion must both be issued by magi who participated in the ritual, but not necessarily by the same magus. A magus may only invite or expel specific, known, individuals. He may not expel someone he does not know has been invited in.
The Aegis is typically cast on the winter solstice, since magical auras can be slightly higher at that time, and the Aegis then lasts for the entire next year. The entire covenant usually participates in the Aegis ritual, which often ends with the participants walking around the perimeter of the protected area in order to define it. Quite often, the covenant holds a major council meeting, or perhaps a large feast, after the ritual of the Aegis. Magi do not need to be able to cast the spell to participate in the ritual, and, indeed, non-Hermetic wizards can participate as well. Only one magus needs to actually cast the spell.
Aegis of the Hearth was invented by Notatus, the first Primus of House Bonisagus. It was a major breakthrough, incorporating Mercurian rituals as well as Hermetic theory, and was the reason Notatus was chosen to succeed Bonisagus. As a result, the spell is more powerful than it ought to be, and has no Perdo requisite. By 1220 Notatus’s discoveries have spread, and any magus trained in the Order is capable of inventing versions of the Aegis with the above parameters, but at different levels. Inventing a version with different parameters, however, would require a similar breakthrough, and years of research.
(Base effect)
Source: Ars Magica Fifth Edition, 161
Circular Ward Against Demons#
Variable level abjuration
ReVi Gen
R: Touch, D: Ring, T: Circle
All fiends (and other Infernally-aligned creatures) with a Challenge equal to or less than twice the magnitude of the spell are unable to enter the circle or harm those within it. If you cast the spell again, the stronger ring dispels the weaker, regardless of the order of casting. Some magi cast this spell before going to sleep at night. At night, from certain angles, the ring may be seen as a silver-hued dome.
(Base spell)
Source: Ars Magica Fifth Edition, 162
Grant Parma Magica#
Variable level abjuration
ReVi Gen
R: Touch, D: Sun, T: Ind
Like Parma Magica, except it works on one person other than you, and the protection is only equal to the spell’s level – 5. Level 5 (or lower) versions of this spell only protect the recipient from the effects of The Gift in others and do not provide magic resistance.
(Base spell is R: Per, D: Sun, T: Ind)
Source: Ars Magica (Lion Rampant, 1987 Edition), 95
Maintaining the Demanding Spell#
Variable level evocation
ReVi Gen
R: Touch, D: Diam, T: Ind
You cast this spell on a spell that you have already cast and are maintaining through concentration. The spell that requires concentration is then automatically maintained for the duration of this spell, whether you concentrate or not. You cannot change the effects of the first spell without concentrating on it again. For instance, you can use The Unseen Arm (ReTe 5) to hold an object in the air without concentrating, but to move the object still requires concentration. A DC 10 spell attack roll must be made in order to cast this spell while keeping the first one going (a lower roll than normal because this is what the spell is designed for). This spell only works on spells of equal or lower level. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten.
(Base effect, +1 Touch, +1 Diam)
Source: Ars Magica Fifth Edition, 162
Opening the Intangible Tunnel#
Variable level conjuration
ReVi Gen
R: Arc, D: Conc, T: Ind
You can open a magical channel from yourself to some target, allowing you to cast any spell with a range greater than Personal on that target. The tunnel does not, of itself, grant any sense impressions of the target — you must cast appropriate spells through it if you wish to see. Spells cast through the tunnel cannot be of higher level than that of this spell. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. You must make standard Concentration rolls to maintain concentration on the Opening spell as you cast other spells.
A magus who magically recognizes the tunnel (through The Invisible Eye Revealed or a similar spell) may cast spells through the tunnel back at you, and he need not concentrate on keeping the tunnel open. If this magus is the target of the spell, he is considered to be touching you. Otherwise, his effective range to you is his range to the target of the tunneling spell.
The target of the spell gets an Intelligence saving throw, success means the tunnel isn't opened. Targets of spells cast through the tunnel get the normal saving throws for the spells.
(Base effect, +4 Arcane Connection, +1 Concentration)
Source: Ars Magica Fifth Edition, 162
Parma Magica#
Variable level abjuration
ReVi Gen
R: Per, D: Sun, T: Ind
If you are the target of a spell or other magical effect, the caster must make a successful d20 roll against a DC equal to 10 + the magnitude of the parma magica + magnitude of the Hermetic spell that is cast (or twice the D&D spell slot level used to cast it) – the Challenge or level of the spellcaster. For creature powers that do not have a spell level, consider an At Will power to be a cantrip (Level 5), a Recharge power to be a Level 10 spell, a 4/day power to be a Level 20 spell, a 3/day power to be a Level 30 spell, a 2/day power to be a Level 40 spell, and a 1/day power to be a Level 50 spell. If a magic item is activated to create a magical effect targeting you, the user must make a successful d20 roll against a DC equal to 10 + the magnitude of the parma + the magic item level – the Challenge or character level of the user. Magical items that do not invoke magical effects, such as a longsword +1, are blocked by the parma unless the level of the magic item is greater than twice the magnitude of the parma.
The normal maximum Hermetic level of this spell is Level 50, as most magi would not invent a parma magica that requires a full ritual taking over 2½ hours to cast.
Only one parma can be on a character at a time. A parma takes the place of a previously cast parma only when the second one is of higher strength.
You cannot automatically tell when your spell has been stopped by a parma magica, but you can always tell when your parma magica has protected you from a spell.
This spell protects you from the effects of The Gift in others.
(Base spell is R: Per, D: Sun, T: Ind)
Source: Ars Magica (Lion Rampant, 1987 Edition), 96
Suppressing the Wizard’s Handiwork#
Variable level abjuration
ReVi Gen
R: Touch, D: Conc, T: Ind
Cancels one spell that you have cast, but only as long as you concentrate. When concentration is broken the effects of the spell return. The level of the spell to be suppressed must not exceed the level of this spell. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. The effects of the spell being suppressed take about one round to fade out, and then another round to return after concentration is broken. The spell to be affected must be active to be suppressed — in particular, it may not be of Momentary duration.
Common uses of this spell include providing access to some place normally blocked by magic (for example, having a MuTe blocking the door to your lab, and then suppressing it to enter), and avoiding traps (such as suppressing a Watching Ward [ReVi Gen] on your rear door). This spell is designed to be held while you do something else, so the magus gets a +3 bonus to all Concentration rolls.
(Base, +1 Touch, +1 Concentration)
Source: Ars Magica Fifth Edition, 162
Watching Ward#
Variable level abjuration
ReVi Gen
R: Touch, D: Spec, T: Ind, Ritual
Watching Ward puts another spell on a given target on hold until that spell is triggered by a simple condition, which is determined when this ritual is cast. The target of the Watching Ward must be present for the entire casting ritual. When the conditions you specify come to pass, the suspended spell takes effect.
Only one Watching Ward can be placed on any one person or object. The level of the Watching Ward must at least equal the level of the spell held in suspension. For D&D spells, treat the Hermetic level of the spell as the D&D level of the spell times ten. You can put multiple spells in the Ward, provided that its level at least equals the sum of the Hermetic levels of the contained spells. If Intellego spells are included in a Watching Ward, they may be used to trigger the other spells. Thus, if you put Frosty Breath of the Spoken Lie (InMe 20) into the Watching Ward, you can also put in a spell that is cast when someone lies. An Intellego spell in the Watching Ward has no effect other than to cast other spells when the proper condition is detected. Thus, in the example, one’s breath is not frosty when he or she is caught in a lie.
If someone tries to dispel the Watching Ward and fails, the suspended spell is cast. Flambeau and Tytalus magi commonly put highly destructive spells upon their persons, to be cast if they die so they may have vengeance upon their killers. The Ritual nature of this spell supports the potentially indefinite duration.
The Watching Ward is dispelled when it releases its spell. A version of this spell with target Room, known as Waiting Spell, is also well known in the Order. It can contain spells up to the level of the Waiting Spell – 10, and is also a Ritual.
(Base effect, +1 Touch, Duration is nonstandard)
Source: Ars Magica Fifth Edition, 162

Level 15#

Gather the Essence of the Beast#
1st-level transmutation
ReVi 15
R: Touch, D: Mom, T: Ind
Concentrates the raw vis in a corpse into one part of that corpse, which can then be removed. This spell lets you gather all the raw vis you find without lugging around entire corpses of beasts. Note that the vis in many magical creatures is already concentrated in this manner in some specific organ, though this spell will allow you to relocate that vis if you wish.
(Base 10, +1 Touch)
Source: Ars Magica Fifth Edition, 162

Storytelling#

In Ars Magica, the referee is known as the Storyteller, a position analogous to the Dungeon Master in D&D and that is who this section is for. The previous sections give most of the information needed to run a campaign in Mythic Europe, using concepts from Ars Magica while simulating those concepts with native D&D rules, when able, or original rules, when not. The Storytelling section will attempt to aid the Dungeon Master in putting it all together.

The organization of this section will attempt to follow that of the previous sections. The information here can (hopefully) help the DM to implement the rules in this guide. Some sections detail optional rules as well.

Races#

Mythic Europe is, for the most part, a human-only setting as it is based on a 13th century historical Earth. However, the rich panoply of D&D races needed to be included somehow to give players more options for their characters. This is why rules for using the fantasy races of D&D have been included in this guide.

The default position on a character that takes a fantasy race template should be that the character is human but, for some reason, exhibits strong traits of the fantasy race in question. The most typical reason is that the character has a parent of the race in question, whether it be an elf of the Faerie Realm, a dragon (who took human form) of the Magic Realm, or perhaps even one of the Grigori (a terrestrial angel). Another option is that the fully human character was raised by the people of their template. For example, a dwarf character could be a human that stolen from her parents and by Faerie dwarves.

Aging#

All human characters in the Mythic Earth setting will grow older as time passes. Aging is an important detail of this setting. The DM should apply the aging rules as follows.

The rules are different depending on the age of the character. If the character is a child, use the first procedure. If the current age of the character is 15 to 34, use the second procedure. If the current age of the character is 35 or more, use the third procedure.

Aging for Children#

For characters who are children, such as apprentices, the character’s current age and apparent age increase by one every year. There are no rolls for aging.

A child character’s ability scores are not at their adult maximums. Use the table below to adjust the character’s generated ability scores. The minimum ability score is 3.

Age Ability Score Decrease
6 -8
7 -7
8 -6
9 -5
10 -4
11 -3
12 -2
13 -1
14 +0

Of course, when a child character grows older, increase the character’s ability scores by one each year until the age of 14 (Mythic European adulthood).

Aging for Characters 15 to 34 Years Old#

For these characters, an aging roll is made but there is no actual chance that the character will gain a Decrepitude point. The roll is made to determine the character’s apparent age only. Make this roll every winter after the character turns 15 years old.

Aging Roll:

1d10 + Age ÷ 10 (rounded up)

– Living Conditions (LC) modifier

– Longevity Ritual (LR) modifier

– Racial Aging Modifier (RM)

Aging Threshold (AT):

3 + (LC + LR + RM) modifiers ÷ 5 (rounded up)

Aging Roll Effect
AT or less No apparent aging
> AT Apparent age increases by one year

Keep track of the character’s current (real) age and the character’s apparent age as two distinct values.

Aging for Characters At or Over 35#

Make this Aging Roll every winter after the character turns 35.

Aging Roll:

1d10 + Age ÷ 10 (rounded up)

– Living Conditions (LC) modifier

– Longevity Ritual (LR) modifier

– Racial Aging Modifier (RM)

Aging Threshold (AT):

3 + (LC + LR + RM) modifiers ÷ 5 (rounded up)

Aging Roll Effect
AT or less No apparent aging
> AT Apparent age increases by one year
13 or more Chance of Decrepitude

If the result is 13 or more, subtract twelve from this result and multiply by 10%. This is the chance that the character gains one Decrepitude Point. When the character has accumulated five Decrepitude Points, he or she will die sometime that year without magical intervention (see the Cheating the Reaper spell).

Also note that in the equation above, the Living Conditions, Longevity Ritual, and Racial Aging Modifiers are summed and then divided by five before 3 is added.

For the curious, the average ages in the Race section at the beginning of this document were calculated through extensive numerical testing of this aging system using MathWorks’ MATLAB program (available at mathworks.com). Of course, as with any distribution, some characters will die earlier and some will live longer.

Classes#

Ars Magica has three basic character types: Grogs (viri gregis and custodes), Companions (consortes), and Magi (magi and sodales). These are simulated with the sidekick classes (in Tasha’s Cauldron of Everything), the companion classes (found in this document), and the normal player character classes, respectively. Mythic Companions should be (roughly) on par with Hermetic magi, so these characters are also allowed to take levels in the normal player character classes. All characters can take levels in the class sets of the “lower” character types as well.


The Gifted#

Those with The Gift can advance in the normal player character classes and the lower ones as well. Spellcasters who are not Gifted may take levels in the sidekick and companion classes while spellcasters with the Gift can advance in any character class.

Given these character types and options, just about any Ars Magica character type can be created in Dungeons & Dragons. If a non-Hermetic spellcaster character is desired, either as a PC or NPC, simply consult the appropriate Ars Magica source and model the D&D character on the material presented for Ars Magica, keeping in mind the spellcasting strengths and weaknesses of the tradition as detailed.

The “best” Hermetic magi characters will advance as full spellcasters (bards, clerics, druids, sorcerers, warlocks, and wizards) either taking the Hermetic archetype for each class presented in this document or using their Ability Score Improvement class features to take the Hermetic feats of Hermetic Magic, Magic Shield, Spellmaster, and Spell Penetration if another archetype is chosen.

Normal humans can take the Hermetic Magic feat at character creation (using the feat that human characters gain under the Variant Human Traits rule in the Player’s Handbook). The DM should allow players to postpone the 4th level Ability Score Improvement feature to gain Magic Shield at 6th level, if a player desires. Likewise, the 8th level feature can be held in reserve to use at 10th level to gain Spellmaster. Finally, the 12th level feature can be saved for the character to gain Spell Penetration at 14th level. Fighters and rogues get additional Ability Score Improvement features at lower levels, so some adjustment for Hermetic fighters and rogues may be necessary.

“Passable” Hermetic magi can be created with other character classes, with or without the Hermetic archetypes. In these cases, players can use their feat slots to gain Hermetic feats as appropriate to boost their spellcasting levels and gain the Hermetic features of Hermetic Magic, Magic Shield, Spellmaster, and Spell Penetration. Many of these magi may be Ex Miscellanea, as they do not fully conform to Hermetic norms.


Companions#

Companions are built with the companion classes primarily but can also take levels in the sidekick classes (which are normally reserved for grogs). To aid the DM, the table below provides a listing of all archetype options for the companion classes. With 35 different possibilities, and along with multiclassing, just about any sort of companion can be envisioned. Of course, the DM can create new archetypes for his or her campaign.

Companion Class Archetypes

Companion Archetypes Main Source
Academic Medicus Mythic Europe
Orator Mythic Europe
Scholar Mythic Europe
Arcane Abjurer PHB
Bard PHB
Bladesinger Tasha
Cleric PHB
Conjurer PHB
Diviner PHB
Druid PHB
Enchanter PHB
Illusionist PHB
Invoker PHB
Necromancer PHB
Sorcerer PHB
Transmuter PHB
War Wizard Xanathar
Warlock PHB
Martial Battle Master PHB
Captain Mythic Europe
Cavalier Xanathar
Champion PHB
Knight (Samurai) Xanathar
Vanguard Mythic Europe
Skilled Assassin PHB
Courtier Mythic Europe
Expert Mythic Europe
Herald Mythic Europe
Inquisitive Xanathar
Mastermind Xanathar
Performer Mythic Europe
Scout Xanathar
Sentinel Mythic Europe
Swashbuckler Xanathar
Thief PHB


Grogs#

For grogs, the DM can use monster templates for most of them. If class levels are desired, especially for grogs who accompany the magi on adventures, use the warrior sidekick class for martial types, the spellcaster sidekick class for supernatural types, and expert for all others.

Names#

Coming up with names is sometimes difficult, especially if the DM is put on the spot. Fortunately, Appendix B of Xanathar’s Guide to Everything has lists of names, covering Arabic, Celtic, English, French, German, Greek, Norse, Roman, Slavic, and Spanish cultures. Ars Magica tribunal books also have lists of names that can be used for characters and non-player characters.

Ars Magica Sources for Character Names

Source Type of Names
Against the Dark Slavic, Hungarian, Vlach (Romanian), Cuman, Pecheneg
Between Sand and Sea Muslim, Berber
Blood and Sand (4th ed.) Muslim
Faith and Flame Occitan, Catalan, Basque (pages 20, 89)
Guardians of the Forest German
Land of Fire and Ice (4th ed.) Icelandic
Lands of the Nile Nubian
Lion of the North (3rd ed.) Scottish
The Contested Isle Irish
The Cradle and The Crescent Muslim, Persian, Seljuk
The Dragon and The Bear (4th ed.) Russian, Polish, Mongol
The Fallen Fane Magus
The Lion and The Lily French, Breton, and Flemish
The Sundered Eagle Greek (page 42)
Ultima Thule (4th ed.) Scandinavian

Backgrounds#

This section gives just enough information for players to pick backgrounds for their characters, based on the Social Status Virtues in the Ars Magica Core Rulebook. Players should use the Player’s Handbook to determine the personality traits, ideals, bonds, and flaws for their characters, choosing from any of the D&D backgrounds as appropriate. The “pocket change” that each character receives is based on the D&D economy. If the DM uses the economy as presented in the Ars Magica game, loose change will probably not be important and can be ignored.

Alignment#

For the alignment system, the Dungeon Master can rely on the descriptions found in the Player’s Handbook or can use the guidelines presented below.

To determine a character’s alignment based on their top two motivations, consider the following list.

Alignment Based on Character Motivations

Motivations Alignment
Achievement Neutral Evil or Chaotic Evil
Benevolence Lawful Good or Neutral Good
Hedonism Chaotic Evil
Power Lawful Evil or Neutral Evil
Security Lawful Neutral or Lawful Evil
Self-Direction Chaotic Good or Chaotic Neutral
Stimulation Chaotic Neutral or Chaotic Evil
Tradition Lawful Good or Lawful Neutral
Universalism Neutral Good or Chaotic Good

If the two choices are incongruous, such as Self-Direction (which would indicate chaotic good or chaotic neutral) and Security (which would suggest lawful neutral or lawful evil), then the character’s alignment is neutral.

If the two choices share an alignment, the character should be of that alignment, such as neutral good for a character with motivations of benevolence and universalism.

Regardless of the primary motivations of a character, the player can choose any alignment. This system is merely an aid in determining a likely alignment and is designed to give variety in character alignments.

Character Motivations

Motivations Description
Achievement Personal success through demonstrating competence according to social standards. Associated single values are: being ambitious, influential, capable, successful, intelligence, and having self-respect.
Benevolence Preserving and enhancing the welfare of those with whom one is in frequent personal contact (the "in-group"). Associated single values are: being helpful, responsible, forgiving, honest loyal, and having mature love for others and true friendships.
Hedonism Pleasure and sensuous gratification for oneself. Associated single values are: experiencing pleasure and enjoying life.
Power Social status and prestige, control or dominance over people and resources. Associate single values are: having social power, wealth, and authority, preserving one's own public image, and having social recognition.
Security Safety, harmony, and stability of society, of relationships, and of self. Associate single values are: ensuring national security, reciprocation of favors, ensuring family security, having a sense of belonging, preserving the social order, being healthy and clean.
Self-Direction Independent thought and action; choosing, creating, exploring. Associated single values are: freedom, creativity, independence, choosing one's own goals, being curious, having self-respect.
Stimulation Excitement, novelty, and challenge in life. Associate single values are: having an exciting and varied life, being daring.
Tradition Respect, commitment, and acceptance of the customs and ideas that traditional culture or religion provide the self. Associated single values are: respecting tradition, being devout, accepting one's own portion in life, being humble, and taking life in moderation.
Universalism Understanding, appreciation, tolerance, and protection for the welfare of all people and for nature. Associated single values are: advancing equality, being one with nature, having wisdom, filling the world with beauty, advancing social justice, being broad-minded, protecting the environment, and seeing the world at peace.

Economy#

The Dungeon Master should decide before a campaign commences whether the saga will use the D&D economy or the Mythic Europe economy. Both are fine to use but each has idiosyncrasies that must be explored.

First, what is meant by the “economy” with regard to this campaign guide? “Economy” is simply the monetary system and costs that the campaign uses. The D&D game has its own economy and Ars Magica has a different one. To decide, the DM should think about the level of treasure that will be characters will be able to acquire.

A D&D Economy#

If the DM wishes to use make acquisition of treasure an important part of the campaign and also wishes to keep things simple (from a D&D perspective), then the D&D economy should be used. This economy stresses the costs of things and particularly changes the nature of downtime activities. Making magical items and researching spells will be costly affairs, necessitating much time spent in the acquisition of material riches. Although this choice makes it easier for the DM, from a D&D point-of-view, it is not in keeping with the tone of Ars Magica. But if the group wants to keep the game “more D&D-like” then this economy should be chosen.

A Mythic Europe Economy#

However, if the DM and the players are not much interested in the characters acquiring treasure and want to keep such considerations in the background, then the Mythic Europe economy should be used. In this case, most costs are hand-waved and characters have equipment that is suited for their profession and social station. This choice will keep the campaign more like an Ars Magica saga but may not be satisfying from a “D&D point-of-view” where part of the gaming fun is getting more wealth and playing out what the characters end up doing with that wealth.

Raw Vis#

The use of raw vis will play into this choice as well. However, it shouldn’t be assumed that raw vis cannot be used in a campaign that uses a D&D economy. The DM could use the D&D monetary and costs system for mundane things, like swords and keeps, while keeping the campaign more authentic by using raw vis (instead of gold piece expenditure) as the primary source of fueling magical item creation and spell research.

The Laboratory#

A Hermetic laboratory, in canonical Ars Magica, takes two seasons to assemble at a cost of five Mythic Pounds and all magical activity can take place there, regardless of the magnitudes of Hermetic spells researched or the levels of magical items created. The table in the Sancta section links laboratory initial costs and upkeep with the maximum spell levels that can be researched and maximum magic item levels that can be created using a laboratory with a given cost. The assumption that more powerful laboratories are needed to pursue higher-level magical activities may not be suitable in all campaigns. The DM can decide to keep the table, as written, or just allow Hermetic magi to set up a laboratory at five Mythic Pounds with a one Mythic Pound upkeep cost per annum. This is in keeping with the source material and would mesh well if the DM decides that a Mythic Europe economy will be used. Bottom line – use the 6th level sanctum as the only laboratory that is needed and forget the rest of the table, if desired.

Finding Treasure#

If the D&D economy is used, there are no changes to the treasure hoard tables found in the Dungeon Master’s Guide and the DM can use the coinage detailed in this guide. If the DM chose a Mythic Europe economy but still wants to use the treasure hoard tables for convenience, then simply substitute the following amounts for the D&D currency.

D&D Treasure for a Mythic Europe Economy

Table Shows Use
pp Mythic Pennies
gp Mythic Pennies
ep Mythic Pennies ÷ 2
sp Mythic Pennies ÷ 10
cp Mythic Pennies ÷ 100

This would give average treasure hoard values (not counting gems and art objects) of:

Average Hoard Values

Challenge Mean Treasure Hoard Value
0 – 4 1 Mythic Pound
5 – 10 12 Mythic Pounds
11 – 16 66 Mythic Pounds
17 + 217 Mythic Pounds

To raise or lower the average, the DM can apply their own multipliers to the table above. Gold piece values of gems and art objects translate to the same number of Mythic Pennies.

Customization Options#

Hermetic Feats#

The Hermetic feats are shown in the table below. All of these require the Hermetic Magus background (not shown in the table below).

Hermetic Feat Progressions

Feat Prerequisites
Hermetic Magic
Gentle Gift The Gift
Magic Shield Level 6+
Spellmaster Level 10+
Spell Penetration Level 14+
Hermetic Dabbler
Hermetic Initiate Hermetic Dabbler
Hermetic Apprentice Hermetic Initiate
Hermetic Journeymage Hermetic Apprentice
Hermetic Adept Hermetic Journeymage
Hermetic Magus Hermetic Adept
Certamen Expert Certamen ability
Enigmatic Wisdom House Criamon
Faerie Magic House Merinita
Heartbeast House Bjornaer
Verditius Magic House Verditius

The Hermetic Magic feat opens up the character’s class spell lists to Hermetic spells. Magic Shield simulates a basic parma magica and is modeled by normal D&D magic resistance. Spellmaster represents a maga’s ability to cast non-fatiguing spontaneous spells at a high enough casting total. Spell Penetration grants the ability to negate the Magic Shield, standing in for a maga’s high penetration capability at higher levels of magical mastery.

The Hermetic Dabbler to Hermetic Magus series grants feats that allow a non-spellcasting class to eventually have the abilities of a magus fresh out of Gauntlet (i.e., a 6th level spellcaster).

The final five on the table are the House specialties of five of the twelve Hermetic Houses, with magi of House Tremere having Certamen Expert.

Optional Downtime Activities#

Some additional downtime activities are offered below, if the DM chooses to include them in the campaign.

Advancing Your Profession#

By spending an entire season (three months) at a covenant or your home base, you gain a number of experience points equal to the XP per Season for your character level as found in the table in the Awarding Experience Points section. It is assumed that your covenant or home base has all of the materials and opportunities you need to advance in your profession.

Teaching and Learning Spells#

One Hermetic magus can teach another Hermetic magus Hermetic and D&D spells. The time and cost to teach a spell is one-half the time and cost to research the same spell. This downtime activity also includes teaching research formulae for magical items. Note that this downtime activity is probably not useful for Hermetic wizards, as they can quickly copy spells and research formulae into their spellbooks at a cost of 50 gp per D&D level (25 gp per Hermetic magnitude) taking two hours per D&D level or one hour per Hermetic magnitude.

Training#

You can spend time between adventures learning a new language, gaining proficiency in a new skill, gaining proficiency with a new set of tools, or gaining a feat. First, you must find an instructor willing to teach you. The instructor must know the language, have proficiency in the skill or tools, or have the feat that you wish to learn. The DM determines how long it takes to find an instructor, and whether one or more ability checks are required. The training lasts for three seasons (nine months) and the instructor may charge you (usually 1 silver thaler or gold piece per day). After you spend the requisite amount of time and money, you learn the new language, gain proficiency in the new skill or new tool set, or gain the feat.

Adventuring#

Awarding Experience Points#

It is recommended that the Dungeon Master not award experience points for defeating creatures in a campaign set in Mythic Europe. Instead, an alternate method of awarding experience points is given here.

Given that it takes a non-player character a number of years to advance to the next level equal to the current level, the number of experience points earned per season by character level can be calculated. For example, it takes a 1st level character one year to advance to 2nd level (assuming no adventures). A 1st level character needs 300 XP to advance to 2nd level, so this is 75 XP per season. It is important to note the difference between the experience point totals between levels for the calculation. A character needs 900 XP to reach 3rd level, however the character is already 2nd level (with a 300 XP total), so the character actually only needs 600 XP more to reach 3rd level. Keeping this in mind, the table below shows how many experience points per season a character earns if they do nothing else but train or study during that time.

Experience Points Earned per Season

Level XP per Season Years to Reach
1 75 0
2 75 1
3 150 3
4 238 6
5 375 10
6 375 15
7 393 21
8 438 28
9 445 36
10 525 45
11 341 55
12 417 66
13 385 78
14 447 91
15 500 105
16 469 120
17 589 136
18 556 153
19 658 171
20 750 190

The table above shows the “normal” pace for most non-player characters. However, the player characters are special, so they should have the opportunity to advance at a faster rate, otherwise what would be the point of adventuring?

Keeping this in mind, the Dungeon Master can award experience points on the basis of how challenging the adventure was and how much further ahead a character would advance because of those challenges. For simplicity, an adventure could be rated just like encounters in the Dungeon Master’s Guide (page 82) as Easy, Medium, Hard, and Deadly. Each difficulty provides a multiplier to the base XP per Season that a character of a certain level would gain. The table below summarizes.

Adventure Experience

Adventure Difficulty Experience Point Award

Easy

XP per Season × 1

Medium

XP per Season × 2

Hard

XP per Season × 3

Deadly

XP per Season × 4

As an example, consider a party of 4th level characters participating in an adventure the DM determines is Hard. Each character would receive the XP per Season for a 4th level character (238 XP) multiplied by three, for a total of 714 XP. This would advance them a little under 20% towards the next level. This may not seem like a lot of experience points but this represents three whole seasons (nine months) of studying and training at a covenant and is earned over the course of a few days or perhaps a week.

Now, “adventure” could mean a number of things. It could mean an entire published adventure module, it could mean an individual gaming session lasting four hours, it could mean just one encounter, etc. It is up to the DM to determine what constitutes a distinct adventure. This, in turn, will determine how quickly player characters can advance. It is supposed to take years for magi to achieve high levels of competence. However, this is D&D, which has a quicker pace, so player characters should not be as limited as normal Ars Magica characters when it comes to advancement.

The whole point is this – as DM, don’t worry about keeping track of experience point gain from defeated monsters. Think about the difficulty of the adventure, the consequences of the adventure on the lives of the PCs, and the impact their actions during the adventure may have on the campaign setting. Award experience points based on the pace desired while keeping in mind the normal rates of advancement in Ars Magica.

Combat#

Certamen#

A quick summary of certamen may be useful to the Dungeon Master.

Normally, the combatant magi choose a Technique and Form for battle. In D&D, this can be purely narrative since there are no rules for determining a character’s Technique and Form scores. For example, a Creo Auram battle may involve each magus launching a lightning bolt towards each other with both bolts terminating against each other at the start of certamen. The meeting point may shift as the battle progresses, with the center moving slowly towards the magus who has gained more Fatigue. At the point of victory, the losing magus can no longer “push” the other’s bolt away from him, so it hits him, he goes unconscious, and then loses the certamen. Similarly, all other types of certamen can be described in terms of the Technique and Form used.

The certamen procedure proceeds as follows:

1. Combatants roll initiative:

Dexterity Modifier + Proficiency Bonus + Stress Die

2. Combatants choose how much of their total certamen bonus they will use for Attack and how much for Defense this round (see previous rules).

3. The attacker rolls:

Charisma Modifier + Attack Bonus + Stress Die

4. The defender rolls:

Wisdom Modifier + Defense Bonus + Stress Die

5. The DM notes the Attack Advantage:

Attack Total – Defense Total

6. If the Attack Advantage is a positive number, the attacker’s Weakening Total is:

Intelligence Modifier + Proficiency Bonus

+ Attack Advantage

7. The defender’s Resistance Total is:

Constitution Modifier + Proficiency Bonus

8. The defender gains a number of Fatigue levels equal to:

Weakening Total – Resistance Total

Fatigue Levels

Level Fatigue Effect
1 Fresh No effect, normal state
2 Winded No effect
3 Weary -1 to attack and ability rolls
4 Tired -3 to attack and ability rolls
5 Dazed -5 to attack and ability rolls
6 Unconscious Unconscious condition

9. The former defender now attacks, using steps 3 through 8.

10. The next round, certamen continues, using steps 2 through 9. Initiative is not rolled again.

This rule set opts to use the Stress Die, as-is, keeping the Ars Magica convention. A Stress Die is a d10 roll. A zero on the roll requires another d10 roll. If the second d10 result is another zero, then the total is zero. If it is not, then simply add zero to the other modifiers (such as the ability score modifier and proficiency bonus) to determine the total. If the initial Stress Die result is one, then roll the d10 again, doubling the result and treating a zero as a ten. Doubling continues if ones are rolled again.

A combatant wins if the other combatant becomes unconscious, surrenders, or loses concentration (and is thus unable to maintain the certamen phantasm).

If the Parma Magica spell is used in the campaign, then substitute the magnitude of a combatant’s Parma Magica magnitude for the proficiency bonus for the Resistance Total calculation.

Magic Resistance and Might#

Magic resistance in this guide follows D&D convention with one addition. The Magic Shield feat grants advantage on saving throws against magical effects and imposes disadvantage on the spell attack roll of an aggressor against the protected character.

Also, the Parma Magica spell has been included in this guide, based on the spell as presented in the original Ars Magica game (Lion Rampant, 1987). If the Parma Magica spell provides too much magic resistance for a Dungeon Master’s campaign, he or she is free to remove it from the spell list, as it is not a part of Ars Magica 5th Edition anyway.

Something else to consider is whether the DM wishes to simulate Might along the lines of the Parma Magica spell. In this case, consider any supernatural creature to have the equivalent of Parma Magica at a magnitude equal to one-half its Challenge, rounded up. This would effectively make the campaign more difficult for spellcasters, since just about every D&D monster, except normal humans and beasts, are supernatural creatures.

To summarize, the DM has a number of choices for magic resistance.

1. Include the Magic Shield feat and the Parma Magica spell. Creatures do not have magic resistance (other than the magic resistance quality found in D&D). This is the default in this guide.

2. Keep the Magic Shield feat and remove the Parma Magica and Grant Parma Magica spells from the game. This makes combat simpler and makes Magic Shield (i.e., the “normal” D&D magic resistance) the only “parma magica” that magi enjoy. Do not change the creatures. This option is more in keeping with D&D conventions.

3. Keep the Magic Shield feat and the Parma Magica spells. Give all supernatural monsters the equivalent of Parma Magica (i.e., Might) at a magnitude equal to one-half the creature’s Challenge (rounded up). This makes running combat more complicated and reduces the effectiveness of spells targeting creatures. This option is more in keeping with Ars Magica conventions.

4. Keep the Magic Shield feat and the Parma Magica spells. Give all supernatural monsters the equivalent of Parma Magica (i.e., Might) at a magnitude equal to one-half the creature’s Challenge (rounded up). Eliminate all saving throws against magical effects. A character or creature needs to have magic resistance to have any chance of resisting magical effects. This option is the most like Ars Magica but is very brutal for those without magic resistance.

Another thing to note is that if the effective magnitude of a Grant Parma Magica spell is zero, then the shielded character is only protected from the effects of The Gift in others and does not receive the other benefit listed in the spell. This prevents magi from inventing cantrips to provide a parma-based DC 10 against magical effects with the ability to cast the spell all day, on all party members. However, magi can invent Parma Magica spells that have levels of 1 to 4, if desired. In this case, the magnitude of the spell should be considered as the level of the spell minus four. So a Level 1 Parma Magica would grant a base DC of 7. Since Level 5 is already a cantrip, usually no magus would invent a Parma Magica of less than Level 5.

If supernatural creatures will have parma-like magic resistance, the magnitude of the resistance is given below.

Creature Might, Magic Resistance, and Vis

Challenge Might Magic Resistance Magnitude Pawns of Vis
0 1 0 0
⅛ 2 0 0
¼ 3 0 0
½ 4 0 0
1 5 1 1
2 5 1 1
3 10 2 2
4 10 2 2
5 15 3 3
6 15 3 3
7 20 4 4
8 20 4 4
9 25 5 5
10 25 5 5
11 30 6 6
12 30 6 6
13 35 7 7
14 35 7 7
15 40 8 8
16 40 8 8
17 45 9 9
18 45 9 9
19 50 10 10
20 50 10 10

Wounds#

Characters can gain multiple wounds if they are reduced to zero hit points multiple times without previous wounds being healed or recovered from. The d20 roll penalty is cumulative.

Fatigue#

Fatigue gained from spellcasting, including exhaustion gained from casting Hermetic ritual spells, cannot be alleviated with Hermetic magic or any D&D spell cast by a Hermetic magus. This is due to the Lesser Hermetic Limit of Energy. This limit does not necessarily apply to sidekick spellcasters, arcane companions, or to non-Hermetic spellcasters (the DM will determine).

Spellcasting#

Casting Spells#

The Dungeon Master can use the following procedures when a character casts a spell.

Casting a Formulaic Spell#

1. The player chooses the spell to be cast.

2. The player chooses an appropriate spell slot and the character casts the spell.

3. If the character is casting in combat or under stress, the DM rolls percentile dice and compares the result to the botch chance which is normally:

1% + 1% × foreign Aura Rating (1 to 10)

4. If a botch is indicated, use the Twilight rules.

5. If the spell requires a spell attack roll, the player makes the roll. If successful, it’s a hit.

6. If the target is protected by a parma magica or equivalent, the player rolls 1d20 and adds their character’s spellcasting level against:

DC = 10 + PM + HM

where PM equals the magnitude of the parma magica and HM equals the Hermetic magnitude of the spell (or twice the D&D spell level). If the player is successful, the spell penetrates the parma.

7. If a saving throw is allowed, the DM chooses the ability score of the saving throw.

8. The target makes a saving throw based on the ability score chosen by the DM. If the target has magic resistance, they get advantage on the saving throw (if advantage has not been negated).

9. The DM applies the results of the spell if the saving throw is failed.

Casting a Spontaneous Spell#

The above procedure applies to spontaneous spells as well except:

(a) The spell slot level required is for a spell with double the D&D level or double the Hermetic spell magnitude.

(b) The player must expend Inspiration or the character suffers one level of Fatigue equal to the level of the spell cast (not the level of the spell slot used).

Casting a Hermetic Ritual Spell#

Casting a Hermetic (not D&D) ritual spell generally follows the procedure for casting formulaic spells but keep these points in mind.

Saving Throws for Spells#

The DM should use good judgment when assigning the ability score for a saving throw against a Hermetic spell. The most frequently encountered saving throws against spells are Constitution, Dexterity, and Wisdom saves. Choosing one of these three will be good in most cases.

However, the Dungeon Master could also allow the player to request a different saving throw (perhaps one their character is proficient in). In this case, the player should describe how the character is using that ability to resist the spell.

Note that some Hermetic spells have saving throw equivalents built into the spell description. The DM can opt to forego any additional saving throw if this is the case.

Ceremonial Casting#

If desired, the DM can allow ceremonial casting of spontaneous spells. For ceremonial casting, use the rules for spontaneous casting, except the spell’s casting time is three minutes per Hermetic level and the character need not expend Inspiration or gain Fatigue levels. The “double spell slot” must still be expended, however.

Hermetic Spells#

Altering Spell Parameters#

The Spellcasting section describes some ways that spells may be altered by increasing the magnitude of the spell. Spells with variations on casting time, components, and save Difficulty Classes are considered distinct spells and must be researched or chosen when the character is eligible for a spell. Use these guidelines.

Altering Spell Parameters

Alteration Magnitude
Casting Time

One action to one bonus action

+1

One bonus action to a reaction

+1

One action to a reaction

+2
Components

Eliminate verbal component

+2

Eliminate somatic component

+1
Saving Throw DC

+1 to spell save DC

+1
Spell Attack Bonus

+1 to spell attack roll

+1

The DM may, of course, disallow any change that disrupts the campaign.

These possible changes are used to represent a number of concepts in Ars Magica. Casting time reductions simulate fast casting. Eliminating verbal and somatic components mimic the reductions in casting totals for not using words and gestures to cast spells, by increasing the actual Hermetic level of the spell instead. Increasing spell saving throw DC is analogous to Penetration and increasing the spell attack bonus stands in for Finesse. And, of course, all of these changes relate to Spell Mastery as found in Ars Magica.

Sigils#

Consult Tasha’s Cauldron of Everything to find details on D&D’s treatment of what would be known as sigils in Ars Magica. Of course, the Ars Magica source material also contains information about this aspect of Hermetic spellcasting.

Hermetic Limits#

If desired, Dungeon Masters can remove D&D spells that break the Hermetic limits of magic from the spell lists of Hermetic magi. Removing such spells is beyond the scope of this guide and the DM will have to assess if imposing Hermetic limits on D&D spells is right for his or her campaign. However, one suggestion is that the DM keep the Hermetic Limit of Energy (see Fatigue in this section).

Arcane Connections and Parma Magica#

If the Parma Magica spell is used in the campaign, the DM may allow players of Hermetic magi to use an Arcane Connection bonus to the roll to overcome the Parma Magica and similar protections. This rule would also be applied to the Wizard’s Communion spell if employed.

The Hermetic Arts#

This guide attempts to keep things simpler by not including rules for individual Hermetic Arts. Hermetic Art scores for magi are not modeled and the Art attunement of raw vis is not differentiated. However, these are an important part of the Ars Magica game.

However, the likely Art scores of magi, fifteen in total, can be modeled “after the fact” by examining the spell choices of characters. Considering only the Hermetic spells that a character has, find the highest level spell that the character knows, can prepare, or has in their spellbook for each of the fifteen Arts. Use the formula below to find the Art score the character is likely to have in each Art.

Art Score = ½ × (Highest Level Spell of Art – 10)

The maximum Art score is 40. The table below shows the highest an Art score can be, given a character’s spellcasting level.

Highest Art Score by Level

Spellcaster Level Highest Art Score Spellcaster Level Highest Art Score
1 0 11 25
2 2 12 27
3 5 13 30
4 7 14 32
5 10 15 35
6 12 16 37
7 15 17 40
8 17 18 40
9 20 19 40
10 22 20 40

The above table is based on the maximum Hermetic levels of spells a character can learn and cast based on spellcaster level.

The formula to calculate Art scores assumes that every character’s “Int + Magic Theory + 3” is 10 and that the Technique and Form scores are equal.

Art Scores#

Once generated, a character’s Art scores could be used for various facets of game play, if the DM wishes to add them to the game.

Art Scores for Certamen#

Instead of using the generic scores detailed in the Certamen section, characters engaging in certamen would use their Arts. The aggressor (the combatant who challenges) would choose the Technique and the defender would choose the Form, with each magus having the right to veto the other’s first choice. One of the Arts would be used each round to generate the Attack Total and the other would be used for the Defense Total.

Attack Total

Charisma Modifier + Technique/Form + Stress Die

Defense Total

Wisdom Modifier + Form/Technique + Stress Die

Raw vis used in a certamen would have to match the Art of either the Attack Total or Defense Total.

Attuned Vis#

If Art scores are designated, the DM could also differentiate raw vis by the Art that each pawn is attuned to. There would be some changes to the rules.

To randomly determine an Art, for whatever purpose, use the table below.

Random Determination of Art

Roll (1d20)

Hermetic Art

1

Creo

2

Intellego

3

Muto

4

Perdo

5

Rego

6

Animal

7

Aquam

8

Animal

9

Corpus

10

Herbam

11

Ignem

12

Imaginem

13

Mentem

14

Terram

15

Vim

16 – 20

Roll Again

Raising Art Scores#

A character’s scores in the Arts can be raised by selecting or researching new Hermetic spells. If a spell of a higher level than that of the spell used to calculate an Art score, recalculated the Art score using the new spell. Note that only Hermetic spells that the character knows, can prepare, or has in their spellbook can be used in the calculation and D&D spells are not eligible to be used when determining Art scores.

Using Art Scores for Other Things#

Once a character’s Art scores are known, enterprising DMs may use these scores to implement additional options inspired by Ars Magica. For example, Lab Totals could be generated and Hermetic magical items could be produced. Lab Totals would be equal to:

Lab Total = Technique + Form + Intelligence modifier + Arcana proficiency bonus + Aura Modifier

Charts and Tables#

Spellcaster Levels#

Level Full Semi Quasi Warlock
1 1 (1) -- 1
2 2 1 -- 2
3 3 2 1 3
4 4 2 2 4
5 5 3 2 5
6 6 3 2 6
7 7 4 3 7
8 8 4 3 8
9 9 5 3 9
10 10 5 4 10
11 11 6 4 11
12 12 6 4 12
13 13 7 5 13
14 14 7 5 14
15 15 8 5 15
16 16 8 6 16
17 17 9 6 17
18 18 9 6 18
19 19 10 7 19
20 20 10 7 20

The table at left shows the spellcaster level for the various classes grouped by type. A Full spellcasting class gets spellcasting at 1st level and the spell slots per day chart progresses through 1st-level to 9th-level spells. Semi spellcasters have a “half chart” which has the spell slots per day progress from 1st-level spells to 5th-level spells. The artificer gets spellcasting at 1st level, all others at 2nd level. The Quasi spellcasters are arcane tricksters and eldritch knights. Their spellcasting begins at 3rd level. Their spell slots per day chart runs from 1st level spells up to 4th-level spells. Warlock spellcasting is a special case. As stated in the Player’s Handbook, warlock spellcasting levels do not stack with the spellcasting levels of other classes (in multiclass combinations). Simply treat warlock spellcasting as an addition to “normal” spellcasting. The warlock is considered a Full spellcaster, though, as their spell slots per day coupled with Mystic Arcana allow them access to spells from 1st-level to 9th-level.

As an example, consider a character that has six levels in wizard, six levels in ranger, and six levels in rogue (with the arcane trickster archetype). This character has six spellcasting levels from wizard, three from ranger, and two from rogue for a total of 11 spellcasting levels. This character uses the row for 11th level on the Multiclass Spellcaster table in the Player’s Handbook.

Spellcaster Progression#

Type Classes (class level when first spellcasting level is attained)
Full Bard, Cleric, Druid, Sorcerer, Wizard (all 1st level)
Semi Artificer (1st level), Paladin (2nd level), Ranger (2nd level)
Quasi Arcane Trickster (3rd), Eldritch Knight (3rd)
Warlock Warlock (1st level), Warlock Spellcasting is separate.

Hermetic Feat Spellcaster Level Progression#

Hermetic Feat Caster Level Spells Gained Cantrips 1st Level 2nd Level 3rd Level
Dabbler 1 two Level 10 4 2
Initiate 2 one Level 15 4 3
Apprentice 3 one Level 20 4 4 2
Journeymage 4 one Level 25 4 4 3
Adept 5 one Level 30 4 4 3 2
Magus 6 one Level 35 4 4 3 3

Hermetic Spell List#

All spells from the Ars Magica Core Rulebook are listed below with Technique, Form, D&D School, Hermetic Level, and the page in the core rulebook where the spell is found.

Ars Magica Core Rulebook Spell Technique Form School Level Page
Aegis of the Hearth Rego Vim Abjuration Gen 161
Agony of the Beast Perdo Animal Necromancy 15 119
Air’s Ghostly Form Creo Auram Conjuration 5 125
Arc of Fiery Ribbons Creo Ignem Evocation 25 140
Arm of the Infant Muto Corpus Transmutation 20 131
Aura of Ennobled Presence Muto Imaginem Illusion 10 145
Aura of Rightful Authority Rego Mentem Enchantment 20 151
Awaken the Slumbering Corpse Rego Corpus Necromancy 25 134
Ball of Abysmal Flame Creo Ignem Evocation 35 140
Bane of the Decrepit Body Perdo Corpus Necromancy 25 133
Beast of Miniscule Proportions Muto Animal Transmutation 20 119
Beast of Outlandish Size Muto Animal Transmutation 15 118
Beast Remade, The Muto Animal Transmutation 25 119
Bind Wound Creo Corpus Evocation 10 129
Black Whisper Perdo Mentem Enchantment 40 151
Blade of the Virulent Flame Creo Ignem Evocation 15 140
Blessing of Childlike Bliss Perdo Mentem Enchantment 25 151
Blunt the Viper’s Fangs Perdo Animal Necromancy 15 119
Bountiful Feast, The Creo Herbam Evocation 35 135
Break the Oncoming Wave Rego Aquam Abjuration 10 124
Breath of the Open Sky Creo Auram Evocation 40 126
Breath of Winter Rego Aquam Transmutation 15 124
Bridge of Frost Rego Aquam Transmutation 30 124
Bridge of Wood Creo Herbam Conjuration 20 135
Broom of the Winds Creo Auram Evocation 15 125
Burst of the Sweeping Flames Rego Ignem Evocation 25 143
Call of the Rushing Waters Intellego Aquam Divination 15 122
Call to Slumber, The Rego Mentem Enchantment 10 151
Calling the Council of the Trees Rego Herbam Conjuration 45 139
Calling the Odious Drought Perdo Aquam Transmutation 50 123
Calm the Motion of the Heart Perdo Mentem Enchantment 15 150
Captive Voice, The Rego Imaginem Illusion 25 147
Cascade of Rocks Perdo Terram Evocation 40 155
Chamber of Invisibility Perdo Imaginem Illusion 25 146
Chamber of Spring Breezes Creo Auram Conjuration 5 125
Chaos of the Angry Waves Rego Aquam Evocation 30 124
Charge of the Angry Winds Creo Auram Evocation 15 125
Charm Against Putrefaction Creo Corpus Necromancy 10 129
Cheating the Reaper Creo Corpus Evocation 30 129
Chirurgeon’s Healing Touch, The Creo Corpus Evocation 20 129
Circle of Beast Warding Rego Animal Abjuration 5 120
Circle of Encompassing Flames Creo Ignem Evocation 35 140
Circling Winds of Protection Creo Auram Abjuration 20 125
Circular Ward Against Demons Rego Vim Abjuration Gen 162
Clear Sight of the Naiad Intellego Aquam Divination 5 122
Clenching Grasp of the Crushed Heart Perdo Corpus Necromancy 40 133
Cloak of Black Feathers Muto Corpus Transmutation 30 131
Cloak of Mist Muto Corpus Transmutation 40 131
Cloak of the Duck’s Feathers Rego Aquam Abjuration 5 124
Closing the Earth’s Gate Perdo Aquam Transmutation 25 123
Cloudless Sky Returned, The Perdo Auram Transmutation 30 128
Clouds of Rain and Thunder Creo Auram Conjuration 25 126
Clouds of Summer Snow Creo Auram Conjuration 25 126
Clouds of Thunderous Might Rego Auram Evocation 30 128
Coat of Flame Creo Ignem Evocation 25 140
Coerce the Spirits of the Night Rego Mentem Necromancy 20 152
Coils of the Entangling Plants Rego Herbam Evocation 20 138
Comfort of the Drenched Traveler Perdo Aquam Transmutation 5 123
Commanding the Harnessed Beast Rego Animal Enchantment 30 120
Confusion of the Insane Vibrations Rego Imaginem Illusion 30 147
Confusion of the Numbed Will Rego Mentem Enchantment 15 151
Conjuration of the Indubitable Cold Perdo Ignem Evocation 25 142
Conjure the Sturdy Vine Creo Herbam Conjuration 5 135
Conjuring the Mystic Tower Creo Terram Conjuration 35 153
Converse with Plant and Tree Intellego Herbam Divination 25 136
Creeping Chasm Rego Terram Evocation 35 156
Creeping Oil Creo Aquam Conjuration 15 121
Crest of the Earth Wave Rego Terram Evocation 20 156
Cripple the Howling Wolf Perdo Animal Necromancy 25 120
Crystal Dart, The Muto Terram Conjuration 10 154
Curse of Circe Muto Corpus Transmutation 30 131
Curse of the Desert Perdo Aquam Necromancy 25 123
Curse of the Haunted Forest Muto Herbam Transmutation 60 137
Curse of the Leprous Flesh Perdo Corpus Necromancy 25 133
Curse of the Ravenous Swarm Creo Animal Conjuration 50 117
Curse of the Rotted Wood Perdo Herbam Transmutation 5 137
Curse of the Unportended Plague Perdo Corpus Necromancy 55 133
Curse of the Unruly Tongue Rego Corpus Enchantment 5 134
Dance of the Staves Rego Herbam Transmutation 5 138
Decay Fur and Hide Perdo Animal Transmutation 10 119
Deluge of Rushing and Dashing Creo Aquam Conjuration 40 121
Demon’s Eternal Oblivion Perdo Vim Evocation Gen 160
Despair of the Quivering Manacles Rego Corpus Necromancy 15 134
Discern Own Illusions Intellego Imaginem Divination 15 145
Discern the Images of Truth and Falsehood Intellego Imaginem Divination Gen 144
Disenchant Perdo Vim Abjuration Gen 160
Disguise of the New Visage Muto Corpus Transmutation 15 131
Disguise of the Putrid Aroma Rego Animal Abjuration 5 120
Disguise of the Transformed Image Muto Imaginem Illusion 15 146
Dispel the Phantom Image Perdo Imaginem Abjuration Gen 146
Doublet of Impenetrable Silk Muto Animal Abjuration 15 118
Dust to Dust Perdo Corpus Necromancy 15 132
Ear for Distant Voices, The Intellego Imaginem Divination 20 145
Earth Shock Rego Terram Evocation 30 156
Earth Split Asunder, The Rego Terram Evocation 30 156
Earth that Breaks No More Muto Terram Transmutation 20 154
Earth’s Carbuncle, The Rego Terram Transmutation 15 156
Edge of the Razor Muto Terram Transmutation 20 154
Enchantment of Detachment Perdo Mentem Enchantment 15 150
Enchantment of the Scrying Pool Intellego Aquam Divination 30 122
End of the Mighty Castle Perdo Terram Transmutation 25 155
Endurance of the Berserkers Rego Corpus Necromancy 15 134
Enigma’s Gift, The Creo Vim Evocation 30 157
Enslave the Mortal Mind Rego Mentem Enchantment 40 152
Exchange of the Two Minds Rego Mentem Necromancy 55 152
Eye of the Sage, The Intellego Corpus Divination 30 131
Eyes of the Bat Intellego Auram Divination 25 127
Eyes of the Cat Muto Corpus Transmutation 5 131
Eyes of the Eagle Intellego Imaginem Divination 25 145
Eyes of the Eons Intellego Terram Divination 10 153
Eyes of the Flame Intellego Ignem Divination 35 141
Eyes of the Treacherous Terrain Intellego Terram Divination 15 153
Falcon’s Hood, The Perdo Animal Necromancy 25 119
Fist of Shattering Perdo Terram Evocation 10 155
Flames of Sculpted Ice Muto Ignem Transmutation 35 142
Flash of the Scarlet Flames Creo Ignem Evocation 15 140
Fog of Confusion Muto Auram Transmutation 45 128
Footsteps of Slippery Oil Creo Aquam Conjuration 5 121
Forgiving Earth, The Rego Terram Transmutation 20 156
Freeing the Striding Tree Rego Herbam Evocation 30 139
Frosty Breath of the Spoken Lie Intellego Mentem Enchantment 20 149
Gather the Essence of the Beast Rego Vim Transmutation 15 162
Gathering of the Stormy Might Rego Auram Evocation 40 129
Gentle Beast, The Rego Animal Enchantment 25 120
Gentle Touch of the Purified Body Creo Corpus Evocation 20 129
Gift of Reason Creo Mentem Enchantment 35 148
Gift of the Bear’s Fortitude Muto Corpus Transmutation 25 131
Gift of the Frog’s Legs Rego Corpus Transmutation 15 134
Gift of Vigor, The Rego Corpus Necromancy 20 134
Gloom of Evening Perdo Ignem Illusion 10 142
Great Rot, The Perdo Herbam Transmutation 25 138
Grip of the Choking Hand Perdo Corpus Necromancy 25 133
Growth of the Creeping Things Muto Animal Transmutation 15 118
Hands of the Grasping Earth Rego Terram Transmutation 15 156
Haunt of the Living Ghost Creo Imaginem Illusion 35 144
Heat of the Searing Forge Creo Ignem Evocation 10 140
Hermes’ Portal Rego Terram Conjuration 75 156
Hornet Fire Muto Ignem Evocation 10 141
Hunt for the Wild Herb Intellego Herbam Divination 5 136
Hunter’s Sense Intellego Animal Divination 30 118
Ice of Drowning Rego Aquam Conjuration 35 124
Illusion of Cool Flames Perdo Imaginem Illusion 10 146
Illusion of the Misplaced Castle Rego Imaginem Illusion 50 147
Illusion of the Shifted Image Rego Imaginem Illusion 10 146
Image from the Wizard Torn Rego Imaginem Illusion 30 147
Image of the Beast Intellego Animal Divination 5 117
Image Phantom Muto Imaginem Illusion 20 146
Incantation of Lightning, The Creo Auram Evocation 35 126
Incantation of Putrid Wine Muto Aquam Transmutation 15 122
Incantation of Summoning the Dead Rego Mentem Necromancy 40 152
Incantation of the Body Made Whole Creo Corpus Evocation 40 129
Incantation of the Milky Eyes Perdo Corpus Necromancy 30 133
Inexorable Search, The Intellego Corpus Divination 20 131
Infernal Smoke of Death Muto Auram Transmutation 40 127
Inmost Companion Muto Mentem Enchantment 40 149
Intuition of the Forest Intellego Herbam Divination 10 136
Invisibility of the Standing Wizard Perdo Imaginem Illusion 15 146
Invisible Eye Revealed, The Intellego Vim Divination Gen 157
Invocation of Weariness Perdo Corpus Necromancy 20 133
Jupiter’s Resounding Blow Creo Auram Evocation 10 125
Kiss of Death, The Perdo Corpus Necromancy 45 133
Lamp Without Flame Creo Ignem Evocation 10 140
Lay to Rest the Haunting Spirit Perdo Mentem Necromancy Gen 150
Leap of Homecoming, The Rego Corpus Conjuration 35 135
Leap of the Fire Rego Ignem Evocation 10 143
Lifting the Dangling Puppet Rego Corpus Transmutation 15 134
Light Shaft of the Night Rego Ignem Evocation 20 143
Lord of the Trees Rego Herbam Evocation 25 139
Loss of But a Moment’s Memory Perdo Mentem Enchantment 15 151
Lungs of the Fish Muto Aquam Transmutation 20 122
Maintaining the Demanding Spell Rego Vim Evocation Gen 162
Many-Hued Conflagration, The Muto Ignem Transmutation 5 141
Masking the Odor of Magic Perdo Vim Transmutation Gen 160
Mastering the Unruly Beast Rego Animal Enchantment 25 120
Memory of the Distant Dream Creo Mentem Enchantment 20 148
Mighty Torrent of Water Creo Aquam Conjuration 20 121
Mind of the Beast Muto Mentem Enchantment 30 149
Miner’s Keen Eye, The Intellego Terram Divination 20 153
Mirror of Opposition (Form) Muto Vim Transmutation Gen 159
Mists of Change Muto Corpus Transmutation 60 132
Moonbeam Creo Ignem Evocation 3 139
Neptune’s Wrath Rego Aquam Conjuration 40 125
Notes of a Delightful Sound Muto Imaginem Illusion 10 145
Object of Increased Size Muto Terram Transmutation 15 154
Obliteration of the Metallic Barrier Perdo Terram Evocation 20 155
Opening the Intangible Tunnel Rego Vim Conjuration Gen 162
Opening the Tome of the Animal's Mind Intellego Animal Divination 25 118
Pains of the Perpetual Worry Creo Mentem Enchantment 20 148
Palm of Flame Creo Ignem Evocation 5 139
Panic of the Elephant’s Mouse Rego Animal Enchantment 15 120
Panic of the Trembling Heart Creo Mentem Enchantment 15 148
Parching Wind Perdo Aquam Necromancy 20 123
Parting the Waves Rego Aquam Evocation 30 124
Pass the Unyielding Portal Muto Herbam Transmutation 5 137
Passion’s Lost Feeling Perdo Mentem Enchantment 25 151
Past of Another Muto Mentem Enchantment 35 149
Peering into the Mortal Mind Intellego Mentem Divination 30 149
Perception of the Conflicting Motives Intellego Mentem Divination 15 149
Phantasm of the Human Form Creo Imaginem Illusion 25 144
Phantasm of the Talking Head Creo Imaginem Illusion 10 144
Phantasmal Animal Creo Imaginem Illusion 20 144
Phantasmal Fire Creo Imaginem Illusion 20 144
Phantom Gift, The Creo Vim Evocation 15 157
Physician’s Eye Intellego Corpus Divination 5 130
Piercing Shaft of Wood Muto Herbam Transmutation 10 137
Piercing the Faerie Veil Intellego Vim Divination 20 158
Pilum of Fire Creo Ignem Evocation 20 140
Pit of the Gaping Earth Perdo Terram Transmutation 15 155
Plant’s Withering Bane Perdo Herbam Necromancy 20 137
Poisoning the Will Perdo Mentem Enchantment 60 151
Posing the Silent Question Intellego Mentem Divination 20 149
Preternatural Growth and Shrinking Muto Corpus Transmutation 15 131
Prison of Flames Muto Ignem Evocation 20 142
Probe for Pure Silver Intellego Terram Divination 4 153
Probe Nature’s Hidden Lore Intellego Herbam Divination 4 136
Prying Eyes Intellego Imaginem Divination 5 144
Pull of the Skybound Winds Creo Auram Evocation 30 126
Pull of the Watery Grave Rego Aquam Evocation 35 124
Purification of the Festering Wounds Creo Corpus Evocation 20 129
Push of the Gentle Wave Rego Aquam Evocation 15 124
Quiet the Raging Winds Perdo Auram Transmutation 20 128
Rain of Oil Muto Auram Transmutation 50 128
Rain of Stones Muto Auram Transmutation 20 127
Recollection of Memories Never Quite Lived Muto Mentem Enchantment 4 149
Removal of the Conspicuous Sigil Perdo Imaginem Illusion 20 146
Repel the Wooden Shafts Rego Herbam Abjuration 10 138
Restoration of the Defiled Body Creo Corpus Evocation 25 129
Restore the Moved Image Rego Imaginem Abjuration Gen 146
Revealed Flaws of Mortal Flesh Intellego Corpus Divination 10 130
Ring of Warding Against Spirits Rego Mentem Abjuration Gen 151
Rise of the Feathery Body Rego Corpus Transmutation 10 134
Rising Ire Creo Mentem Enchantment 15 148
Rock of Viscid Clay Muto Terram Transmutation 15 154
Room of Stale Air Perdo Auram Necromancy 15 128
Rope of Bronze Muto Herbam Transmutation 15 137
Rusted Decay of Ten-Score Years Perdo Terram Transmutation 10 155
Sailor’s Foretaste of the Morrow Intellego Auram Divination 20 127
Scales of the Magical Weight Intellego Vim Divination 5 158
Scent of Peaceful Slumber Rego Mentem Enchantment 20 152
Seal the Earth Creo Terram Conjuration 15 152
Sense of Magical Power Intellego Vim Divination 2 157
Sense of the Lingering Magic Intellego Vim Divination 30 158
Sense the Feet that Tread the Earth Intellego Terram Divination 30 154
Sense the Nature of Vis Intellego Vim Divination 5 158
Seven-League Stride Rego Corpus Conjuration 30 135
Severed Limb Made Whole, The Creo Corpus Evocation 25 129
Shadow of Human Life, The Creo Imaginem Illusion 40 144
Shadow of Life Renewed, The Creo Corpus Necromancy 75 129
Shadows of the Fires Past Intellego Ignem Divination 15 141
Shape of the Woodland Prowler Muto Corpus Transmutation 25 131
Shell of False Determinations Creo Vim Illusion Gen 157
Shell of Opaque Mysteries Creo Vim Abjuration Gen 157
Shiver of the Lycanthrope Intellego Animal Divination 10 118
Show of the Flames and Smoke Muto Ignem Evocation 10 141
Shriek of the Impending Shafts Intellego Herbam Abjuration 15 136
Shroud Magic Muto Vim Transmutation Gen 159
Shrouded Glen, The Rego Mentem Enchantment 40 152
Sight of the Active Magics Intellego Vim Divination 40 159
Sight of the Transparent Motive Intellego Mentem Divination 10 148
Sight of the True Form Intellego Corpus Divination Gen 130
Silence of the Smothered Sound Perdo Imaginem Illusion 20 146
Silent Vigil, The Muto Corpus Transmutation 45 132
Snap of Awakening Rego Mentem Enchantment 10 151
Soothe Pains of the Beast Creo Animal Evocation 20 117
Soothe the Ferocious Bear Rego Animal Enchantment 10 120
Soothe the Raging Flames Perdo Ignem Abjuration 20 142
Sorcerer’s Fork, The Muto Vim Evocation Gen 159
Spasms of the Uncontrolled Hand Rego Corpus Necromancy 5 134
Stance of the Patient Tree Muto Corpus Transmutation 35 131
Steed of Vengeance Muto Animal Transmutation 35 119
Stench of the Twenty Corpses Creo Auram Conjuration 10 125
Stir the Slumbering Tree Muto Herbam Transmutation 25 137
Stone Tell of the Mind that Sits Intellego Terram Divination 30 153
Stone to Falling Dust Perdo Terram Transmutation 20 155
Strike of the Angered Branch Rego Herbam Evocation 15 138
Strings of the Unwilling Marionette Rego Corpus Enchantment 25 135
Subtle Taste of Poison and Purity Intellego Aquam Divination 5 122
Summoning the Distant Image Intellego Imaginem Divination 25 145
Supple Iron and Rigid Rope Muto Terram Transmutation 10 154
Suppressing the Wizard’s Handiwork Rego Vim Abjuration Gen 162
Tales of the Ashes Intellego Ignem Divination 5 141
Talons of the Winds Muto Auram Transmutation 20 127
Tangle of Wood and Thorns Rego Herbam Evocation 15 138
Taste of the Dulled Tongue Perdo Imaginem Illusion 5 146
Taste of the Spices and Herbs Muto Imaginem Illusion 5 145
Teeth of the Earth Mother Muto Terram Transmutation 35 154
Thaumaturgical Transformation of Plants to Iron Muto Herbam Transmutation 20 137
Thoughts Within Babble Intellego Mentem Divination 25 149
Tip of the Tongue Perdo Mentem Enchantment 5 150
Touch of Midas Creo Terram Conjuration 20 153
Touch of the Goose Feather Perdo Corpus Enchantment 5 132
Touch of the Pearls Intellego Aquam Divination 5 122
Tower of Whirling Water Rego Aquam Evocation 35 124
Trackless Step Rego Terram Transmutation 10 155
Tracks of the Faerie Glow Intellego Terram Divination 25 153
Transform to Water Muto Corpus Transmutation 40 131
Transformation of the Ravenous Beast to the Torpid Toad Muto Animal Transmutation 25 119
Transformation of the Thorny Staff Muto Herbam Transmutation 10 137
Trap of the Entwining Vines Creo Herbam Conjuration 15 135
Trapping the Fire Muto Ignem Transmutation 25 142
Treacherous Spear, The Rego Herbam Evocation 25 139
Treading the Ashen Path Perdo Herbam Necromancy 30 138
Tremulous Vault of the Torch’s Flame Rego Ignem Evocation 5 142
True Rest of the Injured Brute Creo Animal Evocation 20 117
True Sight of the Air Intellego Auram Divination 15 127
Trust of Childlike Faith Perdo Mentem Transmutation 10 150
Twist of the Tongue Perdo Corpus Necromancy 30 133
Twist the Living Tree Rego Herbam Transmutation 25 139
Unravelling the Fabric of (Form) Perdo Vim Abjuration Gen 161
Unseen Arm Rego Terram Evocation 5 155
Unseen Porter, The Rego Terram Evocation 10 156
Unyielding Earth Rego Terram Transmutation 20 156
Veil of Invisibility Perdo Imaginem Illusion 20 146
Vile Water of Sterility Muto Aquam Transmutation 45 122
Viper’s Gaze Rego Animal Enchantment 15 120
Vision of Heat’s Light Intellego Ignem Divination 20 141
Vision of the Haunting Spirits Muto Mentem Transmutation 40 150
Visions of the Infernal Terrors Rego Mentem Illusion 30 152
Voice of the Lake Intellego Aquam Divination 25 122
Walking Corpse, The Rego Corpus Necromancy 35 135
Wall of Living Wood Creo Herbam Conjuration 25 135
Wall of Protecting Stone Creo Terram Conjuration 25 153
Wall of Thorns Creo Herbam Conjuration 20 135
Ward Against Faeries of the Air Rego Auram Abjuration Gen 128
Ward Against Faeries of the Mountain Rego Terram Abjuration Gen 155
Ward Against Faeries of the Waters Rego Aquam Abjuration Gen 124
Ward Against Faeries of the Wood Rego Herbam Abjuration Gen 138
Ward Against Heat and Flames Rego Ignem Abjuration 25 143
Ward Against Rain Rego Auram Abjuration 10 128
Ward Against the Beasts of Legend Rego Animal Abjuration Gen 120
Ward Against Wood Rego Herbam Abjuration 25 139
Watching Ward Rego Vim Abjuration Gen 162
Waves of Drowning and Smashing Rego Aquam Evocation 30 124
Weaver’s Trap of Webs Creo Animal Conjuration 35 117
Weight of a Thousand Hells Creo Mentem Enchantment 25 148
Well Without Light Perdo Ignem Illusion 25 142
Whispering Winds Intellego Auram Divination 15 127
Whispers Through the Black Gate Intellego Corpus Necromancy 15 130
Wielding the Invisible Sling Rego Terram Evocation 10 155
Wind at the Back Rego Auram Evocation 5 128
Wind of Mundane Silence Perdo Vim Abjuration Gen 161
Wings of the Soaring Wind Creo Auram Evocation 30 126
Winter’s Icy Touch Perdo Ignem Necromancy 10 142
Wizard’s Autumn Perdo Herbam Necromancy 15 137
Wizard’s Boost (Form) Muto Vim Evocation Gen 160
Wizard’s Communion Muto Vim Evocation Gen 160
Wizard’s Eclipse Perdo Ignem Illusion 35 142
Wizard’s Icy Grip Perdo Ignem Evocation 30 142
Wizard’s Mount, The Creo Animal Conjuration 35 117
Wizard’s Reach (Form) Muto Vim Transmutation Gen 160
Wizard’s Sidestep Rego Imaginem Illusion 10 147
Words of the Flickering Flame Intellego Ignem Divination 35 141
Words of the Unbroken Silence Creo Mentem Enchantment 10 148
Wound that Weeps, The Perdo Corpus Necromancy 15 133
Wrath of Whirling Winds and Water Creo Auram Conjuration 65 126
Wreaths of Foul Smoke Creo Auram Conjuration 10 125

Hermetic Spells by School#

Abjuration#

Ars Magica Spell Technique Form School Level Page
Aegis of the Hearth Re Vi Abjuration Gen 161
Break the Oncoming Wave Re Aq Abjuration 10 124
Circle of Beast Warding Re An Abjuration 5 120
Circling Winds of Protection Cr Au Abjuration 20 125
Circular Ward Against Demons Re Vi Abjuration Gen 162
Cloak of the Duck’s Feathers Re Aq Abjuration 5 124
Disenchant Pe Vi Abjuration Gen 160
Disguise of the Putrid Aroma Re An Abjuration 5 120
Dispel the Phantom Image Pe Im Abjuration Gen 146
Doublet of Impenetrable Silk Mu An Abjuration 15 118
Repel the Wooden Shafts Re He Abjuration 10 138
Restore the Moved Image Re Im Abjuration Gen 146
Ring of Warding Against Spirits Re Me Abjuration Gen 151
Shell of Opaque Mysteries Cr Vi Abjuration Gen 157
Shriek of the Impending Shafts In He Abjuration 15 136
Soothe the Raging Flames Pe Ig Abjuration 20 142
Suppressing the Wizard’s Handiwork Re Vi Abjuration Gen 162
Unravelling the Fabric of (Form) Pe Vi Abjuration Gen 161
Ward Against Faeries of the Air Re Au Abjuration Gen 128
Ward Against Faeries of the Mountain Re Te Abjuration Gen 155
Ward Against Faeries of the Waters Re Aq Abjuration Gen 124
Ward Against Faeries of the Wood Re He Abjuration Gen 138
Ward Against Heat and Flames Re Ig Abjuration 25 143
Ward Against Rain Re Au Abjuration 10 128
Ward Against the Beasts of Legend Re An Abjuration Gen 120
Ward Against Wood Re He Abjuration 25 139
Watching Ward Re Vi Abjuration Gen 162
Wind of Mundane Silence Pe Vi Abjuration Gen 161

Conjuration#

Ars Magica Spell Technique Form School Level Page
Air’s Ghostly Form Cr Au Conjuration 5 125
Bridge of Wood Cr He Conjuration 20 135
Calling the Council of the Trees Re He Conjuration 45 139
Chamber of Spring Breezes Cr Au Conjuration 5 125
Clouds of Rain and Thunder Cr Au Conjuration 25 126
Clouds of Summer Snow Cr Au Conjuration 25 126
Conjure the Sturdy Vine Cr He Conjuration 5 135
Conjuring the Mystic Tower Cr Te Conjuration 35 153
Creeping Oil Cr Aq Conjuration 15 121
Crystal Dart, The Mu Te Conjuration 10 154
Curse of the Ravenous Swarm Cr An Conjuration 50 117
Deluge of Rushing and Dashing Cr Aq Conjuration 40 121
Footsteps of Slippery Oil Cr Aq Conjuration 5 121
Hermes’ Portal Re Te Conjuration 75 156
Ice of Drowning Re Aq Conjuration 35 124
Leap of Homecoming, The Re Co Conjuration 35 135
Mighty Torrent of Water Cr Aq Conjuration 20 121
Neptune’s Wrath Re Aq Conjuration 40 125
Opening the Intangible Tunnel Re Vi Conjuration Gen 162
Seal the Earth Cr Te Conjuration 15 152
Seven-League Stride Re Co Conjuration 30 135
Stench of the Twenty Corpses Cr Au Conjuration 10 125
Touch of Midas Cr Te Conjuration 20 153
Trap of the Entwining Vines Cr He Conjuration 15 135
Wall of Living Wood Cr He Conjuration 25 135
Wall of Protecting Stone Cr Te Conjuration 25 153
Wall of Thorns Cr He Conjuration 20 135
Weaver’s Trap of Webs Cr An Conjuration 35 117
Wizard’s Mount, The Cr An Conjuration 35 117
Wrath of Whirling Winds and Water Cr Au Conjuration 65 126
Wreaths of Foul Smoke Cr Au Conjuration 10 125

Divination#

Ars Magica Spell Technique Form School Level Page
Call of the Rushing Waters In Aq Divination 15 122
Clear Sight of the Naiad In Aq Divination 5 122
Converse with Plant and Tree In He Divination 25 136
Discern Own Illusions In Im Divination 15 145
Discern the Images of Truth and Falsehood In Im Divination Gen 144
Ear for Distant Voices, The In Im Divination 20 145
Enchantment of the Scrying Pool In Aq Divination 30 122
Eye of the Sage, The In Co Divination 30 131
Eyes of the Bat In Au Divination 25 127
Eyes of the Eagle In Im Divination 25 145
Eyes of the Eons In Te Divination 10 153
Eyes of the Flame In Ig Divination 35 141
Eyes of the Treacherous Terrain In Te Divination 15 153
Hunt for the Wild Herb In He Divination 5 136
Hunter’s Sense In An Divination 30 118
Image of the Beast In An Divination 5 117
Inexorable Search, The In Co Divination 20 131
Intuition of the Forest In He Divination 10 136
Invisible Eye Revealed, The In Vi Divination Gen 157
Miner’s Keen Eye, The In Te Divination 20 153
Opening the Tome of the Animal's Mind In An Divination 25 118
Peering into the Mortal Mind In Me Divination 30 149
Perception of the Conflicting Motives In Me Divination 15 149
Physician’s Eye In Co Divination 5 130
Piercing the Faerie Veil In Vi Divination 20 158
Posing the Silent Question In Me Divination 20 149
Probe for Pure Silver In Te Divination 4 153
Probe Nature’s Hidden Lore In He Divination 4 136
Prying Eyes In Im Divination 5 144
Revealed Flaws of Mortal Flesh In Co Divination 10 130
Sailor’s Foretaste of the Morrow In Au Divination 20 127
Scales of the Magical Weight In Vi Divination 5 158
Sense of Magical Power In Vi Divination 2 157
Sense of the Lingering Magic In Vi Divination 30 158
Sense the Feet that Tread the Earth In Te Divination 30 154
Sense the Nature of Vis In Vi Divination 5 158
Shadows of the Fires Past In Ig Divination 15 141
Shiver of the Lycanthrope In An Divination 10 118
Sight of the Active Magics In Vi Divination 40 159
Sight of the Transparent Motive In Me Divination 10 148
Sight of the True Form In Co Divination Gen 130
Stone Tell of the Mind that Sits In Te Divination 30 153
Subtle Taste of Poison and Purity In Aq Divination 5 122
Summoning the Distant Image In Im Divination 25 145
Tales of the Ashes In Ig Divination 5 141
Thoughts Within Babble In Me Divination 25 149
Touch of the Pearls In Aq Divination 5 122
Tracks of the Faerie Glow In Te Divination 25 153
True Sight of the Air In Au Divination 15 127
Vision of Heat’s Light In Ig Divination 20 141
Voice of the Lake In Aq Divination 25 122
Whispering Winds In Au Divination 15 127
Words of the Flickering Flame In Ig Divination 35 141

Enchantment#

Ars Magica Spell Technique Form School Level Page
Aura of Rightful Authority Re Me Enchantment 20 151
Black Whisper Pe Me Enchantment 40 151
Blessing of Childlike Bliss Pe Me Enchantment 25 151
Call to Slumber, The Re Me Enchantment 10 151
Calm the Motion of the Heart Pe Me Enchantment 15 150
Commanding the Harnessed Beast Re An Enchantment 30 120
Confusion of the Numbed Will Re Me Enchantment 15 151
Curse of the Unruly Tongue Re Co Enchantment 5 134
Enchantment of Detachment Pe Me Enchantment 15 150
Enslave the Mortal Mind Re Me Enchantment 40 152
Frosty Breath of the Spoken Lie In Me Enchantment 20 149
Gentle Beast, The Re An Enchantment 25 120
Gift of Reason Cr Me Enchantment 35 148
Inmost Companion Mu Me Enchantment 40 149
Loss of But a Moment’s Memory Pe Me Enchantment 15 151
Mastering the Unruly Beast Re An Enchantment 25 120
Memory of the Distant Dream Cr Me Enchantment 20 148
Mind of the Beast Mu Me Enchantment 30 149
Pains of the Perpetual Worry Cr Me Enchantment 20 148
Panic of the Elephant’s Mouse Re An Enchantment 15 120
Panic of the Trembling Heart Cr Me Enchantment 15 148
Passion’s Lost Feeling Pe Me Enchantment 25 151
Past of Another Mu Me Enchantment 35 149
Poisoning the Will Pe Me Enchantment 60 151
Recollection of Memories Never Quite Lived Mu Me Enchantment 4 149
Rising Ire Cr Me Enchantment 15 148
Scent of Peaceful Slumber Re Me Enchantment 20 152
Shrouded Glen, The Re Me Enchantment 40 152
Snap of Awakening Re Me Enchantment 10 151
Soothe the Ferocious Bear Re An Enchantment 10 120
Strings of the Unwilling Marionette Re Co Enchantment 25 135
Tip of the Tongue Pe Me Enchantment 5 150
Touch of the Goose Feather Pe Co Enchantment 5 132
Viper’s Gaze Re An Enchantment 15 120
Weight of a Thousand Hells Cr Me Enchantment 25 148
Words of the Unbroken Silence Cr Me Enchantment 10 148

Evocation#

Ars Magica Spell Technique Form School Level Page
Arc of Fiery Ribbons Cr Ig Evocation 25 140
Ball of Abysmal Flame Cr Ig Evocation 35 140
Bind Wound Cr Co Evocation 10 129
Blade of the Virulent Flame Cr Ig Evocation 15 140
Bountiful Feast, The Cr He Evocation 35 135
Breath of the Open Sky Cr Au Evocation 40 126
Broom of the Winds Cr Au Evocation 15 125
Burst of the Sweeping Flames Re Ig Evocation 25 143
Cascade of Rocks Pe Te Evocation 40 155
Chaos of the Angry Waves Re Aq Evocation 30 124
Charge of the Angry Winds Cr Au Evocation 15 125
Cheating the Reaper Cr Co Evocation 30 129
Chirurgeon’s Healing Touch, The Cr Co Evocation 20 129
Circle of Encompassing Flames Cr Ig Evocation 35 140
Clouds of Thunderous Might Re Au Evocation 30 128
Coat of Flame Cr Ig Evocation 25 140
Coils of the Entangling Plants Re He Evocation 20 138
Conjuration of the Indubitable Cold Pe Ig Evocation 25 142
Creeping Chasm Re Te Evocation 35 156
Crest of the Earth Wave Re Te Evocation 20 156
Demon’s Eternal Oblivion Pe Vi Evocation Gen 160
Earth Shock Re Te Evocation 30 156
Earth Split Asunder, The Re Te Evocation 30 156
Enigma’s Gift, The Cr Vi Evocation 30 157
Fist of Shattering Pe Te Evocation 10 155
Flash of the Scarlet Flames Cr Ig Evocation 15 140
Freeing the Striding Tree Re He Evocation 30 139
Gathering of the Stormy Might Re Au Evocation 40 129
Gentle Touch of the Purified Body Cr Co Evocation 20 129
Heat of the Searing Forge Cr Ig Evocation 10 140
Hornet Fire Mu Ig Evocation 10 141
Incantation of Lightning, The Cr Au Evocation 35 126
Incantation of the Body Made Whole Cr Co Evocation 40 129
Jupiter’s Resounding Blow Cr Au Evocation 10 125
Lamp Without Flame Cr Ig Evocation 10 140
Leap of the Fire Re Ig Evocation 10 143
Light Shaft of the Night Re Ig Evocation 20 143
Lord of the Trees Re He Evocation 25 139
Maintaining the Demanding Spell Re Vi Evocation Gen 162
Moonbeam Cr Ig Evocation 3 139
Obliteration of the Metallic Barrier Pe Te Evocation 20 155
Palm of Flame Cr Ig Evocation 5 139
Parting the Waves Re Aq Evocation 30 124
Phantom Gift, The Cr Vi Evocation 15 157
Pilum of Fire Cr Ig Evocation 20 140
Prison of Flames Mu Ig Evocation 20 142
Pull of the Skybound Winds Cr Au Evocation 30 126
Pull of the Watery Grave Re Aq Evocation 35 124
Purification of the Festering Wounds Cr Co Evocation 20 129
Push of the Gentle Wave Re Aq Evocation 15 124
Restoration of the Defiled Body Cr Co Evocation 25 129
Severed Limb Made Whole, The Cr Co Evocation 25 129
Show of the Flames and Smoke Mu Ig Evocation 10 141
Soothe Pains of the Beast Cr An Evocation 20 117
Sorcerer’s Fork, The Mu Vi Evocation Gen 159
Strike of the Angered Branch Re He Evocation 15 138
Tangle of Wood and Thorns Re He Evocation 15 138
Tower of Whirling Water Re Aq Evocation 35 124
Treacherous Spear, The Re He Evocation 25 139
Tremulous Vault of the Torch’s Flame Re Ig Evocation 5 142
True Rest of the Injured Brute Cr An Evocation 20 117
Unseen Arm Re Te Evocation 5 155
Unseen Porter, The Re Te Evocation 10 156
Waves of Drowning and Smashing Re Aq Evocation 30 124
Wielding the Invisible Sling Re Te Evocation 10 155
Wind at the Back Re Au Evocation 5 128
Wings of the Soaring Wind Cr Au Evocation 30 126
Wizard’s Boost (Form) Mu Vi Evocation Gen 160
Wizard’s Communion Mu Vi Evocation Gen 160
Wizard’s Icy Grip Pe Ig Evocation 30 142

Illusion#

Ars Magica Spell Technique Form School Level Page
Aura of Ennobled Presence Mu Im Illusion 10 145
Captive Voice, The Re Im Illusion 25 147
Chamber of Invisibility Pe Im Illusion 25 146
Confusion of the Insane Vibrations Re Im Illusion 30 147
Disguise of the Transformed Image Mu Im Illusion 15 146
Gloom of Evening Pe Ig Illusion 10 142
Haunt of the Living Ghost Cr Im Illusion 35 144
Illusion of Cool Flames Pe Im Illusion 10 146
Illusion of the Misplaced Castle Re Im Illusion 50 147
Illusion of the Shifted Image Re Im Illusion 10 146
Image from the Wizard Torn Re Im Illusion 30 147
Image Phantom Mu Im Illusion 20 146
Invisibility of the Standing Wizard Pe Im Illusion 15 146
Notes of a Delightful Sound Mu Im Illusion 10 145
Phantasm of the Human Form Cr Im Illusion 25 144
Phantasm of the Talking Head Cr Im Illusion 10 144
Phantasmal Animal Cr Im Illusion 20 144
Phantasmal Fire Cr Im Illusion 20 144
Removal of the Conspicuous Sigil Pe Im Illusion 20 146
Shadow of Human Life, The Cr Im Illusion 40 144
Shell of False Determinations Cr Vi Illusion Gen 157
Silence of the Smothered Sound Pe Im Illusion 20 146
Taste of the Dulled Tongue Pe Im Illusion 5 146
Taste of the Spices and Herbs Mu Im Illusion 5 145
Veil of Invisibility Pe Im Illusion 20 146
Visions of the Infernal Terrors Re Me Illusion 30 152
Well Without Light Pe Ig Illusion 25 142
Wizard’s Eclipse Pe Ig Illusion 35 142
Wizard’s Sidestep Re Im Illusion 10 147

Necromancy#

Ars Magica Spell Technique Form School Level Page
Agony of the Beast Pe An Necromancy 15 119
Awaken the Slumbering Corpse Re Co Necromancy 25 134
Bane of the Decrepit Body Pe Co Necromancy 25 133
Blunt the Viper’s Fangs Pe An Necromancy 15 119
Charm Against Putrefaction Cr Co Necromancy 10 129
Clenching Grasp of the Crushed Heart Pe Co Necromancy 40 133
Coerce the Spirits of the Night Re Me Necromancy 20 152
Cripple the Howling Wolf Pe An Necromancy 25 120
Curse of the Desert Pe Aq Necromancy 25 123
Curse of the Leprous Flesh Pe Co Necromancy 25 133
Curse of the Unportended Plague Pe Co Necromancy 55 133
Despair of the Quivering Manacles Re Co Necromancy 15 134
Dust to Dust Pe Co Necromancy 15 132
Endurance of the Berserkers Re Co Necromancy 15 134
Exchange of the Two Minds Re Me Necromancy 55 152
Falcon’s Hood, The Pe An Necromancy 25 119
Gift of Vigor, The Re Co Necromancy 20 134
Grip of the Choking Hand Pe Co Necromancy 25 133
Incantation of Summoning the Dead Re Me Necromancy 40 152
Incantation of the Milky Eyes Pe Co Necromancy 30 133
Invocation of Weariness Pe Co Necromancy 20 133
Kiss of Death, The Pe Co Necromancy 45 133
Lay to Rest the Haunting Spirit Pe Me Necromancy Gen 150
Parching Wind Pe Aq Necromancy 20 123
Plant’s Withering Bane Pe He Necromancy 20 137
Room of Stale Air Pe Au Necromancy 15 128
Shadow of Life Renewed, The Cr Co Necromancy 75 129
Spasms of the Uncontrolled Hand Re Co Necromancy 5 134
Treading the Ashen Path Pe He Necromancy 30 138
Twist of the Tongue Pe Co Necromancy 30 133
Walking Corpse, The Re Co Necromancy 35 135
Whispers Through the Black Gate In Co Necromancy 15 130
Winter’s Icy Touch Pe Ig Necromancy 10 142
Wizard’s Autumn Pe He Necromancy 15 137
Wound that Weeps, The Pe Co Necromancy 15 133

Transmutation#

Ars Magica Spell Technique Form School Level Page
Arm of the Infant Mu Co Transmutation 20 131
Beast of Miniscule Proportions Mu An Transmutation 20 119
Beast of Outlandish Size Mu An Transmutation 15 118
Beast Remade, The Mu An Transmutation 25 119
Breath of Winter Re Aq Transmutation 15 124
Bridge of Frost Re Aq Transmutation 30 124
Calling the Odious Drought Pe Aq Transmutation 50 123
Cloak of Black Feathers Mu Co Transmutation 30 131
Cloak of Mist Mu Co Transmutation 40 131
Closing the Earth’s Gate Pe Aq Transmutation 25 123
Cloudless Sky Returned, The Pe Au Transmutation 30 128
Comfort of the Drenched Traveler Pe Aq Transmutation 5 123
Curse of Circe Mu Co Transmutation 30 131
Curse of the Haunted Forest Mu He Transmutation 60 137
Curse of the Rotted Wood Pe He Transmutation 5 137
Dance of the Staves Re He Transmutation 5 138
Decay Fur and Hide Pe An Transmutation 10 119
Disguise of the New Visage Mu Co Transmutation 15 131
Earth that Breaks No More Mu Te Transmutation 20 154
Earth’s Carbuncle, The Re Te Transmutation 15 156
Edge of the Razor Mu Te Transmutation 20 154
End of the Mighty Castle Pe Te Transmutation 25 155
Eyes of the Cat Mu Co Transmutation 5 131
Flames of Sculpted Ice Mu Ig Transmutation 35 142
Fog of Confusion Mu Au Transmutation 45 128
Forgiving Earth, The Re Te Transmutation 20 156
Gather the Essence of the Beast Re Vi Transmutation 15 162
Gift of the Bear’s Fortitude Mu Co Transmutation 25 131
Gift of the Frog’s Legs Re Co Transmutation 15 134
Great Rot, The Pe He Transmutation 25 138
Growth of the Creeping Things Mu An Transmutation 15 118
Hands of the Grasping Earth Re Te Transmutation 15 156
Incantation of Putrid Wine Mu Aq Transmutation 15 122
Infernal Smoke of Death Mu Au Transmutation 40 127
Lifting the Dangling Puppet Re Co Transmutation 15 134
Lungs of the Fish Mu Aq Transmutation 20 122
Many-Hued Conflagration, The Mu Ig Transmutation 5 141
Masking the Odor of Magic Pe Vi Transmutation Gen 160
Mirror of Opposition (Form) Mu Vi Transmutation Gen 159
Mists of Change Mu Co Transmutation 60 132
Object of Increased Size Mu Te Transmutation 15 154
Pass the Unyielding Portal Mu He Transmutation 5 137
Piercing Shaft of Wood Mu He Transmutation 10 137
Pit of the Gaping Earth Pe Te Transmutation 15 155
Preternatural Growth and Shrinking Mu Co Transmutation 15 131
Quiet the Raging Winds Pe Au Transmutation 20 128
Rain of Oil Mu Au Transmutation 50 128
Rain of Stones Mu Au Transmutation 20 127
Rise of the Feathery Body Re Co Transmutation 10 134
Rock of Viscid Clay Mu Te Transmutation 15 154
Rope of Bronze Mu He Transmutation 15 137
Rusted Decay of Ten-Score Years Pe Te Transmutation 10 155
Shape of the Woodland Prowler Mu Co Transmutation 25 131
Shroud Magic Mu Vi Transmutation Gen 159
Silent Vigil, The Mu Co Transmutation 45 132
Stance of the Patient Tree Mu Co Transmutation 35 131
Steed of Vengeance Mu An Transmutation 35 119
Stir the Slumbering Tree Mu He Transmutation 25 137
Stone to Falling Dust Pe Te Transmutation 20 155
Supple Iron and Rigid Rope Mu Te Transmutation 10 154
Talons of the Winds Mu Au Transmutation 20 127
Teeth of the Earth Mother Mu Te Transmutation 35 154
Thaumaturgical Transformation of Plants to Iron Mu He Transmutation 20 137
Trackless Step Re Te Transmutation 10 155
Transform to Water Mu Co Transmutation 40 131
Transformation of the Ravenous Beast to the Torpid Toad Mu An Transmutation 25 119
Transformation of the Thorny Staff Mu He Transmutation 10 137
Trapping the Fire Mu Ig Transmutation 25 142
Trust of Childlike Faith Pe Me Transmutation 10 150
Twist the Living Tree Re He Transmutation 25 139
Unyielding Earth Re Te Transmutation 20 156
Vile Water of Sterility Mu Aq Transmutation 45 122
Vision of the Haunting Spirits Mu Me Transmutation 40 150
Wizard’s Reach (Form) Mu Vi Transmutation Gen 160

Hermetic Spells by D&D Level#

Cantrips#

Ars Magica Spell Technique Form School Level Page
Air’s Ghostly Form Cr Au Conjuration 5 125
Chamber of Spring Breezes Cr Au Conjuration 5 125
Circle of Beast Warding Re An Abjuration 5 120
Clear Sight of the Naiad In Aq Divination 5 122
Cloak of the Duck’s Feathers Re Aq Abjuration 5 124
Comfort of the Drenched Traveler Pe Aq Transmutation 5 123
Conjure the Sturdy Vine Cr He Conjuration 5 135
Curse of the Rotted Wood Pe He Transmutation 5 137
Curse of the Unruly Tongue Re Co Enchantment 5 134
Dance of the Staves Re He Transmutation 5 138
Disguise of the Putrid Aroma Re An Abjuration 5 120
Eyes of the Cat Mu Co Transmutation 5 131
Footsteps of Slippery Oil Cr Aq Conjuration 5 121
Hunt for the Wild Herb In He Divination 5 136
Image of the Beast In An Divination 5 117
Many-Hued Conflagration, The Mu Ig Transmutation 5 141
Moonbeam Cr Ig Evocation 3 139
Palm of Flame Cr Ig Evocation 5 139
Pass the Unyielding Portal Mu He Transmutation 5 137
Physician’s Eye In Co Divination 5 130
Probe for Pure Silver In Te Divination 4 153
Probe Nature’s Hidden Lore In He Divination 4 136
Prying Eyes In Im Divination 5 144
Recollection of Memories Never Quite Lived Mu Me Enchantment 4 149
Scales of the Magical Weight In Vi Divination 5 158
Sense of Magical Power In Vi Divination 2 157
Sense the Nature of Vis In Vi Divination 5 158
Spasms of the Uncontrolled Hand Re Co Necromancy 5 134
Subtle Taste of Poison and Purity In Aq Divination 5 122
Tales of the Ashes In Ig Divination 5 141
Taste of the Dulled Tongue Pe Im Illusion 5 146
Taste of the Spices and Herbs Mu Im Illusion 5 145
Tip of the Tongue Pe Me Enchantment 5 150
Touch of the Goose Feather Pe Co Enchantment 5 132
Touch of the Pearls In Aq Divination 5 122
Tremulous Vault of the Torch’s Flame Re Ig Evocation 5 142
Unseen Arm Re Te Evocation 5 155
Wind at the Back Re Au Evocation 5 128

1st-Level Spells#

Ars Magica Spell Technique Form School Level Page
Agony of the Beast Pe An Necromancy 15 119
Aura of Ennobled Presence Mu Im Illusion 10 145
Beast of Outlandish Size Mu An Transmutation 15 118
Bind Wound Cr Co Evocation 10 129
Blade of the Virulent Flame Cr Ig Evocation 15 140
Blunt the Viper’s Fangs Pe An Necromancy 15 119
Break the Oncoming Wave Re Aq Abjuration 10 124
Breath of Winter Re Aq Transmutation 15 124
Broom of the Winds Cr Au Evocation 15 125
Call of the Rushing Waters In Aq Divination 15 122
Call to Slumber, The Re Me Enchantment 10 151
Calm the Motion of the Heart Pe Me Enchantment 15 150
Charge of the Angry Winds Cr Au Evocation 15 125
Charm Against Putrefaction Cr Co Necromancy 10 129
Confusion of the Numbed Will Re Me Enchantment 15 151
Creeping Oil Cr Aq Conjuration 15 121
Crystal Dart, The Mu Te Conjuration 10 154
Decay Fur and Hide Pe An Transmutation 10 119
Despair of the Quivering Manacles Re Co Necromancy 15 134
Discern Own Illusions In Im Divination 15 145
Disguise of the New Visage Mu Co Transmutation 15 131
Disguise of the Transformed Image Mu Im Illusion 15 146
Doublet of Impenetrable Silk Mu An Abjuration 15 118
Dust to Dust Pe Co Necromancy 15 132
Earth’s Carbuncle, The Re Te Transmutation 15 156
Enchantment of Detachment Pe Me Enchantment 15 150
Endurance of the Berserkers Re Co Necromancy 15 134
Eyes of the Eons In Te Divination 10 153
Eyes of the Treacherous Terrain In Te Divination 15 153
Fist of Shattering Pe Te Evocation 10 155
Flash of the Scarlet Flames Cr Ig Evocation 15 140
Gather the Essence of the Beast Re Vi Transmutation 15 162
Gift of the Frog’s Legs Re Co Transmutation 15 134
Gloom of Evening Pe Ig Illusion 10 142
Growth of the Creeping Things Mu An Transmutation 15 118
Hands of the Grasping Earth Re Te Transmutation 15 156
Heat of the Searing Forge Cr Ig Evocation 10 140
Hornet Fire Mu Ig Evocation 10 141
Illusion of Cool Flames Pe Im Illusion 10 146
Illusion of the Shifted Image Re Im Illusion 10 146
Incantation of Putrid Wine Mu Aq Transmutation 15 122
Intuition of the Forest In He Divination 10 136
Invisibility of the Standing Wizard Pe Im Illusion 15 146
Jupiter’s Resounding Blow Cr Au Evocation 10 125
Lamp Without Flame Cr Ig Evocation 10 140
Leap of the Fire Re Ig Evocation 10 143
Lifting the Dangling Puppet Re Co Transmutation 15 134
Loss of But a Moment’s Memory Pe Me Enchantment 15 151
Notes of a Delightful Sound Mu Im Illusion 10 145
Object of Increased Size Mu Te Transmutation 15 154
Panic of the Elephant’s Mouse Re An Enchantment 15 120
Panic of the Trembling Heart Cr Me Enchantment 15 148
Perception of the Conflicting Motives In Me Divination 15 149
Phantasm of the Talking Head Cr Im Illusion 10 144
Phantom Gift, The Cr Vi Evocation 15 157
Piercing Shaft of Wood Mu He Transmutation 10 137
Pit of the Gaping Earth Pe Te Transmutation 15 155
Preternatural Growth and Shrinking Mu Co Transmutation 15 131
Push of the Gentle Wave Re Aq Evocation 15 124
Repel the Wooden Shafts Re He Abjuration 10 138
Revealed Flaws of Mortal Flesh In Co Divination 10 130
Rise of the Feathery Body Re Co Transmutation 10 134
Rising Ire Cr Me Enchantment 15 148
Rock of Viscid Clay Mu Te Transmutation 15 154
Room of Stale Air Pe Au Necromancy 15 128
Rope of Bronze Mu He Transmutation 15 137
Rusted Decay of Ten-Score Years Pe Te Transmutation 10 155
Seal the Earth Cr Te Conjuration 15 152
Shadows of the Fires Past In Ig Divination 15 141
Shiver of the Lycanthrope In An Divination 10 118
Show of the Flames and Smoke Mu Ig Evocation 10 141
Shriek of the Impending Shafts In He Abjuration 15 136
Sight of the Transparent Motive In Me Divination 10 148
Snap of Awakening Re Me Enchantment 10 151
Soothe the Ferocious Bear Re An Enchantment 10 120
Stench of the Twenty Corpses Cr Au Conjuration 10 125
Strike of the Angered Branch Re He Evocation 15 138
Supple Iron and Rigid Rope Mu Te Transmutation 10 154
Tangle of Wood and Thorns Re He Evocation 15 138
Trackless Step Re Te Transmutation 10 155
Transformation of the Thorny Staff Mu He Transmutation 10 137
Trap of the Entwining Vines Cr He Conjuration 15 135
True Sight of the Air In Au Divination 15 127
Trust of Childlike Faith Pe Me Transmutation 10 150
Unseen Porter, The Re Te Evocation 10 156
Viper’s Gaze Re An Enchantment 15 120
Ward Against Rain Re Au Abjuration 10 128
Whispering Winds In Au Divination 15 127
Whispers Through the Black Gate In Co Necromancy 15 130
Wielding the Invisible Sling Re Te Evocation 10 155
Winter’s Icy Touch Pe Ig Necromancy 10 142
Wizard’s Autumn Pe He Necromancy 15 137
Wizard’s Sidestep Re Im Illusion 10 147
Words of the Unbroken Silence Cr Me Enchantment 10 148
Wound that Weeps, The Pe Co Necromancy 15 133
Wreaths of Foul Smoke Cr Au Conjuration 10 125

2nd-Level Spells#

Ars Magica Spell Technique Form School Level Page
Arc of Fiery Ribbons Cr Ig Evocation 25 140
Arm of the Infant Mu Co Transmutation 20 131
Aura of Rightful Authority Re Me Enchantment 20 151
Awaken the Slumbering Corpse Re Co Necromancy 25 134
Bane of the Decrepit Body Pe Co Necromancy 25 133
Beast of Miniscule Proportions Mu An Transmutation 20 119
Beast Remade, The Mu An Transmutation 25 119
Blessing of Childlike Bliss Pe Me Enchantment 25 151
Bridge of Wood Cr He Conjuration 20 135
Burst of the Sweeping Flames Re Ig Evocation 25 143
Captive Voice, The Re Im Illusion 25 147
Chamber of Invisibility Pe Im Illusion 25 146
Chirurgeon’s Healing Touch, The Cr Co Evocation 20 129
Circling Winds of Protection Cr Au Abjuration 20 125
Closing the Earth’s Gate Pe Aq Transmutation 25 123
Clouds of Rain and Thunder Cr Au Conjuration 25 126
Clouds of Summer Snow Cr Au Conjuration 25 126
Coat of Flame Cr Ig Evocation 25 140
Coerce the Spirits of the Night Re Me Necromancy 20 152
Coils of the Entangling Plants Re He Evocation 20 138
Conjuration of the Indubitable Cold Pe Ig Evocation 25 142
Converse with Plant and Tree In He Divination 25 136
Crest of the Earth Wave Re Te Evocation 20 156
Cripple the Howling Wolf Pe An Necromancy 25 120
Curse of the Desert Pe Aq Necromancy 25 123
Curse of the Leprous Flesh Pe Co Necromancy 25 133
Ear for Distant Voices, The In Im Divination 20 145
Earth that Breaks No More Mu Te Transmutation 20 154
Edge of the Razor Mu Te Transmutation 20 154
End of the Mighty Castle Pe Te Transmutation 25 155
Eyes of the Bat In Au Divination 25 127
Eyes of the Eagle In Im Divination 25 145
Falcon’s Hood, The Pe An Necromancy 25 119
Forgiving Earth, The Re Te Transmutation 20 156
Frosty Breath of the Spoken Lie In Me Enchantment 20 149
Gentle Beast, The Re An Enchantment 25 120
Gentle Touch of the Purified Body Cr Co Evocation 20 129
Gift of the Bear’s Fortitude Mu Co Transmutation 25 131
Gift of Vigor, The Re Co Necromancy 20 134
Great Rot, The Pe He Transmutation 25 138
Grip of the Choking Hand Pe Co Necromancy 25 133
Image Phantom Mu Im Illusion 20 146
Inexorable Search, The In Co Divination 20 131
Invocation of Weariness Pe Co Necromancy 20 133
Light Shaft of the Night Re Ig Evocation 20 143
Lord of the Trees Re He Evocation 25 139
Lungs of the Fish Mu Aq Transmutation 20 122
Mastering the Unruly Beast Re An Enchantment 25 120
Memory of the Distant Dream Cr Me Enchantment 20 148
Mighty Torrent of Water Cr Aq Conjuration 20 121
Miner’s Keen Eye, The In Te Divination 20 153
Obliteration of the Metallic Barrier Pe Te Evocation 20 155
Opening the Tome of the Animal's Mind In An Divination 25 118
Pains of the Perpetual Worry Cr Me Enchantment 20 148
Parching Wind Pe Aq Necromancy 20 123
Passion’s Lost Feeling Pe Me Enchantment 25 151
Phantasm of the Human Form Cr Im Illusion 25 144
Phantasmal Animal Cr Im Illusion 20 144
Phantasmal Fire Cr Im Illusion 20 144
Piercing the Faerie Veil In Vi Divination 20 158
Pilum of Fire Cr Ig Evocation 20 140
Plant’s Withering Bane Pe He Necromancy 20 137
Posing the Silent Question In Me Divination 20 149
Prison of Flames Mu Ig Evocation 20 142
Purification of the Festering Wounds Cr Co Evocation 20 129
Quiet the Raging Winds Pe Au Transmutation 20 128
Rain of Stones Mu Au Transmutation 20 127
Removal of the Conspicuous Sigil Pe Im Illusion 20 146
Restoration of the Defiled Body Cr Co Evocation 25 129
Sailor’s Foretaste of the Morrow In Au Divination 20 127
Scent of Peaceful Slumber Re Me Enchantment 20 152
Severed Limb Made Whole, The Cr Co Evocation 25 129
Shape of the Woodland Prowler Mu Co Transmutation 25 131
Silence of the Smothered Sound Pe Im Illusion 20 146
Soothe Pains of the Beast Cr An Evocation 20 117
Soothe the Raging Flames Pe Ig Abjuration 20 142
Stir the Slumbering Tree Mu He Transmutation 25 137
Stone to Falling Dust Pe Te Transmutation 20 155
Strings of the Unwilling Marionette Re Co Enchantment 25 135
Summoning the Distant Image In Im Divination 25 145
Talons of the Winds Mu Au Transmutation 20 127
Thaumaturgical Transformation of Plants to Iron Mu He Transmutation 20 137
Thoughts Within Babble In Me Divination 25 149
Touch of Midas Cr Te Conjuration 20 153
Tracks of the Faerie Glow In Te Divination 25 153
Transformation of the Ravenous Beast to the Torpid Toad Mu An Transmutation 25 119
Trapping the Fire Mu Ig Transmutation 25 142
Treacherous Spear, The Re He Evocation 25 139
True Rest of the Injured Brute Cr An Evocation 20 117
Twist the Living Tree Re He Transmutation 25 139
Unyielding Earth Re Te Transmutation 20 156
Veil of Invisibility Pe Im Illusion 20 146
Vision of Heat’s Light In Ig Divination 20 141
Voice of the Lake In Aq Divination 25 122
Wall of Living Wood Cr He Conjuration 25 135
Wall of Protecting Stone Cr Te Conjuration 25 153
Wall of Thorns Cr He Conjuration 20 135
Ward Against Heat and Flames Re Ig Abjuration 25 143
Ward Against Wood Re He Abjuration 25 139
Weight of a Thousand Hells Cr Me Enchantment 25 148
Well Without Light Pe Ig Illusion 25 142

3rd-Level Spells#

Ars Magica Spell Technique Form School Level Page
Ball of Abysmal Flame Cr Ig Evocation 35 140
Bountiful Feast, The Cr He Evocation 35 135
Bridge of Frost Re Aq Transmutation 30 124
Chaos of the Angry Waves Re Aq Evocation 30 124
Cheating the Reaper Cr Co Evocation 30 129
Circle of Encompassing Flames Cr Ig Evocation 35 140
Cloak of Black Feathers Mu Co Transmutation 30 131
Cloudless Sky Returned, The Pe Au Transmutation 30 128
Clouds of Thunderous Might Re Au Evocation 30 128
Commanding the Harnessed Beast Re An Enchantment 30 120
Confusion of the Insane Vibrations Re Im Illusion 30 147
Conjuring the Mystic Tower Cr Te Conjuration 35 153
Creeping Chasm Re Te Evocation 35 156
Curse of Circe Mu Co Transmutation 30 131
Earth Shock Re Te Evocation 30 156
Earth Split Asunder, The Re Te Evocation 30 156
Enchantment of the Scrying Pool In Aq Divination 30 122
Enigma’s Gift, The Cr Vi Evocation 30 157
Eye of the Sage, The In Co Divination 30 131
Eyes of the Flame In Ig Divination 35 141
Flames of Sculpted Ice Mu Ig Transmutation 35 142
Freeing the Striding Tree Re He Evocation 30 139
Gift of Reason Cr Me Enchantment 35 148
Haunt of the Living Ghost Cr Im Illusion 35 144
Hunter’s Sense In An Divination 30 118
Ice of Drowning Re Aq Conjuration 35 124
Image from the Wizard Torn Re Im Illusion 30 147
Incantation of Lightning, The Cr Au Evocation 35 126
Incantation of the Milky Eyes Pe Co Necromancy 30 133
Leap of Homecoming, The Re Co Conjuration 35 135
Mind of the Beast Mu Me Enchantment 30 149
Parting the Waves Re Aq Evocation 30 124
Past of Another Mu Me Enchantment 35 149
Peering into the Mortal Mind In Me Divination 30 149
Pull of the Skybound Winds Cr Au Evocation 30 126
Pull of the Watery Grave Re Aq Evocation 35 124
Sense of the Lingering Magic In Vi Divination 30 158
Sense the Feet that Tread the Earth In Te Divination 30 154
Seven-League Stride Re Co Conjuration 30 135
Stance of the Patient Tree Mu Co Transmutation 35 131
Steed of Vengeance Mu An Transmutation 35 119
Stone Tell of the Mind that Sits In Te Divination 30 153
Teeth of the Earth Mother Mu Te Transmutation 35 154
Tower of Whirling Water Re Aq Evocation 35 124
Treading the Ashen Path Pe He Necromancy 30 138
Twist of the Tongue Pe Co Necromancy 30 133
Visions of the Infernal Terrors Re Me Illusion 30 152
Walking Corpse, The Re Co Necromancy 35 135
Waves of Drowning and Smashing Re Aq Evocation 30 124
Weaver’s Trap of Webs Cr An Conjuration 35 117
Wings of the Soaring Wind Cr Au Evocation 30 126
Wizard’s Eclipse Pe Ig Illusion 35 142
Wizard’s Icy Grip Pe Ig Evocation 30 142
Wizard’s Mount, The Cr An Conjuration 35 117
Words of the Flickering Flame In Ig Divination 35 141

4th-Level Spells#

Ars Magica Spell Technique Form School Level Page
Black Whisper Pe Me Enchantment 40 151
Breath of the Open Sky Cr Au Evocation 40 126
Calling the Council of the Trees Re He Conjuration 45 139
Cascade of Rocks Pe Te Evocation 40 155
Clenching Grasp of the Crushed Heart Pe Co Necromancy 40 133
Cloak of Mist Mu Co Transmutation 40 131
Deluge of Rushing and Dashing Cr Aq Conjuration 40 121
Enslave the Mortal Mind Re Me Enchantment 40 152
Fog of Confusion Mu Au Transmutation 45 128
Gathering of the Stormy Might Re Au Evocation 40 129
Incantation of Summoning the Dead Re Me Necromancy 40 152
Incantation of the Body Made Whole Cr Co Evocation 40 129
Infernal Smoke of Death Mu Au Transmutation 40 127
Inmost Companion Mu Me Enchantment 40 149
Kiss of Death, The Pe Co Necromancy 45 133
Neptune’s Wrath Re Aq Conjuration 40 125
Shadow of Human Life, The Cr Im Illusion 40 144
Shrouded Glen, The Re Me Enchantment 40 152
Sight of the Active Magics In Vi Divination 40 159
Silent Vigil, The Mu Co Transmutation 45 132
Transform to Water Mu Co Transmutation 40 131
Vile Water of Sterility Mu Aq Transmutation 45 122
Vision of the Haunting Spirits Mu Me Transmutation 40 150

5th-Level Spells#

Ars Magica Spell Technique Form School Level Page
Calling the Odious Drought Pe Aq Transmutation 50 123
Curse of the Ravenous Swarm Cr An Conjuration 50 117
Curse of the Unportended Plague Pe Co Necromancy 55 133
Exchange of the Two Minds Re Me Necromancy 55 152
Illusion of the Misplaced Castle Re Im Illusion 50 147
Rain of Oil Mu Au Transmutation 50 128

6th-Level Spells#

Ars Magica Spell Technique Form School Level Page
Curse of the Haunted Forest Mu He Transmutation 60 137
Mists of Change Mu Co Transmutation 60 132
Poisoning the Will Pe Me Enchantment 60 151
Wrath of Whirling Winds and Water Cr Au Conjuration 65 126

7th-Level Spells#

Ars Magica Spell Technique Form School Level Page
Hermes’ Portal Re Te Conjuration 75 156
Shadow of Life Renewed, The Cr Co Necromancy 75 129

Variable Level Spells#

Ars Magica Spell Technique Form School Level Page
Aegis of the Hearth Re Vi Abjuration Gen 161
Circular Ward Against Demons Re Vi Abjuration Gen 162
Demon’s Eternal Oblivion Pe Vi Evocation Gen 160
Discern the Images of Truth and Falsehood In Im Divination Gen 144
Disenchant Pe Vi Abjuration Gen 160
Dispel the Phantom Image Pe Im Abjuration Gen 146
Invisible Eye Revealed, The In Vi Divination Gen 157
Lay to Rest the Haunting Spirit Pe Me Necromancy Gen 150
Maintaining the Demanding Spell Re Vi Evocation Gen 162
Masking the Odor of Magic Pe Vi Transmutation Gen 160
Mirror of Opposition (Form) Mu Vi Transmutation Gen 159
Opening the Intangible Tunnel Re Vi Conjuration Gen 162
Restore the Moved Image Re Im Abjuration Gen 146
Ring of Warding Against Spirits Re Me Abjuration Gen 151
Shell of False Determinations Cr Vi Illusion Gen 157
Shell of Opaque Mysteries Cr Vi Abjuration Gen 157
Shroud Magic Mu Vi Transmutation Gen 159
Sight of the True Form In Co Divination Gen 130
Sorcerer’s Fork, The Mu Vi Evocation Gen 159
Suppressing the Wizard’s Handiwork Re Vi Abjuration Gen 162
Unravelling the Fabric of (Form) Pe Vi Abjuration Gen 161
Ward Against Faeries of the Air Re Au Abjuration Gen 128
Ward Against Faeries of the Mountain Re Te Abjuration Gen 155
Ward Against Faeries of the Waters Re Aq Abjuration Gen 124
Ward Against Faeries of the Wood Re He Abjuration Gen 138
Ward Against the Beasts of Legend Re An Abjuration Gen 120
Watching Ward Re Vi Abjuration Gen 162
Wind of Mundane Silence Pe Vi Abjuration Gen 161
Wizard’s Boost (Form) Mu Vi Evocation Gen 160
Wizard’s Communion Mu Vi Evocation Gen 160
Wizard’s Reach (Form) Mu Vi Transmutation Gen 160

Dungeons & Dragons Spell List#

The complete list of Dungeons & Dragons spells from the Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything appears below. The Techniques and Forms shown are best guesses. Many spells have elemental variants, can affect different types of targets, and have multiple effects that may cover a number of Techniques. The DM is urged to scrutinize each spell as it comes up in the game and note its likely Arts and prerequisites.

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Abi-Dalzim's Horrid Wilting Pe Aq Necromancy 8 N N Xanathar
Absorb Elements Re (Fo) Abjuration 1 N N Xanathar
Acid Splash Cr Aq Conjuration 0 N N PHB
Aganazzar's Scorcher Cr Ig Evocation 2 N N Xanathar
Aid Cr Co Abjuration 2 N N PHB
Alarm Re Vi Abjuration 1 Y N PHB
Alter Self Mu Co Transmutation 2 N Y PHB
Animal Friendship Re An Enchantment 1 N N PHB
Animal Messenger Re An Enchantment 2 Y N PHB
Animal Shapes Mu Co Transmutation 8 N Y PHB
Animate Dead Re Co Necromancy 3 N N PHB
Animate Objects Re Te Transmutation 5 N Y PHB
Antilife Shell Re (Fo) Abjuration 5 N Y PHB
Antimagic Field Pe Vi Abjuration 8 N Y PHB
Antipathy/Sympathy Re Me Enchantment 8 N N PHB
Arcane Eye In Im Divination 4 N Y PHB
Arcane Gate Re Te Conjuration 6 N Y PHB
Arcane Lock Re He Abjuration 2 N N PHB
Armor of Agathys Pe Ig Abjuration 1 N N PHB
Arms of Hadar Cr Vi Conjuration 1 N N PHB
Astral Projection Mu Me Necromancy 9 N N PHB
Augury In Me Divination 2 Y N PHB
Aura of Life Cr Co Abjuration 4 N Y PHB
Aura of Purity Cr Co Abjuration 4 N Y PHB
Aura of Vitality Cr Co Evocation 3 N Y PHB
Awaken Mu He Transmutation 5 N N PHB
Bane Pe Me Enchantment 1 N Y PHB
Banishing Smite Cr Vi Abjuration 5 N Y PHB
Banishment Re Vi Abjuration 4 N Y PHB
Barkskin Mu Co Transmutation 2 N Y PHB
Beacon of Hope Cr Co Abjuration 3 N Y PHB
Beast Bond In An Divination 1 N Y Xanathar
Beast Sense In An Divination 2 Y Y PHB
Bestow Curse Pe Co Necromancy 3 N Y PHB
Bigby's Hand Cr Vi Evocation 5 N Y PHB
Blade Barrier Cr Te Evocation 6 N Y PHB
Blade of Disaster Cr Vi Conjuration 9 N Y Tasha
Blade Ward Re Te Abjuration 0 N N PHB
Bless Cr Me Enchantment 1 N Y PHB
Blight Pe He Necromancy 4 N N PHB
Blinding Smite Cr Im Evocation 3 N Y PHB
Blindness/Deafness Pe Co Necromancy 2 N N PHB
Blink Re Co Transmutation 3 N N PHB
Blur Mu Im Illusion 2 N Y PHB
Bones of the Earth Cr Te Transmutation 6 N N Xanathar
Booming Blade Cr Au Evocation 0 N N Tasha
Branding Smite Cr Vi Evocation 2 N Y PHB
Burning Hands Cr Ig Evocation 1 N N PHB
Call Lightning Cr Au Conjuration 3 N Y PHB
Calm Emotions Mu Me Enchantment 2 N Y PHB
Catapult Re Te Transmutation 1 N N Xanathar
Catnap Re Me Enchantment 3 N N Xanathar
Cause Fear Cr Me Necromancy 1 N Y Xanathar
Ceremony Cr Vi Abjuration 1 Y N Xanathar
Chain Lightning Cr Au Evocation 6 N N PHB
Chaos Bolt Cr Vi Evocation 1 N N Xanathar
Charm Monster Re Me Enchantment 4 N N Xanathar
Charm Person Re Me Enchantment 1 N N PHB
Chill Touch Pe Co Necromancy 0 N N PHB
Chromatic Orb Cr Im Evocation 1 N N PHB
Circle of Death Pe Co Necromancy 6 N N PHB
Circle of Power Re Vi Abjuration 5 N Y PHB
Clairvoyance In Im Divination 3 N Y PHB
Clone Cr Co Necromancy 8 N N PHB
Cloud of Daggers Cr Te Conjuration 2 N Y PHB
Cloudkill Cr Au Conjuration 5 N Y PHB
Color Spray Cr Im Illusion 1 N N PHB
Command Re Me Enchantment 1 N N PHB
Commune In Me Divination 5 Y N PHB
Commune with Nature In He Divination 5 Y N PHB
Compelled Duel Re Me Enchantment 1 N Y PHB
Comprehend Languages In Me Divination 1 Y N PHB
Compulsion Re Me Enchantment 4 N Y PHB
Cone of Cold Pe Ig Evocation 5 N N PHB
Confusion Mu Me Enchantment 4 N Y PHB
Conjure Animals Cr An Conjuration 3 N Y PHB
Conjure Barrage Cr Te Conjuration 3 N N PHB
Conjure Celestial Re Vi Conjuration 7 N Y PHB
Conjure Elemental Re Vi Conjuration 5 N Y PHB
Conjure Fey Re Vi Conjuration 6 N Y PHB
Conjure Minor Elementals Re Vi Conjuration 4 N Y PHB
Conjure Volley Cr Te Conjuration 5 N N PHB
Conjure Woodland Beings Re Vi Conjuration 4 N Y PHB
Contact Other Plane In Me Divination 5 Y N PHB
Contagion Pe Co Necromancy 5 N N PHB
Contingency Re Vi Evocation 6 N N PHB
Continual Flame Cr Ig Evocation 2 N N PHB
Control Flames Re Ig Transmutation 0 N N Xanathar
Control Water Re Aq Transmutation 4 N Y PHB
Control Weather Re Au Transmutation 8 N N PHB
Control Winds Re Au Transmutation 5 N N Xanathar
Cordon of Arrows Re Te Transmutation 2 N N PHB
Counterspell Pe Vi Abjuration 3 N N PHB
Create Bonfire Cr Ig Conjuration 0 N N Xanathar
Create Food and Water Cr (Fo) Conjuration 3 N N PHB
Create Homunculus Cr Vi Transmutation 6 N N Xanathar
Create or Destroy Water (Te) Aq Conjuration 1 N N PHB
Create Undead Re Co Necromancy 6 N N PHB
Creation Cr Im Illusion 5 N N PHB
Crown of Madness Mu Me Enchantment 2 N Y PHB
Crown of Stars Cr Vi Evocation 7 N N Xanathar
Crusader's Mantle Cr Vi Evocation 3 N Y PHB
Cure Wounds Cr Co Evocation 1 N N PHB
Dancing Lights Cr Ig Evocation 0 N Y PHB
Danse Macabre Re Co Necromancy 5 N Y Xanathar
Darkness Pe Ig Evocation 2 N Y PHB
Darkvision Mu Co Transmutation 2 N N PHB
Dawn Cr Vi Evocation 5 N Y Xanathar
Daylight Cr Ig Evocation 3 N N PHB
Death Ward Cr Co Abjuration 4 N N PHB
Delayed Blast Fireball Cr Ig Evocation 7 N N PHB
Demiplane Cr Vi Conjuration 8 N N PHB
Destructive Smite/Wave Cr Vi Evocation 5 N N PHB
Destructive Wave Cr Vi Evocation 5 N N PHB
Detect Evil and Good In Vi Divination 1 N Y PHB
Detect Magic In Vi Divination 1 Y Y PHB
Detect Poison and Disease In An Divination 1 Y Y PHB
Detect Thoughts In Me Divination 2 N Y PHB
Dimension Door Re Co Conjuration 4 N N PHB
Disguise Self Mu Im Illusion 1 N N PHB
Disintegrate Pe (Fo) Transmutation 6 N N PHB
Dispel Evil and Good Pe Vi Abjuration 5 N Y PHB
Dispel Magic Pe Vi Abjuration 3 N N PHB
Dissonant Whispers Pe Me Evocation 1 N N PHB
Divination In Vi Divination 4 Y N PHB
Divine Favor Cr Vi Evocation 1 N Y PHB
Divine Word Pe Vi Evocation 7 N N PHB
Dominate Beast Re An Enchantment 4 N Y PHB
Dominate Monster Re Me Enchantment 8 N Y PHB
Dominate Person Re Me Enchantment 5 N Y PHB
Dragon's Breath Cr (Fo) Transmutation 2 N Y Xanathar
Drawmij's Instant Summons Re Te Conjuration 6 Y N PHB
Dream Mu Me Illusion 5 N N PHB
Dream of the Blue Veil Re Me Conjuration 7 N N Tasha
Druid Grove Re (Fo) Abjuration 6 N N Xanathar
Druidcraft Cr Vi Transmutation 0 N N PHB
Dust Devil Re Au Conjuration 2 N Y Xanathar
Earth Tremor Re Te Evocation 1 N N Xanathar
Earthbind Re Co Transmutation 2 N Y Xanathar
Earthquake Re Te Evocation 8 N Y PHB
Eldritch Blast Cr Vi Evocation 0 N N PHB
Elemental Bane (Te) (Fo) Transmutation 4 N Y Xanathar
Elemental Weapon (Te) (Fo) Transmutation 3 N Y PHB
Enemies Abound Mu Me Enchantment 3 N Y Xanathar
Enervation Pe Co Necromancy 5 N Y Xanathar
Enhance Ability Mu Co Transmutation 2 N Y PHB
Enlarge/Reduce Mu Co Transmutation 2 N Y PHB
Ensnaring Strike Cr He Conjuration 1 N Y PHB
Entangle Cr He Conjuration 1 N Y PHB
Enthrall Re Me Enchantment 2 N Y PHB
Erupting Earth Re Te Transmutation 3 N N Xanathar
Etherealness Mu Co Transmutation 7 N N PHB
Evard's Black Tentacles Cr An Conjuration 4 N Y PHB
Expeditious Retreat Re Co Transmutation 1 N Y PHB
Eyebite Mu Me Necromancy 6 N Y PHB
Fabricate Mu (Fo) Transmutation 4 N N PHB
Faerie Fire Cr Ig Evocation 1 N Y PHB
False Life Cr Co Necromancy 1 N N PHB
Far Step Re Co Conjuration 5 N Y Xanathar
Fear Cr Me Illusion 3 N Y PHB
Feather Fall Re Co Transmutation 1 N N PHB
Feeblemind Pe Me Enchantment 8 N N PHB
Feign Death Re Co Necromancy 3 Y N PHB
Find Familiar Re Vi Conjuration 1 Y N PHB
Find Greater Steed Cr An Conjuration 4 N N Xanathar
Find Steed Cr An Conjuration 2 N N PHB
Find the Path In Te Divination 6 N Y PHB
Find Traps In Te Divination 2 N N PHB
Finger of Death Pe Co Necromancy 7 N N PHB
Fire Bolt Cr Ig Evocation 0 N N PHB
Fire Shield Re Ig Evocation 4 N N PHB
Fire Storm Cr Ig Evocation 7 N N PHB
Fireball Cr Ig Evocation 3 N N PHB
Flame Arrows Cr Ig Transmutation 3 N Y Xanathar
Flame Blade Cr Ig Evocation 2 N Y PHB
Flame Strike Cr Ig Evocation 5 N Y PHB
Flaming Sphere Cr Ig Conjuration 2 N Y PHB
Flesh to Stone Mu Co Transmutation 6 N Y PHB
Fly Re Co Transmutation 3 N Y PHB
Fog Cloud Cr Au Conjuration 1 N Y PHB
Forbiddance Re Vi Abjuration 6 Y N PHB
Forcecage Cr Vi Evocation 7 N N PHB
Foresight In Vi Divination 9 N N PHB
Freedom of Movement Re Co Abjuration 4 N N PHB
Friends Mu Me Enchantment 0 N Y PHB
Frostbite Pe Ig Evocation 0 N N Xanathar
Gaseous Form Mu Co Transmutation 3 N Y PHB
Gate Re Vi Conjuration 9 N Y PHB
Geas Re Me Enchantment 5 N N PHB
Gentle Repose Cr Co Necromancy 2 Y N PHB
Giant Insect Mu An Transmutation 4 N Y PHB
Glibness Mu Me Transmutation 8 N N PHB
Globe of Invulnerability Pe Vi Abjuration 6 N Y PHB
Glyph of Warding Cr Vi Abjuration 3 N N PHB
Goodberry Cr He Transmutation 1 N N PHB
Grasping Vine Cr He Conjuration 4 N Y PHB
Grease Cr Aq Conjuration 1 N N PHB
Greater Invisibility Pe Im Illusion 4 N Y PHB
Greater Restoration Cr Co Abjuration 5 N N PHB
Green-Flame Blade Cr Ig Evocation 0 N N Tasha
Guardian of Faith Cr Vi Conjuration 4 N N PHB
Guardian of Nature Mu Co Transmutation 4 N Y Xanathar
Guards and Wards Cr Vi Abjuration 6 N N PHB
Guidance In Vi Divination 0 N N PHB
Guiding Bolt Cr Vi Evocation 1 N N PHB
Gust Cr Au Transmutation 0 N N Xanathar
Gust of Wind Cr Au Evocation 2 N Y PHB
Hail of Thorns Cr He Conjuration 1 N Y PHB
Hallow Re Vi Evocation 5 N N PHB
Hallucinatory Terrain Mu Im Illusion 4 N N PHB
Harm Pe Co Necromancy 6 N N PHB
Haste Re Co Transmutation 3 N Y PHB
Heal Cr Co Evocation 6 N N PHB
Healing Spirit Cr Co Conjuration 2 N Y Xanathar
Healing Word Cr Co Evocation 1 N N PHB
Heat Metal Cr Ig Transmutation 2 N Y PHB
Hellish Rebuke Cr Ig Evocation 1 N N PHB
Heroes' Feast Cr (Fo) Conjuration 6 N N PHB
Heroism Cr Me Enchantment 1 N Y PHB
Hex Pe Me Enchantment 1 N Y PHB
Hold Monster Re Me Enchantment 5 N Y PHB
Hold Person Re Me Enchantment 2 N Y PHB
Holy Aura Re Vi Abjuration 8 N Y PHB
Holy Weapon Cr Vi Evocation 5 N Y Xanathar
Hunger of Hadar Pe Ig Conjuration 3 N Y PHB
Hunter's Mark In Co Divination 1 N Y PHB
Hypnotic Pattern Cr Im Illusion 3 N Y PHB
Ice Knife Cr Aq Conjuration 1 N N Xanathar
Ice Storm Cr Aq Evocation 4 N N PHB
Identify In Vi Divination 1 Y N PHB
Illusory Dragon Cr Im Illusion 8 N Y Xanathar
Illusory Script Mu Im Illusion 1 Y N PHB
Immolation Cr Ig Evocation 5 N Y Xanathar
Imprisonment Re Vi Abjuration 9 N N PHB
Incendiary Cloud Cr Ig Conjuration 8 N Y PHB
Infernal Calling Re Vi Conjuration 5 N Y Xanathar
Infestation Cr An Conjuration 0 N N Xanathar
Inflict Wounds Pe Co Necromancy 1 N N PHB
Insect Plague Cr An Conjuration 5 N Y PHB
Intellect Fortress Re Me Abjuration 3 N N Tasha
Investiture of Flame Re Ig Transmutation 6 N Y Xanathar
Investiture of Ice Re Aq Transmutation 6 N Y Xanathar
Investiture of Stone Re Te Transmutation 6 N Y Xanathar
Investiture of Wind Re Au Transmutation 6 N Y Xanathar
Invisibility Pe Im Illusion 2 N Y PHB
Invulnerability Re Vi Abjuration 9 N Y Xanathar
Jump Re Co Transmutation 1 N N PHB
Knock Re Te Transmutation 2 N N PHB
Legend Lore In (Fo) Divination 5 N N PHB
Leomund's Secret Chest Re He Conjuration 4 N N PHB
Leomund's Tiny Hut Cr Vi Evocation 3 Y N PHB
Lesser Restoration Cr Co Abjuration 2 N N PHB
Levitate Re Co Transmutation 2 N Y PHB
Life Transference Mu Co Necromancy 3 N N Xanathar
Light Cr Ig Evocation 0 N N PHB
Lightning Arrow Cr Au Transmutation 3 N Y PHB
Lightning Bolt Cr Au Evocation 3 N N PHB
Lightning Lure Cr Au Evocation 0 N N Tasha
Locate Animals or Plants In (Fo) Divination 2 Y N PHB
Locate Creature In Co Divination 4 N Y PHB
Locate Object In Te Divination 2 N Y PHB
Longstrider Re Co Transmutation 1 N N PHB
Maddening Darkness Pe Me Evocation 8 N Y Xanathar
Maelstrom Cr Aq Evocation 5 N Y Xanathar
Mage Armor Cr Vi Abjuration 1 N N PHB
Mage Hand Cr Vi Conjuration 0 N Y PHB
Magic Circle Re Vi Abjuration 3 N Y PHB
Magic Jar Mu Me Necromancy 6 N N PHB
Magic Missile Cr Vi Evocation 1 N N PHB
Magic Mouth Cr Im Illusion 2 Y N PHB
Magic Stone Re Te Transmutation 0 N N Xanathar
Magic Weapon Cr Vi Transmutation 2 N Y PHB
Major Image Cr Im Illusion 3 N Y PHB
Mass Cure Wounds Cr Co Conjuration 5 N N PHB
Mass Heal Cr Co Conjuration 9 N N PHB
Mass Healing Word Cr Co Evocation 3 N N PHB
Mass Polymorph Mu Co Transmutation 9 N Y Xanathar
Mass Suggestion Re Me Enchantment 6 N N PHB
Maximilian's Earthen Grasp Cr Te Transmutation 2 N Y Xanathar
Maze Re Vi Conjuration 8 N Y PHB
Meld into Stone Mu Co Transmutation 3 Y N PHB
Melf's Acid Arrow Cr Aq Evocation 2 N N PHB
Melf's Minute Meteors Cr Ig Evocation 3 N Y Xanathar
Mending Cr Te Transmutation 0 N N PHB
Mental Prison Pe Me Illusion 6 N Y Xanathar
Message Cr Me Transmutation 0 N N PHB
Meteor Swarm Cr Ig Evocation 9 N N PHB
Mighty Fortress Cr Te Conjuration 8 N N Xanathar
Mind Blank Mu Me Abjuration 8 N N PHB
Mind Sliver Pe Me Enchantment 0 N N Tasha
Mind Spike Pe Me Divination 2 N Y Xanathar
Minor Illusion Cr Im Illusion 0 N N PHB
Mirage Arcane Mu Im Illusion 7 N N PHB
Mirror Image Cr Im Illusion 2 N N PHB
Mislead Mu Im Illusion 5 N Y PHB
Misty Step Re Co Conjuration 2 N N PHB
Modify Memory Mu Me Enchantment 5 N Y PHB
Mold Earth Re Te Transmutation 0 N N Xanathar
Moonbeam Cr Ig Evocation 2 N Y PHB
Mordenkainen's Faithful Hound Cr Vi Conjuration 4 N N PHB
Mordenkainen's Magnificent Mansion Cr Vi Conjuration 7 N N PHB
Mordenkainen's Private Sanctum Mu Te Abjuration 4 N N PHB
Mordenkainen's Sword Cr Vi Evocation 7 N Y PHB
Move Earth Re Te Transmutation 6 N Y PHB
Negative Energy Flood Cr Vi Necromancy 5 N N Xanathar
Nondetection Pe Im Abjuration 3 N N PHB
Nystul's Magic Aura Cr Im Illusion 2 N N PHB
Otiluke's Freezing Sphere Pe Ig Evocation 6 N N PHB
Otiluke's Resilient Sphere Cr Vi Evocation 4 N Y PHB
Otto's Irresistible Dance Re Me Enchantment 6 N Y PHB
Pass without Trace Mu Te Abjuration 2 N Y PHB
Passwall Pe Te Transmutation 5 N N PHB
Phantasmal Force Cr Im Illusion 2 N Y PHB
Phantasmal Killer Cr Me Illusion 4 N Y PHB
Phantom Steed Cr An Illusion 3 Y N PHB
Planar Ally Re Vi Conjuration 6 N N PHB
Planar Binding Re Vi Abjuration 5 N N PHB
Plane Shift Re Vi Conjuration 7 N N PHB
Plant Growth Cr He Transmutation 3 N N PHB
Poison Spray Cr He Conjuration 0 N N PHB
Polymorph Mu Co Transmutation 4 N Y PHB
Power Word Heal Cr Co Evocation 9 N N PHB
Power Word Kill Pe Me Enchantment 9 N N PHB
Power Word Pain Pe Co Enchantment 7 N N Xanathar
Power Word Stun Pe Me Enchantment 8 N N PHB
Prayer of Healing Cr Co Evocation 2 N N PHB
Prestidigitation Cr Vi Transmutation 0 N N PHB
Primal Savagery Mu Co Transmutation 0 N N Xanathar
Primordial Ward Re (Fo) Abjuration 6 N Y Xanathar
Prismatic Spray Cr Vi Evocation 7 N N PHB
Prismatic Wall Cr Vi Abjuration 9 N N PHB
Produce Flame Cr Ig Conjuration 0 N N PHB
Programmed Illusion Cr Im Illusion 6 N N PHB
Project Image Mu Im Illusion 7 N Y PHB
Protection from Energy Re (Fo) Abjuration 3 N Y PHB
Protection from Evil and Good Re Vi Abjuration 1 N Y PHB
Protection from Poison Pe Aq Abjuration 2 N N PHB
Psychic Scream Pe Me Enchantment 9 N N Xanathar
Purify Food and Drink Cr He Transmutation 1 Y N PHB
Pyrotechnics Mu Ig Transmutation 2 N N Xanathar
Raise Dead Cr Co Necromancy 5 N N PHB
Rary's Telepathic Bond In Me Divination 5 Y N PHB
Ray of Enfeeblement Pe Co Necromancy 2 N N PHB
Ray of Frost Pe Ig Evocation 0 N N PHB
Ray of Sickness Pe Co Necromancy 1 N N PHB
Regenerate Cr Co Transmutation 7 N N PHB
Reincarnate Cr Co Transmutation 5 N N PHB
Remove Curse Cr Co Abjuration 3 N N PHB
Resistance Cr Vi Abjuration 0 N Y PHB
Resurrection Cr Co Necromancy 7 N N PHB
Reverse Gravity Re Co Transmutation 7 N Y PHB
Revivify Cr Co Conjuration 3 N N PHB
Rope Trick Mu Vi Transmutation 2 N N PHB
Sacred Flame Cr Ig Evocation 0 N N PHB
Sanctuary Re Me Abjuration 1 N N PHB
Scatter Re Co Conjuration 6 N N Xanathar
Scorching Ray Cr Ig Evocation 2 N N PHB
Scrying In Im Divination 5 N Y PHB
Searing Smite Cr Ig Evocation 1 N Y PHB
See Invisibility In Im Divination 2 N N PHB
Seeming Mu Im Illusion 5 N N PHB
Sending Cr Me Evocation 3 N N PHB
Sequester Pe Im Transmutation 7 N N PHB
Shadow Blade Pe Me Illusion 2 N Y Xanathar
Shadow of Moil Re Vi Necromancy 4 N Y Xanathar
Shape Water Re Aq Transmutation 0 N N Xanathar
Shapechange Mu Co Transmutation 9 N Y PHB
Shatter Pe Te Evocation 2 N N PHB
Shield Cr Vi Abjuration 1 N N PHB
Shield of Faith Cr Vi Abjuration 1 N Y PHB
Shillelagh Mu He Transmutation 0 N N PHB
Shocking Grasp Cr Au Evocation 0 N N PHB
Sickening Radiance Cr Vi Evocation 4 N Y Xanathar
Silence Pe Im Illusion 2 Y Y PHB
Silent Image Cr Im Illusion 1 N Y PHB
Simulacrum Cr Im Illusion 7 N N PHB
Skill Empowerment Mu Me Transmutation 5 N Y Xanathar
Skywrite Cr Au Transmutation 2 Y Y Xanathar
Sleep Re Me Enchantment 1 N N PHB
Sleet Storm Cr Aq Conjuration 3 N Y PHB
Slow Re Co Transmutation 3 N Y PHB
Snare Re He Abjuration 1 N N Xanathar
Snilloc's Snowball Swarm Cr Aq Evocation 2 N N Xanathar
Soul Cage Re Me Necromancy 6 N N Xanathar
Spare the Dying Cr Co Necromancy 0 N N PHB
Speak with Animals In An Divination 1 Y N PHB
Speak with Dead In Me Necromancy 3 N N PHB
Speak with Plants In He Transmutation 3 N N PHB
Spider Climb Re Co Transmutation 2 N Y PHB
Spike Growth Mu Te Transmutation 2 N Y PHB
Spirit Guardians Re Vi Conjuration 3 N Y PHB
Spirit Shroud Re Me Necromancy 3 N N Tasha
Spiritual Weapon Cr Vi Evocation 2 N N PHB
Staggering Smite Pe Me Evocation 4 N Y PHB
Steel Wind Strike Cr Vi Conjuration 5 N N Xanathar
Stinking Cloud Cr Au Conjuration 3 N Y PHB
Stone Shape Mu Te Transmutation 4 N N PHB
Stoneskin Mu Co Transmutation 4 N Y PHB
Storm of Vengeance Cr Au Conjuration 9 N Y PHB
Storm Sphere Cr Au Evocation 4 N Y Xanathar
Suggestion Re Me Enchantment 2 N Y PHB
Summon Aberration Re Vi Conjuration 4 N Y Tasha
Summon Beast Re Vi Conjuration 2 N N Tasha
Summon Celestial Re Vi Conjuration 5 N Y Tasha
Summon Construct Re Vi Conjuration 4 N Y Tasha
Summon Elemental Re Vi Conjuration 4 N Y Tasha
Summon Fey Re Vi Conjuration 3 N Y Tasha
Summon Fiend Re Vi Conjuration 6 N Y Tasha
Summon Greater Demon Re Vi Conjuration 4 N Y Xanathar
Summon Lesser Demons Re Vi Conjuration 3 N Y Xanathar
Summon Shadowspawn Re Vi Conjuration 3 N Y Tasha
Summon Undead Re Vi Necromancy 3 N Y Tasha
Sunbeam Cr Ig Evocation 6 N Y PHB
Sunburst Cr Ig Evocation 8 N N PHB
Swift Quiver Cr Te Transmutation 5 N Y PHB
Sword Burst Cr Vi Conjuration 0 N N Tasha
Symbol Cr Vi Abjuration 7 N N PHB
Synaptic Static Pe Me Enchantment 5 N N Xanathar
Tasha's Caustic Brew Cr Aq Evocation 1 N N Tasha
Tasha's Hideous Laughter Re Me Enchantment 1 N Y PHB
Tasha's Mind Whip Pe Me Enchantment 2 N N Tasha
Tasha's Otherworldy Guise Mu Co Transmutation 6 N Y Tasha
Telekinesis Re Te Transmutation 5 N Y PHB
Telepathy Cr Me Evocation 8 N N PHB
Teleport Re Co Conjuration 7 N N PHB
Teleportation Circle Re Te Conjuration 5 N N PHB
Temple of the Gods Cr Te Conjuration 7 N N Xanathar
Tenser's Floating Disk Cr Vi Conjuration 1 Y N PHB
Tenser's Transformation Mu Co Transmutation 6 N Y Xanathar
Thaumaturgy Cr Vi Transmutation 0 N N PHB
Thorn Whip Cr He Transmutation 0 N N PHB
Thunder Step Re Au Conjuration 3 N N Xanathar
Thunderclap Cr Au Evocation 0 N N Xanathar
Thunderous Smite Cr Au Evocation 1 N Y PHB
Thunderwave Cr Au Evocation 1 N N PHB
Tidal Wave Cr Aq Conjuration 3 N N Xanathar
Time Stop Mu Co Transmutation 9 N N PHB
Tiny Servant Re Te Transmutation 3 N N Xanathar
Toll the Dead Pe Co Necromancy 0 N N Xanathar
Tongues In Me Divination 3 N N PHB
Transmute Rock Mu Te Transmutation 5 N N Xanathar
Transport via Plants Re Co Conjuration 6 N N PHB
Tree Stride Re Co Conjuration 5 N Y PHB
True Polymorph Mu Co Transmutation 9 N Y PHB
True Resurrection Cr Co Necromancy 9 N N PHB
True Seeing In Im Divination 6 N N PHB
True Strike In Me Divination 0 N Y PHB
Tsunami Cr Aq Conjuration 8 N Y PHB
Unseen Servant Cr Vi Conjuration 1 Y N PHB
Vampiric Touch Pe Co Necromancy 3 N Y PHB
Vicious Mockery Pe Me Enchantment 0 N N PHB
Vitriolic Sphere Cr Aq Evocation 4 N N Xanathar
Wall of Fire Cr Ig Evocation 4 N Y PHB
Wall of Force Cr Vi Evocation 5 N Y PHB
Wall of Ice Cr Aq Evocation 6 N Y PHB
Wall of Light Cr Vi Evocation 5 N Y Xanathar
Wall of Sand Cr Te Evocation 3 N Y Xanathar
Wall of Stone Cr Te Evocation 5 N Y PHB
Wall of Thorns Cr He Conjuration 6 N Y PHB
Wall of Water Cr Aq Evocation 3 N Y Xanathar
Warding Bond Re Co Abjuration 2 N N PHB
Warding Wind Cr Au Evocation 2 N Y Xanathar
Water Breathing Mu Co Transmutation 3 Y N PHB
Water Walk Re Co Transmutation 3 Y N PHB
Watery Sphere Cr Aq Conjuration 4 N Y Xanathar
Web Cr An Conjuration 2 N Y PHB
Weird Cr Me Illusion 9 N Y PHB
Whirlwind Cr Au Evocation 7 N Y Xanathar
Wind Walk Re Co Transmutation 6 N N PHB
Wind Wall Cr Au Evocation 3 N Y PHB
Wish Cr Vi Conjuration 9 N N PHB
Witch Bolt Cr Vi Evocation 1 N Y PHB
Word of Radiance Cr Vi Evocation 0 N N Xanathar
Word of Recall Re Co Conjuration 6 N N PHB
Wrath of Nature Re (Fo) Evocation 5 N Y Xanathar
Wrathful Smite Pe Me Evocation 1 N Y PHB
Zephyr Strike Re Co Transmutation 1 N Y Xanathar
Zone of Truth Re Me Enchantment 2 N N PHB

Dungeons & Dragons Spells by School#

Abjuration#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Absorb Elements Re (Fo) Abjuration 1 N N Xanathar
Aid Cr Co Abjuration 2 N N PHB
Alarm Re Vi Abjuration 1 Y N PHB
Antilife Shell Re (Fo) Abjuration 5 N Y PHB
Antimagic Field Pe Vi Abjuration 8 N Y PHB
Arcane Lock Re He Abjuration 2 N N PHB
Armor of Agathys Pe Ig Abjuration 1 N N PHB
Aura of Life Cr Co Abjuration 4 N Y PHB
Aura of Purity Cr Co Abjuration 4 N Y PHB
Banishing Smite Cr Vi Abjuration 5 N Y PHB
Banishment Re Vi Abjuration 4 N Y PHB
Beacon of Hope Cr Co Abjuration 3 N Y PHB
Blade Ward Re Te Abjuration 0 N N PHB
Ceremony Cr Vi Abjuration 1 Y N Xanathar
Circle of Power Re Vi Abjuration 5 N Y PHB
Counterspell Pe Vi Abjuration 3 N N PHB
Death Ward Cr Co Abjuration 4 N N PHB
Dispel Evil and Good Pe Vi Abjuration 5 N Y PHB
Dispel Magic Pe Vi Abjuration 3 N N PHB
Druid Grove Re (Fo) Abjuration 6 N N Xanathar
Forbiddance Re Vi Abjuration 6 Y N PHB
Freedom of Movement Re Co Abjuration 4 N N PHB
Globe of Invulnerability Pe Vi Abjuration 6 N Y PHB
Glyph of Warding Cr Vi Abjuration 3 N N PHB
Greater Restoration Cr Co Abjuration 5 N N PHB
Guards and Wards Cr Vi Abjuration 6 N N PHB
Holy Aura Re Vi Abjuration 8 N Y PHB
Imprisonment Re Vi Abjuration 9 N N PHB
Intellect Fortress Re Me Abjuration 3 N N Tasha
Invulnerability Re Vi Abjuration 9 N Y Xanathar
Lesser Restoration Cr Co Abjuration 2 N N PHB
Mage Armor Cr Vi Abjuration 1 N N PHB
Magic Circle Re Vi Abjuration 3 N Y PHB
Mind Blank Mu Me Abjuration 8 N N PHB
Mordenkainen's Private Sanctum Mu Te Abjuration 4 N N PHB
Nondetection Pe Im Abjuration 3 N N PHB
Pass without Trace Mu Te Abjuration 2 N Y PHB
Planar Binding Re Vi Abjuration 5 N N PHB
Primordial Ward Re (Fo) Abjuration 6 N Y Xanathar
Prismatic Wall Cr Vi Abjuration 9 N N PHB
Protection from Energy Re (Fo) Abjuration 3 N Y PHB
Protection from Evil and Good Re Vi Abjuration 1 N Y PHB
Protection from Poison Pe Aq Abjuration 2 N N PHB
Remove Curse Cr Co Abjuration 3 N N PHB
Resistance Cr Vi Abjuration 0 N Y PHB
Sanctuary Re Me Abjuration 1 N N PHB
Shield Cr Vi Abjuration 1 N N PHB
Shield of Faith Cr Vi Abjuration 1 N Y PHB
Snare Re He Abjuration 1 N N Xanathar
Symbol Cr Vi Abjuration 7 N N PHB
Warding Bond Re Co Abjuration 2 N N PHB

Conjuration#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Acid Splash Cr Aq Conjuration 0 N N PHB
Arcane Gate Re Te Conjuration 6 N Y PHB
Arms of Hadar Cr Vi Conjuration 1 N N PHB
Blade of Disaster Cr Vi Conjuration 9 N Y Tasha
Call Lightning Cr Au Conjuration 3 N Y PHB
Cloud of Daggers Cr Te Conjuration 2 N Y PHB
Cloudkill Cr Au Conjuration 5 N Y PHB
Conjure Animals Cr An Conjuration 3 N Y PHB
Conjure Barrage Cr Te Conjuration 3 N N PHB
Conjure Celestial Re Vi Conjuration 7 N Y PHB
Conjure Elemental Re Vi Conjuration 5 N Y PHB
Conjure Fey Re Vi Conjuration 6 N Y PHB
Conjure Minor Elementals Re Vi Conjuration 4 N Y PHB
Conjure Volley Cr Te Conjuration 5 N N PHB
Conjure Woodland Beings Re Vi Conjuration 4 N Y PHB
Create Bonfire Cr Ig Conjuration 0 N N Xanathar
Create Food and Water Cr (Fo) Conjuration 3 N N PHB
Create or Destroy Water (Te) Aq Conjuration 1 N N PHB
Demiplane Cr Vi Conjuration 8 N N PHB
Dimension Door Re Co Conjuration 4 N N PHB
Drawmij's Instant Summons Re Te Conjuration 6 Y N PHB
Dream of the Blue Veil Re Me Conjuration 7 N N Tasha
Dust Devil Re Au Conjuration 2 N Y Xanathar
Ensnaring Strike Cr He Conjuration 1 N Y PHB
Entangle Cr He Conjuration 1 N Y PHB
Evard's Black Tentacles Cr An Conjuration 4 N Y PHB
Far Step Re Co Conjuration 5 N Y Xanathar
Find Familiar Re Vi Conjuration 1 Y N PHB
Find Greater Steed Cr An Conjuration 4 N N Xanathar
Find Steed Cr An Conjuration 2 N N PHB
Flaming Sphere Cr Ig Conjuration 2 N Y PHB
Fog Cloud Cr Au Conjuration 1 N Y PHB
Gate Re Vi Conjuration 9 N Y PHB
Grasping Vine Cr He Conjuration 4 N Y PHB
Grease Cr Aq Conjuration 1 N N PHB
Guardian of Faith Cr Vi Conjuration 4 N N PHB
Hail of Thorns Cr He Conjuration 1 N Y PHB
Healing Spirit Cr Co Conjuration 2 N Y Xanathar
Heroes' Feast Cr (Fo) Conjuration 6 N N PHB
Hunger of Hadar Pe Ig Conjuration 3 N Y PHB
Ice Knife Cr Aq Conjuration 1 N N Xanathar
Incendiary Cloud Cr Ig Conjuration 8 N Y PHB
Infernal Calling Re Vi Conjuration 5 N Y Xanathar
Infestation Cr An Conjuration 0 N N Xanathar
Insect Plague Cr An Conjuration 5 N Y PHB
Leomund's Secret Chest Re He Conjuration 4 N N PHB
Mage Hand Cr Vi Conjuration 0 N Y PHB
Mass Cure Wounds Cr Co Conjuration 5 N N PHB
Mass Heal Cr Co Conjuration 9 N N PHB
Maze Re Vi Conjuration 8 N Y PHB
Mighty Fortress Cr Te Conjuration 8 N N Xanathar
Misty Step Re Co Conjuration 2 N N PHB
Mordenkainen's Faithful Hound Cr Vi Conjuration 4 N N PHB
Mordenkainen's Magnificent Mansion Cr Vi Conjuration 7 N N PHB
Planar Ally Re Vi Conjuration 6 N N PHB
Plane Shift Re Vi Conjuration 7 N N PHB
Poison Spray Cr He Conjuration 0 N N PHB
Produce Flame Cr Ig Conjuration 0 N N PHB
Revivify Cr Co Conjuration 3 N N PHB
Scatter Re Co Conjuration 6 N N Xanathar
Sleet Storm Cr Aq Conjuration 3 N Y PHB
Spirit Guardians Re Vi Conjuration 3 N Y PHB
Steel Wind Strike Cr Vi Conjuration 5 N N Xanathar
Stinking Cloud Cr Au Conjuration 3 N Y PHB
Storm of Vengeance Cr Au Conjuration 9 N Y PHB
Summon Aberration Re Vi Conjuration 4 N Y Tasha
Summon Beast Re Vi Conjuration 2 N N Tasha
Summon Celestial Re Vi Conjuration 5 N Y Tasha
Summon Construct Re Vi Conjuration 4 N Y Tasha
Summon Elemental Re Vi Conjuration 4 N Y Tasha
Summon Fey Re Vi Conjuration 3 N Y Tasha
Summon Fiend Re Vi Conjuration 6 N Y Tasha
Summon Greater Demon Re Vi Conjuration 4 N Y Xanathar
Summon Lesser Demons Re Vi Conjuration 3 N Y Xanathar
Summon Shadowspawn Re Vi Conjuration 3 N Y Tasha
Sword Burst Cr Vi Conjuration 0 N N Tasha
Teleport Re Co Conjuration 7 N N PHB
Teleportation Circle Re Te Conjuration 5 N N PHB
Temple of the Gods Cr Te Conjuration 7 N N Xanathar
Tenser's Floating Disk Cr Vi Conjuration 1 Y N PHB
Thunder Step Re Au Conjuration 3 N N Xanathar
Tidal Wave Cr Aq Conjuration 3 N N Xanathar
Transport via Plants Re Co Conjuration 6 N N PHB
Tree Stride Re Co Conjuration 5 N Y PHB
Tsunami Cr Aq Conjuration 8 N Y PHB
Unseen Servant Cr Vi Conjuration 1 Y N PHB
Wall of Thorns Cr He Conjuration 6 N Y PHB
Watery Sphere Cr Aq Conjuration 4 N Y Xanathar
Web Cr An Conjuration 2 N Y PHB
Wish Cr Vi Conjuration 9 N N PHB
Word of Recall Re Co Conjuration 6 N N PHB

Divination#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Arcane Eye In Im Divination 4 N Y PHB
Augury In Me Divination 2 Y N PHB
Beast Bond In An Divination 1 N Y Xanathar
Beast Sense In An Divination 2 Y Y PHB
Clairvoyance In Im Divination 3 N Y PHB
Commune In Me Divination 5 Y N PHB
Commune with Nature In He Divination 5 Y N PHB
Comprehend Languages In Me Divination 1 Y N PHB
Contact Other Plane In Me Divination 5 Y N PHB
Detect Evil and Good In Vi Divination 1 N Y PHB
Detect Magic In Vi Divination 1 Y Y PHB
Detect Poison and Disease In An Divination 1 Y Y PHB
Detect Thoughts In Me Divination 2 N Y PHB
Divination In Vi Divination 4 Y N PHB
Find the Path In Te Divination 6 N Y PHB
Find Traps In Te Divination 2 N N PHB
Foresight In Vi Divination 9 N N PHB
Guidance In Vi Divination 0 N N PHB
Hunter's Mark In Co Divination 1 N Y PHB
Identify In Vi Divination 1 Y N PHB
Legend Lore In (Fo) Divination 5 N N PHB
Locate Animals or Plants In (Fo) Divination 2 Y N PHB
Locate Creature In Co Divination 4 N Y PHB
Locate Object In Te Divination 2 N Y PHB
Mind Spike Pe Me Divination 2 N Y Xanathar
Rary's Telepathic Bond In Me Divination 5 Y N PHB
Scrying In Im Divination 5 N Y PHB
See Invisibility In Im Divination 2 N N PHB
Speak with Animals In An Divination 1 Y N PHB
Tongues In Me Divination 3 N N PHB
True Seeing In Im Divination 6 N N PHB
True Strike In Me Divination 0 N Y PHB

Enchantment#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Animal Friendship Re An Enchantment 1 N N PHB
Animal Messenger Re An Enchantment 2 Y N PHB
Antipathy/Sympathy Re Me Enchantment 8 N N PHB
Bane Pe Me Enchantment 1 N Y PHB
Bless Cr Me Enchantment 1 N Y PHB
Calm Emotions Mu Me Enchantment 2 N Y PHB
Catnap Re Me Enchantment 3 N N Xanathar
Charm Monster Re Me Enchantment 4 N N Xanathar
Charm Person Re Me Enchantment 1 N N PHB
Command Re Me Enchantment 1 N N PHB
Compelled Duel Re Me Enchantment 1 N Y PHB
Compulsion Re Me Enchantment 4 N Y PHB
Confusion Mu Me Enchantment 4 N Y PHB
Crown of Madness Mu Me Enchantment 2 N Y PHB
Dominate Beast Re An Enchantment 4 N Y PHB
Dominate Monster Re Me Enchantment 8 N Y PHB
Dominate Person Re Me Enchantment 5 N Y PHB
Enemies Abound Mu Me Enchantment 3 N Y Xanathar
Enthrall Re Me Enchantment 2 N Y PHB
Feeblemind Pe Me Enchantment 8 N N PHB
Friends Mu Me Enchantment 0 N Y PHB
Geas Re Me Enchantment 5 N N PHB
Heroism Cr Me Enchantment 1 N Y PHB
Hex Pe Me Enchantment 1 N Y PHB
Hold Monster Re Me Enchantment 5 N Y PHB
Hold Person Re Me Enchantment 2 N Y PHB
Mass Suggestion Re Me Enchantment 6 N N PHB
Mind Sliver Pe Me Enchantment 0 N N Tasha
Modify Memory Mu Me Enchantment 5 N Y PHB
Otto's Irresistible Dance Re Me Enchantment 6 N Y PHB
Power Word Kill Pe Me Enchantment 9 N N PHB
Power Word Pain Pe Co Enchantment 7 N N Xanathar
Power Word Stun Pe Me Enchantment 8 N N PHB
Psychic Scream Pe Me Enchantment 9 N N Xanathar
Sleep Re Me Enchantment 1 N N PHB
Suggestion Re Me Enchantment 2 N Y PHB
Synaptic Static Pe Me Enchantment 5 N N Xanathar
Tasha's Hideous Laughter Re Me Enchantment 1 N Y PHB
Tasha's Mind Whip Pe Me Enchantment 2 N N Tasha
Vicious Mockery Pe Me Enchantment 0 N N PHB
Zone of Truth Re Me Enchantment 2 N N PHB

Evocation#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Aganazzar's Scorcher Cr Ig Evocation 2 N N Xanathar
Aura of Vitality Cr Co Evocation 3 N Y PHB
Bigby's Hand Cr Vi Evocation 5 N Y PHB
Blade Barrier Cr Te Evocation 6 N Y PHB
Blinding Smite Cr Im Evocation 3 N Y PHB
Booming Blade Cr Au Evocation 0 N N Tasha
Branding Smite Cr Vi Evocation 2 N Y PHB
Burning Hands Cr Ig Evocation 1 N N PHB
Chain Lightning Cr Au Evocation 6 N N PHB
Chaos Bolt Cr Vi Evocation 1 N N Xanathar
Chromatic Orb Cr Im Evocation 1 N N PHB
Cone of Cold Pe Ig Evocation 5 N N PHB
Contingency Re Vi Evocation 6 N N PHB
Continual Flame Cr Ig Evocation 2 N N PHB
Crown of Stars Cr Vi Evocation 7 N N Xanathar
Crusader's Mantle Cr Vi Evocation 3 N Y PHB
Cure Wounds Cr Co Evocation 1 N N PHB
Dancing Lights Cr Ig Evocation 0 N Y PHB
Darkness Pe Ig Evocation 2 N Y PHB
Dawn Cr Vi Evocation 5 N Y Xanathar
Daylight Cr Ig Evocation 3 N N PHB
Delayed Blast Fireball Cr Ig Evocation 7 N N PHB
Destructive Smite/Wave Cr Vi Evocation 5 N N PHB
Destructive Wave Cr Vi Evocation 5 N N PHB
Dissonant Whispers Pe Me Evocation 1 N N PHB
Divine Favor Cr Vi Evocation 1 N Y PHB
Divine Word Pe Vi Evocation 7 N N PHB
Earth Tremor Re Te Evocation 1 N N Xanathar
Earthquake Re Te Evocation 8 N Y PHB
Eldritch Blast Cr Vi Evocation 0 N N PHB
Faerie Fire Cr Ig Evocation 1 N Y PHB
Fire Bolt Cr Ig Evocation 0 N N PHB
Fire Shield Re Ig Evocation 4 N N PHB
Fire Storm Cr Ig Evocation 7 N N PHB
Fireball Cr Ig Evocation 3 N N PHB
Flame Blade Cr Ig Evocation 2 N Y PHB
Flame Strike Cr Ig Evocation 5 N Y PHB
Forcecage Cr Vi Evocation 7 N N PHB
Frostbite Pe Ig Evocation 0 N N Xanathar
Green-Flame Blade Cr Ig Evocation 0 N N Tasha
Guiding Bolt Cr Vi Evocation 1 N N PHB
Gust of Wind Cr Au Evocation 2 N Y PHB
Hallow Re Vi Evocation 5 N N PHB
Heal Cr Co Evocation 6 N N PHB
Healing Word Cr Co Evocation 1 N N PHB
Hellish Rebuke Cr Ig Evocation 1 N N PHB
Holy Weapon Cr Vi Evocation 5 N Y Xanathar
Ice Storm Cr Aq Evocation 4 N N PHB
Immolation Cr Ig Evocation 5 N Y Xanathar
Leomund's Tiny Hut Cr Vi Evocation 3 Y N PHB
Light Cr Ig Evocation 0 N N PHB
Lightning Bolt Cr Au Evocation 3 N N PHB
Lightning Lure Cr Au Evocation 0 N N Tasha
Maddening Darkness Pe Me Evocation 8 N Y Xanathar
Maelstrom Cr Aq Evocation 5 N Y Xanathar
Magic Missile Cr Vi Evocation 1 N N PHB
Mass Healing Word Cr Co Evocation 3 N N PHB
Melf's Acid Arrow Cr Aq Evocation 2 N N PHB
Melf's Minute Meteors Cr Ig Evocation 3 N Y Xanathar
Meteor Swarm Cr Ig Evocation 9 N N PHB
Moonbeam Cr Ig Evocation 2 N Y PHB
Mordenkainen's Sword Cr Vi Evocation 7 N Y PHB
Otiluke's Freezing Sphere Pe Ig Evocation 6 N N PHB
Otiluke's Resilient Sphere Cr Vi Evocation 4 N Y PHB
Power Word Heal Cr Co Evocation 9 N N PHB
Prayer of Healing Cr Co Evocation 2 N N PHB
Prismatic Spray Cr Vi Evocation 7 N N PHB
Ray of Frost Pe Ig Evocation 0 N N PHB
Sacred Flame Cr Ig Evocation 0 N N PHB
Scorching Ray Cr Ig Evocation 2 N N PHB
Searing Smite Cr Ig Evocation 1 N Y PHB
Sending Cr Me Evocation 3 N N PHB
Shatter Pe Te Evocation 2 N N PHB
Shocking Grasp Cr Au Evocation 0 N N PHB
Sickening Radiance Cr Vi Evocation 4 N Y Xanathar
Snilloc's Snowball Swarm Cr Aq Evocation 2 N N Xanathar
Spiritual Weapon Cr Vi Evocation 2 N N PHB
Staggering Smite Pe Me Evocation 4 N Y PHB
Storm Sphere Cr Au Evocation 4 N Y Xanathar
Sunbeam Cr Ig Evocation 6 N Y PHB
Sunburst Cr Ig Evocation 8 N N PHB
Tasha's Caustic Brew Cr Aq Evocation 1 N N Tasha
Telepathy Cr Me Evocation 8 N N PHB
Thunderclap Cr Au Evocation 0 N N Xanathar
Thunderous Smite Cr Au Evocation 1 N Y PHB
Thunderwave Cr Au Evocation 1 N N PHB
Vitriolic Sphere Cr Aq Evocation 4 N N Xanathar
Wall of Fire Cr Ig Evocation 4 N Y PHB
Wall of Force Cr Vi Evocation 5 N Y PHB
Wall of Ice Cr Aq Evocation 6 N Y PHB
Wall of Light Cr Vi Evocation 5 N Y Xanathar
Wall of Sand Cr Te Evocation 3 N Y Xanathar
Wall of Stone Cr Te Evocation 5 N Y PHB
Wall of Water Cr Aq Evocation 3 N Y Xanathar
Warding Wind Cr Au Evocation 2 N Y Xanathar
Whirlwind Cr Au Evocation 7 N Y Xanathar
Wind Wall Cr Au Evocation 3 N Y PHB
Witch Bolt Cr Vi Evocation 1 N Y PHB
Word of Radiance Cr Vi Evocation 0 N N Xanathar
Wrath of Nature Re (Fo) Evocation 5 N Y Xanathar
Wrathful Smite Pe Me Evocation 1 N Y PHB

Illusion#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Blur Mu Im Illusion 2 N Y PHB
Color Spray Cr Im Illusion 1 N N PHB
Creation Cr Im Illusion 5 N N PHB
Disguise Self Mu Im Illusion 1 N N PHB
Dream Mu Me Illusion 5 N N PHB
Fear Cr Me Illusion 3 N Y PHB
Greater Invisibility Pe Im Illusion 4 N Y PHB
Hallucinatory Terrain Mu Im Illusion 4 N N PHB
Hypnotic Pattern Cr Im Illusion 3 N Y PHB
Illusory Dragon Cr Im Illusion 8 N Y Xanathar
Illusory Script Mu Im Illusion 1 Y N PHB
Invisibility Pe Im Illusion 2 N Y PHB
Magic Mouth Cr Im Illusion 2 Y N PHB
Major Image Cr Im Illusion 3 N Y PHB
Mental Prison Pe Me Illusion 6 N Y Xanathar
Minor Illusion Cr Im Illusion 0 N N PHB
Mirage Arcane Mu Im Illusion 7 N N PHB
Mirror Image Cr Im Illusion 2 N N PHB
Mislead Mu Im Illusion 5 N Y PHB
Nystul's Magic Aura Cr Im Illusion 2 N N PHB
Phantasmal Force Cr Im Illusion 2 N Y PHB
Phantasmal Killer Cr Me Illusion 4 N Y PHB
Phantom Steed Cr An Illusion 3 Y N PHB
Programmed Illusion Cr Im Illusion 6 N N PHB
Project Image Mu Im Illusion 7 N Y PHB
Seeming Mu Im Illusion 5 N N PHB
Shadow Blade Pe Me Illusion 2 N Y Xanathar
Silence Pe Im Illusion 2 Y Y PHB
Silent Image Cr Im Illusion 1 N Y PHB
Simulacrum Cr Im Illusion 7 N N PHB
Weird Cr Me Illusion 9 N Y PHB

Necromancy#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Abi-Dalzim's Horrid Wilting Pe Aq Necromancy 8 N N Xanathar
Animate Dead Re Co Necromancy 3 N N PHB
Astral Projection Mu Me Necromancy 9 N N PHB
Bestow Curse Pe Co Necromancy 3 N Y PHB
Blight Pe He Necromancy 4 N N PHB
Blindness/Deafness Pe Co Necromancy 2 N N PHB
Cause Fear Cr Me Necromancy 1 N Y Xanathar
Chill Touch Pe Co Necromancy 0 N N PHB
Circle of Death Pe Co Necromancy 6 N N PHB
Clone Cr Co Necromancy 8 N N PHB
Contagion Pe Co Necromancy 5 N N PHB
Create Undead Re Co Necromancy 6 N N PHB
Danse Macabre Re Co Necromancy 5 N Y Xanathar
Enervation Pe Co Necromancy 5 N Y Xanathar
Eyebite Mu Me Necromancy 6 N Y PHB
False Life Cr Co Necromancy 1 N N PHB
Feign Death Re Co Necromancy 3 Y N PHB
Finger of Death Pe Co Necromancy 7 N N PHB
Gentle Repose Cr Co Necromancy 2 Y N PHB
Harm Pe Co Necromancy 6 N N PHB
Inflict Wounds Pe Co Necromancy 1 N N PHB
Life Transference Mu Co Necromancy 3 N N Xanathar
Magic Jar Mu Me Necromancy 6 N N PHB
Negative Energy Flood Cr Vi Necromancy 5 N N Xanathar
Raise Dead Cr Co Necromancy 5 N N PHB
Ray of Enfeeblement Pe Co Necromancy 2 N N PHB
Ray of Sickness Pe Co Necromancy 1 N N PHB
Resurrection Cr Co Necromancy 7 N N PHB
Shadow of Moil Re Vi Necromancy 4 N Y Xanathar
Soul Cage Re Me Necromancy 6 N N Xanathar
Spare the Dying Cr Co Necromancy 0 N N PHB
Speak with Dead In Me Necromancy 3 N N PHB
Spirit Shroud Re Me Necromancy 3 N N Tasha
Summon Undead Re Vi Necromancy 3 N Y Tasha
Toll the Dead Pe Co Necromancy 0 N N Xanathar
True Resurrection Cr Co Necromancy 9 N N PHB
Vampiric Touch Pe Co Necromancy 3 N Y PHB

Transmutation#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Alter Self Mu Co Transmutation 2 N Y PHB
Animal Shapes Mu Co Transmutation 8 N Y PHB
Animate Objects Re Te Transmutation 5 N Y PHB
Awaken Mu He Transmutation 5 N N PHB
Barkskin Mu Co Transmutation 2 N Y PHB
Blink Re Co Transmutation 3 N N PHB
Bones of the Earth Cr Te Transmutation 6 N N Xanathar
Catapult Re Te Transmutation 1 N N Xanathar
Control Flames Re Ig Transmutation 0 N N Xanathar
Control Water Re Aq Transmutation 4 N Y PHB
Control Weather Re Au Transmutation 8 N N PHB
Control Winds Re Au Transmutation 5 N N Xanathar
Cordon of Arrows Re Te Transmutation 2 N N PHB
Create Homunculus Cr Vi Transmutation 6 N N Xanathar
Darkvision Mu Co Transmutation 2 N N PHB
Disintegrate Pe (Fo) Transmutation 6 N N PHB
Dragon's Breath Cr (Fo) Transmutation 2 N Y Xanathar
Druidcraft Cr Vi Transmutation 0 N N PHB
Earthbind Re Co Transmutation 2 N Y Xanathar
Elemental Bane (Te) (Fo) Transmutation 4 N Y Xanathar
Elemental Weapon (Te) (Fo) Transmutation 3 N Y PHB
Enhance Ability Mu Co Transmutation 2 N Y PHB
Enlarge/Reduce Mu Co Transmutation 2 N Y PHB
Erupting Earth Re Te Transmutation 3 N N Xanathar
Etherealness Mu Co Transmutation 7 N N PHB
Expeditious Retreat Re Co Transmutation 1 N Y PHB
Fabricate Mu (Fo) Transmutation 4 N N PHB
Feather Fall Re Co Transmutation 1 N N PHB
Flame Arrows Cr Ig Transmutation 3 N Y Xanathar
Flesh to Stone Mu Co Transmutation 6 N Y PHB
Fly Re Co Transmutation 3 N Y PHB
Gaseous Form Mu Co Transmutation 3 N Y PHB
Giant Insect Mu An Transmutation 4 N Y PHB
Glibness Mu Me Transmutation 8 N N PHB
Goodberry Cr He Transmutation 1 N N PHB
Guardian of Nature Mu Co Transmutation 4 N Y Xanathar
Gust Cr Au Transmutation 0 N N Xanathar
Haste Re Co Transmutation 3 N Y PHB
Heat Metal Cr Ig Transmutation 2 N Y PHB
Investiture of Flame Re Ig Transmutation 6 N Y Xanathar
Investiture of Ice Re Aq Transmutation 6 N Y Xanathar
Investiture of Stone Re Te Transmutation 6 N Y Xanathar
Investiture of Wind Re Au Transmutation 6 N Y Xanathar
Jump Re Co Transmutation 1 N N PHB
Knock Re Te Transmutation 2 N N PHB
Levitate Re Co Transmutation 2 N Y PHB
Lightning Arrow Cr Au Transmutation 3 N Y PHB
Longstrider Re Co Transmutation 1 N N PHB
Magic Stone Re Te Transmutation 0 N N Xanathar
Magic Weapon Cr Vi Transmutation 2 N Y PHB
Mass Polymorph Mu Co Transmutation 9 N Y Xanathar
Maximilian's Earthen Grasp Cr Te Transmutation 2 N Y Xanathar
Meld into Stone Mu Co Transmutation 3 Y N PHB
Mending Cr Te Transmutation 0 N N PHB
Message Cr Me Transmutation 0 N N PHB
Mold Earth Re Te Transmutation 0 N N Xanathar
Move Earth Re Te Transmutation 6 N Y PHB
Passwall Pe Te Transmutation 5 N N PHB
Plant Growth Cr He Transmutation 3 N N PHB
Polymorph Mu Co Transmutation 4 N Y PHB
Prestidigitation Cr Vi Transmutation 0 N N PHB
Primal Savagery Mu Co Transmutation 0 N N Xanathar
Purify Food and Drink Cr (Fo) Transmutation 1 Y N PHB
Pyrotechnics Mu Ig Transmutation 2 N N Xanathar
Regenerate Cr Co Transmutation 7 N N PHB
Reincarnate Cr Co Transmutation 5 N N PHB
Reverse Gravity Re Co Transmutation 7 N Y PHB
Rope Trick Mu Vi Transmutation 2 N N PHB
Sequester Pe Im Transmutation 7 N N PHB
Shape Water Re Aq Transmutation 0 N N Xanathar
Shapechange Mu Co Transmutation 9 N Y PHB
Shillelagh Mu He Transmutation 0 N N PHB
Skill Empowerment Mu Me Transmutation 5 N Y Xanathar
Skywrite Cr Au Transmutation 2 Y Y Xanathar
Slow Re Co Transmutation 3 N Y PHB
Speak with Plants In He Transmutation 3 N N PHB
Spider Climb Re Co Transmutation 2 N Y PHB
Spike Growth Mu Te Transmutation 2 N Y PHB
Stone Shape Mu Te Transmutation 4 N N PHB
Stoneskin Mu Co Transmutation 4 N Y PHB
Swift Quiver Cr Te Transmutation 5 N Y PHB
Tasha's Otherworldy Guise Mu Co Transmutation 6 N Y Tasha
Telekinesis Re Te Transmutation 5 N Y PHB
Tenser's Transformation Mu Co Transmutation 6 N Y Xanathar
Thaumaturgy Cr Vi Transmutation 0 N N PHB
Thorn Whip Cr He Transmutation 0 N N PHB
Time Stop Mu Co Transmutation 9 N N PHB
Tiny Servant Re Te Transmutation 3 N N Xanathar
Transmute Rock Mu Te Transmutation 5 N N Xanathar
True Polymorph Mu Co Transmutation 9 N Y PHB
Water Breathing Mu Co Transmutation 3 Y N PHB
Water Walk Re Co Transmutation 3 Y N PHB
Wind Walk Re Co Transmutation 6 N N PHB
Zephyr Strike Re Co Transmutation 1 N Y Xanathar

Dungeons & Dragons Spells by Level#

Cantrips#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Acid Splash Cr Aq Conjuration 0 N N PHB
Blade Ward Re Te Abjuration 0 N N PHB
Booming Blade Cr Au Evocation 0 N N Tasha
Chill Touch Pe Co Necromancy 0 N N PHB
Control Flames Re Ig Transmutation 0 N N Xanathar
Create Bonfire Cr Ig Conjuration 0 N N Xanathar
Dancing Lights Cr Ig Evocation 0 N Y PHB
Druidcraft Cr Vi Transmutation 0 N N PHB
Eldritch Blast Cr Vi Evocation 0 N N PHB
Fire Bolt Cr Ig Evocation 0 N N PHB
Friends Mu Me Enchantment 0 N Y PHB
Frostbite Pe Ig Evocation 0 N N Xanathar
Green-Flame Blade Cr Ig Evocation 0 N N Tasha
Guidance In Vi Divination 0 N N PHB
Gust Cr Au Transmutation 0 N N Xanathar
Infestation Cr An Conjuration 0 N N Xanathar
Light Cr Ig Evocation 0 N N PHB
Lightning Lure Cr Au Evocation 0 N N Tasha
Mage Hand Cr Vi Conjuration 0 N Y PHB
Magic Stone Re Te Transmutation 0 N N Xanathar
Mending Cr Te Transmutation 0 N N PHB
Message Cr Me Transmutation 0 N N PHB
Mind Sliver Pe Me Enchantment 0 N N Tasha
Minor Illusion Cr Im Illusion 0 N N PHB
Mold Earth Re Te Transmutation 0 N N Xanathar
Poison Spray Cr He Conjuration 0 N N PHB
Prestidigitation Cr Vi Transmutation 0 N N PHB
Primal Savagery Mu Co Transmutation 0 N N Xanathar
Produce Flame Cr Ig Conjuration 0 N N PHB
Ray of Frost Pe Ig Evocation 0 N N PHB
Resistance Cr Vi Abjuration 0 N Y PHB
Sacred Flame Cr Ig Evocation 0 N N PHB
Shape Water Re Aq Transmutation 0 N N Xanathar
Shillelagh Mu He Transmutation 0 N N PHB
Shocking Grasp Cr Au Evocation 0 N N PHB
Spare the Dying Cr Co Necromancy 0 N N PHB
Sword Burst Cr Vi Conjuration 0 N N Tasha
Thaumaturgy Cr Vi Transmutation 0 N N PHB
Thorn Whip Cr He Transmutation 0 N N PHB
Thunderclap Cr Au Evocation 0 N N Xanathar
Toll the Dead Pe Co Necromancy 0 N N Xanathar
True Strike In Me Divination 0 N Y PHB
Vicious Mockery Pe Me Enchantment 0 N N PHB
Word of Radiance Cr Vi Evocation 0 N N Xanathar

1st-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Absorb Elements Re (Fo) Abjuration 1 N N Xanathar
Alarm Re Vi Abjuration 1 Y N PHB
Animal Friendship Re An Enchantment 1 N N PHB
Armor of Agathys Pe Ig Abjuration 1 N N PHB
Arms of Hadar Cr Vi Conjuration 1 N N PHB
Bane Pe Me Enchantment 1 N Y PHB
Beast Bond In An Divination 1 N Y Xanathar
Bless Cr Me Enchantment 1 N Y PHB
Burning Hands Cr Ig Evocation 1 N N PHB
Catapult Re Te Transmutation 1 N N Xanathar
Cause Fear Cr Me Necromancy 1 N Y Xanathar
Ceremony Cr Vi Abjuration 1 Y N Xanathar
Chaos Bolt Cr Vi Evocation 1 N N Xanathar
Charm Person Re Me Enchantment 1 N N PHB
Chromatic Orb Cr Im Evocation 1 N N PHB
Color Spray Cr Im Illusion 1 N N PHB
Command Re Me Enchantment 1 N N PHB
Compelled Duel Re Me Enchantment 1 N Y PHB
Comprehend Languages In Me Divination 1 Y N PHB
Create or Destroy Water (Te) Aq Conjuration 1 N N PHB
Cure Wounds Cr Co Evocation 1 N N PHB
Detect Evil and Good In Vi Divination 1 N Y PHB
Detect Magic In Vi Divination 1 Y Y PHB
Detect Poison and Disease In An Divination 1 Y Y PHB
Disguise Self Mu Im Illusion 1 N N PHB
Dissonant Whispers Pe Me Evocation 1 N N PHB
Divine Favor Cr Vi Evocation 1 N Y PHB
Earth Tremor Re Te Evocation 1 N N Xanathar
Ensnaring Strike Cr He Conjuration 1 N Y PHB
Entangle Cr He Conjuration 1 N Y PHB
Expeditious Retreat Re Co Transmutation 1 N Y PHB
Faerie Fire Cr Ig Evocation 1 N Y PHB
False Life Cr Co Necromancy 1 N N PHB
Feather Fall Re Co Transmutation 1 N N PHB
Find Familiar Re Vi Conjuration 1 Y N PHB
Fog Cloud Cr Au Conjuration 1 N Y PHB
Goodberry Cr He Transmutation 1 N N PHB
Grease Cr Aq Conjuration 1 N N PHB
Guiding Bolt Cr Vi Evocation 1 N N PHB
Hail of Thorns Cr He Conjuration 1 N Y PHB
Healing Word Cr Co Evocation 1 N N PHB
Hellish Rebuke Cr Ig Evocation 1 N N PHB
Heroism Cr Me Enchantment 1 N Y PHB
Hex Pe Me Enchantment 1 N Y PHB
Hunter's Mark In Co Divination 1 N Y PHB
Ice Knife Cr Aq Conjuration 1 N N Xanathar
Identify In Vi Divination 1 Y N PHB
Illusory Script Mu Im Illusion 1 Y N PHB
Inflict Wounds Pe Co Necromancy 1 N N PHB
Jump Re Co Transmutation 1 N N PHB
Longstrider Re Co Transmutation 1 N N PHB
Mage Armor Cr Vi Abjuration 1 N N PHB
Magic Missile Cr Vi Evocation 1 N N PHB
Protection from Evil and Good Re Vi Abjuration 1 N Y PHB
Purify Food and Drink Cr (Fo) Transmutation 1 Y N PHB
Ray of Sickness Pe Co Necromancy 1 N N PHB
Sanctuary Re Me Abjuration 1 N N PHB
Searing Smite Cr Ig Evocation 1 N Y PHB
Shield Cr Vi Abjuration 1 N N PHB
Shield of Faith Cr Vi Abjuration 1 N Y PHB
Silent Image Cr Im Illusion 1 N Y PHB
Sleep Re Me Enchantment 1 N N PHB
Snare Re He Abjuration 1 N N Xanathar
Speak with Animals In An Divination 1 Y N PHB
Tasha's Caustic Brew Cr Aq Evocation 1 N N Tasha
Tasha's Hideous Laughter Re Me Enchantment 1 N Y PHB
Tenser's Floating Disk Cr Vi Conjuration 1 Y N PHB
Thunderous Smite Cr Au Evocation 1 N Y PHB
Thunderwave Cr Au Evocation 1 N N PHB
Unseen Servant Cr Vi Conjuration 1 Y N PHB
Witch Bolt Cr Vi Evocation 1 N Y PHB
Wrathful Smite Pe Me Evocation 1 N Y PHB
Zephyr Strike Re Co Transmutation 1 N Y Xanathar

2nd-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Aganazzar's Scorcher Cr Ig Evocation 2 N N Xanathar
Aid Cr Co Abjuration 2 N N PHB
Alter Self Mu Co Transmutation 2 N Y PHB
Animal Messenger Re An Enchantment 2 Y N PHB
Arcane Lock Re He Abjuration 2 N N PHB
Augury In Me Divination 2 Y N PHB
Barkskin Mu Co Transmutation 2 N Y PHB
Beast Sense In An Divination 2 Y Y PHB
Blindness/Deafness Pe Co Necromancy 2 N N PHB
Blur Mu Im Illusion 2 N Y PHB
Branding Smite Cr Vi Evocation 2 N Y PHB
Calm Emotions Mu Me Enchantment 2 N Y PHB
Cloud of Daggers Cr Te Conjuration 2 N Y PHB
Continual Flame Cr Ig Evocation 2 N N PHB
Cordon of Arrows Re Te Transmutation 2 N N PHB
Crown of Madness Mu Me Enchantment 2 N Y PHB
Darkness Pe Ig Evocation 2 N Y PHB
Darkvision Mu Co Transmutation 2 N N PHB
Detect Thoughts In Me Divination 2 N Y PHB
Dragon's Breath Cr (Fo) Transmutation 2 N Y Xanathar
Dust Devil Re Au Conjuration 2 N Y Xanathar
Earthbind Re Co Transmutation 2 N Y Xanathar
Enhance Ability Mu Co Transmutation 2 N Y PHB
Enlarge/Reduce Mu Co Transmutation 2 N Y PHB
Enthrall Re Me Enchantment 2 N Y PHB
Find Steed Cr An Conjuration 2 N N PHB
Find Traps In Te Divination 2 N N PHB
Flame Blade Cr Ig Evocation 2 N Y PHB
Flaming Sphere Cr Ig Conjuration 2 N Y PHB
Gentle Repose Cr Co Necromancy 2 Y N PHB
Gust of Wind Cr Au Evocation 2 N Y PHB
Healing Spirit Cr Co Conjuration 2 N Y Xanathar
Heat Metal Cr Ig Transmutation 2 N Y PHB
Hold Person Re Me Enchantment 2 N Y PHB
Invisibility Pe Im Illusion 2 N Y PHB
Knock Re Te Transmutation 2 N N PHB
Lesser Restoration Cr Co Abjuration 2 N N PHB
Levitate Re Co Transmutation 2 N Y PHB
Locate Animals or Plants In (Fo) Divination 2 Y N PHB
Locate Object In Te Divination 2 N Y PHB
Magic Mouth Cr Im Illusion 2 Y N PHB
Magic Weapon Cr Vi Transmutation 2 N Y PHB
Maximilian's Earthen Grasp Cr Te Transmutation 2 N Y Xanathar
Melf's Acid Arrow Cr Aq Evocation 2 N N PHB
Mind Spike Pe Me Divination 2 N Y Xanathar
Mirror Image Cr Im Illusion 2 N N PHB
Misty Step Re Co Conjuration 2 N N PHB
Moonbeam Cr Ig Evocation 2 N Y PHB
Nystul's Magic Aura Cr Im Illusion 2 N N PHB
Pass without Trace Mu Te Abjuration 2 N Y PHB
Phantasmal Force Cr Im Illusion 2 N Y PHB
Prayer of Healing Cr Co Evocation 2 N N PHB
Protection from Poison Pe Aq Abjuration 2 N N PHB
Pyrotechnics Mu Ig Transmutation 2 N N Xanathar
Ray of Enfeeblement Pe Co Necromancy 2 N N PHB
Rope Trick Mu Vi Transmutation 2 N N PHB
Scorching Ray Cr Ig Evocation 2 N N PHB
See Invisibility In Im Divination 2 N N PHB
Shadow Blade Pe Me Illusion 2 N Y Xanathar
Shatter Pe Te Evocation 2 N N PHB
Silence Pe Im Illusion 2 Y Y PHB
Skywrite Cr Au Transmutation 2 Y Y Xanathar
Snilloc's Snowball Swarm Cr Aq Evocation 2 N N Xanathar
Spider Climb Re Co Transmutation 2 N Y PHB
Spike Growth Mu Te Transmutation 2 N Y PHB
Spiritual Weapon Cr Vi Evocation 2 N N PHB
Suggestion Re Me Enchantment 2 N Y PHB
Summon Beast Re Vi Conjuration 2 N N Tasha
Tasha's Mind Whip Pe Me Enchantment 2 N N Tasha
Warding Bond Re Co Abjuration 2 N N PHB
Warding Wind Cr Au Evocation 2 N Y Xanathar
Web Cr An Conjuration 2 N Y PHB
Zone of Truth Re Me Enchantment 2 N N PHB

3rd-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Animate Dead Re Co Necromancy 3 N N PHB
Aura of Vitality Cr Co Evocation 3 N Y PHB
Beacon of Hope Cr Co Abjuration 3 N Y PHB
Bestow Curse Pe Co Necromancy 3 N Y PHB
Blinding Smite Cr Im Evocation 3 N Y PHB
Blink Re Co Transmutation 3 N N PHB
Call Lightning Cr Au Conjuration 3 N Y PHB
Catnap Re Me Enchantment 3 N N Xanathar
Clairvoyance In Im Divination 3 N Y PHB
Conjure Animals Cr An Conjuration 3 N Y PHB
Conjure Barrage Cr Te Conjuration 3 N N PHB
Counterspell Pe Vi Abjuration 3 N N PHB
Create Food and Water Cr (Fo) Conjuration 3 N N PHB
Crusader's Mantle Cr Vi Evocation 3 N Y PHB
Daylight Cr Ig Evocation 3 N N PHB
Dispel Magic Pe Vi Abjuration 3 N N PHB
Elemental Weapon (Te) (Fo) Transmutation 3 N Y PHB
Enemies Abound Mu Me Enchantment 3 N Y Xanathar
Erupting Earth Re Te Transmutation 3 N N Xanathar
Fear Cr Me Illusion 3 N Y PHB
Feign Death Re Co Necromancy 3 Y N PHB
Fireball Cr Ig Evocation 3 N N PHB
Flame Arrows Cr Ig Transmutation 3 N Y Xanathar
Fly Re Co Transmutation 3 N Y PHB
Gaseous Form Mu Co Transmutation 3 N Y PHB
Glyph of Warding Cr Vi Abjuration 3 N N PHB
Haste Re Co Transmutation 3 N Y PHB
Hunger of Hadar Pe Ig Conjuration 3 N Y PHB
Hypnotic Pattern Cr Im Illusion 3 N Y PHB
Intellect Fortress Re Me Abjuration 3 N N Tasha
Leomund's Tiny Hut Cr Vi Evocation 3 Y N PHB
Life Transference Mu Co Necromancy 3 N N Xanathar
Lightning Arrow Cr Au Transmutation 3 N Y PHB
Lightning Bolt Cr Au Evocation 3 N N PHB
Magic Circle Re Vi Abjuration 3 N Y PHB
Major Image Cr Im Illusion 3 N Y PHB
Mass Healing Word Cr Co Evocation 3 N N PHB
Meld into Stone Mu Co Transmutation 3 Y N PHB
Melf's Minute Meteors Cr Ig Evocation 3 N Y Xanathar
Nondetection Pe Im Abjuration 3 N N PHB
Phantom Steed Cr An Illusion 3 Y N PHB
Plant Growth Cr He Transmutation 3 N N PHB
Protection from Energy Re (Fo) Abjuration 3 N Y PHB
Remove Curse Cr Co Abjuration 3 N N PHB
Revivify Cr Co Conjuration 3 N N PHB
Sending Cr Me Evocation 3 N N PHB
Sleet Storm Cr Aq Conjuration 3 N Y PHB
Slow Re Co Transmutation 3 N Y PHB
Speak with Dead In Me Necromancy 3 N N PHB
Speak with Plants In He Transmutation 3 N N PHB
Spirit Guardians Re Vi Conjuration 3 N Y PHB
Spirit Shroud Re Me Necromancy 3 N N Tasha
Stinking Cloud Cr Au Conjuration 3 N Y PHB
Summon Fey Re Vi Conjuration 3 N Y Tasha
Summon Lesser Demons Re Vi Conjuration 3 N Y Xanathar
Summon Shadowspawn Re Vi Conjuration 3 N Y Tasha
Summon Undead Re Vi Necromancy 3 N Y Tasha
Thunder Step Re Au Conjuration 3 N N Xanathar
Tidal Wave Cr Aq Conjuration 3 N N Xanathar
Tiny Servant Re Te Transmutation 3 N N Xanathar
Tongues In Me Divination 3 N N PHB
Vampiric Touch Pe Co Necromancy 3 N Y PHB
Wall of Sand Cr Te Evocation 3 N Y Xanathar
Wall of Water Cr Aq Evocation 3 N Y Xanathar
Water Breathing Mu Co Transmutation 3 Y N PHB
Water Walk Re Co Transmutation 3 Y N PHB
Wind Wall Cr Au Evocation 3 N Y PHB

4th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Arcane Eye In Im Divination 4 N Y PHB
Aura of Life Cr Co Abjuration 4 N Y PHB
Aura of Purity Cr Co Abjuration 4 N Y PHB
Banishment Re Vi Abjuration 4 N Y PHB
Blight Pe He Necromancy 4 N N PHB
Charm Monster Re Me Enchantment 4 N N Xanathar
Compulsion Re Me Enchantment 4 N Y PHB
Confusion Mu Me Enchantment 4 N Y PHB
Conjure Minor Elementals Re Vi Conjuration 4 N Y PHB
Conjure Woodland Beings Re Vi Conjuration 4 N Y PHB
Control Water Re Aq Transmutation 4 N Y PHB
Death Ward Cr Co Abjuration 4 N N PHB
Dimension Door Re Co Conjuration 4 N N PHB
Divination In Vi Divination 4 Y N PHB
Dominate Beast Re An Enchantment 4 N Y PHB
Elemental Bane (Te) (Fo) Transmutation 4 N Y Xanathar
Evard's Black Tentacles Cr An Conjuration 4 N Y PHB
Fabricate Mu (Fo) Transmutation 4 N N PHB
Find Greater Steed Cr An Conjuration 4 N N Xanathar
Fire Shield Re Ig Evocation 4 N N PHB
Freedom of Movement Re Co Abjuration 4 N N PHB
Giant Insect Mu An Transmutation 4 N Y PHB
Grasping Vine Cr He Conjuration 4 N Y PHB
Greater Invisibility Pe Im Illusion 4 N Y PHB
Guardian of Faith Cr Vi Conjuration 4 N N PHB
Guardian of Nature Mu Co Transmutation 4 N Y Xanathar
Hallucinatory Terrain Mu Im Illusion 4 N N PHB
Ice Storm Cr Aq Evocation 4 N N PHB
Leomund's Secret Chest Re He Conjuration 4 N N PHB
Locate Creature In Co Divination 4 N Y PHB
Mordenkainen's Faithful Hound Cr Vi Conjuration 4 N N PHB
Mordenkainen's Private Sanctum Mu Te Abjuration 4 N N PHB
Otiluke's Resilient Sphere Cr Vi Evocation 4 N Y PHB
Phantasmal Killer Cr Me Illusion 4 N Y PHB
Polymorph Mu Co Transmutation 4 N Y PHB
Shadow of Moil Re Vi Necromancy 4 N Y Xanathar
Sickening Radiance Cr Vi Evocation 4 N Y Xanathar
Staggering Smite Pe Me Evocation 4 N Y PHB
Stone Shape Mu Te Transmutation 4 N N PHB
Stoneskin Mu Co Transmutation 4 N Y PHB
Storm Sphere Cr Au Evocation 4 N Y Xanathar
Summon Aberration Re Vi Conjuration 4 N Y Tasha
Summon Construct Re Vi Conjuration 4 N Y Tasha
Summon Elemental Re Vi Conjuration 4 N Y Tasha
Summon Greater Demon Re Vi Conjuration 4 N Y Xanathar
Vitriolic Sphere Cr Aq Evocation 4 N N Xanathar
Wall of Fire Cr Ig Evocation 4 N Y PHB
Watery Sphere Cr Aq Conjuration 4 N Y Xanathar

5th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Animate Objects Re Te Transmutation 5 N Y PHB
Antilife Shell Re (Fo) Abjuration 5 N Y PHB
Awaken Mu He Transmutation 5 N N PHB
Banishing Smite Cr Vi Abjuration 5 N Y PHB
Bigby's Hand Cr Vi Evocation 5 N Y PHB
Circle of Power Re Vi Abjuration 5 N Y PHB
Cloudkill Cr Au Conjuration 5 N Y PHB
Commune In Me Divination 5 Y N PHB
Commune with Nature In He Divination 5 Y N PHB
Cone of Cold Pe Ig Evocation 5 N N PHB
Conjure Elemental Re Vi Conjuration 5 N Y PHB
Conjure Volley Cr Te Conjuration 5 N N PHB
Contact Other Plane In Me Divination 5 Y N PHB
Contagion Pe Co Necromancy 5 N N PHB
Control Winds Re Au Transmutation 5 N N Xanathar
Creation Cr Im Illusion 5 N N PHB
Danse Macabre Re Co Necromancy 5 N Y Xanathar
Dawn Cr Vi Evocation 5 N Y Xanathar
Destructive Smite/Wave Cr Vi Evocation 5 N N PHB
Destructive Wave Cr Vi Evocation 5 N N PHB
Dispel Evil and Good Pe Vi Abjuration 5 N Y PHB
Dominate Person Re Me Enchantment 5 N Y PHB
Dream Mu Me Illusion 5 N N PHB
Enervation Pe Co Necromancy 5 N Y Xanathar
Far Step Re Co Conjuration 5 N Y Xanathar
Flame Strike Cr Ig Evocation 5 N Y PHB
Geas Re Me Enchantment 5 N N PHB
Greater Restoration Cr Co Abjuration 5 N N PHB
Hallow Re Vi Evocation 5 N N PHB
Hold Monster Re Me Enchantment 5 N Y PHB
Holy Weapon Cr Vi Evocation 5 N Y Xanathar
Immolation Cr Ig Evocation 5 N Y Xanathar
Infernal Calling Re Vi Conjuration 5 N Y Xanathar
Insect Plague Cr An Conjuration 5 N Y PHB
Legend Lore In (Fo) Divination 5 N N PHB
Maelstrom Cr Aq Evocation 5 N Y Xanathar
Mass Cure Wounds Cr Co Conjuration 5 N N PHB
Mislead Mu Im Illusion 5 N Y PHB
Modify Memory Mu Me Enchantment 5 N Y PHB
Negative Energy Flood Cr Vi Necromancy 5 N N Xanathar
Passwall Pe Te Transmutation 5 N N PHB
Planar Binding Re Vi Abjuration 5 N N PHB
Raise Dead Cr Co Necromancy 5 N N PHB
Rary's Telepathic Bond In Me Divination 5 Y N PHB
Reincarnate Cr Co Transmutation 5 N N PHB
Scrying In Im Divination 5 N Y PHB
Seeming Mu Im Illusion 5 N N PHB
Skill Empowerment Mu Me Transmutation 5 N Y Xanathar
Steel Wind Strike Cr Vi Conjuration 5 N N Xanathar
Summon Celestial Re Vi Conjuration 5 N Y Tasha
Swift Quiver Cr Te Transmutation 5 N Y PHB
Synaptic Static Pe Me Enchantment 5 N N Xanathar
Telekinesis Re Te Transmutation 5 N Y PHB
Teleportation Circle Re Te Conjuration 5 N N PHB
Transmute Rock Mu Te Transmutation 5 N N Xanathar
Tree Stride Re Co Conjuration 5 N Y PHB
Wall of Force Cr Vi Evocation 5 N Y PHB
Wall of Light Cr Vi Evocation 5 N Y Xanathar
Wall of Stone Cr Te Evocation 5 N Y PHB
Wrath of Nature Re (Fo) Evocation 5 N Y Xanathar

6th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Arcane Gate Re Te Conjuration 6 N Y PHB
Blade Barrier Cr Te Evocation 6 N Y PHB
Bones of the Earth Cr Te Transmutation 6 N N Xanathar
Chain Lightning Cr Au Evocation 6 N N PHB
Circle of Death Pe Co Necromancy 6 N N PHB
Conjure Fey Re Vi Conjuration 6 N Y PHB
Contingency Re Vi Evocation 6 N N PHB
Create Homunculus Cr Vi Transmutation 6 N N Xanathar
Create Undead Re Co Necromancy 6 N N PHB
Disintegrate Pe (Fo) Transmutation 6 N N PHB
Drawmij's Instant Summons Re Te Conjuration 6 Y N PHB
Druid Grove Re (Fo) Abjuration 6 N N Xanathar
Eyebite Mu Me Necromancy 6 N Y PHB
Find the Path In Te Divination 6 N Y PHB
Flesh to Stone Mu Co Transmutation 6 N Y PHB
Forbiddance Re Vi Abjuration 6 Y N PHB
Globe of Invulnerability Pe Vi Abjuration 6 N Y PHB
Guards and Wards Cr Vi Abjuration 6 N N PHB
Harm Pe Co Necromancy 6 N N PHB
Heal Cr Co Evocation 6 N N PHB
Heroes' Feast Cr (Fo) Conjuration 6 N N PHB
Investiture of Flame Re Ig Transmutation 6 N Y Xanathar
Investiture of Ice Re Aq Transmutation 6 N Y Xanathar
Investiture of Stone Re Te Transmutation 6 N Y Xanathar
Investiture of Wind Re Au Transmutation 6 N Y Xanathar
Magic Jar Mu Me Necromancy 6 N N PHB
Mass Suggestion Re Me Enchantment 6 N N PHB
Mental Prison Pe Me Illusion 6 N Y Xanathar
Move Earth Re Te Transmutation 6 N Y PHB
Otiluke's Freezing Sphere Pe Ig Evocation 6 N N PHB
Otto's Irresistible Dance Re Me Enchantment 6 N Y PHB
Planar Ally Re Vi Conjuration 6 N N PHB
Primordial Ward Re (Fo) Abjuration 6 N Y Xanathar
Programmed Illusion Cr Im Illusion 6 N N PHB
Scatter Re Co Conjuration 6 N N Xanathar
Soul Cage Re Me Necromancy 6 N N Xanathar
Summon Fiend Re Vi Conjuration 6 N Y Tasha
Sunbeam Cr Ig Evocation 6 N Y PHB
Tasha's Otherworldy Guise Mu Co Transmutation 6 N Y Tasha
Tenser's Transformation Mu Co Transmutation 6 N Y Xanathar
Transport via Plants Re Co Conjuration 6 N N PHB
True Seeing In Im Divination 6 N N PHB
Wall of Ice Cr Aq Evocation 6 N Y PHB
Wall of Thorns Cr He Conjuration 6 N Y PHB
Wind Walk Re Co Transmutation 6 N N PHB
Word of Recall Re Co Conjuration 6 N N PHB

7th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Conjure Celestial Re Vi Conjuration 7 N Y PHB
Crown of Stars Cr Vi Evocation 7 N N Xanathar
Delayed Blast Fireball Cr Ig Evocation 7 N N PHB
Divine Word Pe Vi Evocation 7 N N PHB
Dream of the Blue Veil Re Me Conjuration 7 N N Tasha
Etherealness Mu Co Transmutation 7 N N PHB
Finger of Death Pe Co Necromancy 7 N N PHB
Fire Storm Cr Ig Evocation 7 N N PHB
Forcecage Cr Vi Evocation 7 N N PHB
Mirage Arcane Mu Im Illusion 7 N N PHB
Mordenkainen's Magnificent Mansion Cr Vi Conjuration 7 N N PHB
Mordenkainen's Sword Cr Vi Evocation 7 N Y PHB
Plane Shift Re Vi Conjuration 7 N N PHB
Power Word Pain Pe Co Enchantment 7 N N Xanathar
Prismatic Spray Cr Vi Evocation 7 N N PHB
Project Image Mu Im Illusion 7 N Y PHB
Regenerate Cr Co Transmutation 7 N N PHB
Resurrection Cr Co Necromancy 7 N N PHB
Reverse Gravity Re Co Transmutation 7 N Y PHB
Sequester Pe Im Transmutation 7 N N PHB
Simulacrum Cr Im Illusion 7 N N PHB
Symbol Cr Vi Abjuration 7 N N PHB
Teleport Re Co Conjuration 7 N N PHB
Temple of the Gods Cr Te Conjuration 7 N N Xanathar
Whirlwind Cr Au Evocation 7 N Y Xanathar

8th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Abi-Dalzim's Horrid Wilting Pe Aq Necromancy 8 N N Xanathar
Animal Shapes Mu Co Transmutation 8 N Y PHB
Antimagic Field Pe Vi Abjuration 8 N Y PHB
Antipathy/Sympathy Re Me Enchantment 8 N N PHB
Clone Cr Co Necromancy 8 N N PHB
Control Weather Re Au Transmutation 8 N N PHB
Demiplane Cr Vi Conjuration 8 N N PHB
Dominate Monster Re Me Enchantment 8 N Y PHB
Earthquake Re Te Evocation 8 N Y PHB
Feeblemind Pe Me Enchantment 8 N N PHB
Glibness Mu Me Transmutation 8 N N PHB
Holy Aura Re Vi Abjuration 8 N Y PHB
Illusory Dragon Cr Im Illusion 8 N Y Xanathar
Incendiary Cloud Cr Ig Conjuration 8 N Y PHB
Maddening Darkness Pe Me Evocation 8 N Y Xanathar
Maze Re Vi Conjuration 8 N Y PHB
Mighty Fortress Cr Te Conjuration 8 N N Xanathar
Mind Blank Mu Me Abjuration 8 N N PHB
Power Word Stun Pe Me Enchantment 8 N N PHB
Sunburst Cr Ig Evocation 8 N N PHB
Telepathy Cr Me Evocation 8 N N PHB
Tsunami Cr Aq Conjuration 8 N Y PHB

9th-Level Spells#

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Astral Projection Mu Me Necromancy 9 N N PHB
Blade of Disaster Cr Vi Conjuration 9 N Y Tasha
Foresight In Vi Divination 9 N N PHB
Gate Re Vi Conjuration 9 N Y PHB
Imprisonment Re Vi Abjuration 9 N N PHB
Invulnerability Re Vi Abjuration 9 N Y Xanathar
Mass Heal Cr Co Conjuration 9 N N PHB
Mass Polymorph Mu Co Transmutation 9 N Y Xanathar
Meteor Swarm Cr Ig Evocation 9 N N PHB
Power Word Heal Cr Co Evocation 9 N N PHB
Power Word Kill Pe Me Enchantment 9 N N PHB
Prismatic Wall Cr Vi Abjuration 9 N N PHB
Psychic Scream Pe Me Enchantment 9 N N Xanathar
Shapechange Mu Co Transmutation 9 N Y PHB
Storm of Vengeance Cr Au Conjuration 9 N Y PHB
Time Stop Mu Co Transmutation 9 N N PHB
True Polymorph Mu Co Transmutation 9 N Y PHB
True Resurrection Cr Co Necromancy 9 N N PHB
Weird Cr Me Illusion 9 N Y PHB
Wish Cr Vi Conjuration 9 N N PHB

Dungeons & Dragons Spells by Art#

The spells in this list are arranged in groups of Form, then Technique, ordered by spell level, and then alphabetically.

Dungeons & Dragons Spell Technique Form School Level Ritual Conc. Source
Infestation Cr An Conjuration 0 N N Xanathar
Purify Food and Drink Cr An Transmutation 1 Y N PHB
Dragon's Breath Cr An Transmutation 2 N Y Xanathar
Find Steed Cr An Conjuration 2 N N PHB
Web Cr An Conjuration 2 N Y PHB
Conjure Animals Cr An Conjuration 3 N Y PHB
Create Food and Water Cr An Conjuration 3 N N PHB
Phantom Steed Cr An Illusion 3 Y N PHB
Evard's Black Tentacles Cr An Conjuration 4 N Y PHB
Find Greater Steed Cr An Conjuration 4 N N Xanathar
Insect Plague Cr An Conjuration 5 N Y PHB
Heroes' Feast Cr An Conjuration 6 N N PHB
Beast Bond In An Divination 1 N Y Xanathar
Detect Poison and Disease In An Divination 1 Y Y PHB
Speak with Animals In An Divination 1 Y N PHB
Beast Sense In An Divination 2 Y Y PHB
Locate Animals or Plants In An Divination 2 Y N PHB
Legend Lore In An Divination 5 N N PHB
Fabricate Mu An Transmutation 4 N N PHB
Giant Insect Mu An Transmutation 4 N Y PHB
Disintegrate Pe An Transmutation 6 N N PHB
Animal Friendship Re An Enchantment 1 N N PHB
Animal Messenger Re An Enchantment 2 Y N PHB
Dominate Beast Re An Enchantment 4 N Y PHB
Antilife Shell Re An Abjuration 5 N Y PHB
Acid Splash Cr Aq Conjuration 0 N N PHB
Create or Destroy Water Cr Aq Conjuration 1 N N PHB
Grease Cr Aq Conjuration 1 N N PHB
Ice Knife Cr Aq Conjuration 1 N N Xanathar
Purify Food and Drink Cr Aq Transmutation 1 Y N PHB
Tasha's Caustic Brew Cr Aq Evocation 1 N N Tasha
Dragon's Breath Cr Aq Transmutation 2 N Y Xanathar
Melf's Acid Arrow Cr Aq Evocation 2 N N PHB
Snilloc's Snowball Swarm Cr Aq Evocation 2 N N Xanathar
Create Food and Water Cr Aq Conjuration 3 N N PHB
Elemental Weapon Cr Aq Transmutation 3 N Y PHB
Sleet Storm Cr Aq Conjuration 3 N Y PHB
Tidal Wave Cr Aq Conjuration 3 N N Xanathar
Wall of Water Cr Aq Evocation 3 N Y Xanathar
Elemental Bane Cr Aq Transmutation 4 N Y Xanathar
Ice Storm Cr Aq Evocation 4 N N PHB
Vitriolic Sphere Cr Aq Evocation 4 N N Xanathar
Watery Sphere Cr Aq Conjuration 4 N Y Xanathar
Maelstrom Cr Aq Evocation 5 N Y Xanathar
Wall of Ice Cr Aq Evocation 6 N Y PHB
Tsunami Cr Aq Conjuration 8 N Y PHB
Create or Destroy Water Pe Aq Conjuration 1 N N PHB
Protection from Poison Pe Aq Abjuration 2 N N PHB
Abi-Dalzim's Horrid Wilting Pe Aq Necromancy 8 N N Xanathar
Shape Water Re Aq Transmutation 0 N N Xanathar
Absorb Elements Re Aq Abjuration 1 N N Xanathar
Protection from Energy Re Aq Abjuration 3 N Y PHB
Control Water Re Aq Transmutation 4 N Y PHB
Investiture of Ice Re Aq Transmutation 6 N Y Xanathar
Primordial Ward Re Aq Abjuration 6 N Y Xanathar
Booming Blade Cr Au Evocation 0 N N Tasha
Gust Cr Au Transmutation 0 N N Xanathar
Lightning Lure Cr Au Evocation 0 N N Tasha
Shocking Grasp Cr Au Evocation 0 N N PHB
Thunderclap Cr Au Evocation 0 N N Xanathar
Fog Cloud Cr Au Conjuration 1 N Y PHB
Thunderous Smite Cr Au Evocation 1 N Y PHB
Thunderwave Cr Au Evocation 1 N N PHB
Dragon's Breath Cr Au Transmutation 2 N Y Xanathar
Gust of Wind Cr Au Evocation 2 N Y PHB
Skywrite Cr Au Transmutation 2 Y Y Xanathar
Warding Wind Cr Au Evocation 2 N Y Xanathar
Call Lightning Cr Au Conjuration 3 N Y PHB
Elemental Weapon Cr Au Transmutation 3 N Y PHB
Lightning Arrow Cr Au Transmutation 3 N Y PHB
Lightning Bolt Cr Au Evocation 3 N N PHB
Stinking Cloud Cr Au Conjuration 3 N Y PHB
Wind Wall Cr Au Evocation 3 N Y PHB
Elemental Bane Cr Au Transmutation 4 N Y Xanathar
Storm Sphere Cr Au Evocation 4 N Y Xanathar
Cloudkill Cr Au Conjuration 5 N Y PHB
Chain Lightning Cr Au Evocation 6 N N PHB
Whirlwind Cr Au Evocation 7 N Y Xanathar
Storm of Vengeance Cr Au Conjuration 9 N Y PHB
Absorb Elements Re Au Abjuration 1 N N Xanathar
Dust Devil Re Au Conjuration 2 N Y Xanathar
Protection from Energy Re Au Abjuration 3 N Y PHB
Thunder Step Re Au Conjuration 3 N N Xanathar
Control Winds Re Au Transmutation 5 N N Xanathar
Druid Grove Re Au Abjuration 6 N N Xanathar
Investiture of Wind Re Au Transmutation 6 N Y Xanathar
Primordial Ward Re Au Abjuration 6 N Y Xanathar
Control Weather Re Au Transmutation 8 N N PHB
Spare the Dying Cr Co Necromancy 0 N N PHB
Cure Wounds Cr Co Evocation 1 N N PHB
False Life Cr Co Necromancy 1 N N PHB
Healing Word Cr Co Evocation 1 N N PHB
Aid Cr Co Abjuration 2 N N PHB
Gentle Repose Cr Co Necromancy 2 Y N PHB
Healing Spirit Cr Co Conjuration 2 N Y Xanathar
Lesser Restoration Cr Co Abjuration 2 N N PHB
Prayer of Healing Cr Co Evocation 2 N N PHB
Aura of Vitality Cr Co Evocation 3 N Y PHB
Beacon of Hope Cr Co Abjuration 3 N Y PHB
Mass Healing Word Cr Co Evocation 3 N N PHB
Remove Curse Cr Co Abjuration 3 N N PHB
Revivify Cr Co Conjuration 3 N N PHB
Aura of Life Cr Co Abjuration 4 N Y PHB
Aura of Purity Cr Co Abjuration 4 N Y PHB
Death Ward Cr Co Abjuration 4 N N PHB
Greater Restoration Cr Co Abjuration 5 N N PHB
Mass Cure Wounds Cr Co Conjuration 5 N N PHB
Raise Dead Cr Co Necromancy 5 N N PHB
Reincarnate Cr Co Transmutation 5 N N PHB
Heal Cr Co Evocation 6 N N PHB
Regenerate Cr Co Transmutation 7 N N PHB
Resurrection Cr Co Necromancy 7 N N PHB
Clone Cr Co Necromancy 8 N N PHB
Mass Heal Cr Co Conjuration 9 N N PHB
Power Word Heal Cr Co Evocation 9 N N PHB
True Resurrection Cr Co Necromancy 9 N N PHB
Hunter's Mark In Co Divination 1 N Y PHB
Locate Creature In Co Divination 4 N Y PHB
Legend Lore In Co Divination 5 N N PHB
Primal Savagery Mu Co Transmutation 0 N N Xanathar
Alter Self Mu Co Transmutation 2 N Y PHB
Barkskin Mu Co Transmutation 2 N Y PHB
Darkvision Mu Co Transmutation 2 N N PHB
Enhance Ability Mu Co Transmutation 2 N Y PHB
Enlarge/Reduce Mu Co Transmutation 2 N Y PHB
Gaseous Form Mu Co Transmutation 3 N Y PHB
Life Transference Mu Co Necromancy 3 N N Xanathar
Meld into Stone Mu Co Transmutation 3 Y N PHB
Water Breathing Mu Co Transmutation 3 Y N PHB
Guardian of Nature Mu Co Transmutation 4 N Y Xanathar
Polymorph Mu Co Transmutation 4 N Y PHB
Stoneskin Mu Co Transmutation 4 N Y PHB
Flesh to Stone Mu Co Transmutation 6 N Y PHB
Tasha's Otherworldy Guise Mu Co Transmutation 6 N Y Tasha
Tenser's Transformation Mu Co Transmutation 6 N Y Xanathar
Etherealness Mu Co Transmutation 7 N N PHB
Animal Shapes Mu Co Transmutation 8 N Y PHB
Mass Polymorph Mu Co Transmutation 9 N Y Xanathar
Shapechange Mu Co Transmutation 9 N Y PHB
Time Stop Mu Co Transmutation 9 N N PHB
True Polymorph Mu Co Transmutation 9 N Y PHB
Chill Touch Pe Co Necromancy 0 N N PHB
Toll the Dead Pe Co Necromancy 0 N N Xanathar
Inflict Wounds Pe Co Necromancy 1 N N PHB
Ray of Sickness Pe Co Necromancy 1 N N PHB
Blindness/Deafness Pe Co Necromancy 2 N N PHB
Ray of Enfeeblement Pe Co Necromancy 2 N N PHB
Bestow Curse Pe Co Necromancy 3 N Y PHB
Vampiric Touch Pe Co Necromancy 3 N Y PHB
Contagion Pe Co Necromancy 5 N N PHB
Enervation Pe Co Necromancy 5 N Y Xanathar
Circle of Death Pe Co Necromancy 6 N N PHB
Disintegrate Pe Co Transmutation 6 N N PHB
Harm Pe Co Necromancy 6 N N PHB
Finger of Death Pe Co Necromancy 7 N N PHB
Power Word Pain Pe Co Enchantment 7 N N Xanathar
Expeditious Retreat Re Co Transmutation 1 N Y PHB
Feather Fall Re Co Transmutation 1 N N PHB
Jump Re Co Transmutation 1 N N PHB
Longstrider Re Co Transmutation 1 N N PHB
Zephyr Strike Re Co Transmutation 1 N Y Xanathar
Earthbind Re Co Transmutation 2 N Y Xanathar
Levitate Re Co Transmutation 2 N Y PHB
Misty Step Re Co Conjuration 2 N N PHB
Spider Climb Re Co Transmutation 2 N Y PHB
Warding Bond Re Co Abjuration 2 N N PHB
Animate Dead Re Co Necromancy 3 N N PHB
Blink Re Co Transmutation 3 N N PHB
Feign Death Re Co Necromancy 3 Y N PHB
Fly Re Co Transmutation 3 N Y PHB
Haste Re Co Transmutation 3 N Y PHB
Slow Re Co Transmutation 3 N Y PHB
Water Walk Re Co Transmutation 3 Y N PHB
Dimension Door Re Co Conjuration 4 N N PHB
Freedom of Movement Re Co Abjuration 4 N N PHB
Antilife Shell Re Co Abjuration 5 N Y PHB
Danse Macabre Re Co Necromancy 5 N Y Xanathar
Far Step Re Co Conjuration 5 N Y Xanathar
Tree Stride Re Co Conjuration 5 N Y PHB
Create Undead Re Co Necromancy 6 N N PHB
Scatter Re Co Conjuration 6 N N Xanathar
Transport via Plants Re Co Conjuration 6 N N PHB
Wind Walk Re Co Transmutation 6 N N PHB
Word of Recall Re Co Conjuration 6 N N PHB
Reverse Gravity Re Co Transmutation 7 N Y PHB
Teleport Re Co Conjuration 7 N N PHB
Poison Spray Cr He Conjuration 0 N N PHB
Thorn Whip Cr He Transmutation 0 N N PHB
Ensnaring Strike Cr He Conjuration 1 N Y PHB
Entangle Cr He Conjuration 1 N Y PHB
Goodberry Cr He Transmutation 1 N N PHB
Hail of Thorns Cr He Conjuration 1 N Y PHB
Purify Food and Drink Cr He Transmutation 1 Y N PHB
Create Food and Water Cr He Conjuration 3 N N PHB
Plant Growth Cr He Transmutation 3 N N PHB
Grasping Vine Cr He Conjuration 4 N Y PHB
Heroes' Feast Cr He Conjuration 6 N N PHB
Wall of Thorns Cr He Conjuration 6 N Y PHB
Locate Animals or Plants In He Divination 2 Y N PHB
Speak with Plants In He Transmutation 3 N N PHB
Commune with Nature In He Divination 5 Y N PHB
Legend Lore In He Divination 5 N N PHB
Shillelagh Mu He Transmutation 0 N N PHB
Fabricate Mu He Transmutation 4 N N PHB
Awaken Mu He Transmutation 5 N N PHB
Blight Pe He Necromancy 4 N N PHB
Disintegrate Pe He Transmutation 6 N N PHB
Snare Re He Abjuration 1 N N Xanathar
Arcane Lock Re He Abjuration 2 N N PHB
Leomund's Secret Chest Re He Conjuration 4 N N PHB
Antilife Shell Re He Abjuration 5 N Y PHB
Wrath of Nature Re He Evocation 5 N Y Xanathar
Druid Grove Re He Abjuration 6 N N Xanathar
Create Bonfire Cr Ig Conjuration 0 N N Xanathar
Dancing Lights Cr Ig Evocation 0 N Y PHB
Fire Bolt Cr Ig Evocation 0 N N PHB
Green-Flame Blade Cr Ig Evocation 0 N N Tasha
Light Cr Ig Evocation 0 N N PHB
Produce Flame Cr Ig Conjuration 0 N N PHB
Sacred Flame Cr Ig Evocation 0 N N PHB
Burning Hands Cr Ig Evocation 1 N N PHB
Faerie Fire Cr Ig Evocation 1 N Y PHB
Hellish Rebuke Cr Ig Evocation 1 N N PHB
Searing Smite Cr Ig Evocation 1 N Y PHB
Aganazzar's Scorcher Cr Ig Evocation 2 N N Xanathar
Continual Flame Cr Ig Evocation 2 N N PHB
Dragon's Breath Cr Ig Transmutation 2 N Y Xanathar
Flame Blade Cr Ig Evocation 2 N Y PHB
Flaming Sphere Cr Ig Conjuration 2 N Y PHB
Heat Metal Cr Ig Transmutation 2 N Y PHB
Moonbeam Cr Ig Evocation 2 N Y PHB
Scorching Ray Cr Ig Evocation 2 N N PHB
Daylight Cr Ig Evocation 3 N N PHB
Elemental Weapon Cr Ig Transmutation 3 N Y PHB
Fireball Cr Ig Evocation 3 N N PHB
Flame Arrows Cr Ig Transmutation 3 N Y Xanathar
Melf's Minute Meteors Cr Ig Evocation 3 N Y Xanathar
Elemental Bane Cr Ig Transmutation 4 N Y Xanathar
Wall of Fire Cr Ig Evocation 4 N Y PHB
Flame Strike Cr Ig Evocation 5 N Y PHB
Immolation Cr Ig Evocation 5 N Y Xanathar
Sunbeam Cr Ig Evocation 6 N Y PHB
Delayed Blast Fireball Cr Ig Evocation 7 N N PHB
Fire Storm Cr Ig Evocation 7 N N PHB
Incendiary Cloud Cr Ig Conjuration 8 N Y PHB
Sunburst Cr Ig Evocation 8 N N PHB
Meteor Swarm Cr Ig Evocation 9 N N PHB
Pyrotechnics Mu Ig Transmutation 2 N N Xanathar
Frostbite Pe Ig Evocation 0 N N Xanathar
Ray of Frost Pe Ig Evocation 0 N N PHB
Armor of Agathys Pe Ig Abjuration 1 N N PHB
Darkness Pe Ig Evocation 2 N Y PHB
Dragon's Breath Pe Ig Transmutation 2 N Y Xanathar
Elemental Weapon Pe Ig Transmutation 3 N Y PHB
Hunger of Hadar Pe Ig Conjuration 3 N Y PHB
Elemental Bane Pe Ig Transmutation 4 N Y Xanathar
Cone of Cold Pe Ig Evocation 5 N N PHB
Otiluke's Freezing Sphere Pe Ig Evocation 6 N N PHB
Control Flames Re Ig Transmutation 0 N N Xanathar
Absorb Elements Re Ig Abjuration 1 N N Xanathar
Protection from Energy Re Ig Abjuration 3 N Y PHB
Fire Shield Re Ig Evocation 4 N N PHB
Investiture of Flame Re Ig Transmutation 6 N Y Xanathar
Primordial Ward Re Ig Abjuration 6 N Y Xanathar
Minor Illusion Cr Im Illusion 0 N N PHB
Chromatic Orb Cr Im Evocation 1 N N PHB
Color Spray Cr Im Illusion 1 N N PHB
Silent Image Cr Im Illusion 1 N Y PHB
Magic Mouth Cr Im Illusion 2 Y N PHB
Mirror Image Cr Im Illusion 2 N N PHB
Nystul's Magic Aura Cr Im Illusion 2 N N PHB
Phantasmal Force Cr Im Illusion 2 N Y PHB
Blinding Smite Cr Im Evocation 3 N Y PHB
Hypnotic Pattern Cr Im Illusion 3 N Y PHB
Major Image Cr Im Illusion 3 N Y PHB
Creation Cr Im Illusion 5 N N PHB
Programmed Illusion Cr Im Illusion 6 N N PHB
Simulacrum Cr Im Illusion 7 N N PHB
Illusory Dragon Cr Im Illusion 8 N Y Xanathar
See Invisibility In Im Divination 2 N N PHB
Clairvoyance In Im Divination 3 N Y PHB
Arcane Eye In Im Divination 4 N Y PHB
Scrying In Im Divination 5 N Y PHB
True Seeing In Im Divination 6 N N PHB
Disguise Self Mu Im Illusion 1 N N PHB
Illusory Script Mu Im Illusion 1 Y N PHB
Blur Mu Im Illusion 2 N Y PHB
Hallucinatory Terrain Mu Im Illusion 4 N N PHB
Mislead Mu Im Illusion 5 N Y PHB
Seeming Mu Im Illusion 5 N N PHB
Mirage Arcane Mu Im Illusion 7 N N PHB
Project Image Mu Im Illusion 7 N Y PHB
Invisibility Pe Im Illusion 2 N Y PHB
Silence Pe Im Illusion 2 Y Y PHB
Nondetection Pe Im Abjuration 3 N N PHB
Greater Invisibility Pe Im Illusion 4 N Y PHB
Sequester Pe Im Transmutation 7 N N PHB
Message Cr Me Transmutation 0 N N PHB
Bless Cr Me Enchantment 1 N Y PHB
Cause Fear Cr Me Necromancy 1 N Y Xanathar
Heroism Cr Me Enchantment 1 N Y PHB
Fear Cr Me Illusion 3 N Y PHB
Sending Cr Me Evocation 3 N N PHB
Phantasmal Killer Cr Me Illusion 4 N Y PHB
Telepathy Cr Me Evocation 8 N N PHB
Weird Cr Me Illusion 9 N Y PHB
True Strike In Me Divination 0 N Y PHB
Comprehend Languages In Me Divination 1 Y N PHB
Augury In Me Divination 2 Y N PHB
Detect Thoughts In Me Divination 2 N Y PHB
Speak with Dead In Me Necromancy 3 N N PHB
Tongues In Me Divination 3 N N PHB
Commune In Me Divination 5 Y N PHB
Contact Other Plane In Me Divination 5 Y N PHB
Legend Lore In Me Divination 5 N N PHB
Rary's Telepathic Bond In Me Divination 5 Y N PHB
Friends Mu Me Enchantment 0 N Y PHB
Calm Emotions Mu Me Enchantment 2 N Y PHB
Crown of Madness Mu Me Enchantment 2 N Y PHB
Enemies Abound Mu Me Enchantment 3 N Y Xanathar
Confusion Mu Me Enchantment 4 N Y PHB
Fabricate Mu Me Transmutation 4 N N PHB
Dream Mu Me Illusion 5 N N PHB
Modify Memory Mu Me Enchantment 5 N Y PHB
Skill Empowerment Mu Me Transmutation 5 N Y Xanathar
Eyebite Mu Me Necromancy 6 N Y PHB
Magic Jar Mu Me Necromancy 6 N N PHB
Glibness Mu Me Transmutation 8 N N PHB
Mind Blank Mu Me Abjuration 8 N N PHB
Astral Projection Mu Me Necromancy 9 N N PHB
Mind Sliver Pe Me Enchantment 0 N N Tasha
Vicious Mockery Pe Me Enchantment 0 N N PHB
Bane Pe Me Enchantment 1 N Y PHB
Dissonant Whispers Pe Me Evocation 1 N N PHB
Hex Pe Me Enchantment 1 N Y PHB
Wrathful Smite Pe Me Evocation 1 N Y PHB
Mind Spike Pe Me Divination 2 N Y Xanathar
Shadow Blade Pe Me Illusion 2 N Y Xanathar
Tasha's Mind Whip Pe Me Enchantment 2 N N Tasha
Staggering Smite Pe Me Evocation 4 N Y PHB
Synaptic Static Pe Me Enchantment 5 N N Xanathar
Mental Prison Pe Me Illusion 6 N Y Xanathar
Feeblemind Pe Me Enchantment 8 N N PHB
Maddening Darkness Pe Me Evocation 8 N Y Xanathar
Power Word Stun Pe Me Enchantment 8 N N PHB
Power Word Kill Pe Me Enchantment 9 N N PHB
Psychic Scream Pe Me Enchantment 9 N N Xanathar
Charm Person Re Me Enchantment 1 N N PHB
Command Re Me Enchantment 1 N N PHB
Compelled Duel Re Me Enchantment 1 N Y PHB
Sanctuary Re Me Abjuration 1 N N PHB
Sleep Re Me Enchantment 1 N N PHB
Tasha's Hideous Laughter Re Me Enchantment 1 N Y PHB
Enthrall Re Me Enchantment 2 N Y PHB
Hold Person Re Me Enchantment 2 N Y PHB
Suggestion Re Me Enchantment 2 N Y PHB
Zone of Truth Re Me Enchantment 2 N N PHB
Catnap Re Me Enchantment 3 N N Xanathar
Intellect Fortress Re Me Abjuration 3 N N Tasha
Spirit Shroud Re Me Necromancy 3 N N Tasha
Charm Monster Re Me Enchantment 4 N N Xanathar
Compulsion Re Me Enchantment 4 N Y PHB
Dominate Person Re Me Enchantment 5 N Y PHB
Geas Re Me Enchantment 5 N N PHB
Hold Monster Re Me Enchantment 5 N Y PHB
Mass Suggestion Re Me Enchantment 6 N N PHB
Otto's Irresistible Dance Re Me Enchantment 6 N Y PHB
Soul Cage Re Me Necromancy 6 N N Xanathar
Dream of the Blue Veil Re Me Conjuration 7 N N Tasha
Antipathy/Sympathy Re Me Enchantment 8 N N PHB
Dominate Monster Re Me Enchantment 8 N Y PHB
Mending Cr Te Transmutation 0 N N PHB
Cloud of Daggers Cr Te Conjuration 2 N Y PHB
Maximilian's Earthen Grasp Cr Te Transmutation 2 N Y Xanathar
Conjure Barrage Cr Te Conjuration 3 N N PHB
Wall of Sand Cr Te Evocation 3 N Y Xanathar
Conjure Volley Cr Te Conjuration 5 N N PHB
Swift Quiver Cr Te Transmutation 5 N Y PHB
Wall of Stone Cr Te Evocation 5 N Y PHB
Blade Barrier Cr Te Evocation 6 N Y PHB
Bones of the Earth Cr Te Transmutation 6 N N Xanathar
Temple of the Gods Cr Te Conjuration 7 N N Xanathar
Mighty Fortress Cr Te Conjuration 8 N N Xanathar
Find Traps In Te Divination 2 N N PHB
Locate Object In Te Divination 2 N Y PHB
Legend Lore In Te Divination 5 N N PHB
Find the Path In Te Divination 6 N Y PHB
Pass without Trace Mu Te Abjuration 2 N Y PHB
Spike Growth Mu Te Transmutation 2 N Y PHB
Mordenkainen's Private Sanctum Mu Te Abjuration 4 N N PHB
Stone Shape Mu Te Transmutation 4 N N PHB
Transmute Rock Mu Te Transmutation 5 N N Xanathar
Shatter Pe Te Evocation 2 N N PHB
Passwall Pe Te Transmutation 5 N N PHB
Disintegrate Pe Te Transmutation 6 N N PHB
Blade Ward Re Te Abjuration 0 N N PHB
Magic Stone Re Te Transmutation 0 N N Xanathar
Mold Earth Re Te Transmutation 0 N N Xanathar
Catapult Re Te Transmutation 1 N N Xanathar
Earth Tremor Re Te Evocation 1 N N Xanathar
Cordon of Arrows Re Te Transmutation 2 N N PHB
Knock Re Te Transmutation 2 N N PHB
Erupting Earth Re Te Transmutation 3 N N Xanathar
Tiny Servant Re Te Transmutation 3 N N Xanathar
Animate Objects Re Te Transmutation 5 N Y PHB
Telekinesis Re Te Transmutation 5 N Y PHB
Teleportation Circle Re Te Conjuration 5 N N PHB
Wrath of Nature Re Te Evocation 5 N Y Xanathar
Arcane Gate Re Te Conjuration 6 N Y PHB
Drawmij's Instant Summons Re Te Conjuration 6 Y N PHB
Investiture of Stone Re Te Transmutation 6 N Y Xanathar
Move Earth Re Te Transmutation 6 N Y PHB
Earthquake Re Te Evocation 8 N Y PHB
Druidcraft Cr Vi Transmutation 0 N N PHB
Eldritch Blast Cr Vi Evocation 0 N N PHB
Mage Hand Cr Vi Conjuration 0 N Y PHB
Prestidigitation Cr Vi Transmutation 0 N N PHB
Resistance Cr Vi Abjuration 0 N Y PHB
Sword Burst Cr Vi Conjuration 0 N N Tasha
Thaumaturgy Cr Vi Transmutation 0 N N PHB
Word of Radiance Cr Vi Evocation 0 N N Xanathar
Arms of Hadar Cr Vi Conjuration 1 N N PHB
Ceremony Cr Vi Abjuration 1 Y N Xanathar
Chaos Bolt Cr Vi Evocation 1 N N Xanathar
Divine Favor Cr Vi Evocation 1 N Y PHB
Guiding Bolt Cr Vi Evocation 1 N N PHB
Mage Armor Cr Vi Abjuration 1 N N PHB
Magic Missile Cr Vi Evocation 1 N N PHB
Shield Cr Vi Abjuration 1 N N PHB
Shield of Faith Cr Vi Abjuration 1 N Y PHB
Tenser's Floating Disk Cr Vi Conjuration 1 Y N PHB
Unseen Servant Cr Vi Conjuration 1 Y N PHB
Witch Bolt Cr Vi Evocation 1 N Y PHB
Branding Smite Cr Vi Evocation 2 N Y PHB
Magic Weapon Cr Vi Transmutation 2 N Y PHB
Spiritual Weapon Cr Vi Evocation 2 N N PHB
Crusader's Mantle Cr Vi Evocation 3 N Y PHB
Glyph of Warding Cr Vi Abjuration 3 N N PHB
Leomund's Tiny Hut Cr Vi Evocation 3 Y N PHB
Guardian of Faith Cr Vi Conjuration 4 N N PHB
Mordenkainen's Faithful Hound Cr Vi Conjuration 4 N N PHB
Otiluke's Resilient Sphere Cr Vi Evocation 4 N Y PHB
Sickening Radiance Cr Vi Evocation 4 N Y Xanathar
Banishing Smite Cr Vi Abjuration 5 N Y PHB
Bigby's Hand Cr Vi Evocation 5 N Y PHB
Dawn Cr Vi Evocation 5 N Y Xanathar
Destructive Smite/Wave Cr Vi Evocation 5 N N PHB
Destructive Wave Cr Vi Evocation 5 N N PHB
Holy Weapon Cr Vi Evocation 5 N Y Xanathar
Negative Energy Flood Cr Vi Necromancy 5 N N Xanathar
Steel Wind Strike Cr Vi Conjuration 5 N N Xanathar
Wall of Force Cr Vi Evocation 5 N Y PHB
Wall of Light Cr Vi Evocation 5 N Y Xanathar
Create Homunculus Cr Vi Transmutation 6 N N Xanathar
Guards and Wards Cr Vi Abjuration 6 N N PHB
Crown of Stars Cr Vi Evocation 7 N N Xanathar
Forcecage Cr Vi Evocation 7 N N PHB
Mordenkainen's Magnificent Mansion Cr Vi Conjuration 7 N N PHB
Mordenkainen's Sword Cr Vi Evocation 7 N Y PHB
Prismatic Spray Cr Vi Evocation 7 N N PHB
Symbol Cr Vi Abjuration 7 N N PHB
Demiplane Cr Vi Conjuration 8 N N PHB
Blade of Disaster Cr Vi Conjuration 9 N Y Tasha
Prismatic Wall Cr Vi Abjuration 9 N N PHB
Wish Cr Vi Conjuration 9 N N PHB
Guidance In Vi Divination 0 N N PHB
Detect Evil and Good In Vi Divination 1 N Y PHB
Detect Magic In Vi Divination 1 Y Y PHB
Identify In Vi Divination 1 Y N PHB
Divination In Vi Divination 4 Y N PHB
Foresight In Vi Divination 9 N N PHB
Rope Trick Mu Vi Transmutation 2 N N PHB
Counterspell Pe Vi Abjuration 3 N N PHB
Dispel Magic Pe Vi Abjuration 3 N N PHB
Dispel Evil and Good Pe Vi Abjuration 5 N Y PHB
Globe of Invulnerability Pe Vi Abjuration 6 N Y PHB
Divine Word Pe Vi Evocation 7 N N PHB
Antimagic Field Pe Vi Abjuration 8 N Y PHB
Alarm Re Vi Abjuration 1 Y N PHB
Find Familiar Re Vi Conjuration 1 Y N PHB
Protection from Evil and Good Re Vi Abjuration 1 N Y PHB
Summon Beast Re Vi Conjuration 2 N N Tasha
Magic Circle Re Vi Abjuration 3 N Y PHB
Spirit Guardians Re Vi Conjuration 3 N Y PHB
Summon Fey Re Vi Conjuration 3 N Y Tasha
Summon Lesser Demons Re Vi Conjuration 3 N Y Xanathar
Summon Shadowspawn Re Vi Conjuration 3 N Y Tasha
Summon Undead Re Vi Necromancy 3 N Y Tasha
Banishment Re Vi Abjuration 4 N Y PHB
Conjure Minor Elementals Re Vi Conjuration 4 N Y PHB
Conjure Woodland Beings Re Vi Conjuration 4 N Y PHB
Shadow of Moil Re Vi Necromancy 4 N Y Xanathar
Summon Aberration Re Vi Conjuration 4 N Y Tasha
Summon Construct Re Vi Conjuration 4 N Y Tasha
Summon Elemental Re Vi Conjuration 4 N Y Tasha
Summon Greater Demon Re Vi Conjuration 4 N Y Xanathar
Circle of Power Re Vi Abjuration 5 N Y PHB
Conjure Elemental Re Vi Conjuration 5 N Y PHB
Hallow Re Vi Evocation 5 N N PHB
Infernal Calling Re Vi Conjuration 5 N Y Xanathar
Planar Binding Re Vi Abjuration 5 N N PHB
Summon Celestial Re Vi Conjuration 5 N Y Tasha
Conjure Fey Re Vi Conjuration 6 N Y PHB
Contingency Re Vi Evocation 6 N N PHB
Forbiddance Re Vi Abjuration 6 Y N PHB
Planar Ally Re Vi Conjuration 6 N N PHB
Summon Fiend Re Vi Conjuration 6 N Y Tasha
Conjure Celestial Re Vi Conjuration 7 N Y PHB
Plane Shift Re Vi Conjuration 7 N N PHB
Holy Aura Re Vi Abjuration 8 N Y PHB
Maze Re Vi Conjuration 8 N Y PHB
Gate Re Vi Conjuration 9 N Y PHB
Imprisonment Re Vi Abjuration 9 N N PHB
Invulnerability Re Vi Abjuration 9 N Y Xanathar

Dungeons & Dragons Ritual Spells#

Dungeons & Dragons Spell Technique Form School Level Classes Conc. Source
Alarm Re Vi Abjuration 1 R, Wi N PHB
Ceremony Cr Vi Abjuration 1 C, P N Xanathar
Comprehend Languages In Me Divination 1 B, S, Wa, Wi N PHB
Detect Magic In Vi Divination 1 All but Wa Y PHB
Detect Poison and Disease In An Divination 1 C, D, P, R Y PHB
Find Familiar Re Vi Conjuration 1 Wi N PHB
Identify In Te Divination 1 B, Wi N PHB
Illusory Script Mu Im Illusion 1 B, Wa, Wi N PHB
Purify Food and Drink Cr He Transmutation 1 C, D, P N PHB
Speak with Animals In An Divination 1 B, D, R N PHB
Tenser's Floating Disk Cr Vi Conjuration 1 Wi N PHB
Unseen Servant Cr Vi Conjuration 1 B, Wa, Wi N PHB
Animal Messenger Re An Enchantment 2 B, D, R N PHB
Augury In Me Divination 2 C N PHB
Beast Sense In An Divination 2 D, R Y PHB
Gentle Repose Cr Co Necromancy 2 C, Wi N PHB
Locate Animals or Plants In An Divination 2 B, D, R N PHB
Magic Mouth Cr Im Illusion 2 B, Wi N PHB
Silence Pe Im Illusion 2 C, R Y PHB
Skywrite Cr Au Transmutation 2 B, D, Wi Y Xanathar
Feign Death Re Co Necromancy 3 B, C, D, Wi N PHB
Leomund's Tiny Hut Cr Vi Evocation 3 B, Wi N PHB
Meld into Stone Mu Co Transmutation 3 C, D N PHB
Phantom Steed Cr An Illusion 3 Wi N PHB
Water Breathing Mu Co Transmutation 3 D, R, S, Wi N PHB
Water Walk Re Co Transmutation 3 C, D, R, S N PHB
Divination In Vi Divination 4 C N PHB
Commune In Me Divination 5 C N PHB
Commune with Nature In He Divination 5 D, R N PHB
Contact Other Plane In Me Divination 5 Wa, Wi N PHB
Rary's Telepathic Bond In Me Divination 5 Wi N PHB
Drawmij's Instant Summons Re Te Conjuration 6 Wi N PHB
Forbiddance Re Vi Abjuration 6 C N PHB

If desired by the Dungeon Master, players need not choose a class upon taking the Ritual Caster feat since there are so few ritual spells for any given spellcaster class. Allow characters to use the highest of their Intelligence, Wisdom, or Charisma as their spellcasting ability if this option is in play.

Mythic Europe Spells by Art#

This list has all spells, both D&D and Ars Magica, arranged as the previous chart (like in the Ars Magica Core Rulebook). D&D spell levels have been converted to Ars Magica spell levels (i.e., the D&D spell level times ten). The required spell slot to cast the spell is shown as well.

Mythic Europe Spell Technique Form School Level Slot Source
Infestation Cr An Conjuration 5 Cantrip Xanathar
Purify Food and Drink Cr An Transmutation 10 1 PHB
Dragon's Breath Cr An Transmutation 20 2 Xanathar
Find Steed Cr An Conjuration 20 2 PHB
Soothe Pains of the Beast Cr An Evocation 20 2 Ars Magica
True Rest of the Injured Brute Cr An Evocation 20 2 Ars Magica
Web Cr An Conjuration 20 2 PHB
Conjure Animals Cr An Conjuration 30 3 PHB
Create Food and Water Cr An Conjuration 30 3 PHB
Phantom Steed Cr An Illusion 30 3 PHB
Weaver’s Trap of Webs Cr An Conjuration 35 3 Ars Magica
Wizard’s Mount, The Cr An Conjuration 35 3 Ars Magica
Evard's Black Tentacles Cr An Conjuration 40 4 PHB
Find Greater Steed Cr An Conjuration 40 4 Xanathar
Curse of the Ravenous Swarm Cr An Conjuration 50 5 Ars Magica
Insect Plague Cr An Conjuration 50 5 PHB
Heroes' Feast Cr An Conjuration 60 6 PHB
Image of the Beast In An Divination 5 Cantrip Ars Magica
Beast Bond In An Divination 10 1 Xanathar
Detect Poison and Disease In An Divination 10 1 PHB
Shiver of the Lycanthrope In An Divination 10 1 Ars Magica
Speak with Animals In An Divination 10 1 PHB
Beast Sense In An Divination 20 2 PHB
Locate Animals or Plants In An Divination 20 2 PHB
Opening the Tome of the Animal's Mind In An Divination 25 2 Ars Magica
Hunter’s Sense In An Divination 30 3 Ars Magica
Legend Lore In An Divination 50 5 PHB
Beast of Outlandish Size Mu An Transmutation 15 1 Ars Magica
Doublet of Impenetrable Silk Mu An Abjuration 15 1 Ars Magica
Growth of the Creeping Things Mu An Transmutation 15 1 Ars Magica
Beast of Miniscule Proportions Mu An Transmutation 20 2 Ars Magica
Beast Remade, The Mu An Transmutation 25 2 Ars Magica
Transformation of the Ravenous Beast to the Torpid Toad Mu An Transmutation 25 2 Ars Magica
Steed of Vengeance Mu An Transmutation 35 3 Ars Magica
Fabricate Mu An Transmutation 40 4 PHB
Giant Insect Mu An Transmutation 40 4 PHB
Decay Fur and Hide Pe An Transmutation 10 1 Ars Magica
Agony of the Beast Pe An Necromancy 15 1 Ars Magica
Blunt the Viper’s Fangs Pe An Necromancy 15 1 Ars Magica
Cripple the Howling Wolf Pe An Necromancy 25 2 Ars Magica
Falcon’s Hood, The Pe An Necromancy 25 2 Ars Magica
Disintegrate Pe An Transmutation 60 6 PHB
Ward Against the Beasts of Legend Re An Abjuration Gen Variable Ars Magica
Circle of Beast Warding Re An Abjuration 5 Cantrip Ars Magica
Disguise of the Putrid Aroma Re An Abjuration 5 Cantrip Ars Magica
Animal Friendship Re An Enchantment 10 1 PHB
Soothe the Ferocious Bear Re An Enchantment 10 1 Ars Magica
Panic of the Elephant’s Mouse Re An Enchantment 15 1 Ars Magica
Viper’s Gaze Re An Enchantment 15 1 Ars Magica
Animal Messenger Re An Enchantment 20 2 PHB
Gentle Beast, The Re An Enchantment 25 2 Ars Magica
Mastering the Unruly Beast Re An Enchantment 25 2 Ars Magica
Commanding the Harnessed Beast Re An Enchantment 30 3 Ars Magica
Dominate Beast Re An Enchantment 40 4 PHB
Antilife Shell Re An Abjuration 50 5 PHB
Acid Splash Cr Aq Conjuration 5 Cantrip PHB
Footsteps of Slippery Oil Cr Aq Conjuration 5 Cantrip Ars Magica
Create or Destroy Water Cr Aq Conjuration 10 1 PHB
Grease Cr Aq Conjuration 10 1 PHB
Ice Knife Cr Aq Conjuration 10 1 Xanathar
Purify Food and Drink Cr Aq Transmutation 10 1 PHB
Tasha's Caustic Brew Cr Aq Evocation 10 1 Tasha
Creeping Oil Cr Aq Conjuration 15 1 Ars Magica
Dragon's Breath Cr Aq Transmutation 20 2 Xanathar
Melf's Acid Arrow Cr Aq Evocation 20 2 PHB
Mighty Torrent of Water Cr Aq Conjuration 20 2 Ars Magica
Snilloc's Snowball Swarm Cr Aq Evocation 20 2 Xanathar
Create Food and Water Cr Aq Conjuration 30 3 PHB
Elemental Weapon Cr Aq Transmutation 30 3 PHB
Sleet Storm Cr Aq Conjuration 30 3 PHB
Tidal Wave Cr Aq Conjuration 30 3 Xanathar
Wall of Water Cr Aq Evocation 30 3 Xanathar
Deluge of Rushing and Dashing Cr Aq Conjuration 40 4 Ars Magica
Elemental Bane Cr Aq Transmutation 40 4 Xanathar
Ice Storm Cr Aq Evocation 40 4 PHB
Vitriolic Sphere Cr Aq Evocation 40 4 Xanathar
Watery Sphere Cr Aq Conjuration 40 4 Xanathar
Maelstrom Cr Aq Evocation 50 5 Xanathar
Wall of Ice Cr Aq Evocation 60 6 PHB
Tsunami Cr Aq Conjuration 80 8 PHB
Clear Sight of the Naiad In Aq Divination 5 Cantrip Ars Magica
Subtle Taste of Poison and Purity In Aq Divination 5 Cantrip Ars Magica
Touch of the Pearls In Aq Divination 5 Cantrip Ars Magica
Call of the Rushing Waters In Aq Divination 15 1 Ars Magica
Voice of the Lake In Aq Divination 25 2 Ars Magica
Enchantment of the Scrying Pool In Aq Divination 30 3 Ars Magica
Incantation of Putrid Wine Mu Aq Transmutation 15 1 Ars Magica
Lungs of the Fish Mu Aq Transmutation 20 2 Ars Magica
Vile Water of Sterility Mu Aq Transmutation 45 4 Ars Magica
Comfort of the Drenched Traveler Pe Aq Transmutation 5 Cantrip Ars Magica
Create or Destroy Water Pe Aq Conjuration 10 1 PHB
Parching Wind Pe Aq Necromancy 20 2 Ars Magica
Protection from Poison Pe Aq Abjuration 20 2 PHB
Closing the Earth’s Gate Pe Aq Transmutation 25 2 Ars Magica
Curse of the Desert Pe Aq Necromancy 25 2 Ars Magica
Calling the Odious Drought Pe Aq Transmutation 50 5 Ars Magica
Abi-Dalzim's Horrid Wilting Pe Aq Necromancy 80 8 Xanathar
Ward Against Faeries of the Waters Re Aq Abjuration Gen Variable Ars Magica
Cloak of the Duck’s Feathers Re Aq Abjuration 5 Cantrip Ars Magica
Shape Water Re Aq Transmutation 5 Cantrip Xanathar
Absorb Elements Re Aq Abjuration 10 1 Xanathar
Break the Oncoming Wave Re Aq Abjuration 10 1 Ars Magica
Breath of Winter Re Aq Transmutation 15 1 Ars Magica
Push of the Gentle Wave Re Aq Evocation 15 1 Ars Magica
Bridge of Frost Re Aq Transmutation 30 3 Ars Magica
Chaos of the Angry Waves Re Aq Evocation 30 3 Ars Magica
Parting the Waves Re Aq Evocation 30 3 Ars Magica
Protection from Energy Re Aq Abjuration 30 3 PHB
Waves of Drowning and Smashing Re Aq Evocation 30 3 Ars Magica
Ice of Drowning Re Aq Conjuration 35 3 Ars Magica
Pull of the Watery Grave Re Aq Evocation 35 3 Ars Magica
Tower of Whirling Water Re Aq Evocation 35 3 Ars Magica
Control Water Re Aq Transmutation 40 4 PHB
Neptune’s Wrath Re Aq Conjuration 40 4 Ars Magica
Investiture of Ice Re Aq Transmutation 60 6 Xanathar
Primordial Ward Re Aq Abjuration 60 6 Xanathar
Air’s Ghostly Form Cr Au Conjuration 5 Cantrip Ars Magica
Booming Blade Cr Au Evocation 5 Cantrip Tasha
Chamber of Spring Breezes Cr Au Conjuration 5 Cantrip Ars Magica
Gust Cr Au Transmutation 5 Cantrip Xanathar
Lightning Lure Cr Au Evocation 5 Cantrip Tasha
Shocking Grasp Cr Au Evocation 5 Cantrip PHB
Thunderclap Cr Au Evocation 5 Cantrip Xanathar
Fog Cloud Cr Au Conjuration 10 1 PHB
Jupiter’s Resounding Blow Cr Au Evocation 10 1 Ars Magica
Stench of the Twenty Corpses Cr Au Conjuration 10 1 Ars Magica
Thunderous Smite Cr Au Evocation 10 1 PHB
Thunderwave Cr Au Evocation 10 1 PHB
Wreaths of Foul Smoke Cr Au Conjuration 10 1 Ars Magica
Broom of the Winds Cr Au Evocation 15 1 Ars Magica
Charge of the Angry Winds Cr Au Evocation 15 1 Ars Magica
Circling Winds of Protection Cr Au Abjuration 20 2 Ars Magica
Dragon's Breath Cr Au Transmutation 20 2 Xanathar
Gust of Wind Cr Au Evocation 20 2 PHB
Skywrite Cr Au Transmutation 20 2 Xanathar
Warding Wind Cr Au Evocation 20 2 Xanathar
Clouds of Rain and Thunder Cr Au Conjuration 25 2 Ars Magica
Clouds of Summer Snow Cr Au Conjuration 25 2 Ars Magica
Call Lightning Cr Au Conjuration 30 3 PHB
Elemental Weapon Cr Au Transmutation 30 3 PHB
Lightning Arrow Cr Au Transmutation 30 3 PHB
Lightning Bolt Cr Au Evocation 30 3 PHB
Pull of the Skybound Winds Cr Au Evocation 30 3 Ars Magica
Stinking Cloud Cr Au Conjuration 30 3 PHB
Wind Wall Cr Au Evocation 30 3 PHB
Wings of the Soaring Wind Cr Au Evocation 30 3 Ars Magica
Incantation of Lightning, The Cr Au Evocation 35 3 Ars Magica
Breath of the Open Sky Cr Au Evocation 40 4 Ars Magica
Elemental Bane Cr Au Transmutation 40 4 Xanathar
Storm Sphere Cr Au Evocation 40 4 Xanathar
Cloudkill Cr Au Conjuration 50 5 PHB
Chain Lightning Cr Au Evocation 60 6 PHB
Wrath of Whirling Winds and Water Cr Au Conjuration 65 6 Ars Magica
Whirlwind Cr Au Evocation 70 7 Xanathar
Storm of Vengeance Cr Au Conjuration 90 9 PHB
True Sight of the Air In Au Divination 15 1 Ars Magica
Whispering Winds In Au Divination 15 1 Ars Magica
Sailor’s Foretaste of the Morrow In Au Divination 20 2 Ars Magica
Eyes of the Bat In Au Divination 25 2 Ars Magica
Rain of Stones Mu Au Transmutation 20 2 Ars Magica
Talons of the Winds Mu Au Transmutation 20 2 Ars Magica
Infernal Smoke of Death Mu Au Transmutation 40 4 Ars Magica
Fog of Confusion Mu Au Transmutation 45 4 Ars Magica
Rain of Oil Mu Au Transmutation 50 5 Ars Magica
Room of Stale Air Pe Au Necromancy 15 1 Ars Magica
Quiet the Raging Winds Pe Au Transmutation 20 2 Ars Magica
Cloudless Sky Returned, The Pe Au Transmutation 30 3 Ars Magica
Ward Against Faeries of the Air Re Au Abjuration Gen Variable Ars Magica
Wind at the Back Re Au Evocation 5 Cantrip Ars Magica
Absorb Elements Re Au Abjuration 10 1 Xanathar
Ward Against Rain Re Au Abjuration 10 1 Ars Magica
Dust Devil Re Au Conjuration 20 2 Xanathar
Clouds of Thunderous Might Re Au Evocation 30 3 Ars Magica
Protection from Energy Re Au Abjuration 30 3 PHB
Thunder Step Re Au Conjuration 30 3 Xanathar
Gathering of the Stormy Might Re Au Evocation 40 4 Ars Magica
Control Winds Re Au Transmutation 50 5 Xanathar
Druid Grove Re Au Abjuration 60 6 Xanathar
Investiture of Wind Re Au Transmutation 60 6 Xanathar
Primordial Ward Re Au Abjuration 60 6 Xanathar
Control Weather Re Au Transmutation 80 8 PHB
Spare the Dying Cr Co Necromancy 5 Cantrip PHB
Bind Wound Cr Co Evocation 10 1 Ars Magica
Charm Against Putrefaction Cr Co Necromancy 10 1 Ars Magica
Cure Wounds Cr Co Evocation 10 1 PHB
False Life Cr Co Necromancy 10 1 PHB
Healing Word Cr Co Evocation 10 1 PHB
Aid Cr Co Abjuration 20 2 PHB
Chirurgeon’s Healing Touch, The Cr Co Evocation 20 2 Ars Magica
Gentle Repose Cr Co Necromancy 20 2 PHB
Gentle Touch of the Purified Body Cr Co Evocation 20 2 Ars Magica
Healing Spirit Cr Co Conjuration 20 2 Xanathar
Lesser Restoration Cr Co Abjuration 20 2 PHB
Prayer of Healing Cr Co Evocation 20 2 PHB
Purification of the Festering Wounds Cr Co Evocation 20 2 Ars Magica
Restoration of the Defiled Body Cr Co Evocation 25 2 Ars Magica
Severed Limb Made Whole, The Cr Co Evocation 25 2 Ars Magica
Aura of Vitality Cr Co Evocation 30 3 PHB
Beacon of Hope Cr Co Abjuration 30 3 PHB
Cheating the Reaper Cr Co Evocation 30 3 Ars Magica
Mass Healing Word Cr Co Evocation 30 3 PHB
Remove Curse Cr Co Abjuration 30 3 PHB
Revivify Cr Co Conjuration 30 3 PHB
Aura of Life Cr Co Abjuration 40 4 PHB
Aura of Purity Cr Co Abjuration 40 4 PHB
Death Ward Cr Co Abjuration 40 4 PHB
Incantation of the Body Made Whole Cr Co Evocation 40 4 Ars Magica
Greater Restoration Cr Co Abjuration 50 5 PHB
Mass Cure Wounds Cr Co Conjuration 50 5 PHB
Raise Dead Cr Co Necromancy 50 5 PHB
Reincarnate Cr Co Transmutation 50 5 PHB
Heal Cr Co Evocation 60 6 PHB
Regenerate Cr Co Transmutation 70 7 PHB
Resurrection Cr Co Necromancy 70 7 PHB
Shadow of Life Renewed, The Cr Co Necromancy 75 7 Ars Magica
Clone Cr Co Necromancy 80 8 PHB
Mass Heal Cr Co Conjuration 90 9 PHB
Power Word Heal Cr Co Evocation 90 9 PHB
True Resurrection Cr Co Necromancy 90 9 PHB
Sight of the True Form In Co Divination Gen Variable Ars Magica
Physician’s Eye In Co Divination 5 Cantrip Ars Magica
Hunter's Mark In Co Divination 10 1 PHB
Revealed Flaws of Mortal Flesh In Co Divination 10 1 Ars Magica
Whispers Through the Black Gate In Co Necromancy 15 1 Ars Magica
Inexorable Search, The In Co Divination 20 2 Ars Magica
Eye of the Sage, The In Co Divination 30 3 Ars Magica
Locate Creature In Co Divination 40 4 PHB
Legend Lore In Co Divination 50 5 PHB
Eyes of the Cat Mu Co Transmutation 5 Cantrip Ars Magica
Primal Savagery Mu Co Transmutation 5 Cantrip Xanathar
Disguise of the New Visage Mu Co Transmutation 15 1 Ars Magica
Preternatural Growth and Shrinking Mu Co Transmutation 15 1 Ars Magica
Alter Self Mu Co Transmutation 20 2 PHB
Arm of the Infant Mu Co Transmutation 20 2 Ars Magica
Barkskin Mu Co Transmutation 20 2 PHB
Darkvision Mu Co Transmutation 20 2 PHB
Enhance Ability Mu Co Transmutation 20 2 PHB
Enlarge/Reduce Mu Co Transmutation 20 2 PHB
Gift of the Bear’s Fortitude Mu Co Transmutation 25 2 Ars Magica
Shape of the Woodland Prowler Mu Co Transmutation 25 2 Ars Magica
Cloak of Black Feathers Mu Co Transmutation 30 3 Ars Magica
Curse of Circe Mu Co Transmutation 30 3 Ars Magica
Gaseous Form Mu Co Transmutation 30 3 PHB
Life Transference Mu Co Necromancy 30 3 Xanathar
Meld into Stone Mu Co Transmutation 30 3 PHB
Water Breathing Mu Co Transmutation 30 3 PHB
Stance of the Patient Tree Mu Co Transmutation 35 3 Ars Magica
Cloak of Mist Mu Co Transmutation 40 4 Ars Magica
Guardian of Nature Mu Co Transmutation 40 4 Xanathar
Polymorph Mu Co Transmutation 40 4 PHB
Stoneskin Mu Co Transmutation 40 4 PHB
Transform to Water Mu Co Transmutation 40 4 Ars Magica
Silent Vigil, The Mu Co Transmutation 45 4 Ars Magica
Flesh to Stone Mu Co Transmutation 60 6 PHB
Mists of Change Mu Co Transmutation 60 6 Ars Magica
Tasha's Otherworldy Guise Mu Co Transmutation 60 6 Tasha
Tenser's Transformation Mu Co Transmutation 60 6 Xanathar
Etherealness Mu Co Transmutation 70 7 PHB
Animal Shapes Mu Co Transmutation 80 8 PHB
Mass Polymorph Mu Co Transmutation 90 9 Xanathar
Shapechange Mu Co Transmutation 90 9 PHB
Time Stop Mu Co Transmutation 90 9 PHB
True Polymorph Mu Co Transmutation 90 9 PHB
Chill Touch Pe Co Necromancy 5 Cantrip PHB
Toll the Dead Pe Co Necromancy 5 Cantrip Xanathar
Touch of the Goose Feather Pe Co Enchantment 5 Cantrip Ars Magica
Inflict Wounds Pe Co Necromancy 10 1 PHB
Ray of Sickness Pe Co Necromancy 10 1 PHB
Dust to Dust Pe Co Necromancy 15 1 Ars Magica
Wound that Weeps, The Pe Co Necromancy 15 1 Ars Magica
Blindness/Deafness Pe Co Necromancy 20 2 PHB
Invocation of Weariness Pe Co Necromancy 20 2 Ars Magica
Ray of Enfeeblement Pe Co Necromancy 20 2 PHB
Bane of the Decrepit Body Pe Co Necromancy 25 2 Ars Magica
Curse of the Leprous Flesh Pe Co Necromancy 25 2 Ars Magica
Grip of the Choking Hand Pe Co Necromancy 25 2 Ars Magica
Bestow Curse Pe Co Necromancy 30 3 PHB
Incantation of the Milky Eyes Pe Co Necromancy 30 3 Ars Magica
Twist of the Tongue Pe Co Necromancy 30 3 Ars Magica
Vampiric Touch Pe Co Necromancy 30 3 PHB
Clenching Grasp of the Crushed Heart Pe Co Necromancy 40 4 Ars Magica
Kiss of Death, The Pe Co Necromancy 45 4 Ars Magica
Contagion Pe Co Necromancy 50 5 PHB
Enervation Pe Co Necromancy 50 5 Xanathar
Curse of the Unportended Plague Pe Co Necromancy 55 5 Ars Magica
Circle of Death Pe Co Necromancy 60 6 PHB
Disintegrate Pe Co Transmutation 60 6 PHB
Harm Pe Co Necromancy 60 6 PHB
Finger of Death Pe Co Necromancy 70 7 PHB
Power Word Pain Pe Co Enchantment 70 7 Xanathar
Curse of the Unruly Tongue Re Co Enchantment 5 Cantrip Ars Magica
Spasms of the Uncontrolled Hand Re Co Necromancy 5 Cantrip Ars Magica
Expeditious Retreat Re Co Transmutation 10 1 PHB
Feather Fall Re Co Transmutation 10 1 PHB
Jump Re Co Transmutation 10 1 PHB
Longstrider Re Co Transmutation 10 1 PHB
Rise of the Feathery Body Re Co Transmutation 10 1 Ars Magica
Zephyr Strike Re Co Transmutation 10 1 Xanathar
Despair of the Quivering Manacles Re Co Necromancy 15 1 Ars Magica
Endurance of the Berserkers Re Co Necromancy 15 1 Ars Magica
Gift of the Frog’s Legs Re Co Transmutation 15 1 Ars Magica
Lifting the Dangling Puppet Re Co Transmutation 15 1 Ars Magica
Earthbind Re Co Transmutation 20 2 Xanathar
Gift of Vigor, The Re Co Necromancy 20 2 Ars Magica
Levitate Re Co Transmutation 20 2 PHB
Misty Step Re Co Conjuration 20 2 PHB
Spider Climb Re Co Transmutation 20 2 PHB
Warding Bond Re Co Abjuration 20 2 PHB
Awaken the Slumbering Corpse Re Co Necromancy 25 2 Ars Magica
Strings of the Unwilling Marionette Re Co Enchantment 25 2 Ars Magica
Animate Dead Re Co Necromancy 30 3 PHB
Blink Re Co Transmutation 30 3 PHB
Feign Death Re Co Necromancy 30 3 PHB
Fly Re Co Transmutation 30 3 PHB
Haste Re Co Transmutation 30 3 PHB
Seven-League Stride Re Co Conjuration 30 3 Ars Magica
Slow Re Co Transmutation 30 3 PHB
Water Walk Re Co Transmutation 30 3 PHB
Leap of Homecoming, The Re Co Conjuration 35 3 Ars Magica
Walking Corpse, The Re Co Necromancy 35 3 Ars Magica
Dimension Door Re Co Conjuration 40 4 PHB
Freedom of Movement Re Co Abjuration 40 4 PHB
Antilife Shell Re Co Abjuration 50 5 PHB
Danse Macabre Re Co Necromancy 50 5 Xanathar
Far Step Re Co Conjuration 50 5 Xanathar
Tree Stride Re Co Conjuration 50 5 PHB
Create Undead Re Co Necromancy 60 6 PHB
Scatter Re Co Conjuration 60 6 Xanathar
Transport via Plants Re Co Conjuration 60 6 PHB
Wind Walk Re Co Transmutation 60 6 PHB
Word of Recall Re Co Conjuration 60 6 PHB
Reverse Gravity Re Co Transmutation 70 7 PHB
Teleport Re Co Conjuration 70 7 PHB
Conjure the Sturdy Vine Cr He Conjuration 5 Cantrip Ars Magica
Poison Spray Cr He Conjuration 5 Cantrip PHB
Thorn Whip Cr He Transmutation 5 Cantrip PHB
Ensnaring Strike Cr He Conjuration 10 1 PHB
Entangle Cr He Conjuration 10 1 PHB
Goodberry Cr He Transmutation 10 1 PHB
Hail of Thorns Cr He Conjuration 10 1 PHB
Purify Food and Drink Cr He Transmutation 10 1 PHB
Trap of the Entwining Vines Cr He Conjuration 15 1 Ars Magica
Bridge of Wood Cr He Conjuration 20 2 Ars Magica
Wall of Thorns Cr He Conjuration 20 2 Ars Magica
Wall of Living Wood Cr He Conjuration 25 2 Ars Magica
Create Food and Water Cr He Conjuration 30 3 PHB
Plant Growth Cr He Transmutation 30 3 PHB
Bountiful Feast, The Cr He Evocation 35 3 Ars Magica
Grasping Vine Cr He Conjuration 40 4 PHB
Heroes' Feast Cr He Conjuration 60 6 PHB
Wall of Thorns Cr He Conjuration 60 6 PHB
Probe Nature’s Hidden Lore In He Divination 4 Cantrip Ars Magica
Hunt for the Wild Herb In He Divination 5 Cantrip Ars Magica
Intuition of the Forest In He Divination 10 1 Ars Magica
Shriek of the Impending Shafts In He Abjuration 15 1 Ars Magica
Locate Animals or Plants In He Divination 20 2 PHB
Converse with Plant and Tree In He Divination 25 2 Ars Magica
Speak with Plants In He Transmutation 30 3 PHB
Commune with Nature In He Divination 50 5 PHB
Legend Lore In He Divination 50 5 PHB
Legend Lore In He Divination 50 5 PHB
Pass the Unyielding Portal Mu He Transmutation 5 Cantrip Ars Magica
Shillelagh Mu He Transmutation 5 Cantrip PHB
Piercing Shaft of Wood Mu He Transmutation 10 1 Ars Magica
Transformation of the Thorny Staff Mu He Transmutation 10 1 Ars Magica
Rope of Bronze Mu He Transmutation 15 1 Ars Magica
Thaumaturgical Transformation of Plants to Iron Mu He Transmutation 20 2 Ars Magica
Stir the Slumbering Tree Mu He Transmutation 25 2 Ars Magica
Fabricate Mu He Transmutation 40 4 PHB
Awaken Mu He Transmutation 50 5 PHB
Curse of the Haunted Forest Mu He Transmutation 60 6 Ars Magica
Curse of the Rotted Wood Pe He Transmutation 5 Cantrip Ars Magica
Wizard’s Autumn Pe He Necromancy 15 1 Ars Magica
Plant’s Withering Bane Pe He Necromancy 20 2 Ars Magica
Great Rot, The Pe He Transmutation 25 2 Ars Magica
Treading the Ashen Path Pe He Necromancy 30 3 Ars Magica
Blight Pe He Necromancy 40 4 PHB
Disintegrate Pe He Transmutation 60 6 PHB
Ward Against Faeries of the Wood Re He Abjuration Gen Variable Ars Magica
Dance of the Staves Re He Transmutation 5 Cantrip Ars Magica
Repel the Wooden Shafts Re He Abjuration 10 1 Ars Magica
Snare Re He Abjuration 10 1 Xanathar
Strike of the Angered Branch Re He Evocation 15 1 Ars Magica
Tangle of Wood and Thorns Re He Evocation 15 1 Ars Magica
Arcane Lock Re He Abjuration 20 2 PHB
Coils of the Entangling Plants Re He Evocation 20 2 Ars Magica
Lord of the Trees Re He Evocation 25 2 Ars Magica
Treacherous Spear, The Re He Evocation 25 2 Ars Magica
Twist the Living Tree Re He Transmutation 25 2 Ars Magica
Ward Against Wood Re He Abjuration 25 2 Ars Magica
Freeing the Striding Tree Re He Evocation 30 3 Ars Magica
Leomund's Secret Chest Re He Conjuration 40 4 PHB
Calling the Council of the Trees Re He Conjuration 45 4 Ars Magica
Antilife Shell Re He Abjuration 50 5 PHB
Wrath of Nature Re He Evocation 50 5 Xanathar
Druid Grove Re He Abjuration 60 6 Xanathar
Moonbeam Cr Ig Evocation 3 Cantrip Ars Magica
Create Bonfire Cr Ig Conjuration 5 Cantrip Xanathar
Dancing Lights Cr Ig Evocation 5 Cantrip PHB
Fire Bolt Cr Ig Evocation 5 Cantrip PHB
Green-Flame Blade Cr Ig Evocation 5 Cantrip Tasha
Light Cr Ig Evocation 5 Cantrip PHB
Palm of Flame Cr Ig Evocation 5 Cantrip Ars Magica
Produce Flame Cr Ig Conjuration 5 Cantrip PHB
Sacred Flame Cr Ig Evocation 5 Cantrip PHB
Burning Hands Cr Ig Evocation 10 1 PHB
Faerie Fire Cr Ig Evocation 10 1 PHB
Heat of the Searing Forge Cr Ig Evocation 10 1 Ars Magica
Hellish Rebuke Cr Ig Evocation 10 1 PHB
Lamp Without Flame Cr Ig Evocation 10 1 Ars Magica
Searing Smite Cr Ig Evocation 10 1 PHB
Blade of the Virulent Flame Cr Ig Evocation 15 1 Ars Magica
Flash of the Scarlet Flames Cr Ig Evocation 15 1 Ars Magica
Aganazzar's Scorcher Cr Ig Evocation 20 2 Xanathar
Continual Flame Cr Ig Evocation 20 2 PHB
Dragon's Breath Cr Ig Transmutation 20 2 Xanathar
Flame Blade Cr Ig Evocation 20 2 PHB
Flaming Sphere Cr Ig Conjuration 20 2 PHB
Heat Metal Cr Ig Transmutation 20 2 PHB
Moonbeam Cr Ig Evocation 20 2 PHB
Pilum of Fire Cr Ig Evocation 20 2 Ars Magica
Scorching Ray Cr Ig Evocation 20 2 PHB
Arc of Fiery Ribbons Cr Ig Evocation 25 2 Ars Magica
Coat of Flame Cr Ig Evocation 25 2 Ars Magica
Daylight Cr Ig Evocation 30 3 PHB
Elemental Weapon Cr Ig Transmutation 30 3 PHB
Fireball Cr Ig Evocation 30 3 PHB
Flame Arrows Cr Ig Transmutation 30 3 Xanathar
Melf's Minute Meteors Cr Ig Evocation 30 3 Xanathar
Ball of Abysmal Flame Cr Ig Evocation 35 3 Ars Magica
Circle of Encompassing Flames Cr Ig Evocation 35 3 Ars Magica
Elemental Bane Cr Ig Transmutation 40 4 Xanathar
Wall of Fire Cr Ig Evocation 40 4 PHB
Flame Strike Cr Ig Evocation 50 5 PHB
Immolation Cr Ig Evocation 50 5 Xanathar
Sunbeam Cr Ig Evocation 60 6 PHB
Delayed Blast Fireball Cr Ig Evocation 70 7 PHB
Fire Storm Cr Ig Evocation 70 7 PHB
Incendiary Cloud Cr Ig Conjuration 80 8 PHB
Sunburst Cr Ig Evocation 80 8 PHB
Meteor Swarm Cr Ig Evocation 90 9 PHB
Tales of the Ashes In Ig Divination 5 Cantrip Ars Magica
Shadows of the Fires Past In Ig Divination 15 1 Ars Magica
Vision of Heat’s Light In Ig Divination 20 2 Ars Magica
Eyes of the Flame In Ig Divination 35 3 Ars Magica
Words of the Flickering Flame In Ig Divination 35 3 Ars Magica
Many-Hued Conflagration, The Mu Ig Transmutation 5 Cantrip Ars Magica
Hornet Fire Mu Ig Evocation 10 1 Ars Magica
Show of the Flames and Smoke Mu Ig Evocation 10 1 Ars Magica
Prison of Flames Mu Ig Evocation 20 2 Ars Magica
Pyrotechnics Mu Ig Transmutation 20 2 Xanathar
Trapping the Fire Mu Ig Transmutation 25 2 Ars Magica
Flames of Sculpted Ice Mu Ig Transmutation 35 3 Ars Magica
Frostbite Pe Ig Evocation 5 Cantrip Xanathar
Ray of Frost Pe Ig Evocation 5 Cantrip PHB
Armor of Agathys Pe Ig Abjuration 10 1 PHB
Gloom of Evening Pe Ig Illusion 10 1 Ars Magica
Winter’s Icy Touch Pe Ig Necromancy 10 1 Ars Magica
Darkness Pe Ig Evocation 20 2 PHB
Dragon's Breath Pe Ig Transmutation 20 2 Xanathar
Soothe the Raging Flames Pe Ig Abjuration 20 2 Ars Magica
Conjuration of the Indubitable Cold Pe Ig Evocation 25 2 Ars Magica
Well Without Light Pe Ig Illusion 25 2 Ars Magica
Elemental Weapon Pe Ig Transmutation 30 3 PHB
Hunger of Hadar Pe Ig Conjuration 30 3 PHB
Wizard’s Icy Grip Pe Ig Evocation 30 3 Ars Magica
Wizard’s Eclipse Pe Ig Illusion 35 3 Ars Magica
Elemental Bane Pe Ig Transmutation 40 4 Xanathar
Cone of Cold Pe Ig Evocation 50 5 PHB
Otiluke's Freezing Sphere Pe Ig Evocation 60 6 PHB
Control Flames Re Ig Transmutation 5 Cantrip Xanathar
Tremulous Vault of the Torch’s Flame Re Ig Evocation 5 Cantrip Ars Magica
Absorb Elements Re Ig Abjuration 10 1 Xanathar
Leap of the Fire Re Ig Evocation 10 1 Ars Magica
Light Shaft of the Night Re Ig Evocation 20 2 Ars Magica
Burst of the Sweeping Flames Re Ig Evocation 25 2 Ars Magica
Ward Against Heat and Flames Re Ig Abjuration 25 2 Ars Magica
Protection from Energy Re Ig Abjuration 30 3 PHB
Fire Shield Re Ig Evocation 40 4 PHB
Investiture of Flame Re Ig Transmutation 60 6 Xanathar
Primordial Ward Re Ig Abjuration 60 6 Xanathar
Minor Illusion Cr Im Illusion 5 Cantrip PHB
Chromatic Orb Cr Im Evocation 10 1 PHB
Color Spray Cr Im Illusion 10 1 PHB
Phantasm of the Talking Head Cr Im Illusion 10 1 Ars Magica
Silent Image Cr Im Illusion 10 1 PHB
Magic Mouth Cr Im Illusion 20 2 PHB
Mirror Image Cr Im Illusion 20 2 PHB
Nystul's Magic Aura Cr Im Illusion 20 2 PHB
Phantasmal Animal Cr Im Illusion 20 2 Ars Magica
Phantasmal Fire Cr Im Illusion 20 2 Ars Magica
Phantasmal Force Cr Im Illusion 20 2 PHB
Phantasm of the Human Form Cr Im Illusion 25 2 Ars Magica
Blinding Smite Cr Im Evocation 30 3 PHB
Hypnotic Pattern Cr Im Illusion 30 3 PHB
Major Image Cr Im Illusion 30 3 PHB
Haunt of the Living Ghost Cr Im Illusion 35 3 Ars Magica
Shadow of Human Life, The Cr Im Illusion 40 4 Ars Magica
Creation Cr Im Illusion 50 5 PHB
Programmed Illusion Cr Im Illusion 60 6 PHB
Simulacrum Cr Im Illusion 70 7 PHB
Illusory Dragon Cr Im Illusion 80 8 Xanathar
Discern the Images of Truth and Falsehood In Im Divination Gen Variable Ars Magica
Prying Eyes In Im Divination 5 Cantrip Ars Magica
Discern Own Illusions In Im Divination 15 1 Ars Magica
Ear for Distant Voices, The In Im Divination 20 2 Ars Magica
See Invisibility In Im Divination 20 2 PHB
Eyes of the Eagle In Im Divination 25 2 Ars Magica
Summoning the Distant Image In Im Divination 25 2 Ars Magica
Clairvoyance In Im Divination 30 3 PHB
Arcane Eye In Im Divination 40 4 PHB
Scrying In Im Divination 50 5 PHB
True Seeing In Im Divination 60 6 PHB
Taste of the Spices and Herbs Mu Im Illusion 5 Cantrip Ars Magica
Aura of Ennobled Presence Mu Im Illusion 10 1 Ars Magica
Disguise Self Mu Im Illusion 10 1 PHB
Illusory Script Mu Im Illusion 10 1 PHB
Notes of a Delightful Sound Mu Im Illusion 10 1 Ars Magica
Disguise of the Transformed Image Mu Im Illusion 15 1 Ars Magica
Blur Mu Im Illusion 20 2 PHB
Image Phantom Mu Im Illusion 20 2 Ars Magica
Hallucinatory Terrain Mu Im Illusion 40 4 PHB
Mislead Mu Im Illusion 50 5 PHB
Seeming Mu Im Illusion 50 5 PHB
Mirage Arcane Mu Im Illusion 70 7 PHB
Project Image Mu Im Illusion 70 7 PHB
Dispel the Phantom Image Pe Im Abjuration Gen Variable Ars Magica
Taste of the Dulled Tongue Pe Im Illusion 5 Cantrip Ars Magica
Illusion of Cool Flames Pe Im Illusion 10 1 Ars Magica
Invisibility of the Standing Wizard Pe Im Illusion 15 1 Ars Magica
Invisibility Pe Im Illusion 20 2 PHB
Removal of the Conspicuous Sigil Pe Im Illusion 20 2 Ars Magica
Silence Pe Im Illusion 20 2 PHB
Silence of the Smothered Sound Pe Im Illusion 20 2 Ars Magica
Veil of Invisibility Pe Im Illusion 20 2 Ars Magica
Chamber of Invisibility Pe Im Illusion 25 2 Ars Magica
Nondetection Pe Im Abjuration 30 3 PHB
Greater Invisibility Pe Im Illusion 40 4 PHB
Sequester Pe Im Transmutation 70 7 PHB
Restore the Moved Image Re Im Abjuration Gen Variable Ars Magica
Illusion of the Shifted Image Re Im Illusion 10 1 Ars Magica
Wizard’s Sidestep Re Im Illusion 10 1 Ars Magica
Captive Voice, The Re Im Illusion 25 2 Ars Magica
Confusion of the Insane Vibrations Re Im Illusion 30 3 Ars Magica
Image from the Wizard Torn Re Im Illusion 30 3 Ars Magica
Illusion of the Misplaced Castle Re Im Illusion 50 5 Ars Magica
Message Cr Me Transmutation 5 Cantrip PHB
Bless Cr Me Enchantment 10 1 PHB
Cause Fear Cr Me Necromancy 10 1 Xanathar
Heroism Cr Me Enchantment 10 1 PHB
Words of the Unbroken Silence Cr Me Enchantment 10 1 Ars Magica
Panic of the Trembling Heart Cr Me Enchantment 15 1 Ars Magica
Rising Ire Cr Me Enchantment 15 1 Ars Magica
Memory of the Distant Dream Cr Me Enchantment 20 2 Ars Magica
Pains of the Perpetual Worry Cr Me Enchantment 20 2 Ars Magica
Weight of a Thousand Hells Cr Me Enchantment 25 2 Ars Magica
Fear Cr Me Illusion 30 3 PHB
Sending Cr Me Evocation 30 3 PHB
Gift of Reason Cr Me Enchantment 35 3 Ars Magica
Phantasmal Killer Cr Me Illusion 40 4 PHB
Telepathy Cr Me Evocation 80 8 PHB
Weird Cr Me Illusion 90 9 PHB
True Strike In Me Divination 5 Cantrip PHB
Comprehend Languages In Me Divination 10 1 PHB
Sight of the Transparent Motive In Me Divination 10 1 Ars Magica
Perception of the Conflicting Motives In Me Divination 15 1 Ars Magica
Augury In Me Divination 20 2 PHB
Detect Thoughts In Me Divination 20 2 PHB
Frosty Breath of the Spoken Lie In Me Enchantment 20 2 Ars Magica
Posing the Silent Question In Me Divination 20 2 Ars Magica
Thoughts Within Babble In Me Divination 25 2 Ars Magica
Peering into the Mortal Mind In Me Divination 30 3 Ars Magica
Speak with Dead In Me Necromancy 30 3 PHB
Tongues In Me Divination 30 3 PHB
Commune In Me Divination 50 5 PHB
Contact Other Plane In Me Divination 50 5 PHB
Rary's Telepathic Bond In Me Divination 50 5 PHB
Recollection of Memories Never Quite Lived Mu Me Enchantment 4 Cantrip Ars Magica
Friends Mu Me Enchantment 5 Cantrip PHB
Calm Emotions Mu Me Enchantment 20 2 PHB
Crown of Madness Mu Me Enchantment 20 2 PHB
Enemies Abound Mu Me Enchantment 30 3 Xanathar
Mind of the Beast Mu Me Enchantment 30 3 Ars Magica
Past of Another Mu Me Enchantment 35 3 Ars Magica
Confusion Mu Me Enchantment 40 4 PHB
Fabricate Mu Me Transmutation 40 4 PHB
Inmost Companion Mu Me Enchantment 40 4 Ars Magica
Vision of the Haunting Spirits Mu Me Transmutation 40 4 Ars Magica
Dream Mu Me Illusion 50 5 PHB
Modify Memory Mu Me Enchantment 50 5 PHB
Skill Empowerment Mu Me Transmutation 50 5 Xanathar
Eyebite Mu Me Necromancy 60 6 PHB
Magic Jar Mu Me Necromancy 60 6 PHB
Glibness Mu Me Transmutation 80 8 PHB
Mind Blank Mu Me Abjuration 80 8 PHB
Astral Projection Mu Me Necromancy 90 9 PHB
Lay to Rest the Haunting Spirit Pe Me Necromancy Gen Variable Ars Magica
Mind Sliver Pe Me Enchantment 5 Cantrip Tasha
Tip of the Tongue Pe Me Enchantment 5 Cantrip Ars Magica
Vicious Mockery Pe Me Enchantment 5 Cantrip PHB
Bane Pe Me Enchantment 10 1 PHB
Dissonant Whispers Pe Me Evocation 10 1 PHB
Hex Pe Me Enchantment 10 1 PHB
Trust of Childlike Faith Pe Me Transmutation 10 1 Ars Magica
Wrathful Smite Pe Me Evocation 10 1 PHB
Calm the Motion of the Heart Pe Me Enchantment 15 1 Ars Magica
Enchantment of Detachment Pe Me Enchantment 15 1 Ars Magica
Loss of But a Moment’s Memory Pe Me Enchantment 15 1 Ars Magica
Mind Spike Pe Me Divination 20 2 Xanathar
Shadow Blade Pe Me Illusion 20 2 Xanathar
Tasha's Mind Whip Pe Me Enchantment 20 2 Tasha
Blessing of Childlike Bliss Pe Me Enchantment 25 2 Ars Magica
Passion’s Lost Feeling Pe Me Enchantment 25 2 Ars Magica
Black Whisper Pe Me Enchantment 40 4 Ars Magica
Staggering Smite Pe Me Evocation 40 4 PHB
Synaptic Static Pe Me Enchantment 50 5 Xanathar
Mental Prison Pe Me Illusion 60 6 Xanathar
Poisoning the Will Pe Me Enchantment 60 6 Ars Magica
Feeblemind Pe Me Enchantment 80 8 PHB
Maddening Darkness Pe Me Evocation 80 8 Xanathar
Power Word Stun Pe Me Enchantment 80 8 PHB
Power Word Kill Pe Me Enchantment 90 9 PHB
Psychic Scream Pe Me Enchantment 90 9 Xanathar
Ring of Warding Against Spirits Re Me Abjuration Gen Variable Ars Magica
Call to Slumber, The Re Me Enchantment 10 1 Ars Magica
Charm Person Re Me Enchantment 10 1 PHB
Command Re Me Enchantment 10 1 PHB
Compelled Duel Re Me Enchantment 10 1 PHB
Sanctuary Re Me Abjuration 10 1 PHB
Sleep Re Me Enchantment 10 1 PHB
Snap of Awakening Re Me Enchantment 10 1 Ars Magica
Tasha's Hideous Laughter Re Me Enchantment 10 1 PHB
Confusion of the Numbed Will Re Me Enchantment 15 1 Ars Magica
Aura of Rightful Authority Re Me Enchantment 20 2 Ars Magica
Coerce the Spirits of the Night Re Me Necromancy 20 2 Ars Magica
Enthrall Re Me Enchantment 20 2 PHB
Hold Person Re Me Enchantment 20 2 PHB
Scent of Peaceful Slumber Re Me Enchantment 20 2 Ars Magica
Suggestion Re Me Enchantment 20 2 PHB
Zone of Truth Re Me Enchantment 20 2 PHB
Catnap Re Me Enchantment 30 3 Xanathar
Intellect Fortress Re Me Abjuration 30 3 Tasha
Spirit Shroud Re Me Necromancy 30 3 Tasha
Visions of the Infernal Terrors Re Me Illusion 30 3 Ars Magica
Charm Monster Re Me Enchantment 40 4 Xanathar
Compulsion Re Me Enchantment 40 4 PHB
Enslave the Mortal Mind Re Me Enchantment 40 4 Ars Magica
Incantation of Summoning the Dead Re Me Necromancy 40 4 Ars Magica
Shrouded Glen, The Re Me Enchantment 40 4 Ars Magica
Dominate Person Re Me Enchantment 50 5 PHB
Geas Re Me Enchantment 50 5 PHB
Hold Monster Re Me Enchantment 50 5 PHB
Exchange of the Two Minds Re Me Necromancy 55 5 Ars Magica
Mass Suggestion Re Me Enchantment 60 6 PHB
Otto's Irresistible Dance Re Me Enchantment 60 6 PHB
Soul Cage Re Me Necromancy 60 6 Xanathar
Dream of the Blue Veil Re Me Conjuration 70 7 Tasha
Antipathy/Sympathy Re Me Enchantment 80 8 PHB
Dominate Monster Re Me Enchantment 80 8 PHB
Mending Cr Te Transmutation 5 Cantrip PHB
Seal the Earth Cr Te Conjuration 15 1 Ars Magica
Cloud of Daggers Cr Te Conjuration 20 2 PHB
Maximilian's Earthen Grasp Cr Te Transmutation 20 2 Xanathar
Touch of Midas Cr Te Conjuration 20 2 Ars Magica
Wall of Protecting Stone Cr Te Conjuration 25 2 Ars Magica
Conjure Barrage Cr Te Conjuration 30 3 PHB
Wall of Sand Cr Te Evocation 30 3 Xanathar
Conjuring the Mystic Tower Cr Te Conjuration 35 3 Ars Magica
Conjure Volley Cr Te Conjuration 50 5 PHB
Swift Quiver Cr Te Transmutation 50 5 PHB
Wall of Stone Cr Te Evocation 50 5 PHB
Blade Barrier Cr Te Evocation 60 6 PHB
Bones of the Earth Cr Te Transmutation 60 6 Xanathar
Temple of the Gods Cr Te Conjuration 70 7 Xanathar
Mighty Fortress Cr Te Conjuration 80 8 Xanathar
Probe for Pure Silver In Te Divination 4 Cantrip Ars Magica
Eyes of the Eons In Te Divination 10 1 Ars Magica
Eyes of the Treacherous Terrain In Te Divination 15 1 Ars Magica
Find Traps In Te Divination 20 2 PHB
Locate Object In Te Divination 20 2 PHB
Miner’s Keen Eye, The In Te Divination 20 2 Ars Magica
Tracks of the Faerie Glow In Te Divination 25 2 Ars Magica
Sense the Feet that Tread the Earth In Te Divination 30 3 Ars Magica
Stone Tell of the Mind that Sits In Te Divination 30 3 Ars Magica
Legend Lore In Te Divination 50 5 PHB
Find the Path In Te Divination 60 6 PHB
Crystal Dart, The Mu Te Conjuration 10 1 Ars Magica
Supple Iron and Rigid Rope Mu Te Transmutation 10 1 Ars Magica
Object of Increased Size Mu Te Transmutation 15 1 Ars Magica
Rock of Viscid Clay Mu Te Transmutation 15 1 Ars Magica
Earth that Breaks No More Mu Te Transmutation 20 2 Ars Magica
Edge of the Razor Mu Te Transmutation 20 2 Ars Magica
Pass without Trace Mu Te Abjuration 20 2 PHB
Spike Growth Mu Te Transmutation 20 2 PHB
Teeth of the Earth Mother Mu Te Transmutation 35 3 Ars Magica
Mordenkainen's Private Sanctum Mu Te Abjuration 40 4 PHB
Stone Shape Mu Te Transmutation 40 4 PHB
Transmute Rock Mu Te Transmutation 50 5 Xanathar
Fist of Shattering Pe Te Evocation 10 1 Ars Magica
Rusted Decay of Ten-Score Years Pe Te Transmutation 10 1 Ars Magica
Pit of the Gaping Earth Pe Te Transmutation 15 1 Ars Magica
Obliteration of the Metallic Barrier Pe Te Evocation 20 2 Ars Magica
Shatter Pe Te Evocation 20 2 PHB
Stone to Falling Dust Pe Te Transmutation 20 2 Ars Magica
End of the Mighty Castle Pe Te Transmutation 25 2 Ars Magica
Cascade of Rocks Pe Te Evocation 40 4 Ars Magica
Passwall Pe Te Transmutation 50 5 PHB
Disintegrate Pe Te Transmutation 60 6 PHB
Ward Against Faeries of the Mountain Re Te Abjuration Gen Variable Ars Magica
Blade Ward Re Te Abjuration 5 Cantrip PHB
Magic Stone Re Te Transmutation 5 Cantrip Xanathar
Mold Earth Re Te Transmutation 5 Cantrip Xanathar
Unseen Arm Re Te Evocation 5 Cantrip Ars Magica
Catapult Re Te Transmutation 10 1 Xanathar
Earth Tremor Re Te Evocation 10 1 Xanathar
Trackless Step Re Te Transmutation 10 1 Ars Magica
Unseen Porter, The Re Te Evocation 10 1 Ars Magica
Wielding the Invisible Sling Re Te Evocation 10 1 Ars Magica
Earth’s Carbuncle, The Re Te Transmutation 15 1 Ars Magica
Hands of the Grasping Earth Re Te Transmutation 15 1 Ars Magica
Cordon of Arrows Re Te Transmutation 20 2 PHB
Crest of the Earth Wave Re Te Evocation 20 2 Ars Magica
Forgiving Earth, The Re Te Transmutation 20 2 Ars Magica
Knock Re Te Transmutation 20 2 PHB
Unyielding Earth Re Te Transmutation 20 2 Ars Magica
Earth Shock Re Te Evocation 30 3 Ars Magica
Earth Split Asunder, The Re Te Evocation 30 3 Ars Magica
Erupting Earth Re Te Transmutation 30 3 Xanathar
Tiny Servant Re Te Transmutation 30 3 Xanathar
Creeping Chasm Re Te Evocation 35 3 Ars Magica
Animate Objects Re Te Transmutation 50 5 PHB
Telekinesis Re Te Transmutation 50 5 PHB
Teleportation Circle Re Te Conjuration 50 5 PHB
Wrath of Nature Re Te Evocation 50 5 Xanathar
Arcane Gate Re Te Conjuration 60 6 PHB
Drawmij's Instant Summons Re Te Conjuration 60 6 PHB
Investiture of Stone Re Te Transmutation 60 6 Xanathar
Move Earth Re Te Transmutation 60 6 PHB
Hermes’ Portal Re Te Conjuration 75 7 Ars Magica
Earthquake Re Te Evocation 80 8 PHB
Shell of False Determinations Cr Vi Illusion Gen Variable Ars Magica
Shell of Opaque Mysteries Cr Vi Abjuration Gen Variable Ars Magica
Druidcraft Cr Vi Transmutation 5 Cantrip PHB
Eldritch Blast Cr Vi Evocation 5 Cantrip PHB
Mage Hand Cr Vi Conjuration 5 Cantrip PHB
Prestidigitation Cr Vi Transmutation 5 Cantrip PHB
Resistance Cr Vi Abjuration 5 Cantrip PHB
Sword Burst Cr Vi Conjuration 5 Cantrip Tasha
Thaumaturgy Cr Vi Transmutation 5 Cantrip PHB
Word of Radiance Cr Vi Evocation 5 Cantrip Xanathar
Arms of Hadar Cr Vi Conjuration 10 1 PHB
Ceremony Cr Vi Abjuration 10 1 Xanathar
Chaos Bolt Cr Vi Evocation 10 1 Xanathar
Divine Favor Cr Vi Evocation 10 1 PHB
Guiding Bolt Cr Vi Evocation 10 1 PHB
Mage Armor Cr Vi Abjuration 10 1 PHB
Magic Missile Cr Vi Evocation 10 1 PHB
Shield Cr Vi Abjuration 10 1 PHB
Shield of Faith Cr Vi Abjuration 10 1 PHB
Tenser's Floating Disk Cr Vi Conjuration 10 1 PHB
Unseen Servant Cr Vi Conjuration 10 1 PHB
Witch Bolt Cr Vi Evocation 10 1 PHB
Phantom Gift, The Cr Vi Evocation 15 1 Ars Magica
Branding Smite Cr Vi Evocation 20 2 PHB
Magic Weapon Cr Vi Transmutation 20 2 PHB
Spiritual Weapon Cr Vi Evocation 20 2 PHB
Crusader's Mantle Cr Vi Evocation 30 3 PHB
Enigma’s Gift, The Cr Vi Evocation 30 3 Ars Magica
Glyph of Warding Cr Vi Abjuration 30 3 PHB
Leomund's Tiny Hut Cr Vi Evocation 30 3 PHB
Guardian of Faith Cr Vi Conjuration 40 4 PHB
Mordenkainen's Faithful Hound Cr Vi Conjuration 40 4 PHB
Otiluke's Resilient Sphere Cr Vi Evocation 40 4 PHB
Sickening Radiance Cr Vi Evocation 40 4 Xanathar
Banishing Smite Cr Vi Abjuration 50 5 PHB
Bigby's Hand Cr Vi Evocation 50 5 PHB
Dawn Cr Vi Evocation 50 5 Xanathar
Destructive Smite/Wave Cr Vi Evocation 50 5 PHB
Destructive Wave Cr Vi Evocation 50 5 PHB
Holy Weapon Cr Vi Evocation 50 5 Xanathar
Negative Energy Flood Cr Vi Necromancy 50 5 Xanathar
Steel Wind Strike Cr Vi Conjuration 50 5 Xanathar
Wall of Force Cr Vi Evocation 50 5 PHB
Wall of Light Cr Vi Evocation 50 5 Xanathar
Create Homunculus Cr Vi Transmutation 60 6 Xanathar
Guards and Wards Cr Vi Abjuration 60 6 PHB
Crown of Stars Cr Vi Evocation 70 7 Xanathar
Forcecage Cr Vi Evocation 70 7 PHB
Mordenkainen's Magnificent Mansion Cr Vi Conjuration 70 7 PHB
Mordenkainen's Sword Cr Vi Evocation 70 7 PHB
Prismatic Spray Cr Vi Evocation 70 7 PHB
Symbol Cr Vi Abjuration 70 7 PHB
Demiplane Cr Vi Conjuration 80 8 PHB
Blade of Disaster Cr Vi Conjuration 90 9 Tasha
Prismatic Wall Cr Vi Abjuration 90 9 PHB
Wish Cr Vi Conjuration 90 9 PHB
Invisible Eye Revealed, The In Vi Divination Gen Variable Ars Magica
Sense of Magical Power In Vi Divination 2 Cantrip Ars Magica
Guidance In Vi Divination 5 Cantrip PHB
Scales of the Magical Weight In Vi Divination 5 Cantrip Ars Magica
Sense the Nature of Vis In Vi Divination 5 Cantrip Ars Magica
Detect Evil and Good In Vi Divination 10 1 PHB
Detect Magic In Vi Divination 10 1 PHB
Identify In Vi Divination 10 1 PHB
Piercing the Faerie Veil In Vi Divination 20 2 Ars Magica
Sense of the Lingering Magic In Vi Divination 30 3 Ars Magica
Divination In Vi Divination 40 4 PHB
Sight of the Active Magics In Vi Divination 40 4 Ars Magica
Foresight In Vi Divination 90 9 PHB
Mirror of Opposition (Form) Mu Vi Transmutation Gen Variable Ars Magica
Shroud Magic Mu Vi Transmutation Gen Variable Ars Magica
Sorcerer’s Fork, The Mu Vi Evocation Gen Variable Ars Magica
Wizard’s Boost (Form) Mu Vi Evocation Gen Variable Ars Magica
Wizard’s Communion Mu Vi Evocation Gen Variable Ars Magica
Wizard’s Reach (Form) Mu Vi Transmutation Gen Variable Ars Magica
Rope Trick Mu Vi Transmutation 20 2 PHB
Demon’s Eternal Oblivion Pe Vi Evocation Gen Variable Ars Magica
Disenchant Pe Vi Abjuration Gen Variable Ars Magica
Masking the Odor of Magic Pe Vi Transmutation Gen Variable Ars Magica
Unravelling the Fabric of (Form) Pe Vi Abjuration Gen Variable Ars Magica
Wind of Mundane Silence Pe Vi Abjuration Gen Variable Ars Magica
Counterspell Pe Vi Abjuration 30 3 PHB
Dispel Magic Pe Vi Abjuration 30 3 PHB
Dispel Evil and Good Pe Vi Abjuration 50 5 PHB
Globe of Invulnerability Pe Vi Abjuration 60 6 PHB
Divine Word Pe Vi Evocation 70 7 PHB
Antimagic Field Pe Vi Abjuration 80 8 PHB
Aegis of the Hearth Re Vi Abjuration Gen Variable Ars Magica
Circular Ward Against Demons Re Vi Abjuration Gen Variable Ars Magica
Maintaining the Demanding Spell Re Vi Evocation Gen Variable Ars Magica
Opening the Intangible Tunnel Re Vi Conjuration Gen Variable Ars Magica
Suppressing the Wizard’s Handiwork Re Vi Abjuration Gen Variable Ars Magica
Watching Ward Re Vi Abjuration Gen Variable Ars Magica
Alarm Re Vi Abjuration 10 1 PHB
Find Familiar Re Vi Conjuration 10 1 PHB
Protection from Evil and Good Re Vi Abjuration 10 1 PHB
Gather the Essence of the Beast Re Vi Transmutation 15 1 Ars Magica
Summon Beast Re Vi Conjuration 20 2 Tasha
Magic Circle Re Vi Abjuration 30 3 PHB
Spirit Guardians Re Vi Conjuration 30 3 PHB
Summon Fey Re Vi Conjuration 30 3 Tasha
Summon Lesser Demons Re Vi Conjuration 30 3 Xanathar
Summon Shadowspawn Re Vi Conjuration 30 3 Tasha
Summon Undead Re Vi Necromancy 30 3 Tasha
Banishment Re Vi Abjuration 40 4 PHB
Conjure Minor Elementals Re Vi Conjuration 40 4 PHB
Conjure Woodland Beings Re Vi Conjuration 40 4 PHB
Shadow of Moil Re Vi Necromancy 40 4 Xanathar
Summon Aberration Re Vi Conjuration 40 4 Tasha
Summon Construct Re Vi Conjuration 40 4 Tasha
Summon Elemental Re Vi Conjuration 40 4 Tasha
Summon Greater Demon Re Vi Conjuration 40 4 Xanathar
Circle of Power Re Vi Abjuration 50 5 PHB
Conjure Elemental Re Vi Conjuration 50 5 PHB
Hallow Re Vi Evocation 50 5 PHB
Infernal Calling Re Vi Conjuration 50 5 Xanathar
Planar Binding Re Vi Abjuration 50 5 PHB
Summon Celestial Re Vi Conjuration 50 5 Tasha
Conjure Fey Re Vi Conjuration 60 6 PHB
Contingency Re Vi Evocation 60 6 PHB
Forbiddance Re Vi Abjuration 60 6 PHB
Planar Ally Re Vi Conjuration 60 6 PHB
Summon Fiend Re Vi Conjuration 60 6 Tasha
Conjure Celestial Re Vi Conjuration 70 7 PHB
Plane Shift Re Vi Conjuration 70 7 PHB
Holy Aura Re Vi Abjuration 80 8 PHB
Maze Re Vi Conjuration 80 8 PHB
Gate Re Vi Conjuration 90 9 PHB
Imprisonment Re Vi Abjuration 90 9 PHB
Invulnerability Re Vi Abjuration 90 9 Xanathar

Magic Item List#

The magic item table below shows the magic item level (according to the Guide rules), the magic item category, the rarity and power of the item, whether it requires attunement or not, what table the magic item appears on in the Dungeon Master’s Guide (or should appear on in the case of parenthetical letters), and the D&D source book for the magic item.

Magic Item Level Category Rarity Power Attunement Table Source
Absorbing Tattoo 14 Wondrous Item Very Rare Major Yes (H) Tasha
Adamantine Armor (breastplate or splint) 4 Armor Uncommon Major No G DMG
Adamantine Armor (chain shirt, scale mail, or chain mail) 4 Armor Uncommon Major No F DMG
Adamantine Armor (half plate or plate) 4 Armor Uncommon Major No H DMG
Alchemical Compendium 10 Wondrous Item Rare Major Yes (G) Tasha
Alchemy Jug 2 Wondrous Item Uncommon Minor No B DMG
All-Purpose Tool +1 6 Wondrous Item Uncommon Major Yes (F) Tasha
All-Purpose Tool +2 10 Wondrous Item Rare Major Yes (G) Tasha
All-Purpose Tool +3 14 Wondrous Item Very Rare Major Yes (H) Tasha
Ammunition +1 2 Weapon Uncommon Minor No B DMG
Ammunition +2 4 Weapon Rare Minor No C DMG
Ammunition +3 6 Weapon Very Rare Minor No D DMG
Amulet of Health 10 Wondrous Item Rare Major Yes G DMG
Amulet of Proof against Detection and Location 6 Wondrous Item Uncommon Major Yes F DMG
Amulet of the Devout +1 6 Wondrous Item Uncommon Major Yes (F) Tasha
Amulet of the Devout +2 10 Wondrous Item Rare Major Yes (G) Tasha
Amulet of the Devout +3 14 Wondrous Item Very Rare Major Yes (H) Tasha
Amulet of the Planes 14 Wondrous Item Very Rare Major Yes H DMG
Animated Shield 14 Armor Very Rare Major Yes H DMG
Apparatus of Kwalish 16 Wondrous Item Legendary Major No I DMG
Arcane Grimoire +1 6 Wondrous Item Uncommon Major Yes (F) Tasha
Arcane Grimoire +2 10 Wondrous Item Rare Major Yes (G) Tasha
Arcane Grimoire +3 14 Wondrous Item Very Rare Major Yes (H) Tasha
Armor +1 (leather, chain shirt, scale mail, and chain mail) 8 Armor Rare Major No G DMG
Armor +1 (scale mail, half plate, and plate) 8 Armor Rare Major No I DMG
Armor +1 (studded leather, breastplate, and splint) 8 Armor Rare Major No H DMG
Armor +2 (leather, chain shirt, scale mail, and chain mail) 12 Armor Very Rare Major No H DMG
Armor +2 (studded leather, breastplate, splint, half plate, and plate) 12 Armor Very Rare Major No I DMG
Armor +3 16 Armor Legendary Major No I DMG
Armor of Gleaming 1 Armor Common Minor No (A) Xanathar
Armor of Invulnerability 18 Armor Legendary Major Yes I DMG
Armor of Resistance (half plate and plate) 10 Armor Rare Major Yes I DMG
Armor of Resistance (leather, chain shirt, scale mail, and chain mail) 10 Armor Rare Major Yes G DMG
Armor of Resistance (studded leather, breastplate, and splint) 10 Armor Rare Major Yes H DMG
Armor of Vulnerability 10 Armor Rare Major Yes G DMG
Arrow of Slaying 6 Weapon Very Rare Minor No E DMG
Arrow-Catching Shield 10 Armor Rare Major Yes G DMG
Astral Shard 10 Wondrous Item Rare Major Yes (G) Tasha
Astromancy Archive 10 Wondrous Item Rare Major Yes (G) Tasha
Atlas of Endless Horizons 10 Wondrous Item Rare Major Yes (G) Tasha
Axe of the Dwarvish Lords N/A Weapon Artifact Artifact Yes -- DMG
Baba Yaga's Mortar and Pestle N/A Wondrous Item Artifact Artifact Yes -- Tasha
Bag of Beans 4 Wondrous Item Rare Minor No C DMG
Bag of Devouring 6 Wondrous Item Very Rare Minor No D DMG
Bag of Holding 2 Wondrous Item Uncommon Minor No A DMG
Bag of Holding 2 Wondrous Item Uncommon Minor No B DMG
Bag of Tricks 4 Wondrous Item Uncommon Major No F DMG
Barrier Tattoo (AC 12) 6 Wondrous Item Uncommon Major Yes (F) Tasha
Barrier Tattoo (AC 15) 10 Wondrous Item Rare Major Yes (G) Tasha
Barrier Tattoo (AC 18) 14 Wondrous Item Very Rare Major Yes (H) Tasha
Bead of Force 4 Wondrous Item Rare Minor No C DMG
Bead of Nourishment 1 Wondrous Item Common Minor No (A) Xanathar
Bead of Refreshment 1 Wondrous Item Common Minor No (A) Xanathar
Bell Branch 10 Wondrous Item Rare Major Yes (G) Tasha
Belt of Dwarvenkind 10 Wondrous Item Rare Major Yes G DMG
Belt of Giant Strength (Cloud) 16 Wondrous Item Legendary– Major Yes I DMG
Belt of Giant Strength (Fire) 14 Wondrous Item Very Rare Major Yes H DMG
Belt of Giant Strength (Hill) 10 Wondrous Item Rare Major Yes G DMG
Belt of Giant Strength (Stone/Frost) 12 Wondrous Item Very Rare– Major Yes H DMG
Belt of Giant Strength (Storm) 18 Wondrous Item Legendary Major Yes I DMG
Berserker Axe 10 Weapon Rare Major Yes G DMG
Blackrazor 18 Weapon Legendary Major Yes -- DMG
Blood Fury Tattoo 18 Wondrous Item Legendary Major Yes (I) Tasha
Bloodwell Vial +1 6 Wondrous Item Uncommon Major Yes (F) Tasha
Bloodwell Vial +2 10 Wondrous Item Rare Major Yes (G) Tasha
Bloodwell Vial +3 14 Wondrous Item Very Rare Major Yes (H) Tasha
Book of Exalted Deeds N/A Wondrous Item Artifact Artifact Yes -- DMG
Book of Vile Darkness N/A Wondrous Item Artifact Artifact Yes -- DMG
Boots of Elvenkind 4 Wondrous Item Uncommon Major No F DMG
Boots of False Tracks 1 Wondrous Item Common Minor No (A) Xanathar
Boots of Levitation 10 Wondrous Item Rare Major Yes G DMG
Boots of Speed 10 Wondrous Item Rare Major Yes G DMG
Boots of Striding and Springing 6 Wondrous Item Uncommon Major Yes F DMG
Boots of the Winterlands 6 Wondrous Item Uncommon Major Yes F DMG
Bowl of Commanding Water Elementals 8 Wondrous Item Rare Major No G DMG
Bracers of Archery 6 Wondrous Item Uncommon Major Yes F DMG
Bracers of Defense 10 Wondrous Item Rare Major Yes G DMG
Brazier of Commanding Fire Elementals 8 Wondrous Item Rare Major No G DMG
Brooch of Shielding 6 Wondrous Item Uncommon Major Yes F DMG
Broom of Flying 4 Wondrous Item Uncommon Major No F DMG
Candle of Invocation 14 Wondrous Item Very Rare Major Yes H DMG
Candle of the Deep 1 Wondrous Item Common Minor No (A) Xanathar
Cap of Water Breathing 2 Wondrous Item Uncommon Minor No B DMG
Cape of the Mountebank 8 Wondrous Item Rare Major No G DMG
Carpet of Flying 12 Wondrous Item Very Rare Major No H DMG
Cast-off Armor 1 Armor Common Minor No (A) Xanathar
Cauldron of Rebirth 14 Wondrous Item Very Rare Major Yes (H) Tasha
Censer of Controlling Air Elementals 8 Wondrous Item Rare Major No G DMG
Charlatan's Die 3 Wondrous Item Common Minor Yes (A) Xanathar
Chime of Opening 4 Wondrous Item Rare Minor No C DMG
Circlet of Blasting 4 Wondrous Item Uncommon Major No F DMG
Cloak of Arachnida 14 Wondrous Item Very Rare Major Yes H DMG
Cloak of Billowing 1 Wondrous Item Common Minor No (A) Xanathar
Cloak of Displacement 10 Wondrous Item Rare Major Yes G DMG
Cloak of Elvenkind 6 Wondrous Item Uncommon Major Yes F DMG
Cloak of Invisibility 18 Wondrous Item Legendary Major Yes I DMG
Cloak of Many Fashions 1 Wondrous Item Common Minor No (A) Xanathar
Cloak of Protection 6 Wondrous Item Uncommon Major Yes F DMG
Cloak of the Bat 10 Wondrous Item Rare Major Yes G DMG
Cloak of the Manta Ray 2 Wondrous Item Uncommon Minor No B DMG
Clockwork Amulet 1 Wondrous Item Common Minor No (A) Xanathar
Clothes of Mending 1 Wondrous Item Common Minor No (A) Xanathar
Coiling Grasp Tattoo 6 Wondrous Item Uncommon Major Yes (F) Tasha
Crook of Rao N/A Wondrous Item Artifact Artifact Yes -- Tasha
Crystal Ball 14 Wondrous Item Very Rare Major Yes H DMG
Crystal Ball of Mind Reading 18 Wondrous Item Legendary Major Yes I DMG
Crystal Ball of Telepathy 18 Wondrous Item Legendary Major Yes I DMG
Crystal Ball of True Seeing 18 Wondrous Item Legendary Major Yes I DMG
Crystalline Chronicle 14 Wondrous Item Very Rare Major Yes (H) Tasha
Cube of Force 10 Wondrous Item Rare Major Yes G DMG
Cubic Gate 16 Wondrous Item Legendary Major No I DMG
Daern's Instant Fortress 8 Wondrous Item Rare Major No G DMG
Dagger of Venom 8 Weapon Rare Major No G DMG
Dancing Sword 14 Weapon Very Rare Major Yes H DMG
Dark Shard Amulet 3 Wondrous Item Common Minor Yes (A) Xanathar
Decanter of Endless Water 2 Wondrous Item Uncommon Minor No C DMG
Deck of Illusions 4 Wondrous Item Uncommon Major No F DMG
Deck of Many Things 16 Wondrous Item Legendary Major No I DMG
Defender 18 Weapon Legendary Major Yes I DMG
Demon Armor 14 Armor Very Rare Major Yes H DMG
Demonomicon of Iggwilv N/A Wondrous Item Artifact Artifact Yes -- Tasha
Devotee's Censer 10 Weapon Rare Major Yes (G) Tasha
Dimensional Shackles 8 Wondrous Item Rare Major No G DMG
Dragon Scale Mail 14 Armor Very Rare Major Yes H DMG
Dragon Slayer 8 Weapon Rare Major No G DMG
Dread Helm 1 Wondrous Item Common Minor No (A) Xanathar
Driftglobe 2 Wondrous Item Uncommon Minor No A DMG
Driftglobe 2 Wondrous Item Uncommon Minor No B DMG
Duplicitous Manuscript 10 Wondrous Item Rare Major Yes (G) Tasha
Dust of Disappearance 2 Wondrous Item Uncommon Minor No B DMG
Dust of Dryness 2 Wondrous Item Uncommon Minor No B DMG
Dust of Sneezing and Choking 2 Wondrous Item Uncommon Minor No B DMG
Dwarven Plate 12 Armor Very Rare Major No H DMG
Dwarven Thrower 14 Weapon Very Rare Major Yes H DMG
Ear Horn of Hearing 1 Wondrous Item Common Minor No (A) Xanathar
Efreeti Bottle 12 Wondrous Item Very Rare Major No H DMG
Efreeti Chain 18 Armor Legendary Major Yes I DMG
Eldritch Claw Tattoo 6 Wondrous Item Uncommon Major Yes (F) Tasha
Elemental Essence Shard 10 Wondrous Item Rare Major Yes (G) Tasha
Elemental Gem 2 Wondrous Item Uncommon Minor No B DMG
Elixir of Health 4 Potion Rare Minor No C DMG
Elven Chain 8 Armor Rare Major No G DMG
Enduring Spellbook 1 Wondrous Item Common Minor No (A) Xanathar
Ersatz Eye 3 Wondrous Item Common Minor Yes (A) Xanathar
Eversmoking Bottle 4 Wondrous Item Uncommon Major No F DMG
Eye and Hand of Vecna N/A Wondrous Item Artifact Artifact Yes -- DMG
Eyes of Charming 6 Wondrous Item Uncommon Major Yes F DMG
Eyes of Minute Seeing 2 Wondrous Item Uncommon Minor No C DMG
Eyes of the Eagle 6 Wondrous Item Uncommon Major Yes F DMG
Far Realm Shard 10 Wondrous Item Rare Major Yes (G) Tasha
Feywild Shard 6 Wondrous Item Uncommon Major Yes (F) Tasha
Figurine of Wondrous Power (Bronze Griffon) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Ebony Fly) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Golden Lions) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Ivory Goats) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Marble Elephant) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Obsidian Steed) 12 Wondrous Item Very Rare Major No H DMG
Figurine of Wondrous Power (Onyx Dog) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Serpentine Owl) 8 Wondrous Item Rare Major No G DMG
Figurine of Wondrous Power (Silver Raven) 4 Wondrous Item Uncommon Major No F DMG
Flame Tongue 10 Weapon Rare Major Yes G DMG
Folding Boat 4 Wondrous Item Rare Minor No C DMG
Frost Brand 14 Weapon Very Rare Major Yes H DMG
Fulminating Treatise 10 Wondrous Item Rare Major Yes (G) Tasha
Gauntlets of Ogre Power 6 Wondrous Item Uncommon Major Yes F DMG
Gem of Brightness 4 Wondrous Item Uncommon Major No F DMG
Gem of Seeing 10 Wondrous Item Rare Major Yes G DMG
Ghost Step Tattoo 14 Wondrous Item Very Rare Major Yes (H) Tasha
Giant Slayer 8 Weapon Rare Major No G DMG
Glamoured Studded Leather 8 Armor Rare Major No G DMG
Gloves of Missile Snaring 6 Wondrous Item Uncommon Major Yes F DMG
Gloves of Swimming and Climbing 6 Wondrous Item Uncommon Major Yes F DMG
Gloves of Thievery 4 Wondrous Item Uncommon Major No F DMG
Goggles of Night 2 Wondrous Item Uncommon Minor No B DMG
Guardian Emblem 6 Wondrous Item Uncommon Major Yes (F) Tasha
Hammer of Thunderbolts 16 Weapon Legendary Major No I DMG
Hat of Disguise 6 Wondrous Item Uncommon Major Yes F DMG
Hat of Vermin 1 Wondrous Item Common Minor No (A) Xanathar
Hat of Wizardry 3 Wondrous Item Common Minor Yes (A) Xanathar
Headband of Intellect 6 Wondrous Item Uncommon Major Yes F DMG
Heart Weaver's Primer 10 Wondrous Item Rare Major Yes (G) Tasha
Helm of Brilliance 14 Wondrous Item Very Rare Major Yes H DMG
Helm of Comprehending Languages 2 Wondrous Item Uncommon Minor No B DMG
Helm of Telepathy 6 Wondrous Item Uncommon Major Yes F DMG
Helm of Teleportation 10 Wondrous Item Rare Major Yes G DMG
Heward's Handy Haversack 4 Wondrous Item Rare Minor No C DMG
Heward's Handy Spice Pouch 1 Wondrous Item Common Minor No (A) Xanathar
Holy Avenger 18 Weapon Legendary Major Yes I DMG
Horn of Blasting 8 Wondrous Item Rare Major No G DMG
Horn of Silent Alarm 1 Wondrous Item Common Minor No (A) Xanathar
Horn of Valhalla (Brass) 10 Wondrous Item Rare+ Major No G DMG
Horn of Valhalla (Bronze) 12 Wondrous Item Very Rare Major No H DMG
Horn of Valhalla (Iron) 16 Wondrous Item Legendary Major No I DMG
Horn of Valhalla (Silver) 8 Wondrous Item Rare Major No G DMG
Horseshoes of a Zephyr 6 Wondrous Item Very Rare Minor No D DMG
Horseshoes of Speed 4 Wondrous Item Rare Minor No C DMG
Illuminator's Tattoo 3 Wondrous Item Common Minor Yes (A) Tasha
Immovable Rod 2 Rod Uncommon Minor No B DMG
Instrument of Illusions 3 Wondrous Item Common Minor Yes (A) Xanathar
Instrument of Scribing 3 Wondrous Item Common Minor Yes (A) Xanathar
Instrument of the Bards (Anstruth Harp) 14 Wondrous Item Very Rare Major Yes H DMG
Instrument of the Bards (Canaith Mandolin) 10 Wondrous Item Rare Major Yes G DMG
Instrument of the Bards (Cli Lyre) 12 Wondrous Item Rare+ Major Yes G DMG
Instrument of the Bards (Doss Lute) 8 Wondrous Item Uncommon+ Major Yes F DMG
Instrument of the Bards (Fochlucan Bandore) 4 Wondrous Item Uncommon– Major Yes F DMG
Instrument of the Bards (Mac-Fuirmidh Cittern) 6 Wondrous Item Uncommon Major Yes F DMG
Instrument of the Bards (Ollamh Harp) 18 Wondrous Item Legendary Major Yes I DMG
Ioun Stone (Absorption, Pale Lavender Ellipsoid) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Agility, Deep Red Sphere) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Awareness, Dark Blue Rhomboid) 10 Wondrous Item Rare Major Yes G DMG
Ioun Stone (Fortitude, Pink Rhomboid) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Greater Absorption, Marbled Lavender and Green Ellipsoid) 18 Wondrous Item Legendary Major Yes I DMG
Ioun Stone (Insight, Incandescent Blue Sphere) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Intellect, Marbled Scarlet and Blue Sphere) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Leadership, Marbled Pink and Green Sphere) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Mastery, Pale Green Prism) 18 Wondrous Item Legendary Major Yes I DMG
Ioun Stone (Protection, Dusty Rose Prism) 10 Wondrous Item Rare Major Yes G DMG
Ioun Stone (Regeneration, Pearly White Spindle) 18 Wondrous Item Legendary Major Yes I DMG
Ioun Stone (Reserve, Vibrant Purple Prism) 10 Wondrous Item Rare Major Yes G DMG
Ioun Stone (Strength, Pale Blue Rhomboid) 14 Wondrous Item Very Rare Major Yes H DMG
Ioun Stone (Sustenance, Clear Spindle) 10 Wondrous Item Rare Major Yes G DMG
Iron Bands of Bilarro 8 Wondrous Item Rare Major No G DMG
Iron Flask 16 Wondrous Item Legendary Major No I DMG
Javelin of Lightning 4 Weapon Uncommon Major No F DMG
Keoghtom's Ointment 2 Wondrous Item Uncommon Minor No B DMG
Lantern of Revealing 2 Wondrous Item Uncommon Minor No B DMG
Libram of Souls and Flesh 10 Wondrous Item Rare Major Yes (G) Tasha
Lifewell Tattoo 14 Wondrous Item Very Rare Major Yes (H) Tasha
Lock of Trickery 1 Wondrous Item Common Minor No (A) Xanathar
Luba's Tarokka of Souls N/A Wondrous Item Artifact Artifact Yes -- Tasha
Luck Blade 18 Weapon Legendary Major Yes I DMG
Lyre of Building 10 Wondrous Item Rare Major Yes (G) Tasha
Mace of Disruption 10 Weapon Rare Major Yes G DMG
Mace of Smiting 8 Weapon Rare Major No G DMG
Mace of Terror 10 Weapon Rare Major Yes G DMG
Mantle of Spell Resistance 10 Wondrous Item Rare Major Yes G DMG
Manual of Bodily Health 12 Wondrous Item Very Rare Major No H DMG
Manual of Gainful Exercise 12 Wondrous Item Very Rare Major No H DMG
Manual of Golems 12 Wondrous Item Very Rare Major No H DMG
Manual of Quickness of Action 12 Wondrous Item Very Rare Major No H DMG
Mariner's Armor 2 Armor Uncommon Minor No B DMG
Masquerade Tattoo 3 Wondrous Item Common Minor Yes (A) Tasha
Medallion of Thoughts 6 Wondrous Item Uncommon Major Yes F DMG
Mighty Servant of Leuk-o N/A Wondrous Item Artifact Artifact Yes -- Tasha
Mirror of Life Trapping 12 Wondrous Item Very Rare Major No H DMG
Mithral Armor 2 Armor Uncommon Minor No B DMG
Moon Sickle +1 6 Weapon Uncommon Major Yes (F) Tasha
Moon Sickle +2 10 Weapon Rare Major Yes (G) Tasha
Moon Sickle +3 14 Weapon Very Rare Major Yes (H) Tasha
Moonblade 18 Weapon Legendary Major Yes -- DMG
Moon-touched Sword 1 Weapon Common Minor No (A) Xanathar
Mystery Key 1 Wondrous Item Common Minor No (A) Xanathar
Nature's Mantle 6 Wondrous Item Uncommon Major Yes (F) Tasha
Necklace of Adaptation 6 Wondrous Item Uncommon Major Yes F DMG
Necklace of Fireballs 4 Wondrous Item Rare Minor No C DMG
Necklace of Prayer Beads 10 Wondrous Item Rare Major Yes G DMG
Nine Lives Stealer 14 Weapon Very Rare Major Yes H DMG
Nolzur's Marvelous Pigments 6 Wondrous Item Very Rare Minor No D DMG
Oathbow 14 Weapon Very Rare Major Yes H DMG
Oil of Etherealness 4 Potion Rare Minor No C DMG
Oil of Sharpness 6 Potion Very Rare Minor No D DMG
Oil of Slipperiness 2 Potion Uncommon Minor No B DMG
Orb of Direction 1 Wondrous Item Common Minor No (A) Xanathar
Orb of Dragonkind N/A Wondrous Item Artifact Artifact Yes -- DMG
Orb of Time 1 Wondrous Item Common Minor No (A) Xanathar
Outer Essence Shard 10 Wondrous Item Rare Major Yes (G) Tasha
Pearl of Power 6 Wondrous Item Uncommon Major Yes F DMG
Perfume of Bewitching 1 Wondrous Item Common Minor No (A) Xanathar
Periapt of Health 2 Wondrous Item Uncommon Minor No C DMG
Periapt of Proof against Poison 8 Wondrous Item Rare Major No G DMG
Periapt of Wound Closure 6 Wondrous Item Uncommon Major Yes F DMG
Philter of Love 2 Potion Uncommon Minor No B DMG
Pipe of Smoke Monsters 1 Wondrous Item Common Minor No (A) Xanathar
Pipes of Haunting 4 Wondrous Item Uncommon Major No F DMG
Pipes of the Sewers 6 Wondrous Item Uncommon Major Yes F DMG
Planecaller's Codex 10 Wondrous Item Rare Major Yes (G) Tasha
Plate Armor of Etherealness 18 Armor Legendary Major Yes I DMG
Pole of Angling 1 Wondrous Item Common Minor No (A) Xanathar
Pole of Collapsing 1 Wondrous Item Common Minor No (A) Xanathar
Portable Hole 4 Wondrous Item Rare Minor No D DMG
Pot of Awakening 1 Wondrous Item Common Minor No (A) Xanathar
Potion of Animal Friendship 2 Potion Uncommon Minor No B DMG
Potion of Clairvoyance 4 Potion Rare Minor No C DMG
Potion of Climbing 1 Potion Common Minor No A DMG
Potion of Diminution 4 Potion Rare Minor No C DMG
Potion of Fire Breath 2 Potion Uncommon Minor No B DMG
Potion of Flying 6 Potion Very Rare Minor No D DMG
Potion of Gaseous Form 4 Potion Rare Minor No C DMG
Potion of Giant Strength (Cloud) 8 Potion Very Rare Minor No D DMG
Potion of Giant Strength (Fire) 6 Potion Rare Minor No C DMG
Potion of Giant Strength (Frost/Stone) 4 Potion Rare Minor No C DMG
Potion of Giant Strength (Hill) 2 Potion Uncommon Minor No B DMG
Potion of Giant Strength (Storm) 10 Potion Legendary Minor No E DMG
Potion of Growth 2 Potion Uncommon Minor No B DMG
Potion of Healing (Base) 1 Potion Common Minor No A DMG
Potion of Healing (Greater) 3 Potion Uncommon Minor No A DMG
Potion of Healing (Greater) 3 Potion Uncommon Minor No B DMG
Potion of Healing (Superior) 5 Potion Rare Minor No C DMG
Potion of Healing (Supreme) 7 Potion Very Rare Minor No D DMG
Potion of Healing (Supreme) 7 Potion Very Rare Minor No E DMG
Potion of Heroism 4 Potion Rare Minor No C DMG
Potion of Invisibility 6 Potion Very Rare Minor No D DMG
Potion of Invulnerability 4 Potion Rare Minor No C DMG
Potion of Longevity 6 Potion Very Rare Minor No D DMG
Potion of Mind Reading 4 Potion Rare Minor No C DMG
Potion of Poison 2 Potion Uncommon Minor No B DMG
Potion of Resistance 2 Potion Uncommon Minor No B DMG
Potion of Speed 6 Potion Very Rare Minor No D DMG
Potion of Vitality 6 Potion Very Rare Minor No D DMG
Potion of Water Breathing 2 Potion Uncommon Minor No B DMG
Prosthetic Limb 1 Wondrous Item Common Minor No (A) Tasha
Protective Verses 10 Wondrous Item Rare Major Yes (G) Tasha
Quaal's Feather Token 4 Wondrous Item Rare Minor No C DMG
Quiver of Ehlonna 4 Wondrous Item Uncommon Major No F DMG
Reveler's Concertina 10 Wondrous Item Rare Major Yes (G) Tasha
Rhythm-Maker's Drum +1 6 Wondrous Item Uncommon Major Yes (F) Tasha
Rhythm-Maker's Drum +2 10 Wondrous Item Rare Major Yes (G) Tasha
Rhythm-Maker's Drum +3 14 Wondrous Item Very Rare Major Yes (H) Tasha
Ring of Animal Influence 8 Ring Rare Major No G DMG
Ring of Djinni Summoning 18 Ring Legendary Major Yes I DMG
Ring of Elemental Command 18 Ring Legendary Major Yes I DMG
Ring of Evasion 10 Ring Rare Major Yes G DMG
Ring of Feather Falling 10 Ring Rare Major Yes G DMG
Ring of Free Action 10 Ring Rare Major Yes G DMG
Ring of Invisibility 18 Ring Legendary Major Yes I DMG
Ring of Jumping 6 Ring Uncommon Major Yes F DMG
Ring of Mind Shielding 6 Ring Uncommon Major Yes F DMG
Ring of Protection 10 Ring Rare Major Yes G DMG
Ring of Regeneration 14 Ring Very Rare Major Yes H DMG
Ring of Resistance 10 Ring Rare Major Yes G DMG
Ring of Shooting Stars 14 Ring Very Rare Major Yes H DMG
Ring of Spell Storing 10 Ring Rare Major Yes G DMG
Ring of Spell Turning 18 Ring Legendary Major Yes I DMG
Ring of Swimming 2 Ring Uncommon Minor No B DMG
Ring of Telekinesis 14 Ring Very Rare Major Yes H DMG
Ring of the Ram 10 Ring Rare Major Yes G DMG
Ring of Three Wishes 16 Ring Legendary Major No I DMG
Ring of Warmth 6 Ring Uncommon Major Yes F DMG
Ring of Water Walking 4 Ring Uncommon Major No F DMG
Ring of X-ray Vision 10 Ring Rare Major Yes G DMG
Robe of Eyes 10 Wondrous Item Rare Major Yes G DMG
Robe of Scintillating Colors 14 Wondrous Item Very Rare Major Yes H DMG
Robe of Stars 14 Wondrous Item Very Rare Major Yes H DMG
Robe of the Archmagi 18 Wondrous Item Legendary Major Yes I DMG
Robe of Useful Items 2 Wondrous Item Uncommon Minor No B DMG
Rod of Absorption 14 Rod Very Rare Major Yes H DMG
Rod of Alertness 14 Rod Very Rare Major Yes H DMG
Rod of Lordly Might 18 Rod Legendary Major Yes I DMG
Rod of Resurrection 18 Rod Legendary Major Yes I DMG
Rod of Rulership 10 Rod Rare Major Yes G DMG
Rod of Security 12 Rod Very Rare Major No H DMG
Rod of the Pact Keeper +1 6 Rod Uncommon Major Yes F DMG
Rod of the Pact Keeper +2 10 Rod Rare Major Yes G DMG
Rod of the Pact Keeper +3 14 Rod Very Rare Major Yes H DMG
Rope of Climbing 2 Wondrous Item Uncommon Minor No B DMG
Rope of Entanglement 8 Wondrous Item Rare Major No G DMG
Rope of Mending 1 Wondrous Item Common Minor No (A) Xanathar
Ruby of the War Mage 3 Wondrous Item Common Minor Yes (A) Xanathar
Saddle of the Cavalier 2 Wondrous Item Uncommon Minor No B DMG
Scarab of Protection 18 Wondrous Item Legendary Major Yes I DMG
Scimitar of Speed 14 Weapon Very Rare Major Yes H DMG
Scroll of Protection 4 Scroll Rare Minor No C DMG
Sending Stones 2 Wondrous Item Uncommon Minor No C DMG
Sentinel Shield 4 Armor Uncommon Major No F DMG
Shadowfell Brand Tattoo 10 Wondrous Item Rare Major Yes (G) Tasha
Shadowfell Shard 10 Wondrous Item Rare Major Yes (G) Tasha
Shield +1 4 Armor Uncommon Major No F DMG
Shield +2 8 Armor Rare Major No G DMG
Shield +3 12 Armor Very Rare Major No H DMG
Shield of Expression 1 Armor Common Minor No (A) Xanathar
Shield of Missile Attraction 10 Armor Rare Major Yes G DMG
Slippers of Spider Climbing 6 Wondrous Item Uncommon Major Yes F DMG
Smoldering Armor 1 Armor Common Minor No (A) Xanathar
Sovereign Glue 8 Wondrous Item Legendary Minor No E DMG
Spell Scroll (0th, Cantrip) 1 Scroll Common Minor No A DMG
Spell Scroll (1st) 1 Scroll Common Minor No A DMG
Spell Scroll (2nd) 3 Scroll Uncommon Minor No A DMG
Spell Scroll (2nd) 3 Scroll Uncommon Minor No B DMG
Spell Scroll (3rd) 5 Scroll Uncommon Minor No B DMG
Spell Scroll (4th) 7 Scroll Rare Minor No C DMG
Spell Scroll (5th) 9 Scroll Rare Minor No C DMG
Spell Scroll (6th) 11 Scroll Very Rare Minor No D DMG
Spell Scroll (7th) 13 Scroll Very Rare Minor No D DMG
Spell Scroll (8th) 15 Scroll Very Rare Minor No D DMG
Spell Scroll (8th) 15 Scroll Very Rare Minor No E DMG
Spell Scroll (9th) 17 Scroll Legendary Minor No E DMG
Spellguard Shield 14 Armor Very Rare Major Yes H DMG
Spellwrought Tattoo (0th, Cantrip) 1 Wondrous Item Common Minor No (A) Tasha
Spellwrought Tattoo (1st) 1 Wondrous Item Common Minor No (A) Tasha
Spellwrought Tattoo (2nd) 3 Wondrous Item Uncommon Minor No (B) Tasha
Spellwrought Tattoo (3rd) 5 Wondrous Item Uncommon Minor No (B) Tasha
Spellwrought Tattoo (4th) 7 Wondrous Item Rare Minor No (C) Tasha
Spellwrought Tattoo (5th) 9 Wondrous Item Rare Minor No (C) Tasha
Sphere of Annihilation 16 Wondrous Item Legendary Major No I DMG
Staff of Adornment 1 Staff Common Minor No (A) Xanathar
Staff of Birdcalls 1 Staff Common Minor No (A) Xanathar
Staff of Charming 10 Staff Rare Major Yes G DMG
Staff of Fire 14 Staff Very Rare Major Yes H DMG
Staff of Flowers 1 Staff Common Minor No (A) Xanathar
Staff of Frost 14 Staff Very Rare Major Yes H DMG
Staff of Healing 10 Staff Rare Major Yes G DMG
Staff of Power 14 Staff Very Rare Major Yes H DMG
Staff of Striking 14 Staff Very Rare Major Yes H DMG
Staff of Swarming Insects 10 Staff Rare Major Yes G DMG
Staff of the Adder 6 Staff Uncommon Major Yes F DMG
Staff of the Magi 18 Staff Legendary Major Yes I DMG
Staff of the Python 6 Staff Uncommon Major Yes F DMG
Staff of the Woodlands 10 Staff Rare Major Yes G DMG
Staff of Thunder and Lightning 14 Staff Very Rare Major Yes H DMG
Staff of Withering 10 Staff Rare Major Yes G DMG
Stone of Controlling Earth Elementals 8 Wondrous Item Rare Major No G DMG
Stone of Good Luck (Luckstone) 6 Wondrous Item Uncommon Major Yes F DMG
Sun Blade 10 Weapon Rare Major Yes G DMG
Sword of Answering 18 Weapon Legendary Major Yes I DMG
Sword of Kas N/A Wondrous Item Artifact Artifact Yes -- DMG
Sword of Life Stealing 10 Weapon Rare Major Yes G DMG
Sword of Sharpness 14 Weapon Very Rare Major Yes H DMG
Sword of Vengeance 6 Weapon Uncommon Major Yes F DMG
Sword of Wounding 10 Weapon Rare Major Yes G DMG
Talisman of Pure Good 18 Wondrous Item Legendary Major Yes I DMG
Talisman of the Sphere 18 Wondrous Item Legendary Major Yes I DMG
Talisman of Ultimate Evil 18 Wondrous Item Legendary Major Yes I DMG
Talking Doll 3 Wondrous Item Common Minor Yes (A) Xanathar
Tankard of Sobriety 1 Wondrous Item Common Minor No (A) Xanathar
Teeth of Dahlver-Nar N/A Wondrous Item Artifact Artifact Yes -- Tasha
Tentacle Rod 10 Rod Rare Major Yes G DMG
Tome of Clear Thought 12 Wondrous Item Very Rare Major No H DMG
Tome of Leadership and Influence 12 Wondrous Item Very Rare Major No H DMG
Tome of the Stilled Tongue 18 Wondrous Item Legendary Major Yes I DMG
Tome of Understanding 12 Wondrous Item Very Rare Major No H DMG
Trident of Fish Command 6 Weapon Uncommon Major Yes F DMG
Unbreakable Arrow 1 Weapon Common Minor No (A) Xanathar
Universal Solvent 8 Wondrous Item Legendary Minor No E DMG
Veteran's Cane 1 Wondrous Item Common Minor No (A) Xanathar
Vicious Weapon 8 Weapon Rare Major No G DMG
Vorpal Sword 18 Weapon Legendary Major Yes I DMG
Walloping Ammunition 1 Weapon Common Minor No (A) Xanathar
Wand of Binding 10 Wand Rare Major Yes G DMG
Wand of Conducting 1 Wand Common Minor No (A) Xanathar
Wand of Enemy Detection 10 Wand Rare Major Yes G DMG
Wand of Fear 10 Wand Rare Major Yes G DMG
Wand of Fireballs 10 Wand Rare Major Yes G DMG
Wand of Lightning Bolts 10 Wand Rare Major Yes G DMG
Wand of Magic Detection 2 Wand Uncommon Minor No B DMG
Wand of Magic Missiles 4 Wand Uncommon Major No F DMG
Wand of Orcus N/A Wand Artifact Artifact Yes -- DMG
Wand of Paralysis 10 Wand Rare Major Yes G DMG
Wand of Polymorph 14 Wand Very Rare Major Yes H DMG
Wand of Pyrotechnics 1 Wand Common Minor No (A) Xanathar
Wand of Scowls 1 Wand Common Minor No (A) Xanathar
Wand of Secrets 2 Wand Uncommon Minor No B DMG
Wand of Smiles 1 Wand Common Minor No (A) Xanathar
Wand of the War Mage +1 6 Wand Uncommon Major Yes F DMG
Wand of the War Mage +2 10 Wand Rare Major Yes G DMG
Wand of the War Mage +3 14 Wand Very Rare Major Yes H DMG
Wand of Web 6 Wand Uncommon Major Yes F DMG
Wand of Wonder 10 Wand Rare Major Yes G DMG
Wave 18 Weapon Legendary Major Yes -- DMG
Weapon +1 4 Weapon Uncommon Major No F DMG
Weapon +2 8 Weapon Rare Major No G DMG
Weapon +3 12 Weapon Very Rare Major No H DMG
Weapon of Warning 6 Weapon Uncommon Major Yes F DMG
Well of Many Worlds 16 Wondrous Item Legendary Major No I DMG
Whelm 18 Weapon Legendary Major Yes -- DMG
Wind Fan 4 Wondrous Item Uncommon Major No F DMG
Winged Boots 6 Wondrous Item Uncommon Major Yes F DMG
Wings of Flying 10 Wondrous Item Rare Major Yes G DMG

Licenses#

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/ legalcode.

Based on the material for Ars Magica, ©1993–2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0").

Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission.

Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.

Notes

Ars Magica Open License logo

About the Game#

Ars Magica is the award-winning roleplaying game by Jonathan Tweet and Mark Rein•Hagen about wizards and their allies in Mythic Europe. This flexible, deeply built world can support games that are historically accurate or fantasy-based, epic or small scale, political or personal.

Players work together to tell the story of their covenant — all of the magi, their companions, and grogs. This history can span decades. It might be heroic, tragic, or both in turn. The covenant could influence the entirety of Mythic Europe or the fates of a small corner of the world.

Spells will be cast. Duels won and lost. Houses may rise and fall. But magic is forever.

Game Play#

Ars Magica is a troupe-style, storytelling game. This means that players will not only play a magus, but also the companions and grogs who serve them. Each of these characters contributes to the covenant they belong to, and therefore to the story itself.

The game is famous for its magic rules, which set a new standard for RPG magic systems. The system is divided into arts, each of which comes with a set of verbs and nouns (called Techniques and Forms). Players simply put them together into phrases like "Control Fire" to represent what they want to do.

The Fifth Edition core book contains all of the rules you need to play, and there’s an enormous library of Ars Magica supplements in the Atlas Games catalog to help develop your campaign. As a rule, older sourcebooks are usable with the newest edition, and Atlas Games continues to sell them.

5th Edition Designer: David Chart

Creators: Jonathan Tweet & Mark Rein•Hagen

Softcover Stock Number: AG0205SC | ISBN: 978-1-58978-245-7 | MSRP: $34.95 (US)

Softcover Format: 240 pages, 8.5" x 11", adhesive case bound, greyscale interior printing

Softcover Release Date: September 2022

Hardcover Stock Number: AG0205 | ISBN: 1-58978-070-1 | MSRP: $35.00 (US)

Hardcover Format: 240 pages, 8.5" x 11", case bound, two-color interior printing

Illustration of an open spellbookHardcover Release Date: November 2004