Random Common Magic Spells (1d60)

1d60 Common Spell Effect Spell's Difficulty

1

Adhere

Target is covered in an extremely sticky substance for X rounds. Target's movement is reduced by 80% and will perform actions with a -X Dexterity Penalty.

Challenging TN 12*

2

Animal Sense

You can smell even the faintest traces of scents.

Challenging TN 12*

3

Animal Sight

You can see through the eyes of a creature you touched earlier today.

Hard TN 15

4

Animate Object

Object obeys your commands as best it can for x Hours It can walk 15ft per round.

Hard TN 15

5

Anti-Magical Aura

All nearby magical effects have their effectiveness halved and difficulty is increased by 3.

Simple TN 9

6

Arcane Eye

You can see through a magical floating eyeball that flies around at your command.

Simple TN 9

7

Astral Prison

An object is frozen in time and space within an invulnerable crystal shell.

Challenging TN 12*

8

Attract

X+1 Objects are strongly magnetically attracted to each other if they come within 10 feet.

Simple TN 9

9

Auditory Illusion

You create illusory sounds that seem to come from a direction of your choice.

Hard TN 15

10

Beast Form

You and your possessions transform into a mundane animal.

Challenging TN 12

11

Befuddle

 X creatures of your choice are unable to form new short-term memories for the duration of the spell.

Hard TN 15*

12

Bend Fate

You or one of your party can roll 2d20 on their next action and keep which ever result is preferable.

Challenging TN 12

13

Beyond Sight

You can see through walls and other nearby non-magical objects.

Simple TN 9

14

Charm

X Creatures or monsters will treat you like a friend for X hours.

Hard TN 15*

15

Command

A creature obeys a single, X + three-word command that does not harm it.

Challenging TN 12*

16

Comprehend

You can understand another spoken language until sunrise the next day.

Challenging TN 12

17

Control Time

Speed up or slow down time within a X by 50ft bubble for X minutes.

Very Hard TN 18

18

Control Weather

You may alter the type of weather once per cast, but you do not otherwise control it.

Challenging TN 12

19

Counterspell

Make a contested roll against the Intelligence of the caster of a nearby spell. You may do this out of turn as a reaction, or against an ongoing magical effect. On a success, you may cancel the other caster's spell.

Simple TN 9*

20

Deafen

All nearby creatures are deafened for X hours.

Simple TN 9*

21

Detect Magic

You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement.

Simple TN 9

22

Distort

An object appears to be up to X×5 ft from its actual position.

Simple TN 9

23

Earthquake

The ground begins shaking violently with an X magnitude Earthquake. Structures may be damaged or collapse. Enemies within X times 50 feet of the epicenter of the earthquake will be stunned.

Simple TN 9

24

Elemental Wall

A straight wall of the element of your choice X × 40ft long and 10ft high rises from the ground.

Simple TN 9

25

Fear

Enemies with X x 10 feet of you will flee in terror.

Simple TN 9*

26

Filch

X visible items, weighing no more than X pounds total,  teleport to your hands.

Hard TN 15

27

Fire Blast

Project fire from the palms of your hand at a target dealing 1d0xX Damage.

Simple TN 9

28

Fog Cloud

Dense fog spreads out from you giving a -X penalty for anything trying to see or attack you with ranged projectiles.

Challenging TN 12

29

Heal Wounds

Heal a target by 1d6xX Hit Points.

Simple TN 9

30

Hear Whispers

You can hear faint sounds clearly from Xx10ft away.

Challenging TN 12

31

Hovering Disk

An object hovers, frictionless, 2ft above the ground for X minutes and can hold up to X humanoids.

Hard TN 15

32

Hypnotize

A creature enters a trance and will truthfully answer X yes or no questions you ask it.

Challenging TN 12

33

Icy Touch

A thick ice layer spreads across a touched surface, up to X×10ft in radius.

Challenging TN 12

34

Illuminate

A floating light moves as you command and will last until dismissed or X+1 hours have elapsed.

Simple TN 9

35

Illusion

An illusion appears under your control. The size, complexity, and quality are determined by the number of raises made when casting this spell.

Hard TN 15*

36

Invisible Tether

Two objects within 10ft of each other cannot be moved more than 10ft apart.

Challenging TN 12

37

Knock

Unlocks a mundane lock or magical lock.

Challenging TN 12

38

Leap

You can jump up to X×10ft in the air or fall from a height of Xx10ft and safely land.

Simple TN 9

39

Masquerade

A characters’ appearances and voices become identical to a touched character for X hours.

Challenging TN 12

40

Pit

A pit 10ft wide and X×5ft deep opens in the ground.

Challenging TN 12

41

Primeval Surge

An object grows to X times its original size. If it is alive it will be enraged.

Challenging TN 12*

42

Protect Magic

Create an aura around a target that provides a Xx3 Magic Armor rating.  The Aura lasts until the Armor rating has been used up or X hours has elapsed.

Very Hard TN 18

43

Pull

An object of any size is pulled directly towards you with the strength of X humans.

Challenging TN 12*

44

Push

An object of any size is pushed directly away from you with the strength of X humans.

Hard TN 15*

45

Raise Dead

X nearby skeletons or corpses will rise to serve you. They are incredibly slow and stupid and can only obey simple , X+three-word commands.

Challenging TN 12

46

Read Mind

You can hear the surface thoughts of nearby creatures.

Challenging TN 12*

47

Repel

X+1 Objects are strongly magnetically repelled from each other if they come within 10 feet.

Challenging TN 12*

48

Scry

You can see events that transpired in a nearby space up to X days in the past.

Very Hard TN 18

49

Shrink

The target of the spell is reduced to 1/10 its original size for a number of hours equal to the amount that the success roll exceeded the contested roll.

Very Hard TN 18*

50

Spectacle

A clearly unreal but impressive illusion of your choice appears, under your control.

Very Hard TN 18

51

Spider Climb

You can climb surfaces like a spider for X+1 Minutes.

Challenging TN 12

52

Tangle

Near by roots, branches, vines, or even ropes will entangle the target, immobilizing them.  The entangled target will suffer 1d4 x X crushing damage until they break free or are freed by other means.

Hard TN 15*

53

Telekinesis

You may mentally move and manipulate X objects.

Challenging TN 12

54

Telepathy

You and X+1 targets can hear each other’s thoughts, no matter how far apart they move.

Simple TN 9

55

Teleport

X targets disappears and reappears on the ground in a visible, clear area.

Challenging TN 12

56

Time Jump

The Target disappears as it jumps Xx10 minutes into the future. It returns to any unoccupied area nearest to where it left.

Very Hard TN 18

57

True Sight

You can see through the magic of all nearby Illusions.

Simple TN 9

58

Upwell

A spring of water seeps up through the nearest soil.

Challenging TN 12

59

Ward

A silver circle Xx10ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles, metal etc. The Circle lasts for X minutes.

Challenging TN 12

60

Wings

A pair of feathered wings grow from your back and can bare your weight in flight for X hours or can bare you and X other passengers of roughly your size softly to the ground.

Challenging TN 12