3e Spells

This page lists the spells that a PC in Drunken Dwarves 3e can learn. See 3e Magic.

A note about reading these spell descriptions: Most spells scale with the caster's magic stat in some way. This is indicated by a formula in brackets, such as "for (mag/2) minutes". The brackets only serve to make the formulas easily recognizable for what they are.

A note on area-of-effect (AOE) spells: Some spells affect all creatures in a certain area (e.g. a two metre radius). These are called AOE spells. If an AOE spell calls for an attack roll, you make a separate roll against every target and apply the effects individually. Due to the nature of AOE spells, they do not deal increased damage on a critical hit.

## Water

Sorcerer: You gain either Hydromancy or Cryomancy at mag 1.

Battlemage: You gain Frost infusion at mag 1.

**Hydromancy**

You can magically lift and control (mag x 20) kg of water within 20 metres. You can use this water to push around objects. As an action, you can move up to (mag x 20) kg of matter up to 5 metres in any direction, or up to 10 metres if the object has less than half the max weight. (The weight limit is for the combined weight of the water and the object.) You can also use your water to push, trip or grapple (as the attack-like actions in 3e Combat) creatures within 20 metres, treating your mag as your str. If you grapple a creature this way, you do not gain the grappled condition, but you must spend your action each turn to sustain the grapple.

**Cryomancy**

You can freeze water through touch, and control ice the same way that you control water. As an action, you can launch a shard of ice at a target within 20 metres. This is a ranged attack that deals (mag) frost damage on hit. You can also spend an action to touch a target and freeze their body directly, dealing the same damage as a melee attack.

**Frost infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals frost damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% lightning damage. This effect immediately ends if you stop holding the weapon.

**Water mastery**

You can breathe underwater and swim at full speed. (Most creatures swim at half speed.) You can also choose to walk on water as if it were solid ground.

**Water blast**

As an action, you can spend 1 mana to create a blast of water. Target all creatures in a 90 degree, 5 metre cone. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Water burst**

As an action, you can spend 1 mana to create a burst of water all around yourself. Target all creatures in a 2 metre radius. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Frost blast**

As an action, you can spend 1 mana to create a blast of ice shards. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) frost dmg on hit or half dmg on miss.

**Frost burst**

As an action, you can spend 1 mana to create a burst of ice shards all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) frost dmg on hit or half dmg on miss.

**Heal**

As an action, you can spend 1 mana to heal a living creature within 20 metres. The target regains (mag) HP.

## Earth

Sorcerer: You gain Geomancy at mag 1.

Battlemage: You gain Earth infusion at mag 1.

**Geomancy**

You can magically lift and control (mag x 20) kg of loose earth within 20 metres. You can use this earth to push around objects. As an action, you can move up to (mag x 20) kg of matter up to 5 metres in any direction, or up to 10 metres if the object has less than half the max weight. (The weight limit is for the combined weight of the earth and the object.) You can also use your earth to push, trip or grapple (as the attack-like actions in 3e Combat) creatures within 20 metres, treating your mag as your str. If you grapple a creature this way, you do not gain the grappled condition, but you must spend your action each turn to sustain the grapple.

**Earth infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, its damage scales with your mag instead of your str. If the weapon normally deals non-physical damage, it instead deals 50% damage of the original element and 50% physical damage. This effect immediately ends if you stop holding the weapon.

**Rock control**

You can launch rocks with enough speed to harm. As an action, you can launch a rock at a target within 20 metres. This is a ranged attack that deals (mag) physical damage on hit. You can also spend an action to hit a nearby target with a burst of gravel, dealing the same damage as a melee attack.

**Tremor**

As an action, you can spend 1 mana to shift the ground in front of yourself. Target all creatures in a 90 degree, 5 metre cone. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Quake**

As an action, you can spend 1 mana to shift the ground all around yourself. Target all creatures in a 2 metre radius. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Rock blast**

As an action, you can spend 1 mana to create a blast of rocks. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) physical dmg on hit or half dmg on miss.

**Rock burst**

As an action, you can spend 1 mana to create a burst of rocks all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) physical dmg on hit or half dmg on miss.

**Stone skin**

As a minor action, you can spend 1 mana to transmute your skin into rock for (mag/2) minutes. While stone skin is active, you have DR 2. This spell only works when unarmoured.

**Transmute earth**

As an action, you can spend 1 mana to transmute up to (mag x 20) kg of loose earth into solid rock. You can first spend an action to use your geomancy and form the earth into the desired shape. Shaping objects with complex moving parts this way is impossible. You can also use the opposite effect, transmuting an equal amount of solid stone into loose earth. Enchanted materials cannot be transmuted. You must touch the material in order to transmute it.

## Fire

Sorcerer: You gain Pyromancy at mag 1.

Battlemage: You gain Fire infusion at mag 1.

**Pyromancy**

You can create and direct fire from your hands. As an action, you can shoot a bolt of fire at a target within 20 metres. This is a ranged attack that deals (mag) fire damage on hit. You can also spend an action to touch a target and scorch them directly, dealing the same damage as a melee attack.

**Fire infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals fire damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% fire damage. This effect immediately ends if you stop holding the weapon.

**Fire blast**

As an action, you can spend 1 mana to create a blast of fire. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) fire dmg on hit or half dmg on miss.

**Fire burst**

As an action, you can spend 1 mana to create a burst of fire all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) fire dmg on hit or half dmg on miss.

**Flash**

As an action, you can spend 1 mana to create a directed flash of light. Target all creatures in a 90 degree, 5 metre cone. Every target must succeed on a sta check (DC 10 + mag) or be blinded for one round.

**Flare**

As an action, you can spend 1 mana to create a flash of light all around yourself. Target all creatures in a 2 metre radius. Every target must succeed on a sta check (DC 10 + mag) or be blinded for one round.

**Smoke cloud**

As an action, you can spend 1 mana to create a cloud of smoke in a 5 metre radius around yourself. The smoke blocks sight, causing creatures within the cloud to be concealed, except to creatures with the Keen eyes perk. The Smoke cloud lasts for (mag/2) rounds before it disperses.

**Trail of fire**

As an action, you can spend 1 mana to ignite the ground beneath your feet. Until the end of your turn, your speed is doubled, and you leave a wall of fire in your wake when you move. The wall of fire lasts for one round, and deals (mag/2) fire damage to any creature that passes through it.

**Limited flight**

As a minor action, you can spend 1 mana to give yourself the ability to fly in short bursts for (mag/2) minutes. While this is active, you can move three-dimensionally during your turn, but if you end your turn in the air and nothing is holding you up, you fall.

## Air

Sorcerer: You gain either Aeromancy or Electromancy at mag 1.

Battlemage: You gain Lightning infusion at mag 1.

**Aeromancy**

You have control of the flow of wind. You can use this to push around objects within 20 metres. As an action, you can move up to (mag x 20) kg of matter up to 5 metres in any direction, or up to 10 metres if the object has less than half the max weight. You can also use your wind control to push or trip (as the attack-like actions in 3e Combat) creatures within 20 metres, treating your mag as your str.

**Electromancy**

You can create and direct electricity from your hands. As an action, you can shoot a lightning bolt at a target within 20 metres. This is a ranged attack that deals (mag) lightning damage on hit. You can also spend an action to touch a target and electrocute them directly, dealing the same damage as a melee attack.

**Lightning infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals lightning damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% lightning damage. This effect immediately ends if you stop holding the weapon.

**Forked lightning**

As an action, you can spend 1 mana to create a blast of lightning. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) lightning dmg on hit or half dmg on miss.

**Lightning burst**

As an action, you can spend 1 mana to create a burst of lightning all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) lightning dmg on hit or half dmg on miss.

**Gust**

As an action, you can spend 1 mana to create a blast of wind. Target all creatures in a 90 degree, 5 metre cone. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Shockwave**

As an action, you can spend 1 mana to create a burst of wind all around yourself. Target all creatures in a 2 metre radius. Make a mag check against the poise of each target. On success, you can either knock them prone or push them up to 5 metres away from you, but you must apply the same effect to all targets.

**Limited flight**

As a minor action, you can spend 1 mana to give yourself the ability to fly in short bursts for (mag/2) minutes. While this is active, you can move three-dimensionally during your turn, but if you end your turn in the air and nothing is holding you up, you fall.

**Wind cloak**

As a minor action, you can spend 1 mana to surround yourself with a sphere of swirling winds for (mag/2) minutes. While Wind cloak is active, small objects within 2 metres are repelled away from you, and ranged attacks against you have disadvantage. You can prematurely deactivate Wind cloak as a minor action.

## Light

Sorcerer: You gain either Holy energy control or Light control at mag 1.

Battlemage: You gain Holy infusion at mag 1.

**Holy energy control**

You can create and direct holy energy from your hands. As an action, you can shoot a bolt of energy at a target within 20 metres. This is a ranged attack that deals (mag) holy damage on hit. You can also spend an action to touch a target and smite them directly, dealing the same damage as a melee attack.

**Light control**

You can create and direct light from your hands. As a minor action, you can create a light source in your hand, which sheds light in a 10 metre radius, but is extinguished if you use that hand for anything else. You can also spend an action to shoot a beam of concentrated light at a target within 20 metres. The target must succeed at a sta check (DC 10 + mag) or be blinded for one round.

**Holy infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals holy damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% holy damage. This effect immediately ends if you stop holding the weapon.

**Holy blast**

As an action, you can spend 1 mana to create a blast of holy energy. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) holy dmg on hit or half dmg on miss.

**Holy burst**

As an action, you can spend 1 mana to create a burst of holy energy all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) holy dmg on hit or half dmg on miss.

**Flash**

As an action, you can spend 1 mana to create a directed flash of light. Target all creatures in a 90 degree, 5 metre cone. Every target must succeed on a sta check (DC 10 + mag) or be blinded for one round.

**Flare**

As an action, you can spend 1 mana to create a flash of light all around yourself. Target all creatures in a 2 metre radius. Every target must succeed on a sta check (DC 10 + mag) or be blinded for one round.

**Heal**

As an action, you can spend 1 mana to heal a living creature within 20 metres. The target regains (mag) HP.

## Dark

Sorcerer: You gain Unholy energy control at mag 1.

Battlemage: You gain Unholy infusion at mag 1.

**Unholy energy control**

You can create and direct unholy energy from your hands. As an action, you can shoot a bolt of energy at a target within 20 metres. This is a ranged attack that deals (mag) unholy damage on hit. You can also spend an action to touch a target and smite them directly, dealing the same damage as a melee attack.

**Unholy infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals unholy damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% unholy damage. This effect immediately ends if you stop holding the weapon.

**Unholy blast**

As an action, you can spend 1 mana to create a blast of unholy energy. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) unholy dmg on hit or half dmg on miss.

**Unholy burst**

As an action, you can spend 1 mana to create a burst of unholy energy all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) unholy dmg on hit or half dmg on miss.

**Shadow cloud**

As an action, you can spend 1 mana to create a cloud of pure darkness in a 5 metre radius around yourself. Light sources in the area are suppressed, and the area is filled with darkness for (mag/2) rounds. Creatures within the Shadow cloud are concealed, except to creatures with the Keen eyes perk.

**Life drain**

As an action, you can spend 1 mana to drain the life force of a creature within 20 metres. The target must attempt a sta check (DC 10 + dex). They take (mag) true damage on a failed check, and half damage on a successful check. Either way, you regain HP equal to half the damage dealt.

**Shadowstep**

As an action, you can spend 1 mana to teleport up to (mag) metres into an unoccupied space you can see. Physical obstacles do not stop you, as long as you can see your destination. Alternatively, you can spend 1 mana to teleport half that distance as a minor action.

**Invisibility**

As an action, you can spend 1 mana to become nigh-invisible for (mag/2) rounds. While Invisibility is active, you are concealed to all creatures, and have a +10 bonus on stealth checks. When you cast Invisibility, you can also immediately take the Hide action (see 3e Combat) as part of casting the spell. Invisibility ends after you make an attack, even if the round limit has not passed yet.

## Nature

Sorcerer: You gain either Plant control or Venom control at mag 1.

Battlemage: You gain either Primal infusion or Venom infusion at mag 1.

**Plant control**

**WORK IN PROGRESS**

Yes, I am aware that this is still missing. I'll fix it very soon.

**Venom control**

You can create and direct poisonous substances from your hands. As an action, you can shoot a spray of venom at a target within 20 metres. This is a ranged attack that deals (mag) poison damage on hit. You can also spend an action to touch a target and poison them directly, dealing the same damage as a melee attack.

**Primal infusion**

As a minor action, you can transform one or both of your hands into natural weapons, like a tiger's claws or a scorpion's pincers. Another minor action turns them back to normal. While Primal infusion is active, your unarmed attacks function as non-improvised light weapons, and their damage scales with your mag instead of your str.

**Venom infusion**

Passive. When you wield a weapon, you can choose to infuse it with elemental energy. If you do, the weapon deals poison damage, and its damage scales with your mag instead of your str. If the weapon already deals non-physical damage, it instead deals 50% damage of the original element and 50% poison damage. This effect immediately ends if you stop holding the weapon.

**Venom blast**

As an action, you can spend 1 mana to create a blast of venom. Target all creatures in a 90 degree, 5 metre cone. Make an attack roll against each target, dealing (mag) poison dmg on hit or half dmg on miss.

**Venom burst**

As an action, you can spend 1 mana to create a burst of venom all around yourself. Target all creatures in a 2 metre radius. Make an attack roll against each target, dealing (mag) poison dmg on hit or half dmg on miss.

**Heal**

As an action, you can spend 1 mana to heal a living creature within 20 metres. The target regains (mag) HP.