Spells & Magic in Greywick
Magic in Greywick runs on spell slots and eight schools. Your class decides how deep a caster you are; a caster may specialize in one school to strike harder with it. Rest to recover spent slots.
Casters and spell slots
Classes fall into four groups:
- Full casters — Wizard, Cleric, Bard, Druid, Sorcerer. The deepest spell progression.
- Half casters — Ranger and Paladin. Fewer, lower-level slots, backing a martial core.
- Pact caster — Warlock. A handful of slots that all recharge on a rest and always cast at their highest level.
- Martials — Fighter, Rogue, Barbarian, Monk. No slots; they spend limited-use signature moves instead.
Full-caster spell slots by level
| Character level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | 2 | — | — | — | — |
| 2 | 3 | — | — | — | — |
| 3 | 4 | 2 | — | — | — |
| 5 | 4 | 3 | 2 | — | — |
| 7 | 4 | 3 | 3 | 1 | — |
| 9 | 4 | 3 | 3 | 3 | 1 |
| 11 | 4 | 3 | 3 | 3 | 2 |
| 13 | 4 | 3 | 3 | 3 | 2 |
| 15 | 4 | 3 | 3 | 3 | 2 |
| 17 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 3 |
The eight schools of magic
Casters may choose a favoured school — spells of that school deal +1 damage and are +1 harder to resist. Below is each school and the spells that belong to it across all classes and their subclass paths.
Abjuration
Wards, shields, and the turning-aside of harm.
- Shield (Wizard, level 1) — A flash of force turns a blow aside — fight warded for a moment.
- Arcane Ward (Wizard, level 2) — A lattice of force settles over you, and for a while the blows that should land simply do not.
- Banishment (Wizard, level 4) — You cut a foe loose from the here and now and let it fall into the empty places between — a Charisma save, or be gone a moment.
- Field Dressing (Ranger, level 1) — A field dressing of pressed leaves and clean cloth — it knits a wound closed over the next little while. Mends the most hurt of you or your wolf.
- Armor of Agathys (Warlock, level 1) — Spectral frost sheathes you, warding and biting those who strike it.
Conjuration
Summoning, grasping matter, and gates between places.
- Ensnaring Shot (Ranger, level 1) — An arrow trailing a snare of thorned cord — it fouls the quarry's legs and drags it down. A Strength save or be pinned prone.
- Entangle (Druid, level 1) — Grasping weeds erupt under your foes — Strength save or be held fast.
- Call Lightning (Druid, level 3) — You reach into the weather itself and pull a bolt down onto the field — a Dexterity save to weather half.
- Insect Plague (Druid, level 4) — A droning storm of stinging things boils up and stays, gnawing at all it covers — a Constitution save for half.
- Hunger of Hadar (Warlock, level 3) — A pocket of the void opens — Dexterity save or be flensed by cold and dark, and left to wither in the freezing black.
Divination
Sight beyond sight — marking, foreseeing, knowing.
- Hunter's Mark (Ranger, level 1) — Name a foe your quarry — every hit it takes from you or your wolf bites deeper.
Enchantment
Bending the mind — charm, fear, and command.
- Vow of Enmity (Paladin, level 1) — You name one foe your enemy, and every blow it takes from you bites the deeper until it falls.
- Vicious Mockery (Bard) — A withering insult laced with magic — Wisdom save or be rattled and stung.
- Dissonant Whispers (Bard, level 2) — A maddening verse worms into every foe at once, and their blows go wide of a fear they cannot place — a Wisdom save to hold their nerve.
- Binding Verse (Bard, level 2) — A single held note that locks the body against its own will — a Wisdom save, or stand frozen a moment.
- Psychic Lash (Bard, level 4) — You speak a word never meant for mortal ears, and it tears through every mind on the field — a Wisdom save, or reel, unstrung and afraid.
- Unmaking Word (Bard, level 5) — A secret so ruinous the mind it lands on simply comes apart — a Wisdom save, or be left hollow and reeling.
- Hex (Warlock, level 1) — Curse a foe — every hit it takes from you bites deeper.
- Psychic Grip (Warlock, level 2) — Something vast reaches through you and closes a hand on a foe's mind — a Wisdom save or be frozen mid-motion.
- Clutch of the Deep (Warlock, level 3) — The patron's attention settles on one foe, and its will stops being its own — a Wisdom save or fight lost and afraid.
- Psychic Scream (Warlock, level 4) — A sound from between the stars tears through every mind on the field at once — a Wisdom save, or reel, unstrung and afraid.
- Create Thrall (Warlock, level 5) — The thing beyond the stars reaches all the way through you and takes a foe's mind in its hand — a Wisdom save, or stand frozen, wholly unmade.
Evocation
Raw power made manifest — fire, force, and light.
- Fire Bolt (Wizard) — A mote of fire hurled at one foe — a spell attack.
- Burning Hands (Wizard, level 1) — A fan of flame washes over all before you — Dexterity save for half.
- Fireball (Wizard, level 3) — A roaring blast of fire engulfs the field — Dexterity save for half.
- Arc Lightning (Wizard, level 1) — A bolt that splits and splits again, hunting the whole field for something to earth in — a Dexterity save for half.
- Chain Lightning (Wizard, level 3) — The bolt no longer forks; it leaps, foe to foe to foe, and none it touches is spared whole — a Dexterity save for half.
- Delayed Blast (Wizard, level 4) — A seed of fire you plant among them blooms late and clings, and all it catches goes on burning — a Dexterity save for half.
- Meteor Swarm (Wizard, level 5) — You reach past the clouds and pull the sky down — burning stone, and the ground it lands on — a Dexterity save for half.
- Divine Smite (Paladin, level 1) — A strike that detonates with borrowed light — sears the wicked with radiant force.
- Sear the Wicked (Paladin) — You speak the oath and the blade takes light — a searing stroke no armour turns aside.
- Radiance of the Dawn (Paladin) — Light breaks from you in a wheel of fire and scours everything near — a Constitution save for half.
- Holy Nova (Paladin, level 3) — A silent burst of borrowed light that sears the wicked and leaves them cowering from it — a Wisdom save or fight afraid.
- Blinding Light (Paladin, level 4) — You open the oath to its full and terrible brightness, and the field drowns in it, the wicked with it. A Constitution save for half.
- Relentless Avenger (Paladin) — A heavy, hunting stroke you keep for a foe you have sworn to end. Costs stamina.
- Avenging Smite (Paladin) — The oath comes due — a single detonation of light no armour will turn.
- Soul of Vengeance (Paladin) — Everything the oath has stored against the wicked, spent on one hated foe in a single ruinous blow.
- Sacred Flame (Cleric) — Radiance falls on a foe — Dexterity save or burn.
- Cure Wounds (Cleric, level 1) — Lay on a healing word and close your wounds.
- Renewal (Cleric) — Lay a mending blessing on whoever is most hurt — it knits their wounds a little each turn, and fades if you do not renew it.
- Guiding Bolt (Cleric, level 1) — A lance of light strikes a foe — a radiant spell attack.
- Sanctuary (Cleric) — You lay an abiding blessing on the most hurt, and their wounds knit swiftly, turn upon turn, until you let it lapse.
- Guided Strike (Cleric) — You loose the blow and the god corrects it — light finds the gap in the armour with an unerring hand.
- Divine Wrath (Cleric, level 3) — You call the god's anger down as a sheet of searing light over every foe — a Constitution save to weather half of it.
- Sunburst (Cleric, level 4) — A second sun blooms and breaks over the field, and the wicked cannot bear to stand beneath it — a Constitution save for half, or fight afraid.
- Prayer of Healing (Cleric) — A long, steady prayer settled over your most-hurt companion — it mends turn on turn, and holds far past a hasty blessing.
- Guardian Spirits (Cleric, level 3) — Wardens of light wheel about your flock and turn on any who would close — a Wisdom save, or fall back afraid.
- Miracle (Cleric) — You spend the whole of the god's favour at once on the one nearest death — the deepest mending a mortal vessel can hold.
- Shatter (Bard, level 2) — A sudden ringing burst of sound cracks out over your foes — Constitution save for half.
- Healing Word (Bard, level 1) — A snatch of song knits a wound from across the field.
- Battle Hymn (Bard) — A marching-song settles over the most hurt of your band and mends them, verse on verse.
- Thunderous Refrain (Bard, level 3) — You strike a chord that lands like a war-drum across the whole field — a Constitution save to stand half of it.
- Anthem of War (Bard) — You raise the great marching-song, and it settles deep over your most-hurt companion, mending verse after verse into the thick of the fight.
- Cure Wounds (Druid, level 1) — Channel the green to close your wounds.
- Fire Storm (Druid, level 5) — You call down a standing sheet of wildfire that roams the field and clings to all it touches — a Dexterity save to escape half.
- Fire Bolt (Sorcerer) — A mote of fire hurled at a foe — a spell attack.
- Burning Hands (Sorcerer, level 1) — A fan of flame washes over your foes — Dexterity save for half.
- Fireball (Sorcerer, level 3) — A roaring blast engulfs the field — Dexterity save for half.
- Draconic Bolt (Sorcerer, level 2) — The blood answers, and your fire hardens into a lance of dragonflame far heavier than any cantrip.
- Wild Surge (Sorcerer, level 2) — The magic slips its leash — raw force erupts across the field and clings, burning, to whatever it catches. A Dexterity save for half.
- Dragon's Breath (Sorcerer, level 3) — You loose a cone of dragonflame from your own throat across the field — a Dexterity save to take half.
- Dragonfire Lance (Sorcerer, level 4) — The blood hardens your fire into a single spear of white flame, and it strikes with the weight of a diving wyrm.
- Wyrm's Cataclysm (Sorcerer, level 5) — You open the blood to its ancient full and become, for a heartbeat, the dragon — one foe is met with all of it.
- Chaos Bolt (Sorcerer, level 3) — You let the magic pick its own shape, and it leaps the field as raw, wrong force — a Dexterity save for half, and it clings and burns.
- Tides of Chaos (Sorcerer, level 4) — The leash slips further, and the magic comes as a rolling wave of wild lightning that leaves the field scorched — a Dexterity save for half.
- Unleashed Chaos (Sorcerer, level 5) — You stop holding the leash at all, and the wild magic erupts across everything at once and takes what it will. A Dexterity save for half.
- Eldritch Blast (Warlock) — A beam of crackling force — your signature, never spent.
- Hellfire (Warlock, level 1) — The patron answers with a gout of hellfire, and what it sears goes on burning — a Dexterity save to be spared the worst.
- Fiendish Blast (Warlock, level 3) — The patron opens the furnace, and a rolling gout of hellfire washes over the field — a Dexterity save for half, and it clings and burns.
- Hellstorm (Warlock, level 5) — The pact's full price paid at once — the sky opens onto the pit and rains fire without end. A Dexterity save for half.
Illusion
Deceiving the senses; what is not, made real.
- Phantom Blade (Wizard) — A dagger of pure illusion the mind cannot help but believe — a spell attack that cuts with imagined pain made real.
- Phantasmal Force (Bard, level 2) — Weave an illusion so total the mind makes it real — a Wisdom save, or the victim takes wounds simply because they believe they must.
Necromancy
Death, undeath, and the draining of life.
- Withering Ray (Wizard, level 2) — A ray of grave-cold that saps the life from living flesh — a spell attack dealing necrotic harm.
- Vampiric Touch (Warlock, level 2) — Reach through the pact's hunger and draw the life out in a cold black thread — a Constitution save, or wither at the touch.
Transmutation
Changing the shape and substance of things.
- Thorn Whip (Druid) — A vine of thorns lashes a foe — a nature spell attack.
- Spike Growth (Druid, level 2) — You call a thicket of thorned briar across the field, and it worries every wound that lingers in it — a Dexterity save for half.