Spells

From The Domains of Dread

All spells and spell-like abilities in The Domains of Dread are governed by their type—put another way, their source of power. Class archetypes which share spell types share spellbooks. Certain class archetypes may have unique spell-like abilities such as those from divine domains, but all spells are localized to spell type, not class archetype.

Spell Types

Ancient

Ancient spells are derived from primeval, fundamental forces found in Nature. Their traditional custodians are Druids, but some varieties of Hunter also align themselves with the Cycle. It is thought to be the oldest form of supernatural power harnessed by humanoids in most Prime Material worlds, with the Misty Plane unlikely to be exception.

Arcane

Arcane spells are derived from an ephemeral force considered to exist in parallel to natural law, variously described across worlds as the Weave. Practitioners may be born with inherent influence over the arcane like Sorcerers but more often come into mastery as part of lifelong study as Wizards. Varieties of Hunters and Rogues, too, dabble in the arcane in pursuit of their goals.

Artifice

Neither arcane nor divine per se, artifice is of two worlds. By impressing an almost fanatical belief in the pursuit of progress—their so called Great Work—an Artificer is able to reproduce effects near indistinguishable from magic, yet stands as an other than. In the Realms of Terror, acts of artifice are subject to the same rules as any other type as spell-like abilities, like culpability to dispel.

Bardic

Bardic spells are derived from a power animated by humanoid creativity, conditioning reality to suit the performer through enchanted performance and song. Though identified often with the arcane, bardic spellcraft lacks its defined structures and instead expresses as pure, towering whimsy. Bards are their namesake, but certain Berserkers develop similar aptitude for the songs of battle itself.

Divine

Divine spells are derived from those who call upon a power greater than themselves, be it from the lips of a Cleric or the edicts of an Inquisitor. Though the mechanisms of gods and goddesses are unknown in the Realms of Terror compared to other worlds, seemingly only true faith in an ideoligion is required to summon forth these powers—or in goodness itself, as for Paladins.

Occult

Occult spells are among the most mysterious and misunderstood beyond the Misty Border. Indeed, it would not be wrong to suspect that these cultic powers must in some way derive from the Mists of Death themselves, unknowable and despotic. Despite their reputation for “dark magic” as expressed by Warlocks and Dark Knights not all practitioners are necessarily evil as some Necromancers prove, but all seem to answer to some greater master.

Inherent

Inherent spell-like abilities are the domain of exceptional individuals whose abilities seem to demonstrate a force found in all people such as the mind, like Psions, or the body and soul, like Ascetics.

Spell Schools

All spell and spell-like abilities have an associated spell school in addition to their type. These are notable in some contexts such as Wizards specializing in a given spell school, or with specific consequences associated with them in the Realms of Terror—evil necromancy spells for example are almost always hated by a domain’s society and produce strong reactions when conducted in the open. A small number of spells are universal, belonging to no school.

A list of all spells sorted by spell school except Artifice is available in this article.

Abjuration

Abjurations are protective. They may create barriers, negate the effects of other spells or spell-like abilities, or bring harm to trespassers.

Conjuration

Conjurations involve the transport of an energy, thing or creature from another place or their spontaneous manifestation thereof. In the Realms of Terror, no mortal conjuration may bridge the Misty Border with another plane of existence so to call upon true Outsiders—only rituals. Neither is it possible for a spell or spell-like ability to teleport a subject and certainly not over domain or planar borders.

Divination

Divinations are the determinations of past, present or future fates as augured through supernatural means. The Mists of Death conspire to choke all but the simplest organs of augury in the Realms of Terror from anyone not gifted with the Vistani’s Sight, often condemning those who dare try anyway to outcomes better left unknown.

Enchantment

Enchantments alter the minds of others, influencing or controlling their behavior with or without their knowledge.

Evocation

Evocations harness a force to then express as itself or to an item, normally as a form of attack but not always. They might be rays, bolts or other kinetic expressions.

Illusion

Illusions seek to deceive or confabulate the senses. They could be phantom imagery, sounds or sensations.

Necromancy

Necromancies alter the quality of a being’s life, body or life force. Though necromancy is also the discipline of supernatural healers in the Realms of Terror, many necromancies bring harm—and worse yet bestow the hollow facsimile of life that is undeath.

Transmutation

Transmutations temporarily or permanently alter the nature, shape or aspect of a thing or creature in terms of physical capabilities or features.

Metamagic

Certain class archetypes have access to metamagic, or the ability to modify a spell or spell-like ability’s requirements, effects or outcomes using metamagic points. The points made available depends on their class archetype, level and primary spellcasting modifier. Metamagic in The Domains of Dread may be combined and attached to any spell or spell-like ability prior to casting—it does not upgrade the spell circle when doing so. Furthermore all options are made available to those who fulfill their requirements without expending feats to do so.

Still Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 1
The spell or spell-like ability will be activated without somatic or verbal components. A spell or spell-like ability cast this way will not suffer from Arcane Spell Failure. Does not supersede the effects of silence.

Extend Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability upgrades its duration tier - reaction becomes quick, quick becomes short, normal becomes long, and has no effect on a spell or spell-like ability already long.

Enlarge Spell

Prerequisites: 1st Circle spellcasting
MP Cost: 2
The spell or spell-like ability increases its deployable range, not size, by 2x its base value so long as it is not touch range.

Heightened Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 3
The spell or spell-like ability gains +2 CL for purposes of overcoming SR.

Maximize Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 4
The spell or spell-like ability has all of its numerical dies set to their maximum possible values.

Quicken Spell

Prerequisites: 3rd Circle spellcasting
MP Cost: 5
The spell or spell-like ability activates as a reaction, while maintaining normal duration and effects.

Empower Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has all of its numerical die outcomes multiplied by 0.5x.

Widen Spell

Prerequisites: 5th Circle spellcasting
MP Cost: 5
The spell or spell-like has its area size increased by 1.5x base values.

Spell Durations

There are five named tiers of spell and spell-like ability durations in The Domains of Dread:

  1. Reaction: 1 round IGT (6 seconds IRT) + round/caster level
  2. Quick: 1 turn IGT (60 seconds IRT) + round/caster level
  3. Short: 1 turn IGT + turn/caster level
  4. Normal: 1 hour IGT (15 minutes IRT) + turn/caster level
  5. Long: 1 hour IGT + hour/caster level

Reaction is unique, as any spell or spell-like ability with this duration tier may be cast or activated as a free action out of round order, without the usual action time associated.