Broken Sorcery
Chapter 11

Magic

8 Spheres of Magic—channeled from Gods—and a mysterious 9th.

Abjuration — Moria – Blue

Warding, protection, and reflection.

Conjuration — The Deepness — Purple

The power to summon objects and allies.

Divination — Leviathan — Cyan

Read omens, channel visions, and scry past, present, and future events.

Enchantment — Void Beings — Green

Bestow magical properties and curses unto objects and creatures.

Evocation — Hydra — Red

Channel energy, animate objects, and wreak destruction.

Illusion — The Endless — Yellow

Influence simple and fantastical hallucinations on creatures.

Necromancy — Morthag — Pink

Raise undead, restore life, diminish life, and cure Diseases.

Transmutation — Phoenix — Orange

Convert matter and energy, levitate, and teleport.

Acquisition

Spellcasting requires you have access to the Spell’s Sphere of Magic based on your Class. Different Classes gain access to Magic in different ways.

GMs may tune the acquisition of Spells depending on game balance, character Level, and story—however randomly acquired Spells, via Scrolls & Tomes, should be included to add variety and uncertainty to the game.

Work with your GM to acquire the Spells you desire, but heed their limitations—some Spells may simply be too powerful for your Level.

Scrolls & Tomes

Casting and learning Spells from Scrolls & Tomes requires Spellcasting using the Spell’s Difficulty—and is subject to Chaos.

Once cast or learned, the Scroll or Tome page disintegrates—its power having been released and absorbed by the Spellcaster.

Powered Spells

Clerics and Druids can change their Powered Spells while Resting.

Spells Known

Bards, Paladins, and Rangers know a fixed set of Spells (one of which can be exchanged for a new Spell when gaining a new Level).

Wizardry

Wizards have access to all Spheres of Magic and can learn an unlimited number of Spells by successfully casting them.

  • Only Wizards can learn new Spells from Scrolls & Tomes

  • Only Wizards may attempt to learn Spells from other Spellcasters

When learning a Spell from a Scroll or Tome (and not casting it directly) the document is only destroyed on a successful attempt.

If attempting to learn a Spell Fizzles, increase your Chaos by 2. You may immediately try to learn the Spell again.

Miraculous Inspiration

Spellcasters have a 1% chance to cast any Spell they don’t know, including Spells from Spheres they don’t have access to. Failure triggers a Fizzle as usual. Success grants permanent access to the Spell.

Casting

Spellcasting—channeling the Magic of the Gods—allows you to twist the fabric of reality.

You must be able to speak an incantation and have at least one free hand to gesticulate to cast Spells.

You can manipulate your Spell’s effects by describing the precise effect you wish to accomplish. This may result in an increased Difficulty (for example, doubling the amount of HP granted by a Healing Spell, expanding a Fog Spell to cover a battlefield, etc.).

  • Describe your Spellcasting: What does casting look and sound like? What magical effect are you attempting?

The GM calls for a Spellcasting Check:

  • Check: Spellcasting Check vs the Spell’s Difficulty (GM rolls for NPCs)

  • On success, your Spell is cast!

  • Otherwise, your Spell Fizzles, increasing your Chaos by 2

Successfully cast Spells always hit and/or manipulate their target unless the description grants the target a Magic Resistance Check.

Fizzle

Magic is extremely dangerous, unpredictable, and difficult to harness.

Spells can Fizzle (fail), especially when an inexperienced caster attempts a complicated Spell. Sometimes things can go very wrong.

  • When Spellcasting Fizzles, increase your Chaos by 2

There is no limitation to how often you can cast Spells (beyond the one Action per Turn limit), though the more often your Spells Fizzle, the more unstable the fabric of reality surrounding you becomes.

Resistance

Gritting your teeth you attempt to absorb a shockwave of energy.

Your GM calls for a Magic Resistance Check (typically vs the Spell’s Difficulty):

  • Check: Constitution Modifier + Magic Resistance Bonuses

  • On success, you resist the Spell’s entire effect!

  • Otherwise, you suffer the Spell’s effect

Chaos

Channeling Magic requires you fracture reality to manipulate physics. Things can go wrong. Very wrong, triggering Chaos. The more often you reach for power, the more unstable your reality becomes.

  • Your Chaos defaults to zero, which is also the minimum value

  • Chaos has a max of 20

  • If your Spellcasting Check is less than or equal to your increased Chaos, roll a number of d6s on the Chaos table according to your Chaos Tier

  • On Spellcasting Fizzle, increases your Chaos by 2

  • NPCs do not track Chaos, they trigger Chaos on a Natural 1 and then roll a d4 for a random Chaos Tier

CHAOS TIER
1–5 Puppies and butterflies, roll a d6
6–10 Danger zone! Roll 2d6
11–15 Astral planes and ancient demons, roll 3d6
16–20 Touch of the gods, roll 4d6
# COLOR
1 Magenta
2 Midnight Black
3 Sapphire
4 Burnt Ochre
5 Gray
6 Translucent Green
7 Deep Purple
8 Crimson Red
9 Sunburst
10 Lavender
# CHAOS
1 Roll a d6: Your left eye (1–2); right eye (3–4); or skin (5–6) shifts color. Roll on the color table. This is fine.
2 You quickly realize you’ve made a horrible mistake. You are Blinded! The GM rolls for the number of days it will last.
3 Things are getting out of control quickly! You manage to avoid a catastrophe but your Chaos is increased by an additional d12!
4 Roll a d6: A tingling feeling and calmness spreads over you, healing you d6 HP (1–2); or, you experience intense acute pain, causing you d6 Damage (3–6)!
5 In a fit of pain, horns spring forth from your body causing you d6 Damage! Only by maintaining a tiny thread of Magic are you able to control where on your body the horns appear. Roll for horn color on the color table.
6 Your Spell backfires, doing the exact opposite of what you intended (as interpreted by your GM).
7 You accidentally cast the Spell Tentacle on yourself instead of whatever you were trying to do. There is a 50% chance you are in control of the Tentacle. The Tentacle remains part of you until severed, a process which causes you to take 2d12 Damage. Roll for Tentacle color on the color table.
8 Roll twice for two separate Chaos effects, using a d12 for each roll.
9 Roll a d6: You shrink (1–3) or grow (4–6) d12 inches. It feels… strange. Your new height may result in Disadvantage while wielding Medium and/or Heavy Weapons (see Weapons).
10 Make a Constitution Check vs Difficulty 15. On success drop to 1 HP, otherwise drop to 0 and roll a Constitution Check to remain conscious (see At Death’s Door).
11 A 3rd eye bursts from your forehead, moving independently and granting you +1 Wisdom and +1 Intelligence while uncovered. Roll for eye color on the color table. Henceforth you suffer visions from another Plane of Existence, losing the ability to sleep. When Resting, your Chaos is now reduced only by 1. If you already boast a 3rd eye, the eye is reabsorbed, bonuses are lost, and the visions cease; sleep and Rest are returned to normal.
12 Instead of whatever you were trying to do, you successfully cast a random Spell at a random target. You have a small chance to learn the Spell—even if you don’t have access to the Spell’s Sphere. The chance is a percentage equal to your Spellcasting Modifier, roll a d100.
13 You cast Polymorph on yourself with a random humanoid result. Hopefully you or someone else you know can Polymorph you back!
14 You are teleported to the Astral Plane where you must battle a random creature alone. You are sent back to reality upon defeating the creature or upon death.
15 You conjure a random hostile demon from the void which attacks you immediately.
16 Something snaps in your brain. Lose the ability to Cast this Spell for d100 days.
17 All humanoids in the general vicinity are transported to a random location, as determined by the GM, which you may or may not recognize.
18 All Magic Items you are carrying shatter, causing you d12 Damage for each item.
19 One of your Ability Scores mutates. Roll a d6 to determine which. Roll a d100: the Ability Score is decreased by 1 (1–90); the Ability Score is increased by 1 (91–99); the Ability Score is increased by 2 (100)!
20 Something clicks—everything makes sense now! Gain Advantage on all future Chaos rolls.
21 A massive explosion bursts forth from your body. You and all nearby creatures must make a Magic Resistance Check vs Difficulty 20 or take 4d8 Damage! Flammable objects in the area are destroyed, metal is scorched, and flesh blisters.
22 A majestic tree bursts from the ground in front of you growing to 20 + d100 feet. Make a Dexterity Check vs Difficulty 20 or be thrown to the ground taking d6 Damage. The tree’s leaves turn to gold, raining treasure upon you. Each leaf is worth 5 GP and the tree drops 6d6 leaves. These leaves do not count as a Treasure Hoard while counting XP.
23 You become possessed by a demonic entity. Every time you take a critical Action (basically at the worst possible times), you must make a Magic Resistance Check vs Difficulty 15. On failure, the GM chooses your Action based on the entity’s evil desires.
24 You’ve got this. Everything is perfect. This is easy. Your Spell is successfully cast and its effect is doubled. Reduce your Chaos to 1.

Spells

By channeling Magic you attempt to bend reality itself to your will.

  • Casters can devise new Spells in collaboration with the GM when gaining a new Spell from Leveling

  • There are 100 Spells listed below (making them easy to randomize)

  • The Difficulty (denoted by column D) on the following table are suggestions and may be adjusted by the GM based on the target, situation, desired effect, magnitude, and/or the environment

# SPELL D SPHERE DESCRIPTION
1 Alarm 10 Abjuration Place a magical alarm on an object or location, which alerts you when the object is touched or the location is breached, dismissing the Spell.
2 Alter Appearance 12 Illusion Change the appearance of an object, person, or yourself. Unwilling targets make a Magic Resistance Check.
3 Alter Material 14 Transmutation Convert one material to another; stone to water, skin to wood, etc.
4 Alter Object 14 Transmutation Change the physical appearance of an object.
5 Animate Dead 16 Necromancy Animate a dead, non-monstrous creature or humanoid which serves you until destroyed.
6 Animate Golem 18 Conjuration Animate a stone, clay, wood, or metal statue under your control, which lasts until destroyed. Creating a suitable statue from scratch when one is not readily available requires Engineering.
7 Armor 10 Abjuration Target receives a +4 Defense, which lasts until your Chaos is reduced.
8 Blind 15 Illusion Blind a target for d4 Rounds.
9 Chain Lightning 18 Evocation Deal 3d6 Damage to a target, 2d6 to the next closest creature, and d6 to the next closest creature after that, including potentially yourself and your allies.
10 Chaos 15 Enchantment Wreak total chaos on d6 targets, causing them to attack random enemies, run into walls, etc… on a failed Magic Resistance Check.
11 Charm 13 Enchantment Charm an animal, humanoid, or monster for an unknown duration. Targets aware of being charmed make a Magic Resistance Check.
12 Circle Protection 14 Abjuration Create a circle with chalk, stones, or candles and enhance it with protective Magic. Anyone inside your circle gains protection from a single source of your choice (for example, immunity to fire or ice, stopping all projectiles, or preventing undead creatures from entering your circle).
13 Clairvoyance 13 Divination Perceive the essence of an event or location.
14 Confusion 12 Enchantment Confuse a single target who receives a Magic Resistance Check to avoid the effects.
15 Conjure Elemental 18 Conjuration Conjure a powerful Earth, Air, Fire, or Water Elemental under your command. Make a Spellcasting Check vs Difficulty 10 on each of your subsequent Turns to maintain control (which does not count as your Action). On failure, the Elemental breaks free and may turn against you.
16 Control Undead 15 Necromancy Assume control over an undead creature. If the creature is already under another entity’s control, you must compete for control in a Spellcasting Competition.
17 Control Weather 17 Transmutation Invoke subtle or drastic change to the local weather.
18 Counterspell 16 Abjuration Reverse the effects of a single source of Magic, or force a Spell to Fizzle as it is being cast. You may cast this Spell out of Turn—without requiring an Action—in reaction to another Spell being cast.
19 Cure Disease 14 Necromancy Magically rid one target of a Disease.
20 Curse ?? Enchantment Bestow a magical curse on an item or creature. Difficulty varies greatly depending on the desired curse. Targets aware of being cursed make a Magic Resistance Check.
21 Darkness 15 Illusion Absorb all light from an area.
22 Death 20 Necromancy Inflict instant Death on a target if they fail a Magic Resistance Check. Hopefully it doesn't backfire.
23 Detect Charm 12 Divination Determine if the caster, or another target, is under the influence of Enchantment Magic, and if so, what the source is. Your Spellcasting Check is rolled in secret by the GM.
24 Detect Life 12 Divination Sense nearby lifeforces, their general direction, and distance. Your Spellcasting Check is rolled in secret by the GM.
25 Detect Magic 12 Divination Detect if an item, location, or creature is magically enhanced or cursed. Your Spellcasting Check is rolled in secret by the GM.
26 Detect Poison 12 Divination Detect if a substance or monster is Poisonous, or if a creature is under the influence of Poison. Your Spellcasting Check is rolled in secret by the GM.
27 Detect Scry 14 Divination Check if a location or creature is being observed by means of Divination Magic. Your Spellcasting Check is rolled in secret by the GM.
28 Detect Undead 12 Necromancy Sense nearby undead creatures, their general direction, and distance. Your Spellcasting Check is rolled in secret by the GM.
29 Disintegrate 20 Transmutation Obliterate an item or creature to dust if they fail a Magic Resistance Check.
30 Dispel ?? Abjuration Dispel an active Magical effect. Adjust Difficulty based on the effect’s potency.
31 Drain Life 13 Necromancy Transfer d8 HP from one creature to another (which may be yourself and another creature, or two other creatures), both of which must be touched.
32 Enchant ?? Enchantment Perform a ritual to enchant an item, Weapon, Scroll, Tome, or creature. Difficulty varies greatly depending on the desired effect. You may only enchant a Scroll or Tome with a Spell you know.
33 Entangle 15 Evocation Grow thorny brambles from the Earth which ensnare your target and inflict d6 Damage on your Turn while they are entangled. The target can attempt to break free on their Turn by making a Strength Check with a Difficulty 15. The target must be on dirt or an otherwise natural surface.
34 Explosive Rune 15 Evocation Inscribe a magical rune on the ground or the surface of an object using chalk, blood, or carving into the material. When touched or walked upon, the rune explodes causing 3d8 Damage.
35 Fabricate 12 Conjuration Create a permanent small, single material, object, such as a tool, stone statue, bottle, or garment.
36 Fear 14 Enchantment Instigate intense Fear into one or more targets. Increase Difficulty by 2 for each target after the first. Targets make a Magic Resistance Check.
37 Feather Fall 10 Transmutation In a puff of down feathers you, an object, or another creature gently fall to the Earth. Increase Difficulty by 1 for each additional target.
38 Fire/Ice Wall 16 Abjuration Produce a wall of fire or ice, in a two dimensional plane, a circle, or semi-circle.
39 Fire/Ice Ward 13 Abjuration Completely protect an item or creature from fire or ice for a short time.
40 Fireball 15 Evocation Hurl a 1–2 foot diameter fireball at a target, dealing d12 Damage. Damn!
41 Flaming Weapon 15 Evocation Imbue a Weapon with magical fire, adding d6 Damage to the Weapon on hit. Lasts until dismissed by the caster or the caster’s Chaos is reduced.
42 Fly 19 Transmutation Uninhibited flight.
43 Fog 12 Transmutation Conjure a wall of fog or fill an area with fog.
44 Forget 13 Enchantment Force a humanoid to forget something.
45 Goodberry 12 Evocation Imbue a handful of berries with healing power. Each berry heals 1 HP.
46 Grease 10 Conjuration Conjure grease onto an object or area.
47 Grow/Shrink 15 Transmutation Expand or shrink an item or creature; cause organic life to grow or wither rapidly. Unwilling targets make a Magic Resistance Check.
48 Hallucinate Sound 11 Illusion Cause creatures in the area to perceive a sound.
49 Hallucinate Vision 14 Illusion Cause creatures in the area to perceive an illusion. Highly intelligent creatures (such as Dragons) may receive a Magic Resistance Check to detect the hallucination as untrue.
50 Haste/Slow 20 Transmutation For the next three Rounds your target takes two Actions on their Turn (Haste), or skips every other Turn (Slow). Unwilling targets receive a Magic Resistance Check.
51 Healing 12 Necromancy Heal a target d8 HP plus your Spellcasting Modifier. Increase Difficulty by 2 for each additional d8 of Healing. Your Spellcasting Modifier is added only once.
52 Heat/Chill 13 Transmutation Heat or chill an item or location.
53 Hold Creature 16 Enchantment Freeze a creature in place. Maintain the hold on each of your Turns by succeeding in a Competition: your Constitution + Willpower vs their Strength.
54 Hold Portal 14 Abjuration Place a Magic force field on a door, tunnel, or passage. The field is dismissable by you or a successfully cast Counterspell or Dispel. The portal has Hit Dice (d12) equal to your Level.
55 Hurl Meteor 23 Conjuration Hurl a meteor at a target, causing 6d6 Damage!
56 Hypnotize 15 Enchantment Hypnotize a humanoid, suggesting any future course of action. You must speak the same Language as the target. The target must be non-hostile when the Spell is cast. On success, the target is unaware of being Hypnotized.
57 Ice Blast 12 Evocation Project a shard of ice and frost at a target dealing d8 Damage. There is a 10% chance + your Spellcasting Modifier that the creature is frozen, forfeiting their next Turn.
58 Ice Storm 20 Evocation Smite your foes with a horrendous ice storm. All creatures exposed to the storm, including possibly you or your allies, take d12 Damage on your Turn for 3d4 Rounds.
59 Identify 15 Divination Expose the properties of an item, creature, or location, either mundane or magical. Some aspects may remain a mystery.
60 Invisibility 15 Illusion Become totally invisible. Must be recast frequently to be maintained.
61 Jump 10 Transmutation Target momentarily gains the ability to jump triple their height and land without taking Damage.
62 Light 10 Transmutation Create dim or bright light on an object or area.
63 Lightning Bolt 16 Evocation Strike a foe with a powerful bolt of lighting. Deals d10 Damage, or 3d6 if the target is made of metal or wearing metal Armor.
64 Locate 13 Divination Magically reveal the location of a single object, animal, person, place, or thing.
65 Magic Missile 15 Evocation Fire 4 glowing bolts of energy at any targets. Each bolt does d4 Damage plus your Spellcasting Modifier. Cannot be cast on the darkness.
66 Make Food/Water 13 Conjuration Conjure either food or drink.
67 Mend 10 Transmutation Repair an item: article of clothing, tool, Armor, Weapon, etc.
68 Mirror Image 14 Illusion Create an illusionary copy of yourself or another creature. Increase Difficulty by 1 for each additional copy. In combat, randomly determine which copy, or if the original, is attacked. When a copy is hit it evaporates.
69 Neutralize Poison 10 Abjuration Negate the effects of Poison preventing all further Damage and negative effects.
70 Open Lock 12 Transmutation Magically unlock a door, chest, or padlock. Increase Difficulty based on lock quality and complexity.
71 Polymorph 20 Transmutation Change one creature into another with a flash of light and a loud popping sound. The creature loses all physical traits from its former Species (for example an Orc’s Strength trait), and gains all physical traits of the new one. Knowledge based traits (for example a Dwarf's knowledge of stonework) are unaffected. Unwilling targets receive a Magic Resistance Check.
72 Portal 18 Transmutation Opens a dimensional or interdimensional portal to a location familiar to the caster.
73 Produce Fire 10 Evocation Produce a small flame in the palm of your hand, a nearby candle, fireplace, or torch.
74 Purify 10 Transmutation Purify tainted liquid or rotten food.
75 Regeneration 18 Necromancy Your target regenerates 1 HP on their Turn. Lasts until your Chaos is reduced.
76 Reign Fire/Ice 20 Evocation Call down an apocalyptic fire or ice storm on your foes. All creatures in the area other than you take 3d12 Damage on your Turn. Once cast, the Spell can be maintained as your Action on your Turn without any additional Spellcasting Checks.
77 Remove Curse 18 Abjuration Lift a curse from an item or creature.
78 Resist Fire/Ice 15 Abjuration Your target gains immunity from fire or ice the next time they take Damage of that type. Or, your target gains complete resistance to a hostile hot or cold environment.
79 Resurrection 23 Necromancy Perform a complicated ritual to Resurrect one creature (see Resurrection).
80 Scry 18 Divination Use a mirror, pool, or pond to observe past, present, or future events in any one location. The image is silent. The future may be rewritten.
81 Scry Ward 13 Abjuration Prevent other casters from observing a creature, place, or thing with Scry Magic.
82 Shatter ?? Transmutation Shatter an object or an enemy to pieces. Creatures make a Magic Resistance Check. Difficulty varies significantly depending on the target.
83 Silence 15 Illusion Suppress all noise in an area.
84 Simulacrum ?? Conjuration Create a flawed copy of a creature or object. Living copies are functional, mostly. Difficulty varies significantly depending on the target.
85 Sleep ?? Enchantment Lull one or more living creatures to sleep. Difficulty equals 10 plus total target Hit Dice.
86 Speak With Dead 15 Necromancy Reanimate a dead creature for a conversation, assuming you speak the same Language.
87 Spectral Weapon 12 Conjuration Manifest a semi-translucent Weapon in your hand. Anyone who wields this Weapon is magically proficient with it. The Weapons scores a Critical Hit on a Natural 19 or 20. Dissipates in 2d6 Rounds.
88 Stoneskin 15 Abjuration Bestow +2 Defense to a target until your Chaos is reduced. Stackable. Maintain up to 3 instances.
89 Stun 13 Enchantment Momentarily stun an enemy. All Attacks against it gain Advantage until your next Turn.
90 Summon Monster 15 Conjuration Summon a random, non-humanoid, monster. Who knows what it will do.
91 Summon Steed 14 Conjuration Summon a real horse, pony, or donkey to carry you. It has no tack or harness but you can probably ride it bareback! If you feed it, it may even stick around. I wonder where it came from…
92 Summon Swarm 12 Conjuration Summon a swarm of locusts or insects, dealing d6 Damage to each creature in the area on your Turn, including you. Better get out of there quick!
93 Telekinesis 10 Transmutation Move an object or creature gently with your mind.
94 Telepathy 11 Divination Transfer information telepathically to any known humanoid—regardless of distance. If both humanoids know the Telepathy Spell they can communicate briefly.
95 Teleport 16 Transmutation Teleport yourself or a target a short distance (long distance teleportation is achievable only via the Portal Spell).
96 Tentacle 15 Conjuration Manifest a sticky Tentacle on a nearby surface or creature. The Tentacle serves as an additional appendage controlled by you, taking its Action immediately after yours. Manifesting a Tentacle on another creature is only successful if they fail a Magic Resistance Check (which they must make—it’s just too weird to not resist). The Tentacle lasts until killed, severed, or your Chaos is reduced.
97 Turn To Stone 19 Transmutation Turn a target to stone, just like Medusa.
98 Water Breathing 13 Transmutation Allow your target(s) to breathe underwater. Increase Difficulty by 1 for each target.
99 Web 15 Conjuration Manifest a sticky web across the ground, between walls, or amongst trees. Creatures caught in the web have Disadvantage on most Checks.
100 Wizard’s Eye 14 Divination Conjure a Floating Eye which you can see through. The Eye moves at a walking pace, floats up to 10 feet from the ground, and can fit into small places. Eyes last until destroyed. There is no limit to how many Eyes you can maintain—switching between them freely—however, you may only see through one at a time.

Spells By Sphere

SPHERE SPELLS
Abjuration Alarm, Armor, Circle of Protection, Counterspell, Dispel, Fire/Ice Wall, Fire/Ice Ward, Hold Portal, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry Ward, Stoneskin
Conjuration Animate Golem, Conjure Elemental, Fabricate, Grease, Hurl Meteor, Make Food/Water, Simulacrum, Spectral Weapon, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web
Divination Clairvoyance, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Identify, Locate, Scry, Telepathy, Wizard’s Eye
Enchantment Chaos, Charm, Confusion, Curse, Enchant, Fear, Forget, Hold Creature, Hypnotize, Sleep, Stun
Evocation Chain Lightning, Entangle, Explosive Rune, Fireball, Flaming Weapon, Goodberry, Ice Blast, Ice Storm, Lightning Bolt, Magic Missile, Produce Fire, Reign Fire/Ice
Illusion Alter Appearance, Blind, Darkness, Hallucinate Sound, Hallucinate Vision, Invisibility, Mirror Image, Silence
Necromancy Animate Dead, Control Undead, Cure Disease, Death, Drain Life, Heal, Regeneration, Resurrection, Speak With Dead
Transmutation Alter Material, Alter Object, Control Weather, Disintegrate, Feather Fall, Grow/Shrink, Fly, Fog, Haste/Slow, Heat/Chill, Jump, Light, Mend, Open Lock, Polymorph, Portal, Purify, Shatter, Telekinesis, Teleport, Turn To Stone, Water Breathing

Spells By Class

Class SPHERES & SPELLS
Bard Divination, Enchantment, & Illusion: Alter Appearance, Blind, Chaos, Charm, Clairvoyance, Confusion, Curse, Darkness, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Enchant, Fear, Forget, Hallucinate Sound, Hallucinate Vision, Hold Creature, Hypnotize, Identify, Invisibility, Locate, Mirror Image, Scry, Silence, Sleep, Stun, Telepathy, Wizard’s Eye
Druid Abjuration, Conjuration, Divination, & Enchantment Alarm, Animate Golem, Armor, Chain Lightning, Chaos, Charm, Circle of Protection, Clairvoyance, Confusion, Conjure Elemental, Counterspell, Curse, Detect Charm, Detect Life, Detect Magic, Detect Poison, Detect Scry, Detect Undead, Dispel, Enchant, Fabricate, Fear, Fire/Ice Wall, Fire/Ice Ward, Forget, Grease, Hold Creature, Hold Portal, Hurl Meteor, Hypnotize, Identify, Locate, Make Food/Water, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry, Scry Ward, Simulacrum, Sleep, Spectral Weapon, Stoneskin, Stun, Summon Monster, Summon Steed, Summon Swarm, Telepathy, Tentacle, Web, Wizard's Eye
Cleric Abjuration, Conjuration, Evocation, & Necromancy: Alarm, Animate Dead, Animate Golem, Armor, Chain Lightning, Circle of Protection, Conjure Elemental, Control Undead, Counterspell, Cure Disease, Death, Dispel, Drain Life, Entangle, Explosive Rune, Fabricate, Fire/Ice Wall, Fire/Ice Ward, Fireball, Flaming Weapon, Goodberry, Grease, Heal, Hold Portal, Hurl Meteor, Ice Blast, Ice Storm, Lightning Bolt, Magic Missile, Make Food/Water, Neutralize Poison, Produce Fire, Regeneration, Reign Fire/Ice, Remove Curse, Resist Fire/Ice, Resurrection, Scry Ward, Simulacrum, Speak With Dead, Spectral Weapon, Stoneskin, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web
Paladin Abjuration & Necromancy: Alarm, Animate Dead, Armor, Circle of Protection, Control Undead, Counterspell, Cure Disease, Death, Dispel, Drain Life, Fire/Ice Wall, Fire/Ice Ward, Heal, Hold Portal, Neutralize Poison, Regeneration, Remove Curse, Resist Fire/Ice, Resurrection, Scry Ward, Speak With Dead, Stoneskin
Ranger Abjuration & Conjuration: Alarm, Animate Golem, Armor, Circle of Protection, Conjure Elemental, Counterspell, Dispel, Fabricate, Fire/Ice Wall, Fire/Ice Ward, Grease, Hold Portal, Hurl Meteor, Make Food/Water, Neutralize Poison, Remove Curse, Resist Fire/Ice, Scry Ward, Simulacrum, Spectral Weapon, Stoneskin, Summon Monster, Summon Steed, Summon Swarm, Tentacle, Web