Sage/Spell List

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Sage Spell List

The following spells are available to all sages. The Sage Domain you choose at 1st level expands your spell list, as detailed in the domain's page.


Cantrips (0-point)

Aegis A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Druidcraft Whispering to the spirits of nature, you create one of several minor effects.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Marvelous Melody Your melody damages adjacent creatures, and potentially charms them.
Mending This spell repairs a single break or tear in an object you touch.
Message You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Summon Instrument You summon a musical instrument into your hands out of thin air.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.


1-point

Death You inflict wounds upon a creature you touch.
Jump A creature's jump distance is tripled until the spell ends.
Purify Food and Drink Remove poison and disease from food and drink within a 5-foot-radius sphere.
Sage's Smite Your next melee attack surges with elemental power.


2-point

Animal Friendship Charm an animal for up to 24 hours.
Barrier Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Detect Magic Sense the presence of magic within 30 feet of you.
Detect Poison and Disease Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Farore's Courage For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Healing Word Your bonus action restores a few heart points to a creature within 60 feet of you.
Life You heal the wounds of a creature you touch.
Longstrider A creature you touch has its speed increases by 10 feet for 1 hour.
Lullaby Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Sage Armor You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sanctuary You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Speak with Animals You gain the ability to comprehend and verbally communicate with beasts for the duration.


3-point

Aid Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Animal Messenger Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Calm Emotions You attempt to suppress strong emotions of a group of creatures.
Ceremonial Rite A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Lesser Restoration You touch a creature and can end either one disease or one lesser condition afflicting it.
Magic Mouth You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Paralyze You attempt to paralyze a creature you can see within range.
Protection from Poison A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Reflecting Shield You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.


4-point

Sending You send a short message to any creature with which you are familiar over any possible distance.


5-point

Beast Shape Transform into a beast of your choice for 1 hour.
Clairvoyance You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Remove Curse At your touch, all curses affecting one creature or object end.
Revivify You touch a creature that has died within the last minute, restoring it to 1 heart point.
Tiny Hut


6-point

Daruk's Shield A creature you touch repels up to three attacks that would otherwise hit it.
Death Ward
Ethereal Bridge You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Sentinel You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.


7-point

Baneful Ray You project a ray of divine power to bane a creature up to 60 feet away.
Greater Restoration You imbue a creature you touch with positive energy to undo one debilitating effect.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Telepathic Bond For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.


8-point

Heal A creature within 60 feet of you regains 10d12 heart points.


9-point

True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Sequester A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.


11-point

Animal Shapes You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Holy Aura Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.


12-point

Mind Blank One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Nayru's Love A creature you touch becomes immune to damage other than psychic for up to 1 minute.


13-point

Foresight A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Imprisonment You create a magical restraint to hold a creature that you can see within range, permanently.
Mass Heal Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Shapechange You change into almost any creature for up to 1 hour.
Time Stop Briefly stop time for everyone but yourself.
True Resurrection Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.


14-point


15-point