Utility

Utility Magic

1st Level Utility Spells

Animated Image

  • Close-quarters spell; Daily; Illusion

Effect: Create a two-dimensional illusion, up to the size of a large painting, with an animated effect such as eyes that follow the viewer, falling snow or a change of seasons. Make a skill check to determine the artistic value of the image. The image lasts about 10 minutes.

  • 3rd level spell: The spell lasts for 1 hour.

  • 5th level spell: The spell lasts for 1 day.

  • 7th level spell: The spell lasts for 1 week.

  • 9th level spell: The spell lasts for 1 month.

  • Adventurer Feat You can program the image to appear and perform a predetermined movement when a defined trigger occurs, such as when a person steps through a door.

Continual Light

  • Close-quarters spell; Daily; Evocation

Effect: An object you touch starts emitting light as bright as a torch. The light stays at this brightness for a day, then it slowly fades over the next few days.

Darkvision

  • Close-quarters spell; Daily; Divination

**Target: **One creature per spell level

Effect: The target can see perfectly in the dark for 10 minutes per spell level.

Familiar’s Eyes Close-quarters spell; Daily; Divination

Special: This spell requires the Wizard’s Familiar talent.

Effect: For the next 1d6 x 10 minutes, you can perceive the world through your familiar’s eyes and senses. While using the spell, you are effectively blind and deaf as it dulls your own senses.

Identify Close-quarters spell; Daily; Divination

Effect: Gain a +10 bonus to a skill check to identify the magic properties of an item or a persistent magical effect.

Permanent Cantrip Close-quarters spell; Daily; Transmutation

Effect: This spell has the effect of any wizard cantrip of your choice, except that the effect is ongoing for days, if not months, if you don’t dismiss it. Since it’s a minor magical effect, other spellcasters can dispel it with a normal-difficulty skill check.

Recall Memory Close quarters spell; Daily; Divination

Target: You or a nearby willing creature

Effect: You help the target remember something. They can repeat a failed knowledge check with a +5 bonus.

Scribe Scroll Close-quarters spell; Daily; Enchantment

Effect: Inscribe any spell you have prepared for the day onto a parchment. You can cast the spell from the scroll once at a later date, which uses up the scroll.

Choose the level of the spell when you create the scroll, between the lowest level it can be learned at and the highest you can cast.

Creating a scroll takes roughly 10 minutes per spell level and expends your use of that spell for the day, even for spells other than daily spells. It requires material components that cost about 50 gp per level of the spell.

The finished scroll can be used by others, but doing so requires an Intelligence-based skill check with a DC of 15 + the spell’s level (10 + level for other wizards). On a natural even failure, nothing happens, but on a natural odd failure, the magic gets triggered in an unintended, possibly disastrous way, and the scroll is destroyed.

Adventurer Feat Your scrolls are easier to use by other people, and only require a DC of 10 + level to cast (5 + level for other wizards).

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While a scroll or two in the wizard’s backpack won’t break the game, it can be a challenge for the GM if the PCs come across a pile of gold and they decide to spend it on a big stash of scrolls that can solve every issue they come across. In that situation, feel free to throw a few extra problems at them and deplete their stash. Remind them that scroll cases are big, bulky and easily dropped. And the last thing you want when you try to pull yourself out of a lava pit is fireworks of randomly triggered magic from your melting scrolls.

If a PC carries around more than one scroll per level, the GM can also add magic item quirks similar to true magic items.

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Summon Small Animals Close-quarters spell; Daily; Conjuration

Effect: You summon 1d6 small animals, such as cats, rabbits, or doves. The animals are purely magical creations. They will act rather confused and disappear after 1d6 minutes.

3rd level spell: You can control the animals with a quick action each turn, and you can have them perform small tricks an animal of that type would be capable of.

Talking Pages Close-quarters spell; Daily; Divination

Target: One book you touch

Effect: You absorb the knowledge contained in a piece of writing up to the size of a book. A short touch will teach you the gist of it, whereas a few minutes of concentration are enough to gain an understanding of its contents. A full day is required if you want to achieve a word-by-word memorization. You don’t need to know the language of the writing. This spell can also decipher non-magical code.

Tongues Close-quarters spell; Daily; Divination

Effect: You gain the ability to speak and understand the language of any intelligent creature. You can only speak one language at a time. Tongues does not enable you to communicate with creatures that don’t have a language. You can make yourself understood as far as your voice carries. The effect lasts for 1d6 x 10 minutes.

5th level spell: The effect lasts for 1d6 hours.

Adventurer Feat You can grant the ability to another creature by touch.

Treasure-bearing Disc Close-quarters spell; Daily; Evocation

Effect: You create a hovering disc of force energy, roughly the size of your outstretched arms. It can carry two people, one person in heavy armor, or a load of treasure. It follows you on command. It flies at walking speed, and it can slowly move up or down. The disc is indestructible by non-magical means. It persists for 1d6 x 10 minutes.

5th level spell: The disc lasts for 1d6 hours.

Unseen Servant Close-quarters spell; Daily; Conjuration

Effect: You summon a shimmering, ghost-like valet to step and fetch, open doors and hold chairs, as well as to clean and mend at your command. The servant is about as strong as an average human. It does not fight, is hit by any attack roll of natural 2+, and only has one hit point per level of the spell. The servant persists for 1d6 x 10 minutes.

5th level spell: The servant persists for 1d6 hours.

3rd Level Utility Spells Arcane Cypher Ranged spell; Daily; Transmutation

Effect: You scramble a text of up to one page per spell level into unreadable gibberish, unless a condition set by you is met. This is usually a certain person reading the text, a specific item touching the page, or a spoken code word.

Arcane Eye 13WCS Ranged spell

Daily

Effect: You create a glowing eyeball one inch in diameter made of raw arcane energy that can float up to a typical far-away distance from you in any direction (but no more than a city block’s distance or so). It works like a normal human eyeball and is dependant upon light to process images. Anything the eye can see, you can also. It moves at average walking speed for your species on your mental command—you can command it to stop, slow down, change direction, or return to you as desired. The eye persists for 1 minute per level; it has an AC and PD of 10 and is immediately destroyed if it takes any amount of damage.

5th level spell: The arcane eye can now see in total darkness.

7th level spell: The eye’s form is blurred and translucent, making it invisible to Champion-tier or lower creatures that can’t normally see invisible things.

9th level spell: The eye can see invisible creatures or objects within its line of sight.

Clairaudience / Clairvoyance Ranged spell; Daily; Divination

Effect: You concentrate upon a nearby locale and either see or hear inside as if you were there (your choice). You must be able to pinpoint the location, such as around a corner, behind a door etc. The spell lasts for up to one minute per spell level.

5th level spell: You can both see and hear with the spell.

7th level spell: You can target far away locations.

Leisurely Tiny Hut Close-quarters spell; Daily; Conjuration

Effect: You summon a small hut that is large enough for six people to find shelter in. The hut is sturdy enough to survive most environmental effects, although it can be damaged and ultimately destroyed by extreme conditions such as lava or a direct lightning strike. The outer appearance of the hut is up to you. On the inside, the hut provides a comfortable temperature and breathable air. The effect lasts for up to 8 hours.

Magic Mouth Close-quarters spell; Daily; Illusion

Effect: You place an enchanted mouth on an object which suddenly appears when a specified event occurs. The mouth speaks a message of up to 25 words as specified by you. The message is entirely mundane and cannot create spell effects. The event that triggers the message can be as simple or as complicated as you like, but the conditions are limited to what can be perceived by normal means. No mind reading, detecting invisible creatures and the like. The spell remains in effect for one day per spell level.

See Invisible Close-quarters spell; Daily; Quick action; Divination

Effect: You can see invisible creatures normally until the end of the battle or scene.

5th level spell: The effect lasts for up to an hour.

7th level spell: The effect lasts for up to eight hours.

5th Level Utility Spells Arcane Eye DATP Close-quarters spell; Daily; Divination

Effect: You create an invisible floating eye that sends you visual information. The eye floats at walking speed, and you can send it out of your line of sight. Through the eye, you can see as if through your own eyes. It cannot pass through walls, but it can pass through small holes and openings. The eye persists for 1d6 x 10 minutes.

During combat, it’s a quick action to direct the eye and receive visual imagery. If you don’t use the quick action, the eye remains inert.

7th level spell: The effect lasts for 1d6 hours.

Champion Feat You can cast spells through the eye at a -2 penalty to the attack.

Legend Lore Ranged spell; Daily; Divination

Effect: This divination reveals some information about a legendary person, place, or item. Examples include a current or former icon, their stronghold, or a major artifact. The closer you are physically to the target, the more information can be gained by the spell. If you are in the target location, or have the object within reach, the spell is likely to provide vivid imagery of key scenes in its history. If the target is far away, or just a myth that may not be real at all, the spell will conjure just very hazy fragments of information.

Magical Disjunction Ranged spell; Daily; Abjuration

Effect: You destroy a permanent magical effect. If you target a true magic item, it is permanently returned into its mundane state. A magical trap is permanently disarmed. Epic-level items are immune to this spell.

9th level spell: You can now destroy epic-level effects, but artifacts of iconic power are still immune to the spell.

Passwall Ranged spell; Daily; Transmutation

Effect: You open a magical passage through a wall that allows you, and any creature designated by you, to pass through. The passage is open for 1d6 minutes, if you do not end the spell earlier. The passage opens straight on the opposite side, so make sure there is safe terrain to step into.

Stone to Flesh Ranged spell; Daily; Transmutation

Effect: This spell reverses a petrification effect, such as from a medusa’s gaze. You can also use it to change a stone statue into an uncanny corpse (and make the proud artist quite angry).

Wall of Stone 13WCS Ranged spell

Daily

Effect: Sometimes what you really need is a big slab of stone. You can create a stone wall 3 inches thick and smooth as polished marble out of thin air, plastering an area of up to about 100 square feet with the stuff. It lasts for an hour or until it’s broken down by an assailant. Mechanically, this can be used to cut off two nearby areas you are exploring (or fighting in) if there’s a gap or doorway to be filled. Adventurer tier creatures cannot break through or climb it, no matter how hard they try. Each round that a champion tier creature attempts to break through or climb over the wall requires the caster to resist with a DC 25 Intelligence check (applying a related background). A total of three failed checks means the wall is successfully breached. An epic tier creature can ram through or scale it faster than a champion tier one can—fail the check once, and they’re on you.

7th level spell: The skill DC to keep the wall up is now 20 instead of 25.

9th level spell: You now need to fail three Intelligence checks before Epic tier creatures can bust down or climb over your wall.

7th Level Utility Spells Dungeon Engineering Ranged spell; Daily; Transmutation

Effect: You magically perform major construction work for roughly an hour. You can move large amounts of earth and stone, dig a hole or a tunnel, or erect walls and pillars. The GM can require a skill check using an appropriate background to determine the quality and sturdiness of the work.

Mirage Arcana Ranged spell; Daily; Illusion

Effect: You cover an area the size of a castle or a small forest in an extensive animated illusion that affects all senses. The illusion cannot create solid objects, so if for example you create an illusory wall where there is none, anyone can just walk through it. Make a Charisma-based skill check to determine the quality of the illusion. Anyone with an MD higher than the check will see through it immediately. Others can save against the effect if they have a reason to disbelieve the illusion.

The illusion lasts for a day but can be cast as a ritual for longer durations.

Scrying Screen Ranged spell; Daily; Illusion

Effect: You create an illusion that fools magical divinations. Whoever uses a spell such as Scrying on you or the surrounding area will perceive the image or scene as set by you, not what is really there. The details of the illusory images and sounds are entirely up to you. The screen stays up for 8 hours, but paranoid mages tend to set this spell up as a ritual for longer durations.

True Seeing Close-quarters spell; Daily; Divination

Target: You or an ally you touch

Effect: For the next hour, the target can see in normal and magical darkness, see invisible creatures and objects, detect visual illusions, and perceive the natural form of a shapechanger or a magically transformed creature. For a creature that has more than one natural form, such as a werewolf, you see both forms as a shadowy overlay. The target can also perceive things that are hidden away on other planes where they overlap with their current location.

9th Level Utility Spells Magnificent Mansion Ranged spell; Daily; Conjuration

Effect: You create and furnish a stately home in an extradimensional space. You can layout and decorate the place in any shape and form you like. The typical manifestation of the spell is a large aristocratic manor with dozens of luxurious rooms, a glistening banquet hall and lush gardens, populated with liveried servants and skillful musicians. The entrance to the manor is a dimensional portal that others can enter upon your invitation.

The mansion lasts for one day. Anything brought into the mansion will drop out of the portal when the spell ends.

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