Magi-Nation: Spell Listing

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Magi-Nation d20 Home Page Spell Lists

Aglow

Evocation (Light) Target: x
Level: Und2 Duration: Instantaneous
Components: V, S Saving Throw: None
Casting Time: 1 standard action Spell Resistance: No
Range: Medium (100ft. + 10ft/level) Restricted: No

This spell enhances the light emitted from any nearby phosphorescent materials. Glowing mushrooms give off a large amount of light, those creatures which naturally emanate light produce extra light, and even microscopic organisms with latent phosphorescence glow.

The light is not harmful, or even painful, to creatures, even those who are sensitive to light. The additional light is never a coherent effect, so creatures which emit a bright flash do not have those attacks enhanced. The light does have an unusual property though - it permeates rock in a translucent fashion. Creatures or objects which are buried below ground can be seen (dimly). Burrowing creatures can also see the affected area. Underneath magi use this to help coordinate the movements and actions of burrowing creatures.

Ainjer Swarm

Conjuration (Summoning) Area: 20 ft. radius
Level: Bog1 Duration: 1 round
Components: V, S Saving Throw: None
Casting Time: 1 round Spell Resistance: No
Range: Medium (100ft. + 10ft/level) Restricted: No

This spell summons a swarm of ainjers, which last for one round, then disappear. In that round, the ainjers will attack the opponents of the magi who summoned them. The ainjers appear randomly within 20 feet of the target point designated by the caster. The spell summons 2 ainjers +1 ainjer/2 levels, round up.

The ainjers will immediately attack hostile targets at random. This spell gives the ainjers an instinctive knowledge of whom the magi's opponents are. The summoning mage does not have any control over which creatures are attacked. However, the ainjers will attack as many creatures as possible.

Ambush

type Target: x
Level: Par4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Anarchy

type Target: x
Level: Cor3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core or Shadow Only

Spell Description

Ascend

type Target: x
Level: Kyb2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Atekkia's Gift

type Target: x
Level: Und3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Awakening

type Target: x
Level: Cor1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core or Shadow only

Spell Description

Beam of Light

type Target: x
Level: Uni4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Binding

type Target: x
Level: Wea2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Blight

type Target: x
Level: Cor7 Duration: Instantaneous
Components: V, S Saving Throw: Fortitude half
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core, Shadow or Bograth Only

This spell inflicts a blight on all living creatures. The Blight takes the form of a particularly virulent case of Filth Fever (see DMG, pg 75), but with double the ability damage and a recovery DC of 14. The disease's onset is immediate. Creatures affected by the blight also take XXX damage. A successful fortitude save halves the damage and reduces the strength of the disease to normal levels. Vegetation in the area also suffers from the Blight.

This spell does not affect Core creatures; Bograthian creatures (which are immune to disease) are also not affected. However both Core and Bograthian creatures become carriers of the disease if within the area of effect. Creatures wounded by carriers must make a disease check normally. A creature infected by a carrier only catches the basic level of Filth Fever (with a normal onset time), and does not take any additional damage.

Blizzard

type Target: x
Level: Nar3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Snow so thick that creatures cannot see. Naran creatures get flanking damage bonus?

Bloom

type Target: x
Level: Par1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Bog Stench

Conjuration (Creation) Area: 10 ft. radius cloud
Level: Bog1 Duration: 1 round/level
Components: V, S Saving Throw: Fortitude negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels)xx Restricted: No

This spell creates a small cloud of noxious gas. The gas causes all creatures to avoid the area, though there is no other effect. Creatures who fail a fortitude save must take their next available action to leave the area of effect. The cloud does not affect line of sight. This spell does not affect a Bograthian caster, so Bograthian magi frequently center the cloud on themselves as a defensive measure.

Boil

Evocation [Fire, Water] Area: 30 ft. radius
Level: Cal5, Oro5 Duration: Instantaneous
Components: V, S Saving Throw: Fortitude half
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level) Restricted: No

This spell heats all liquids in the area, including those within a creature's body. All creatures in the area of effect suffer 6d6 damage from the heat. Furthermore, any creature that is partially or totally submerged suffers an additional 1d6 damage/level (maximum 12d6).

Bombard

type Target: x
Level: Cal4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Bottomless Pit

type Target: x
Level: Und3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

The caster creates a deep pit, no more than 10 feet in diameter, directly below a target. The depth of the pit is 40ft. + 10ft. / 3 levels, so at 6th level the pit is 60 feet deep, etc. The targetted creature will drop into the pit, taking 1d6 damage/10 feet of depth. A surviving creature may climb, fly, or otherwise escape the pit. Climbing out of the pit requires a Climb check at DC XX. The caster has control over the diameter of the pit. as long as it is 10' or less in diameter.

The appearance of the pit is sudden, and will create a very short vacuum-effect, as the air above the pit rushes to fill the space. This will possibly cause flying creatures directly over the pit to be sucked in, if they are no more than 10' above the pit when it is formed. A flying creature will not necessarily hit the bottom of the pit, but will be disoriented and pulled off their flight path. However, if the flyer requires more space than the diameter of the pit (e.g., a large wingspan), the flyer may actually not be able to fly out or even may plummet to the bottom.

This spell normally affects creatures of Medium size or smaller. A large creature may be targetted by this spell, but they receive a +6 on their reflex save. Creatures of size Huge or larger will not fit into the pit, and are too massive to be pulled in.

Brittlebreak

type Target: x
Level: Nar3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Brushfire

type Target: 10x10 area
Level: Cal2, Wea2 Duration: 1 round/level
Components: V, S Saving Throw: Reflex half
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10ft./level) Restricted: No

This spell ignites the vegetation in a 10-foot cube, doing 2d6 damage to all creatures in the area. The vegetation is harmed normally by the fire, and the fire may spread naturally. By directing the flame and spending 1 point of Dream Energy, the caster can cause the vegetation in the area to reach up to 10', effectively moving the central patch of flame. Directing the flame is a move-equivalent action. The vegetation almost appears to hand the flame off to the new patch, which then ignites instantaneously. The central patch of flame moves to the new space; the previous location of the flame remains aflame, but only does 1d6 damage to any creatures within it.

Burrow

type Target: x
Level: Und1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

The targetted Creature gains a +40 ft. Burrowing movement and Tremorsense, if it does not already possess them.

Bythan's Gift

type Target: x
Level: Nrm3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Carnivorous Cave

type Target: One cave of up to 30' diameter
Level: Und3 Duration: Permanent until discharged
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels) Restricted: No

This spell enchants a natural cave of up to 30 feet in diameter, turning it into a dangerous trap. The cave is set to activate whenever it is entered; the spellcaster can set the activation delay from immediate to a 10 minute delay when the spell is cast. The caster selects which of two variants the spell's trap effect takes when casting the spell:

When a carnivorous cave activates, two small indentations appear over the exit of the cave; the indentations resemble a pair of eyes. The cave returns to its original shape after one day's time. The caster may elect to cast this spell while in the cave himself, and trigger it instantaneously. However, the caster will also take damage or be trapped as appropriate.

Cataclysm

type Target: x
Level: Ard9 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Cave-In

type Target: x
Level: Und4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Chill of Night

type Target: x
Level: Dre4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Cleansing

type Target: x
Level: Kyb1, Und1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

The magi targets a particular manifestation of Core energies. Cleansing then eliminates the pervasive taint. If cast on a Core creature, relic, or lasting spell effect, the taint returns in [need time here]. Cleansing may also be cast immediately after the spellcaster casts a Core spell, to remove the taint of casting it.

If cast upon a Shadow magi, this spell temporarily allows the magi to XXX

Corrupt

type Target: x
Level: Cor4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core or Shadow Only

The next creature summoned within the area is inflicted with Core taint. (some form of control...)

Creeping Chill

type Target: x
Level: Bog2, Kyb2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Crushing Spells: General

The Crushing spells are a set of related spells. Each of the Crushing spells relies upon intimate knowledge with the appropriate region, so only native spellcasters may ever learn a Crushing spell (including shadow magi from the region). Each Crushing spell is an offensive spell which channels any energy from a defeated or destroyed creature - whether it is a dream creature or otherwise - into a particular special effect. For Dream Creatures, the Crushing spells are akin to an offensive Undreaming, doing damage on an opposing Dream Creature in order to harvest its energy for a secondary purpose. The initial damage done by all crushing spells is force damage; this applies even to spells like Crushing Heat or Crushing Ice. Like other offensive spells cast by a magi, the crushing spells automatically convert to non-lethal damage if used against a living creature that isn't summoned.

Crushing Darkness

Transmutation Target: One creature
Level: Cor4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: Medium (100 ft. + 10 ft./level Restricted: Core only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Fungus

Transmutation Target: x
Level: Und4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Underneath Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Growth

Transmutation Target: x
Level: Wea4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Weave Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Heat

Transmutation Target: One creature
Level: Cal4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Cald Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Ice

Transmutation Target: x
Level: Nar4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Nar Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Roots

Transmutation Target: One creature
Level: Nrm4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Naroom Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a Refresh spell as a swift action.

Crushing Sands

Transmutation Target: One creature
Level: Dre4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native D'Resh Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a Heat of Day spell as a swift action.

Crushing Stench

Transmutation Target: One creature
Level: Bog4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Bograth Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Stones

Transmutation Target: One creature
Level: Kyb4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Kybar's Teeth Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Surf

Transmutation Target: One creature
Level: Oro4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Orothe Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Vines

Transmutation Target: One creature
Level: Par4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Paradwyn Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Crushing Will

Transmutation Target: One creature
Level: Par4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Eliwan magi not aligned to a Region

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Note: This spell is only listed for completeness. Characters may not learn this spell. Only three known magi (Rayje, Tuku, Tony Jones) know this spell.

Crushing Winds

Transmutation Target: One creature
Level: Ard4 Duration: Instantaneous
Components: V, S Saving Throw: none
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Native Arderial Only

The spell does 1d8/2 levels of force damage (maximum 8d8) to the target creature. If the creature is defeated by this damage, the magi may immediately use the energy to cast a XXX spell as a swift action.

Cry of Thunder

type Target: x
Level: Ard4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Crystal Vision

type Target: x
Level: Dre2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Crystallize

type Target: x
Level: Nar2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Curse of the Abaquist

type Target: x
Level: Oro4, Par4 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Dark Portents

type Target: x
Level: Cor? Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core or Shadow Only

Spell Description

Darkness

type Target: x
Level: Bog7 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

This spell creates a huge zone of darkness around the magi. In addition, sound is muffled. The spell does not block the vision of the caster or any of that magi's dream creatures. Bograthians use this spell to set up nasty ambushes. The damage inflicted by dream creatures is enhanced...

Daydreams

type Target: x
Level: Dre1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Deadfall

type Target: x
Level: Nrm3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Deceptive Dreams

type Target: One spellcaster
Level: Dre3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

The next creature summoned by the magi is another creature of the same CR, but not under their control. Usually the creature is not even from the same region.

Dessicate, Greater

Necromancy Target: x
Level: Dre5 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

This spell was renamed to avoid confusion with the 2nd level Dessicate spell published in Sandstorm. It is essentially a more powerful version of the lower-level spell.

Dream Channel

type Target: x
Level: Uni2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

whatever tree hinko does

Dream Rift

type Target: x
Level: Cor5 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: Core, Shadow, or Arderial Only

This spell rips open a rift directly to the Dream Plane, allowing dream creatures to enter without being summoned or magining themselves. The rift frequently opens into the darker reaches of the dream realm, and corrupt or Core creatures are common...

Drought

type Target: x
Level: Wea2 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Eclipse

type Target: x
Level: Ard5 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Enrich

type Target: x
Level: Und1 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

The spell enriches the soil around a creature which is buried in the earth, infusing it with Dream Energy. The targetted creature can then absorb this energy, gaining 2d8 hp. The creature may gain temporary hit points from this energy.

Entangle, Aquatic

type Target: x
Level: Oro3 Duration: Instantaneous
Components: V, S Saving Throw: Reflex Negates (see text)
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

This spell creates a mass of kelp (seaweed) in the target area. The seaweed does no damage, but thoroughly tangles creatures within the area of effect. The seaweed is thoroughly wet, and thus resists burning. Spellcasters may not use spells with Somatic components while entangled. Entangled creatures suffer a -2 penalty on attack rolls, a -4 on effective Dexterity, An entangled creature may make a Strength check (DC20) each round; success means the creature may move 5 feet in that round. Creatures which enter the area after the Entangle is cast are not automatically entangled, but instead make a Dexterity Check (DC15) to move - the kelp is slippery, though heavy.

If cast on targets while in the water, the kelp weighs down the targets so they cannot stay afloat easily. It takes a full move action to stay afloat while entangled in the kelp, and most other actions are difficult (or impossible). Of course, creatures who can breathe in water have less to fear from being dragged below the surface.

This spell was renamed to avoid confusion with the 1st level Druid spell Entangle. It is essentially a more powerful version of the druid spell.

Entomb

type Target: X
Level: Cor3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

A spell is laced with Core energy, and no longer works properly. Core magi may use the spell once...

Equilibrate

type Target: x
Level: All3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

Spell Description

Exposure

type Target: x
Level: Nar3 Duration: Instantaneous
Components: V, S Saving Throw: negates
Casting Time: 1 standard action Spell Resistance: Yes
Range: xx Restricted: No

cold damage, numbing, makes concentration difficult, slowing energize?