Pravian Imperium

General Spells

Spells on this page are not limited to a single class, but are available to all full-magic classes.

Cantrips

Light

Level 0 (cantrip); Casting time 1 Action: Components V,M; Range C; Duration 1 hour

You touch one object that is no larger than 10 ft. in any dimension. Until the spell ends, the object sheds bright light in a 20-ft. radius and dim light for an additional 20 ft. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Saving (Dexterity) throw against your Spell DC to avoid the spell.

Prestidigitation

Level 0 (cantrip); Casting Time 1 Action: Components V,S; Range L (10 ft.); Duration 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Level 1

Ceremony

Level 1; Casting Time 1 hour; Components V, S, M; Range C, Duration I

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement – You touch one willing creature whose moral beliefs have changed, and you make a DC 20 Charisma (Insight) check. On a successful check, you restore the target to its original state.
Bless Water – You touch one vial of water (no more than 1 pint) and cause it to become holy water. The holy water restores no FP when drank.
Coming of Age – You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an Ability check, it can roll a d4 and add the number rolled to the Ability check. A creature can benefit from this rite only once in a lifetime.
Dedication – You touch one humanoid who wishes to be dedicated to Pravus’ service. For the next 24 hours, whenever the target makes a Saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once in a lifetime.
Funeral Rite – You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding – You touch at least two adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Detect Magic

Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 30ft. sphere; Duration C (10 minutes)

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. 

Level 2

Empower Weapon

Level 2; Casting Time 1 Bonus Action; Components V,S; Range C; Duration C (1 hour)

You touch a weapon. Until the spell ends, the weapon gains +1 to Attack rolls and Damage rolls.
At higher level: when you empower the spell to 4th level the bonus becomes a +2. When you empower the spell to 6th level, the bonus becomes a +3.

Magic Aura

Level 2; Casting Time 1 action; Components V, S, M; Range C; Duration 24 hours

You place an illusion on a creature or an object you touch so that spells that learn information about magical effects reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. You can make the effect permanent by casting this spell on the same creature or object every day for 30 days, placing the same effect on it each time. The illusion will then last until it is dispelled.
False Aura – You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to have a different effect than originally. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask – You change the way the target appears to spells and magical effects that detect creature types, such as the trigger of a glyph of warding spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type.

Level 3

Counterspell

Level 3; Casting Time Reaction; Components S; Range L (60 ft.); Duration I

When you see a creature within 60 feet of you casting a spell, you attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make a Spellcasting check. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher level: when you empower this, the interrupted spell has no effect if it is equal to or less than the level you empowered this spell to.

Dispel Magic

Level 3: Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower affecting the target ends for that target. For each spell of 4th level or higher on the target, make a Spellcasting check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher level: when you empower the spell, you automatically end the effect of the spell if it is equal to or less than the level you empowered this spell to.

Level 4

Arcane Eye

Level 4; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 hour)

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 ft. The eye can look in every direction. As an action, you can move the eye up to 30 ft. in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Freedom

Level 4; Casting Time 1 action; Components V, S; Range C; Duration 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce the target’s speed. Being underwater also imposes no penalties on the target’s movement or all forms of attacking.

Level 5

Contact

Level 5; Casting Time 1 min.; Components V, S, M; Range S; Duration 1 min.

You contact Pravus or a proxy of his and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
The beings you contact aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond their knowledge. In a case where a one-word answer could be misleading or contrary to their interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random answer. The GM makes this roll in secret.

Lore

Level 5; Casting Time 10 min.; Components V, S, M; Range S; Duration I

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might (and most likely will be) be shrouded in figurative language.

Level 6

Globe of Invulnerability

Level 6; Casting Time 1 Action; Components V,S,M; Range S; AoE 15-ft. sphere; Duration C (1 min.)

An immobile, faintly shimmering barrier springs into existence in a 15-ft. diametr around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is empowered to a higher level. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. 
At higher level: when you empower this, the barrier blocks spells of one level higher for every level above 6th.

Level 7

Etherealness

Level 7; Casting Time 1 Action; Components V,S; Range S; Duration 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plan you originated from, but everything there looks gray, and you can’t see anything more than 60 ft. away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plan you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
At higher level: when you empower the spell, you can target up to three additional willing creatures (including you) for every level above 7th. The creatures must be within Close range of you when you cast the spell.

Level 8

Antimagic Field

Level 8; Casting Time 1 Action; Components V,S,M; Range S; AoE 10ft. sphere; Duration C (1 hour)

A 10-foot-diametr invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that passess trought the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. FP expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magical Items: The properties and powers of magic items are suppressed in the sphere. That means that all weapons and the like not wielded by gods lose their magical properties. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

Level 9

Wish

Level 9; Casting Time 1 Action; Components V; Range S; Duration I

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other unempowered spell of 8th level or lower. You don’t need to meet any requirements in that spell. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
– You create one object of up to 25,000 Imperial Glinars in value that isn’t a magic item. The object can be no more than 300 ft. in any dimension, and it appears in an unoccupied space you can see on the ground.
– You allow up to twenty creatures that you can see to regain all HP, and you end all effects on them.
– You grant up to ten creatures that you can see resistance to a damage type you choose.
– You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a dragon’s breath attack.
– You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to a GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, you have disadvantage on all rolls for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish for the next real-life year if you suffer this stress.