D&D 5e: Mutant (Rogue Subclass)

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This is primarily intended to provide a Charisma alternate for Arcane Trickster. It’s probably also fairly easy to convert to an alternate Eldritch Knight.

Many individuals with the blood of supernatural creatures in their family trees or who were invested with a surge of chaotic energy become sorcerers, able to unleash titanic magics. Others are less robust in their expression of these powers. They gain a few useful tricks from their magic-infused blood, but not enough to see them through life. They tend to express signs of their powers, either obviously in their appearance or in the inexplicable accidents that happen around them as they grow up. They, in short, are frequently forced out and must turn to a life of crime, or at least an upbringing on the fringes. Adventuring is often the only way they can be accepted in society, for as accepted as adventurers are.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn three cantrips based upon your mutations (see below). You learn another cantrip at 9th level when you gain your latent mutation (see below).

Spell Slots. You gain spell slots as an Arcane Trickster.

Spells Known of 1st-Level and Higher. You know three 1st-level spells. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be drawn from your personal spell list based upon your mutations (see below) or the spells available to all mutants because they are Hated and Feared (see below).

Whenever you gain a level in this class, you can replace one of the mutant spells you know with another spell of your choice from your personal spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your mutant spells, since they are produced from your innate magical energy. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mutant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Primary Mutations

Starting at 3rd level, you gain three mutations. Each mutation grants you a permanent special ability, a cantrip, and a list of spells that you may add to your personal spell list when selecting spells known.

Mutation Special Ability Cantrip Spells (1st, 2nd, 3rd, 4th)
Ceraunokinitic Resist Thunder Thunderclap (XGE) Thunderwave, Shatter, Thunder Step (XGE), Storm Sphere (XGE)
Clairvoyant Gain Expertise in Investigation, Perception, or Stealth True Strike Detect Magic, Darkvision, Clairvoyance, Locate Creature
Communicative Gain Expertise in Insight or Perception Message Comprehend Languages, Detect Thoughts, Tongues, Divination
Constructive Gain Expertise in all tools with which you are proficient Mending Mage Armor, Enhance Ability, Protection from Energy, Fabricate
Cryokinetic Resist Cold Ray of Frost Ice Knife (XGE), Shatter*, Sleet Storm, Ice Storm
Dimensional Gain Expertise in Deception, Performance, or Sleight of Hand Prestidigitation Feather Fall, Blur, Blink, Banishment
Dominant Gain Expertise in Deception, Intimidate, or Persuasion Friends Charm Person, Suggestion, Enemies Abound (XGE), Charm Monster (XGE)
Electrokinetic Resist Lightning Shocking Grasp Witch Bolt, Misty Step*, Lightning Bolt, Dimension Door*
Entropic Resist Acid Acid Splash Chromatic Orb, Knock, Dispel Magic, Polymorph
Illusory Gain Expertise in Intimidation, Performance, or Stealth Minor Illusion Silent Image, Invisibility, Major Image, Greater Invisibility
Immune Resist Force Blade Ward Shield, Mirror Image, Counterspell, Stoneskin
Luminous Resist Radiant Light Magic Missile, See Invisibility, Daylight, Sickening Radiance (XGE)
Mesmeric Resist Psychic Dancing Lights Color Spray, Hold Person, Hypnotic Pattern, Confusion
Nightmarish Resist Necrotic Chill Touch Ray of Sickness, Blindness/Deafness, Fear, Blight
Pyrokinetic Resist Fire Fire Bolt Burning Hands, Scorching Ray, Fireball, Wall of Fire
Telekinetic Gain Expertise in Athletics or Acrobatics Mage Hand Jump, Levitate, Fly, Freedom of Movement
Turbulent Resist Poison Poison Spray Fog Cloud, Gust of Wind, Stinking Cloud, Vitriolic Sphere (XGE)

* Change the energy type and trappings of these spells to match the overall energy type of the mutation (e.g., Misty Step has you teleport on a line of electricity).

It is highly suggested that you pick a suite of mutations that point to a particular origin. For example:

  • Aberrant: Communicative, Dominant, Mesmeric, Turbulent
  • Celestial: Communicative, Constructive, Dimensional, Luminous
  • Draconic: Dominant, Immune, Telekinetic, (Cryokinetic, Electrokinetic, Entropic, Pyrokinetic, or Turbulent based on dragon color)
  • Elemental: Ceraunokinetic, Dimensional, Luminous (Constructive, Cryokinetic, Pyrokinetic, or Turbulent based on elemental type)
  • Fey: Constructive, Dimensional, Illusory, Mesmeric
  • Fiendish: Cryokinetic, Electrokinetic, Pyrokinetic, Turbulent
  • Undead: Dimensional, Entropic, Immune, Nightmarish

If your race or other source already grants you a resistance you’d gain from one of these mutation types, work with your DM to replace it with an appropriate expertise.

Hated and Feared

Starting at 3rd level, elements of your mystical heritage become readily apparent. Work with your DM to develop a particular mystical signature or physical stigma that calls attention to you in civilized lands. You have disadvantage on Charisma (Persuasion) checks to interact with the superstitious unless you go to great pains to hide your heritage, but you gain advantage on Charisma (Intimidation) checks against the same kind of individuals.

You may also add the following 1st-level spells to your personal spell list from which you can choose Spells Known. They are general magics that all mutants seem to have access to, in order to hide and protect themselves from a world that hates and fears them: Absorb Elements (XGE), Chaos Bolt (XGE), Disguise Self, Expeditious Retreat, False Life.

Latent Mutation

Starting at 9th level, you gain a fourth mutation. You immediately gain the cantrip and special ability of that mutation, and may add its spells to your personal spell list.

Emissary

At 13th level, your mutation has progressed to the point that your progenitors recognize you as one of them, and you also have standing among the mutant community. You have advantage on Charisma checks when dealing with other mutants, and when dealing with the creature type of your origin. Creature types of your origin will tend to treat you as a peer or relative rather than a threat upon first encounter.

Omega Class

At 17th level, you may use the Empowered Spell and Heightened Spell metamagic abilities of the Sorcerer class. You have sorcery points equal to your Charisma modifier, and you recover to full sorcery points upon taking a long rest.

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D&D 5e: Wizard School Courses

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A friend suggested he was working on a Harry Potter-style D&D game, with the premise that each level 1-7 was a year of school (not unlike my own previous suggestion to start PCs at higher level). That got me thinking about how to set up a system for taking classes (the most thrilling challenge for any adventurer, I’m sure).

This is primarily meant for a game as described, where the first few levels are reframed as apprenticeship at a Wizard-only school, you level at the end of every school year, and academics feature heavily. But you could also use it in more standard games as a new downtime action for PC Wizards in a location with Wizards interested in training others (customizing for this is discussed more later).

The Coursework

Each course features four Wizard spells. Successful demonstration of each spell from the course is required at finals to get a top mark for the course (with progressively worse marks for being able to demonstrate fewer of the spells). Roughly at the 1/4, 1/2, 3/4, and finals sections of the course, you can make an ability check to learn a spell in the course’s sequence (it’s up to the GM whether they have to be learned in course order, with the more valuable spells later in the list, or whether the player can pick the order).

If you start already knowing one or more spells from the sequence, you obviously have more chances to learn the spells you don’t know yet (Hermione Granger carefully arranges her starting spells and free +2 spells per year to always go into new courses with at least one spell already known). At the GM’s option, each course might feature a related extra credit spell that you can get if you learn all four spells and still have a skill check left. Extra credit spells are likely to be spells from non-core books that you want to keep pretty rare but do want your PCs to have an opportunity to learn. For example, Hermione is taking Introductory Abjuration and already learned Mage Armor and Shield as part of her starting loadout (from reading all the books the summer before). She has four chances to learn the remaining two spells, and if she learns them with checks left over, she might have a shot at learning Snare as extra credit.

The difficulty of these checks should probably be 10+Spell Level, unless you want low grades to be more common.

The abilities and skills involved should be somewhat idiosyncratic and based on the teaching style of whatever instructor is teaching the course. Arcana should be the default, the other Int-based skills available to all Wizards (History, Investigation, and Religion) should also be very common. Other proficient or Int-based skills (Insight, Medicine, and Nature) should come up occasionally. The rest of the skills should only come up if you genuinely believe the player will be more amused than annoyed (likely as a joke that everyone winds up with one really hard course in their loads each semester, such as Basics of Motion being a PE course that uses Athletics).

So, for example, a first-year course catalog might look like:

  • Knowing Your Role:
    • Diviner Aleric provides a practical symposium on the basic spells that may be expected of the party’s Wizard.
    • (Arcana; Detect Magic (1), Alarm (1), Feather Fall (1), Sleep (1))
  • Making Friends and Influencing People:
    • Enchantress Bethany gives new students a crash course on social skills and their magical application.
    • (Insight; Unseen Servant (1), Comprehend Languages (1), Charm Person (1), Tasha’s Hideous Laughter (1))
  • Introductory Divination:
    • Diviner Aleric provides instruction on the most basic of divination arts for the beginner.
    • (Arcana: Detect Magic (1), Identify (1), Comprehend Languages (1), Find Familiar (1))
  • Introductory Abjuration:
    • Abjurer Clio leads a symposium on how abjuration interacts with priestly magics, and which is stronger.
    • (Religion: Mage Armor (1), Protection from Evil and Good (1), Shield (1), False Life (1))
  • Basic Skullduggery:
    • Daveth the Trickster introduces students to the most common tricks of the underhanded, how to spot them, and how to use them.
    • (Investigation: Expeditious Retreat (1), Illusory Script (1), Charm Person (1), Disguise Self (1))
  • Introduction to Combat Magic:
    • Evoker Elisha will expect you to come prepared to manifest your will in the form of eldritch might!
    • (Arcana: Witch Bolt (1), Magic Missile (1), Chromatic Orb (1), Burning Hands (1))
  • Introduction to Area Effects:
    • Conjurer Franklin will introduce you to the great and storied history of magics that affect an area.
    • (History: Fog Cloud (1), Color Spray (1), Burning Hands (1), Thunderwave (1))
  • Basics of Motion:
    • Dame Gretal expects all students for this course to be in trousers instead of robes and warmed up before class begins.
    • (Athletics: Expeditious Retreat (1), Jump (1), Feather Fall (1), Longstrider (1))
  • Introductory Conjuration:
    • Conjurer Franklin explains the grand history of conjuration, with a particular focus on the life of Tenser.
    • (History: Unseen Servant (1), Tenser’s Floating Disk (1), Grease (1), Fog Cloud (1))
  • Applied Attack and Defense:
    • Evoker Elisha suggests that you take at least one of her classes! You will need them or they will laugh at you!
    • (Arcana: Detect Magic (1), Magic Missile (1), Shield (1), False Life (1))
  • Avoiding Combat:
    • Transmuter Harlowe demonstrates the bodily trauma involved in adventuring, why you should avoid it, and several mechanisms for doing so.
    • (Medicine: Silent Image (1), Fog Cloud (1), Disguise Self (1), Sleep (1))
  • You are Not a Bard:
    • Troubadour Isabel is willing to cross-train those interested in the shared arts, and learn how Bardic magic differs.
    • (Performance: Silent Image (1), Charm Person (1), Longstrider (1), Tasha’s Hideous Laughter (1))
  • You are Not a Druid:
    • Jarek Moonblood will cross-train those interested in the intersection of Druidic and Wizardly magics.
    • (Nature: Detect Magic (1), Jump (1), Longstrider (1), Thunderwave (1))
  • You are Not a Warlock:
    • Kelline Winterbound believes that, if you can find her, she might tell you secrets that are useful to you. But there will be a price.
    • (Investigation: Illusory Script (1), Protection from Evil and Good (1), Comprehend Languages (1), Witch Bolt (1))
  • Introduction to Battlefield Control:
    • Abjurer Clio would like you to reflect on your dominance of the battlefield is like unto godliness.
    • (Religion: Ray of Sickness (1), Chromatic Orb (1), Color Spray (1), Thunderwave (1))

If you’re paying for the courses (either as part of fees for a school game, or for the downtime action in a regular game), the cost of the course should be around 25-50% less than scribing the spells individually (to compensate for chance of failure, increased time, and getting spells you might not want). School specialization should result in gaining Advantage on the roll to learn a spell, rather than half cost.

In a downtime action, the time spent should obviously be highly compressed, though still longer than just scribing the spells individually.

For a school game, each one obviously takes all semester, and maybe a whole year (depending on how many spells you want PCs to know). You should probably also have the skill checks spaced out between multiple courses, rather than rolling for every course in the load at the 25% sections; that way, you get a steady progression throughout the year when you’re not otherwise gaining levels.

Additional Suggested Courses Through 4th Level

Note that the distribution of spells is based on rarity across class lists. Spells that are Wizard-only only appear once in the courses, if they’re on 1-2 other class lists they appear twice, if they’re on 3-5 other lists they appear three times, and if they’re on 6+ other lists they appear four times.

  • Living Your Role: Mage Armor (1), Magic Weapon (2), Scorching Ray (2), Invisibility (2)
  • Surviving the Fight: Protection from Evil and Good (1), Blur (2), Spider Climb (2), Rope Trick (2)
  • Practical Divination: Identify (1), Darkvision (2), Locate Object (2), Detect Thoughts (2)
  • Introduction to Sanctums: Alarm (1), Continual Flame (2), Magic Mouth (2), Arcane Lock (2)
  • Practical Motion: Jump (1), Gust of Wind (2), Levitate (2), Shatter (2)
  • Practical Battlefield Control: Ray of Sickness (1), Blindness/Deafness (2), Crown of Madness (2), Hold Person (2)
  • The Cutting Edge of Arcana: Phantasmal Force (2), Cloud of Daggers (2), Crown of Madness (2), Misty Step (2)
  • Practical Skullduggery: Darkness (2), Alter Self (2), Invisibility (2), Knock (2)
  • Four Types of Pain: Scorching Ray (2), Cloud of Daggers (2), Melf’s Acid Arrow (2), Shatter (2)
  • Practical Illusion: Blur (2), Mirror Image (2), Invisibility (2), Blindness/Deafness (2)
  • Becoming the Primary Target: Ray of Enfeeblement (2), Flaming Sphere (2), Phantasmal Force (2), Suggestion (2)
  • You are Not a Cleric: Gentle Repose (2), Blindness/Deafness (2), Hold Person (2), Locate Object (2)
  • Of Light and Darkness: Darkvision (2), See Invisibility (2), Continual Flame (2), Darkness (2)
  • Practical Transmutation: Alter Self (2), Enlarge/Reduce (2), Magic Weapon (2), Knock (2)
  • Whispers of the Spider Queen: Darkvision (2), Spider Climb (2), Web (2), Suggestion (2)
  • Noun Preposition Noun: Cloud of Daggers (2), Crown of Madness (2), Glyph of Warding (3), Protection from Energy (3)
  • Disciple’s Enchantment: Detect Thoughts (2), Suggestion (2), Fear (3), Hypnotic Pattern (3)
  • Disciple’s Area Effects: Flaming Sphere (2), Shatter (2), Lightning Bolt (3), Fireball (3)
  • Disciple’s Control: Web (2), Hold Person (2), Slow (3), Stinking Cloud (3)
  • Four Weird Tricks: Magic Mouth (2), Blink (3), Major Image (3), Hypnotic Pattern (3)
  • Disciple’s Divination: See Invisibility (2), Locate Object (2), Tongues (3), Clairvoyance (3)
  • Air Magics: Gust of Wind (2), Gaseous Form (3), Sleet Storm (3), Fly (3)
  • Strength and Weakness: Enlarge/Reduce (2), Ray of Enfeeblement (2), Remove Curse (3), Bestow Curse (3)
  • Disciple’s Necromancy: Gentle Repose (2), Feign Death (3), Vampiric Touch (3), Animate Dead (3)
  • Disciple’s Motion: Levitate (2), Slow (3), Haste (3), Fly (3)
  • Disciple’s Illusion: Mirror Image (2), Nystul’s Magic Aura (2), Nondetection (3), Major Image (3)
  • Nope!: Misty Step (2), Dispel Magic (3), Remove Curse (3), Counterspell (3)
  • In Your Face!: Water Breathing (3), Stinking Cloud (3), Tongues (3), Sending (3)
  • Disciple’s Defenses: Dispel Magic (3), Magic Circle (3), Protection from Energy (3), Leomund’s Tiny Hut (3)
  • Special Topics: Scry and Fry: Nondetection (3), Clairvoyance (3), Fireball (3), Haste (3)
  • Disciple’s Abjuration: Magic Circle (3), Glyph of Warding (3), Remove Curse (3), Protection from Energy (3)
  • Special Topics: Verb Nouns: Dispel Magic (3), Bestow Curse (3), Feign Death (3), Animate Dead (3)
  • Special Topics: Adjective Nouns: Phantom Steed (3), Gaseous Form (3), Hypnotic Pattern (3), Vampiric Touch (3)
  • Special Topics: Single-Word Names: Fear (3), Blink (3), Sending (3), Tongues (3)
  • Finding Things and Getting There: Clairvoyance (3), Locate Creature (4), Dimension Door (4), Arcane Eye (4)
  • Adept’s Abjuration: Magic Circle (3), Counterspell (3), Banishment (4), Mordenkainen’s Private Sanctum (4)
  • Four Bad Things Done Well: Fear (3), Confusion (4), Blight (4), Banishment (4)
  • Adept’s Transmutation: Water Breathing (3), Polymorph (4), Stoneskin (4), Control Water (4)
  • Special Topics: Faking Your Own Death: Feign Death (3), Water Breathing (3), Dimension Door (4), Polymorph (4)
  • Direct vs. Secondhand Violence: Lightning Bolt (3), Blight (4), Locate Creature (4), Conjure Minor Elementals (4)
  • Adept’s Illusion: Major Image (3), Hallucinatory Terrain (4), Greater Invisibility (4), Phantasmal Killer (4)
  • Fire and Ice: Sleet Storm (3), Ice Storm (4), Wall of Fire (4), Fire Shield (4)
  • Stone Magics: Fabricate (4), Stone Shape (4), Stoneskin (4), Conjure Minor Elementals (4)
  • Special Topics: Terrain Control: Leomund’s Tiny Hut (3), Ice Storm (4), Hallucinatory Terrain (4), Wall of Fire (4)
  • The History of Four Great Wizards: Mordenkainen’s Faithful Hound (4), Otiluke’s Resilient Sphere (4), Leomund’s Secret Chest (4), Evard’s Black Tentacles (4)
  • Putting Your Enemies Off Balance: Dispel Magic (3), Hallucinatory Terrain (4), Polymorph (4), Confusion (4)

D&D 5e Scaling Spells, 4th-8th

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Continued from last week, here are the rest of the spells cast at higher level. As with the previous set, arguments about my choices are welcome in the comments.

Level 4 Spells

  • Arcane Eye: When you cast this spell using a spell slot of 5th level or higher, the eye can move an additional 10 feet per action for each slot level above 4th.
  • Black Tentacles: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each slot level above 4th.
  • Compulsion: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet for each slot level above 4th.
  • Control Water: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Death Ward: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Dimension Door: When you cast this spell using a spell slot of 5th level or higher, you can transport one additional passenger (who must also be within 5 feet of you) for each slot level above 4th.
  • Fabricate: When you cast this spell using a spell slot of 5th level or higher, you can add four additional 5-foot cubes worth of space to the final large object for each slot level above 4th. Additionally, if you cast this spell with a slot of 6th level or higher you can include stone in the construction of a large object, and if you cast it with a slot of 8th level or higher you can include metal in the construction of a large object.
  • Faithful Hound: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 4 hours and the damage dealt by the hound increases by 1d8 for each slot level above 4th.
  • Fire Shield: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 10 minutes for each slot level above 4th.
  • Freedom of Movement: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Giant Insect: When you cast this spell using a spell slot of 5th level or higher, the creatures transformed by this spell gain temporary hit points. Divide 20 hit points for each slot level above 4th as evenly as possible among the transformed creatures.
  • Greater Invisibility: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Guardian of Faith: When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the guardian increases by 10 for each slot level above 4th. Additionally, the damage dealt before the guardian vanishes increases by 30 for each slot level above 4th.
  • Hallucinatory Terrain: When you cast this spell using a spell slot of 5th level or higher, the area of the spell increases by 50 feet on each side of the cube for each slot level above 4th.
  • Locate Creature: When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 1 hour for each slot level above 4th.
  • Polymorph: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
  • Resilient Sphere: When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 30 feet for each slot level above 4th.
  • Secret Chest: When you cast this spell using a spell slot of 5th level or higher, for the duration of the spell the chest’s interior dimensions increase beyond its physical size, allowing it to store more material. The space available for storage increases by 6 cubic feet for each slot level above 4th. If the spell ends while more is stored within the chest than should be physically possible, the excess contents disgorge themselves into the space around the chest.
  • Stone Shape: When you cast this spell using a spell slot of 5th level or higher, you can shape one additional 5 foot cube of stone for each slot level above 4th.
  • Stoneskin: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The material component cost of the spell increases proportionately to the number of creatures affected.

Level 5 Spells

  • Antilife Shell: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th.
  • Awaken: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 2 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Contagion: When you cast this spell using a spell slot of 6th level or higher, you may target an additional creature for each slot level above 5th. You gain a number of rounds equal to the number of targets in which you may use your action to touch an additional creature in melee range to become affected by the spell.
  • Dispel Evil and Good: When you cast this spell using a spell slot of 6th level or higher, you may gain an additional use of the spell’s special functions for each slot level above 5th without ending the spell early.
  • Dream: When you cast this spell using a spell slot of 6th level or higher, the damage of the nightmare version of the spell increases by 2d6 for each slot level above 5th.
  • Greater Restoration: When you cast this spell using a spell slot of 6th level or higher, an additional effect or exhausted level can be removed for each slot level above 5th. The material component cost of the spell increases proportionately to the number of additional effects or exhausted levels removed.
  • Hallow: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 6 hours for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Legend Lore: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by two and a half minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Mislead: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th. Additionally, if cast using a slot of 9th level, the invisibility counts as Greater Invisibility, so is not ended if you attack or cast a spell.
  • Passwall: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 hour for each slot level above 5th. Instead, you may choose to leave the duration unaffected and increase the maximum depth of the opening by 10 feet for each slot level above 5th.
  • Raise Dead: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Reincarnate: When you cast this spell using a spell slot of 6th level or higher, the casting time of the spell decreases by 15 minutes for each slot level above 5th (to a minimum of 1 action at 9th level).
  • Scrying: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Seeming: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 4 hours for each slot level above 5th.
  • Telekinesis: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases by 30 feet for each slot level above 5th.
  • Telepathic Bond: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 30 minutes for each slot level above 5th.
  • Teleportation Circle: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 1 round for each slot level above 5th (you may voluntarily close it early if desired, from either side of the portal). Additionally, the casting time of the spell decreases to 1 minute with a 6th level slot, to 6 rounds with a 7th level slot, to 3 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Tree Stride: When you cast this spell using a spell slot of 6th level or higher, the range of the spell increases for each slot level above 5th. At 6th level, the range becomes 1 mile, at 7th level it becomes 20 miles, at 8th level it becomes 100 miles, and at 9th level it becomes unlimited within the same plane or world. Instead of knowing the location of all trees within the extended range, you know the location of all trees of the same kind within 500 feet of your intended destination (and cannot complete the round of travel if you chose a location that was not within 500 feet of a tree of the same kind).
  • Wall of Force: When you cast this spell using a spell slot of 6th level or higher, the duration of the spell increases by 5 minutes for each slot level above 5th. Additionally, if cast using a spell slot of 8th level or higher, the spell no longer requires Concentration (buy you may still end it early if desired).
  • Wall of Stone: When you cast this spell using a spell slot of 6th level or higher, the number of panels created by the spell increases by 5 panels for each slot level above 5th.

Level 6 Spells

  • Blade Barrier: When you cast this spell using a spell slot of 7th level or higher, the damage dealt to creatures in the wall’s area increases by 1d10 for each slot level above 6th.
  • Contingency: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 5 days for each slot level above 6th.
  • Eyebite: When you cast this spell using a spell slot of 7th level or higher, targets that fail a saving throw against the spell also take 1d10 necrotic damage for each slot level above 6th.
  • Find the Path: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 12 hours for each slot level above 6th. Additionally, if you cast this spell using a spell slot of 8th level or higher, it no longer requires concentration.
  • Flesh to Stone: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Forbiddance: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 6th (e.g., it only requires 10 days of casting this at 9th level before it becomes effectively permanent).
  • Guards and Wards: When you cast this spell using a spell slot of 7th level or higher, the number of days required before the effect becomes Until Dispelled decreases by 4 for each slot level above 6th (e.g., it only requires one month of casting this at 9th level before it becomes effectively permanent).
  • Harm: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 3d6 for each slot level above 6th.
  • Heroes’ Feast: When you cast this spell using a spell slot of 7th level or higher, the number of creatures that can partake of the feast increases by 6 for each slot level above 6th.
  • Irresistible Dance: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
  • Magic Jar: When you cast this spell using a spell slot of 7th level or higher, if the spell expires in a way that would cause you to die while possessing a body, there is a chance that you instead permanently take over the possessed body (causing the soul of the body to die in your stead). This chance is equal to 25% for each slot level above 6th.
  • Move Earth: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Planar Ally: When you cast this spell using a spell slot of 7th level or higher, the casting time of the spell decreases to 1 minute with a 7th level slot, to 4 rounds with an 8th level slot, and to 1 action with a 9th level slot.
  • Programmed Image: When you cast this spell using a spell slot of 7th level or higher, the performance duration increases by 2 minutes for each slot level above 6th.
  • Sunbeam: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the spell increases by 1d8 for each slot level above 6th.
  • Transport via Plants: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 round for each slot level above 6th (you may voluntarily close it early if desired, from either side of the transportation).
  • True Seeing: When you cast this spell using a spell slot of 7th level or higher, the duration of the spell increases by 1 hour for each slot level above 6th.
  • Wind Walk: When you cast this spell using a spell slot of 7th level or higher, the flying speed granted by the spell increases by 100 feet for each slot level above 6th.
  • Word of Recall: When you cast this spell using a spell slot of 7th level or higher, you can target three additional creatures for each slot level above 6th.

Level 7 Spells

  • Arcane Sword: When you cast this spell using a spell slot of 8th level or higher, the sword can move 40 feet instead of 20. When you cast it using a spell slot of 9th level, all the sword’s attacks gain Advantage.
  • Divine Word: When you cast this spell using a spell slot of 8th level or higher, each of the current hit point limits on the spell’s chart increases by 10 hit points for each slot level above 7th (e.g., at 9th level creatures with 70 hit points or fewer can be Deafened down to creatures with 40 hit points or fewer can be killed instantly).
  • Finger of Death: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 2d8 for each slot level above 7th.
  • Fire Storm: When you cast this spell using a spell slot of 8th level or higher, the damage dealt by the spell increases by 1d10 for each slot level above 7th.
  • Forcecage: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 1 hour for each slot level above 7th.
  • Magnificent Mansion: When you cast this spell using a spell slot of 8th level or higher, the duration of the spell increases by 24 hours for each slot level above 7th.
  • Mirage Arcane: When you cast this spell using a spell slot of 8th level, the casting time of the spell becomes 1 minute. When you cast it using a spell slot of 9th level, the casting time becomes 1 action.
  • Plane Shift: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.
  • Prismatic Spray: When you cast this spell using a spell slot of 8th level, the damage dice used by the damaging rays become d8s. When you cast it using a spell slot of 9th level, the damage dice become d10s.
  • Project Image: When you cast this spell using a spell slot of 8th level or higher, Intelligence (Investigation) checks to reveal the illusion gain Disadvantage. When you cast it using a spell slot of 9th level, it no longer requires Concentration (though you can still end it whenever desired).
  • Regenerate: When you cast this spell using a spell slot of 8th level or higher, the initial hit points healed increase by 4d8 for each slot level above 7th.
  • Resurrection: When you cast this spell using a spell slot of 8th level or higher, it automatically destroys and then resurrects a touched mindless, corporeal undead. When you cast it using a spell slot of 9th level, it destroys and resurrects a touched intelligent, corporeal undead if the target fails a Charisma saving throw (the target can choose to fail this saving throw automatically).
  • Reverse Gravity: When you cast this spell using a spell slot of 8th level or higher, you can exclude four targets (creatures or objects) from the effect for each slot level above 7th. These targets do not have to start within the area or remain in it to preserve this exclusion.
  • Sequester: When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature or object for each slot level above 7th. All targets to be affected must be in physical contact at the casting of the spell.
  • Simulacrum: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 6 hours for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Symbol: When you cast this spell using a spell slot of 8th level or higher, the casting time decreases by 5 rounds for each slot level above 7th (to a minimum of 1 action at 9th level).
  • Teleport: When you cast this spell using a spell slot of 8th level or higher, the number of creatures that can be transported increases by 4 for each slot level above 7th.

Level 8 Spells

  • Animal Shapes: When you cast this spell using a spell slot of 9th level, the targets no longer have to be willing. Unwilling targets receive a Charisma saving throw to avoid the transformation.
  • Antimagic Field: When you cast this spell using a spell slot of 9th level, you can anchor the area on a specific point in space rather than on yourself, and it no longer requires Concentration to maintain. At the DM’s option, regular use of this spell on the same area over time may result in an effectively permanent antimagic zone.
  • Antipathy (Sympathy): When you cast this spell using a spell slot of 9th level, the casting time becomes 1 action but the duration is reduced to 1 minute.
  • Clone: When you cast this spell using a spell slot of 9th level, the time to reach maturity decreases to 90 days.
  • Control Weather: When you cast this spell using a spell slot of 9th level, the time for new conditions to take effect decreases to 1d4 x 5 minutes, and the duration increases to Concentration up to 12 hours.
  • Demiplane: When you cast this spell using a spell slot of 9th level, the created door to the demiplane is also affected by Arcane Lock as if cast with a 9th level spell slot.
  • Earthquake: When you cast this spell using a spell slot of 9th level, you can designate up to 6 creatures that automatically succeed at all saving throws related to the spell.
  • Feeblemind: When you cast this spell using a spell slot of 9th level, the target gains Disadvantage on the saving throw.
  • Glibness: When you cast this spell using a spell slot of 9th level, you may cast this on a touched willing target instead of yourself.
  • Holy Aura: When you cast this spell using a spell slot of 9th level, attackers have Disadvantage on the Constitution saving throw to avoid being Blinded.
  • Incendiary Cloud: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d10s.
  • Maze: When you cast this spell using a spell slot of 9th level, the target has Disadvantage on the Intelligence check to escape the maze.
  • Mind Blank: When you cast this spell using a spell slot of 9th level, you can affect an additional target with the same casting.
  • Power Word Stun: When you cast this spell using a spell slot of 9th level, the spell can affect a target of 200 hit points or fewer.
  • Sunburst: When you cast this spell using a spell slot of 9th level, the damage dice of the spell are d8s.

D&D 5e Scaling Spells, 1st-3rd

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One of my favorite mechanics in D&D 5e is the scaling spells. No need to have a bunch of copies that just do the same thing, only at a higher spell level, when you can just have a lower level one improve when cast with a higher level slot. However, I remain baffled by spells that don’t have a scaling mechanic. Especially when playing a Warlock, spells that don’t make full use of your pact magic seem much less useful than ones that do. But most other casters are also often strapped for spells known, such that low-level spells that let you get full use out of your higher level slots for which you might not have a lot of appropriate level spells known are very helpful.

So this is just me going through and trying to tack an At Higher Levels tag for every spell that doesn’t have one and isn’t a ritual. I went for brevity whenever possible, so admittedly a lot of these scale so linearly that they probably aren’t worth that much at much higher slot levels (but at least they’ll do something more than with a base slot). I’m also purely eyeballing the math, so I welcome arguments in the comments about why I’ve made something unbalanced with the scaling effect.

Level 1 Spells

  • Detect Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Detect Poison and Disease: When you cast this spell using a spell slot of 2nd level or higher, the range of the perception increases 10 feet for each slot level above 1st.
  • Disguise Self: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 30 minutes for each slot level above 1st.
  • Divine Favor: When you cast this spell using a spell slot of 3rd level, the damage increases to 2d4 radiant. For each additional two spell levels, increase the damage by one die (to a maximum of 5d4 when using a 9th level spell slot).
  • Entangle: When you cast this spell using a spell slot of 2nd level, all creatures restrained by the spell take 1d4 bludgeoning damage per round as they are crushed by the vines. The damage increases by one die for each slot level above 2nd.
  • Expeditious Retreat: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 5 minutes for each slot level above 1st.
  • Faerie Fire: When you cast this spell using a spell slot of 2nd level or higher, all creatures affected by the spell take 1d4 fire damage per round as they are burned by the light. The damage increases by one die for each slot level above 2nd.
  • Feather Fall: When you cast this spell using a spell slot of 2nd level or higher, the spell can affect two additional targets for each slot level above 1st.
  • Goodberry: When you cast this spell using a spell slot of 2nd level or higher, the spell produces five additional berries for each slot level above 1st.
  • Grease: When you cast this spell using a spell slot of 2nd level or higher, the grease becomes highly flammable. If ignited (deliberately or by any area of effect fire attack), all creatures in the grease take 1d4 fire damage at the end of their turns (1d6 if they are prone), applied after the check to fall prone. This damage increases by one die for each slot level above 2nd. The fire burns until the spell expires or extinguished (by an effect that can douse a large, hot fire).
  • Hideous Laughter: When you cast this spell using a spell slot of 2nd level or higher, you can target on additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  • Jump: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Mage Armor: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Protection from Evil and Good: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Sanctuary: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Shield: When you cast this spell using a spell slot of 2nd level or higher, a residual protection from the shield grants you 3 temporary hit points that last for 10 minutes. These temporary hit points increase by 3 for each slot level above 2nd.
  • Shield of Faith: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  • Silent Image: When you cast this spell using a spell slot of 2nd level or higher, the duration of the spell increases 10 minutes for each slot level above 1st.

Level 2 Spells

  • Alter Self: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 30 minutes for each slot level above 2nd.
  • Arcane Lock: When you cast this spell using a spell slot of 3rd level or higher, any Knock spell must be cast at the same or greater slot level to suppress the lock.
  • Arcanist’s Magic Aura: When you cast this spell using a spell slot of 3rd level or higher, the number of days required before the effect becomes Until Dispelled decreases by 1 for each slot level above 3rd (e.g., it only requires 10 days of casting this at 5th level before it becomes effectively permanent).
  • Barkskin: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Blur: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. In addition, when cast using a spell slot of 5th level or higher, the spell no longer requires Concentration.
  • Calm Emotions: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Continual Flame: When you cast this spell using a spell slot of 3rd level or higher, the material cost of the spell decreases by 7 gp for each slot level above 2nd.
  • Darkness: When you cast this spell using a spell slot of 3rd level or higher, the spell suppresses any light spells cast at the same or lower slot level.
  • Darkvision: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Detect Thoughts: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enlarge/Reduce: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Enthrall: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd.
  • Find Steed: When you cast this spell using a spell slot of 3rd level or higher, the steed’s maximum hit points increase by 5 for each slot level above 2nd.
  • Find Traps: When you cast this spell using a spell slot of 3rd level or higher, you gain more information about the traps present. At 3rd level, you learn the distance in feet to the closest trap you’ve detected. For each slot level above 3rd, you learn the distance to the next closest trap (e.g., the three closest traps at 5th level).
  • Gust of Wind: When you cast this spell using a spell slot of 3rd level or higher, the distance targets are pushed increases 5 feet for each slot level above 2nd.
  • Knock: When you cast this spell using a spell slot of 3rd level or higher, it can suppress Arcane Lock effects cast at the same or lower slot level.
  • Lesser Restoration: When you cast this spell using a spell slot of 3rd level or higher, you can end an additional disease or condition (on the same creature or on multiple creatures you can touch) for each slot level above 2nd.
  • Levitate: When you cast this spell using a spell slot of 3rd level or higher, the weight limit of the target increases 300 pounds for each slot level above 2nd.
  • Locate Object: When you cast this spell using a spell slot of 3rd level or higher, the range the object can be from you increases 1000 feet for each slot level above 2nd.
  • Mirror Image: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 minute for each slot level above 2nd. Additionally, you can spend a bonus action to recover an illusory duplicate that has been destroyed; you can recover one such duplicate per casting of the spell for each slot level above 2nd.
  • Misty Step: When you cast this spell using a spell slot of 3rd level or higher, you are also affected by Blur (cast at two slot levels lower than the slot level used).
  • Pass without Trace: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Protection from Poison: When you cast this spell using a spell slot of 3rd level or higher, you can neutralize an additional poison and/or affect an additional creature you can touch for each slot level above 2nd.
  • Ray of Enfeeblement: When you cast this spell using a spell slot of 3rd level or higher, the spell also deals 1d10 necrotic damage for each slot level above 2nd.
  • Rope Trick: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • See Invisibility: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd.
  • Spider Climb: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Spike Growth: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to creatures moving increases by 1d4 for each slot level above 2nd.
  • Suggestion: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
  • Warding Bond: When you cast this spell using a spell slot of 3rd level or higher, you can have any self-only spells or any touch spells that you cast upon yourself instead affect your bonded target. The spell must use a slot level equal to or lower than the slot level used for Warding Bond – 2 (e.g., if you cast this at 3rd level, you can only have spells cast at 1st level affect the target).
  • Web: When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases 1 hour for each slot level above 2nd. Additionally, burning the webs also deals an additional 1d4 fire damage for each slot level above 2nd.
  • Zone of Truth: When you cast this spell using a spell slot of 3rd level or higher, the radius of the zone increases by 10 feet for for each slot level above 2nd. Additionally, the duration of the spell increases 5 minutes for each slot level above 2nd.

Level 3 Spells

  • Beacon of Hope: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases 30 feet for each slot level above 3rd.
  • Blink: When you cast this spell using a spell slot of 4th level or higher, you may choose to add or subtract 1 for each slot level above 3rd to each d20 roll to determine if you vanish (e.g., at 6th level, you may modify the roll by +3 or -3 depending on whether you do or do not wish to vanish at the current time).
  • Clairvoyance: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 10 minutes for each slot level above 3rd. Additionally, the range of the spell increases 1 mile for each slot level above 3rd.
  • Create Food and Water: When you cast this spell using a spell slot of 4th level or higher, the amount of food increases by enough to sustain nine additional humanoids or three steeds for each slot level above 3rd.
  • Daylight: When you cast this spell using a spell slot of 4th level or higher, the spell dispels darkness effects cast at a lower slot level than the chosen slot level for Daylight. Additionally, the radius of the spell increases by 20 feet for each slot level above 3rd.
  • Fear: When you cast this spell using a spell slot of 4th level or higher, the spell additionally deals 1d10 Psychic damage to every target that fails the saving throw (half damage on a successful save) for each slot level above 3rd.
  • Gaseous Form: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Haste: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Hypnotic Pattern: When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd creatures affected by the spell ignore one source of damage or action used to shake them awake.
  • Nondetection: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 8 hours for each slot level above 3rd.
  • Phantom Steed: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 1 hour for each slot level above 3rd. Additionally, if cast using a slot of at least 5th level, the steed can travel on water, ice, or mud as if it were solid ground (ignoring difficult terrain from these and similar sources). Finally, if cast using a slot of at least 7th level, the steed can Fly (as the spell) for the duration of the Phantom Steed spell.
  • Plant Growth: When you cast this spell using a spell slot of 4th level or higher, the area affected by the first application of the spell count as if it was under the effects of Entangle (cast at 3 slot levels lower than the casting of Plant Growth), and the second application of the spell has its casting time reduced by 1 hour per slot level above 3rd.
  • Protection from Energy: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Remove Curse: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature or object for each slot level above 3rd.
  • Revivify: When you cast this spell using a spell slot of 4th level or higher, the creature heals 2d8 additional hit points for each slot level above 3rd.
  • Sending: When you cast this spell using a spell slot of 4th level or higher, the message can be increased by 15 words for each slot level above 3rd. Additionally, if cast using a slot of at least 6th level, you can immediately make one more twenty-five word followup message to the target after the target’s reply.
  • Sleet Storm: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Dexterity save to remain standing take 1d4 cold damage for each slot level above 3rd (half damage on a successful save).
  • Slow: When you cast this spell using a spell slot of 4th level or higher, you can target three additional creatures for each slot level above 3rd.
  • Speak with Dead: When you cast this spell using a spell slot of 4th level or higher, you can ask the creature two additional questions for each slot level above 3rd.
  • Speak with Plants: When you cast this spell using a spell slot of 4th level or higher, the duration of the spell increases 5 minutes for each slot level above 3rd.
  • Stinking Cloud: When you cast this spell using a spell slot of 4th level or higher, creatures that fail the Constitution save against poison take 1d6 poison damage for each slot level above 3rd (no damage on a successful save).
  • Tongues: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
  • Water Breathing: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd.
  • Water Walk: When you cast this spell using a spell slot of 4th level or higher, you can target ten additional creatures for each slot level above 3rd. Alternatively, if you cast this spell with a slot level of 5th level or higher, it can target an unwilling creature (plus one creature for each slot level above 5th); targets may make a Strength save to negate the effect.
  • Wind Wall: When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the wall increases by 2d8 for each slot level above 3rd.

Mages of the Hedge

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This is a writeup for Harbinger’s Blog Carnival. It’s how I’ve taken some of the implied setting from Beyond the Wall and further embellished it for my The Hedge setting.

The wise of the Order have long espoused a simple rubric for categorizing magic. They talk of the arts of the sky and the secrets of the earth, of the truths of fire and the mysteries of water, and of the derivations of science and the intuitions of nature. Unfortunately for their desire to categorize, magic is not so easily divided. Some rituals reward those with a keen intellect, while others work better for those that are more intuitive and wise, but any mage willing to risk failure can easily learn magic outside of her natural inclinations. In the heights of their frustrations trying to get it all to make sense, many young initiates have just thrown up their hands and decided that any laws of magic may be beyond mortal comprehension.

Perhaps if there was a central conclave of the wise, they could compare notes and proclivities, finally narrowing down the differences in their styles. But even the “Order” is, at best, a loose confederation of lone practitioners that have seen some small benefit in presenting a unified front in the halls of mundane power. In truth, there are few magi at large, and their services are needed far and wide; though they are often quite willing to share their learning, they have little opportunity to congregate. While magic can ensure a clear day, a magical steed, and hardiness against the other dangers of travel, it seems to present few options for quickly crossing large distances. The patrons of the wise keep them busy at home such that long journeys along monster-haunted roads are not a regular enough occurrence to truly generate a magical society.

Instead, the craft is often a simple master-student relationship. When a child demonstrates a knack, if there is a nearby mage capable of taking on an apprentice, then that child may gain a teacher. Yet, doing so seems to be optional: many mages, if cornered, admit that they were able to assemble their praxis from the odd book, fae bargain, whisperings of old gods, or simple intuition. There are few mages in the world, and those born with the talent for it will inevitably find a way to express that talent. Those without a mentor may have rougher edges on their capabilities, but are no less powerful in the long term.

This capacity to intuitively begin evoking the supernatural could be dangerous for a young child in superstitious lands, and there are, indeed, rumors of distant places where witches are burned. But the lands of the old empires have a deep memory, if only in the form of stories and institutional pragmatism. They understand that most mages will never have more than a handful of tricks, useful but rarely terrifying. A small smattering of locals that can help with the weather, ward off supernatural threats, and confirm whether an odd relic is magical are worth the occasional misfire of a hex or angry blast of fire. Those that become skilled enough to evoke more awe-inspiring powers are deeply enmeshed in their communities by that time. For sure, one does not cross the village’s old witch for fear of the many things she could do in retribution… but also because she’s a local fixture with many friends, and no reason to cause harm to those that give her the respect she’s due.

As always, this is with a caveat that what works in the ancient lands near the Hedge may not be true in the lands settled by the encroaching northern Empire. While their diplomats speak honeyed words about tolerance of diverse views, those who have had opportunity to truly study the writings of their Church of the New Dawn have reason to doubt their benevolence. While outwardly loving, their monotheistic scripture draws lines separating magic in service of their god and magic in service of chaos. Many of the wise outside the Empire fear that their praxis could easily be labeled as falling on the side of chaos, once the Empire fully takes hold. Their words are well-meaning, seeking to morally justify unprovoked attacks on dangerous supernatural beings, but the definition of a “dangerous supernatural being” could some day encompass witches as easily as demons.

Ultimately, while they don’t have a true hierarchy, there are five rough ways to group the wise, and learn something useful about any given mage:

  • Many mages consider themselves scholars, even wizards. The most commonly represented in the Order and in the courts of the nobility, these mages put a higher premium on recording their secrets and reading the wisdom of others. Bookishness breeds an interest in formal philosophy, so they are very likely to try to work out the scientific and mathematical underpinnings of their powers. None have succeeded in a grand unifying theory, but they tend to specialize in spells and rituals with enough similarities to one another to hint at a shared origin.
  • Those who learn in the small villages along the Hedge could be considered witches, and some storytellers speak of an ancient tradition of druids whose teachings still resonate in modern arts. Many have little power beyond a trick or two to help out around the farmstead, but those truly dedicated can become just as powerful as scholars. While most rely on intuition and semi-formalized superstitions, some few claim to have heard the voices and teachings of the old gods directly.
  • The fae are natural mages, and those that share a bloodline with them often have strange powers that can blossom into full magic. Even those without a blood tie to the fae may learn tricks from them, if their whimsy puts them in a teaching mood. Few mortals become full mages from fae study, but the high sidhe themselves evoke a melange of arts that seem distinct from those of scholars or witches.
  • The imperial Church of the New Dawn views its magically-capable priests as clerics or templars, depending on martial bent. They are encouraged to focus on magic that protects and strengthens the virtuous and binds and destroys the wicked. Of course, most arts that can destroy the wicked leave a lot of discretion to the caster as to which individuals are subject to their god’s wrath.
  • Even less a unified group than the others, any mage can become an apostate, often through diabolism or necromancy. Treating with demons for increased power is a steep and slippery slope, and few are moral enough to learn the magics of undeath without the dark arts consuming them. Other mages are quick to disavow those that start down these dark paths, as they can become a greater danger to civilization than the worst beasts that slink out of the Hedge.

Minor Miscellaneous Items and Fortune-Binding

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This post is especially tailored to Beyond the Wall, and may be less useful if you’re using 5e or Pathfinder. It also starts with an aside to bring in a variation of attunement to the system, to keep characters from hanging on to every single minor miscellaneous item in case it ever proves useful.

Fortune-Binding

Many magic items are “fortune-bound,” and do little or nothing unless the bearer chooses to make them a temporary part of her legend. The bearer must spend a fortune point for one to become tied to her fate (assumed to be spent automatically if kept between adventures, without reducing starting fortune for the next adventure). Each character may only sustain a number of fortune-bound items equal to her maximum fortune points; binding a new item past this limit requires letting another become unbound and inactive.

Certain powerful fortune-bound items may automatically bind to the wielder, forcing lesser items to unbind if it pushes the wielder over the limit, and may even take up more than one “slot” of fortune points. If you put on the One Ring, it’s not going to wait for you to willingly bind it first. But at least they don’t cost fortune points to bind.

Binding an item typically unbinds it to its previous owner, though not in all cases (particularly for powerful items).

In general, weapons, armor, and other such functional items are rarely fortune-bound, but some of their more esoteric abilities might be. Likewise, potions, scrolls, and such consumables also do not require binding: their magic is self-contained and consumed by use. Ultimately, most fortune-bound items are those that provide some kind of selective and intuitive ability: being bound to a wielder’s fortune not only sustains their magic, but allows them to function at the appropriate time (i.e., automatically when the player wants the bonus).

Characters may also take the following new trait:

Signature Item: You have made an item fully part of your own legend. If it is fortune-bound, it does not count against your fortune points (i.e., it’s an “extra” fortune-bound item). If it is lost, it will always find its way back to you. If it is given away, lost without hope of recovery, or broken beyond repair, a replacement of similar utility will eventually make its way to you.

Example Items

Unless otherwise noted:

  • All items below are fortune-bound and charged.
  • The term “reroll” is shorthand for “expend a charge to reroll a failed roll that you just made.”
  • Powers can be activated as a free action when they are appropriate.

The most minor versions of the item can hold one charge, and you can make more powerful versions by allowing them to have more charges. By default, charged items regain all their charges overnight, and may also be recharged by the wielder spending a Fortune Point. Items may, of course, instead regain charges by any mechanism that suits the GM’s whimsy (e.g., a charm of Protection that is only recharged when the wielder suffers the full effects of a critical hit).

The items are presented as form-agnostic powers: since they’re limited to 3-5 per character, body slots don’t particularly matter. If the rogue wants to wear five rings, each with a different power, she should feel free to do so.

  • Animal Friendship: Reroll a Charisma check involving animals and other beasts of limited intelligence.
  • Biting: Expend one or more charges to increase the damage you deal with an attack or spell by +2 per charge (after rolling damage); this can at most double the damage dealt.
  • Blinking: Expend one or more charges as an action. You disappear from this reality into a nearby one. You cannot act while out of reality, but very few things can target you. You return to reality at the start of your turn after a number of turns equal to the charges expended.
  • Cantrips: Reroll a check involving activating a cantrip.
  • Crafting: Reroll a check involving crafting an item.
  • Deception: Reroll a check involving telling a lie, maintaining a disguise, or sneaking.
  • Health: Reroll a saving throw involving resisting a disease.
  • Hunting: Reroll a check involving following tracks, noticing things in the wilderness, surviving in the wilderness, or finding game animals.
  • Leadership: Reroll a Charisma check involving commanding or persuading followers.
  • Manners: Reroll a Charisma check involving etiquette, politics, or otherwise fitting in (either at court or on the streets).
  • Mind Shielding: Automatically expend a charge whenever subjected to a magical effect that would read your mind. That particular instance has no effect on you (e.g., if a spell, it would not work even with a long duration, but could be cast again).
  • Natural Armor: Expend one or more charges as an action (or as a free action simultaneous with taking your first action after the start of a combat). Increase your AC by an amount equal to the expended charges for the next ten minutes.
  • Perception: Reroll a Wisdom check involving noticing sensory data (actively or passively).
  • Persuasion: Reroll a Charisma check involving persuading, intimidating, or seducing an intelligent being.
  • Precision: Expend one or more charges immediately before making an attack roll to increase your result by +2 per charge expended.
  • Presentation: Reroll a check involving a performance.
  • Protection: Expend a charge to step down the success of an attack roll against you by one step (before damage is rolled) or step up the success of a saving throw you’ve made by one step (before the effects are declared) similar to the rules for sacrificing a shield.
  • Recall: Reroll an Intelligence check involving a lore or knowledge.
  • Regeneration: Expend a charge on your turn (maximum of one charge per turn) to heal hit points equal to your total level/hit dice.
  • Resistance, [Energy Type]: Expend a charge to halve a single instance of damage you’re about to take of the particular type, after damage is declared.
  • Rituals: Reroll a check involving casting a ritual.
  • Seeing: Expend a charge to detect all hidden, illusionary, invisible, or out-of-phase things within a 100 square foot area within viewing range (it lasts for a turn and that’s enough for a careful scan of such an area). Depending on the form-factor of the item, this may require looking through it.
  • Springing: Expend a charge to double the height and distance of a single jump.
  • Stoneskin: Activate this item as an action. While active, each time you take damage, halve it and expend a charge. Deactivate the item as a free action on your turn (it deactivates automatically when all charges are expended).
  • Striding: Expend a charge to double the distance you can move in a turn.
  • Sustenance: Expend a charge to act as if you had a single nourishing meal (3 charges/day to go completely without food and water).
  • Thievery: Reroll a Dexterity check involving locks, traps, sleight-of-hand, or sneaking.
  • Vigor: Reroll a Strength or Constitution check involving athleticism or raw physical potence.
  • Warmth: Expend a charge to ignore a single instance of damage to you from cold weather.

Minor Weapons

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Related to last week’s post, one of the big issues with item loss is that 3.x created very attractive magic items that had bonuses that could be worked directly into the sheet. When you have a +3, Flaming weapon, everything about that is permanently incorporated into your weapon block. It feels like a part of your character. Taking it away feels like losing stats.

In addition, it creates an impetus to price every magical effect (exacerbated by 3.x‘s formalized item economy), and there are definite winners and losers when you do that. Interesting but highly situational effects get comparison-shopped out of use. You’d only deliberately create a Ghost Touch weapon if you were fighting a ton of incorporeal creatures, and you might use it on a weapon that you got as treasure, but each time you have a downtime you’re going to think about selling it to get something with a more consistently useful bonus.

So for my upcoming Beyond the Wall campaign, I’m thinking about placing a flat moratorium on enhancement bonuses and any item abilities that provide some other kind of reliable bonus (of the kind that can easily be tagged to a stat line such as +1d6 fire). Instead, items will hopefully be completely focused on their abilities, and a cool item with an ability you like might be something you hang onto throughout your career (meanwhile, items you use less often won’t cause emotional pain when they’re lost).

Below is some tinkering with how this will work for weapons.

Minor Abilities

Most 3.x weapon abilities that don’t provide a flat bonus to attack or damage are probably directly useful, particularly Brilliant Energy, Dancing, Distance, Ghost Touch, Keen, Returning, Seeking, Spell Storing, and Throwing. New abilities could include:

  • Bane: This ability is usually contingent. Creatures damaged by the weapon suffer a penalty of 2 to all d20 rolls the subsequent round (this penalty stacks from multiple hits from bane weapons). If the weapon is held to a creature’s skin (or a contingent creature tries to wield it), the penalty is ongoing and the creature takes one point of damage per minute.
  • Blessed: This weapon can harm creatures that are only vulnerable to holy items, and may be useful for various story-related reasons.
  • Elemental: This weapon sheds an energy of some type (e.g., fire, cold, electricity). Its damage is treated as that type against creatures vulnerable to it, and it may, at the GM’s option, deal more damage than a normal weapon against creatures resistant to physical damage (e.g., a cold steel sword may do nearly as well as a silver sword against lycanthropes, but does nothing extra against a winter fae). The wielder may also use the energy for utility purposes (e.g., a fire weapon emits light and ignites things like a torch, a cold weapon can be used to slowly make ice, and an electricity weapon could be used to power ancient mechanisms).
  • Functional: This weapon is especially useful for a named function as a tool. A slashing weapon may be especially good at cutting underbrush or felling trees, while a bludgeoning one may be particularly good at smashing through obstructions. It grants a +2 bonus to skill checks to perform the task when the GM doesn’t let it succeed automatically.
  • Life-Drinking: A creature slain by this weapon heals the wielder a number of HP equal to the creature’s hit dice or level.
  • Lightweight: This weapon can be wielded far more easily than its form-factor implies. Two-handed weapons can be wielded in one hand, and one-handed weapons can be treated as light (sufficiently to be used by smaller characters or easily off-handed).
  • Magic: This weapon can harm creatures that are only vulnerable to magic items, and may be useful for various story-related reasons. Unless an item specifically references this ability, possession of other abilities does not imply that it is sufficiently magic for bypassing resistances.
  • Puncturing: This ability is usually contingent. The weapon’s attacks ignore the target’s bonus from worn or natural armor (but not from a dexterity or other bonuses to AC; i.e., make a touch attack in 3.x parlance).
  • Slaying: This ability is usually contingent. After rolling damage against a target, if double that amount of damage would drop the creature to 0 or fewer HP, the creature immediately dies; if it would not, the rolled damage is applied normally. For example, against a target with 10 HP remaining, attacks that deal 4 or less damage work normally, while attacks that deal 5 or more damage kill the target.
  • Unbreakable: When wielded in combat, this weapon cannot be broken (by directed attacks or misfortune). It is up to the GM whether this effect can be used for utility purposes (e.g., bracing something to keep it closed or otherwise stuck).
  • Warning: This ability is usually contingent upon type. The weapon glows or otherwise does something to notify the wielder of nearby threats.

Contingencies

Many abilities are contingent on something. A weapon can have different contingencies for different abilities.

  • Charged: The weapon must be charged through some action, and retains the ability for a certain period afterward and/or until a certain action expends the charge.
  • Code: The ability only functions while the wielder maintains a code relevant to the creation of the weapon.
  • Desperation: The ability only functions when the wielder has been reduced to half or fewer HP.
  • Environment: The ability only functions in a specific terrain (e.g., forest) or other environmental condition (e.g., outside in a storm).
  • Inherited: The ability only functions if the wielder is of a particular race or specific lineage (possibly including being trained in particular class or order rather than bloodline).
  • Situational: The ability only functions under some other quantifiable situation (e.g., during the day, against an oathbreaker, etc.).
  • Type: The ability only functions against a particular race or other specific description of target type. If the target is usually only vulnerable to a particular material, the weapon is almost always made of that material (e.g., lycanthrope-bane weapons are almost always made of silver).
  • Unbowed: The ability only functions when the wielder is unwounded/at full HP.

Example Weapons

  • Blood Drinker: This weapon (usually a sword or dagger) may be charged by the wielder taking damage as a free action (cutting oneself on the blade). While charged, it is slaying and life-drinking until it has slain a target or the blood dries. The damage taken by the wielder starts at one HP, and increases by one for each time it is used in a day.
  • Coffin Nail: This iron dagger may be charged by leaving it buried under a crossroads during the night of the full moon. While charged, it is bane, ghost touch, magic, and slaying against undead. The charge ends after a full cycle of the moon or once it has slain a single undead. Due to its bane property, undead that cannot be permanently slain can at least be buried under a crossroads with the nail in their hearts (the ongoing damage of the weapon keeping them quiescent).
  • Commoner’s Holdout: This small, concealable weapon is slaying and puncturing when the wielder is suffering desperation.
  • Family Weapon: This weapon is unbreakable while the wielder maintains the family code, magic when wielded by an inheritor of the family, and may also have other powers related to the family’s history.
  • Hedgecutter: This functional weapon (a sword or axe) is extremely good at cutting through vines, thorns, and other undergrowth to harvest them or forge a trail. It is bane and puncturing against plant creatures.
  • Sidhe Sword: This silver blade was forged for fae nobility. It is unbreakable against any situation other than cold iron. When wielded by an inheritor with fae blood, it often displays other powers.
  • Siegebreaker: This large mace or mattock is functional at destroying doors, walls, and other fortifications. It is slaying and puncturing against construct creatures. Some say it is lightweight for those that follow the right code.

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