Magi-Nation d20 Home Page | Spell Lists |
Transmutation | Range: Personal |
Level: Uni1 | Target: Self |
Components: V, S, M | Duration: Instantaneous |
Casting Time: 1 Swift Action | Restricted: No |
You may reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll. The material component for this spell is two cubical objects resembling dice.
Conjuration (Creation) [Earth] | Target: One Creature |
Level: Kyb2 | Duration: One round/level |
Components: V, S | Saving Throw: Reflex negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: Medium (100 ft. + 10 ft./level) | Restricted: No |
Solid Stone appears around a creature's feet, trapping it. The stone prevents the creature from moving using any form of land-based movement. If the creature is flying or swimming, the Feet of Stone spell will not prevent its movement, but will add weight to the creature. Flyers must succeed in a Strength check against the save DC of the spell to maintain their flight each round. If a creature does not have feet, the stone forms around whatever it uses to propel itself along the ground (e.g., the body of a snake, etc.). Creatures with no land movement are not affected by this spell.
While the stone is in place, the affected creature cannot use claws on the feet it usually uses for walking. Bipedal creatures could still use upper limbs for attacks or spellcasting. The stone can be broken - it is approximately 1 foot thick, with the hardness of normal stone.
Kybar's Teeth Shadow Magi may cast Feet of Stone
type | Target: x |
Level: Cal1 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
The magi may send extra energy to form an intense fire aura around a dream creature. This increases the damage the creature causes. Fire creatures may absorb some of this energy to heal themselves instead.
Evocation [Fire] | Target: One creature, 10' radius spread. |
Level: Cal2 | Duration: Instantaneous |
Components: V, S | Saving Throw: Reflex Half |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: Medium (100 ft. + 10 ft./level) | Restricted: No |
This spell is a smaller version of the 3rd level Arcane spell Fireball. It does a maximum of 7d6 damage.
This spell is renamed from Fire Ball to avoid confusion with the standard d20 Fireball spell.
Conjuration (Summoning) | Effect: One swarm of fireflies |
Level: Cal2 | Duration: Concentration + 2 rounds |
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 summons a firefly swarm which attacks all other creatures in its area. If no living creatures are within its area, the swarm will pursue and attack the nearest creature other than the summoner. The caster has no control over the swarm once summoned.
type | Target: x |
Level: Cal1 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Fire shaping
Evocation [Fire] | Target: x |
Level: Cal7 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
Abjuration [Fire] | Target: One creature |
Level: Cal1 | Duration: 1 round/level or until discharged |
Components: V, S | Saving Throw: None |
Casting Time: 1 standard action | Spell Resistance: See text |
Range: Close (25 ft. + 5 ft./2 levels) | Restricted: No |
This spell creates a triggered effect which protects the caster or an allied creature. If a creature attacks the target of the spell, the Flame Spurt detonates, and the attacker suffers 1d6 +1/level fire damage. The burst erupts from the ground or a nearby surface, so the target of the burst has no warning of the effect. Spell Resistance applies against the Flame Burst damage.
type | Target: x |
Level: Nrm2 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Tap into Dream plane for energy surge. unfocused attempt
type | Target: x |
Level: Par3 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
attract DCs?
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
Conjuration (Creation) | Target: One creature |
Level: Ard3 | Duration: 10 min./level |
Components: V, S | Saving Throw: Will negates (harmless) |
Casting Time: 1 standard action | Spell Resistance: Yes (harmless) |
Range: Medium (100 ft. + 10 ft./level) | Restricted: No |
This surrounds the target creature with a mobile fog bank which is identical to the 2nd level Arcane spell Fog Cloud. This fog bank will remain around the target creature, moving with it. The target creature may see normally while in the fog bank, though vision is blocked for other creatures. The fog bank is 20 feet in diameter.
Like the Fog Cloud spell, the fog bank obscures all sight, including darkvision. A creature within 5 feet has concealment (20% miss chance), while creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate a target).
Conjuration (Healing) | Target: All Naroom creatures in a 30' radius from caster |
Level: Nrm5 | Duration: Instantaneous |
Components: V, S | Saving Throw: Will half (harmless) |
Casting Time: 1 round | Spell Resistance: Yes (harmless) |
Range: Centered on Caster | Restricted: No |
This spell heals all Naroom creatures in the area of effect. Each Naroom creature will be healed 2d8 hit points. The Naroom creatures also gain a +1 Morale bonus on attack rolls and saving throws for the next hour.
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
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
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
Enchantment (Compulsion) [Mind-Affecting] | Target: All living creatures in a 30 ft. radius |
Level: Bog3 | Duration: 2 rounds/level |
Components: V, S | Saving Throw: Will negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: Medium (100ft. + 10ft./level) | Restricted: No |
All creatures in the affected area are overcome with a violent uncontrollable rage. Each creature gains a +4 Morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to AC. The creatures are compelled to fight, regardless of danger. A successful saving throw negates all effects.
type | Target: x |
Level: Par5 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Stalked creature confused, blinded. Lights attract jungle creatures...
type | Target: x |
Level: Nrm2 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Magic hampered/prevented for 1-6 r?
type | Target: x |
Level: Cor4 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: Yes |
Spell Description
type | Target: x |
Level: Und5 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
type | Target: x |
Level: Cal3 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
Area: 50 ft. radius | |
Level: Und5 | Duration: Instantaneous |
Components: V, S | Saving Throw: Reflex half |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: centered on caster | Restricted: No |
This spells causes all of the loose rocks and pebbles in the area to rise up into a whirling cloud. The gravelstorm centers on the magi casting the spell, who stands in the 'eye' of the gravelstorm (and taking no damage as long as he doesn't move). All other creatures in the area of effect will take 1d6/level damage from the whirling stones (15d6 maximum). Creatures who are totally buried in the ground, or otherwise protected from physical damage, are not damaged by this spell.
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
Transmutation | Target: One creature |
Level: Nrm3 | Duration: 1 min./level |
Components: V, S | Saving Throw: Fortitude negates (harmless) |
Casting Time: 1 standard action | Spell Resistance: Yes (harmless) |
Range: Close (25 ft + 5 ft./2 levels) | Restricted: No |
The targetted creature doubles in size, and its weight multiplies by 8. The creature grows to the next larger size category. The creature's land speed increases by 10 ft.round. In addition, the creature gains a +4 size bonus to Strength and Constitution. It has a -2 size penalty to Dexterity, and a -1 size penalty to AC and attack rolls due to increased size. In addition, the creature XXX
type | Target: x |
Level: Wea6 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
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 or Shadow Only |
Spell Description
Conjuration (Healing) | Target: Up to five creatures in the area of effect |
Level: Uni4 | Duration: Instantaneous |
Components: V, S | Saving Throw: Will half (harmless) |
Casting Time: 1 standard action | Spell Resistance: Yes (harmless) |
Range: Close (25 ft. + 5 ft./2 levels) | Restricted: No |
This spell heals damage on up to five creatures in the area of effect. The spell heals a total of 5d8 damage. The caster may designate each dice of healing for a different creature. For instance, one creature could receive 2d8 healing while three others received 1d8 healing. The caster must designate all dice before rolling.
This spell was originally called Heal in the Magi-Nation CCG. It was renamed to avoid confusion with the 6th level cleric spell of the same name.
type | Target: x |
Level: Dre2 | Duration: Instantaneous |
Components: V, S | Saving Throw: Fortitude half |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: Close (25 ft. + 5 ft./2 levels) | Restricted: No |
All creatures in the area of effect suffer as if they had been in the desert sun for hours. All creatures suffer 2d6 non-lethal damage from the heat, 1d6 if they make their save. Creatures who fail their save also become fatigued, or exhausted if they are already fatigued.
Creatures resistant or immune to fire do not suffer the damage, but still can become fatigued unless they also do not need water.
Conjuration (Teleportation) | Target: Self |
Level: Und2 | Duration: 1 round |
Components: V, S | Saving Throw: None (harmless) |
Casting Time: 1 standard action | Spell Resistance: No (harmless) |
Range: Close (25 ft. + 5 ft./2 levels) | Restricted: No |
This spell creates a temporary short-range portal. The caster creates an opening which transports him to any point in range, where a similar portal opens. The portal only lasts for an instant, so the caster must step through in the same round he casts the spell. If the destination point is inside a solid object, it will be displaced up to 5 feet, as long as the destination point is still within the range of the spell. Otherwise, the portal will fail to open.
Only the caster may step through the portal. The portal does not grant the ability to see through it, so the caster may not know of any dangers on the other side of the portal.
type | Target: x |
Level: Dre3 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
Conjuration (Calling) | Target: One hyren |
Level: Nrm6 | Duration: 1 rounds/level if in combat, or 10 minutes/level otherwise |
Components: V, S | Saving Throw: None (harmless) |
Casting Time: 1 standard action | Spell Resistance: No (harmless) |
Range: Close (25 ft. + 5 ft./2 levels) | Restricted: No |
The spellcaster calls a hyren to aid her. When this spell is called, the caster becomes aware of the nearest hyrens to her, and may select one to aid her. The caster is aware of the three closest hyrens at level 10, the four closest hyrens at level 15, and the five closest at level 20. The hyrens may be in either the real world or the dream realm. The caster may select one of the hyrens to aid her, and it is immediately transported to her location.
The hyren will be helpful to the caster if it is of the same realm, friendly otherwise (unless the hyren is Core, in which case the hyren is indifferent at best). The hyren is under no compunction to aid the caster, but will generally assist if the requests are not too extreme. The hyren will not leave animite behind if it is defeated.
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 |
Creature flung at target? damage based upon size
type | Target: x |
Level: Oro1 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
type | Target: x |
Level: Uni1 | Duration: Instantaneous |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Spell Description
Transmutation {Earth] | Target: Two creatures |
Level: Kyb3 | Duration: Instantaneous |
Components: V, S | Saving Throw: Reflex negates |
Casting Time: 1 standard action | Spell Resistance: Yes |
Range: xx | Restricted: No |
Earth moved to reveal sharp jagged rocks. Reflex save to avoid falling in and damage. Small KT creatures climb atop moved earth - earth surfing.
type | Target: One creature of size Small or smaller |
Level: Ard2 | Duration: Instantaneous |
Components: V, S | Saving Throw: Will negates (harmless) |
Casting Time: 1 move action | Spell Resistance: Yes (harmless) |
Range: Short (25 ft. + 5 ft/level) | Restricted: No |
This spell creates a short-lived but powerful gust of air, which can push a willing creature along a particular path. The creature moves up to 30 ft. + 10 ft./level in a straight line as the caster desires. The jetstream is not disorienting to the creature. The spell only works on creatures of size Small or smaller. The creature cannot move through an occupied square (even one occupied by an ally).
Note that this spell can be cast in the same round as a magi summons a creature. It can be used to propel a newly-summoned creature into melee. If the affected creature enters melee range, it may use its full attack. The creature's movement provokes attacks of opportunity at the end of its movement, but not along its path.
type | Target: Self |
Level: Kyb1 | Duration: One round |
Components: V, S | Saving Throw: negates |
Casting Time: 1 standard action | Spell Resistance: No |
Range: xx | Restricted: No |
The caster automatically uses the echoes of his surroundings to great effect. For one round, the caster can shout a message. Because of the echoes, the caster can be more easily heard at great distances. In the mountains or natural underground caverns, the penalty for other creatures to hear the caster's shouted message drops to -1 per mile of distance, rather than -1 per 10 feet. If cast in another terrain, the penalty for hearing the caster's shouted message is -1 per 30 feet.