Origins
When
The Exotics travelled to another world and found the library of an Archon, they found various spellbooks and scrolls with some strange and some familiar magics. They took these books home and asked
Archmage Iatromantis Xenophon to discover and translate what he could.
Though many of these spells may one day become available to the listed classes, at the moment it may only be possible for wizards or bards to truly learn them from Xenophon's spellbook.
Sources
Source A (AD&D 2e)
The spells from this source all came from a singular spell book, leaving my imagination to ponder about the author and the nature of the land they lived in. The spells almost universally grew in power with the caster, rarely required concentration, and usually operated at much, much greater ranges than our equivalent spells.
I theorise that the realm the author was from had more organised arcane armies consisting of mages casting many spells on themselves ahead of time, rendering them more frightening to battle and yet more vulnerable to dispelling magics.
Further, the scaling nature of the spells imply a fundamentally different way of casting; I believe these mages surrendered a portion of control in return for power, and allowed their spells to channel energy through them as a conduit, rather than storing energy inside themselves and releasing it in controllable bursts like we do with our casting.
This "conduit method" seems to ensure that more powerful casters gained far more efficient use of their spells, as a first level spell cast by an archmage from this foreign realm may rival the strength of a third or fourth from ours, yet apprentices started out much weaker than our own. However, allowing the magic to flow through them in such a way must have subtly and constantly altered their forms, as they had to either remorise or tweak their spells after each and every casting; no two magic missile spells were ever truly the same spell at work as it would be for us, and must have required great understanding and patience from those who made use of the "same" spell multiple times in one day.
Source B (D&D 3.5e)
This source was both a spell book and a few scrolls. Interestingly, the spell book has no first level spells, and the earliest pages are all blank. I have wondered if this mage was perhaps in the process of removing the ink from this book to destroy their knowledge when the book was taken from them?
The fundamental style of magic is similar to Source A, with spells growing more powerful alongside their casters, and the names of several of these spells confirms one additional difference between these foreign spells and ours that I theorised was the case with Source A - they appeared unable to deliberately increase the strength of their magic by pouring more energy into lesser spells like we can (colloquially known as "upcasting" by the younger students), and had to invent new spells to gain significant improvements on desired but already existing effects.
Source C (D&D 5e)
This source is simply a trio of spell scrolls, fascinating to me for how familiar they felt. They were in a foreign script that required magic to translate, but the diagrams, glyphs, and construction of the spells seemed almost like they could have been written here in the academy by a uniquely minded student instead of a strange realm far away. I will not note them further down in the index, but simply list them as entirely equivalent to the following: Animate Dead, Cloudkill, and Circle of Death
Source D (Pathfinder 2e)
Spells
1st Level Spells
Hair - Transmutation
Source: A
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell allows the caster to perform one or more of the listed functions on his own or another person's hair:
- Trim or cut the hair
- Style the hair
- Wash, cleanse, and dry the hair
- Lightly dye or bleach the hair
The change lasts until the person's hair grows out naturally or becomes dirty again. An unwilling subject may make a Charisma saving throw to avoid the effect.
Classes: Wizard, Sorcerer, Bard
Notes: The amount of power this spell requires to achieve such a minor effect implies to me that the creator of this spell, and perhaps others wherever they were from, where either unaware of or unable to utilise Cantrips as we know them today.
Magic Missile - Evocation
Source: A
Casting Time: 1 Action
Range: 120 feet. Increases by 30 feet for each level of the caster above 1.
Components: V, S
Duration: Instantaneous
Use of the magic missile spell creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a magic missile to “Strike the commander of the legion,” unless he can single out the commander from the rest of the soldiers. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the missiles to no effect. Against creatures, each missile inflicts 1d4+1 points of damage.
For every two extra levels of experience, the wizard gains an additional missile—he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a total of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired.
Classes: Sorcerer, Wizard
Notes: One of the most interesting spells to study as it provides a direct comparison to our own version of Magic Missile. The obvious difference is the way this spell (and many others which will be listed below) grows in power with the caster automatically, rather than growing with how much magical energy is used. This makes it a weaker spell for apprentices and lesser mages, but a phenomenally efficient use of magic for the greater casters amongst us.
Mending - Transmutation
Source: A
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (two small magnets of any type)
Duration: Permanent
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link, medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not, by itself, repair magical items of any type. 10 minutes after the spell is cast, the magic of the joining fades, and the effect cannot be magically dispelled. The maximum volume of material the caster can mend is 1 cubic foot per level.
Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
Notes: Significantly more powerful than our version of Mending and at greater range, at the cost of actually requiring magical energy.
Goblin Pox
Source: D
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Fear
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Gust of Wind
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Ant Haul
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2nd Level
Alter Self - Transmutation
Source: A
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Minute. Increases by two rounds per level of the caster above 1. (2 minutes at level 6, 3 minutes at level 11, etc.)
When this spell is cast, the wizard can alter his appearance and form—including clothing and equipment—to appear taller or shorter; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature. The caster's body can undergo a limited physical alteration and his size can be changed up to 50%. If the form selected has wings, the wizard can actually fly, but at only one-third the speed of a true creature of that type. If the form has gills, the caster can breathe under water as long as the spell lasts. However, the caster does not gain any additional damage or attacks from granting themselves natural weapons such as claws, fangs, or antlers.
The caster's attack rolls, Armor Class, and saving throws do not change. The spell does not confer special abilities, attack forms, or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back into his own form at will; this ends the spell immediately. A caster who is slain automatically returns to his normal form.
Classes: Artificer, Sorcerer, Wizard
Notes: Different in several noteworthy ways to our spell of the same name: it lasts a much shorter duration, though said duration grows as the caster gains mastery and requires no concentration. It is also much less useful for combat applications, yet is both capable of granting basic flight and altering the caster's clothing.
Displace Self - Illusion
Source: A
Casting Time: 1 Action
Range: Self
Components: V, M (small strip of leather made from displacer beast hide)
Duration: 1 Round per level of the caster.
Emulating the natural ability of the displacer beast, this spell causes the caster to appear to be about two feet away from his true location. The first melee or ranged attack made against the caster automatically misses, and all future attacks have disadvantage for the duration of the spell.
Only a creature with Blindsight or Truesight is unaffected by this spell. Detect Magic and See Invisibility will not reveal which copy is the illusion.
Classes: Artificer, Sorcerer, Wizard
Notes: It is most curious to me that wherever the original author is from also has displacer beasts. I begin to wonder at the nature of these other places, and why many of their spells have the same names as ours, or why they make mention of creatures known to us...
Spike Growth - Transmutation
Source: B
Casting Time: 1 Action
Range: 100 feet. Increases by 10 feet per level of the caster. Affects one 20ft square per level of the caster.
Components: V, S, M (a natural spell focus)
Duration: 1 Hour per level of the caster.
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Dexterity saving throw or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Medicine check against the spell’s save DC.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Classes: Druid, Ranger
Notes: Natural spells are not my expertise, though it appears this one is very similar to our own of the same name, yet lasting much longer both in existence and aftereffects. It does come with the limitation of terrain, for the spikes it grows are natural (if magically altered) rather than summoned.
Cat's Grace - Transmutation
Source: B
Casting Time: 1 Action
Range: Touch
Components: V, S, M (a pinch of cat fur)
Duration: 1 Minute per level of the caster
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 bonus to their Dexterity score, adding the usual benefits to AC, saves, and other uses of the Dexterity modifier.
Classes: Bard, Druid, Ranger, Sorcerer, Wizard
Notes: Curiously it appears that this is the equivalent of our Enhance Ability spell, yet is only able to affect a creature's agility. I imagine that other enhancements existed as their own independent spells, and wonder why they were never combined into one for greater flexibility?
Snare - Transmutation
Source: B
Casting Time: 3 Rounds
Range: Touch. The snare can have a diameter equal to 2ft + 2ft per level of the caster
Components: V, S, M (spell focus)
Duration: Until triggered or broken
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (requires a DC 23 Perception check to spot). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be grappled and restrained.
The snare is magical. To escape, a trapped creature must make a DC 23 Sleight of Hand check or a DC 23 Strength check with their action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.
Classes: Druid, Ranger
Notes: The higher energy cost of this Snare compared to our own may imply that this spell is strictly inferior for achieving the same effect, but powerful casters using this spell may be able to ensare much larger foes than they would normally, and the spell remains active in theory forever, rather than having an 8 hour limit.
Paranoia
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Everlight
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Speak With Animals
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Cleanse Affliction
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3rd Level
Dispel Magic - Abjuration
Source: A
Casting Time: 1 Action
Range: 360 feet. Affects either a 30ft-Cube or 1 Item
Components: V, S
Duration: Instantaneous
When a wizard casts this spell, it has a chance to neutralize or negate magic it comes in contact with, as follows:
First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance to dispel depends on the difference in level between the magical effect and the caster. The base chance is 50% (DC 11 or higher on 1d20 to dispel). If the caster is of higher level than the creator of the effect to be dispelled, they gain a +1 bonus per level of difference. If the caster is of lower level, they gain a -1 penalty per level of difference. A roll of 20 always succeeds and a roll of 1 always fails. Thus, if a caster is 10 levels higher, only a roll of 1 prevents the effect from being dispelled.
A dispel magic spell does not affect a specially enchanted item, such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor, unless it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. A creature in possession of such an item may make a Wisdom Saving throw to avoid the effect; otherwise, the item is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.
Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM's option.
Classes: Bard, Sorcerer, Wizard
Notes: A fascinating alternative to our own Dispel Magic that leads my old mind to imagine a strange land where true arcane wars are waged, and where mages are formed into true armies with formations that may be affected by area spells instead of skirmishing individuals. And again here we find the raw power of the caster is more important than natural talent or amount of energy used.
Sédróm's Steed (Phantom Steed) - Conjuration
Source: A
Casting Time: 10 Minutes
Range: Touch
Components: V, S
Duration: 1 Hour per level of the caster
When this spell is cast, the wizard creates a quasi-real, horselike creature. The steed can be ridden only by the caster who created it, or by any person for whom the caster specifically creates such a mount.
Sedrom’s steed begins with a black head and body, with a wild mane and tail. Its eyes are black orbs that hide a rogue’s charm. As the caster grows in power the form of the horse slowly turns more and more phantasmal and takes on a more purple hue akin to a comet striking through the sky. It cannot fight, and normal animals shun it but only monstrous ones will attack, the steed is also prone to performing impressive yet mundane tricks on unsuspecting creatures.
The mount has an AC of 18 and 7 hit points, plus 1 per level of the caster. If it loses all of its hit points, the phantom steed disappears. A phantom steed moves at a movement rate of 10 feet per level of the spellcaster, to a maximum movement rate of 120 feet. It has what seems to be a saddle and a bit and bridle. It can bear its rider's weight, plus up to 10 pounds per caster level.
These mounts gain certain powers according to the level of the caster who created them:
- 8th Level: The steed gains small phantasmal wings upon its hooves, gaining the ability to pass over difficult terrain without difficulty.
- 10th Level: The steed’s mane floats as if without gravity or within water, amber particles sparkling away from it as it gains the ability to pass over water as if it were firm, dry ground.
- 12th Level: The steed’s legs become insubstantial, the wings upon their hooves glowing brighter as it gains the ability to travel in the air as if it were firm land, so chasms and the like can be crossed without benefit of a bridge. Note, however, that the mount cannot casually take off and fly; the movement must be between points of similar altitude.
- 14th Level: The steed gains large pegasus wings upon its sides that spark soft amber particles when spread wide as it gains the ability to fly at a rate of 120 feet per round.
Note that a mount's abilities include those of lower levels; thus, a 12th-level mount has the 8th-, 10th-, and 12th-level abilities.
Classes: Cleric, Wizard
Notes: One of the most difficult spells to translate due to the measurements and the way the spell changes in more complicated ways than most others as the caster grows stronger. It must be noted that this spell is not truly my version of the translation, but one altered by Odessa ton Asterion to honour The Wanderer and give thanks for he and his mother allowing such foreign magics into the world.
Wall of Water - Evocation
Source: A
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (vial full of blessed spring water)
Duration: Permanent (Concentration) or 1 Round per level of the caster.
This spell calls into being a curtain or field of water that remains intact and upright in defiance of gravity. The wall lasts as long as the wizard chooses to concentrate on maintaining it or one round per level if the wizard chooses not to concentrate on holding it together. The caster may shape the wall of water in one of three ways:
A. Water Curtain. In this form, the wizard conjures one plane of water, 5 feet square and 1 foot thick, per experience level; for example, a 5th-level caster can create five 5-foot x 5-foot x 1-foot wall sections that would be enough to block an arched passageway 15 feet wide and 10 feet high with a curtain of water 1 foot thick. The curtain's lower edge must rest upon the ground, but it need not be anchored on either side, and it remains cohesive and upright for the duration of the spell. Once raised, the wall cannot be moved.
B. Hemisphere. In this manifestation, the wall of water forms a dome 1 foot thick over the caster, with an inner radius equal to 3 feet plus 1 foot per caster level; a 7th-level caster could create a dome with a 10-foot radius. The wall must rest upon the ground. The dome is immobile.
C. Sphere. If cast underwater, the caster may shape the wall of water into a sphere 1 foot thick, with an inner radius equal to 3 feet plus 1 foot per caster level (no air is in the sphere). The sphere is centered on the caster and moves with him.
In any form, the wall of water has two primary effects. First of all, missile fire through the wall is next to impossible, suffering a –4 attack penalty for each foot of thickness as well as a –1 damage penalty for every two feet of thickness. Creatures gain a +1 bonus to saving throws against attack spells that must pass through the wall. If the spell allows no saving throw, none is granted by the wall of water. Secondly, physical passage through the wall is hindered; any creature trying to pass through must take one full round to do so and becomes soaked to the skin in the process.
Classes: Druid, Sorcerer, Wizard
Notes: The ability to customize the wall reminds me more of a wall of force or stone than our own version of this spell, yet far more interesting to me is the fact that this is the first spell from this particular book which requires concentration, and such concentration maintains the spell as long as the caster desires. Not only that, but the spell remains in effect for a time even after concentration is broken - the original elementalists of that land must have been truly gifted.
Magic Circle Against Evil
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Fly
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Magic Weapon, Greater
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Tiny Hut
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Cure Serious Wounds
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Bind Undead
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Translate
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4th Level
Blood Lightning - Necromancy
Source: A
Casting Time: 1 Action
Range: Self
Components: V, S, M (A strand of webbing and a drop of blood)
Duration: 24 Hours
This spell can be cast on the caster or on any creature touched. The blood lightning spell doesn't take effect until the creature next bleeds, and is virtually undetectable until activated. The only way to prevent the blood lightning from taking effect once cast is by the casting of a remove curse on the recipient.
Within 10 minutes after the creature takes damage, it can by silent act of will lash out, releasing the blood lightning. If it does not, whether by choice or because the caster has been rendered unconscious, the magic heals the creature of 1d4+1 points of damage and dissipates.
The spell manifests as a web of leaping and crackling blood-red lightning, raging out from any wounds the creature has, to cause all beings in a 40 feet radius 6d6 points of lightning damage. Creatures may make a Dexterity saving throw to halve the damage. A being unleashing blood lightning is never harmed by it and, furthermore, can prevent a being within range of the lightning from taking damage if able to directly touch the being as the lightning is released.
Once the spell has been activated once to either heal the caster or deal damage, the magic dissipates.
Classes: Wizard
Notes: A very strange application of Sangromancy indeed, and yet both efficient and versatile. It is one of few spells from this specific book for which we have no direct or similar equivalent, and is noteworthy in that it can only be used after the caster has been injured, yet does not directly drain his life force like our own blood magic spells would.
Dig - Evocation
Source: A
Casting Time: 1 Action
Range: 90 feet. Affects a 5ft Cube per level of the caster.
Components: V, S, M (miniature shovel and tiny bucket, which are consumed by the spell)
Duration: 1 Round per level of caster
A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side), with the amount material moved increasing with the caster's level. In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within 1 foot) of a pit must roll a successful Dexterity saving throw with advantage or fall into the hole. A creature in the area affected must make the same saving throw without advantage, moving to the edge of the affected area with their reaction on a success. A creature caught in a collapsing pit must make a Strength saving throw or become buried and restrained.
Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.
The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of necrotic damage. A successful constitution saving throw reduces this damage to half.
Classes: Druid, Sorcerer, Wizard
Notes: Almost a perfect halfway point between the high level Move Earth spell and the low level Mold Earth cantrip. It affecting the terrain more quickly implies that one major use of this spell may have been to quickly create trenches and traps just before or during a large battle, rather than preparing things well in advance as Move Earth tends to be used for.
Dismissal - Abjuration
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Stoneskin - Transmutation
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Wall of Ice - Evocation
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Scrying - Divination
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Freedom of Movement - Abjuration
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Detect Scrying - Divination
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Flicker - Conjuration
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Weapon Storm -
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Holy Cascade - Evocation
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5th Level
Symbol of Sleep -
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Sending -
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Drop Dead -
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6th Level
Blessed Boundary
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Never Mind
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Contingency -
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8th Level
Moment of Renewal-
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