BattleMage Spells
Cantrips
- Present Spell book to page
- Create/manipulate elemental energy
- Translate
- Calm Animal
- Loud Voice — can grab attention of many; in combat works as the 1st level spell Taunt
- Speak Through Familiar
- Any Cantrip from Unearthed Arcana
1st Order Spells
- Affect Normal Fires — F (Elemental versions)
- Alarm — R
- Armor — E, I
- Burning Hands — F
- Charm Person — W, R, V
- Comprehend Languages — R, V
- Dancing Lights — A, F
- Detect Magic — All
- Earth Splint — E exclusive
- Enlarge — R
- Erase — V
- Feather Fall — A, E
- Find Familiar — A, V
- Firewater — F, W
- Friends — V
- Grease — E, I, W
- Hold Portal — All
- Imbue Weapon — All
- Identify — All
- Jump — A, E, R
- Light — A, F, R
- Magic Missile / Elemental Missiles — Elemental versions
- Melt — F
- Mending — E
- Message — A, R, V
- Mount — V
- Nystul’s Magic Aura
- Precipitation — W, I
- Protection from Evil — R, V
- Push — All
- Run — E, W
- Shield — Elemental versions
- Shocking Grasp — A
- Sleep — I, V
- Spider Climb — A, E, R
- Tenser’s Floating Disc — R
- Unseen Servant — V
- Ventriloquism — A, V
- Water Healing — W exclusive
- Wizard Mark — All
Note: Read and Write Magic doesn’t require a spell (3 or 4d6 INT roll for most tasks)
2nd Order Spells
- Audible Glamer — A, R
- Bind — E, I, R
- Continual Light — A, F, R
- Create Element — All
- Darkness 15’ Radius — V
- Deep Pockets — V
- Detect Evil — A, V
- Detect Illusion — All
- Detect Invisibility — All
- Detect Magic — All
- Elemental Arrow — Elemental versions
- Elemental Barrier — Elemental versions
- ESP — V
- Faerie Fire — A (exclusive)
- Flaming Sphere — F
- Freeze Metal — I exclusive
- Fool’s Gold — E
- Forget — R
- Gust of Wind — A exclusive
- Heat Metal — F (exclusive)
- Invisibility — A, I, R
- Irritation — E, V
- Knock — A
- Know Alignment — R, V
- Leomund’s Trap — R
- Levitate — A, R
- Locate Object — R
- Magic Mouth — R
- Melf’s Acid Arrow — I, W
- Mirror Image — A, I, R
- Preserve — I, R
- Poison Antidote — W exclusive
- Produce Flame — F (exclusive)
- Protection from Cantrips — All
- Purify Food & Drink — W (exclusive)
- Pyrotechnics — F
- Ray of Enfeeblement — I, R
- Rope Trick — R
- Scare — V
- Shatter — E, I
- Stinking Cloud — A
- Strength — E
- Tasha’s Uncontrollable Hideous Laughter — V
- Vocalize — R
- Web — A, E
- Whip — W
- Wizard Lock — All
- Zephyr — R
3rd Order Spells
- Blink — V
- Clairaudience — A, R
- Clairvoyance — R, V
- Cloudburst — A
- Dispel Magic — All
- Elemental Blast — Elemental versions
- Elemental Summoning I — Elemental versions
- Explosive Runes — All
- Feign Death — E, V
- Fireball — F
- Fly — A, R
- Haste — A, F, R
- Hold Person — E, I, R, V
- Infravision — I, R, V
- Invisibility 10’ Radius — R
- Item — All
- Leomund’s Tiny Hut — R, V
- Lightning Bolt — A
- Material — All
- Melf’s Minute Meteor — F
- Monster Summoning I — R, V
- Phantasmal Force — R, V
- Protection from Element — All
- Protection from Evil 10’ Radius — All
- Protection from Normal Missiles — All
- Secret Page — E, R, V
- Sepia Snake Sigil — I, E, V
- Shout — A (exclusive)
- Slow — I, V
- Suggestion — V
- Speak With Dead — V (exclusive)
- Tongues — R, V
- Water Breathing — A, W
- Water Walking — I, W
4th Order Spells
- Charm Monster — A
- Confusion — V
- Call Lightning — A
- Cure Disease — W
- Dig — E
- Dimension Door — V
- Dispel Illusion — All
- Elemental Shield — A, E, I, W, V exclusive
- Enchanted Weapon — All
- Evard’s Black Tentacles — V
- Extension I — All
- Fear — V
- Fire Charm — F
- Fire Shield — F, A
- Fire Trap (Elemental Version) — All
- Fumble — I, W, V
- Hallucinatory Terrain — All
- Ice Storm — I
- Leomund’s Secure Shelter — E, V
- Mage Haste — A, F, R
- Magic Mirror — R, V
- Massmorph — E, I, R, V
- Meld Into Stone — E (exclusive)
- Minor Globe of Invulnerability — All
- Plant Growth — E, W
- Polymorph Other — V
- Polymorph Self — R, All (Elemental version)
- Rary’s Mnemonic Enhancer — R
- Remove Curse — R, V
- Remove Paralysis — V (exclusive)
- Stone Shape — E (exclusive)
- Stoneskin — E, I
- Tempest Wall — A exclusive
- Ultravision — V
- Wall of Fire — F
- Wall of Ice — I
- Wizard Eye — V
5th Order Spells
- Airy Water — A, W
- Animal Growth — E, R
- Animate Dead — V
- Avoidance — A, R, V
- Bigby’s Interposing Hand — R
- Cloudkill — A
- Conjure Elemental — R
- Conjure Elemental (Elemental Version) — A, E, F, I exclusive
- Cone of Cold — I
- Contact other Plane — V
- Dismissal — R, V
- Distance Distortion — F
- Dolor — V
- Extension II
- Fabricate (Elemental Version) — All
- Feeblemind — V
- Flame Strike — F (exclusive)
- Hold Monster — E, I, A
- Leomund’s Lamentable Belabourment — F, V
- Leomund’s Secret Chest — V
- Magic Jar — V
- Monster Summoning II — R
- Mordenkainen’s Faithful Hound — R, V
- Pass Wall — E
- Sending — All
- Stone Shape — All
- Telekinesis — A, R
- Teleport — R, V
- Transmute Rock to Mud — E, W
- Wall of Force — R
- Wall of Iron — E
- Wall of Stone — E
BattleMage Spell Descriptions
1st-Order Spells
Elemental Missiles
Focused bursts of elemental energy as projectiles or melee strikes. Require verbal and somatic components, plus a small token of the element.
Unless specified, they share these traits:
- Range: Long (6” + 1”/level), Medium (3” + 1”/level), or Short (1” + 1”/level)
- Duration: Instantaneous
- Casting Time: 1
- Saving Throw: ½ (half damage on successful save)
- Effect: 1d8 damage + 1d8 every 2 levels above 1st
Special Effects:
- Bash: On a hit, target must save vs. paralysis or be knocked back 5–20 feet (4 HD or less)
- Bludgeoning: Subdual damage, heals 12× faster than normal. Only lethal after target reaches 0 HP
- Burn: On a failed save, +1d4 fire damage at the start of their next turn (4 HD or less)
- Chill: Targets failing save are slowed 10 feet of movement for 1 round and −1 to next initiative (4 HD or less)
- Cleave: If the attack kills the target, excess damage carries over to an adjacent foe within 10 feet
- Single Target: Automatically hits a single visible target
- Multiple Targets: If 3rd level or higher, each 1d8 can be split among multiple targets within a 90° cone
Air Cutter — Razor-sharp compressed wind. Short Range, Single Target with Cleave.
Ice Darts — Sharp icicles in a 45° cone. Long Range, Multi-target, Chill.
Fire Darts — Flaming projectiles in a 90° cone, igniting flammable materials. Medium Range, Multi-target.
Rock Bolt — Jagged stone projectile. Long Range, Bash, Single Target.
Water Whip — Lashing tendril of water, potentially dousing flames. Short Range, Bash, Single Target with Cleave.
Eldritch Blast (Void) — Shadowy bolt of necrotic energy. Medium Range, Single Target.
Magic Missile (Arcane) — As in the Players Handbook.
Elemental Shield Spells
Protective barriers absorbing incoming harm.
Unless specified:
- Range: Self
- Duration: 4 + 1 round per level
- Casting Time: 1
- Effect: Man-sized shield at arm’s length absorbing 10 + 2× level points of damage before shattering. Blocks from the front only.
Special Effects:
- Floating: Can be rotated with the caster, aligned to the front. 4’ diameter
- Grounded: Double strength when attached to the ground, moves up to 20’/round. 8’ tall
- Defensive Bonus: +4 AC to Missile Attacks
- Blocks Vision: Caster can hide face and torso
- Counter Damage: For each 2 points absorbed from melee, or each point from unarmed attacks, causes damage to the attacker
Wind Aegis (Air) — Swirling vortex of air. Floating, Defensive Bonus, Weak to Water.
Ice Shield — Crystalline ice shield. Floating or Grounded, Counter Damage, Weak to Fire.
Water Ward — Swirling water shield. Floating or Grounded, Defensive Bonus, Weak to Air/Lightning.
Fire Ward — Burning shell of fire. Floating, Blocks Vision, Counter Damage, Weak to Ice/Water.
Stone Bulwark (Earth) — Solid shield from the ground. Grounded only, Blocks Vision, Defensive Bonus.
Arcane Shield — Shimmering field of force energy. Floating, Defensive Bonus.
Black Veil (Void) — Dark shroud that hurts melee attackers with necrotic damage. Floating, Blocks Vision, Counter Damage.
Imbue Weapon — All
Casting Time: 1 segment | Range: Touch | Duration: 1 attack or 10 rounds
Infuses a single weapon with raw elemental energy. On first successful weapon attack: +1d8 + caster level elemental damage, then the spell dissipates.
Special Risk: If the extra damage die rolls an 8 (maximum), the weapon must make a Saving Throw vs. Crushing Blow. On a failed save, the weapon develops a crack: −1 to attack and damage until repaired. Critical failure: the weapon shatters.
Water Healing — W
Casting Time: 10 segments | Range: Touch
Target regains 1d6 + caster level hit points. Automatically stabilizes targets at 0 or fewer HP. Stops bleeding or ongoing damage effects.
Earth Splint — E
Casting Time: 5 segments | Range: Touch
Channels the endurance of stone into a broken body. Converts critical injuries into normal wounds, reducing recovery time. Stabilizes at 0 or fewer HP.
2nd-Order Spells
Elemental Arrow
- Range: Long (12” + 1”/level), Medium (6” + 1”/level), or Short (4” + 1”/level)
- Casting Time: 2
- Effect: Single target, 1d6 per caster level
- Saving Throw: ½
Fire Arrow — Medium Range, Burn
Ice Arrow — Medium Range, Chill
Lightning Zap (Air) — Long Range
Iron Arrow (Earth) — Medium Range, Bash
Water Blade — Short Range, Cleave
Dark Sphere (Void) — Long Range
Arcane Arrow — Long Range, 1d4 per level, no save
2nd Order Elemental Barriers
- Range: 10 ft per level | Duration: Concentration or 1 round per level | Casting Time: 2
- Size: 5 ft wide per level, 10 ft tall, 10 ft deep
- Effect: Semi-transparent wall. −4 to hit with missile weapons through barrier. +3 to saves vs. spells cast through the barrier (unless same element type).
Special Effects:
- Damaging: Anyone in contact suffers 2d4 + caster level per round
- Blocking: Blocks all creatures 4 HD or less. Higher HD need a save to pass in one round
Tempest Barrier (Air) — Crackling wind tornado. Damaging.
Frozen Spikes (Ice) — Jagged ice. Damaging.
Blazing Maw (Fire) — Flaming wall. Damaging.
Earthen Barricade — Shifting rock. Blocking — Save vs. DEX 4d6.
Abyssal Rift (Void) — Black Tendrils drain. Damaging.
Arcane Barricade — Energy weave. Blocking — Save vs. spell.
Water Barrier — Flowing cascade. Blocking — Save vs. STR 4d6.
Poison Antidote — W
Casting Time: 10 segments | Range: Touch
Target gains an Additional Saving throw against the poison with a bonus of +caster level. On success against a high-level poison, the target’s poison level drops by Caster Level/2. Can be cast each round until the poison is gone.
3rd-Order Spells
Elemental Blast
Masterful area blasts that affect groups.
- Casting Time: 3 segments | Effect: 1d6 per caster level to all in Area of Effect | Saving Throw: ½
Lightning Bolt (Air) — As Players Handbook. Beam aligned with the caster.
Deep Freeze (Ice) — 40’ × 40’ rectangle by 10’ high. Medium Range. Duration 1 round.
Fireball — As Players Handbook. Sphere 20’ radius.
Seismic Shockwave (Earth) — Cone 90’ long, 45’ wide, 10’ high. Short Range. Targets that fail save move at ½ speed for 1 round. Cannot be cast in the air.
Water Spout — Cylinder 15’ radius, 60’ high. Long Range. Duration 1 round. All normal fires extinguished.
Void Implosion — 20’ radius. Medium Range.
Arcane Blast — Short range cone 60’ long with 30’ wide end starting from the caster. 1d4 per level, no save.
Elemental Summoning I
- Duration: Concentration or ½ level in rounds | Casting Time: 3 segments | Range: 3”
Creates a creature made of the caster’s element, up to 4 feet tall. Form decided by the caster.
HD: 3d10 (+10 HP if cast with abundant element) | AC: 5 | Attacks: 1 | Damage: 2d4 | Intelligence: Low | Speed: 9”
By Element:
- Air — Flying at 18”
- Earth — Regenerates 1 HP/round when on rock or ground
- Fire — Can start fires; when damage rolls 7+, target catches fire for 1d6/round until extinguished
- Ice — On death, save vs. Spell or all within 1” are slowed
- Water — Special attack: Suffocate creatures 2 HD or less, 1d4 HP/round until the elemental is slain or released
- Void — Causes fear on attack; when damage rolls 3 or less, target saves vs. Fear or runs
- Arcane — Flying at 12”, attacks as a +1 Magic Weapon
4th-Order Spells
Elemental Shield
- Duration: 2 rounds + 1 per level | Casting Time: 4 segments | Range: 0
The BattleMage’s body becomes sheathed in a shifting corona of their element. Any creature that successfully strikes the BattleMage with a melee attack immediately suffers retributive elemental damage equal to twice the damage it just inflicted.
Variations:
- Air (Lightning): Crackling arcs of lightning
- Earth (Rock Biter): Jagged shards of rock and crystal
- Ice (Frostbite Shield): Razor-sharp ice crystals. Retributive cold damage
- Water (Tide Ripper): Lashing streams of high-pressure water
- Void (Death Shroud): Writhing black-purple tendrils. Retributive negative energy
The orbiting magic gives off dim light in a 15 ft radius and imposes −2 on surprise rolls while active. Ends instantly if the BattleMage falls unconscious or dies.