BattleMage Spells

Cantrips


1st Order Spells

  1. Affect Normal Fires — F (Elemental versions)
  2. Alarm — R
  3. Armor — E, I
  4. Burning Hands — F
  5. Charm Person — W, R, V
  6. Comprehend Languages — R, V
  7. Dancing Lights — A, F
  8. Detect Magic — All
  9. Earth Splint — E exclusive
  10. Enlarge — R
  11. Erase — V
  12. Feather Fall — A, E
  13. Find Familiar — A, V
  14. Firewater — F, W
  15. Friends — V
  16. Grease — E, I, W
  17. Hold Portal — All
  18. Imbue Weapon — All
  19. Identify — All
  20. Jump — A, E, R
  21. Light — A, F, R
  22. Magic Missile / Elemental Missiles — Elemental versions
  23. Melt — F
  24. Mending — E
  25. Message — A, R, V
  26. Mount — V
  27. Nystul’s Magic Aura
  28. Precipitation — W, I
  29. Protection from Evil — R, V
  30. Push — All
  31. Run — E, W
  32. Shield — Elemental versions
  33. Shocking Grasp — A
  34. Sleep — I, V
  35. Spider Climb — A, E, R
  36. Tenser’s Floating Disc — R
  37. Unseen Servant — V
  38. Ventriloquism — A, V
  39. Water Healing — W exclusive
  40. Wizard Mark — All

Note: Read and Write Magic doesn’t require a spell (3 or 4d6 INT roll for most tasks)


2nd Order Spells

  1. Audible Glamer — A, R
  2. Bind — E, I, R
  3. Continual Light — A, F, R
  4. Create Element — All
  5. Darkness 15’ Radius — V
  6. Deep Pockets — V
  7. Detect Evil — A, V
  8. Detect Illusion — All
  9. Detect Invisibility — All
  10. Detect Magic — All
  11. Elemental Arrow — Elemental versions
  12. Elemental Barrier — Elemental versions
  13. ESP — V
  14. Faerie Fire — A (exclusive)
  15. Flaming Sphere — F
  16. Freeze Metal — I exclusive
  17. Fool’s Gold — E
  18. Forget — R
  19. Gust of Wind — A exclusive
  20. Heat Metal — F (exclusive)
  21. Invisibility — A, I, R
  22. Irritation — E, V
  23. Knock — A
  24. Know Alignment — R, V
  25. Leomund’s Trap — R
  26. Levitate — A, R
  27. Locate Object — R
  28. Magic Mouth — R
  29. Melf’s Acid Arrow — I, W
  30. Mirror Image — A, I, R
  31. Preserve — I, R
  32. Poison Antidote — W exclusive
  33. Produce Flame — F (exclusive)
  34. Protection from Cantrips — All
  35. Purify Food & Drink — W (exclusive)
  36. Pyrotechnics — F
  37. Ray of Enfeeblement — I, R
  38. Rope Trick — R
  39. Scare — V
  40. Shatter — E, I
  41. Stinking Cloud — A
  42. Strength — E
  43. Tasha’s Uncontrollable Hideous Laughter — V
  44. Vocalize — R
  45. Web — A, E
  46. Whip — W
  47. Wizard Lock — All
  48. Zephyr — R

3rd Order Spells

  1. Blink — V
  2. Clairaudience — A, R
  3. Clairvoyance — R, V
  4. Cloudburst — A
  5. Dispel Magic — All
  6. Elemental Blast — Elemental versions
  7. Elemental Summoning I — Elemental versions
  8. Explosive Runes — All
  9. Feign Death — E, V
  10. Fireball — F
  11. Fly — A, R
  12. Haste — A, F, R
  13. Hold Person — E, I, R, V
  14. Infravision — I, R, V
  15. Invisibility 10’ Radius — R
  16. Item — All
  17. Leomund’s Tiny Hut — R, V
  18. Lightning Bolt — A
  19. Material — All
  20. Melf’s Minute Meteor — F
  21. Monster Summoning I — R, V
  22. Phantasmal Force — R, V
  23. Protection from Element — All
  24. Protection from Evil 10’ Radius — All
  25. Protection from Normal Missiles — All
  26. Secret Page — E, R, V
  27. Sepia Snake Sigil — I, E, V
  28. Shout — A (exclusive)
  29. Slow — I, V
  30. Suggestion — V
  31. Speak With Dead — V (exclusive)
  32. Tongues — R, V
  33. Water Breathing — A, W
  34. Water Walking — I, W

4th Order Spells

  1. Charm Monster — A
  2. Confusion — V
  3. Call Lightning — A
  4. Cure Disease — W
  5. Dig — E
  6. Dimension Door — V
  7. Dispel Illusion — All
  8. Elemental Shield — A, E, I, W, V exclusive
  9. Enchanted Weapon — All
  10. Evard’s Black Tentacles — V
  11. Extension I — All
  12. Fear — V
  13. Fire Charm — F
  14. Fire Shield — F, A
  15. Fire Trap (Elemental Version) — All
  16. Fumble — I, W, V
  17. Hallucinatory Terrain — All
  18. Ice Storm — I
  19. Leomund’s Secure Shelter — E, V
  20. Mage Haste — A, F, R
  21. Magic Mirror — R, V
  22. Massmorph — E, I, R, V
  23. Meld Into Stone — E (exclusive)
  24. Minor Globe of Invulnerability — All
  25. Plant Growth — E, W
  26. Polymorph Other — V
  27. Polymorph Self — R, All (Elemental version)
  28. Rary’s Mnemonic Enhancer — R
  29. Remove Curse — R, V
  30. Remove Paralysis — V (exclusive)
  31. Stone Shape — E (exclusive)
  32. Stoneskin — E, I
  33. Tempest Wall — A exclusive
  34. Ultravision — V
  35. Wall of Fire — F
  36. Wall of Ice — I
  37. Wizard Eye — V

5th Order Spells

  1. Airy Water — A, W
  2. Animal Growth — E, R
  3. Animate Dead — V
  4. Avoidance — A, R, V
  5. Bigby’s Interposing Hand — R
  6. Cloudkill — A
  7. Conjure Elemental — R
  8. Conjure Elemental (Elemental Version) — A, E, F, I exclusive
  9. Cone of Cold — I
  10. Contact other Plane — V
  11. Dismissal — R, V
  12. Distance Distortion — F
  13. Dolor — V
  14. Extension II
  15. Fabricate (Elemental Version) — All
  16. Feeblemind — V
  17. Flame Strike — F (exclusive)
  18. Hold Monster — E, I, A
  19. Leomund’s Lamentable Belabourment — F, V
  20. Leomund’s Secret Chest — V
  21. Magic Jar — V
  22. Monster Summoning II — R
  23. Mordenkainen’s Faithful Hound — R, V
  24. Pass Wall — E
  25. Sending — All
  26. Stone Shape — All
  27. Telekinesis — A, R
  28. Teleport — R, V
  29. Transmute Rock to Mud — E, W
  30. Wall of Force — R
  31. Wall of Iron — E
  32. 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:

Special Effects:

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:

Special Effects:

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

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

Special Effects:

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.

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

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:


4th-Order Spells

Elemental Shield

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:

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.