The Witcher Basic Arcane Spells V0.2

Art credit: Bogna Gawrońska for Gwent


Afan’s Mirror

3rd-level Illusion


  • Casting Time: 1 action
  • Range: Self (100-foot radius)
  • Components: V, S, M (a small mirrior)
  • Duration: Concentration, up to 10 minutes

You create 1d6 + Intelligence modifier illusory copies of the caster which appear to emerge out of the caster’s body. These copies are illusory and intangible,but indistinguishable from the caster. For the duration of the spell you can mentally instruct each copy to move 30 feet in any direction, however they can not move more than 100 feet away from you. For the duration of the spell, each time targets you they must make a Wisdom (perception) check against the you or whichever Illusion is closest to them, against you spell save DC. The target attacks whichever target is closest to it on a failed, on a success the creature repeats this process on the next closest target.

An illusion’s AC equals 10 + your Dexterity modifier If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all illusions are destroyed. Should two or more of the illusions converge on one creature any creature making an attack against that creature has advantage on their first attack against them.

The illusions are able to make attacks of their only, merely mimicking any attack you make. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Blinding Dust

3rd-level evocation


  • Casting Time: 1 action
  • Range: 15-foot
  • Components: V, S, M (a small amount of dust or dirt)
  • Duration: Instantaneous

You shoot a magical dust into the eyes of a target that blinds them. A target must succeed on Dexterity saving throw. If it fails, the target is blinded for the duration, and takes 2d6 piercing damage. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature, and 1d6 in damage for each slot level above 3rd.

Glamour

3rd-level Illusion


  • Casting Time: 5 minutes
  • Range: touch
  • Components: V, S, M (cosmetics worth 20gp, and a gem worth at leadt 100 gps)
  • Duration: up to 12 hours

You create minor illusions around the target that makes the target appear visually stunning, and bedazzles anyone any intelligent creature that can see the target. The target gains advantage on all Charisma checks against any creature that fails a Wisdom saving throw upon looking at you. A creature remains unaware of the use of magic or if they were charmed by it.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Magic Compass

Cantrip divination


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a handful of ball bearings, or other magnetic shards)
  • Duration: up to 10 minutes

You to instantly determine the direction to a place you have been before. Alternately, the spell tells which direction is north.

Mind Manipulation

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: Concentration up to 10 minutes

You force one target to feel one of the following emotions for the duration of the spell: hatred, love, depression, or euphoria. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save you choose one to make the creature feel hatred, love, depression, or euphoria. On a successful save the target become aware that you attempted to cast the spell upon them.

Mind Manipulation doesn't necessarily affect how a creature behaves, all reactions are determined by the DM

Summon Staff

Cantrip conjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Instantaneous

You dematerialize a staff or quarterstaff and transport it to a extra dimensional place. You can cast the spell again to summon the staff or quarterstaff back to you.

Rock Blast (Cenlly Graig)

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small rock or hardened piece of dirt)
  • Duration: instantaneous

You hurl four blunt stones at your opponent.
You may make four ranged spell attack against a creature of your choice that you can see within range. On a hit a target takes 1d8 bludgeoning damage and you can push the creature up to 5 feet away from you in a straight line. The stones all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels when you cast this spell using a spell slot of 3rd level or higher, the spell creates one more blunt stone for each slot above 2nd.

Cultivate (Codi Bywyd)

Cantrip transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You grow a small plant from seed to maturity instantaneously. This allows you to grow herbs and alchemical plants, or small berry and fruit bearing shrubs but not larger plants such as trees.

Diagnostic Spell

1st-level divination


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

You quickly assess a creature's health and determine how many hit points it has, if they have an illness and what it is, and if they have been poisoned and what by. Any Wisdom (medicine) checks made are made at advantage against the target of the spell for its duration.

Earthen Spike

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S
  • Duration: Instantaneous

You create an angled stalagmite to stab up into the target. Make a ranged spell attack against the target. On a hit, the target takes 5d8 bludgeoning damage. the creature is pushed to one side of the spike (your choice), if the spike hits. The spike is an object made of stone that can be damaged and thus breached. The spike has AC 13 and 20 hit points. Reducing the spike to 0 hit points destroys it.


Korath’s Breath

4th-level evocation


  • Casting Time: 1 action
  • Range: self (30ft cone)
  • Components: V, S, M (a small amount of stone, sand, or earth)
  • Duration: Instantaneous

You magically break down nearby stone or earth surface and sprays scolding sand at the creatures in front of you. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d8 fire damage and are blinded until the end of their next turn on a failed save, or half as much damage on a successful one.

At Higher Levels When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each slot level above 3rd.

Luthien’s Quill

Cantrip transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell you etch writing or drawings into any solid surface. The Quill cannot be used on any living creature.

Talfryn’s Prison

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S,M (a dried plant or root)
  • Duration: Instantaneous

You conjure a vine and fire it at a target you can see within range, where it binds itself to the ground and the target.
Make a ranged spell attack against up to three creatures that you can see within range. On a hit the target is restrained by the roots until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. The roots have an AC 10, 32 hit points, and are vulnerable to fire.

At higher levels when you cast this spell using a spell slot of 2nd level or higher, the spell creates one more ensnaring root against another target within range.

Air Pocket

1st-level conjuration


  • Casting Time: 1 action
  • Range: self (10-foot radius)
  • Components: V, S
  • Duration: Concentration up to 10 minutes

You create a pocket of fresh air under-water or in an area where there normally wouldn’t be fresh air. The Air Pocket remains breathable for up to five creatures, the pocket moves with the caster and has a 10-foot-radius sphere centered on you.

Bronwyn’s Gust

2nd-level evocation


  • Casting Time: 1 action
  • Range: self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a gale force wind effecting all creatures surrounding you. All creatures in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage from debris and and you can push the creature up to 5 feet away from you in a straight line on a failed save, or half as much damage on a successful one.

At Higher Levels When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above 2nd.

Freshen Air

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self ((30-foot radius)
  • Components: V, S
  • Duration: Concentration up to 10 minutes

You cleanse the air surrounding you of impurities. All air in a 10-foot-radius sphere centered around you is purified and rendered free of smoke, poison, and disease.

Urien’s Shelter

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S,
  • Duration: 1 round

You create an intangible barrier around yourself negating the effects of hostile environmental conditions upon you. This negates the affects of extreme heat, extreme cold, rain, and snow on you.

Static Storm

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a burnt piece of metal)
  • Duration: Concentration up to 1 minute

You infuse a 30-foot radius centred around you with electrical energy. Each creature in a 30-foot radius of you who is wearing or welding metal must is affected. when a creature wearing or welding metal enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. A creature take 2d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d8 for each slot level above 2nd.


Brand of Fire

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You brand a target with a simple symbol or word anywhere on their exposed body. Make a melee spell attack against a target. On a hit the target takes 1d4 fire damage to the target and leaves a large, permanent scar.

Wave of Fire

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (5-foot by 30-foot line)
  • Components: V, S
  • Duration: Instantaneous

You fire a 5-foot by 30-foot line in a direction of your choice. Each creature in the 5-foot by 30-foot line must make a Dexterity saving throw. On a failed save the creature takes 4d6 fire damage, or half as much on a success.

Carys’ Hail

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: instantaneous

You rain down icy hail onto an area within range that you can see. Each creature in a 30-foot-radius sphere centered on the targeted point must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Dormyn’s Fog

1st-level illusion


  • Casting Time: 1 action
  • Range: self (60-foot radius)
  • Components: V, S
  • Duration: Concentration up to 10 minutes

You create a magical fog which completely obscures view within it. Magical fog is conjured up with a 60-foot-radius sphere centered upon you, and moves with you. The sphere spreads around corners, and its area is heavily obscured. the magical fog can be dispersed by ending the spell or through the effects of another spell that creates a strong wind like Gust of Wind.
once the Spell is ended the fog immediately disperses.

Downpour

1st-level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, V
  • Duration: 1 hour

You create a small rain cloud which rains down on a 30-foot radius area of rain that puts out any fire it hits.

Ice Slick

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You magically coat a 10-foot-square area of ground in ice. The area is considered difficult terrain and any creature attempting to traverse the area of effect must make a Dexterity (acrobatics ) check against your spell save DC or fall prone. The ice last until it thaws or is otherwise melted.

Ice Shroud (Rhewi)

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

you create a thin layer of ice around a target for the duration of the spell. The target must make a Constitution saving throw. A creature takes 2d8 cold damage and becomes stunned, or half as much on a success. The creature may make an athletics (Strength) check to break the ice encasing them and remove the stunned effect.

The ice has 20 hit points and is vulnerable to fire damage, all damage dealt to the ice is also dealt to the stunned target (with the target not taking the additional damage from fire damage).