BattleMage Spells
Cantrips
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Present Spell book to page
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Create/manipulate (elemental energy)
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Translate
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Calm Animal
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Loud Voice: (can grab Agro, or attention of many, in combat works as the first level spell Taunt)
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Speak Through Familiar
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Any Cantrip from Unearthed Arcana
1st Order Spells
- Affect Normal Fires - F (Elemental versions )
- Alarm - R
- Armor - E, I
- Burning Hands - F
- Charm Person - W, R, V
- Comprehend Languages, R, V
- Dancing Lights - A, F
- Detect Magic - All
- Earth Splint - E exclusive
- Enlarge - R
- Erase - V
- Feather Fall - A, E
- Find Familiar. A, V
- Firewater - F, W
- Friends - V
- Grease - E, I, W
- Hold Portal - All
- Imbue Weapon - All
- Identify - All
- Jump - A, E. R
- Light - A, F, R
- Magic Missile - (Elemental versions )
- Melt - F
- Mending - E
- Message - A, R, V
- Mount - V
- Nystul’s Magic Aura
- Precipitation - W, I
- Protection from Evil - R, V
- Push - All
- Run - E, W
- Shield - (Elemental versions )
- Shocking Grasp - A
- Sleep - I, V
- Spider Climb - A, E, R
- Tenser’s Floating Disc, R
- Unseen Servant - V
- Ventriloquism - A, V
- Water Healing - W exclusive
- Wizard Mark - All
Note: read and write magic doesn't require a spell (3 or 4d6 INT roll for most tasks)
2nd Order Spells
- Audible Glamer - A, R
- Bind - E, I, R
- Continual Light - A, F, R
- Create Element - all
- Darkness 15’ Radius - V
- Deep Pockets - V
- Detect Evil - A, V
- Detect Illusion - All (as 3rd level spell in UA)
- Detect Invisibility - All
- Detect Magic - All
- Elemental Arrow - (Elemental versions )
- Elemental Barrier - (Elemental versions )
- ESP - V
- Faerie Fire - A (Druid 1st) exclusive
- Flaming Sphere - F
- Freeze Metal - I exclusive
- Fool’s Gold - E
- Forget - R
- **Gust of Wind ** - A (As 3rd level ) exclusive
- Heat Metal - F (Druid 2nd) exclusive)
- Invisibility A, I, R
- Irritation - E, V
- Knock - A
- Know Alignment - R, V
- Leomund’s Trap - R
- Levitate - A, R
- Locate Object - R
- Magic Mouth - R
- Melf’s Acid Arrow - I, W
- Mirror Image - A, I. R
- Preserve - I, R
- Poison Antidote - W exclusive
- Produce Flame - F (as 2nd Level Druid Spell) exclusive
- Protection from Cantrips - All
- Purify Food & Drink - W (as the 1st level cleric Spell) exclusive
- Pyrotechnics - F
- Ray of Enfeeblement I, R
- Rope Trick - R
- Scare - V
- Shatter - E, I
- Stinking Cloud - A
- Strength - E
- Tasha’s Uncontrollable Hideous Laughter - V
- Vocalize - R
- Web - A, E
- Whip - W
- Wizard Lock - All
- Zephyr - R
3rd Order Spells
- Blink - V
- Clairaudience - A, R
- Clairvoyance - R, V
- Cloudburst - A
- Dispel Magic - All
- Elemental Blast - (Elemental versions )
- Elemental Summoning I - (Elemental versions )
- Explosive Runes - All
- Feign Death - E, V
- Fireball - F
- Fly - A, R
- Haste - A, F, R
- Hold Person - E, I, R, V
- Infravision - I, R, V
- Invisibility 10’ Radius - R
- Item - All
- Leomund’s Tiny Hut - R, V
- Lightning Bolt - A
- Material - all
- Melf’s Minute Meteor - F
- Monster Summoning I - R, V
- Phantasmal Force - R, V
- Protection from Element - All
- Protection from Evil 10’ Radius - All
- Protection from Normal Missiles - All
- Secret Page - E, R, V
- Sepia Snake Sigil - I, E, V
- Shout - A (as 4th the 4th level spell in UA) exclusive
- Slow - I, V
- Suggestion - V
- Speak With Dead - V (cleric 3rd) exclusive
- Tongues -R, V
- Water Breathing - A, W
- Water Walking - I, W (cleric 3rd)
4th Order Spells
- Charm Monster - A
- Confusion - V
- Call Lightning - A (3rd Cleric)
- Cure Disease - W (3rd Cleric)
- Dig - E
- Dimension Door - V
- Dispel Illusion - All
- Elemental Shield - A, E, I, W, V exclusive
- Enchanted Weapon - All
- Evard's Black Tentacles - V
- Extension 1 - All
- Fear - V
- Fire Charm - F
- Fire Shield - F, A
- Fire Trap (Elemental Version) - All
- Fumble - I, W, V
- Hallucinatory Terrain - All
- Ice Storm - I
- Leomund's Secure Shelter - E, V
- Mage Haste - A, F, R
- Magic Mirror - R, V
- Massmorph - E,I, R, V
- Meld Into Stone - E (Cleric 3rd) exclusive
- Minor Globe of Invulnerability - All
- Plant Growth - E, W
- Polymorph Other - V
- Polymorph Self - R ( Elemental version) - All
- Rary's Mnemonic Enhancer - R
- Remove Curse - R, V
- Remove Paralysis - V (Cleric 3rd) Exclusive
- Stone Shape - E (as 3rd level Druid) exclusive
- StoneSkin - E, I
- Tempest Wall - A exclusive
- Ultravision - V
- Wall of Fire - F
- Wall of Ice - I
- Wizard Eye - V
5th Order Spells
- Airy Water - A, W
- Animal Growth - E, R
- Animate Dead - V
- Avoidance - A, R, V
- Bigby's Interposing Hand - R
- Cloudkill - A
- Conjure Elemental - R
- Conjure Elemental Elemental Version - A,E,F,I exclusive
- Cone of Cold - I
- Contact other Plane - V
- Dismissal - R, V
- Distance Distortion - F
- Dolor - V
- Extension II
- Fabricate Elemental Version - all
- Feeblemind - V
- Flame Strike - F (cleric 5th) excluisive
- Hold Monster - E, I, A
- Leomund's Lamentable Belabourment - F, V
- Leomund's Secret Chest - V
- Magic Jar - V
- Monster Summoning II - R
- Mordenkainen;s Faithful Hound - R, V
- Pass Wall - E
- Sending - All
- Stone Shape - All
- Telekinesis - A, R
- Teleport R, V
- Transmute Rock to Mud - E, W
- Wall of Force - R
- Wall of iron - E
- Wall of Stone - E
BattleMage Spell Descriptions
1st-Order Spells
Elemental Missiles
These spells unleash focused bursts of elemental energy as projectiles or melee strikes, ideal for novice mages honing their offensive prowess. Requires verbal and somatic components and a material component of a small token of the element on their person. Gem stones can also work as a material component
Unless specified, they share the following traits:
- Range:
- Long Range 6" + 1" per level
- Medium Range 3" + 1" per level
- Short Range 1" + 1" per level
- Duration: Instantaneous
- Casting Time: 1
- Saving Throw: ½ (half damage on successful save)
- Effect: Deals 1d8 damage + 1d8 every 2 levels above 1st (e.g., 2d8 at 3rd level)
Special Effects:
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Bash: On a hit, the target must save vs. paralysis or be knocked back 5 feet + 5 feet per caster level (maximum 20 feet). (4hd or less)
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Bludgeoning: Subdual damage can be healed 12x faster than normal damage. Only lethal after the target has dropped to 0 hitpoints
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Burn: On a failed save, targets take an additional 1d4 fire damage at the start of their next turn. (4hd or less)
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Chill: Targets failing their save are slowed by 10 feet of movement for 1 round and -1 to next initiative (4hd or less)
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Cleave: If the attack kills the target, the excess damage carries over to an adjacent foe within 10 feet, as if cleaving through the momentum.
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Single Target- automatically hits a single visible Target
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Multiple Targets - If the Mage is 3rd level or higher, each 1d8 can be split up on multiple targets within a 90 degree cone in front of the caster automatically hitting each visible target.
Air Cutter - A razor-sharp blade of compressed wind slices through the air toward a single target. On a hit, it deals slashing damage. Short Range, Single Target with Cleave
Ice Darts - Sharp icicles form and hurl forward in a 45 degree cone. Long Range, Multi target, Chill
Fire Darts - Flaming projectiles streak in a 90 degree cone, igniting flammable materials. Med Range, Multi target
Rock Bolt - A jagged stone projectile launches at a single target.long Range, Bash, Single Target
Water Whip - A lashing tendril of water extends from the caster's hand, striking a single target within range. Deals bludgeoning damage. Potentially dousing flames and wetting the target. Short Range, Bash, Single Target with Cleave
Eldricht Blast (Void) - A shadowy bolt of Necrotic energy drains life from a single target, dealing necrotic damage. Med Range, Single Target
Magic Missile (Arcane) - As magic Missile in Players handbook
Elemental Shield Spells
These protective spells manifest as barrier absorbing incoming harm. Unless specified, they share the following traits:
- Range: Self
- Duration: 4 + 1 round per level
- Casting Time: 1
- Effect: Manifests as a man-sized large shield at arm's length between the caster and an incoming attack. Absorbs 10 + 2x level points of damage before shattering. Blocks attacks from front of the Mage only.
Special Effects:
- Floating: can be rotated and moved with the caster, aligned with the front of the caster. 4' diameter
- Grounded: Shield is double strength when attached to the ground and moves up to 20' per round with the character, 8' tall.
- Defensive Bonus: +4 AC to all attacks
- Weak to [element]: Absorbs 1/2 as much damage from that element
- **Blocks Vision: ** The Caster can hide their face and torso or entire body if a grounded protecting from some effects and spells. If the Caster choses to look around the shield to attack, the vision blocking is lost.
- Counter Damage: for each 2 points absorbed from a melee weapon, or for each point of weaponless attacks (fists/claws/bites and the like) causes damage to the attacker.
Wind Aegis (Air) - A swirling vortex of air forms, deflecting projectiles. Floating, Defensive Bonus, Weak to Water
Ice Shield - A crystalline ice shield forms from the air itself. Can be Floating or Grounded, Counter Damage, Weak to Fire
Water Ward - Swirling Water Shield. Can be Floating or Grounded, Defensive Bonus, Weak to Air/Lightning
Fire Ward - Burning Shell of Fire. Floating, Blocks Vision, Counter Damage, Weak to Ice/Water
Stone Bulwark (Earth) - A strong and solid shield jutting from the from the ground. Grounded only, Blocks Vision, Defensive Bonus
Arcane Shield - A shimmering field of force energy blocks magical assaults. Floating, Defensive Bonus
Black Veil (Void) -A dark shroud of void essence absorbs attacks, and Hurts melee attackers with necrotic damage. A light spell and Black Veil cancel each other. Floating, Blocks Vision, Counter Damage
Imbue Weapon - All
Casting Time: 1 segment Range: Touch Duration: 1 attack or 10 rounds Effect: The caster infuses a single weapon with raw elemental energy. The Caster is able to attack in that same round at the end of the round. On First successfully weapon attack the Imbued weapon deals additional damage +1d8 + caster level elemental damage (matching the caster’s affinity: Fire, Water, Earth, Air, Ice, Arcane or Void) and the spell dissipates, Special Risk: If the extra damage die rolls an 8 (maximum), the weapon must make a Saving Throw vs. Crushing Blow. On a failed save, the weapon develops a crack or structural weakness -1 to attack and damage until repaired. Critical failure is the weapon shatters.
Water Healing - W
Casting Time: 10 segments Range: Touch Effect: The caster invokes restorative waters to mend wounds. Target regains 1d6 + caster level hit points at the end of the round. Automatically stabilizes targets at 0 or fewer hit points. Stops bleeding or ongoing damage effects.
Earth Splint (temp name) - E
Casting Time: 5 segments Range: Touch Effect: Channels the endurance of stone into a broken body. Converts critical injuries into normal wounds, reducing recovery time. Stops bleeding and stabilizes if at 0 or fewer hit points.
2nd-Order Spells
As mages grow, their elemental command allows for stronger projectiles and barriers that control the battlefield.
Elemental Arrow
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Unless specified, they share the following traits:
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Range:
- 2nd lvl Long Range 12" + 1" per level
- 2nd lvl Medium Range 6" + 1" per level
- 2nd lvl Short Range 4" + 1" per level
- Duration: Instantaneous
- Casting Time: 2
- Effect: Single target 1d6 per level of Caster
- Saving Throw: ½ (half damage on successful save)
Elemental Arrow Specifics
Fire Arrow - Medium Range, Burn
Ice Arrow - Medium Range, Chill
Lightning Zap (Air) - Long Range
Iron Arrow (Earth) - Med Range, Bash
Water Blade - Short Range, Cleave
Dark Sphere (Void) - Long Range
Arcane Arrow - long Range, 1d4 per level, no save
2nd Order Elemental Barriers
- Range: 10 feet per level
- Duration: Concentration or 1 round per level.
- Casting Time: 2
- Size: 5 feet wide per level, 10 feet tall, 10 feet deep.
- Requires verbal, somatic, and material components (elemental focus).
- Effect: Semi-transparent wall of elemental energy. gives a -4 to hit with missile weapons through the barrier. +3 to saves to all Spells cast either way through the barrier unless it is the same Elemental Magic type.
Special Effects:
- Damaging: Anyone in contact of the wall suffers 2d10+ level of spell caster per round
- Blocking: This Barricade Blocks all creature 4hd or less. Higher than 4 HD need to make a Save to pass through it in one round.
Elemental Barrier Specifics
Tempest Barrier (Air) - Crackling wind tornado, Damaging
Frozen Spikes (Ice) - Jagged ice; Damaging
Blazing Maw (Fire) - Flaming wall; Damaging
Earthen Barricade - Shifting rock; Blocking - Save vs DEX 4d6
Abyssal Rift (Void) - Black Tendrils drain; Damaging
Arcane Barricade (Arcane) - Energy weave; Blocking Save vs. spell
Water Barrier - Flowing cascade: Blocking - Save vs STR 4d6
Poison Antidote - W
Casting Time: 10 segments Range: Touch Effect: The caster invokes detoxifying waters to assist with poisons. At the end of the round Target gains an Additional Savings throw against the poison with a bonus of + the Casters level. 1 always fails. If it is a high level poison, on success the targets poison level will drop by Caster level/2. This spell can be cast each round until the poison is gone.
3rd Order Spells
Elemental Blast
Masterful area blasts that affect groups.
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Unless specified, they share the following traits:
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Range:
- Long Range 12'" + 1" per level
- Medium Range 5" + 1" per level
- Short Range 0
- Duration: Instantaneous
- Casting Time: 3 segments
- Effect: 1d6 per level of Caster to all in the Area of Effect
- Saving Throw: ½ (half damage on successful save)
Lightning Bolt (Air) - As Players handbook- Beam aligned with the caster
Deep Freeze (Ice) - Square 40' x 40' Rectangle by 10' high aligned perpendicular with the caster, Medium Range, Duration 1 round
FireBall - As Players handbook - Sphere 20' radius
Seismic Shockwave (Earth) , Cone extending 90' with a width of 45' width and 10' high. Short Range. Targets that failed their save move at 1/2 movement rate for 1 round. This spell can't be cast in the air. Flying or levitating targets take 1/2 damage or none on save.
Water Spout- Cylinder 15' radius and 60' high, Long Range, Duration 1 round, All normal fires are put out.
Void Implosion (Void) 20' radius Medium Range
Arcane Blast, Short range Cone 60' with a 30' wide end emits starting from the caster, 1d4 per level with no save.
Elemental Summoning I
- Duration: Concentration or 1/2 level in rounds
- Casting Time: 3 segments
- Range: 3''
Created a creature made of the element of the caster and accepts a command. It is up to 4 feet tall. Form is decided by the caster.
HD: 3d10 (+10 hp if cast with abundant element available) AC: 5 Attacks 1 damage: 2d4 intelligence: low speed: 9"
Special:
Air - Flying at 18" Earth - Regenerates 1 hp per round when on rock or ground, Fire - Able to start fires, When rolled damage is 7 or higher, target catches fire taking 1d6 next round continuing until fire is put out. Ice - on death, causes a save vs Spell or slowed to all within 1" Water - Special attack: Suffocate 2 HD or less successful hit to effectively Holding the target and causing it 1d4 hit point per round incapacitating the target until the elemental is slain or is commanded to release. Void - Able to cause fear on attack, When rolled damage is 3 or less, the target must make a save vs Fear or run. Arcane Flying at 12", attacks as a +1 Magic Weapon
4th Order Spells
Elemental Shield
- Duration: 2 rounds +1 per level
- Casting Time: 4 segments
- Range: 0
Upon speaking the final syllable, the BattleMage’s body becomes sheathed in a shifting corona of their chosen element. Wisps, shards, or droplets of raw power orbit the caster in a deadly halo. Any creature that successfully strikes the BattleMage with a melee attack (natural weapon, manufactured weapon, or touch spell) immediately suffers retributive elemental damage equal to twice the damage it just inflicted (before any damage reduction, resistances, or immunities are applied).
Elemental Variations
- Air (Lightning): Crackling arcs of lightning.
- Earth (Rock Biter): Jagged shards of rock and crystal.
- Ice (Frostbite Shield): Razor-sharp ice crystals. Retributive damage is cold.
- Water (Tide Ripper ): Lashing streams of high-pressure water.
- Void (Death Shroud): Writhing black-purple tendrils of nothingness. Retributive damage is negative energy.
The orbiting magic and shards give off dim light in a 15 ft radius and impose a –2 penalty on surprise rolls while active. The spell ends instantly if the BattleMage falls unconscious or dies.